+++ /dev/null
-#include <msp/datafile/collection.h>
-#include <msp/strings/format.h>
-#include "error.h"
-#include "material.h"
-#include "renderpass.h"
-#include "program.h"
-#include "programdata.h"
-#include "renderer.h"
-#include "texenv.h"
-#include "texture.h"
-#include "texture2d.h"
-#include "texturing.h"
-
-using namespace std;
-
-namespace Msp {
-namespace GL {
-
-RenderPass::RenderPass():
- shprog(0),
- shdata(0),
- material(0),
- texturing(0),
- back_faces(false)
-{ }
-
-RenderPass::RenderPass(const RenderPass &other):
- shprog(other.shprog),
- shdata(other.shdata ? new ProgramData(*other.shdata) : 0),
- material(other.material),
- texturing(other.texturing ? new Texturing(*other.texturing) : 0),
- tex_names(other.tex_names),
- back_faces(other.back_faces)
-{ }
-
-RenderPass::~RenderPass()
-{
- delete texturing;
-}
-
-void RenderPass::set_shader_program(const Program *prog, const ProgramData *data)
-{
- shprog = prog;
- shdata = data;
- shdata.keep();
-}
-
-void RenderPass::set_material(const Material *mat)
-{
- material = mat;
- material.keep();
-}
-
-void RenderPass::set_texture(unsigned index, const Texture *tex)
-{
- if(!texturing)
- texturing = new Texturing;
-
- texturing->attach(index, *tex);
-}
-
-int RenderPass::get_texture_index(const string &n) const
-{
- map<string, unsigned>::const_iterator i = tex_names.find(n);
- if(i==tex_names.end())
- return -1;
- return i->second;
-}
-
-void RenderPass::apply(Renderer &renderer) const
-{
- renderer.set_texturing(texturing);
- renderer.set_material(material.get());
- renderer.set_shader_program(shprog, shdata.get());
- renderer.set_reverse_winding(back_faces);
-}
-
-
-RenderPass::Loader::Loader(RenderPass &p):
- DataFile::CollectionObjectLoader<RenderPass>(p, 0)
-{
- init();
-}
-
-RenderPass::Loader::Loader(RenderPass &p, Collection &c):
- DataFile::CollectionObjectLoader<RenderPass>(p, &c)
-{
- init();
-}
-
-void RenderPass::Loader::init()
-{
- add("shader", &RenderPass::shprog);
- add("material", &Loader::material_inline);
- add("material", &Loader::material);
- add("back_faces",&RenderPass::back_faces);
- add("texunit", &Loader::texunit);
- add("texunit", &Loader::texunit_named);
- add("uniforms", &Loader::uniforms);
-}
-
-void RenderPass::Loader::material_inline()
-{
- RefPtr<Material> mat = new Material;
- if(coll)
- load_sub(*mat, get_collection());
- else
- load_sub(*mat);
- obj.material = mat;
-}
-
-void RenderPass::Loader::material(const string &name)
-{
- obj.material = &get_collection().get<Material>(name);
- obj.material.keep();
-}
-
-void RenderPass::Loader::texunit(unsigned i)
-{
- if(!obj.texturing)
- obj.texturing = new Texturing;
- TextureLoader ldr(*obj.texturing, i, coll);
- load_sub_with(ldr);
-}
-
-void RenderPass::Loader::texunit_named(unsigned i, const string &n)
-{
- texunit(i);
- obj.tex_names[n] = i;
-}
-
-void RenderPass::Loader::uniforms()
-{
- if(!obj.shprog)
- throw invalid_operation("RenderPass::Loader::uniforms");
- RefPtr<ProgramData> shd = new ProgramData;
- load_sub(*shd);
- obj.shdata = shd;
-}
-
-
-RenderPass::TextureLoader::TextureLoader(Texturing &t, unsigned i, Collection *c):
- DataFile::CollectionObjectLoader<Texturing>(t, c),
- index(i)
-{
- add("texture", &TextureLoader::texture);
- add("texture2d", &TextureLoader::texture2d);
-}
-
-void RenderPass::TextureLoader::finish()
-{
- if(tex)
- {
- if(env)
- obj.attach(index, *tex, *env);
- else
- obj.attach(index, *tex);
- tex.release();
- env.release();
- }
-}
-
-void RenderPass::TextureLoader::texenv()
-{
- throw runtime_error("TexEnvs can't be loaded yet");
- /*env = new TexEnv;
- load_sub(*env);*/
-}
-
-void RenderPass::TextureLoader::texture(const string &name)
-{
- tex = &get_collection().get<Texture>(name);
- tex.keep();
-}
-
-void RenderPass::TextureLoader::texture2d()
-{
- tex = new Texture2D;
- if(coll)
- load_sub(static_cast<Texture2D &>(*tex), get_collection());
- else
- load_sub(static_cast<Texture2D &>(*tex));
-}
-
-} // namespace GL
-} // namespace Msp