namespace Msp {
namespace GL {
-RenderMethod::RenderMethod():
- shprog(0),
- shprog_from_material(false),
- shdata(0),
- material(0),
- face_cull(CULL_BACK),
- receive_shadows(false),
- image_based_lighting(false)
-{ }
-
void RenderMethod::set_material_textures()
{
+ if(!material)
+ return;
+
const Tag *material_texture_tags = material->get_texture_tags();
for(const Tag *tag=material_texture_tags; tag->id; ++tag)
set_texture(*tag, material->get_texture(*tag), material->get_sampler(*tag));
void RenderMethod::maybe_create_material_shader()
{
- if(shprog && !shprog_from_material)
+ if(!material || (shprog && !shprog_from_material))
return;
map<string, int> extra_spec;
shprog = material->create_compatible_shader(extra_spec);
if(shdata)
- shdata = new ProgramData(*shdata, shprog);
+ {
+ RefPtr<ProgramData> old_shdata = shdata;
+ shdata = new ProgramData(shprog);
+ shdata->copy_uniforms(*old_shdata);
+ }
shprog_from_material = true;
}
{
shprog = prog;
shprog_from_material = false;
- shdata = (data ? new ProgramData(*data) : 0);
+ if(data)
+ {
+ shdata = new ProgramData;
+ shdata->copy_uniforms(*data);
+ }
+ else
+ shdata = 0;
+ maybe_create_material_shader();
}
Tag RenderMethod::get_slotted_uniform_tag(Tag slot) const
auto i = find_member(textures, tag, &TextureSlot::tag);
if(i==textures.end())
{
- textures.push_back(TextureSlot(tag));
+ textures.emplace_back(tag);
i = textures.end()-1;
}
i->texture = tex;
face_cull = fc;
}
+void RenderMethod::set_blend(const Blend &b)
+{
+ blend = b;
+}
+
void RenderMethod::set_receive_shadows(bool rs)
{
receive_shadows = rs;
+ maybe_create_material_shader();
+}
+
+void RenderMethod::set_image_based_lighting(bool ibl)
+{
+ image_based_lighting = ibl;
+ maybe_create_material_shader();
}
void RenderMethod::apply(Renderer &renderer) const
if(material)
renderer.add_shader_data(material->get_shader_data());
renderer.set_face_cull(face_cull);
+ renderer.set_blend(&blend);
}
void RenderMethod::set_debug_name(const string &name)
DataFile::Loader::ActionMap RenderMethod::Loader::shared_actions;
-RenderMethod::Loader::Loader(RenderMethod &p):
- DataFile::CollectionObjectLoader<RenderMethod>(p, 0)
-{
- set_actions(shared_actions);
-}
-
RenderMethod::Loader::Loader(RenderMethod &p, Collection &c):
DataFile::CollectionObjectLoader<RenderMethod>(p, &c)
{
void RenderMethod::Loader::init_actions()
{
+ add("blend", &Loader::blend);
+ add("blend", &Loader::blend_factors);
add("face_cull", &RenderMethod::face_cull);
add("shader", &Loader::shader);
add("image_based_lighting", &RenderMethod::image_based_lighting);
obj.maybe_create_material_shader();
}
+void RenderMethod::Loader::blend()
+{
+ load_sub(obj.blend);
+}
+
+void RenderMethod::Loader::blend_factors(BlendFactor src, BlendFactor dest)
+{
+ obj.blend = Blend(src, dest);
+}
+
void RenderMethod::Loader::material_inline()
{
Material::GenericLoader ldr(get_collection());
load_sub_with(ldr);
- RefPtr<Material> mat = ldr.get_object();
- get_collection().add(inline_base_name+".mat", mat.get());
- obj.material = mat.release();
+ obj.material = ldr.store_object(get_collection(), inline_base_name+".mat");
obj.set_material_textures();
}
obj.shprog = &get_collection().get<Program>(n);
obj.shprog_from_material = false;
if(obj.shdata)
- obj.shdata = new ProgramData(*obj.shdata, obj.shprog);
+ {
+ RefPtr<ProgramData> old_shdata = obj.shdata;
+ obj.shdata = new ProgramData(obj.shprog);
+ obj.shdata->copy_uniforms(*old_shdata);
+ }
}
void RenderMethod::Loader::texture(const string &n)
auto i = find_member(obj.textures, Tag(n), &TextureSlot::tag);
if(i==obj.textures.end())
{
- obj.textures.push_back(TextureSlot(n));
+ obj.textures.emplace_back(n);
i = obj.textures.end()-1;
}
TextureSlot::Loader ldr(*i, n, coll);
if(!obj.shdata)
obj.shdata = new ProgramData(obj.shprog);
else if(obj.shdata.refcount()>1)
- obj.shdata = new ProgramData(*obj.shdata);
+ {
+ RefPtr<ProgramData> old_shdata = obj.shdata;
+ obj.shdata = new ProgramData;
+ obj.shdata->copy_uniforms(*old_shdata);
+ }
load_sub(*obj.shdata);
}