+#include <msp/core/algorithm.h>
#include <msp/datafile/collection.h>
+#include <msp/io/print.h>
#include <msp/strings/format.h>
#include "error.h"
-#include "material.h"
#include "renderpass.h"
#include "program.h"
#include "programdata.h"
#include "texture.h"
#include "texture2d.h"
#include "texturing.h"
+#include "uniform.h"
using namespace std;
shprog_from_material(false),
shdata(0),
material(0),
- texturing(0),
- back_faces(false)
+ back_faces(false),
+ receive_shadows(false)
{ }
-RenderPass::RenderPass(const RenderPass &other):
- shprog(other.shprog),
- shprog_from_material(other.shprog_from_material),
- shdata(other.shdata),
- uniform_slots(other.uniform_slots),
- material(other.material),
- material_slot(other.material_slot),
- texturing(other.texturing ? new Texturing(*other.texturing) : 0),
- tex_names(other.tex_names),
- back_faces(other.back_faces)
-{ }
-
-RenderPass &RenderPass::operator=(const RenderPass &other)
-{
- shprog = other.shprog;
- shprog_from_material = other.shprog_from_material;
- shdata = other.shdata;
- uniform_slots = other.uniform_slots;
- material = other.material;
- material_slot = other.material_slot;
- texturing = other.texturing ? new Texturing(*other.texturing) : 0;
- tex_names = other.tex_names;
- back_faces = other.back_faces;
- return *this;
-}
-
-RenderPass::~RenderPass()
+void RenderPass::set_material_textures()
{
- delete texturing;
-}
-
-void RenderPass::finalize_material(DataFile::Collection *coll)
-{
- maybe_create_material_shader(coll);
- ensure_private_shader_data();
-
- if(!texturing)
- texturing = new Texturing;
- material->attach_textures_to(*texturing, *shdata);
+ 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());
}
void RenderPass::maybe_create_material_shader(DataFile::Collection *coll)
if(shprog && !shprog_from_material)
return;
+ map<string, int> extra_spec;
+ if(receive_shadows)
+ extra_spec["use_shadow_map"] = true;
+
if(coll)
{
- shprog = material->create_compatible_shader(*coll);
+ shprog = material->create_compatible_shader(*coll, extra_spec);
shprog.keep();
}
else
- shprog = material->create_compatible_shader();
+ throw invalid_operation("RenderPass::maybe_create_material_shader");
if(shdata)
shdata = new ProgramData(*shdata, shprog.get());
shprog_from_material = true;
}
-void RenderPass::ensure_private_shader_data()
-{
- if(!shprog)
- throw invalid_operation("RenderPass::ensure_private_shader_data");
-
- if(!shdata)
- shdata = new ProgramData(shprog.get());
- else if(shdata.refcount()>1)
- shdata = new ProgramData(*shdata);
-}
-
void RenderPass::set_shader_program(const Program *prog, const ProgramData *data)
{
shprog = prog;
shprog.keep();
shprog_from_material = false;
shdata = (data ? new ProgramData(*data) : 0);
- if(material)
- finalize_material(0);
}
-const string &RenderPass::get_slotted_uniform_name(const string &slot) const
+Tag RenderPass::get_slotted_uniform_tag(Tag slot) const
{
- map<string, string>::const_iterator i = uniform_slots.find(slot);
+ map<Tag, Tag>::const_iterator i = uniform_slots.find(slot);
if(i==uniform_slots.end())
- {
- static string empty;
- return empty;
- }
+ return Tag();
return i->second;
}
-void RenderPass::set_material(const Material *mat)
+void RenderPass::set_material(const Material *mat, DataFile::Collection *coll)
{
material = mat;
material.keep();
- finalize_material(0);
+ maybe_create_material_shader(coll);
+ set_material_textures();
}
-void RenderPass::set_texture(unsigned index, const Texture *tex)
+void RenderPass::set_texture(Tag tag, const Texture *tex, const Sampler *samp)
{
- if(!texturing)
- texturing = new Texturing;
+ vector<TextureSlot>::iterator i = find_member(textures, tag, &TextureSlot::tag);
+ if(i==textures.end())
+ {
+ textures.push_back(TextureSlot(tag));
+ i = textures.end()-1;
+ }
+ i->texture = tex;
+ if(samp)
+ i->sampler = samp;
+}
- texturing->attach(index, *tex, texturing->get_attached_sampler(index));
+Tag RenderPass::get_texture_tag(const string &slot) const
+{
+ vector<TextureSlot>::const_iterator i = find_member(textures, slot, &TextureSlot::slot_name);
+ return (i!=textures.end() ? i->tag : Tag());
+}
+
+void RenderPass::set_texture(unsigned index, const Texture *tex, const Sampler *samp)
+{
+ if(!shprog)
+ throw invalid_operation("RenderPass::set_texture");
+
+ const vector<Program::UniformInfo> &uniforms = shprog->get_uniforms();
+ for(vector<Program::UniformInfo>::const_iterator i=uniforms.begin(); i!=uniforms.end(); ++i)
+ if(is_image(i->type) && i->binding==static_cast<int>(index))
+ return set_texture(i->tag, tex, samp);
+
+ if(shdata)
+ {
+ const vector<Tag> &tags = shdata->get_uniform_tags();
+ for(vector<Tag>::const_iterator i=tags.begin(); i!=tags.end(); ++i)
+ {
+ vector<Program::UniformInfo>::const_iterator j = find_member(uniforms, *i, &Program::UniformInfo::tag);
+ if(j==uniforms.end() || !is_image(j->type))
+ continue;
+ if(const Uniform1i *uni1i = dynamic_cast<const Uniform1i *>(shdata->find_uniform(*i)))
+ if(uni1i->get()==static_cast<int>(index))
+ return set_texture(*i, tex, samp);
+ }
+ }
}
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;
+ vector<TextureSlot>::const_iterator i = find_member(textures, n, &TextureSlot::slot_name);
+ return (shprog && i!=textures.end() ? shprog->get_uniform_binding(i->tag) : -1);
+}
+
+void RenderPass::set_back_faces(bool bf)
+{
+ back_faces = bf;
+}
+
+void RenderPass::set_receive_shadows(bool rs)
+{
+ receive_shadows = rs;
}
void RenderPass::apply(Renderer &renderer) const
{
- renderer.set_texturing(texturing);
+ for(vector<TextureSlot>::const_iterator i=textures.begin(); i!=textures.end(); ++i)
+ renderer.set_texture(i->tag, i->texture, i->sampler);
renderer.set_material(material.get());
renderer.set_shader_program(shprog.get(), shdata.get());
renderer.set_reverse_winding(back_faces);
}
+DataFile::Loader::ActionMap RenderPass::Loader::shared_actions;
+
RenderPass::Loader::Loader(RenderPass &p):
DataFile::CollectionObjectLoader<RenderPass>(p, 0)
{
- init();
+ set_actions(shared_actions);
}
RenderPass::Loader::Loader(RenderPass &p, Collection &c):
DataFile::CollectionObjectLoader<RenderPass>(p, &c)
{
- init();
+ set_actions(shared_actions);
}
-void RenderPass::Loader::init()
+void RenderPass::Loader::init_actions()
{
add("shader", &Loader::shader);
add("material", &Loader::material_inline);
add("material", &Loader::material);
add("material_slot", &RenderPass::material_slot);
add("back_faces",&RenderPass::back_faces);
- add("texunit", &Loader::texunit);
- add("texunit", &Loader::texunit_auto);
- add("texunit", &Loader::texunit_named);
+ add("receive_shadows", &RenderPass::receive_shadows);
+ add("texture", &Loader::texture);
add("uniforms", &Loader::uniforms);
add("uniform_slot", &Loader::uniform_slot);
add("uniform_slot", &Loader::uniform_slot2);
+
+ // Deprecated
+ add("texunit", &Loader::texunit);
+ add("texunit", &Loader::texture);
+ add("texunit", &Loader::texunit_named);
+}
+
+void RenderPass::Loader::finish()
+{
+ if(obj.material)
+ obj.maybe_create_material_shader(coll);
+}
+
+// Temporary compatibility feature
+string RenderPass::Loader::get_shader_name(const string &n)
+{
+ if(n.size()>=5 && !n.compare(n.size()-5, 5, ".glsl"))
+ {
+ IO::print(IO::cerr, "Warning: Loading module '%s' as shader is deprecated\n", n);
+ return n+".shader";
+ }
+ return n;
}
void RenderPass::Loader::material_inline()
Material::GenericLoader ldr(coll);
load_sub_with(ldr);
obj.material = ldr.get_material();
- obj.finalize_material(coll);
+ obj.set_material_textures();
}
void RenderPass::Loader::material(const string &name)
{
obj.material = &get_collection().get<Material>(name);
obj.material.keep();
- obj.finalize_material(coll);
+ obj.set_material_textures();
}
void RenderPass::Loader::shader(const string &n)
{
- obj.shprog = &get_collection().get<Program>(n);
+ obj.shprog = &get_collection().get<Program>(get_shader_name(n));
obj.shprog.keep();
obj.shprog_from_material = false;
if(obj.shdata)
obj.shdata = new ProgramData(*obj.shdata, obj.shprog.get());
- if(obj.material)
- obj.finalize_material(coll);
}
-void RenderPass::Loader::texunit(unsigned i)
+void RenderPass::Loader::texture(const string &n)
{
- if(!obj.texturing)
- obj.texturing = new Texturing;
- TextureLoader ldr(*obj.texturing, i, coll);
+ vector<TextureSlot>::iterator i = find_member(obj.textures, Tag(n), &TextureSlot::tag);
+ if(i==obj.textures.end())
+ {
+ obj.textures.push_back(TextureSlot(n));
+ i = obj.textures.end()-1;
+ }
+ TextureSlot::Loader ldr(*i, n, coll);
load_sub_with(ldr);
}
-void RenderPass::Loader::texunit_auto(const string &n)
+void RenderPass::Loader::texunit(unsigned)
{
- if(!obj.texturing)
- obj.texturing = new Texturing;
- int i = obj.texturing->find_free_unit(n);
- if(i<0)
- throw runtime_error("no free texunit");
- texunit_named(i, n);
+ IO::print(IO::cerr, "Warning: specifying textures by unit number is deprecated and may not produce expected results");
+ string name;
+ if(obj.shprog)
+ {
+ const vector<Program::UniformInfo> &uniforms = obj.shprog->get_uniforms();
+ for(vector<Program::UniformInfo>::const_iterator i=uniforms.begin(); i!=uniforms.end(); ++i)
+ if(is_image(i->type) && i->binding>=0)
+ {
+ if(!name.empty())
+ {
+ name.clear();
+ break;
+ }
+ name = i->name;
+ }
+ }
+
+ if(name.empty())
+ throw runtime_error("Could not determine name for texture");
+
+ texture(name);
}
-void RenderPass::Loader::texunit_named(unsigned i, const string &n)
+void RenderPass::Loader::texunit_named(unsigned, const string &n)
{
- texunit(i);
- obj.tex_names[n] = i;
- obj.ensure_private_shader_data();
- obj.shdata->uniform(n, static_cast<int>(i));
+ texture(n);
}
void RenderPass::Loader::uniforms()
{
- obj.ensure_private_shader_data();
+ if(!obj.shprog || obj.shprog_from_material)
+ throw runtime_error("Shader is required for uniforms");
+ if(!obj.shdata)
+ obj.shdata = new ProgramData(obj.shprog.get());
+ else if(obj.shdata.refcount()>1)
+ obj.shdata = new ProgramData(*obj.shdata);
load_sub(*obj.shdata);
}
}
-RenderPass::TextureLoader::TextureLoader(Texturing &t, unsigned i, Collection *c):
- DataFile::CollectionObjectLoader<Texturing>(t, c),
- index(i),
- tex(0),
- samp(0)
-{
- add("sampler", &TextureLoader::sampler);
- add("texture", &TextureLoader::texture);
-}
-
-void RenderPass::TextureLoader::finish()
-{
- if(tex)
- obj.attach(index, *tex, samp);
- else if(samp)
- obj.attach(index, *samp);
-}
-
-void RenderPass::TextureLoader::sampler(const string &name)
+RenderPass::TextureSlot::Loader::Loader(TextureSlot &ts, const string &an, Collection *c):
+ CollectionObjectLoader<TextureSlot>(ts, c),
+ auto_slot_name(an)
{
- samp = &get_collection().get<Sampler>(name);
+ add("sampler", &TextureSlot::sampler);
+ add("slot", &Loader::slot_auto);
+ add("slot", &TextureSlot::slot_name);
+ add("texture", &TextureSlot::texture);
}
-void RenderPass::TextureLoader::texture(const string &name)
+void RenderPass::TextureSlot::Loader::slot_auto()
{
- tex = &get_collection().get<Texture>(name);
+ obj.slot_name = auto_slot_name;
}
} // namespace GL