#include "renderer.h"
#include "texture.h"
#include "texture2d.h"
-#include "texturing.h"
#include "uniform.h"
using namespace std;
shprog_from_material(false),
shdata(0),
material(0),
- back_faces(false)
+ face_cull(CULL_BACK),
+ receive_shadows(false),
+ image_based_lighting(false)
{ }
-void RenderPass::finalize_material(DataFile::Collection *coll)
+void RenderPass::set_material_textures()
{
- maybe_create_material_shader(coll);
- ensure_private_shader_data();
-
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());
+ set_texture(*tag, material->get_texture(*tag), material->get_sampler(*tag));
}
-void RenderPass::maybe_create_material_shader(DataFile::Collection *coll)
+void RenderPass::maybe_create_material_shader()
{
if(shprog && !shprog_from_material)
return;
- if(coll)
- {
- shprog = material->create_compatible_shader(*coll);
- shprog.keep();
- }
- else
- throw invalid_operation("no collection");
+ map<string, int> extra_spec;
+ if(receive_shadows)
+ extra_spec["use_shadow_map"] = true;
+ if(image_based_lighting)
+ extra_spec["use_image_based_lighting"] = true;
+
+ shprog = material->create_compatible_shader(extra_spec);
if(shdata)
- shdata = new ProgramData(*shdata, shprog.get());
+ shdata = new ProgramData(*shdata, shprog);
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);
}
Tag RenderPass::get_slotted_uniform_tag(Tag slot) const
{
- map<Tag, Tag>::const_iterator i = uniform_slots.find(slot);
+ auto i = uniform_slots.find(slot);
if(i==uniform_slots.end())
return Tag();
return i->second;
}
-void RenderPass::set_material(const Material *mat, DataFile::Collection *coll)
+void RenderPass::set_material(const Material *mat)
{
material = mat;
- material.keep();
- finalize_material(coll);
+ maybe_create_material_shader();
+ set_material_textures();
}
void RenderPass::set_texture(Tag tag, const Texture *tex, const Sampler *samp)
{
- vector<TextureSlot>::iterator i = find_member(textures, tag, &TextureSlot::tag);
+ auto i = find_member(textures, tag, &TextureSlot::tag);
if(i==textures.end())
{
textures.push_back(TextureSlot(tag));
Tag RenderPass::get_texture_tag(const string &slot) const
{
- vector<TextureSlot>::const_iterator i = find_member(textures, slot, &TextureSlot::slot_name);
+ auto i = find_member(textures, slot, &TextureSlot::slot_name);
return (i!=textures.end() ? i->tag : Tag());
}
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);
+ for(const Program::UniformInfo &u: uniforms)
+ if(is_image(u.type) && u.binding==static_cast<int>(index))
+ return set_texture(u.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)
+ for(Tag t: shdata->get_uniform_tags())
{
- vector<Program::UniformInfo>::const_iterator j = find_member(uniforms, *i, &Program::UniformInfo::tag);
+ auto j = find_member(uniforms, t, &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(const Uniform1i *uni1i = dynamic_cast<const Uniform1i *>(shdata->find_uniform(t)))
if(uni1i->get()==static_cast<int>(index))
- return set_texture(*i, tex, samp);
+ return set_texture(t, tex, samp);
}
}
}
int RenderPass::get_texture_index(const string &n) const
{
- vector<TextureSlot>::const_iterator i = find_member(textures, n, &TextureSlot::slot_name);
+ auto i = find_member(textures, n, &TextureSlot::slot_name);
return (shprog && i!=textures.end() ? shprog->get_uniform_binding(i->tag) : -1);
}
+void RenderPass::set_face_cull(CullMode fc)
+{
+ face_cull = fc;
+}
+
+void RenderPass::set_receive_shadows(bool rs)
+{
+ receive_shadows = rs;
+}
+
void RenderPass::apply(Renderer &renderer) const
{
- 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);
+ for(const TextureSlot &t: textures)
+ renderer.set_texture(t.tag, t.texture, t.sampler);
+ renderer.set_shader_program(shprog, shdata.get());
+ if(material)
+ renderer.add_shader_data(material->get_shader_data());
+ renderer.set_face_cull(face_cull);
+}
+
+void RenderPass::set_debug_name(const string &name)
+{
+#ifdef DEBUG
+ if(shdata.refcount()==1)
+ shdata->set_debug_name(name+" [UBO]");
+#else
+ (void)name;
+#endif
}
void RenderPass::Loader::init_actions()
{
+ add("face_cull", &RenderPass::face_cull);
add("shader", &Loader::shader);
+ add("image_based_lighting", &RenderPass::image_based_lighting);
add("material", &Loader::material_inline);
add("material", &Loader::material);
add("material_slot", &RenderPass::material_slot);
- add("back_faces",&RenderPass::back_faces);
+ add("receive_shadows", &RenderPass::receive_shadows);
add("texture", &Loader::texture);
add("uniforms", &Loader::uniforms);
add("uniform_slot", &Loader::uniform_slot);
add("texunit", &Loader::texunit_named);
}
+void RenderPass::Loader::set_inline_base_name(const string &n)
+{
+ inline_base_name = n;
+}
+
+void RenderPass::Loader::finish()
+{
+ if(obj.material)
+ obj.maybe_create_material_shader();
+}
+
// Temporary compatibility feature
string RenderPass::Loader::get_shader_name(const string &n)
{
{
Material::GenericLoader ldr(coll);
load_sub_with(ldr);
- obj.material = ldr.get_material();
- obj.finalize_material(coll);
+ RefPtr<Material> mat = ldr.get_material();
+ get_collection().add(inline_base_name+".mat", mat.get());
+ obj.material = mat.release();
+ 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>(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);
+ obj.shdata = new ProgramData(*obj.shdata, obj.shprog);
}
void RenderPass::Loader::texture(const string &n)
{
- vector<TextureSlot>::iterator i = find_member(obj.textures, Tag(n), &TextureSlot::tag);
+ auto i = find_member(obj.textures, Tag(n), &TextureSlot::tag);
if(i==obj.textures.end())
{
obj.textures.push_back(TextureSlot(n));
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)
+ for(const Program::UniformInfo &u: obj.shprog->get_uniforms())
+ if(is_image(u.type) && u.binding>=0)
{
if(!name.empty())
{
name.clear();
break;
}
- name = i->name;
+ name = u.name;
}
}
{
if(!obj.shprog || obj.shprog_from_material)
throw runtime_error("Shader is required for uniforms");
- obj.ensure_private_shader_data();
+ if(!obj.shdata)
+ obj.shdata = new ProgramData(obj.shprog);
+ else if(obj.shdata.refcount()>1)
+ obj.shdata = new ProgramData(*obj.shdata);
load_sub(*obj.shdata);
}