#include <msp/fs/utils.h>
#include <msp/strings/format.h>
#include "material.h"
-#include "program.h"
#include "programdata.h"
-#include "tag.h"
#include "technique.h"
#include "texture.h"
namespace Msp {
namespace GL {
-RenderPass &Technique::add_pass(Tag tag)
+RenderMethod &Technique::add_method(Tag tag)
{
- return insert_unique(passes, tag, RenderPass())->second;
+ return insert_unique(methods, tag, RenderMethod())->second;
}
-bool Technique::has_pass(Tag tag) const
+bool Technique::has_method(Tag tag) const
{
- return passes.count(tag);
+ return methods.count(tag);
}
-const RenderPass &Technique::get_pass(Tag tag) const
+const RenderMethod &Technique::get_method(Tag tag) const
{
- return get_item(passes, tag);
+ return get_item(methods, tag);
}
-const RenderPass *Technique::find_pass(Tag tag) const
+const RenderMethod *Technique::find_method(Tag tag) const
{
- PassMap::const_iterator i = passes.find(tag);
- return (i!=passes.end() ? &i->second : 0);
+ auto i = methods.find(tag);
+ return (i!=methods.end() ? &i->second : 0);
}
bool Technique::replace_texture(const string &slot, const Texture &tex)
{
bool replaced = false;
- for(PassMap::iterator i=passes.begin(); i!=passes.end(); ++i)
+ for(auto &kvp: methods)
{
- Tag tag = i->second.get_texture_tag(slot);
+ Tag tag = kvp.second.get_texture_tag(slot);
if(tag.id)
{
- i->second.set_texture(tag, &tex);
+ kvp.second.set_texture(tag, &tex);
replaced = true;
}
}
bool Technique::replace_material(const string &slot, const Material &mat)
{
bool replaced = false;
- for(PassMap::iterator i=passes.begin(); i!=passes.end(); ++i)
+ for(auto &kvp: methods)
{
- const string &pass_slot = i->second.get_material_slot_name();
+ const string &pass_slot = kvp.second.get_material_slot_name();
if(!pass_slot.empty() && pass_slot==slot)
{
- i->second.set_material(&mat);
+ kvp.second.set_material(&mat);
replaced = true;
}
}
{
bool replaced = false;
const vector<Tag> &uniform_tags = shdata.get_uniform_tags();
- for(PassMap::iterator i=passes.begin(); i!=passes.end(); ++i)
+ for(auto &kvp: methods)
{
RefPtr<ProgramData> new_shdata;
- for(vector<Tag>::const_iterator j=uniform_tags.begin(); j!=uniform_tags.end(); ++j)
+ for(Tag t: uniform_tags)
{
- Tag tag = i->second.get_slotted_uniform_tag(*j);
+ Tag tag = kvp.second.get_slotted_uniform_tag(t);
if(!tag.id)
continue;
if(!new_shdata)
- new_shdata = new ProgramData(*i->second.get_shader_data());
+ new_shdata = new ProgramData(*kvp.second.get_shader_data());
- new_shdata->uniform(tag, shdata.get_uniform(*j));
+ new_shdata->copy_uniform(shdata, tag);
replaced = true;
}
if(new_shdata)
- i->second.set_shader_program(i->second.get_shader_program(), new_shdata.get());
+ kvp.second.set_shader_program(kvp.second.get_shader_program(), new_shdata.get());
}
return replaced;
}
-bool Technique::has_shaders() const
-{
- for(PassMap::const_iterator i=passes.begin(); i!=passes.end(); ++i)
- if(i->second.get_shader_program())
- return true;
- return false;
-}
-
-void Technique::set_debug_name(const std::string &name)
+void Technique::set_debug_name(const string &name)
{
#ifdef DEBUG
- for(map<Tag, RenderPass>::iterator i=passes.begin(); i!=passes.end(); ++i)
- i->second.set_debug_name(format("%s [pass:%s]", name, i->first.str()));
+ for(auto &kvp: methods)
+ kvp.second.set_debug_name(format("%s [method:%s]", name, kvp.first.str()));
#else
(void)name;
#endif
DataFile::Loader::ActionMap Technique::Loader::shared_actions;
-Technique::Loader::Loader(Technique &t):
- DataFile::CollectionObjectLoader<Technique>(t, 0)
-{
- set_actions(shared_actions);
-}
-
Technique::Loader::Loader(Technique &t, Collection &c):
DataFile::CollectionObjectLoader<Technique>(t, &c)
{
void Technique::Loader::init_actions()
{
add("inherit", &Loader::inherit);
- add("pass", &Loader::pass);
+ add("method", &Loader::method);
}
void Technique::Loader::set_inline_base_name(const string &n)
void Technique::Loader::inherit(const string &n)
{
- obj.passes = get_collection().get<Technique>(n).get_passes();
+ obj.methods = get_collection().get<Technique>(n).get_methods();
InheritLoader ldr(obj, get_collection());
load_sub_with(ldr);
}
-void Technique::Loader::pass(const string &n)
+void Technique::Loader::method(const string &n)
{
- RenderPass p;
- if(coll)
- {
- RenderPass::Loader ldr(p, get_collection());
- ldr.set_inline_base_name(format("%s/%s.pass", (inline_base_name.empty() ? FS::basename(get_source()) : inline_base_name), n));
- load_sub_with(ldr);
- }
- else
- load_sub(p);
+ RenderMethod p;
+ RenderMethod::Loader ldr(p, get_collection());
+ ldr.set_inline_base_name(format("%s/%s.method", (inline_base_name.empty() ? FS::basename(get_source()) : inline_base_name), n));
+ load_sub_with(ldr);
if(!p.get_shader_program())
- throw logic_error("no shader program in pass");
+ throw logic_error("no shader program in method");
- insert_unique(obj.passes, n, p);
+ insert_unique(obj.methods, n, p);
}
return;
// For backwards compatibility
- RenderPass &pass = get_item(obj.passes, slot);
- if(const Material *base_mat = pass.get_material())
+ RenderMethod &method = get_item(obj.methods, slot);
+ if(const Material *base_mat = method.get_material())
{
- for(PassMap::iterator i=obj.passes.begin(); i!=obj.passes.end(); ++i)
- if(i->second.get_material()==base_mat)
- i->second.set_material(&mat);
+ for(auto &kvp: obj.methods)
+ if(kvp.second.get_material()==base_mat)
+ kvp.second.set_material(&mat);
}
else
- pass.set_material(&mat);
+ method.set_material(&mat);
}
void Technique::InheritLoader::texture(const string &slot, const string &name)