#include <msp/core/refptr.h>
#include <msp/datafile/collection.h>
+#include <msp/fs/utils.h>
#include <msp/strings/format.h>
#include "material.h"
#include "program.h"
const RenderPass *Technique::find_pass(Tag tag) const
{
- PassMap::const_iterator i = passes.find(tag);
+ auto i = passes.find(tag);
return (i!=passes.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: passes)
{
- int index = i->second.get_texture_index(slot);
- if(index>=0)
+ Tag tag = kvp.second.get_texture_tag(slot);
+ if(tag.id)
{
- i->second.set_texture(index, &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: passes)
{
- 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: passes)
{
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->uniform(tag, shdata.get_uniform(t));
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())
+ for(const auto &kvp: passes)
+ if(kvp.second.get_shader_program())
return true;
return false;
}
+void Technique::set_debug_name(const string &name)
+{
+#ifdef DEBUG
+ for(auto &kvp: passes)
+ kvp.second.set_debug_name(format("%s [pass:%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)
{
- init();
+ set_actions(shared_actions);
}
Technique::Loader::Loader(Technique &t, Collection &c):
DataFile::CollectionObjectLoader<Technique>(t, &c)
{
- init();
+ set_actions(shared_actions);
}
-void Technique::Loader::init()
+void Technique::Loader::init_actions()
{
add("inherit", &Loader::inherit);
add("pass", &Loader::pass);
}
+void Technique::Loader::set_inline_base_name(const string &n)
+{
+ inline_base_name = n;
+}
+
void Technique::Loader::inherit(const string &n)
{
obj.passes = get_collection().get<Technique>(n).get_passes();
{
RenderPass p;
if(coll)
- load_sub(p, get_collection());
+ {
+ 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);
RenderPass &pass = get_item(obj.passes, slot);
if(const Material *base_mat = pass.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.passes)
+ if(kvp.second.get_material()==base_mat)
+ kvp.second.set_material(&mat);
}
else
pass.set_material(&mat);