namespace Msp {
namespace GL {
-const RenderPass *RenderPass::current=0;
-
RenderPass::RenderPass():
shprog(0),
shdata(0),
textures(other.textures)
{ }
-/*RenderPass &RenderPass::operator=(const RenderPass &other)
-{
- shprog=other.shprog;
- delete shdata;
- shdata=(other.shdata ? new ProgramData(*other.shdata) : 0);
- material=other.material;
- use_material=other.use_material;
- textures=other.textures;
- use_textures=other.use_textures;
-
- return *this;
-}*/
-
RenderPass::~RenderPass()
{
delete shdata;
void RenderPass::set_material(const Material *mat)
{
- material=mat;
+ material = mat;
}
unsigned RenderPass::get_texture_index(const string &slot) const
void RenderPass::set_texture(const string &slot, const Texture *tex)
{
- textures[get_texture_index(slot)]=tex;
+ textures[get_texture_index(slot)] = tex;
}
void RenderPass::bind() const
{
- if(this==current)
+ const RenderPass *old = current();
+ if(!set_current(this))
return;
- const RenderPass *old=current;
- current=this;
-
if(shprog)
{
shprog->bind();
shdata->apply();
}
- else if(old && !old->shprog)
+ else if(old && old->shprog)
GL::Program::unbind();
if(material)
material->bind();
- else if(old && !old->material)
+ else if(old && old->material)
GL::Material::unbind();
for(unsigned i=0; i<textures.size(); ++i)
void RenderPass::unbind()
{
- if(current)
- {
- if(current->shprog)
- GL::Program::unbind();
+ const RenderPass *old = current();
+ if(!set_current(0))
+ return;
- if(current->material)
- GL::Material::unbind();
+ if(old->shprog)
+ GL::Program::unbind();
- for(unsigned i=current->textures.size(); i--; )
- GL::Texture::unbind_from(i);
+ if(old->material)
+ GL::Material::unbind();
- current=0;
- }
+ for(unsigned i=old->textures.size(); i--; )
+ GL::Texture::unbind_from(i);
}
+RenderPass::Loader::Loader(RenderPass &p):
+ DataFile::CollectionObjectLoader<RenderPass>(p, 0)
+{
+ init();
+}
+
RenderPass::Loader::Loader(RenderPass &p, Collection &c):
DataFile::CollectionObjectLoader<RenderPass>(p, &c)
{
+ init();
+}
+
+void RenderPass::Loader::init()
+{
+ allow_pointer_reload = false;
+
add("shader", &RenderPass::shprog);
add("material", &Loader::material);
add("material", &RenderPass::material);
if(obj.shprog)
{
if(!obj.shdata)
- obj.shdata=new ProgramData;
+ obj.shdata = new ProgramData;
for(unsigned i=0; i<obj.textures.size(); ++i)
{
- unsigned loc=obj.shprog->get_uniform_location(obj.textures[i].name);
+ unsigned loc = obj.shprog->get_uniform_location(obj.textures[i].name);
obj.shdata->uniform(loc, static_cast<int>(i));
}
}
void RenderPass::Loader::material()
{
- // XXX Potential memory management trouble with multiple material statements
- RefPtr<Material> mat=new Material;
+ if(obj.material)
+ throw InvalidState("A material is already loaded");
+
+ RefPtr<Material> mat = new Material;
load_sub(*mat);
- obj.material=mat.release();
- obj.own_material=true;
+ obj.material = mat.release();
+ obj.own_material = true;
}
void RenderPass::Loader::texture(const string &n)
{
- const Texture *tex=(n.empty() ? 0 : get_collection().get<Texture>(n));
+ const Texture *tex = (n.empty() ? 0 : get_collection().get<Texture>(n));
TextureSlot slot(tex);
- slot.name=(obj.textures.empty() ? "texture" : format("texture%d", obj.textures.size()));
+ slot.name = (obj.textures.empty() ? "texture" : format("texture%d", obj.textures.size()));
load_sub(slot);
obj.textures.push_back(slot);
}
if(!obj.shprog)
throw InvalidState("Can't load uniforms without a shader program");
if(!obj.shdata)
- obj.shdata=new ProgramData;
+ obj.shdata = new ProgramData;
load_sub(*obj.shdata, *obj.shprog);
}