-/* $Id$
-
-This file is part of libmspgl
-Copyright © 2007 Mikko Rasa, Mikkosoft Productions
-Distributed under the LGPL
-*/
-
-#include <msp/core/refptr.h>
#include <msp/datafile/collection.h>
-#include <msp/strings/formatter.h>
+#include <msp/strings/format.h>
+#include "error.h"
#include "material.h"
#include "renderpass.h"
#include "program.h"
#include "programdata.h"
+#include "renderer.h"
#include "texture.h"
+#include "texture2d.h"
+#include "texturing.h"
using namespace std;
namespace Msp {
namespace GL {
-const RenderPass *RenderPass::current=0;
-
RenderPass::RenderPass():
shprog(0),
+ shprog_from_material(false),
shdata(0),
- own_material(false),
- material(0)
+ material(0),
+ texturing(0),
+ back_faces(false)
{ }
RenderPass::RenderPass(const RenderPass &other):
shprog(other.shprog),
- shdata(other.shdata ? new ProgramData(*other.shdata) : 0),
- own_material(other.own_material),
- material(own_material ? new Material(*other.material) : other.material),
- textures(other.textures)
+ 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()
+RenderPass &RenderPass::operator=(const RenderPass &other)
{
- delete shdata;
- if(own_material)
- delete material;
+ 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;
}
-void RenderPass::set_material(const Material *mat)
+RenderPass::~RenderPass()
{
- material=mat;
+ delete texturing;
}
-unsigned RenderPass::get_texture_index(const string &slot) const
+void RenderPass::finalize_material(DataFile::Collection *coll)
{
- for(unsigned i=0; i<textures.size(); ++i)
- if(textures[i].name==slot)
- return i;
+ maybe_create_material_shader(coll);
+ ensure_private_shader_data();
- throw KeyError("Unknown texture slot", slot);
+ if(!texturing)
+ texturing = new Texturing;
+ material->attach_textures_to(*texturing, *shdata);
}
-void RenderPass::set_texture(const string &slot, const Texture *tex)
+void RenderPass::maybe_create_material_shader(DataFile::Collection *coll)
{
- textures[get_texture_index(slot)]=tex;
-}
-
-void RenderPass::bind() const
-{
- if(this==current)
+ if(shprog && !shprog_from_material)
return;
- const RenderPass *old=current;
- current=this;
-
- if(shprog)
+ if(coll)
{
- shprog->bind();
- shdata->apply();
+ shprog = material->create_compatible_shader(*coll);
+ shprog.keep();
}
- else if(old && !old->shprog)
- GL::Program::unbind();
+ else
+ shprog = material->create_compatible_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)
- material->bind();
- else if(old && !old->material)
- GL::Material::unbind();
-
- for(unsigned i=0; i<textures.size(); ++i)
- if(textures[i].texture)
- textures[i].texture->bind_to(i);
- if(old)
+ finalize_material(0);
+}
+
+const string &RenderPass::get_slotted_uniform_name(const string &slot) const
+{
+ map<string, string>::const_iterator i = uniform_slots.find(slot);
+ if(i==uniform_slots.end())
{
- for(unsigned i=textures.size(); i<old->textures.size(); ++i)
- GL::Texture::unbind_from(i);
+ static string empty;
+ return empty;
}
+ return i->second;
}
-void RenderPass::unbind()
+void RenderPass::set_material(const Material *mat)
{
- if(current)
- {
- if(current->shprog)
- GL::Program::unbind();
+ material = mat;
+ material.keep();
+ finalize_material(0);
+}
- if(current->material)
- GL::Material::unbind();
+void RenderPass::set_texture(unsigned index, const Texture *tex)
+{
+ if(!texturing)
+ texturing = new Texturing;
- for(unsigned i=current->textures.size(); i--; )
- GL::Texture::unbind_from(i);
+ texturing->attach(index, *tex, texturing->get_attached_sampler(index));
+}
- current=0;
- }
+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;
+}
+
+void RenderPass::apply(Renderer &renderer) const
+{
+ renderer.set_texturing(texturing);
+ renderer.set_material(material.get());
+ renderer.set_shader_program(shprog.get(), shdata.get());
+ renderer.set_reverse_winding(back_faces);
}
+RenderPass::Loader::Loader(RenderPass &p):
+ DataFile::CollectionObjectLoader<RenderPass>(p, 0)
+{
+ init();
+}
+
RenderPass::Loader::Loader(RenderPass &p, Collection &c):
DataFile::CollectionObjectLoader<RenderPass>(p, &c)
{
- allow_pointer_reload=false;
+ init();
+}
- add("shader", &RenderPass::shprog);
+void RenderPass::Loader::init()
+{
+ add("shader", &Loader::shader);
+ add("material", &Loader::material_inline);
add("material", &Loader::material);
- add("material", &RenderPass::material);
- add("texture", &Loader::texture);
+ 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("uniforms", &Loader::uniforms);
+ add("uniform_slot", &Loader::uniform_slot);
+ add("uniform_slot", &Loader::uniform_slot2);
}
-void RenderPass::Loader::finish()
+void RenderPass::Loader::material_inline()
{
- if(obj.shprog)
- {
- if(!obj.shdata)
- obj.shdata=new ProgramData;
-
- for(unsigned i=0; i<obj.textures.size(); ++i)
- {
- unsigned loc=obj.shprog->get_uniform_location(obj.textures[i].name);
- obj.shdata->uniform(loc, static_cast<int>(i));
- }
- }
+ Material::GenericLoader ldr(coll);
+ load_sub_with(ldr);
+ obj.material = ldr.get_material();
+ obj.finalize_material(coll);
}
-void RenderPass::Loader::material()
+void RenderPass::Loader::material(const string &name)
{
+ obj.material = &get_collection().get<Material>(name);
+ obj.material.keep();
+ obj.finalize_material(coll);
+}
+
+void RenderPass::Loader::shader(const string &n)
+{
+ obj.shprog = &get_collection().get<Program>(n);
+ obj.shprog.keep();
+ obj.shprog_from_material = false;
+ if(obj.shdata)
+ obj.shdata = new ProgramData(*obj.shdata, obj.shprog.get());
if(obj.material)
- throw InvalidState("A material is already loaded");
+ obj.finalize_material(coll);
+}
+
+void RenderPass::Loader::texunit(unsigned i)
+{
+ if(!obj.texturing)
+ obj.texturing = new Texturing;
+ TextureLoader ldr(*obj.texturing, i, coll);
+ load_sub_with(ldr);
+}
- RefPtr<Material> mat=new Material;
- load_sub(*mat);
- obj.material=mat.release();
- obj.own_material=true;
+void RenderPass::Loader::texunit_auto(const string &n)
+{
+ 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);
}
-void RenderPass::Loader::texture(const string &n)
+void RenderPass::Loader::texunit_named(unsigned i, const string &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()));
- load_sub(slot);
- obj.textures.push_back(slot);
+ texunit(i);
+ obj.tex_names[n] = i;
+ obj.ensure_private_shader_data();
+ obj.shdata->uniform(n, static_cast<int>(i));
}
void RenderPass::Loader::uniforms()
{
- if(!obj.shprog)
- throw InvalidState("Can't load uniforms without a shader program");
- if(!obj.shdata)
- obj.shdata=new ProgramData;
- load_sub(*obj.shdata, *obj.shprog);
+ obj.ensure_private_shader_data();
+ load_sub(*obj.shdata);
}
+void RenderPass::Loader::uniform_slot(const string &name)
+{
+ uniform_slot2(name, name);
+}
-RenderPass::TextureSlot::TextureSlot(const Texture *t):
- texture(t)
-{ }
+void RenderPass::Loader::uniform_slot2(const string &name, const string &slot)
+{
+ obj.uniform_slots[slot] = name;
+}
-RenderPass::TextureSlot::Loader::Loader(TextureSlot &s):
- DataFile::ObjectLoader<TextureSlot>(s)
+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)
+{
+ samp = &get_collection().get<Sampler>(name);
+}
+
+void RenderPass::TextureLoader::texture(const string &name)
{
- add("name", &TextureSlot::name);
+ tex = &get_collection().get<Texture>(name);
}
} // namespace GL