#include "renderpass.h"
#include "program.h"
#include "programdata.h"
-#include "texenv.h"
+#include "renderer.h"
#include "texture.h"
#include "texture2d.h"
#include "texturing.h"
RenderPass::RenderPass():
shprog(0),
+ shprog_from_material(false),
shdata(0),
material(0),
- texturing(0)
+ texturing(0),
+ back_faces(false)
{ }
RenderPass::RenderPass(const RenderPass &other):
shprog(other.shprog),
- shdata(other.shdata ? new ProgramData(*other.shdata) : 0),
+ 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)
+ tex_names(other.tex_names),
+ back_faces(other.back_faces)
{ }
+RenderPass &RenderPass::operator=(const RenderPass &other)
+{
+ 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;
+}
+
RenderPass::~RenderPass()
{
- delete shdata;
delete texturing;
}
+void RenderPass::finalize_material(DataFile::Collection *coll)
+{
+ maybe_create_material_shader(coll);
+ ensure_private_shader_data();
+
+ if(!texturing)
+ texturing = new Texturing;
+ material->attach_textures_to(*texturing, *shdata);
+}
+
+void RenderPass::maybe_create_material_shader(DataFile::Collection *coll)
+{
+ if(shprog && !shprog_from_material)
+ return;
+
+ if(coll)
+ {
+ shprog = material->create_compatible_shader(*coll);
+ shprog.keep();
+ }
+ 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)
+ 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())
+ {
+ static string empty;
+ return empty;
+ }
+ return i->second;
+}
+
void RenderPass::set_material(const Material *mat)
{
material = mat;
material.keep();
+ finalize_material(0);
}
void RenderPass::set_texture(unsigned index, const Texture *tex)
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)
void RenderPass::Loader::init()
{
- add("shader", &RenderPass::shprog);
+ add("shader", &Loader::shader);
add("material", &Loader::material_inline);
add("material", &Loader::material);
+ 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);
}
void RenderPass::Loader::material_inline()
{
- RefPtr<Material> mat = new Material;
- load_sub(*mat);
- obj.material = mat;
+ Material::GenericLoader ldr(coll);
+ load_sub_with(ldr);
+ obj.material = ldr.get_material();
+ obj.finalize_material(coll);
}
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)
+ obj.finalize_material(coll);
}
void RenderPass::Loader::texunit(unsigned i)
load_sub_with(ldr);
}
+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::texunit_named(unsigned i, const string &n)
{
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 invalid_operation("RenderPass::Loader::uniforms");
- if(!obj.shdata)
- obj.shdata = new ProgramData;
+ obj.ensure_private_shader_data();
load_sub(*obj.shdata);
}
-
-RenderPass::TextureLoader::TextureLoader(Texturing &t, unsigned i, Collection *c):
- DataFile::CollectionObjectLoader<Texturing>(t, c),
- index(i)
+void RenderPass::Loader::uniform_slot(const string &name)
{
- add("texture", &TextureLoader::texture);
- add("texture2d", &TextureLoader::texture2d);
+ uniform_slot2(name, name);
}
-void RenderPass::TextureLoader::finish()
+void RenderPass::Loader::uniform_slot2(const string &name, const string &slot)
{
- if(tex)
- {
- if(env)
- obj.attach(index, *tex, *env);
- else
- obj.attach(index, *tex);
- tex.release();
- env.release();
- }
+ obj.uniform_slots[slot] = name;
}
-void RenderPass::TextureLoader::texenv()
-{
- throw runtime_error("TexEnvs can't be loaded yet");
- /*env = new TexEnv;
- load_sub(*env);*/
-}
-void RenderPass::TextureLoader::texture(const string &name)
+RenderPass::TextureLoader::TextureLoader(Texturing &t, unsigned i, Collection *c):
+ DataFile::CollectionObjectLoader<Texturing>(t, c),
+ index(i)
{
- tex = &get_collection().get<Texture>(name);
- tex.keep();
+ add("texture", &TextureLoader::texture);
}
-void RenderPass::TextureLoader::texture2d()
+void RenderPass::TextureLoader::texture(const string &name)
{
- tex = new Texture2D;
- load_sub(static_cast<Texture2D &>(*tex));
+ obj.attach(index, get_collection().get<Texture>(name));
}
} // namespace GL