RenderPass::RenderPass():
shprog(0),
+ shprog_from_material(false),
shdata(0),
material(0),
texturing(0),
RenderPass::RenderPass(const RenderPass &other):
shprog(other.shprog),
+ shprog_from_material(other.shprog_from_material),
shdata(other.shdata),
uniform_slots(other.uniform_slots),
material(other.material),
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;
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;
- shdata = new ProgramData(*data);
+ 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
{
material = mat;
material.keep();
+ finalize_material(0);
}
void RenderPass::set_texture(unsigned index, const Texture *tex)
{
renderer.set_texturing(texturing);
renderer.set_material(material.get());
- renderer.set_shader_program(shprog, shdata.get());
+ renderer.set_shader_program(shprog.get(), shdata.get());
renderer.set_reverse_winding(back_faces);
}
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;
- if(coll)
- load_sub(*mat, get_collection());
- else
- 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");
- RefPtr<ProgramData> shd = new ProgramData(obj.shprog);
- load_sub(*shd);
- obj.shdata = shd.release();
+ obj.ensure_private_shader_data();
+ load_sub(*obj.shdata);
}
void RenderPass::Loader::uniform_slot(const string &name)