-#include <msp/core/refptr.h>
#include <msp/datafile/collection.h>
#include <msp/strings/format.h>
#include "error.h"
#include "renderpass.h"
#include "program.h"
#include "programdata.h"
-#include "texenv.h"
+#include "renderer.h"
#include "texture.h"
#include "texture2d.h"
#include "texturing.h"
shprog(0),
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),
+ 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;
+ 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::set_shader_program(const Program *prog, const ProgramData *data)
+{
+ shprog = prog;
+ shdata = (data ? new ProgramData(*data) : 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;
return i->second;
}
+void RenderPass::apply(Renderer &renderer) const
+{
+ renderer.set_texturing(texturing);
+ renderer.set_material(material.get());
+ renderer.set_shader_program(shprog, shdata.get());
+ renderer.set_reverse_winding(back_faces);
+}
+
RenderPass::Loader::Loader(RenderPass &p):
DataFile::CollectionObjectLoader<RenderPass>(p, 0)
void RenderPass::Loader::init()
{
- allow_pointer_reload = false;
-
add("shader", &RenderPass::shprog);
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_named);
add("uniforms", &Loader::uniforms);
+ add("uniform_slot", &Loader::uniform_slot);
}
void RenderPass::Loader::material_inline()
{
RefPtr<Material> mat = new Material;
- load_sub(*mat);
+ if(coll)
+ load_sub(*mat, get_collection());
+ else
+ load_sub(*mat);
obj.material = mat;
}
void RenderPass::Loader::material(const string &name)
{
- obj.material = get_collection().get<Material>(name);
+ obj.material = &get_collection().get<Material>(name);
obj.material.keep();
}
{
if(!obj.shprog)
throw invalid_operation("RenderPass::Loader::uniforms");
- if(!obj.shdata)
- obj.shdata = new ProgramData(*obj.shprog);
- load_sub(*obj.shdata);
+ RefPtr<ProgramData> shd = new ProgramData(obj.shprog);
+ load_sub(*shd);
+ obj.shdata = shd.release();
+}
+
+void RenderPass::Loader::uniform_slot(const string &name)
+{
+ uniform_slot2(name, name);
+}
+
+void RenderPass::Loader::uniform_slot2(const string &name, const string &slot)
+{
+ obj.uniform_slots[slot] = name;
}
{
if(tex)
{
- if(env)
- obj.attach(index, *tex, *env);
- else
- obj.attach(index, *tex);
+ obj.attach(index, *tex);
tex.release();
- env.release();
}
}
-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)
{
- tex = get_collection().get<Texture>(name);
+ tex = &get_collection().get<Texture>(name);
tex.keep();
}
void RenderPass::TextureLoader::texture2d()
{
tex = new Texture2D;
- load_sub(static_cast<Texture2D &>(*tex));
+ if(coll)
+ load_sub(static_cast<Texture2D &>(*tex), get_collection());
+ else
+ load_sub(static_cast<Texture2D &>(*tex));
}
} // namespace GL