-/* $Id$
-
-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 "texenv.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),
shdata(0),
- own_material(false),
- material(0)
+ material(0),
+ texturing(0)
{ }
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)
+ material(other.material),
+ texturing(other.texturing ? new Texturing(*other.texturing) : 0),
+ tex_names(other.tex_names)
{ }
RenderPass::~RenderPass()
{
delete shdata;
- if(own_material)
- delete material;
+ delete texturing;
}
void RenderPass::set_material(const Material *mat)
{
material = mat;
+ material.keep();
}
-unsigned RenderPass::get_texture_index(const string &slot) const
+void RenderPass::set_texture(unsigned index, const Texture *tex)
{
- for(unsigned i=0; i<textures.size(); ++i)
- if(textures[i].name==slot)
- return i;
+ if(!texturing)
+ texturing = new Texturing;
- throw KeyError("Unknown texture slot", slot);
+ texturing->attach(index, *tex);
}
-void RenderPass::set_texture(const string &slot, const Texture *tex)
+int RenderPass::get_texture_index(const string &n) const
{
- textures[get_texture_index(slot)] = tex;
-}
-
-void RenderPass::bind() const
-{
- if(this==current)
- return;
-
- const RenderPass *old = current;
- current = this;
-
- if(shprog)
- {
- shprog->bind();
- shdata->apply();
- }
- else if(old && !old->shprog)
- GL::Program::unbind();
-
- 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)
- {
- for(unsigned i=textures.size(); i<old->textures.size(); ++i)
- GL::Texture::unbind_from(i);
- }
-}
-
-void RenderPass::unbind()
-{
- if(current)
- {
- if(current->shprog)
- GL::Program::unbind();
-
- if(current->material)
- GL::Material::unbind();
-
- for(unsigned i=current->textures.size(); i--; )
- GL::Texture::unbind_from(i);
-
- current = 0;
- }
+ map<string, unsigned>::const_iterator i = tex_names.find(n);
+ if(i==tex_names.end())
+ return -1;
+ return i->second;
}
void RenderPass::Loader::init()
{
- allow_pointer_reload = false;
-
add("shader", &RenderPass::shprog);
+ add("material", &Loader::material_inline);
add("material", &Loader::material);
- add("material", &RenderPass::material);
- add("texture", &Loader::texture);
+ add("texunit", &Loader::texunit);
+ add("texunit", &Loader::texunit_named);
add("uniforms", &Loader::uniforms);
}
-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));
- }
- }
+ RefPtr<Material> mat = new Material;
+ load_sub(*mat);
+ obj.material = mat;
}
-void RenderPass::Loader::material()
+void RenderPass::Loader::material(const string &name)
{
- if(obj.material)
- throw InvalidState("A material is already loaded");
+ obj.material = &get_collection().get<Material>(name);
+ obj.material.keep();
+}
- RefPtr<Material> mat = new Material;
- load_sub(*mat);
- obj.material = mat.release();
- obj.own_material = true;
+void RenderPass::Loader::texunit(unsigned i)
+{
+ if(!obj.texturing)
+ obj.texturing = new Texturing;
+ TextureLoader ldr(*obj.texturing, i, coll);
+ load_sub_with(ldr);
}
-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;
}
void RenderPass::Loader::uniforms()
{
if(!obj.shprog)
- throw InvalidState("Can't load uniforms without a shader program");
+ throw invalid_operation("RenderPass::Loader::uniforms");
if(!obj.shdata)
- obj.shdata = new ProgramData;
- load_sub(*obj.shdata, *obj.shprog);
+ obj.shdata = new ProgramData(*obj.shprog);
+ load_sub(*obj.shdata);
}
-RenderPass::TextureSlot::TextureSlot(const Texture *t):
- texture(t)
-{ }
+RenderPass::TextureLoader::TextureLoader(Texturing &t, unsigned i, Collection *c):
+ DataFile::CollectionObjectLoader<Texturing>(t, c),
+ index(i)
+{
+ add("texture", &TextureLoader::texture);
+ add("texture2d", &TextureLoader::texture2d);
+}
+void RenderPass::TextureLoader::finish()
+{
+ if(tex)
+ {
+ if(env)
+ obj.attach(index, *tex, *env);
+ else
+ 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.keep();
+}
-RenderPass::TextureSlot::Loader::Loader(TextureSlot &s):
- DataFile::ObjectLoader<TextureSlot>(s)
+void RenderPass::TextureLoader::texture2d()
{
- add("name", &TextureSlot::name);
+ tex = new Texture2D;
+ load_sub(static_cast<Texture2D &>(*tex));
}
} // namespace GL