namespace Msp {
namespace GL {
-RenderPass &Technique::add_pass(const GL::Tag &tag)
+RenderPass &Technique::add_pass(const Tag &tag)
{
return insert_unique(passes, tag, RenderPass())->second;
}
-bool Technique::has_pass(const GL::Tag &tag) const
+bool Technique::has_pass(const Tag &tag) const
{
return passes.count(tag);
}
-const RenderPass &Technique::get_pass(const GL::Tag &tag) const
+const RenderPass &Technique::get_pass(const Tag &tag) const
{
return get_item(passes, tag);
}
+const RenderPass *Technique::find_pass(const Tag &tag) const
+{
+ PassMap::const_iterator i = passes.find(tag);
+ return (i!=passes.end() ? &i->second : 0);
+}
+
+bool Technique::replace_texture(const string &slot, const Texture &tex)
+{
+ bool replaced = false;
+ for(PassMap::iterator i=passes.begin(); i!=passes.end(); ++i)
+ {
+ int index = i->second.get_texture_index(slot);
+ if(index>=0)
+ {
+ i->second.set_texture(index, &tex);
+ replaced = true;
+ }
+ }
+
+ return replaced;
+}
+
+bool Technique::replace_material(const string &slot, const Material &mat)
+{
+ bool replaced = false;
+ for(PassMap::iterator i=passes.begin(); i!=passes.end(); ++i)
+ {
+ const string &pass_slot = i->second.get_material_slot_name();
+ if(!pass_slot.empty() && pass_slot==slot)
+ {
+ i->second.set_material(&mat);
+ replaced = true;
+ }
+ }
+
+ return replaced;
+}
+
+bool Technique::replace_uniforms(const ProgramData &shdata)
+{
+ bool replaced = false;
+ const vector<string> &uniform_names = shdata.get_uniform_names();
+ for(PassMap::iterator i=passes.begin(); i!=passes.end(); ++i)
+ {
+ RefPtr<ProgramData> new_shdata;
+ for(vector<string>::const_iterator j=uniform_names.begin(); j!=uniform_names.end(); ++j)
+ {
+ const string &name = i->second.get_slotted_uniform_name(*j);
+ if(name.empty())
+ continue;
+
+ if(!new_shdata)
+ new_shdata = new ProgramData(*i->second.get_shader_data());
+
+ new_shdata->uniform(name, shdata.get_uniform(*j));
+ replaced = true;
+ }
+
+ if(new_shdata)
+ i->second.set_shader_program(i->second.get_shader_program(), new_shdata.get());
+ }
+
+ return replaced;
+}
+
+bool Technique::has_shaders() const
+{
+ for(PassMap::const_iterator i=passes.begin(); i!=passes.end(); ++i)
+ if(i->second.get_shader_program())
+ return true;
+ return false;
+}
+
Technique::Loader::Loader(Technique &t):
DataFile::CollectionObjectLoader<Technique>(t, 0)
void Technique::Loader::inherit(const string &n)
{
- obj.passes = get_collection().get<Technique>(n)->get_passes();
+ obj.passes = get_collection().get<Technique>(n).get_passes();
InheritLoader ldr(obj, get_collection());
load_sub_with(ldr);
}
else
load_sub(p);
+ if(!p.get_shader_program())
+ throw logic_error("no shader program in pass");
+
insert_unique(obj.passes, n, p);
}
Technique::InheritLoader::InheritLoader(Technique &t, Collection &c):
DataFile::CollectionObjectLoader<Technique>(t, &c)
{
+ add("material", &InheritLoader::material);
add("texture", &InheritLoader::texture);
+ add("uniforms", &InheritLoader::uniforms);
}
-void Technique::InheritLoader::texture(const std::string &slot, const string &name)
+void Technique::InheritLoader::material(const string &slot, const string &name)
{
- Texture *tex = get_collection().get<Texture>(name);
- for(PassMap::iterator i=obj.passes.begin(); i!=obj.passes.end(); ++i)
+ const Material &mat = get_collection().get<Material>(name);
+ if(obj.replace_material(slot, mat))
+ return;
+
+ // For backwards compatibility
+ RenderPass &pass = get_item(obj.passes, slot);
+ if(const Material *base_mat = pass.get_material())
{
- int index = i->second.get_texture_index(slot);
- if(index<0)
- continue;
- i->second.set_texture(index, tex);
+ for(PassMap::iterator i=obj.passes.begin(); i!=obj.passes.end(); ++i)
+ if(i->second.get_material()==base_mat)
+ i->second.set_material(&mat);
}
+ else
+ pass.set_material(&mat);
+}
+
+void Technique::InheritLoader::texture(const string &slot, const string &name)
+{
+ if(!obj.replace_texture(slot, get_collection().get<Texture>(name)))
+ throw key_error(slot);
+}
+
+void Technique::InheritLoader::uniforms()
+{
+ ProgramData shdata;
+ load_sub(shdata);
+ obj.replace_uniforms(shdata);
}
} // namespace GL