-/* $Id$
-
-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 "material.h"
#include "program.h"
#include "programdata.h"
namespace Msp {
namespace GL {
-bool Technique::has_pass(const GL::Tag &tag) const
+RenderPass &Technique::add_pass(const Tag &tag)
+{
+ return insert_unique(passes, tag, RenderPass())->second;
+}
+
+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);
+}
+
+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
{
- PassMap::const_iterator i=passes.find(tag);
- if(i==passes.end())
- throw KeyError("Unknown pass");
- return i->second;
+ 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)
+{
+ init();
+}
+
Technique::Loader::Loader(Technique &t, Collection &c):
DataFile::CollectionObjectLoader<Technique>(t, &c)
+{
+ init();
+}
+
+void Technique::Loader::init()
{
add("inherit", &Loader::inherit);
add("pass", &Loader::pass);
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);
}
void Technique::Loader::pass(const string &n)
{
- Tag tag(n);
- if(obj.passes.count(tag))
- throw KeyError("Duplicate pass name", n);
-
RenderPass p;
- load_sub(p, *coll);
- obj.passes.insert(PassMap::value_type(tag, p));
+ if(coll)
+ load_sub(p, get_collection());
+ else
+ load_sub(p);
+
+ 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 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())
{
- try
- {
- i->second.set_texture(slot, tex);
- }
- catch(const KeyError &)
- { }
+ 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