X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=source%2Fmaterials%2Frenderpass.cpp;h=43d5803e7f1d0a799880ff99a9d8af7375cec1df;hb=1b23728908f5ec9beb08b2b70737c3903745fddc;hp=35692a4eaa69d49e54666e5684ff46b04f03c324;hpb=cb7db94f7837e6a3be037d07575dc248177d9426;p=libs%2Fgl.git diff --git a/source/materials/renderpass.cpp b/source/materials/renderpass.cpp index 35692a4e..43d5803e 100644 --- a/source/materials/renderpass.cpp +++ b/source/materials/renderpass.cpp @@ -9,7 +9,6 @@ #include "renderer.h" #include "texture.h" #include "texture2d.h" -#include "texturing.h" #include "uniform.h" using namespace std; @@ -22,18 +21,19 @@ RenderPass::RenderPass(): shprog_from_material(false), shdata(0), material(0), - back_faces(false), - receive_shadows(false) + face_cull(CULL_BACK), + receive_shadows(false), + image_based_lighting(false) { } void RenderPass::set_material_textures() { const Tag *material_texture_tags = material->get_texture_tags(); for(const Tag *tag=material_texture_tags; tag->id; ++tag) - set_texture(*tag, material->get_texture(*tag), material->get_sampler()); + set_texture(*tag, material->get_texture(*tag), material->get_sampler(*tag)); } -void RenderPass::maybe_create_material_shader(DataFile::Collection *coll) +void RenderPass::maybe_create_material_shader() { if(shprog && !shprog_from_material) return; @@ -41,17 +41,13 @@ void RenderPass::maybe_create_material_shader(DataFile::Collection *coll) map extra_spec; if(receive_shadows) extra_spec["use_shadow_map"] = true; + if(image_based_lighting) + extra_spec["use_image_based_lighting"] = true; - if(coll) - { - shprog = material->create_compatible_shader(*coll, extra_spec); - shprog.keep(); - } - else - throw invalid_operation("RenderPass::maybe_create_material_shader"); + shprog = material->create_compatible_shader(extra_spec); if(shdata) - shdata = new ProgramData(*shdata, shprog.get()); + shdata = new ProgramData(*shdata, shprog); shprog_from_material = true; } @@ -59,30 +55,28 @@ void RenderPass::maybe_create_material_shader(DataFile::Collection *coll) void RenderPass::set_shader_program(const Program *prog, const ProgramData *data) { shprog = prog; - shprog.keep(); shprog_from_material = false; shdata = (data ? new ProgramData(*data) : 0); } Tag RenderPass::get_slotted_uniform_tag(Tag slot) const { - map::const_iterator i = uniform_slots.find(slot); + auto i = uniform_slots.find(slot); if(i==uniform_slots.end()) return Tag(); return i->second; } -void RenderPass::set_material(const Material *mat, DataFile::Collection *coll) +void RenderPass::set_material(const Material *mat) { material = mat; - material.keep(); - maybe_create_material_shader(coll); + maybe_create_material_shader(); set_material_textures(); } void RenderPass::set_texture(Tag tag, const Texture *tex, const Sampler *samp) { - vector::iterator i = find_member(textures, tag, &TextureSlot::tag); + auto i = find_member(textures, tag, &TextureSlot::tag); if(i==textures.end()) { textures.push_back(TextureSlot(tag)); @@ -95,7 +89,7 @@ void RenderPass::set_texture(Tag tag, const Texture *tex, const Sampler *samp) Tag RenderPass::get_texture_tag(const string &slot) const { - vector::const_iterator i = find_member(textures, slot, &TextureSlot::slot_name); + auto i = find_member(textures, slot, &TextureSlot::slot_name); return (i!=textures.end() ? i->tag : Tag()); } @@ -104,32 +98,36 @@ void RenderPass::set_texture(unsigned index, const Texture *tex, const Sampler * if(!shprog) throw invalid_operation("RenderPass::set_texture"); - const vector &uniforms = shprog->get_uniforms(); - for(vector::const_iterator i=uniforms.begin(); i!=uniforms.end(); ++i) - if(is_image(i->type) && i->binding==static_cast(index)) - return set_texture(i->tag, tex, samp); + const vector &uniforms = shprog->get_uniforms(); + for(const ReflectData::UniformInfo &u: uniforms) + if(is_image(u.type) && u.binding==static_cast(index)) + return set_texture(u.tag, tex, samp); if(shdata) { - const vector &tags = shdata->get_uniform_tags(); - for(vector::const_iterator i=tags.begin(); i!=tags.end(); ++i) + for(Tag t: shdata->get_uniform_tags()) { - vector::const_iterator j = find_member(uniforms, *i, &Program::UniformInfo::tag); + auto j = find_member(uniforms, t, &ReflectData::UniformInfo::tag); if(j==uniforms.end() || !is_image(j->type)) continue; - if(const Uniform1i *uni1i = dynamic_cast(shdata->find_uniform(*i))) + if(const Uniform1i *uni1i = dynamic_cast(shdata->find_uniform(t))) if(uni1i->get()==static_cast(index)) - return set_texture(*i, tex, samp); + return set_texture(t, tex, samp); } } } int RenderPass::get_texture_index(const string &n) const { - vector::const_iterator i = find_member(textures, n, &TextureSlot::slot_name); + auto i = find_member(textures, n, &TextureSlot::slot_name); return (shprog && i!=textures.end() ? shprog->get_uniform_binding(i->tag) : -1); } +void RenderPass::set_face_cull(CullMode fc) +{ + face_cull = fc; +} + void RenderPass::set_receive_shadows(bool rs) { receive_shadows = rs; @@ -137,11 +135,22 @@ void RenderPass::set_receive_shadows(bool rs) void RenderPass::apply(Renderer &renderer) const { - for(vector::const_iterator i=textures.begin(); i!=textures.end(); ++i) - renderer.set_texture(i->tag, i->texture, i->sampler); - renderer.set_material(material.get()); - renderer.set_shader_program(shprog.get(), shdata.get()); - renderer.set_reverse_winding(back_faces); + for(const TextureSlot &t: textures) + renderer.set_texture(t.tag, t.texture, t.sampler); + renderer.set_shader_program(shprog, shdata.get()); + if(material) + renderer.add_shader_data(material->get_shader_data()); + renderer.set_face_cull(face_cull); +} + +void RenderPass::set_debug_name(const string &name) +{ +#ifdef DEBUG + if(shdata.refcount()==1) + shdata->set_debug_name(name+" [UBO]"); +#else + (void)name; +#endif } @@ -161,11 +170,12 @@ RenderPass::Loader::Loader(RenderPass &p, Collection &c): void RenderPass::Loader::init_actions() { + add("face_cull", &RenderPass::face_cull); add("shader", &Loader::shader); + add("image_based_lighting", &RenderPass::image_based_lighting); add("material", &Loader::material_inline); add("material", &Loader::material); add("material_slot", &RenderPass::material_slot); - add("back_faces",&RenderPass::back_faces); add("receive_shadows", &RenderPass::receive_shadows); add("texture", &Loader::texture); add("uniforms", &Loader::uniforms); @@ -178,10 +188,15 @@ void RenderPass::Loader::init_actions() add("texunit", &Loader::texunit_named); } +void RenderPass::Loader::set_inline_base_name(const string &n) +{ + inline_base_name = n; +} + void RenderPass::Loader::finish() { if(obj.material) - obj.maybe_create_material_shader(coll); + obj.maybe_create_material_shader(); } // Temporary compatibility feature @@ -199,29 +214,29 @@ void RenderPass::Loader::material_inline() { Material::GenericLoader ldr(coll); load_sub_with(ldr); - obj.material = ldr.get_material(); + RefPtr mat = ldr.get_material(); + get_collection().add(inline_base_name+".mat", mat.get()); + obj.material = mat.release(); obj.set_material_textures(); } void RenderPass::Loader::material(const string &name) { obj.material = &get_collection().get(name); - obj.material.keep(); obj.set_material_textures(); } void RenderPass::Loader::shader(const string &n) { obj.shprog = &get_collection().get(get_shader_name(n)); - obj.shprog.keep(); obj.shprog_from_material = false; if(obj.shdata) - obj.shdata = new ProgramData(*obj.shdata, obj.shprog.get()); + obj.shdata = new ProgramData(*obj.shdata, obj.shprog); } void RenderPass::Loader::texture(const string &n) { - vector::iterator i = find_member(obj.textures, Tag(n), &TextureSlot::tag); + auto i = find_member(obj.textures, Tag(n), &TextureSlot::tag); if(i==obj.textures.end()) { obj.textures.push_back(TextureSlot(n)); @@ -237,16 +252,15 @@ void RenderPass::Loader::texunit(unsigned) string name; if(obj.shprog) { - const vector &uniforms = obj.shprog->get_uniforms(); - for(vector::const_iterator i=uniforms.begin(); i!=uniforms.end(); ++i) - if(is_image(i->type) && i->binding>=0) + for(const ReflectData::UniformInfo &u: obj.shprog->get_uniforms()) + if(is_image(u.type) && u.binding>=0) { if(!name.empty()) { name.clear(); break; } - name = i->name; + name = u.name; } } @@ -266,7 +280,7 @@ void RenderPass::Loader::uniforms() if(!obj.shprog || obj.shprog_from_material) throw runtime_error("Shader is required for uniforms"); if(!obj.shdata) - obj.shdata = new ProgramData(obj.shprog.get()); + obj.shdata = new ProgramData(obj.shprog); else if(obj.shdata.refcount()>1) obj.shdata = new ProgramData(*obj.shdata); load_sub(*obj.shdata);