#include "renderpass.h"
#include "program.h"
#include "programdata.h"
+#include "texenv.h"
#include "texture.h"
#include "texture2d.h"
+#include "texturing.h"
using namespace std;
RenderPass::RenderPass():
shprog(0),
shdata(0),
- material(0)
+ material(0),
+ texturing(0)
{ }
RenderPass::RenderPass(const RenderPass &other):
shprog(other.shprog),
shdata(other.shdata ? new ProgramData(*other.shdata) : 0),
material(other.material),
- textures(other.textures)
+ texturing(other.texturing ? new Texturing(*other.texturing) : 0)
{ }
RenderPass::~RenderPass()
{
delete shdata;
+ delete texturing;
}
void RenderPass::set_material(const Material *mat)
void RenderPass::set_texture(unsigned index, const Texture *tex)
{
- for(vector<TextureSlot>::iterator i=textures.begin(); i!=textures.end(); ++i)
- if(i->index==index)
- {
- i->texture = tex;
- i->texture.keep();
- return;
- }
+ if(!texturing)
+ texturing = new Texturing;
- textures.push_back(TextureSlot(index));
- textures.back().texture = tex;
- textures.back().texture.keep();
+ texturing->attach(index, *tex);
}
void RenderPass::bind() const
shdata->apply();
}
else if(old && old->shprog)
- GL::Program::unbind();
+ Program::unbind();
if(material)
material->bind();
else if(old && old->material)
- GL::Material::unbind();
+ Material::unbind();
- unsigned used_tex_units = 0;
- for(vector<TextureSlot>::const_iterator i=textures.begin(); i!=textures.end(); ++i)
- {
- i->texture->bind_to(i->index);
- used_tex_units |= 1<<i->index;
- }
- if(old)
- {
- for(vector<TextureSlot>::const_iterator i=old->textures.begin(); i!=old->textures.end(); ++i)
- if(!used_tex_units&(1<<i->index))
- Texture::unbind_from(i->index);
- }
+ if(texturing)
+ texturing->bind();
+ else if(old && old->texturing)
+ Texturing::unbind();
}
void RenderPass::unbind()
return;
if(old->shprog)
- GL::Program::unbind();
+ Program::unbind();
if(old->material)
- GL::Material::unbind();
+ Material::unbind();
- for(unsigned i=old->textures.size(); i--; )
- GL::Texture::unbind_from(i);
+ if(old->texturing)
+ Texturing::unbind();
}
-RenderPass::TextureSlot::TextureSlot(unsigned i):
- index(i),
- texture(0)
-{ }
-
-
RenderPass::Loader::Loader(RenderPass &p):
DataFile::CollectionObjectLoader<RenderPass>(p, 0)
{
void RenderPass::Loader::texunit(unsigned i)
{
- TextureSlot slot(i);
- load_sub(slot);
- obj.textures.push_back(slot);
+ if(!obj.texturing)
+ obj.texturing = new Texturing;
+ TextureLoader ldr(*obj.texturing, i, coll);
+ load_sub_with(ldr);
}
void RenderPass::Loader::uniforms()
}
-RenderPass::TextureSlot::Loader::Loader(TextureSlot &s):
- DataFile::CollectionObjectLoader<TextureSlot>(s, 0)
+RenderPass::TextureLoader::TextureLoader(Texturing &t, unsigned i, Collection *c):
+ DataFile::CollectionObjectLoader<Texturing>(t, c),
+ index(i)
{
- init();
+ add("texture", &TextureLoader::texture);
+ add("texture2d", &TextureLoader::texture2d);
}
-RenderPass::TextureSlot::Loader::Loader(TextureSlot &s, Collection &c):
- DataFile::CollectionObjectLoader<TextureSlot>(s, &c)
+void RenderPass::TextureLoader::finish()
{
- init();
+ if(tex)
+ {
+ if(env)
+ obj.attach(index, *tex, *env);
+ else
+ obj.attach(index, *tex);
+ tex.release();
+ env.release();
+ }
}
-void RenderPass::TextureSlot::Loader::init()
+void RenderPass::TextureLoader::texenv()
{
- add("texture", &Loader::texture);
- add("texture2d", &Loader::texture2d);
+ throw Exception("TexEnvs can't be loaded yet");
+ /*env = new TexEnv;
+ load_sub(*env);*/
}
-void RenderPass::TextureSlot::Loader::texture(const string &name)
+void RenderPass::TextureLoader::texture(const string &name)
{
- obj.texture = get_collection().get<Texture>(name);
- obj.texture.keep();
+ tex = get_collection().get<Texture>(name);
+ tex.keep();
}
-void RenderPass::TextureSlot::Loader::texture2d()
+void RenderPass::TextureLoader::texture2d()
{
- RefPtr<Texture2D> tex = new Texture2D;
- load_sub(*tex);
- obj.texture = tex;
+ tex = new Texture2D;
+ load_sub(static_cast<Texture2D &>(*tex));
}
} // namespace GL
class Material;
class Program;
class ProgramData;
+class TexEnv;
class Texture;
+class Texturing;
/**
Encapsulates the data that determines the appearance of a rendered surface.
-This includes shader and data for it, material and textures.
+This includes shader and data for it, material and texturing.
+
+XXX Does not delete inline texture from datafiles properly
*/
class RenderPass: public Bindable<RenderPass>
{
};
private:
- struct TextureSlot
+ struct TextureLoader: public DataFile::CollectionObjectLoader<Texturing>
{
- class Loader: public DataFile::CollectionObjectLoader<TextureSlot>
- {
- public:
- Loader(TextureSlot &);
- Loader(TextureSlot &, Collection &);
-
- private:
- void init();
- void texture(const std::string &);
- void texture2d();
- };
-
+ private:
unsigned index;
- RefPtr<const Texture> texture;
+ RefPtr<Texture> tex;
+ RefPtr<TexEnv> env;
+
+ public:
+ TextureLoader(Texturing &, unsigned, Collection *);
+ private:
+ virtual void finish();
- TextureSlot(unsigned);
+ void texenv();
+ void texture(const std::string &);
+ void texture2d();
};
Program *shprog;
ProgramData *shdata;
RefPtr<const Material> material;
- std::vector<TextureSlot> textures;
+ Texturing *texturing;
RenderPass &operator=(const RenderPass &);
public: