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Mark shaders created by materials as kept
[libs/gl.git] / source / materials / renderpass.cpp
1 #include <msp/core/algorithm.h>
2 #include <msp/datafile/collection.h>
3 #include <msp/io/print.h>
4 #include <msp/strings/format.h>
5 #include "error.h"
6 #include "renderpass.h"
7 #include "program.h"
8 #include "programdata.h"
9 #include "renderer.h"
10 #include "texture.h"
11 #include "texture2d.h"
12 #include "texturing.h"
13 #include "uniform.h"
14
15 using namespace std;
16
17 namespace Msp {
18 namespace GL {
19
20 RenderPass::RenderPass():
21         shprog(0),
22         shprog_from_material(false),
23         shdata(0),
24         material(0),
25         back_faces(false),
26         receive_shadows(false)
27 { }
28
29 void RenderPass::set_material_textures()
30 {
31         const Tag *material_texture_tags = material->get_texture_tags();
32         for(const Tag *tag=material_texture_tags; tag->id; ++tag)
33                 set_texture(*tag, material->get_texture(*tag), material->get_sampler());
34 }
35
36 void RenderPass::maybe_create_material_shader()
37 {
38         if(shprog && !shprog_from_material)
39                 return;
40
41         map<string, int> extra_spec;
42         if(receive_shadows)
43                 extra_spec["use_shadow_map"] = true;
44
45         shprog = material->create_compatible_shader(extra_spec);
46         shprog.keep();
47
48         if(shdata)
49                 shdata = new ProgramData(*shdata, shprog.get());
50
51         shprog_from_material = true;
52 }
53
54 void RenderPass::set_shader_program(const Program *prog, const ProgramData *data)
55 {
56         shprog = prog;
57         shprog.keep();
58         shprog_from_material = false;
59         shdata = (data ? new ProgramData(*data) : 0);
60 }
61
62 Tag RenderPass::get_slotted_uniform_tag(Tag slot) const
63 {
64         map<Tag, Tag>::const_iterator i = uniform_slots.find(slot);
65         if(i==uniform_slots.end())
66                 return Tag();
67         return i->second;
68 }
69
70 void RenderPass::set_material(const Material *mat)
71 {
72         material = mat;
73         material.keep();
74         maybe_create_material_shader();
75         set_material_textures();
76 }
77
78 void RenderPass::set_texture(Tag tag, const Texture *tex, const Sampler *samp)
79 {
80         vector<TextureSlot>::iterator i = find_member(textures, tag, &TextureSlot::tag);
81         if(i==textures.end())
82         {
83                 textures.push_back(TextureSlot(tag));
84                 i = textures.end()-1;
85         }
86         i->texture = tex;
87         if(samp)
88                 i->sampler = samp;
89 }
90
91 Tag RenderPass::get_texture_tag(const string &slot) const
92 {
93         vector<TextureSlot>::const_iterator i = find_member(textures, slot, &TextureSlot::slot_name);
94         return (i!=textures.end() ? i->tag : Tag());
95 }
96
97 void RenderPass::set_texture(unsigned index, const Texture *tex, const Sampler *samp)
98 {
99         if(!shprog)
100                 throw invalid_operation("RenderPass::set_texture");
101
102         const vector<Program::UniformInfo> &uniforms = shprog->get_uniforms();
103         for(vector<Program::UniformInfo>::const_iterator i=uniforms.begin(); i!=uniforms.end(); ++i)
104                 if(is_image(i->type) && i->binding==static_cast<int>(index))
105                         return set_texture(i->tag, tex, samp);
106
107         if(shdata)
108         {
109                 const vector<Tag> &tags = shdata->get_uniform_tags();
110                 for(vector<Tag>::const_iterator i=tags.begin(); i!=tags.end(); ++i)
111                 {
112                         vector<Program::UniformInfo>::const_iterator j = find_member(uniforms, *i, &Program::UniformInfo::tag);
113                         if(j==uniforms.end() || !is_image(j->type))
114                                 continue;
115                         if(const Uniform1i *uni1i = dynamic_cast<const Uniform1i *>(shdata->find_uniform(*i)))
116                                 if(uni1i->get()==static_cast<int>(index))
117                                         return set_texture(*i, tex, samp);
118                 }
119         }
120 }
121
122 int RenderPass::get_texture_index(const string &n) const
123 {
124         vector<TextureSlot>::const_iterator i = find_member(textures, n, &TextureSlot::slot_name);
125         return (shprog && i!=textures.end() ? shprog->get_uniform_binding(i->tag) : -1);
126 }
127
128 void RenderPass::set_back_faces(bool bf)
129 {
130         back_faces = bf;
131 }
132
133 void RenderPass::set_receive_shadows(bool rs)
134 {
135         receive_shadows = rs;
136 }
137
138 void RenderPass::apply(Renderer &renderer) const
139 {
140         for(vector<TextureSlot>::const_iterator i=textures.begin(); i!=textures.end(); ++i)
141                 renderer.set_texture(i->tag, i->texture, i->sampler);
142         renderer.set_material(material.get());
143         renderer.set_shader_program(shprog.get(), shdata.get());
144         renderer.set_reverse_winding(back_faces);
145 }
146
147 void RenderPass::set_debug_name(const string &name)
148 {
149 #ifdef DEBUG
150         if(shdata.refcount()==1)
151                 shdata->set_debug_name(name+" [UBO]");
152 #else
153         (void)name;
154 #endif
155 }
156
157
158 DataFile::Loader::ActionMap RenderPass::Loader::shared_actions;
159
160 RenderPass::Loader::Loader(RenderPass &p):
161         DataFile::CollectionObjectLoader<RenderPass>(p, 0)
162 {
163         set_actions(shared_actions);
164 }
165
166 RenderPass::Loader::Loader(RenderPass &p, Collection &c):
167         DataFile::CollectionObjectLoader<RenderPass>(p, &c)
168 {
169         set_actions(shared_actions);
170 }
171
172 void RenderPass::Loader::init_actions()
173 {
174         add("shader",   &Loader::shader);
175         add("material", &Loader::material_inline);
176         add("material", &Loader::material);
177         add("material_slot", &RenderPass::material_slot);
178         add("back_faces",&RenderPass::back_faces);
179         add("receive_shadows", &RenderPass::receive_shadows);
180         add("texture", &Loader::texture);
181         add("uniforms", &Loader::uniforms);
182         add("uniform_slot", &Loader::uniform_slot);
183         add("uniform_slot", &Loader::uniform_slot2);
184
185         // Deprecated
186         add("texunit",  &Loader::texunit);
187         add("texunit",  &Loader::texture);
188         add("texunit",  &Loader::texunit_named);
189 }
190
191 void RenderPass::Loader::finish()
192 {
193         if(obj.material)
194                 obj.maybe_create_material_shader();
195 }
196
197 // Temporary compatibility feature
198 string RenderPass::Loader::get_shader_name(const string &n)
199 {
200         if(n.size()>=5 && !n.compare(n.size()-5, 5, ".glsl"))
201         {
202                 IO::print(IO::cerr, "Warning: Loading module '%s' as shader is deprecated\n", n);
203                 return n+".shader";
204         }
205         return n;
206 }
207
208 void RenderPass::Loader::material_inline()
209 {
210         Material::GenericLoader ldr(coll);
211         load_sub_with(ldr);
212         obj.material = ldr.get_material();
213         obj.set_material_textures();
214 }
215
216 void RenderPass::Loader::material(const string &name)
217 {
218         obj.material = &get_collection().get<Material>(name);
219         obj.material.keep();
220         obj.set_material_textures();
221 }
222
223 void RenderPass::Loader::shader(const string &n)
224 {
225         obj.shprog = &get_collection().get<Program>(get_shader_name(n));
226         obj.shprog.keep();
227         obj.shprog_from_material = false;
228         if(obj.shdata)
229                 obj.shdata = new ProgramData(*obj.shdata, obj.shprog.get());
230 }
231
232 void RenderPass::Loader::texture(const string &n)
233 {
234         vector<TextureSlot>::iterator i = find_member(obj.textures, Tag(n), &TextureSlot::tag);
235         if(i==obj.textures.end())
236         {
237                 obj.textures.push_back(TextureSlot(n));
238                 i = obj.textures.end()-1;
239         }
240         TextureSlot::Loader ldr(*i, n, coll);
241         load_sub_with(ldr);
242 }
243
244 void RenderPass::Loader::texunit(unsigned)
245 {
246         IO::print(IO::cerr, "Warning: specifying textures by unit number is deprecated and may not produce expected results");
247         string name;
248         if(obj.shprog)
249         {
250                 const vector<Program::UniformInfo> &uniforms = obj.shprog->get_uniforms();
251                 for(vector<Program::UniformInfo>::const_iterator i=uniforms.begin(); i!=uniforms.end(); ++i)
252                         if(is_image(i->type) && i->binding>=0)
253                         {
254                                 if(!name.empty())
255                                 {
256                                         name.clear();
257                                         break;
258                                 }
259                                 name = i->name;
260                         }
261         }
262
263         if(name.empty())
264                 throw runtime_error("Could not determine name for texture");
265
266         texture(name);
267 }
268
269 void RenderPass::Loader::texunit_named(unsigned, const string &n)
270 {
271         texture(n);
272 }
273
274 void RenderPass::Loader::uniforms()
275 {
276         if(!obj.shprog || obj.shprog_from_material)
277                 throw runtime_error("Shader is required for uniforms");
278         if(!obj.shdata)
279                 obj.shdata = new ProgramData(obj.shprog.get());
280         else if(obj.shdata.refcount()>1)
281                 obj.shdata = new ProgramData(*obj.shdata);
282         load_sub(*obj.shdata);
283 }
284
285 void RenderPass::Loader::uniform_slot(const string &name)
286 {
287         uniform_slot2(name, name);
288 }
289
290 void RenderPass::Loader::uniform_slot2(const string &name, const string &slot)
291 {
292         obj.uniform_slots[slot] = name;
293 }
294
295
296 RenderPass::TextureSlot::Loader::Loader(TextureSlot &ts, const string &an, Collection *c):
297         CollectionObjectLoader<TextureSlot>(ts, c),
298         auto_slot_name(an)
299 {
300         add("sampler", &TextureSlot::sampler);
301         add("slot", &Loader::slot_auto);
302         add("slot", &TextureSlot::slot_name);
303         add("texture", &TextureSlot::texture);
304 }
305
306 void RenderPass::TextureSlot::Loader::slot_auto()
307 {
308         obj.slot_name = auto_slot_name;
309 }
310
311 } // namespace GL
312 } // namespace Msp