]> git.tdb.fi Git - libs/gl.git/blob - source/materials/renderpass.cpp
Split reflection data from Program to a separate struct
[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 "uniform.h"
13
14 using namespace std;
15
16 namespace Msp {
17 namespace GL {
18
19 RenderPass::RenderPass():
20         shprog(0),
21         shprog_from_material(false),
22         shdata(0),
23         material(0),
24         face_cull(CULL_BACK),
25         receive_shadows(false),
26         image_based_lighting(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(*tag));
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         if(image_based_lighting)
45                 extra_spec["use_image_based_lighting"] = true;
46
47         shprog = material->create_compatible_shader(extra_spec);
48
49         if(shdata)
50                 shdata = new ProgramData(*shdata, shprog);
51
52         shprog_from_material = true;
53 }
54
55 void RenderPass::set_shader_program(const Program *prog, const ProgramData *data)
56 {
57         shprog = prog;
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         auto 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         maybe_create_material_shader();
74         set_material_textures();
75 }
76
77 void RenderPass::set_texture(Tag tag, const Texture *tex, const Sampler *samp)
78 {
79         auto i = find_member(textures, tag, &TextureSlot::tag);
80         if(i==textures.end())
81         {
82                 textures.push_back(TextureSlot(tag));
83                 i = textures.end()-1;
84         }
85         i->texture = tex;
86         if(samp)
87                 i->sampler = samp;
88 }
89
90 Tag RenderPass::get_texture_tag(const string &slot) const
91 {
92         auto i = find_member(textures, slot, &TextureSlot::slot_name);
93         return (i!=textures.end() ? i->tag : Tag());
94 }
95
96 void RenderPass::set_texture(unsigned index, const Texture *tex, const Sampler *samp)
97 {
98         if(!shprog)
99                 throw invalid_operation("RenderPass::set_texture");
100
101         const vector<ReflectData::UniformInfo> &uniforms = shprog->get_uniforms();
102         for(const ReflectData::UniformInfo &u: uniforms)
103                 if(is_image(u.type) && u.binding==static_cast<int>(index))
104                         return set_texture(u.tag, tex, samp);
105
106         if(shdata)
107         {
108                 for(Tag t: shdata->get_uniform_tags())
109                 {
110                         auto j = find_member(uniforms, t, &ReflectData::UniformInfo::tag);
111                         if(j==uniforms.end() || !is_image(j->type))
112                                 continue;
113                         if(const Uniform1i *uni1i = dynamic_cast<const Uniform1i *>(shdata->find_uniform(t)))
114                                 if(uni1i->get()==static_cast<int>(index))
115                                         return set_texture(t, tex, samp);
116                 }
117         }
118 }
119
120 int RenderPass::get_texture_index(const string &n) const
121 {
122         auto i = find_member(textures, n, &TextureSlot::slot_name);
123         return (shprog && i!=textures.end() ? shprog->get_uniform_binding(i->tag) : -1);
124 }
125
126 void RenderPass::set_face_cull(CullMode fc)
127 {
128         face_cull = fc;
129 }
130
131 void RenderPass::set_receive_shadows(bool rs)
132 {
133         receive_shadows = rs;
134 }
135
136 void RenderPass::apply(Renderer &renderer) const
137 {
138         for(const TextureSlot &t: textures)
139                 renderer.set_texture(t.tag, t.texture, t.sampler);
140         renderer.set_shader_program(shprog, shdata.get());
141         if(material)
142                 renderer.add_shader_data(material->get_shader_data());
143         renderer.set_face_cull(face_cull);
144 }
145
146 void RenderPass::set_debug_name(const string &name)
147 {
148 #ifdef DEBUG
149         if(shdata.refcount()==1)
150                 shdata->set_debug_name(name+" [UBO]");
151 #else
152         (void)name;
153 #endif
154 }
155
156
157 DataFile::Loader::ActionMap RenderPass::Loader::shared_actions;
158
159 RenderPass::Loader::Loader(RenderPass &p):
160         DataFile::CollectionObjectLoader<RenderPass>(p, 0)
161 {
162         set_actions(shared_actions);
163 }
164
165 RenderPass::Loader::Loader(RenderPass &p, Collection &c):
166         DataFile::CollectionObjectLoader<RenderPass>(p, &c)
167 {
168         set_actions(shared_actions);
169 }
170
171 void RenderPass::Loader::init_actions()
172 {
173         add("face_cull", &RenderPass::face_cull);
174         add("shader",   &Loader::shader);
175         add("image_based_lighting", &RenderPass::image_based_lighting);
176         add("material", &Loader::material_inline);
177         add("material", &Loader::material);
178         add("material_slot", &RenderPass::material_slot);
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::set_inline_base_name(const string &n)
192 {
193         inline_base_name = n;
194 }
195
196 void RenderPass::Loader::finish()
197 {
198         if(obj.material)
199                 obj.maybe_create_material_shader();
200 }
201
202 // Temporary compatibility feature
203 string RenderPass::Loader::get_shader_name(const string &n)
204 {
205         if(n.size()>=5 && !n.compare(n.size()-5, 5, ".glsl"))
206         {
207                 IO::print(IO::cerr, "Warning: Loading module '%s' as shader is deprecated\n", n);
208                 return n+".shader";
209         }
210         return n;
211 }
212
213 void RenderPass::Loader::material_inline()
214 {
215         Material::GenericLoader ldr(coll);
216         load_sub_with(ldr);
217         RefPtr<Material> mat = ldr.get_material();
218         get_collection().add(inline_base_name+".mat", mat.get());
219         obj.material = mat.release();
220         obj.set_material_textures();
221 }
222
223 void RenderPass::Loader::material(const string &name)
224 {
225         obj.material = &get_collection().get<Material>(name);
226         obj.set_material_textures();
227 }
228
229 void RenderPass::Loader::shader(const string &n)
230 {
231         obj.shprog = &get_collection().get<Program>(get_shader_name(n));
232         obj.shprog_from_material = false;
233         if(obj.shdata)
234                 obj.shdata = new ProgramData(*obj.shdata, obj.shprog);
235 }
236
237 void RenderPass::Loader::texture(const string &n)
238 {
239         auto i = find_member(obj.textures, Tag(n), &TextureSlot::tag);
240         if(i==obj.textures.end())
241         {
242                 obj.textures.push_back(TextureSlot(n));
243                 i = obj.textures.end()-1;
244         }
245         TextureSlot::Loader ldr(*i, n, coll);
246         load_sub_with(ldr);
247 }
248
249 void RenderPass::Loader::texunit(unsigned)
250 {
251         IO::print(IO::cerr, "Warning: specifying textures by unit number is deprecated and may not produce expected results");
252         string name;
253         if(obj.shprog)
254         {
255                 for(const ReflectData::UniformInfo &u: obj.shprog->get_uniforms())
256                         if(is_image(u.type) && u.binding>=0)
257                         {
258                                 if(!name.empty())
259                                 {
260                                         name.clear();
261                                         break;
262                                 }
263                                 name = u.name;
264                         }
265         }
266
267         if(name.empty())
268                 throw runtime_error("Could not determine name for texture");
269
270         texture(name);
271 }
272
273 void RenderPass::Loader::texunit_named(unsigned, const string &n)
274 {
275         texture(n);
276 }
277
278 void RenderPass::Loader::uniforms()
279 {
280         if(!obj.shprog || obj.shprog_from_material)
281                 throw runtime_error("Shader is required for uniforms");
282         if(!obj.shdata)
283                 obj.shdata = new ProgramData(obj.shprog);
284         else if(obj.shdata.refcount()>1)
285                 obj.shdata = new ProgramData(*obj.shdata);
286         load_sub(*obj.shdata);
287 }
288
289 void RenderPass::Loader::uniform_slot(const string &name)
290 {
291         uniform_slot2(name, name);
292 }
293
294 void RenderPass::Loader::uniform_slot2(const string &name, const string &slot)
295 {
296         obj.uniform_slots[slot] = name;
297 }
298
299
300 RenderPass::TextureSlot::Loader::Loader(TextureSlot &ts, const string &an, Collection *c):
301         CollectionObjectLoader<TextureSlot>(ts, c),
302         auto_slot_name(an)
303 {
304         add("sampler", &TextureSlot::sampler);
305         add("slot", &Loader::slot_auto);
306         add("slot", &TextureSlot::slot_name);
307         add("texture", &TextureSlot::texture);
308 }
309
310 void RenderPass::TextureSlot::Loader::slot_auto()
311 {
312         obj.slot_name = auto_slot_name;
313 }
314
315 } // namespace GL
316 } // namespace Msp