1 #include <msp/core/algorithm.h>
2 #include <msp/datafile/collection.h>
3 #include <msp/io/print.h>
4 #include <msp/strings/format.h>
6 #include "renderpass.h"
8 #include "programdata.h"
11 #include "texture2d.h"
12 #include "texturing.h"
20 RenderPass::RenderPass():
22 shprog_from_material(false),
28 void RenderPass::finalize_material(DataFile::Collection *coll)
30 maybe_create_material_shader(coll);
31 ensure_private_shader_data();
33 const Tag *material_texture_tags = material->get_texture_tags();
34 for(const Tag *tag=material_texture_tags; tag->id; ++tag)
35 set_texture(*tag, material->get_texture(*tag), material->get_sampler());
38 void RenderPass::maybe_create_material_shader(DataFile::Collection *coll)
40 if(shprog && !shprog_from_material)
45 shprog = material->create_compatible_shader(*coll);
49 throw invalid_operation("no collection");
52 shdata = new ProgramData(*shdata, shprog.get());
54 shprog_from_material = true;
57 void RenderPass::ensure_private_shader_data()
60 throw invalid_operation("RenderPass::ensure_private_shader_data");
63 shdata = new ProgramData(shprog.get());
64 else if(shdata.refcount()>1)
65 shdata = new ProgramData(*shdata);
68 void RenderPass::set_shader_program(const Program *prog, const ProgramData *data)
72 shprog_from_material = false;
73 shdata = (data ? new ProgramData(*data) : 0);
78 Tag RenderPass::get_slotted_uniform_tag(Tag slot) const
80 map<Tag, Tag>::const_iterator i = uniform_slots.find(slot);
81 if(i==uniform_slots.end())
86 void RenderPass::set_material(const Material *mat, DataFile::Collection *coll)
90 finalize_material(coll);
93 void RenderPass::set_texture(Tag tag, const Texture *tex, const Sampler *samp)
95 vector<TextureSlot>::iterator i = find_member(textures, tag, &TextureSlot::tag);
98 textures.push_back(TextureSlot(tag));
106 Tag RenderPass::get_texture_tag(const string &slot) const
108 vector<TextureSlot>::const_iterator i = find_member(textures, slot, &TextureSlot::slot_name);
109 return (i!=textures.end() ? i->tag : Tag());
112 void RenderPass::set_texture(unsigned index, const Texture *tex, const Sampler *samp)
115 throw invalid_operation("RenderPass::set_texture");
117 const vector<Program::UniformInfo> &uniforms = shprog->get_uniforms();
118 for(vector<Program::UniformInfo>::const_iterator i=uniforms.begin(); i!=uniforms.end(); ++i)
119 if(is_image(i->type) && i->binding==static_cast<int>(index))
120 return set_texture(i->tag, tex, samp);
124 const vector<Tag> &tags = shdata->get_uniform_tags();
125 for(vector<Tag>::const_iterator i=tags.begin(); i!=tags.end(); ++i)
127 vector<Program::UniformInfo>::const_iterator j = find_member(uniforms, *i, &Program::UniformInfo::tag);
128 if(j==uniforms.end() || !is_image(j->type))
130 if(const Uniform1i *uni1i = dynamic_cast<const Uniform1i *>(shdata->find_uniform(*i)))
131 if(uni1i->get()==static_cast<int>(index))
132 return set_texture(*i, tex, samp);
137 int RenderPass::get_texture_index(const string &n) const
139 vector<TextureSlot>::const_iterator i = find_member(textures, n, &TextureSlot::slot_name);
140 return (shprog && i!=textures.end() ? shprog->get_uniform_binding(i->tag) : -1);
143 void RenderPass::apply(Renderer &renderer) const
145 for(vector<TextureSlot>::const_iterator i=textures.begin(); i!=textures.end(); ++i)
146 renderer.set_texture(i->tag, i->texture, i->sampler);
147 renderer.set_material(material.get());
148 renderer.set_shader_program(shprog.get(), shdata.get());
149 renderer.set_reverse_winding(back_faces);
153 DataFile::Loader::ActionMap RenderPass::Loader::shared_actions;
155 RenderPass::Loader::Loader(RenderPass &p):
156 DataFile::CollectionObjectLoader<RenderPass>(p, 0)
158 set_actions(shared_actions);
161 RenderPass::Loader::Loader(RenderPass &p, Collection &c):
162 DataFile::CollectionObjectLoader<RenderPass>(p, &c)
164 set_actions(shared_actions);
167 void RenderPass::Loader::init_actions()
169 add("shader", &Loader::shader);
170 add("material", &Loader::material_inline);
171 add("material", &Loader::material);
172 add("material_slot", &RenderPass::material_slot);
173 add("back_faces",&RenderPass::back_faces);
174 add("texture", &Loader::texture);
175 add("uniforms", &Loader::uniforms);
176 add("uniform_slot", &Loader::uniform_slot);
177 add("uniform_slot", &Loader::uniform_slot2);
180 add("texunit", &Loader::texunit);
181 add("texunit", &Loader::texture);
182 add("texunit", &Loader::texunit_named);
185 // Temporary compatibility feature
186 string RenderPass::Loader::get_shader_name(const string &n)
188 if(n.size()>=5 && !n.compare(n.size()-5, 5, ".glsl"))
190 IO::print(IO::cerr, "Warning: Loading module '%s' as shader is deprecated\n", n);
196 void RenderPass::Loader::material_inline()
198 Material::GenericLoader ldr(coll);
200 obj.material = ldr.get_material();
201 obj.finalize_material(coll);
204 void RenderPass::Loader::material(const string &name)
206 obj.material = &get_collection().get<Material>(name);
208 obj.finalize_material(coll);
211 void RenderPass::Loader::shader(const string &n)
213 obj.shprog = &get_collection().get<Program>(get_shader_name(n));
215 obj.shprog_from_material = false;
217 obj.shdata = new ProgramData(*obj.shdata, obj.shprog.get());
219 obj.finalize_material(coll);
222 void RenderPass::Loader::texture(const string &n)
224 vector<TextureSlot>::iterator i = find_member(obj.textures, Tag(n), &TextureSlot::tag);
225 if(i==obj.textures.end())
227 obj.textures.push_back(TextureSlot(n));
228 i = obj.textures.end()-1;
230 TextureSlot::Loader ldr(*i, n, coll);
234 void RenderPass::Loader::texunit(unsigned)
236 IO::print(IO::cerr, "Warning: specifying textures by unit number is deprecated and may not produce expected results");
240 const vector<Program::UniformInfo> &uniforms = obj.shprog->get_uniforms();
241 for(vector<Program::UniformInfo>::const_iterator i=uniforms.begin(); i!=uniforms.end(); ++i)
242 if(is_image(i->type) && i->binding>=0)
254 throw runtime_error("Could not determine name for texture");
259 void RenderPass::Loader::texunit_named(unsigned, const string &n)
264 void RenderPass::Loader::uniforms()
266 if(!obj.shprog || obj.shprog_from_material)
267 throw runtime_error("Shader is required for uniforms");
268 obj.ensure_private_shader_data();
269 load_sub(*obj.shdata);
272 void RenderPass::Loader::uniform_slot(const string &name)
274 uniform_slot2(name, name);
277 void RenderPass::Loader::uniform_slot2(const string &name, const string &slot)
279 obj.uniform_slots[slot] = name;
283 RenderPass::TextureSlot::Loader::Loader(TextureSlot &ts, const string &an, Collection *c):
284 CollectionObjectLoader<TextureSlot>(ts, c),
287 add("sampler", &TextureSlot::sampler);
288 add("slot", &Loader::slot_auto);
289 add("slot", &TextureSlot::slot_name);
290 add("texture", &TextureSlot::texture);
293 void RenderPass::TextureSlot::Loader::slot_auto()
295 obj.slot_name = auto_slot_name;