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1 #include <msp/core/refptr.h>
2 #include <msp/datafile/collection.h>
3 #include <msp/strings/formatter.h>
4 #include "material.h"
5 #include "renderpass.h"
6 #include "program.h"
7 #include "programdata.h"
8 #include "texenv.h"
9 #include "texture.h"
10 #include "texture2d.h"
11 #include "texturing.h"
12
13 using namespace std;
14
15 namespace Msp {
16 namespace GL {
17
18 RenderPass::RenderPass():
19         shprog(0),
20         shdata(0),
21         material(0),
22         texturing(0)
23 { }
24
25 RenderPass::RenderPass(const RenderPass &other):
26         shprog(other.shprog),
27         shdata(other.shdata ? new ProgramData(*other.shdata) : 0),
28         material(other.material),
29         texturing(other.texturing ? new Texturing(*other.texturing) : 0),
30         tex_names(other.tex_names)
31 { }
32
33 RenderPass::~RenderPass()
34 {
35         delete shdata;
36         delete texturing;
37 }
38
39 void RenderPass::set_material(const Material *mat)
40 {
41         material = mat;
42         material.keep();
43 }
44
45 void RenderPass::set_texture(unsigned index, const Texture *tex)
46 {
47         if(!texturing)
48                 texturing = new Texturing;
49
50         texturing->attach(index, *tex);
51 }
52
53 int RenderPass::get_texture_index(const string &n) const
54 {
55         map<string, unsigned>::const_iterator i = tex_names.find(n);
56         if(i==tex_names.end())
57                 return -1;
58         return i->second;
59 }
60
61
62 RenderPass::Loader::Loader(RenderPass &p):
63         DataFile::CollectionObjectLoader<RenderPass>(p, 0)
64 {
65         init();
66 }
67
68 RenderPass::Loader::Loader(RenderPass &p, Collection &c):
69         DataFile::CollectionObjectLoader<RenderPass>(p, &c)
70 {
71         init();
72 }
73
74 void RenderPass::Loader::init()
75 {
76         allow_pointer_reload = false;
77
78         add("shader",   &RenderPass::shprog);
79         add("material", &Loader::material_inline);
80         add("material", &Loader::material);
81         add("texunit",  &Loader::texunit);
82         add("texunit",  &Loader::texunit_named);
83         add("uniforms", &Loader::uniforms);
84 }
85
86 void RenderPass::Loader::material_inline()
87 {
88         RefPtr<Material> mat = new Material;
89         load_sub(*mat);
90         obj.material = mat;
91 }
92
93 void RenderPass::Loader::material(const string &name)
94 {
95         obj.material = get_collection().get<Material>(name);
96         obj.material.keep();
97 }
98
99 void RenderPass::Loader::texunit(unsigned i)
100 {
101         if(!obj.texturing)
102                 obj.texturing = new Texturing;
103         TextureLoader ldr(*obj.texturing, i, coll);
104         load_sub_with(ldr);
105 }
106
107 void RenderPass::Loader::texunit_named(unsigned i, const string &n)
108 {
109         texunit(i);
110         obj.tex_names[n] = i;
111 }
112
113 void RenderPass::Loader::uniforms()
114 {
115         if(!obj.shprog)
116                 throw InvalidState("Can't load uniforms without a shader program");
117         if(!obj.shdata)
118                 obj.shdata = new ProgramData(*obj.shprog);
119         load_sub(*obj.shdata);
120 }
121
122
123 RenderPass::TextureLoader::TextureLoader(Texturing &t, unsigned i, Collection *c):
124         DataFile::CollectionObjectLoader<Texturing>(t, c),
125         index(i)
126 {
127         add("texture",   &TextureLoader::texture);
128         add("texture2d", &TextureLoader::texture2d);
129 }
130
131 void RenderPass::TextureLoader::finish()
132 {
133         if(tex)
134         {
135                 if(env)
136                         obj.attach(index, *tex, *env);
137                 else
138                         obj.attach(index, *tex);
139                 tex.release();
140                 env.release();
141         }
142 }
143
144 void RenderPass::TextureLoader::texenv()
145 {
146         throw Exception("TexEnvs can't be loaded yet");
147         /*env = new TexEnv;
148         load_sub(*env);*/
149 }
150
151 void RenderPass::TextureLoader::texture(const string &name)
152 {
153         tex = get_collection().get<Texture>(name);
154         tex.keep();
155 }
156
157 void RenderPass::TextureLoader::texture2d()
158 {
159         tex = new Texture2D;
160         load_sub(static_cast<Texture2D &>(*tex));
161 }
162
163 } // namespace GL
164 } // namespace Msp