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[libs/gl.git] / source / renderpass.cpp
1 #include <msp/datafile/collection.h>
2 #include <msp/strings/format.h>
3 #include "error.h"
4 #include "material.h"
5 #include "renderpass.h"
6 #include "program.h"
7 #include "programdata.h"
8 #include "renderer.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         back_faces(false)
24 { }
25
26 RenderPass::RenderPass(const RenderPass &other):
27         shprog(other.shprog),
28         shdata(other.shdata),
29         uniform_slots(other.uniform_slots),
30         material(other.material),
31         material_slot(other.material_slot),
32         texturing(other.texturing ? new Texturing(*other.texturing) : 0),
33         tex_names(other.tex_names),
34         back_faces(other.back_faces)
35 { }
36
37 RenderPass &RenderPass::operator=(const RenderPass &other)
38 {
39         shprog = other.shprog;
40         shdata = other.shdata;
41         uniform_slots = other.uniform_slots;
42         material = other.material;
43         material_slot = other.material_slot;
44         texturing = other.texturing ? new Texturing(*other.texturing) : 0;
45         tex_names = other.tex_names;
46         back_faces = other.back_faces;
47         return *this;
48 }
49
50 RenderPass::~RenderPass()
51 {
52         delete texturing;
53 }
54
55 void RenderPass::ensure_private_shader_data()
56 {
57         if(!shprog)
58                 throw invalid_operation("RenderPass::ensure_private_shader_data");
59
60         if(!shdata)
61                 shdata = new ProgramData(shprog);
62         else if(shdata.refcount() > 1)
63                 shdata = new ProgramData(*shdata);
64 }
65
66 void RenderPass::set_shader_program(const Program *prog, const ProgramData *data)
67 {
68         shprog = prog;
69         shdata = (data ? new ProgramData(*data) : 0);
70 }
71
72 const string &RenderPass::get_slotted_uniform_name(const string &slot) const
73 {
74         map<string, string>::const_iterator i = uniform_slots.find(slot);
75         if(i==uniform_slots.end())
76         {
77                 static string empty;
78                 return empty;
79         }
80         return i->second;
81 }
82
83 void RenderPass::set_material(const Material *mat)
84 {
85         material = mat;
86         material.keep();
87 }
88
89 void RenderPass::set_texture(unsigned index, const Texture *tex)
90 {
91         if(!texturing)
92                 texturing = new Texturing;
93
94         texturing->attach(index, *tex);
95 }
96
97 int RenderPass::get_texture_index(const string &n) const
98 {
99         map<string, unsigned>::const_iterator i = tex_names.find(n);
100         if(i==tex_names.end())
101                 return -1;
102         return i->second;
103 }
104
105 void RenderPass::apply(Renderer &renderer) const
106 {
107         renderer.set_texturing(texturing);
108         renderer.set_material(material.get());
109         renderer.set_shader_program(shprog, shdata.get());
110         renderer.set_reverse_winding(back_faces);
111 }
112
113
114 RenderPass::Loader::Loader(RenderPass &p):
115         DataFile::CollectionObjectLoader<RenderPass>(p, 0)
116 {
117         init();
118 }
119
120 RenderPass::Loader::Loader(RenderPass &p, Collection &c):
121         DataFile::CollectionObjectLoader<RenderPass>(p, &c)
122 {
123         init();
124 }
125
126 void RenderPass::Loader::init()
127 {
128         add("shader",   &RenderPass::shprog);
129         add("material", &Loader::material_inline);
130         add("material", &Loader::material);
131         add("material_slot", &RenderPass::material_slot);
132         add("back_faces",&RenderPass::back_faces);
133         add("texunit",  &Loader::texunit);
134         add("texunit",  &Loader::texunit_auto);
135         add("texunit",  &Loader::texunit_named);
136         add("uniforms", &Loader::uniforms);
137         add("uniform_slot", &Loader::uniform_slot);
138 }
139
140 void RenderPass::Loader::material_inline()
141 {
142         RefPtr<Material> mat = new Material;
143         if(coll)
144                 load_sub(*mat, get_collection());
145         else
146                 load_sub(*mat);
147         obj.material = mat;
148 }
149
150 void RenderPass::Loader::material(const string &name)
151 {
152         obj.material = &get_collection().get<Material>(name);
153         obj.material.keep();
154 }
155
156 void RenderPass::Loader::texunit(unsigned i)
157 {
158         if(!obj.texturing)
159                 obj.texturing = new Texturing;
160         TextureLoader ldr(*obj.texturing, i, coll);
161         load_sub_with(ldr);
162 }
163
164 void RenderPass::Loader::texunit_auto(const string &n)
165 {
166         if(!obj.texturing)
167                 obj.texturing = new Texturing;
168         int i = obj.texturing->find_free_unit(n);
169         if(i<0)
170                 throw runtime_error("no free texunit");
171         texunit_named(i, n);
172 }
173
174 void RenderPass::Loader::texunit_named(unsigned i, const string &n)
175 {
176         texunit(i);
177         obj.tex_names[n] = i;
178         obj.ensure_private_shader_data();
179         obj.shdata->uniform(n, static_cast<int>(i));
180 }
181
182 void RenderPass::Loader::uniforms()
183 {
184         obj.ensure_private_shader_data();
185         RefPtr<ProgramData> shd = new ProgramData(obj.shprog);
186         load_sub(*shd);
187         obj.shdata = shd.release();
188 }
189
190 void RenderPass::Loader::uniform_slot(const string &name)
191 {
192         uniform_slot2(name, name);
193 }
194
195 void RenderPass::Loader::uniform_slot2(const string &name, const string &slot)
196 {
197         obj.uniform_slots[slot] = name;
198 }
199
200
201 RenderPass::TextureLoader::TextureLoader(Texturing &t, unsigned i, Collection *c):
202         DataFile::CollectionObjectLoader<Texturing>(t, c),
203         index(i)
204 {
205         add("texture",   &TextureLoader::texture);
206         add("texture2d", &TextureLoader::texture2d);
207 }
208
209 void RenderPass::TextureLoader::finish()
210 {
211         if(tex)
212         {
213                 obj.attach(index, *tex);
214                 tex.release();
215         }
216 }
217
218 void RenderPass::TextureLoader::texture(const string &name)
219 {
220         tex = &get_collection().get<Texture>(name);
221         tex.keep();
222 }
223
224 void RenderPass::TextureLoader::texture2d()
225 {
226         tex = new Texture2D;
227         if(coll)
228                 load_sub(static_cast<Texture2D &>(*tex), get_collection());
229         else
230                 load_sub(static_cast<Texture2D &>(*tex));
231 }
232
233 } // namespace GL
234 } // namespace Msp