]> git.tdb.fi Git - libs/gl.git/blob - source/renderpass.cpp
Fix matrix interpolation parameter calculation
[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         texturing(other.texturing ? new Texturing(*other.texturing) : 0),
32         tex_names(other.tex_names),
33         back_faces(other.back_faces)
34 { }
35
36 RenderPass &RenderPass::operator=(const RenderPass &other)
37 {
38         shprog = other.shprog;
39         shdata = other.shdata;
40         uniform_slots = other.uniform_slots;
41         material = other.material;
42         texturing = other.texturing ? new Texturing(*other.texturing) : 0;
43         tex_names = other.tex_names;
44         back_faces = other.back_faces;
45         return *this;
46 }
47
48 RenderPass::~RenderPass()
49 {
50         delete texturing;
51 }
52
53 void RenderPass::set_shader_program(const Program *prog, const ProgramData *data)
54 {
55         shprog = prog;
56         shdata = new ProgramData(*data);
57 }
58
59 const string &RenderPass::get_slotted_uniform_name(const string &slot) const
60 {
61         map<string, string>::const_iterator i = uniform_slots.find(slot);
62         if(i==uniform_slots.end())
63         {
64                 static string empty;
65                 return empty;
66         }
67         return i->second;
68 }
69
70 void RenderPass::set_material(const Material *mat)
71 {
72         material = mat;
73         material.keep();
74 }
75
76 void RenderPass::set_texture(unsigned index, const Texture *tex)
77 {
78         if(!texturing)
79                 texturing = new Texturing;
80
81         texturing->attach(index, *tex);
82 }
83
84 int RenderPass::get_texture_index(const string &n) const
85 {
86         map<string, unsigned>::const_iterator i = tex_names.find(n);
87         if(i==tex_names.end())
88                 return -1;
89         return i->second;
90 }
91
92 void RenderPass::apply(Renderer &renderer) const
93 {
94         renderer.set_texturing(texturing);
95         renderer.set_material(material.get());
96         renderer.set_shader_program(shprog, shdata.get());
97         renderer.set_reverse_winding(back_faces);
98 }
99
100
101 RenderPass::Loader::Loader(RenderPass &p):
102         DataFile::CollectionObjectLoader<RenderPass>(p, 0)
103 {
104         init();
105 }
106
107 RenderPass::Loader::Loader(RenderPass &p, Collection &c):
108         DataFile::CollectionObjectLoader<RenderPass>(p, &c)
109 {
110         init();
111 }
112
113 void RenderPass::Loader::init()
114 {
115         add("shader",   &RenderPass::shprog);
116         add("material", &Loader::material_inline);
117         add("material", &Loader::material);
118         add("material_slot", &RenderPass::material_slot);
119         add("back_faces",&RenderPass::back_faces);
120         add("texunit",  &Loader::texunit);
121         add("texunit",  &Loader::texunit_named);
122         add("uniforms", &Loader::uniforms);
123         add("uniform_slot", &Loader::uniform_slot);
124 }
125
126 void RenderPass::Loader::material_inline()
127 {
128         RefPtr<Material> mat = new Material;
129         if(coll)
130                 load_sub(*mat, get_collection());
131         else
132                 load_sub(*mat);
133         obj.material = mat;
134 }
135
136 void RenderPass::Loader::material(const string &name)
137 {
138         obj.material = &get_collection().get<Material>(name);
139         obj.material.keep();
140 }
141
142 void RenderPass::Loader::texunit(unsigned i)
143 {
144         if(!obj.texturing)
145                 obj.texturing = new Texturing;
146         TextureLoader ldr(*obj.texturing, i, coll);
147         load_sub_with(ldr);
148 }
149
150 void RenderPass::Loader::texunit_named(unsigned i, const string &n)
151 {
152         texunit(i);
153         obj.tex_names[n] = i;
154 }
155
156 void RenderPass::Loader::uniforms()
157 {
158         if(!obj.shprog)
159                 throw invalid_operation("RenderPass::Loader::uniforms");
160         RefPtr<ProgramData> shd = new ProgramData(obj.shprog);
161         load_sub(*shd);
162         obj.shdata = shd.release();
163 }
164
165 void RenderPass::Loader::uniform_slot(const string &name)
166 {
167         uniform_slot2(name, name);
168 }
169
170 void RenderPass::Loader::uniform_slot2(const string &name, const string &slot)
171 {
172         obj.uniform_slots[slot] = name;
173 }
174
175
176 RenderPass::TextureLoader::TextureLoader(Texturing &t, unsigned i, Collection *c):
177         DataFile::CollectionObjectLoader<Texturing>(t, c),
178         index(i)
179 {
180         add("texture",   &TextureLoader::texture);
181         add("texture2d", &TextureLoader::texture2d);
182 }
183
184 void RenderPass::TextureLoader::finish()
185 {
186         if(tex)
187         {
188                 obj.attach(index, *tex);
189                 tex.release();
190         }
191 }
192
193 void RenderPass::TextureLoader::texture(const string &name)
194 {
195         tex = &get_collection().get<Texture>(name);
196         tex.keep();
197 }
198
199 void RenderPass::TextureLoader::texture2d()
200 {
201         tex = new Texture2D;
202         if(coll)
203                 load_sub(static_cast<Texture2D &>(*tex), get_collection());
204         else
205                 load_sub(static_cast<Texture2D &>(*tex));
206 }
207
208 } // namespace GL
209 } // namespace Msp