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mspdatafile APIs have changed slightly
[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 "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         add("shader",   &RenderPass::shprog);
77         add("material", &Loader::material_inline);
78         add("material", &Loader::material);
79         add("texunit",  &Loader::texunit);
80         add("texunit",  &Loader::texunit_named);
81         add("uniforms", &Loader::uniforms);
82 }
83
84 void RenderPass::Loader::material_inline()
85 {
86         RefPtr<Material> mat = new Material;
87         load_sub(*mat);
88         obj.material = mat;
89 }
90
91 void RenderPass::Loader::material(const string &name)
92 {
93         obj.material = &get_collection().get<Material>(name);
94         obj.material.keep();
95 }
96
97 void RenderPass::Loader::texunit(unsigned i)
98 {
99         if(!obj.texturing)
100                 obj.texturing = new Texturing;
101         TextureLoader ldr(*obj.texturing, i, coll);
102         load_sub_with(ldr);
103 }
104
105 void RenderPass::Loader::texunit_named(unsigned i, const string &n)
106 {
107         texunit(i);
108         obj.tex_names[n] = i;
109 }
110
111 void RenderPass::Loader::uniforms()
112 {
113         if(!obj.shprog)
114                 throw invalid_operation("RenderPass::Loader::uniforms");
115         if(!obj.shdata)
116                 obj.shdata = new ProgramData(*obj.shprog);
117         load_sub(*obj.shdata);
118 }
119
120
121 RenderPass::TextureLoader::TextureLoader(Texturing &t, unsigned i, Collection *c):
122         DataFile::CollectionObjectLoader<Texturing>(t, c),
123         index(i)
124 {
125         add("texture",   &TextureLoader::texture);
126         add("texture2d", &TextureLoader::texture2d);
127 }
128
129 void RenderPass::TextureLoader::finish()
130 {
131         if(tex)
132         {
133                 if(env)
134                         obj.attach(index, *tex, *env);
135                 else
136                         obj.attach(index, *tex);
137                 tex.release();
138                 env.release();
139         }
140 }
141
142 void RenderPass::TextureLoader::texenv()
143 {
144         throw runtime_error("TexEnvs can't be loaded yet");
145         /*env = new TexEnv;
146         load_sub(*env);*/
147 }
148
149 void RenderPass::TextureLoader::texture(const string &name)
150 {
151         tex = &get_collection().get<Texture>(name);
152         tex.keep();
153 }
154
155 void RenderPass::TextureLoader::texture2d()
156 {
157         tex = new Texture2D;
158         load_sub(static_cast<Texture2D &>(*tex));
159 }
160
161 } // namespace GL
162 } // namespace Msp