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1 #include <msp/core/refptr.h>
2 #include <msp/datafile/collection.h>
3 #include <msp/strings/format.h>
4 #include "error.h"
5 #include "material.h"
6 #include "renderpass.h"
7 #include "program.h"
8 #include "programdata.h"
9 #include "texenv.h"
10 #include "texture.h"
11 #include "texture2d.h"
12 #include "texturing.h"
13
14 using namespace std;
15
16 namespace Msp {
17 namespace GL {
18
19 RenderPass::RenderPass():
20         shprog(0),
21         shdata(0),
22         material(0),
23         texturing(0)
24 { }
25
26 RenderPass::RenderPass(const RenderPass &other):
27         shprog(other.shprog),
28         shdata(other.shdata ? new ProgramData(*other.shdata) : 0),
29         material(other.material),
30         texturing(other.texturing ? new Texturing(*other.texturing) : 0),
31         tex_names(other.tex_names)
32 { }
33
34 RenderPass::~RenderPass()
35 {
36         delete shdata;
37         delete texturing;
38 }
39
40 void RenderPass::set_material(const Material *mat)
41 {
42         material = mat;
43         material.keep();
44 }
45
46 void RenderPass::set_texture(unsigned index, const Texture *tex)
47 {
48         if(!texturing)
49                 texturing = new Texturing;
50
51         texturing->attach(index, *tex);
52 }
53
54 int RenderPass::get_texture_index(const string &n) const
55 {
56         map<string, unsigned>::const_iterator i = tex_names.find(n);
57         if(i==tex_names.end())
58                 return -1;
59         return i->second;
60 }
61
62
63 RenderPass::Loader::Loader(RenderPass &p):
64         DataFile::CollectionObjectLoader<RenderPass>(p, 0)
65 {
66         init();
67 }
68
69 RenderPass::Loader::Loader(RenderPass &p, Collection &c):
70         DataFile::CollectionObjectLoader<RenderPass>(p, &c)
71 {
72         init();
73 }
74
75 void RenderPass::Loader::init()
76 {
77         allow_pointer_reload = false;
78
79         add("shader",   &RenderPass::shprog);
80         add("material", &Loader::material_inline);
81         add("material", &Loader::material);
82         add("texunit",  &Loader::texunit);
83         add("texunit",  &Loader::texunit_named);
84         add("uniforms", &Loader::uniforms);
85 }
86
87 void RenderPass::Loader::material_inline()
88 {
89         RefPtr<Material> mat = new Material;
90         load_sub(*mat);
91         obj.material = mat;
92 }
93
94 void RenderPass::Loader::material(const string &name)
95 {
96         obj.material = get_collection().get<Material>(name);
97         obj.material.keep();
98 }
99
100 void RenderPass::Loader::texunit(unsigned i)
101 {
102         if(!obj.texturing)
103                 obj.texturing = new Texturing;
104         TextureLoader ldr(*obj.texturing, i, coll);
105         load_sub_with(ldr);
106 }
107
108 void RenderPass::Loader::texunit_named(unsigned i, const string &n)
109 {
110         texunit(i);
111         obj.tex_names[n] = i;
112 }
113
114 void RenderPass::Loader::uniforms()
115 {
116         if(!obj.shprog)
117                 throw invalid_operation("RenderPass::Loader::uniforms");
118         if(!obj.shdata)
119                 obj.shdata = new ProgramData(*obj.shprog);
120         load_sub(*obj.shdata);
121 }
122
123
124 RenderPass::TextureLoader::TextureLoader(Texturing &t, unsigned i, Collection *c):
125         DataFile::CollectionObjectLoader<Texturing>(t, c),
126         index(i)
127 {
128         add("texture",   &TextureLoader::texture);
129         add("texture2d", &TextureLoader::texture2d);
130 }
131
132 void RenderPass::TextureLoader::finish()
133 {
134         if(tex)
135         {
136                 if(env)
137                         obj.attach(index, *tex, *env);
138                 else
139                         obj.attach(index, *tex);
140                 tex.release();
141                 env.release();
142         }
143 }
144
145 void RenderPass::TextureLoader::texenv()
146 {
147         throw runtime_error("TexEnvs can't be loaded yet");
148         /*env = new TexEnv;
149         load_sub(*env);*/
150 }
151
152 void RenderPass::TextureLoader::texture(const string &name)
153 {
154         tex = get_collection().get<Texture>(name);
155         tex.keep();
156 }
157
158 void RenderPass::TextureLoader::texture2d()
159 {
160         tex = new Texture2D;
161         load_sub(static_cast<Texture2D &>(*tex));
162 }
163
164 } // namespace GL
165 } // namespace Msp