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Redesign the material system
[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::finalize_material()
56 {
57         ensure_private_shader_data();
58
59         if(!texturing)
60                 texturing = new Texturing;
61         material->attach_textures_to(*texturing, *shdata);
62 }
63
64 void RenderPass::ensure_private_shader_data()
65 {
66         if(!shprog)
67                 throw invalid_operation("RenderPass::ensure_private_shader_data");
68
69         if(!shdata)
70                 shdata = new ProgramData(shprog);
71         else if(shdata.refcount() > 1)
72                 shdata = new ProgramData(*shdata);
73 }
74
75 void RenderPass::set_shader_program(const Program *prog, const ProgramData *data)
76 {
77         shprog = prog;
78         shdata = (data ? new ProgramData(*data) : 0);
79 }
80
81 const string &RenderPass::get_slotted_uniform_name(const string &slot) const
82 {
83         map<string, string>::const_iterator i = uniform_slots.find(slot);
84         if(i==uniform_slots.end())
85         {
86                 static string empty;
87                 return empty;
88         }
89         return i->second;
90 }
91
92 void RenderPass::set_material(const Material *mat)
93 {
94         material = mat;
95         material.keep();
96         finalize_material();
97 }
98
99 void RenderPass::set_texture(unsigned index, const Texture *tex)
100 {
101         if(!texturing)
102                 texturing = new Texturing;
103
104         texturing->attach(index, *tex);
105 }
106
107 int RenderPass::get_texture_index(const string &n) const
108 {
109         map<string, unsigned>::const_iterator i = tex_names.find(n);
110         if(i==tex_names.end())
111                 return -1;
112         return i->second;
113 }
114
115 void RenderPass::apply(Renderer &renderer) const
116 {
117         renderer.set_texturing(texturing);
118         renderer.set_material(material.get());
119         renderer.set_shader_program(shprog, shdata.get());
120         renderer.set_reverse_winding(back_faces);
121 }
122
123
124 RenderPass::Loader::Loader(RenderPass &p):
125         DataFile::CollectionObjectLoader<RenderPass>(p, 0)
126 {
127         init();
128 }
129
130 RenderPass::Loader::Loader(RenderPass &p, Collection &c):
131         DataFile::CollectionObjectLoader<RenderPass>(p, &c)
132 {
133         init();
134 }
135
136 void RenderPass::Loader::init()
137 {
138         add("shader",   &RenderPass::shprog);
139         add("material", &Loader::material_inline);
140         add("material", &Loader::material);
141         add("material_slot", &RenderPass::material_slot);
142         add("back_faces",&RenderPass::back_faces);
143         add("texunit",  &Loader::texunit);
144         add("texunit",  &Loader::texunit_auto);
145         add("texunit",  &Loader::texunit_named);
146         add("uniforms", &Loader::uniforms);
147         add("uniform_slot", &Loader::uniform_slot);
148 }
149
150 void RenderPass::Loader::material_inline()
151 {
152         Material::GenericLoader ldr(coll);
153         load_sub_with(ldr);
154         obj.material = ldr.get_material();
155         obj.finalize_material();
156 }
157
158 void RenderPass::Loader::material(const string &name)
159 {
160         obj.material = &get_collection().get<Material>(name);
161         obj.material.keep();
162         obj.finalize_material();
163 }
164
165 void RenderPass::Loader::texunit(unsigned i)
166 {
167         if(!obj.texturing)
168                 obj.texturing = new Texturing;
169         TextureLoader ldr(*obj.texturing, i, coll);
170         load_sub_with(ldr);
171 }
172
173 void RenderPass::Loader::texunit_auto(const string &n)
174 {
175         if(!obj.texturing)
176                 obj.texturing = new Texturing;
177         int i = obj.texturing->find_free_unit(n);
178         if(i<0)
179                 throw runtime_error("no free texunit");
180         texunit_named(i, n);
181 }
182
183 void RenderPass::Loader::texunit_named(unsigned i, const string &n)
184 {
185         texunit(i);
186         obj.tex_names[n] = i;
187         obj.ensure_private_shader_data();
188         obj.shdata->uniform(n, static_cast<int>(i));
189 }
190
191 void RenderPass::Loader::uniforms()
192 {
193         obj.ensure_private_shader_data();
194         load_sub(*obj.shdata);
195 }
196
197 void RenderPass::Loader::uniform_slot(const string &name)
198 {
199         uniform_slot2(name, name);
200 }
201
202 void RenderPass::Loader::uniform_slot2(const string &name, const string &slot)
203 {
204         obj.uniform_slots[slot] = name;
205 }
206
207
208 RenderPass::TextureLoader::TextureLoader(Texturing &t, unsigned i, Collection *c):
209         DataFile::CollectionObjectLoader<Texturing>(t, c),
210         index(i)
211 {
212         add("texture",   &TextureLoader::texture);
213         add("texture2d", &TextureLoader::texture2d);
214 }
215
216 void RenderPass::TextureLoader::finish()
217 {
218         if(tex)
219         {
220                 obj.attach(index, *tex);
221                 tex.release();
222         }
223 }
224
225 void RenderPass::TextureLoader::texture(const string &name)
226 {
227         tex = &get_collection().get<Texture>(name);
228         tex.keep();
229 }
230
231 void RenderPass::TextureLoader::texture2d()
232 {
233         tex = new Texture2D;
234         if(coll)
235                 load_sub(static_cast<Texture2D &>(*tex), get_collection());
236         else
237                 load_sub(static_cast<Texture2D &>(*tex));
238 }
239
240 } // namespace GL
241 } // namespace Msp