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Make RenderPass easier to use
[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 "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 texturing;
37 }
38
39 void RenderPass::set_shader_program(const Program *prog, const ProgramData *data)
40 {
41         shprog = prog;
42         shdata = data;
43         shdata.keep();
44 }
45
46 void RenderPass::set_material(const Material *mat)
47 {
48         material = mat;
49         material.keep();
50 }
51
52 void RenderPass::set_texture(unsigned index, const Texture *tex)
53 {
54         if(!texturing)
55                 texturing = new Texturing;
56
57         texturing->attach(index, *tex);
58 }
59
60 int RenderPass::get_texture_index(const string &n) const
61 {
62         map<string, unsigned>::const_iterator i = tex_names.find(n);
63         if(i==tex_names.end())
64                 return -1;
65         return i->second;
66 }
67
68 void RenderPass::apply(Renderer &renderer) const
69 {
70         renderer.set_texturing(texturing);
71         renderer.set_material(material.get());
72         renderer.set_shader_program(shprog, shdata.get());
73 }
74
75
76 RenderPass::Loader::Loader(RenderPass &p):
77         DataFile::CollectionObjectLoader<RenderPass>(p, 0)
78 {
79         init();
80 }
81
82 RenderPass::Loader::Loader(RenderPass &p, Collection &c):
83         DataFile::CollectionObjectLoader<RenderPass>(p, &c)
84 {
85         init();
86 }
87
88 void RenderPass::Loader::init()
89 {
90         add("shader",   &RenderPass::shprog);
91         add("material", &Loader::material_inline);
92         add("material", &Loader::material);
93         add("texunit",  &Loader::texunit);
94         add("texunit",  &Loader::texunit_named);
95         add("uniforms", &Loader::uniforms);
96 }
97
98 void RenderPass::Loader::material_inline()
99 {
100         RefPtr<Material> mat = new Material;
101         load_sub(*mat);
102         obj.material = mat;
103 }
104
105 void RenderPass::Loader::material(const string &name)
106 {
107         obj.material = &get_collection().get<Material>(name);
108         obj.material.keep();
109 }
110
111 void RenderPass::Loader::texunit(unsigned i)
112 {
113         if(!obj.texturing)
114                 obj.texturing = new Texturing;
115         TextureLoader ldr(*obj.texturing, i, coll);
116         load_sub_with(ldr);
117 }
118
119 void RenderPass::Loader::texunit_named(unsigned i, const string &n)
120 {
121         texunit(i);
122         obj.tex_names[n] = i;
123 }
124
125 void RenderPass::Loader::uniforms()
126 {
127         if(!obj.shprog)
128                 throw invalid_operation("RenderPass::Loader::uniforms");
129         RefPtr<ProgramData> shd = new ProgramData;
130         load_sub(*shd);
131         obj.shdata = shd;
132 }
133
134
135 RenderPass::TextureLoader::TextureLoader(Texturing &t, unsigned i, Collection *c):
136         DataFile::CollectionObjectLoader<Texturing>(t, c),
137         index(i)
138 {
139         add("texture",   &TextureLoader::texture);
140         add("texture2d", &TextureLoader::texture2d);
141 }
142
143 void RenderPass::TextureLoader::finish()
144 {
145         if(tex)
146         {
147                 if(env)
148                         obj.attach(index, *tex, *env);
149                 else
150                         obj.attach(index, *tex);
151                 tex.release();
152                 env.release();
153         }
154 }
155
156 void RenderPass::TextureLoader::texenv()
157 {
158         throw runtime_error("TexEnvs can't be loaded yet");
159         /*env = new TexEnv;
160         load_sub(*env);*/
161 }
162
163 void RenderPass::TextureLoader::texture(const string &name)
164 {
165         tex = &get_collection().get<Texture>(name);
166         tex.keep();
167 }
168
169 void RenderPass::TextureLoader::texture2d()
170 {
171         tex = new Texture2D;
172         load_sub(static_cast<Texture2D &>(*tex));
173 }
174
175 } // namespace GL
176 } // namespace Msp