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