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