]> git.tdb.fi Git - libs/gl.git/blobdiff - source/material.cpp
Remove the deprecated ProgramBuilder class
[libs/gl.git] / source / material.cpp
index 310834f3554a50619dcc404f066a269ca952d666..810ecd174d81fb407730b33b0488b456dcee4f86 100644 (file)
-/* $Id$
-
-This file is part of libmspgl
-Copyright © 2007-2008  Mikko Rasa, Mikkosoft Productions
-Distributed under the LGPL
-*/
-
+#include <msp/core/hash.h>
+#include <msp/strings/format.h>
+#include "basicmaterial.h"
 #include "gl.h"
-#include "material.h"
+#include "pbrmaterial.h"
+#include "resources.h"
+#include "texturing.h"
+#include "uniform.h"
+
+using namespace std;
 
 namespace Msp {
 namespace GL {
 
-Material::Material():
-       ambient(0.2),
-       diffuse(0.8),
-       specular(0),
-       emission(0),
-       shininess(0)
-{ }
-
-void Material::set_ambient(const Color &a)
+Program *Material::create_compatible_shader() const
 {
-       ambient=a;
+       return new Program(create_program_source());
 }
 
-void Material::set_diffuse(const Color &d)
+const Program *Material::create_compatible_shader(DataFile::Collection &coll) const
 {
-       diffuse=d;
-}
+       string source = create_program_source();
+       string name = format("_material_%016x.glsl", hash64(source));
+       Program *shprog = coll.find<Program>(name);
+       if(shprog)
+               return shprog;
+
+       shprog = new Program(create_program_source());
+       try
+       {
+               coll.add(name, shprog);
+       }
+       catch(...)
+       {
+               delete shprog;
+               throw;
+       }
 
-void Material::set_specular(const Color &s)
-{
-       specular=s;
+       return shprog;
 }
 
-void Material::set_emission(const Color &e)
+void Material::attach_texture_to(const Texture *tex, Texturing &texturing, ProgramData &tex_shdata, const string &name) const
 {
-       emission=e;
-}
+       if(!tex)
+               return;
 
-void Material::set_shininess(float s)
-{
-       shininess=s;
+       int unit = -1;
+
+       if(const Uniform *uni = tex_shdata.find_uniform(name))
+               if(const Uniform1i *uni_int = dynamic_cast<const Uniform1i *>(uni))
+                       unit = uni_int->get();
+
+       if(unit<0)
+               unit = texturing.find_free_unit(name);
+       if(unit<0)
+               throw runtime_error("no free texunit");
+
+       texturing.attach(unit, *tex, sampler);
+       tex_shdata.uniform(name, unit);
 }
 
-void Material::bind() const
+Material::MaterialRegistry &Material::get_material_registry()
 {
-       if(current!=this)
+       static MaterialRegistry registry;
+       static bool initialized = false;
+       if(!initialized)
        {
-               glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, &ambient.r);
-               glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, &diffuse.r);
-               glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &specular.r);
-               glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, &emission.r);
-               glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, shininess);
-               current=this;
+               initialized = true;
+               registry.register_type<BasicMaterial>("basic");
+               registry.register_type<PbrMaterial>("pbr");
        }
+       return registry;
 }
 
-void Material::unbind()
-{
-       current=0;
-}
 
-const Material *Material::current=0;
+Material::Loader::Loader(Material &m):
+       CollectionObjectLoader(m, 0)
+{ }
 
+Material::Loader::Loader(Material &m, Collection &c):
+       CollectionObjectLoader(m, &c)
+{ }
 
-Material::Loader::Loader(Material &m):
-       mat(m)
+void Material::Loader::init_actions()
 {
-       add("ambient",   &Loader::ambient);
-       add("diffuse",   &Loader::diffuse);
-       add("specular",  &Loader::specular);
-       add("emission",  &Loader::emission);
-       add("shininess", &Material::shininess);
+       add("sampler", &Loader::sampler);
 }
 
-void Material::Loader::ambient(float r, float g, float b, float a)
+void Material::Loader::sampler(const std::string &name)
 {
-       mat.ambient=GL::Color(r, g, b, a);
+       obj.sampler = &get_collection().get<Sampler>(name);
 }
 
-void Material::Loader::diffuse(float r, float g, float b, float a)
-{
-       mat.diffuse=GL::Color(r, g, b, a);
-}
 
-void Material::Loader::specular(float r, float g, float b, float a)
+DataFile::Loader::ActionMap Material::GenericLoader::shared_actions;
+
+Material::GenericLoader::GenericLoader(DataFile::Collection *c):
+       coll(c)
 {
-       mat.specular=GL::Color(r, g, b, a);
+       set_actions(shared_actions);
 }
 
-void Material::Loader::emission(float r, float g, float b, float a)
+void Material::GenericLoader::init_actions()
 {
-       mat.emission=GL::Color(r, g, b, a);
+       get_material_registry().add_all(*this);
 }
 
 } // namespace GL