]> git.tdb.fi Git - libs/gl.git/blobdiff - source/materials/renderpass.cpp
Split reflection data from Program to a separate struct
[libs/gl.git] / source / materials / renderpass.cpp
index 36404a6620b7d209713fb6302b970af9027aad72..43d5803e7f1d0a799880ff99a9d8af7375cec1df 100644 (file)
@@ -9,7 +9,6 @@
 #include "renderer.h"
 #include "texture.h"
 #include "texture2d.h"
-#include "texturing.h"
 #include "uniform.h"
 
 using namespace std;
@@ -22,18 +21,19 @@ RenderPass::RenderPass():
        shprog_from_material(false),
        shdata(0),
        material(0),
-       back_faces(false),
-       receive_shadows(false)
+       face_cull(CULL_BACK),
+       receive_shadows(false),
+       image_based_lighting(false)
 { }
 
 void RenderPass::set_material_textures()
 {
        const Tag *material_texture_tags = material->get_texture_tags();
        for(const Tag *tag=material_texture_tags; tag->id; ++tag)
-               set_texture(*tag, material->get_texture(*tag), material->get_sampler());
+               set_texture(*tag, material->get_texture(*tag), material->get_sampler(*tag));
 }
 
-void RenderPass::maybe_create_material_shader(DataFile::Collection *coll)
+void RenderPass::maybe_create_material_shader()
 {
        if(shprog && !shprog_from_material)
                return;
@@ -41,17 +41,13 @@ void RenderPass::maybe_create_material_shader(DataFile::Collection *coll)
        map<string, int> extra_spec;
        if(receive_shadows)
                extra_spec["use_shadow_map"] = true;
+       if(image_based_lighting)
+               extra_spec["use_image_based_lighting"] = true;
 
-       if(coll)
-       {
-               shprog = material->create_compatible_shader(*coll, extra_spec);
-               shprog.keep();
-       }
-       else
-               throw invalid_operation("RenderPass::maybe_create_material_shader");
+       shprog = material->create_compatible_shader(extra_spec);
 
        if(shdata)
-               shdata = new ProgramData(*shdata, shprog.get());
+               shdata = new ProgramData(*shdata, shprog);
 
        shprog_from_material = true;
 }
@@ -59,30 +55,28 @@ void RenderPass::maybe_create_material_shader(DataFile::Collection *coll)
 void RenderPass::set_shader_program(const Program *prog, const ProgramData *data)
 {
        shprog = prog;
-       shprog.keep();
        shprog_from_material = false;
        shdata = (data ? new ProgramData(*data) : 0);
 }
 
 Tag RenderPass::get_slotted_uniform_tag(Tag slot) const
 {
-       map<Tag, Tag>::const_iterator i = uniform_slots.find(slot);
+       auto i = uniform_slots.find(slot);
        if(i==uniform_slots.end())
                return Tag();
        return i->second;
 }
 
-void RenderPass::set_material(const Material *mat, DataFile::Collection *coll)
+void RenderPass::set_material(const Material *mat)
 {
        material = mat;
-       material.keep();
-       maybe_create_material_shader(coll);
+       maybe_create_material_shader();
        set_material_textures();
 }
 
 void RenderPass::set_texture(Tag tag, const Texture *tex, const Sampler *samp)
 {
-       vector<TextureSlot>::iterator i = find_member(textures, tag, &TextureSlot::tag);
+       auto i = find_member(textures, tag, &TextureSlot::tag);
        if(i==textures.end())
        {
                textures.push_back(TextureSlot(tag));
@@ -95,7 +89,7 @@ void RenderPass::set_texture(Tag tag, const Texture *tex, const Sampler *samp)
 
 Tag RenderPass::get_texture_tag(const string &slot) const
 {
-       vector<TextureSlot>::const_iterator i = find_member(textures, slot, &TextureSlot::slot_name);
+       auto i = find_member(textures, slot, &TextureSlot::slot_name);
        return (i!=textures.end() ? i->tag : Tag());
 }
 
@@ -104,35 +98,34 @@ void RenderPass::set_texture(unsigned index, const Texture *tex, const Sampler *
        if(!shprog)
                throw invalid_operation("RenderPass::set_texture");
 
-       const vector<Program::UniformInfo> &uniforms = shprog->get_uniforms();
-       for(vector<Program::UniformInfo>::const_iterator i=uniforms.begin(); i!=uniforms.end(); ++i)
-               if(is_image(i->type) && i->binding==static_cast<int>(index))
-                       return set_texture(i->tag, tex, samp);
+       const vector<ReflectData::UniformInfo> &uniforms = shprog->get_uniforms();
+       for(const ReflectData::UniformInfo &u: uniforms)
+               if(is_image(u.type) && u.binding==static_cast<int>(index))
+                       return set_texture(u.tag, tex, samp);
 
        if(shdata)
        {
-               const vector<Tag> &tags = shdata->get_uniform_tags();
-               for(vector<Tag>::const_iterator i=tags.begin(); i!=tags.end(); ++i)
+               for(Tag t: shdata->get_uniform_tags())
                {
-                       vector<Program::UniformInfo>::const_iterator j = find_member(uniforms, *i, &Program::UniformInfo::tag);
+                       auto j = find_member(uniforms, t, &ReflectData::UniformInfo::tag);
                        if(j==uniforms.end() || !is_image(j->type))
                                continue;
-                       if(const Uniform1i *uni1i = dynamic_cast<const Uniform1i *>(shdata->find_uniform(*i)))
+                       if(const Uniform1i *uni1i = dynamic_cast<const Uniform1i *>(shdata->find_uniform(t)))
                                if(uni1i->get()==static_cast<int>(index))
-                                       return set_texture(*i, tex, samp);
+                                       return set_texture(t, tex, samp);
                }
        }
 }
 
 int RenderPass::get_texture_index(const string &n) const
 {
-       vector<TextureSlot>::const_iterator i = find_member(textures, n, &TextureSlot::slot_name);
+       auto i = find_member(textures, n, &TextureSlot::slot_name);
        return (shprog && i!=textures.end() ? shprog->get_uniform_binding(i->tag) : -1);
 }
 
-void RenderPass::set_back_faces(bool bf)
+void RenderPass::set_face_cull(CullMode fc)
 {
-       back_faces = bf;
+       face_cull = fc;
 }
 
 void RenderPass::set_receive_shadows(bool rs)
@@ -142,11 +135,22 @@ void RenderPass::set_receive_shadows(bool rs)
 
 void RenderPass::apply(Renderer &renderer) const
 {
-       for(vector<TextureSlot>::const_iterator i=textures.begin(); i!=textures.end(); ++i)
-               renderer.set_texture(i->tag, i->texture, i->sampler);
-       renderer.set_material(material.get());
-       renderer.set_shader_program(shprog.get(), shdata.get());
-       renderer.set_reverse_winding(back_faces);
+       for(const TextureSlot &t: textures)
+               renderer.set_texture(t.tag, t.texture, t.sampler);
+       renderer.set_shader_program(shprog, shdata.get());
+       if(material)
+               renderer.add_shader_data(material->get_shader_data());
+       renderer.set_face_cull(face_cull);
+}
+
+void RenderPass::set_debug_name(const string &name)
+{
+#ifdef DEBUG
+       if(shdata.refcount()==1)
+               shdata->set_debug_name(name+" [UBO]");
+#else
+       (void)name;
+#endif
 }
 
 
@@ -166,11 +170,12 @@ RenderPass::Loader::Loader(RenderPass &p, Collection &c):
 
 void RenderPass::Loader::init_actions()
 {
+       add("face_cull", &RenderPass::face_cull);
        add("shader",   &Loader::shader);
+       add("image_based_lighting", &RenderPass::image_based_lighting);
        add("material", &Loader::material_inline);
        add("material", &Loader::material);
        add("material_slot", &RenderPass::material_slot);
-       add("back_faces",&RenderPass::back_faces);
        add("receive_shadows", &RenderPass::receive_shadows);
        add("texture", &Loader::texture);
        add("uniforms", &Loader::uniforms);
@@ -183,10 +188,15 @@ void RenderPass::Loader::init_actions()
        add("texunit",  &Loader::texunit_named);
 }
 
+void RenderPass::Loader::set_inline_base_name(const string &n)
+{
+       inline_base_name = n;
+}
+
 void RenderPass::Loader::finish()
 {
        if(obj.material)
-               obj.maybe_create_material_shader(coll);
+               obj.maybe_create_material_shader();
 }
 
 // Temporary compatibility feature
@@ -204,29 +214,29 @@ void RenderPass::Loader::material_inline()
 {
        Material::GenericLoader ldr(coll);
        load_sub_with(ldr);
-       obj.material = ldr.get_material();
+       RefPtr<Material> mat = ldr.get_material();
+       get_collection().add(inline_base_name+".mat", mat.get());
+       obj.material = mat.release();
        obj.set_material_textures();
 }
 
 void RenderPass::Loader::material(const string &name)
 {
        obj.material = &get_collection().get<Material>(name);
-       obj.material.keep();
        obj.set_material_textures();
 }
 
 void RenderPass::Loader::shader(const string &n)
 {
        obj.shprog = &get_collection().get<Program>(get_shader_name(n));
-       obj.shprog.keep();
        obj.shprog_from_material = false;
        if(obj.shdata)
-               obj.shdata = new ProgramData(*obj.shdata, obj.shprog.get());
+               obj.shdata = new ProgramData(*obj.shdata, obj.shprog);
 }
 
 void RenderPass::Loader::texture(const string &n)
 {
-       vector<TextureSlot>::iterator i = find_member(obj.textures, Tag(n), &TextureSlot::tag);
+       auto i = find_member(obj.textures, Tag(n), &TextureSlot::tag);
        if(i==obj.textures.end())
        {
                obj.textures.push_back(TextureSlot(n));
@@ -242,16 +252,15 @@ void RenderPass::Loader::texunit(unsigned)
        string name;
        if(obj.shprog)
        {
-               const vector<Program::UniformInfo> &uniforms = obj.shprog->get_uniforms();
-               for(vector<Program::UniformInfo>::const_iterator i=uniforms.begin(); i!=uniforms.end(); ++i)
-                       if(is_image(i->type) && i->binding>=0)
+               for(const ReflectData::UniformInfo &u: obj.shprog->get_uniforms())
+                       if(is_image(u.type) && u.binding>=0)
                        {
                                if(!name.empty())
                                {
                                        name.clear();
                                        break;
                                }
-                               name = i->name;
+                               name = u.name;
                        }
        }
 
@@ -271,7 +280,7 @@ void RenderPass::Loader::uniforms()
        if(!obj.shprog || obj.shprog_from_material)
                throw runtime_error("Shader is required for uniforms");
        if(!obj.shdata)
-               obj.shdata = new ProgramData(obj.shprog.get());
+               obj.shdata = new ProgramData(obj.shprog);
        else if(obj.shdata.refcount()>1)
                obj.shdata = new ProgramData(*obj.shdata);
        load_sub(*obj.shdata);