]> git.tdb.fi Git - libs/gl.git/blobdiff - source/materials/renderpass.cpp
Add inline data items to the collection
[libs/gl.git] / source / materials / renderpass.cpp
index 702bddeaab393034521ccfb93a78f1152218b697..62056ff9f56c63f103edb920ee8b546c7b13fe91 100644 (file)
@@ -22,57 +22,42 @@ RenderPass::RenderPass():
        shprog_from_material(false),
        shdata(0),
        material(0),
-       back_faces(false)
+       back_faces(false),
+       receive_shadows(false),
+       image_based_lighting(false)
 { }
 
-void RenderPass::finalize_material(DataFile::Collection *coll)
+void RenderPass::set_material_textures()
 {
-       maybe_create_material_shader(coll);
-       ensure_private_shader_data();
-
        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());
 }
 
-void RenderPass::maybe_create_material_shader(DataFile::Collection *coll)
+void RenderPass::maybe_create_material_shader()
 {
        if(shprog && !shprog_from_material)
                return;
 
-       if(coll)
-       {
-               shprog = material->create_compatible_shader(*coll);
-               shprog.keep();
-       }
-       else
-               throw invalid_operation("no collection");
+       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;
+
+       shprog = material->create_compatible_shader(extra_spec);
 
        if(shdata)
-               shdata = new ProgramData(*shdata, shprog.get());
+               shdata = new ProgramData(*shdata, shprog);
 
        shprog_from_material = true;
 }
 
-void RenderPass::ensure_private_shader_data()
-{
-       if(!shprog)
-               throw invalid_operation("RenderPass::ensure_private_shader_data");
-
-       if(!shdata)
-               shdata = new ProgramData(shprog.get());
-       else if(shdata.refcount()>1)
-               shdata = new ProgramData(*shdata);
-}
-
 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);
-       if(material)
-               finalize_material(0);
 }
 
 Tag RenderPass::get_slotted_uniform_tag(Tag slot) const
@@ -83,11 +68,11 @@ Tag RenderPass::get_slotted_uniform_tag(Tag slot) const
        return i->second;
 }
 
-void RenderPass::set_material(const Material *mat, DataFile::Collection *coll)
+void RenderPass::set_material(const Material *mat)
 {
        material = mat;
-       material.keep();
-       finalize_material(coll);
+       maybe_create_material_shader();
+       set_material_textures();
 }
 
 void RenderPass::set_texture(Tag tag, const Texture *tex, const Sampler *samp)
@@ -140,35 +125,59 @@ int RenderPass::get_texture_index(const string &n) const
        return (shprog && i!=textures.end() ? shprog->get_uniform_binding(i->tag) : -1);
 }
 
+void RenderPass::set_back_faces(bool bf)
+{
+       back_faces = bf;
+}
+
+void RenderPass::set_receive_shadows(bool rs)
+{
+       receive_shadows = 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_material(material);
+       renderer.set_shader_program(shprog, shdata.get());
        renderer.set_reverse_winding(back_faces);
 }
 
+void RenderPass::set_debug_name(const string &name)
+{
+#ifdef DEBUG
+       if(shdata.refcount()==1)
+               shdata->set_debug_name(name+" [UBO]");
+#else
+       (void)name;
+#endif
+}
+
+
+DataFile::Loader::ActionMap RenderPass::Loader::shared_actions;
 
 RenderPass::Loader::Loader(RenderPass &p):
        DataFile::CollectionObjectLoader<RenderPass>(p, 0)
 {
-       init();
+       set_actions(shared_actions);
 }
 
 RenderPass::Loader::Loader(RenderPass &p, Collection &c):
        DataFile::CollectionObjectLoader<RenderPass>(p, &c)
 {
-       init();
+       set_actions(shared_actions);
 }
 
-void RenderPass::Loader::init()
+void RenderPass::Loader::init_actions()
 {
        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);
        add("uniform_slot", &Loader::uniform_slot);
@@ -180,6 +189,17 @@ void RenderPass::Loader::init()
        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();
+}
+
 // Temporary compatibility feature
 string RenderPass::Loader::get_shader_name(const string &n)
 {
@@ -195,26 +215,24 @@ void RenderPass::Loader::material_inline()
 {
        Material::GenericLoader ldr(coll);
        load_sub_with(ldr);
-       obj.material = ldr.get_material();
-       obj.finalize_material(coll);
+       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.finalize_material(coll);
+       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());
-       if(obj.material)
-               obj.finalize_material(coll);
+               obj.shdata = new ProgramData(*obj.shdata, obj.shprog);
 }
 
 void RenderPass::Loader::texture(const string &n)
@@ -261,7 +279,12 @@ void RenderPass::Loader::texunit_named(unsigned, const string &n)
 
 void RenderPass::Loader::uniforms()
 {
-       obj.ensure_private_shader_data();
+       if(!obj.shprog || obj.shprog_from_material)
+               throw runtime_error("Shader is required for uniforms");
+       if(!obj.shdata)
+               obj.shdata = new ProgramData(obj.shprog);
+       else if(obj.shdata.refcount()>1)
+               obj.shdata = new ProgramData(*obj.shdata);
        load_sub(*obj.shdata);
 }