]> 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 810b3673e584671423c95795a0eaab5cdd9c5e93..62056ff9f56c63f103edb920ee8b546c7b13fe91 100644 (file)
@@ -1,8 +1,8 @@
+#include <msp/core/algorithm.h>
 #include <msp/datafile/collection.h>
 #include <msp/io/print.h>
 #include <msp/strings/format.h>
 #include "error.h"
-#include "material.h"
 #include "renderpass.h"
 #include "program.h"
 #include "programdata.h"
@@ -10,6 +10,7 @@
 #include "texture.h"
 #include "texture2d.h"
 #include "texturing.h"
+#include "uniform.h"
 
 using namespace std;
 
@@ -21,159 +22,182 @@ RenderPass::RenderPass():
        shprog_from_material(false),
        shdata(0),
        material(0),
-       texturing(0),
-       back_faces(false)
+       back_faces(false),
+       receive_shadows(false),
+       image_based_lighting(false)
 { }
 
-RenderPass::RenderPass(const RenderPass &other):
-       shprog(other.shprog),
-       shprog_from_material(other.shprog_from_material),
-       shdata(other.shdata),
-       uniform_slots(other.uniform_slots),
-       material(other.material),
-       material_slot(other.material_slot),
-       texturing(other.texturing ? new Texturing(*other.texturing) : 0),
-       tex_names(other.tex_names),
-       back_faces(other.back_faces)
-{ }
-
-RenderPass &RenderPass::operator=(const RenderPass &other)
-{
-       shprog = other.shprog;
-       shprog_from_material = other.shprog_from_material;
-       shdata = other.shdata;
-       uniform_slots = other.uniform_slots;
-       material = other.material;
-       material_slot = other.material_slot;
-       texturing = other.texturing ? new Texturing(*other.texturing) : 0;
-       tex_names = other.tex_names;
-       back_faces = other.back_faces;
-       return *this;
-}
-
-RenderPass::~RenderPass()
+void RenderPass::set_material_textures()
 {
-       delete texturing;
-}
-
-void RenderPass::finalize_material(DataFile::Collection *coll)
-{
-       maybe_create_material_shader(coll);
-       ensure_private_shader_data();
-
-       if(!texturing)
-               texturing = new Texturing;
-       material->attach_textures_to(*texturing, *shdata);
+       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);
 }
 
-const string &RenderPass::get_slotted_uniform_name(const string &slot) const
+Tag RenderPass::get_slotted_uniform_tag(Tag slot) const
 {
-       map<string, string>::const_iterator i = uniform_slots.find(slot);
+       map<Tag, Tag>::const_iterator i = uniform_slots.find(slot);
        if(i==uniform_slots.end())
-       {
-               static string empty;
-               return empty;
-       }
+               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();
-       finalize_material(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);
+       if(i==textures.end())
+       {
+               textures.push_back(TextureSlot(tag));
+               i = textures.end()-1;
+       }
+       i->texture = tex;
+       if(samp)
+               i->sampler = samp;
+}
+
+Tag RenderPass::get_texture_tag(const string &slot) const
+{
+       vector<TextureSlot>::const_iterator i = find_member(textures, slot, &TextureSlot::slot_name);
+       return (i!=textures.end() ? i->tag : Tag());
 }
 
 void RenderPass::set_texture(unsigned index, const Texture *tex, const Sampler *samp)
 {
-       if(!texturing)
-               texturing = new Texturing;
+       if(!shprog)
+               throw invalid_operation("RenderPass::set_texture");
 
-       texturing->attach(index, *tex, (samp ? samp : texturing->get_attached_sampler(index)));
+       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);
+
+       if(shdata)
+       {
+               const vector<Tag> &tags = shdata->get_uniform_tags();
+               for(vector<Tag>::const_iterator i=tags.begin(); i!=tags.end(); ++i)
+               {
+                       vector<Program::UniformInfo>::const_iterator j = find_member(uniforms, *i, &Program::UniformInfo::tag);
+                       if(j==uniforms.end() || !is_image(j->type))
+                               continue;
+                       if(const Uniform1i *uni1i = dynamic_cast<const Uniform1i *>(shdata->find_uniform(*i)))
+                               if(uni1i->get()==static_cast<int>(index))
+                                       return set_texture(*i, tex, samp);
+               }
+       }
 }
 
 int RenderPass::get_texture_index(const string &n) const
 {
-       map<string, unsigned>::const_iterator i = tex_names.find(n);
-       if(i==tex_names.end())
-               return -1;
-       return i->second;
+       vector<TextureSlot>::const_iterator 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)
+{
+       back_faces = bf;
+}
+
+void RenderPass::set_receive_shadows(bool rs)
+{
+       receive_shadows = rs;
 }
 
 void RenderPass::apply(Renderer &renderer) const
 {
-       renderer.set_texturing(texturing);
-       renderer.set_material(material.get());
-       renderer.set_shader_program(shprog.get(), shdata.get());
+       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);
+       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("texunit",  &Loader::texunit);
-       add("texunit",  &Loader::texunit_auto);
-       add("texunit",  &Loader::texunit_named);
+       add("receive_shadows", &RenderPass::receive_shadows);
+       add("texture", &Loader::texture);
        add("uniforms", &Loader::uniforms);
        add("uniform_slot", &Loader::uniform_slot);
        add("uniform_slot", &Loader::uniform_slot2);
+
+       // Deprecated
+       add("texunit",  &Loader::texunit);
+       add("texunit",  &Loader::texture);
+       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
@@ -191,57 +215,76 @@ 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::texunit(unsigned i)
+void RenderPass::Loader::texture(const string &n)
 {
-       if(!obj.texturing)
-               obj.texturing = new Texturing;
-       TextureLoader ldr(*obj.texturing, i, coll);
+       vector<TextureSlot>::iterator i = find_member(obj.textures, Tag(n), &TextureSlot::tag);
+       if(i==obj.textures.end())
+       {
+               obj.textures.push_back(TextureSlot(n));
+               i = obj.textures.end()-1;
+       }
+       TextureSlot::Loader ldr(*i, n, coll);
        load_sub_with(ldr);
 }
 
-void RenderPass::Loader::texunit_auto(const string &n)
+void RenderPass::Loader::texunit(unsigned)
 {
-       if(!obj.texturing)
-               obj.texturing = new Texturing;
-       int i = obj.texturing->find_free_unit(n);
-       if(i<0)
-               throw runtime_error("no free texunit");
-       texunit_named(i, n);
+       IO::print(IO::cerr, "Warning: specifying textures by unit number is deprecated and may not produce expected results");
+       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)
+                       {
+                               if(!name.empty())
+                               {
+                                       name.clear();
+                                       break;
+                               }
+                               name = i->name;
+                       }
+       }
+
+       if(name.empty())
+               throw runtime_error("Could not determine name for texture");
+
+       texture(name);
 }
 
-void RenderPass::Loader::texunit_named(unsigned i, const string &n)
+void RenderPass::Loader::texunit_named(unsigned, const string &n)
 {
-       texunit(i);
-       obj.tex_names[n] = i;
-       obj.ensure_private_shader_data();
-       obj.shdata->uniform(n, static_cast<int>(i));
+       texture(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);
 }
 
@@ -256,32 +299,19 @@ void RenderPass::Loader::uniform_slot2(const string &name, const string &slot)
 }
 
 
-RenderPass::TextureLoader::TextureLoader(Texturing &t, unsigned i, Collection *c):
-       DataFile::CollectionObjectLoader<Texturing>(t, c),
-       index(i),
-       tex(0),
-       samp(0)
-{
-       add("sampler",   &TextureLoader::sampler);
-       add("texture",   &TextureLoader::texture);
-}
-
-void RenderPass::TextureLoader::finish()
-{
-       if(tex)
-               obj.attach(index, *tex, samp);
-       else if(samp)
-               obj.attach(index, *samp);
-}
-
-void RenderPass::TextureLoader::sampler(const string &name)
+RenderPass::TextureSlot::Loader::Loader(TextureSlot &ts, const string &an, Collection *c):
+       CollectionObjectLoader<TextureSlot>(ts, c),
+       auto_slot_name(an)
 {
-       samp = &get_collection().get<Sampler>(name);
+       add("sampler", &TextureSlot::sampler);
+       add("slot", &Loader::slot_auto);
+       add("slot", &TextureSlot::slot_name);
+       add("texture", &TextureSlot::texture);
 }
 
-void RenderPass::TextureLoader::texture(const string &name)
+void RenderPass::TextureSlot::Loader::slot_auto()
 {
-       tex = &get_collection().get<Texture>(name);
+       obj.slot_name = auto_slot_name;
 }
 
 } // namespace GL