]> git.tdb.fi Git - libs/gl.git/blobdiff - source/materials/renderpass.cpp
Remove deprecated interfaces from material and lighting code
[libs/gl.git] / source / materials / renderpass.cpp
index e6a9a0a4145e87e8c2a30246f1d20f96c0228c57..a055f4786bfed69a39c871087d31b47a123c6f1c 100644 (file)
@@ -1,6 +1,5 @@
 #include <msp/core/algorithm.h>
 #include <msp/datafile/collection.h>
-#include <msp/io/print.h>
 #include <msp/strings/format.h>
 #include "error.h"
 #include "renderpass.h"
@@ -9,8 +8,6 @@
 #include "renderer.h"
 #include "texture.h"
 #include "texture2d.h"
-#include "texturing.h"
-#include "uniform.h"
 
 using namespace std;
 
@@ -22,77 +19,62 @@ RenderPass::RenderPass():
        shprog_from_material(false),
        shdata(0),
        material(0),
-       back_faces(false)
+       face_cull(CULL_BACK),
+       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());
+               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;
 
-       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
 {
-       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();
-       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);
+       auto i = find_member(textures, tag, &TextureSlot::tag);
        if(i==textures.end())
        {
                textures.push_back(TextureSlot(tag));
@@ -105,48 +87,38 @@ 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());
 }
 
-void RenderPass::set_texture(unsigned index, const Texture *tex, const Sampler *samp)
+void RenderPass::set_face_cull(CullMode fc)
 {
-       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);
-
-       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);
-               }
-       }
+       face_cull = fc;
 }
 
-int RenderPass::get_texture_index(const string &n) const
+void RenderPass::set_receive_shadows(bool rs)
 {
-       vector<TextureSlot>::const_iterator i = find_member(textures, n, &TextureSlot::slot_name);
-       return (shprog && i!=textures.end() ? shprog->get_uniform_binding(i->tag) : -1);
+       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_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
 }
 
 
@@ -166,62 +138,57 @@ 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);
        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;
 }
 
-// Temporary compatibility feature
-string RenderPass::Loader::get_shader_name(const string &n)
+void RenderPass::Loader::finish()
 {
-       if(n.size()>=5 && !n.compare(n.size()-5, 5, ".glsl"))
-       {
-               IO::print(IO::cerr, "Warning: Loading module '%s' as shader is deprecated\n", n);
-               return n+".shader";
-       }
-       return n;
+       if(obj.material)
+               obj.maybe_create_material_shader();
 }
 
 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 = &get_collection().get<Program>(n);
        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)
 {
-       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));
@@ -231,41 +198,14 @@ void RenderPass::Loader::texture(const string &n)
        load_sub_with(ldr);
 }
 
-void RenderPass::Loader::texunit(unsigned)
-{
-       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, const string &n)
-{
-       texture(n);
-}
-
 void RenderPass::Loader::uniforms()
 {
        if(!obj.shprog || obj.shprog_from_material)
                throw runtime_error("Shader is required for uniforms");
-       obj.ensure_private_shader_data();
+       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);
 }