]> git.tdb.fi Git - libs/gl.git/blobdiff - source/renderpass.cpp
Remove the deprecated ProgramBuilder class
[libs/gl.git] / source / renderpass.cpp
index 34a311e79ece2f7e4df91d382010dca39137be1f..835e78a672cd6203649cdd9cbba4345421fa41b8 100644 (file)
@@ -17,6 +17,7 @@ namespace GL {
 
 RenderPass::RenderPass():
        shprog(0),
+       shprog_from_material(false),
        shdata(0),
        material(0),
        texturing(0),
@@ -25,6 +26,7 @@ RenderPass::RenderPass():
 
 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),
@@ -37,6 +39,7 @@ RenderPass::RenderPass(const RenderPass &other):
 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;
@@ -52,8 +55,9 @@ RenderPass::~RenderPass()
        delete texturing;
 }
 
-void RenderPass::finalize_material()
+void RenderPass::finalize_material(DataFile::Collection *coll)
 {
+       maybe_create_material_shader(coll);
        ensure_private_shader_data();
 
        if(!texturing)
@@ -61,21 +65,44 @@ void RenderPass::finalize_material()
        material->attach_textures_to(*texturing, *shdata);
 }
 
+void RenderPass::maybe_create_material_shader(DataFile::Collection *coll)
+{
+       if(shprog && !shprog_from_material)
+               return;
+
+       if(coll)
+       {
+               shprog = material->create_compatible_shader(*coll);
+               shprog.keep();
+       }
+       else
+               shprog = material->create_compatible_shader();
+
+       if(shdata)
+               shdata = new ProgramData(*shdata, shprog.get());
+
+       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);
-       else if(shdata.refcount() > 1)
+               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
@@ -93,7 +120,7 @@ void RenderPass::set_material(const Material *mat)
 {
        material = mat;
        material.keep();
-       finalize_material();
+       finalize_material(0);
 }
 
 void RenderPass::set_texture(unsigned index, const Texture *tex)
@@ -101,7 +128,7 @@ void RenderPass::set_texture(unsigned index, const Texture *tex)
        if(!texturing)
                texturing = new Texturing;
 
-       texturing->attach(index, *tex);
+       texturing->attach(index, *tex, texturing->get_attached_sampler(index));
 }
 
 int RenderPass::get_texture_index(const string &n) const
@@ -116,7 +143,7 @@ void RenderPass::apply(Renderer &renderer) const
 {
        renderer.set_texturing(texturing);
        renderer.set_material(material.get());
-       renderer.set_shader_program(shprog, shdata.get());
+       renderer.set_shader_program(shprog.get(), shdata.get());
        renderer.set_reverse_winding(back_faces);
 }
 
@@ -135,7 +162,7 @@ RenderPass::Loader::Loader(RenderPass &p, Collection &c):
 
 void RenderPass::Loader::init()
 {
-       add("shader",   &RenderPass::shprog);
+       add("shader",   &Loader::shader);
        add("material", &Loader::material_inline);
        add("material", &Loader::material);
        add("material_slot", &RenderPass::material_slot);
@@ -145,6 +172,7 @@ void RenderPass::Loader::init()
        add("texunit",  &Loader::texunit_named);
        add("uniforms", &Loader::uniforms);
        add("uniform_slot", &Loader::uniform_slot);
+       add("uniform_slot", &Loader::uniform_slot2);
 }
 
 void RenderPass::Loader::material_inline()
@@ -152,14 +180,25 @@ void RenderPass::Loader::material_inline()
        Material::GenericLoader ldr(coll);
        load_sub_with(ldr);
        obj.material = ldr.get_material();
-       obj.finalize_material();
+       obj.finalize_material(coll);
 }
 
 void RenderPass::Loader::material(const string &name)
 {
        obj.material = &get_collection().get<Material>(name);
        obj.material.keep();
-       obj.finalize_material();
+       obj.finalize_material(coll);
+}
+
+void RenderPass::Loader::shader(const string &n)
+{
+       obj.shprog = &get_collection().get<Program>(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);
 }
 
 void RenderPass::Loader::texunit(unsigned i)
@@ -207,34 +246,30 @@ 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)
+       index(i),
+       tex(0),
+       samp(0)
 {
+       add("sampler",   &TextureLoader::sampler);
        add("texture",   &TextureLoader::texture);
-       add("texture2d", &TextureLoader::texture2d);
 }
 
 void RenderPass::TextureLoader::finish()
 {
        if(tex)
-       {
-               obj.attach(index, *tex);
-               tex.release();
-       }
+               obj.attach(index, *tex, samp);
+       else if(samp)
+               obj.attach(index, *samp);
 }
 
-void RenderPass::TextureLoader::texture(const string &name)
+void RenderPass::TextureLoader::sampler(const string &name)
 {
-       tex = &get_collection().get<Texture>(name);
-       tex.keep();
+       samp = &get_collection().get<Sampler>(name);
 }
 
-void RenderPass::TextureLoader::texture2d()
+void RenderPass::TextureLoader::texture(const string &name)
 {
-       tex = new Texture2D;
-       if(coll)
-               load_sub(static_cast<Texture2D &>(*tex), get_collection());
-       else
-               load_sub(static_cast<Texture2D &>(*tex));
+       tex = &get_collection().get<Texture>(name);
 }
 
 } // namespace GL