]> git.tdb.fi Git - libs/gl.git/blobdiff - source/renderpass.cpp
Remove support for inline textures in RenderPass
[libs/gl.git] / source / renderpass.cpp
index d2ce1652fa682138bd5592dd7698e7b4b01060d5..97a0970b6f627e55d958f2860e7d16155807f3bd 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;
@@ -52,21 +55,54 @@ RenderPass::~RenderPass()
        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);
+}
+
+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
@@ -84,6 +120,7 @@ void RenderPass::set_material(const Material *mat)
 {
        material = mat;
        material.keep();
+       finalize_material(0);
 }
 
 void RenderPass::set_texture(unsigned index, const Texture *tex)
@@ -106,7 +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);
 }
 
@@ -125,7 +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);
@@ -139,18 +176,28 @@ void RenderPass::Loader::init()
 
 void RenderPass::Loader::material_inline()
 {
-       RefPtr<Material> mat = new Material;
-       if(coll)
-               load_sub(*mat, get_collection());
-       else
-               load_sub(*mat);
-       obj.material = mat;
+       Material::GenericLoader ldr(coll);
+       load_sub_with(ldr);
+       obj.material = ldr.get_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(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)
@@ -182,9 +229,7 @@ void RenderPass::Loader::texunit_named(unsigned i, const string &n)
 void RenderPass::Loader::uniforms()
 {
        obj.ensure_private_shader_data();
-       RefPtr<ProgramData> shd = new ProgramData(obj.shprog);
-       load_sub(*shd);
-       obj.shdata = shd.release();
+       load_sub(*obj.shdata);
 }
 
 void RenderPass::Loader::uniform_slot(const string &name)
@@ -203,31 +248,11 @@ RenderPass::TextureLoader::TextureLoader(Texturing &t, unsigned i, Collection *c
        index(i)
 {
        add("texture",   &TextureLoader::texture);
-       add("texture2d", &TextureLoader::texture2d);
-}
-
-void RenderPass::TextureLoader::finish()
-{
-       if(tex)
-       {
-               obj.attach(index, *tex);
-               tex.release();
-       }
 }
 
 void RenderPass::TextureLoader::texture(const string &name)
 {
-       tex = &get_collection().get<Texture>(name);
-       tex.keep();
-}
-
-void RenderPass::TextureLoader::texture2d()
-{
-       tex = new Texture2D;
-       if(coll)
-               load_sub(static_cast<Texture2D &>(*tex), get_collection());
-       else
-               load_sub(static_cast<Texture2D &>(*tex));
+       obj.attach(index, get_collection().get<Texture>(name));
 }
 
 } // namespace GL