]> git.tdb.fi Git - libs/gl.git/blobdiff - source/renderpass.cpp
Check the flat qualifier from the correct member
[libs/gl.git] / source / renderpass.cpp
diff --git a/source/renderpass.cpp b/source/renderpass.cpp
deleted file mode 100644 (file)
index 18c318b..0000000
+++ /dev/null
@@ -1,207 +0,0 @@
-/* $Id$
-
-This file is part of libmspgl
-Copyright © 2007  Mikko Rasa, Mikkosoft Productions
-Distributed under the LGPL
-*/
-
-#include <msp/core/refptr.h>
-#include <msp/datafile/collection.h>
-#include <msp/strings/formatter.h>
-#include "material.h"
-#include "renderpass.h"
-#include "program.h"
-#include "programdata.h"
-#include "texture.h"
-#include "texture2d.h"
-
-using namespace std;
-
-namespace Msp {
-namespace GL {
-
-RenderPass::RenderPass():
-       shprog(0),
-       shdata(0),
-       material(0)
-{ }
-
-RenderPass::RenderPass(const RenderPass &other):
-       shprog(other.shprog),
-       shdata(other.shdata ? new ProgramData(*other.shdata) : 0),
-       material(other.material),
-       textures(other.textures)
-{ }
-
-RenderPass::~RenderPass()
-{
-       delete shdata;
-}
-
-void RenderPass::set_material(const Material *mat)
-{
-       material = mat;
-}
-
-void RenderPass::set_texture(unsigned index, const Texture *tex)
-{
-       for(vector<TextureSlot>::iterator i=textures.begin(); i!=textures.end(); ++i)
-               if(i->index==index)
-               {
-                       i->texture = tex;
-                       i->texture.keep();
-                       return;
-               }
-
-       throw KeyError("No texture slot for that unit", lexical_cast(index));
-}
-
-void RenderPass::bind() const
-{
-       const RenderPass *old = current();
-       if(!set_current(this))
-               return;
-
-       if(shprog)
-       {
-               shprog->bind();
-               shdata->apply();
-       }
-       else if(old && old->shprog)
-               GL::Program::unbind();
-
-       if(material)
-               material->bind();
-       else if(old && old->material)
-               GL::Material::unbind();
-
-       unsigned used_tex_units = 0;
-       for(vector<TextureSlot>::const_iterator i=textures.begin(); i!=textures.end(); ++i)
-       {
-               i->texture->bind_to(i->index);
-               used_tex_units |= 1<<i->index;
-       }
-       if(old)
-       {
-               for(vector<TextureSlot>::const_iterator i=old->textures.begin(); i!=old->textures.end(); ++i)
-                       if(!used_tex_units&(1<<i->index))
-                               Texture::unbind_from(i->index);
-       }
-}
-
-void RenderPass::unbind()
-{
-       const RenderPass *old = current();
-       if(!set_current(0))
-               return;
-
-       if(old->shprog)
-               GL::Program::unbind();
-
-       if(old->material)
-               GL::Material::unbind();
-
-       for(unsigned i=old->textures.size(); i--; )
-               GL::Texture::unbind_from(i);
-}
-
-
-RenderPass::TextureSlot::TextureSlot(unsigned i):
-       index(i),
-       texture(0)
-{ }
-
-
-RenderPass::Loader::Loader(RenderPass &p):
-       DataFile::CollectionObjectLoader<RenderPass>(p, 0)
-{
-       init();
-}
-
-RenderPass::Loader::Loader(RenderPass &p, Collection &c):
-       DataFile::CollectionObjectLoader<RenderPass>(p, &c)
-{
-       init();
-}
-
-void RenderPass::Loader::init()
-{
-       allow_pointer_reload = false;
-
-       add("shader",   &RenderPass::shprog);
-       add("material", static_cast<void (Loader::*)()>(&Loader::material));
-       add("material", static_cast<void (Loader::*)(const string &)>(&Loader::material));
-       add("texunit",  &Loader::texunit);
-       add("uniforms", &Loader::uniforms);
-}
-
-void RenderPass::Loader::finish()
-{
-       // XXX Make shdata optional
-       if(obj.shprog && !obj.shdata)
-               obj.shdata = new ProgramData;
-}
-
-void RenderPass::Loader::material()
-{
-       RefPtr<Material> mat = new Material;
-       load_sub(*mat);
-       obj.material = mat;
-}
-
-void RenderPass::Loader::material(const string &name)
-{
-       obj.material = get_collection().get<Material>(name);
-       obj.material.keep();
-}
-
-void RenderPass::Loader::texunit(unsigned i)
-{
-       TextureSlot slot(i);
-       load_sub(slot);
-       obj.textures.push_back(slot);
-}
-
-void RenderPass::Loader::uniforms()
-{
-       if(!obj.shprog)
-               throw InvalidState("Can't load uniforms without a shader program");
-       if(!obj.shdata)
-               obj.shdata = new ProgramData;
-       load_sub(*obj.shdata, *obj.shprog);
-}
-
-
-RenderPass::TextureSlot::Loader::Loader(TextureSlot &s):
-       DataFile::CollectionObjectLoader<TextureSlot>(s, 0)
-{
-       init();
-}
-
-RenderPass::TextureSlot::Loader::Loader(TextureSlot &s, Collection &c):
-       DataFile::CollectionObjectLoader<TextureSlot>(s, &c)
-{
-       init();
-}
-
-void RenderPass::TextureSlot::Loader::init()
-{
-       add("texture",   &Loader::texture);
-       add("texture2d", &Loader::texture2d);
-}
-
-void RenderPass::TextureSlot::Loader::texture(const string &name)
-{
-       obj.texture = get_collection().get<Texture>(name);
-       obj.texture.keep();
-}
-
-void RenderPass::TextureSlot::Loader::texture2d()
-{
-       RefPtr<Texture2D> tex = new Texture2D;
-       load_sub(*tex);
-       obj.texture = tex;
-}
-
-} // namespace GL
-} // namespace Msp