]> git.tdb.fi Git - libs/gl.git/blobdiff - source/renderpass.cpp
Use DSA for binding textures if available
[libs/gl.git] / source / renderpass.cpp
index 8c4048ca6e9887e993b0c689c63d257092103a7a..eb4ae1f93ba145b029ff5a23847b02e557f56c37 100644 (file)
@@ -1,18 +1,11 @@
-/* $Id$
-
-This file is part of libmspgl
-Copyright © 2007-2008, 2010-2011  Mikko Rasa, Mikkosoft Productions
-Distributed under the LGPL
-*/
-
-#include <msp/core/refptr.h>
 #include <msp/datafile/collection.h>
-#include <msp/strings/formatter.h>
+#include <msp/strings/format.h>
+#include "error.h"
 #include "material.h"
 #include "renderpass.h"
 #include "program.h"
 #include "programdata.h"
-#include "texenv.h"
+#include "renderer.h"
 #include "texture.h"
 #include "texture2d.h"
 #include "texturing.h"
@@ -26,22 +19,54 @@ RenderPass::RenderPass():
        shprog(0),
        shdata(0),
        material(0),
-       texturing(0)
+       texturing(0),
+       back_faces(false)
 { }
 
 RenderPass::RenderPass(const RenderPass &other):
        shprog(other.shprog),
-       shdata(other.shdata ? new ProgramData(*other.shdata) : 0),
+       shdata(other.shdata),
+       uniform_slots(other.uniform_slots),
        material(other.material),
-       texturing(other.texturing ? new Texturing(*other.texturing) : 0)
+       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;
+       shdata = other.shdata;
+       uniform_slots = other.uniform_slots;
+       material = other.material;
+       texturing = other.texturing ? new Texturing(*other.texturing) : 0;
+       tex_names = other.tex_names;
+       back_faces = other.back_faces;
+       return *this;
+}
+
 RenderPass::~RenderPass()
 {
-       delete shdata;
        delete texturing;
 }
 
+void RenderPass::set_shader_program(const Program *prog, const ProgramData *data)
+{
+       shprog = prog;
+       shdata = new ProgramData(*data);
+}
+
+const string &RenderPass::get_slotted_uniform_name(const string &slot) const
+{
+       map<string, string>::const_iterator i = uniform_slots.find(slot);
+       if(i==uniform_slots.end())
+       {
+               static string empty;
+               return empty;
+       }
+       return i->second;
+}
+
 void RenderPass::set_material(const Material *mat)
 {
        material = mat;
@@ -56,6 +81,22 @@ void RenderPass::set_texture(unsigned index, const Texture *tex)
        texturing->attach(index, *tex);
 }
 
+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;
+}
+
+void RenderPass::apply(Renderer &renderer) const
+{
+       renderer.set_texturing(texturing);
+       renderer.set_material(material.get());
+       renderer.set_shader_program(shprog, shdata.get());
+       renderer.set_reverse_winding(back_faces);
+}
+
 
 RenderPass::Loader::Loader(RenderPass &p):
        DataFile::CollectionObjectLoader<RenderPass>(p, 0)
@@ -71,32 +112,30 @@ RenderPass::Loader::Loader(RenderPass &p, Collection &c):
 
 void RenderPass::Loader::init()
 {
-       allow_pointer_reload = false;
-
        add("shader",   &RenderPass::shprog);
        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_named);
        add("uniforms", &Loader::uniforms);
-}
-
-void RenderPass::Loader::finish()
-{
-       // XXX Make shdata optional
-       if(obj.shprog && !obj.shdata)
-               obj.shdata = new ProgramData;
+       add("uniform_slot", &Loader::uniform_slot);
 }
 
 void RenderPass::Loader::material_inline()
 {
        RefPtr<Material> mat = new Material;
-       load_sub(*mat);
+       if(coll)
+               load_sub(*mat, get_collection());
+       else
+               load_sub(*mat);
        obj.material = mat;
 }
 
 void RenderPass::Loader::material(const string &name)
 {
-       obj.material = get_collection().get<Material>(name);
+       obj.material = &get_collection().get<Material>(name);
        obj.material.keep();
 }
 
@@ -108,13 +147,29 @@ void RenderPass::Loader::texunit(unsigned i)
        load_sub_with(ldr);
 }
 
+void RenderPass::Loader::texunit_named(unsigned i, const string &n)
+{
+       texunit(i);
+       obj.tex_names[n] = i;
+}
+
 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);
+               throw invalid_operation("RenderPass::Loader::uniforms");
+       RefPtr<ProgramData> shd = new ProgramData(obj.shprog);
+       load_sub(*shd);
+       obj.shdata = shd.release();
+}
+
+void RenderPass::Loader::uniform_slot(const string &name)
+{
+       uniform_slot2(name, name);
+}
+
+void RenderPass::Loader::uniform_slot2(const string &name, const string &slot)
+{
+       obj.uniform_slots[slot] = name;
 }
 
 
@@ -130,32 +185,24 @@ void RenderPass::TextureLoader::finish()
 {
        if(tex)
        {
-               if(env)
-                       obj.attach(index, *tex, *env);
-               else
-                       obj.attach(index, *tex);
+               obj.attach(index, *tex);
                tex.release();
-               env.release();
        }
 }
 
-void RenderPass::TextureLoader::texenv()
-{
-       throw Exception("TexEnvs can't be loaded yet");
-       /*env = new TexEnv;
-       load_sub(*env);*/
-}
-
 void RenderPass::TextureLoader::texture(const string &name)
 {
-       tex = get_collection().get<Texture>(name);
+       tex = &get_collection().get<Texture>(name);
        tex.keep();
 }
 
 void RenderPass::TextureLoader::texture2d()
 {
        tex = new Texture2D;
-       load_sub(static_cast<Texture2D &>(*tex));
+       if(coll)
+               load_sub(static_cast<Texture2D &>(*tex), get_collection());
+       else
+               load_sub(static_cast<Texture2D &>(*tex));
 }
 
 } // namespace GL