X-Git-Url: http://git.tdb.fi/?p=libs%2Fgl.git;a=blobdiff_plain;f=source%2Fmaterials%2Frenderpass.cpp;h=62056ff9f56c63f103edb920ee8b546c7b13fe91;hp=e6a9a0a4145e87e8c2a30246f1d20f96c0228c57;hb=3ac3a51c623271da815c8ee60c484445871753bf;hpb=22fb2172d1cb59b339f29666946dee6818bb8558 diff --git a/source/materials/renderpass.cpp b/source/materials/renderpass.cpp index e6a9a0a4..62056ff9 100644 --- a/source/materials/renderpass.cpp +++ b/source/materials/renderpass.cpp @@ -22,57 +22,42 @@ RenderPass::RenderPass(): shprog_from_material(false), shdata(0), material(0), - back_faces(false) + back_faces(false), + 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()); } -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 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 @@ -83,11 +68,11 @@ Tag RenderPass::get_slotted_uniform_tag(Tag slot) const 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) @@ -140,15 +125,35 @@ int RenderPass::get_texture_index(const string &n) const return (shprog && i!=textures.end() ? shprog->get_uniform_binding(i->tag) : -1); } +void RenderPass::set_back_faces(bool bf) +{ + back_faces = bf; +} + +void RenderPass::set_receive_shadows(bool rs) +{ + receive_shadows = rs; +} + void RenderPass::apply(Renderer &renderer) const { for(vector::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_material(material); + renderer.set_shader_program(shprog, shdata.get()); renderer.set_reverse_winding(back_faces); } +void RenderPass::set_debug_name(const string &name) +{ +#ifdef DEBUG + if(shdata.refcount()==1) + shdata->set_debug_name(name+" [UBO]"); +#else + (void)name; +#endif +} + DataFile::Loader::ActionMap RenderPass::Loader::shared_actions; @@ -167,10 +172,12 @@ RenderPass::Loader::Loader(RenderPass &p, Collection &c): void RenderPass::Loader::init_actions() { 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); @@ -182,6 +189,17 @@ void RenderPass::Loader::init_actions() add("texunit", &Loader::texunit_named); } +void RenderPass::Loader::set_inline_base_name(const string &n) +{ + inline_base_name = n; +} + +void RenderPass::Loader::finish() +{ + if(obj.material) + obj.maybe_create_material_shader(); +} + // Temporary compatibility feature string RenderPass::Loader::get_shader_name(const string &n) { @@ -197,26 +215,24 @@ void RenderPass::Loader::material_inline() { Material::GenericLoader ldr(coll); load_sub_with(ldr); - obj.material = ldr.get_material(); - obj.finalize_material(coll); + RefPtr 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(name); - obj.material.keep(); - obj.finalize_material(coll); + obj.set_material_textures(); } void RenderPass::Loader::shader(const string &n) { obj.shprog = &get_collection().get(get_shader_name(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); + obj.shdata = new ProgramData(*obj.shdata, obj.shprog); } void RenderPass::Loader::texture(const string &n) @@ -265,7 +281,10 @@ 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); }