X-Git-Url: http://git.tdb.fi/?p=libs%2Fgl.git;a=blobdiff_plain;f=source%2Fmaterials%2Frenderpass.cpp;h=74b734128ba5d30710aedbc12ce30f505ea8ca3c;hp=033c43b1955ae56b08ed4dddfc17d6fdef9789f2;hb=fe2fc291a4fc618425c64112c9ffd3519f0b8a3e;hpb=9549f3401a70ca0359324a3e56e1e334981e5516 diff --git a/source/materials/renderpass.cpp b/source/materials/renderpass.cpp index 033c43b1..74b73412 100644 --- a/source/materials/renderpass.cpp +++ b/source/materials/renderpass.cpp @@ -22,31 +22,27 @@ RenderPass::RenderPass(): shprog_from_material(false), shdata(0), material(0), - back_faces(false) + back_faces(false), + receive_shadows(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; + + shprog = material->create_compatible_shader(extra_spec); if(shdata) shdata = new ProgramData(*shdata, shprog.get()); @@ -54,25 +50,12 @@ void RenderPass::maybe_create_material_shader(DataFile::Collection *coll) 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 +66,12 @@ 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) @@ -140,6 +124,16 @@ 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) @@ -149,6 +143,16 @@ void RenderPass::apply(Renderer &renderer) const 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; @@ -171,6 +175,7 @@ void RenderPass::Loader::init_actions() 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 +187,12 @@ void RenderPass::Loader::init_actions() add("texunit", &Loader::texunit_named); } +void RenderPass::Loader::finish() +{ + if(obj.material) + obj.maybe_create_material_shader(); +} + // Temporary compatibility feature string RenderPass::Loader::get_shader_name(const string &n) { @@ -198,14 +209,14 @@ void RenderPass::Loader::material_inline() Material::GenericLoader ldr(coll); load_sub_with(ldr); obj.material = ldr.get_material(); - obj.finalize_material(coll); + 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) @@ -215,8 +226,6 @@ void RenderPass::Loader::shader(const string &n) 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::texture(const string &n) @@ -263,7 +272,12 @@ void RenderPass::Loader::texunit_named(unsigned, const string &n) void RenderPass::Loader::uniforms() { - obj.ensure_private_shader_data(); + if(!obj.shprog || obj.shprog_from_material) + throw runtime_error("Shader is required for uniforms"); + if(!obj.shdata) + obj.shdata = new ProgramData(obj.shprog.get()); + else if(obj.shdata.refcount()>1) + obj.shdata = new ProgramData(*obj.shdata); load_sub(*obj.shdata); }