X-Git-Url: http://git.tdb.fi/?p=libs%2Fgl.git;a=blobdiff_plain;f=source%2Fmaterials%2Frenderpass.cpp;h=a055f4786bfed69a39c871087d31b47a123c6f1c;hp=dde1fdb4f9847b39178cc412f8c6cdcde3576a6e;hb=HEAD;hpb=fcde8390ad577fe434dcd4b29e0f410d29f867c9 diff --git a/source/materials/renderpass.cpp b/source/materials/renderpass.cpp deleted file mode 100644 index dde1fdb4..00000000 --- a/source/materials/renderpass.cpp +++ /dev/null @@ -1,317 +0,0 @@ -#include -#include -#include -#include -#include "error.h" -#include "renderpass.h" -#include "program.h" -#include "programdata.h" -#include "renderer.h" -#include "texture.h" -#include "texture2d.h" -#include "texturing.h" -#include "uniform.h" - -using namespace std; - -namespace Msp { -namespace GL { - -RenderPass::RenderPass(): - shprog(0), - shprog_from_material(false), - shdata(0), - material(0), - back_faces(false), - receive_shadows(false) -{ } - -void RenderPass::set_material_textures() -{ - 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) -{ - if(shprog && !shprog_from_material) - return; - - map extra_spec; - if(receive_shadows) - extra_spec["use_shadow_map"] = true; - - if(coll) - { - shprog = material->create_compatible_shader(*coll, extra_spec); - shprog.keep(); - } - else - throw invalid_operation("RenderPass::maybe_create_material_shader"); - - if(shdata) - shdata = new ProgramData(*shdata, shprog.get()); - - shprog_from_material = true; -} - -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); -} - -Tag RenderPass::get_slotted_uniform_tag(Tag slot) const -{ - map::const_iterator i = uniform_slots.find(slot); - if(i==uniform_slots.end()) - return Tag(); - return i->second; -} - -void RenderPass::set_material(const Material *mat, DataFile::Collection *coll) -{ - material = mat; - material.keep(); - maybe_create_material_shader(coll); - set_material_textures(); -} - -void RenderPass::set_texture(Tag tag, const Texture *tex, const Sampler *samp) -{ - vector::iterator i = find_member(textures, tag, &TextureSlot::tag); - if(i==textures.end()) - { - textures.push_back(TextureSlot(tag)); - i = textures.end()-1; - } - i->texture = tex; - if(samp) - i->sampler = samp; -} - -Tag RenderPass::get_texture_tag(const string &slot) const -{ - vector::const_iterator i = find_member(textures, slot, &TextureSlot::slot_name); - return (i!=textures.end() ? i->tag : Tag()); -} - -void RenderPass::set_texture(unsigned index, const Texture *tex, const Sampler *samp) -{ - if(!shprog) - throw invalid_operation("RenderPass::set_texture"); - - const vector &uniforms = shprog->get_uniforms(); - for(vector::const_iterator i=uniforms.begin(); i!=uniforms.end(); ++i) - if(is_image(i->type) && i->binding==static_cast(index)) - return set_texture(i->tag, tex, samp); - - if(shdata) - { - const vector &tags = shdata->get_uniform_tags(); - for(vector::const_iterator i=tags.begin(); i!=tags.end(); ++i) - { - vector::const_iterator j = find_member(uniforms, *i, &Program::UniformInfo::tag); - if(j==uniforms.end() || !is_image(j->type)) - continue; - if(const Uniform1i *uni1i = dynamic_cast(shdata->find_uniform(*i))) - if(uni1i->get()==static_cast(index)) - return set_texture(*i, tex, samp); - } - } -} - -int RenderPass::get_texture_index(const string &n) const -{ - vector::const_iterator i = find_member(textures, n, &TextureSlot::slot_name); - 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_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; - -RenderPass::Loader::Loader(RenderPass &p): - DataFile::CollectionObjectLoader(p, 0) -{ - set_actions(shared_actions); -} - -RenderPass::Loader::Loader(RenderPass &p, Collection &c): - DataFile::CollectionObjectLoader(p, &c) -{ - set_actions(shared_actions); -} - -void RenderPass::Loader::init_actions() -{ - add("shader", &Loader::shader); - 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); - add("uniform_slot", &Loader::uniform_slot2); - - // Deprecated - add("texunit", &Loader::texunit); - add("texunit", &Loader::texture); - add("texunit", &Loader::texunit_named); -} - -void RenderPass::Loader::finish() -{ - if(obj.material) - obj.maybe_create_material_shader(coll); -} - -// Temporary compatibility feature -string RenderPass::Loader::get_shader_name(const string &n) -{ - if(n.size()>=5 && !n.compare(n.size()-5, 5, ".glsl")) - { - IO::print(IO::cerr, "Warning: Loading module '%s' as shader is deprecated\n", n); - return n+".shader"; - } - return n; -} - -void RenderPass::Loader::material_inline() -{ - Material::GenericLoader ldr(coll); - load_sub_with(ldr); - obj.material = ldr.get_material(); - obj.set_material_textures(); -} - -void RenderPass::Loader::material(const string &name) -{ - obj.material = &get_collection().get(name); - obj.material.keep(); - 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()); -} - -void RenderPass::Loader::texture(const string &n) -{ - vector::iterator i = find_member(obj.textures, Tag(n), &TextureSlot::tag); - if(i==obj.textures.end()) - { - obj.textures.push_back(TextureSlot(n)); - i = obj.textures.end()-1; - } - TextureSlot::Loader ldr(*i, n, coll); - load_sub_with(ldr); -} - -void RenderPass::Loader::texunit(unsigned) -{ - IO::print(IO::cerr, "Warning: specifying textures by unit number is deprecated and may not produce expected results"); - string name; - if(obj.shprog) - { - const vector &uniforms = obj.shprog->get_uniforms(); - for(vector::const_iterator i=uniforms.begin(); i!=uniforms.end(); ++i) - if(is_image(i->type) && i->binding>=0) - { - if(!name.empty()) - { - name.clear(); - break; - } - name = i->name; - } - } - - if(name.empty()) - throw runtime_error("Could not determine name for texture"); - - texture(name); -} - -void RenderPass::Loader::texunit_named(unsigned, const string &n) -{ - texture(n); -} - -void RenderPass::Loader::uniforms() -{ - 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); -} - -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; -} - - -RenderPass::TextureSlot::Loader::Loader(TextureSlot &ts, const string &an, Collection *c): - CollectionObjectLoader(ts, c), - auto_slot_name(an) -{ - add("sampler", &TextureSlot::sampler); - add("slot", &Loader::slot_auto); - add("slot", &TextureSlot::slot_name); - add("texture", &TextureSlot::texture); -} - -void RenderPass::TextureSlot::Loader::slot_auto() -{ - obj.slot_name = auto_slot_name; -} - -} // namespace GL -} // namespace Msp