X-Git-Url: http://git.tdb.fi/?p=libs%2Fgl.git;a=blobdiff_plain;f=source%2Fmaterials%2Frenderpass.cpp;h=a055f4786bfed69a39c871087d31b47a123c6f1c;hp=fb092624b756c06ff463cdb34097b458cdd15158;hb=HEAD;hpb=12342e01c014137b72546c1e3a54181063e69415 diff --git a/source/materials/renderpass.cpp b/source/materials/renderpass.cpp deleted file mode 100644 index fb092624..00000000 --- a/source/materials/renderpass.cpp +++ /dev/null @@ -1,288 +0,0 @@ -#include -#include -#include -#include "error.h" -#include "material.h" -#include "renderpass.h" -#include "program.h" -#include "programdata.h" -#include "renderer.h" -#include "texture.h" -#include "texture2d.h" -#include "texturing.h" - -using namespace std; - -namespace Msp { -namespace GL { - -RenderPass::RenderPass(): - shprog(0), - shprog_from_material(false), - shdata(0), - material(0), - texturing(0), - back_faces(false) -{ } - -RenderPass::RenderPass(const RenderPass &other): - shprog(other.shprog), - shprog_from_material(other.shprog_from_material), - shdata(other.shdata), - uniform_slots(other.uniform_slots), - material(other.material), - material_slot(other.material_slot), - 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; - shprog_from_material = other.shprog_from_material; - shdata = other.shdata; - uniform_slots = other.uniform_slots; - material = other.material; - material_slot = other.material_slot; - texturing = other.texturing ? new Texturing(*other.texturing) : 0; - tex_names = other.tex_names; - back_faces = other.back_faces; - return *this; -} - -RenderPass::~RenderPass() -{ - delete texturing; -} - -void RenderPass::finalize_material(DataFile::Collection *coll) -{ - maybe_create_material_shader(coll); - ensure_private_shader_data(); - - if(!texturing) - texturing = new Texturing; - material->attach_textures_to(*texturing, *shdata); -} - -void RenderPass::maybe_create_material_shader(DataFile::Collection *coll) -{ - if(shprog && !shprog_from_material) - return; - - if(coll) - { - shprog = material->create_compatible_shader(*coll); - shprog.keep(); - } - else - shprog = material->create_compatible_shader(); - - if(shdata) - shdata = new ProgramData(*shdata, shprog.get()); - - 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); -} - -const string &RenderPass::get_slotted_uniform_name(const string &slot) const -{ - map::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; - material.keep(); - finalize_material(0); -} - -void RenderPass::set_texture(unsigned index, const Texture *tex, const Sampler *samp) -{ - if(!texturing) - texturing = new Texturing; - - texturing->attach(index, *tex, (samp ? samp : texturing->get_attached_sampler(index))); -} - -int RenderPass::get_texture_index(const string &n) const -{ - map::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.get(), shdata.get()); - renderer.set_reverse_winding(back_faces); -} - - -RenderPass::Loader::Loader(RenderPass &p): - DataFile::CollectionObjectLoader(p, 0) -{ - init(); -} - -RenderPass::Loader::Loader(RenderPass &p, Collection &c): - DataFile::CollectionObjectLoader(p, &c) -{ - init(); -} - -void RenderPass::Loader::init() -{ - 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("texunit", &Loader::texunit); - add("texunit", &Loader::texunit_auto); - add("texunit", &Loader::texunit_named); - add("uniforms", &Loader::uniforms); - add("uniform_slot", &Loader::uniform_slot); - add("uniform_slot", &Loader::uniform_slot2); -} - -// 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.finalize_material(coll); -} - -void RenderPass::Loader::material(const string &name) -{ - obj.material = &get_collection().get(name); - obj.material.keep(); - obj.finalize_material(coll); -} - -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); -} - -void RenderPass::Loader::texunit(unsigned i) -{ - if(!obj.texturing) - obj.texturing = new Texturing; - TextureLoader ldr(*obj.texturing, i, coll); - load_sub_with(ldr); -} - -void RenderPass::Loader::texunit_auto(const string &n) -{ - if(!obj.texturing) - obj.texturing = new Texturing; - int i = obj.texturing->find_free_unit(n); - if(i<0) - throw runtime_error("no free texunit"); - texunit_named(i, n); -} - -void RenderPass::Loader::texunit_named(unsigned i, const string &n) -{ - texunit(i); - obj.tex_names[n] = i; - obj.ensure_private_shader_data(); - obj.shdata->uniform(n, static_cast(i)); -} - -void RenderPass::Loader::uniforms() -{ - obj.ensure_private_shader_data(); - 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::TextureLoader::TextureLoader(Texturing &t, unsigned i, Collection *c): - DataFile::CollectionObjectLoader(t, c), - index(i), - tex(0), - samp(0) -{ - add("sampler", &TextureLoader::sampler); - add("texture", &TextureLoader::texture); -} - -void RenderPass::TextureLoader::finish() -{ - if(tex) - obj.attach(index, *tex, samp); - else if(samp) - obj.attach(index, *samp); -} - -void RenderPass::TextureLoader::sampler(const string &name) -{ - samp = &get_collection().get(name); -} - -void RenderPass::TextureLoader::texture(const string &name) -{ - tex = &get_collection().get(name); -} - -} // namespace GL -} // namespace Msp