X-Git-Url: http://git.tdb.fi/?p=libs%2Fgl.git;a=blobdiff_plain;f=source%2Frenderpass.cpp;h=835e78a672cd6203649cdd9cbba4345421fa41b8;hp=4ab07347824ef68765a72becd9e35f9a1151fe28;hb=bec07999d95b76f4b47cffcc564d0cd0afc0435e;hpb=f14435e58bfa0fa697a06ba9a454bb30cd37d9d8 diff --git a/source/renderpass.cpp b/source/renderpass.cpp index 4ab07347..835e78a6 100644 --- a/source/renderpass.cpp +++ b/source/renderpass.cpp @@ -1,11 +1,11 @@ -#include #include -#include +#include +#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" @@ -17,29 +17,110 @@ namespace GL { RenderPass::RenderPass(): shprog(0), + shprog_from_material(false), 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), + 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) + 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 shdata; 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) @@ -47,7 +128,7 @@ void RenderPass::set_texture(unsigned index, const Texture *tex) if(!texturing) texturing = new Texturing; - texturing->attach(index, *tex); + texturing->attach(index, *tex, texturing->get_attached_sampler(index)); } int RenderPass::get_texture_index(const string &n) const @@ -58,6 +139,14 @@ int RenderPass::get_texture_index(const string &n) const 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) @@ -73,27 +162,43 @@ RenderPass::Loader::Loader(RenderPass &p, Collection &c): void RenderPass::Loader::init() { - allow_pointer_reload = false; - - add("shader", &RenderPass::shprog); + 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); } void RenderPass::Loader::material_inline() { - RefPtr mat = new Material; - load_sub(*mat); - obj.material = mat; + 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 = &get_collection().get(name); obj.material.keep(); + obj.finalize_material(coll); +} + +void RenderPass::Loader::shader(const string &n) +{ + obj.shprog = &get_collection().get(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) @@ -104,60 +209,67 @@ void RenderPass::Loader::texunit(unsigned i) 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() { - if(!obj.shprog) - throw InvalidState("Can't load uniforms without a shader program"); - if(!obj.shdata) - obj.shdata = new ProgramData(*obj.shprog); + 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) + index(i), + tex(0), + samp(0) { + add("sampler", &TextureLoader::sampler); add("texture", &TextureLoader::texture); - add("texture2d", &TextureLoader::texture2d); } void RenderPass::TextureLoader::finish() { if(tex) - { - if(env) - obj.attach(index, *tex, *env); - else - obj.attach(index, *tex); - tex.release(); - env.release(); - } + obj.attach(index, *tex, samp); + else if(samp) + obj.attach(index, *samp); } -void RenderPass::TextureLoader::texenv() +void RenderPass::TextureLoader::sampler(const string &name) { - throw Exception("TexEnvs can't be loaded yet"); - /*env = new TexEnv; - load_sub(*env);*/ + samp = &get_collection().get(name); } void RenderPass::TextureLoader::texture(const string &name) { - tex = get_collection().get(name); - tex.keep(); -} - -void RenderPass::TextureLoader::texture2d() -{ - tex = new Texture2D; - load_sub(static_cast(*tex)); + tex = &get_collection().get(name); } } // namespace GL