X-Git-Url: http://git.tdb.fi/?p=libs%2Fgl.git;a=blobdiff_plain;f=source%2Frenderpass.cpp;h=b588ff2dc8a119624bcf5297ad5483f8fef972dc;hp=b95bd4bcfe1977c9ce327c0e5189883efd97800a;hb=975162f86071985913b59a835d38046e1c271594;hpb=09b835f0ff0ee594fbb555224a85b28398e14116 diff --git a/source/renderpass.cpp b/source/renderpass.cpp index b95bd4bc..b588ff2d 100644 --- a/source/renderpass.cpp +++ b/source/renderpass.cpp @@ -1,18 +1,11 @@ -/* $Id$ - -This file is part of libmspgl -Copyright © 2007-2008, 2010-2011 Mikko Rasa, Mikkosoft Productions -Distributed under the LGPL -*/ - -#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" @@ -26,7 +19,8 @@ RenderPass::RenderPass(): shprog(0), shdata(0), material(0), - texturing(0) + texturing(0), + back_faces(false) { } RenderPass::RenderPass(const RenderPass &other): @@ -34,13 +28,32 @@ RenderPass::RenderPass(const RenderPass &other): shdata(other.shdata ? new ProgramData(*other.shdata) : 0), material(other.material), 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; + shdata = other.shdata ? new ProgramData(*other.shdata) : 0; + material = other.material; + 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; + delete shdata; +} + +void RenderPass::set_shader_program(const Program *prog, const ProgramData *data) +{ + shprog = prog; + delete shdata; + shdata = new ProgramData(*data); } void RenderPass::set_material(const Material *mat) @@ -65,6 +78,14 @@ 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, shdata); + renderer.set_reverse_winding(back_faces); +} + RenderPass::Loader::Loader(RenderPass &p): DataFile::CollectionObjectLoader(p, 0) @@ -80,11 +101,11 @@ RenderPass::Loader::Loader(RenderPass &p, Collection &c): void RenderPass::Loader::init() { - allow_pointer_reload = false; - add("shader", &RenderPass::shprog); 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_named); add("uniforms", &Loader::uniforms); @@ -93,13 +114,16 @@ void RenderPass::Loader::init() void RenderPass::Loader::material_inline() { RefPtr mat = new Material; - load_sub(*mat); + if(coll) + load_sub(*mat, get_collection()); + else + load_sub(*mat); obj.material = mat; } void RenderPass::Loader::material(const string &name) { - obj.material = get_collection().get(name); + obj.material = &get_collection().get(name); obj.material.keep(); } @@ -120,10 +144,10 @@ void RenderPass::Loader::texunit_named(unsigned i, const string &n) 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); - load_sub(*obj.shdata); + throw invalid_operation("RenderPass::Loader::uniforms"); + RefPtr shd = new ProgramData(obj.shprog); + load_sub(*shd); + obj.shdata = shd.release(); } @@ -139,32 +163,24 @@ void RenderPass::TextureLoader::finish() { if(tex) { - if(env) - obj.attach(index, *tex, *env); - else - obj.attach(index, *tex); + obj.attach(index, *tex); tex.release(); - env.release(); } } -void RenderPass::TextureLoader::texenv() -{ - throw Exception("TexEnvs can't be loaded yet"); - /*env = new TexEnv; - load_sub(*env);*/ -} - void RenderPass::TextureLoader::texture(const string &name) { - tex = get_collection().get(name); + tex = &get_collection().get(name); tex.keep(); } void RenderPass::TextureLoader::texture2d() { tex = new Texture2D; - load_sub(static_cast(*tex)); + if(coll) + load_sub(static_cast(*tex), get_collection()); + else + load_sub(static_cast(*tex)); } } // namespace GL