1 #include <msp/core/algorithm.h>
2 #include <msp/datafile/collection.h>
3 #include <msp/strings/format.h>
5 #include "rendermethod.h"
7 #include "programdata.h"
10 #include "texture2d.h"
17 void RenderMethod::set_material_textures()
22 const Tag *material_texture_tags = material->get_texture_tags();
23 for(const Tag *tag=material_texture_tags; tag->id; ++tag)
24 set_texture(*tag, material->get_texture(*tag), material->get_sampler(*tag));
27 void RenderMethod::maybe_create_material_shader()
29 if(!material || (shprog && !shprog_from_material))
32 map<string, int> extra_spec;
34 extra_spec["use_shadow_map"] = true;
35 if(image_based_lighting)
36 extra_spec["use_image_based_lighting"] = true;
38 shprog = material->create_compatible_shader(extra_spec);
41 shdata = new ProgramData(*shdata, shprog);
43 shprog_from_material = true;
46 void RenderMethod::set_shader_program(const Program *prog, const ProgramData *data)
49 shprog_from_material = false;
50 shdata = (data ? new ProgramData(*data) : 0);
51 maybe_create_material_shader();
54 Tag RenderMethod::get_slotted_uniform_tag(Tag slot) const
56 auto i = uniform_slots.find(slot);
57 if(i==uniform_slots.end())
62 void RenderMethod::set_material(const Material *mat)
65 maybe_create_material_shader();
66 set_material_textures();
69 void RenderMethod::set_texture(Tag tag, const Texture *tex, const Sampler *samp)
71 auto i = find_member(textures, tag, &TextureSlot::tag);
74 textures.push_back(TextureSlot(tag));
82 Tag RenderMethod::get_texture_tag(const string &slot) const
84 auto i = find_member(textures, slot, &TextureSlot::slot_name);
85 return (i!=textures.end() ? i->tag : Tag());
88 void RenderMethod::set_face_cull(CullMode fc)
93 void RenderMethod::set_blend(const Blend &b)
98 void RenderMethod::set_receive_shadows(bool rs)
100 receive_shadows = rs;
101 maybe_create_material_shader();
104 void RenderMethod::apply(Renderer &renderer) const
106 for(const TextureSlot &t: textures)
107 renderer.set_texture(t.tag, t.texture, t.sampler);
108 renderer.set_shader_program(shprog, shdata.get());
110 renderer.add_shader_data(material->get_shader_data());
111 renderer.set_face_cull(face_cull);
112 renderer.set_blend(&blend);
115 void RenderMethod::set_debug_name(const string &name)
118 if(shdata.refcount()==1)
119 shdata->set_debug_name(name+" [UBO]");
126 DataFile::Loader::ActionMap RenderMethod::Loader::shared_actions;
128 RenderMethod::Loader::Loader(RenderMethod &p, Collection &c):
129 DataFile::CollectionObjectLoader<RenderMethod>(p, &c)
131 set_actions(shared_actions);
134 void RenderMethod::Loader::init_actions()
136 add("blend", &Loader::blend);
137 add("blend", &Loader::blend_factors);
138 add("face_cull", &RenderMethod::face_cull);
139 add("shader", &Loader::shader);
140 add("image_based_lighting", &RenderMethod::image_based_lighting);
141 add("material", &Loader::material_inline);
142 add("material", &Loader::material);
143 add("material_slot", &RenderMethod::material_slot);
144 add("receive_shadows", &RenderMethod::receive_shadows);
145 add("texture", &Loader::texture);
146 add("uniforms", &Loader::uniforms);
147 add("uniform_slot", &Loader::uniform_slot);
148 add("uniform_slot", &Loader::uniform_slot2);
151 void RenderMethod::Loader::set_inline_base_name(const string &n)
153 inline_base_name = n;
156 void RenderMethod::Loader::finish()
159 obj.maybe_create_material_shader();
162 void RenderMethod::Loader::blend()
167 void RenderMethod::Loader::blend_factors(BlendFactor src, BlendFactor dest)
169 obj.blend = Blend(src, dest);
172 void RenderMethod::Loader::material_inline()
174 Material::GenericLoader ldr(get_collection());
176 obj.material = ldr.store_object(get_collection(), inline_base_name+".mat");
177 obj.set_material_textures();
180 void RenderMethod::Loader::material(const string &name)
182 obj.material = &get_collection().get<Material>(name);
183 obj.set_material_textures();
186 void RenderMethod::Loader::shader(const string &n)
188 obj.shprog = &get_collection().get<Program>(n);
189 obj.shprog_from_material = false;
191 obj.shdata = new ProgramData(*obj.shdata, obj.shprog);
194 void RenderMethod::Loader::texture(const string &n)
196 auto i = find_member(obj.textures, Tag(n), &TextureSlot::tag);
197 if(i==obj.textures.end())
199 obj.textures.push_back(TextureSlot(n));
200 i = obj.textures.end()-1;
202 TextureSlot::Loader ldr(*i, n, coll);
206 void RenderMethod::Loader::uniforms()
208 if(!obj.shprog || obj.shprog_from_material)
209 throw runtime_error("Shader is required for uniforms");
211 obj.shdata = new ProgramData(obj.shprog);
212 else if(obj.shdata.refcount()>1)
213 obj.shdata = new ProgramData(*obj.shdata);
214 load_sub(*obj.shdata);
217 void RenderMethod::Loader::uniform_slot(const string &name)
219 uniform_slot2(name, name);
222 void RenderMethod::Loader::uniform_slot2(const string &name, const string &slot)
224 obj.uniform_slots[slot] = name;
228 RenderMethod::TextureSlot::Loader::Loader(TextureSlot &ts, const string &an, Collection *c):
229 CollectionObjectLoader<TextureSlot>(ts, c),
232 add("sampler", &TextureSlot::sampler);
233 add("slot", &Loader::slot_auto);
234 add("slot", &TextureSlot::slot_name);
235 add("texture", &TextureSlot::texture);
238 void RenderMethod::TextureSlot::Loader::slot_auto()
240 obj.slot_name = auto_slot_name;