]> git.tdb.fi Git - libs/gl.git/blobdiff - source/materials/rendermethod.cpp
Rename RenderPass to RenderMethod
[libs/gl.git] / source / materials / rendermethod.cpp
diff --git a/source/materials/rendermethod.cpp b/source/materials/rendermethod.cpp
new file mode 100644 (file)
index 0000000..a6a843e
--- /dev/null
@@ -0,0 +1,239 @@
+#include <msp/core/algorithm.h>
+#include <msp/datafile/collection.h>
+#include <msp/strings/format.h>
+#include "error.h"
+#include "rendermethod.h"
+#include "program.h"
+#include "programdata.h"
+#include "renderer.h"
+#include "texture.h"
+#include "texture2d.h"
+
+using namespace std;
+
+namespace Msp {
+namespace GL {
+
+RenderMethod::RenderMethod():
+       shprog(0),
+       shprog_from_material(false),
+       shdata(0),
+       material(0),
+       face_cull(CULL_BACK),
+       receive_shadows(false),
+       image_based_lighting(false)
+{ }
+
+void RenderMethod::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(*tag));
+}
+
+void RenderMethod::maybe_create_material_shader()
+{
+       if(shprog && !shprog_from_material)
+               return;
+
+       map<string, int> extra_spec;
+       if(receive_shadows)
+               extra_spec["use_shadow_map"] = true;
+       if(image_based_lighting)
+               extra_spec["use_image_based_lighting"] = true;
+
+       shprog = material->create_compatible_shader(extra_spec);
+
+       if(shdata)
+               shdata = new ProgramData(*shdata, shprog);
+
+       shprog_from_material = true;
+}
+
+void RenderMethod::set_shader_program(const Program *prog, const ProgramData *data)
+{
+       shprog = prog;
+       shprog_from_material = false;
+       shdata = (data ? new ProgramData(*data) : 0);
+}
+
+Tag RenderMethod::get_slotted_uniform_tag(Tag slot) const
+{
+       auto i = uniform_slots.find(slot);
+       if(i==uniform_slots.end())
+               return Tag();
+       return i->second;
+}
+
+void RenderMethod::set_material(const Material *mat)
+{
+       material = mat;
+       maybe_create_material_shader();
+       set_material_textures();
+}
+
+void RenderMethod::set_texture(Tag tag, const Texture *tex, const Sampler *samp)
+{
+       auto 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 RenderMethod::get_texture_tag(const string &slot) const
+{
+       auto i = find_member(textures, slot, &TextureSlot::slot_name);
+       return (i!=textures.end() ? i->tag : Tag());
+}
+
+void RenderMethod::set_face_cull(CullMode fc)
+{
+       face_cull = fc;
+}
+
+void RenderMethod::set_receive_shadows(bool rs)
+{
+       receive_shadows = rs;
+}
+
+void RenderMethod::apply(Renderer &renderer) const
+{
+       for(const TextureSlot &t: textures)
+               renderer.set_texture(t.tag, t.texture, t.sampler);
+       renderer.set_shader_program(shprog, shdata.get());
+       if(material)
+               renderer.add_shader_data(material->get_shader_data());
+       renderer.set_face_cull(face_cull);
+}
+
+void RenderMethod::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 RenderMethod::Loader::shared_actions;
+
+RenderMethod::Loader::Loader(RenderMethod &p):
+       DataFile::CollectionObjectLoader<RenderMethod>(p, 0)
+{
+       set_actions(shared_actions);
+}
+
+RenderMethod::Loader::Loader(RenderMethod &p, Collection &c):
+       DataFile::CollectionObjectLoader<RenderMethod>(p, &c)
+{
+       set_actions(shared_actions);
+}
+
+void RenderMethod::Loader::init_actions()
+{
+       add("face_cull", &RenderMethod::face_cull);
+       add("shader",   &Loader::shader);
+       add("image_based_lighting", &RenderMethod::image_based_lighting);
+       add("material", &Loader::material_inline);
+       add("material", &Loader::material);
+       add("material_slot", &RenderMethod::material_slot);
+       add("receive_shadows", &RenderMethod::receive_shadows);
+       add("texture", &Loader::texture);
+       add("uniforms", &Loader::uniforms);
+       add("uniform_slot", &Loader::uniform_slot);
+       add("uniform_slot", &Loader::uniform_slot2);
+}
+
+void RenderMethod::Loader::set_inline_base_name(const string &n)
+{
+       inline_base_name = n;
+}
+
+void RenderMethod::Loader::finish()
+{
+       if(obj.material)
+               obj.maybe_create_material_shader();
+}
+
+void RenderMethod::Loader::material_inline()
+{
+       Material::GenericLoader ldr(coll);
+       load_sub_with(ldr);
+       RefPtr<Material> mat = ldr.get_material();
+       get_collection().add(inline_base_name+".mat", mat.get());
+       obj.material = mat.release();
+       obj.set_material_textures();
+}
+
+void RenderMethod::Loader::material(const string &name)
+{
+       obj.material = &get_collection().get<Material>(name);
+       obj.set_material_textures();
+}
+
+void RenderMethod::Loader::shader(const string &n)
+{
+       obj.shprog = &get_collection().get<Program>(n);
+       obj.shprog_from_material = false;
+       if(obj.shdata)
+               obj.shdata = new ProgramData(*obj.shdata, obj.shprog);
+}
+
+void RenderMethod::Loader::texture(const string &n)
+{
+       auto 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 RenderMethod::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);
+       else if(obj.shdata.refcount()>1)
+               obj.shdata = new ProgramData(*obj.shdata);
+       load_sub(*obj.shdata);
+}
+
+void RenderMethod::Loader::uniform_slot(const string &name)
+{
+       uniform_slot2(name, name);
+}
+
+void RenderMethod::Loader::uniform_slot2(const string &name, const string &slot)
+{
+       obj.uniform_slots[slot] = name;
+}
+
+
+RenderMethod::TextureSlot::Loader::Loader(TextureSlot &ts, const string &an, Collection *c):
+       CollectionObjectLoader<TextureSlot>(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 RenderMethod::TextureSlot::Loader::slot_auto()
+{
+       obj.slot_name = auto_slot_name;
+}
+
+} // namespace GL
+} // namespace Msp