]> git.tdb.fi Git - libs/gl.git/blobdiff - source/renderpass.cpp
Give materials the capability to automatically create a suitable shader
[libs/gl.git] / source / renderpass.cpp
index 7c7cf2c4a2022cbb1da62c84c385914d543c2edf..b6eb1d954a958990716a730fd90702ee5341f092 100644 (file)
@@ -17,6 +17,7 @@ namespace GL {
 
 RenderPass::RenderPass():
        shprog(0),
+       shprog_from_material(false),
        shdata(0),
        material(0),
        texturing(0),
@@ -25,6 +26,7 @@ RenderPass::RenderPass():
 
 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),
@@ -37,6 +39,7 @@ RenderPass::RenderPass(const RenderPass &other):
 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;
@@ -52,8 +55,9 @@ RenderPass::~RenderPass()
        delete texturing;
 }
 
-void RenderPass::finalize_material()
+void RenderPass::finalize_material(DataFile::Collection *coll)
 {
+       maybe_create_material_shader(coll);
        ensure_private_shader_data();
 
        if(!texturing)
@@ -61,21 +65,44 @@ void RenderPass::finalize_material()
        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);
-       else if(shdata.refcount() > 1)
+               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
@@ -93,7 +120,7 @@ void RenderPass::set_material(const Material *mat)
 {
        material = mat;
        material.keep();
-       finalize_material();
+       finalize_material(0);
 }
 
 void RenderPass::set_texture(unsigned index, const Texture *tex)
@@ -116,7 +143,7 @@ void RenderPass::apply(Renderer &renderer) const
 {
        renderer.set_texturing(texturing);
        renderer.set_material(material.get());
-       renderer.set_shader_program(shprog, shdata.get());
+       renderer.set_shader_program(shprog.get(), shdata.get());
        renderer.set_reverse_winding(back_faces);
 }
 
@@ -152,23 +179,25 @@ void RenderPass::Loader::material_inline()
        Material::GenericLoader ldr(coll);
        load_sub_with(ldr);
        obj.material = ldr.get_material();
-       obj.finalize_material();
+       obj.finalize_material(coll);
 }
 
 void RenderPass::Loader::material(const string &name)
 {
        obj.material = &get_collection().get<Material>(name);
        obj.material.keep();
-       obj.finalize_material();
+       obj.finalize_material(coll);
 }
 
 void RenderPass::Loader::shader(const string &n)
 {
        obj.shprog = &get_collection().get<Program>(n);
+       obj.shprog.keep();
+       obj.shprog_from_material = false;
        if(obj.shdata)
-               obj.shdata = new ProgramData(*obj.shdata, obj.shprog);
+               obj.shdata = new ProgramData(*obj.shdata, obj.shprog.get());
        if(obj.material)
-               obj.finalize_material();
+               obj.finalize_material(coll);
 }
 
 void RenderPass::Loader::texunit(unsigned i)