1 #ifndef MSP_GL_RENDERPASS_H_
2 #define MSP_GL_RENDERPASS_H_
4 #include <msp/core/refptr.h>
5 #include <msp/datafile/objectloader.h>
19 Encapsulates the data that determines the appearance of a rendered surface.
20 This includes shader and data for it, material and texturing.
25 class Loader: public DataFile::CollectionObjectLoader<RenderPass>
29 Loader(RenderPass &, Collection &);
34 static std::string get_shader_name(const std::string &);
36 void material_inline();
37 void material(const std::string &);
38 void shader(const std::string &);
39 void texunit(unsigned);
40 void texunit_auto(const std::string &);
41 void texunit_named(unsigned, const std::string &);
43 void uniform_slot(const std::string &);
44 void uniform_slot2(const std::string &, const std::string &);
48 struct TextureLoader: public DataFile::CollectionObjectLoader<Texturing>
56 TextureLoader(Texturing &, unsigned, Collection *);
58 virtual void finish();
60 void sampler(const std::string &);
61 void texture(const std::string &);
64 RefPtr<const Program> shprog;
65 bool shprog_from_material;
66 RefPtr<ProgramData> shdata;
67 std::map<std::string, std::string> uniform_slots;
68 RefPtr<const Material> material;
69 std::string material_slot;
71 std::map<std::string, unsigned> tex_names;
76 RenderPass(const RenderPass &);
77 RenderPass &operator=(const RenderPass &);
81 void finalize_material(DataFile::Collection *);
82 void maybe_create_material_shader(DataFile::Collection *);
83 void ensure_private_shader_data();
86 void set_shader_program(const Program *, const ProgramData *);
87 const Program *get_shader_program() const { return shprog.get(); }
88 const ProgramData *get_shader_data() const { return shdata.get(); }
89 const std::string &get_slotted_uniform_name(const std::string &) const;
90 void set_material(const Material *, DataFile::Collection * = 0);
91 const Material *get_material() const { return material.get(); }
92 const std::string &get_material_slot_name() const { return material_slot; }
93 void set_texture(unsigned, const Texture *, const Sampler * = 0);
94 const Texturing *get_texturing() const { return texturing; }
95 int get_texture_index(const std::string &) const;
96 void set_back_faces(bool);
97 bool get_back_faces() const { return back_faces; }
99 void apply(Renderer &) const;