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.
22 XXX Does not delete inline texture from datafiles properly
27 class Loader: public DataFile::CollectionObjectLoader<RenderPass>
31 Loader(RenderPass &, Collection &);
35 void material_inline();
36 void material(const std::string &);
37 void texunit(unsigned);
38 void texunit_named(unsigned, const std::string &);
40 void uniform_slot(const std::string &);
41 void uniform_slot2(const std::string &, const std::string &);
45 struct TextureLoader: public DataFile::CollectionObjectLoader<Texturing>
52 TextureLoader(Texturing &, unsigned, Collection *);
54 virtual void finish();
56 void texture(const std::string &);
60 const Program *shprog;
61 RefPtr<ProgramData> shdata;
62 std::map<std::string, std::string> uniform_slots;
63 RefPtr<const Material> material;
64 std::string material_slot;
66 std::map<std::string, unsigned> tex_names;
71 RenderPass(const RenderPass &);
72 RenderPass &operator=(const RenderPass &);
75 void set_shader_program(const Program *, const ProgramData *);
76 const Program *get_shader_program() const { return shprog; }
77 const ProgramData *get_shader_data() const { return shdata.get(); }
78 const std::string &get_slotted_uniform_name(const std::string &) const;
79 void set_material(const Material *);
80 const Material *get_material() const { return material.get(); }
81 const std::string &get_material_slot_name() const { return material_slot; }
82 void set_texture(unsigned, const Texture *);
83 const Texturing *get_texturing() const { return texturing; }
84 int get_texture_index(const std::string &) const;
85 void set_back_faces(bool);
86 bool get_back_faces() const { return back_faces; }
88 void apply(Renderer &) const;