1 #ifndef MSP_GL_RENDERPASS_H_
2 #define MSP_GL_RENDERPASS_H_
4 #include <msp/core/refptr.h>
5 #include <msp/datafile/objectloader.h>
18 Encapsulates the data that determines the appearance of a rendered surface.
19 This includes shader and data for it, material and texturing.
21 XXX Does not delete inline texture from datafiles properly
26 class Loader: public DataFile::CollectionObjectLoader<RenderPass>
30 Loader(RenderPass &, Collection &);
34 void material_inline();
35 void material(const std::string &);
36 void texunit(unsigned);
37 void texunit_named(unsigned, const std::string &);
39 void uniform_slot(const std::string &);
40 void uniform_slot2(const std::string &, const std::string &);
44 struct TextureLoader: public DataFile::CollectionObjectLoader<Texturing>
51 TextureLoader(Texturing &, unsigned, Collection *);
53 virtual void finish();
55 void texture(const std::string &);
59 const Program *shprog;
60 RefPtr<ProgramData> shdata;
61 std::map<std::string, std::string> uniform_slots;
62 RefPtr<const Material> material;
63 std::string material_slot;
65 std::map<std::string, unsigned> tex_names;
70 RenderPass(const RenderPass &);
71 RenderPass &operator=(const RenderPass &);
74 void set_shader_program(const Program *, const ProgramData *);
75 const Program *get_shader_program() const { return shprog; }
76 const ProgramData *get_shader_data() const { return shdata.get(); }
77 const std::string &get_slotted_uniform_name(const std::string &) const;
78 void set_material(const Material *);
79 const Material *get_material() const { return material.get(); }
80 const std::string &get_material_slot_name() const { return material_slot; }
81 void set_texture(unsigned, const Texture *);
82 const Texturing *get_texturing() const { return texturing; }
83 int get_texture_index(const std::string &) const;
84 void set_back_faces(bool);
85 bool get_back_faces() const { return back_faces; }
87 void apply(Renderer &) const;