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.
24 class Loader: public DataFile::CollectionObjectLoader<RenderPass>
28 Loader(RenderPass &, Collection &);
33 void material_inline();
34 void material(const std::string &);
35 void shader(const std::string &);
36 void texunit(unsigned);
37 void texunit_auto(const std::string &);
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>
51 TextureLoader(Texturing &, unsigned, Collection *);
53 void texture(const std::string &);
56 RefPtr<const Program> shprog;
57 bool shprog_from_material;
58 RefPtr<ProgramData> shdata;
59 std::map<std::string, std::string> uniform_slots;
60 RefPtr<const Material> material;
61 std::string material_slot;
63 std::map<std::string, unsigned> tex_names;
68 RenderPass(const RenderPass &);
69 RenderPass &operator=(const RenderPass &);
73 void finalize_material(DataFile::Collection *);
74 void maybe_create_material_shader(DataFile::Collection *);
75 void ensure_private_shader_data();
78 void set_shader_program(const Program *, const ProgramData *);
79 const Program *get_shader_program() const { return shprog.get(); }
80 const ProgramData *get_shader_data() const { return shdata.get(); }
81 const std::string &get_slotted_uniform_name(const std::string &) const;
82 void set_material(const Material *);
83 const Material *get_material() const { return material.get(); }
84 const std::string &get_material_slot_name() const { return material_slot; }
85 void set_texture(unsigned, const Texture *);
86 const Texturing *get_texturing() const { return texturing; }
87 int get_texture_index(const std::string &) const;
88 void set_back_faces(bool);
89 bool get_back_faces() const { return back_faces; }
91 void apply(Renderer &) const;