face_cull = fc;
}
+void RenderMethod::set_blend(const Blend &b)
+{
+ blend = b;
+}
+
void RenderMethod::set_receive_shadows(bool rs)
{
receive_shadows = rs;
if(material)
renderer.add_shader_data(material->get_shader_data());
renderer.set_face_cull(face_cull);
+ renderer.set_blend(&blend);
}
void RenderMethod::set_debug_name(const string &name)
void RenderMethod::Loader::init_actions()
{
+ add("blend", &Loader::blend);
+ add("blend", &Loader::blend_factors);
add("face_cull", &RenderMethod::face_cull);
add("shader", &Loader::shader);
add("image_based_lighting", &RenderMethod::image_based_lighting);
obj.maybe_create_material_shader();
}
+void RenderMethod::Loader::blend()
+{
+ load_sub(obj.blend);
+}
+
+void RenderMethod::Loader::blend_factors(BlendFactor src, BlendFactor dest)
+{
+ obj.blend = Blend(src, dest);
+}
+
void RenderMethod::Loader::material_inline()
{
Material::GenericLoader ldr(get_collection());