#include <msp/core/refptr.h>
#include <msp/datafile/objectloader.h>
+#include "material.h"
namespace Msp {
namespace GL {
-class Material;
class Program;
class ProgramData;
class Renderer;
void material_inline();
void material(const std::string &);
void shader(const std::string &);
+ void texture(const std::string &);
void texunit(unsigned);
- void texunit_auto(const std::string &);
void texunit_named(unsigned, const std::string &);
void uniforms();
void uniform_slot(const std::string &);
};
private:
- struct TextureLoader: public DataFile::CollectionObjectLoader<Texturing>
+ struct TextureSlot
{
- private:
- unsigned index;
- const Texture *tex;
- const Sampler *samp;
+ class Loader: public DataFile::CollectionObjectLoader<TextureSlot>
+ {
+ private:
+ std::string auto_slot_name;
- public:
- TextureLoader(Texturing &, unsigned, Collection *);
- private:
- virtual void finish();
+ public:
+ Loader(TextureSlot &, const std::string &, Collection *);
- void sampler(const std::string &);
- void texture(const std::string &);
+ private:
+ void slot_auto();
+ };
+
+ Tag tag;
+ std::string slot_name;
+ const Texture *texture;
+ const Sampler *sampler;
+
+ TextureSlot(Tag t): tag(t), texture(0), sampler(0) { }
};
RefPtr<const Program> shprog;
std::map<Tag, Tag> uniform_slots;
RefPtr<const Material> material;
std::string material_slot;
- Texturing *texturing;
- std::map<std::string, unsigned> tex_names;
+ std::vector<TextureSlot> textures;
bool back_faces;
public:
RenderPass();
- RenderPass(const RenderPass &);
- RenderPass &operator=(const RenderPass &);
- ~RenderPass();
private:
void finalize_material(DataFile::Collection *);
void set_material(const Material *, DataFile::Collection * = 0);
const Material *get_material() const { return material.get(); }
const std::string &get_material_slot_name() const { return material_slot; }
- void set_texture(unsigned, const Texture *, const Sampler * = 0);
- const Texturing *get_texturing() const { return texturing; }
- int get_texture_index(const std::string &) const;
+ void set_texture(Tag, const Texture *, const Sampler * = 0);
+ Tag get_texture_tag(const std::string &) const;
+ DEPRECATED void set_texture(unsigned, const Texture *, const Sampler * = 0);
+ DEPRECATED const Texturing *get_texturing() const { return 0; }
+ DEPRECATED int get_texture_index(const std::string &) const;
void set_back_faces(bool);
bool get_back_faces() const { return back_faces; }