private:
virtual void init_actions();
+ virtual void finish();
static std::string get_shader_name(const std::string &);
std::string material_slot;
std::vector<TextureSlot> textures;
bool back_faces;
+ bool receive_shadows;
public:
RenderPass();
private:
- void finalize_material(DataFile::Collection *);
- void maybe_create_material_shader(DataFile::Collection *);
- void ensure_private_shader_data();
+ void maybe_create_material_shader();
+ void set_material_textures();
public:
void set_shader_program(const Program *, const ProgramData *);
const Program *get_shader_program() const { return shprog.get(); }
const ProgramData *get_shader_data() const { return shdata.get(); }
Tag get_slotted_uniform_tag(Tag) const;
- void set_material(const Material *, DataFile::Collection * = 0);
+ void set_material(const Material *);
const Material *get_material() const { return material.get(); }
const std::string &get_material_slot_name() const { return material_slot; }
void set_texture(Tag, const Texture *, const Sampler * = 0);
DEPRECATED int get_texture_index(const std::string &) const;
void set_back_faces(bool);
bool get_back_faces() const { return back_faces; }
+ void set_receive_shadows(bool);
+ bool get_receive_shadows() const { return receive_shadows; }
void apply(Renderer &) const;
+
+ void set_debug_name(const std::string &);
};
} // namespace GL