- if(coll)
- {
- shprog = material->create_compatible_shader(*coll);
- shprog.keep();
- }
- else
- throw invalid_operation("RenderPass::maybe_create_material_shader");
+ map<string, int> extra_spec;
+ if(receive_shadows)
+ extra_spec["use_shadow_map"] = true;
+ if(image_based_lighting)
+ extra_spec["use_image_based_lighting"] = true;
+
+ shprog = material->create_compatible_shader(extra_spec);
+ shprog.keep();
void RenderPass::apply(Renderer &renderer) const
{
for(vector<TextureSlot>::const_iterator i=textures.begin(); i!=textures.end(); ++i)
void RenderPass::apply(Renderer &renderer) const
{
for(vector<TextureSlot>::const_iterator i=textures.begin(); i!=textures.end(); ++i)
void RenderPass::Loader::init_actions()
{
add("shader", &Loader::shader);
void RenderPass::Loader::init_actions()
{
add("shader", &Loader::shader);
add("material", &Loader::material_inline);
add("material", &Loader::material);
add("material_slot", &RenderPass::material_slot);
add("back_faces",&RenderPass::back_faces);
add("material", &Loader::material_inline);
add("material", &Loader::material);
add("material_slot", &RenderPass::material_slot);
add("back_faces",&RenderPass::back_faces);
add("texture", &Loader::texture);
add("uniforms", &Loader::uniforms);
add("uniform_slot", &Loader::uniform_slot);
add("texture", &Loader::texture);
add("uniforms", &Loader::uniforms);
add("uniform_slot", &Loader::uniform_slot);