#define MSP_GL_EFFECT_H_
#include <set>
-#include <msp/core/refptr.h>
+#include <msp/datafile/objectloader.h>
#include "renderable.h"
namespace Msp {
namespace GL {
-class Sampler;
-
/**
Effects are used to wrap other renderables and give them additional visual
properties. An Effect's render method should set up the necessary state, call
*/
class Effect: public Renderable
{
+public:
+ struct Template
+ {
+ class Loader: public DataFile::CollectionObjectLoader<Template>
+ {
+ public:
+ Loader(Template &, Collection &);
+ protected:
+ virtual void init_actions();
+ };
+
+ std::string content_name;
+
+ virtual ~Template() = default;
+
+ virtual Effect *create(const std::map<std::string, Renderable *> &) const = 0;
+ };
+
protected:
Renderable &renderable;
- std::set<Tag> enabled_passes;
-
-private:
- static WeakPtr<Sampler> linear_sampler;
+ std::set<Tag> enabled_methods;
protected:
Effect(Renderable &);
public:
virtual ~Effect() { }
- void enable_for_pass(const Tag &);
- void disable_for_pass(const Tag &);
+ void enable_for_method(Tag);
+ void disable_for_method(Tag);
virtual const Matrix *get_matrix() const { return renderable.get_matrix(); }
virtual const Geometry::BoundingSphere<float, 3> *get_bounding_sphere() const { return renderable.get_bounding_sphere(); }
virtual void setup_frame(Renderer &r) { renderable.setup_frame(r); }
virtual void finish_frame() { renderable.finish_frame(); }
-protected:
- static RefPtr<Sampler> get_linear_sampler();
+ virtual void set_debug_name(const std::string &) = 0;
};
} // namespace GL