namespace Msp {
namespace GL {
-RenderMethod::RenderMethod():
- shprog(0),
- shprog_from_material(false),
- shdata(0),
- material(0),
- face_cull(CULL_BACK),
- receive_shadows(false),
- image_based_lighting(false)
-{ }
-
void RenderMethod::set_material_textures()
{
+ if(!material)
+ return;
+
const Tag *material_texture_tags = material->get_texture_tags();
for(const Tag *tag=material_texture_tags; tag->id; ++tag)
set_texture(*tag, material->get_texture(*tag), material->get_sampler(*tag));
void RenderMethod::maybe_create_material_shader()
{
- if(shprog && !shprog_from_material)
+ if(!material || (shprog && !shprog_from_material))
return;
map<string, int> extra_spec;
shprog = prog;
shprog_from_material = false;
shdata = (data ? new ProgramData(*data) : 0);
+ maybe_create_material_shader();
}
Tag RenderMethod::get_slotted_uniform_tag(Tag slot) const
face_cull = fc;
}
+void RenderMethod::set_blend(const Blend &b)
+{
+ blend = b;
+}
+
void RenderMethod::set_receive_shadows(bool rs)
{
receive_shadows = rs;
+ maybe_create_material_shader();
+}
+
+void RenderMethod::set_image_based_lighting(bool ibl)
+{
+ image_based_lighting = ibl;
+ maybe_create_material_shader();
}
void RenderMethod::apply(Renderer &renderer) const
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());
load_sub_with(ldr);
- RefPtr<Material> mat = ldr.get_object();
- get_collection().add(inline_base_name+".mat", mat.get());
- obj.material = mat.release();
+ obj.material = ldr.store_object(get_collection(), inline_base_name+".mat");
obj.set_material_textures();
}