#include <msp/core/refptr.h>
#include <msp/datafile/objectloader.h>
+#include "blend.h"
#include "cullface.h"
#include "material.h"
private:
virtual void finish();
+ void blend();
+ void blend_factors(BlendFactor, BlendFactor);
void material_inline();
void material(const std::string &);
void shader(const std::string &);
std::string material_slot;
std::vector<TextureSlot> textures;
CullMode face_cull = CULL_BACK;
+ Blend blend;
bool receive_shadows = false;
bool image_based_lighting = false;
Tag get_texture_tag(const std::string &) const;
void set_face_cull(CullMode);
CullMode get_face_cull() const { return face_cull; }
+ void set_blend(const Blend &);
+ const Blend &get_blend() const { return blend; }
void set_receive_shadows(bool);
bool get_receive_shadows() const { return receive_shadows; }
void set_image_based_lighting(bool);