#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 &);
TextureSlot(Tag t): tag(t), texture(0), sampler(0) { }
};
- const Program *shprog;
- bool shprog_from_material;
+ const Program *shprog = 0;
+ bool shprog_from_material = false;
RefPtr<ProgramData> shdata;
std::map<Tag, Tag> uniform_slots;
- const Material *material;
+ const Material *material = 0;
std::string material_slot;
std::vector<TextureSlot> textures;
- CullMode face_cull;
- bool receive_shadows;
- bool image_based_lighting;
+ CullMode face_cull = CULL_BACK;
+ Blend blend;
+ bool receive_shadows = false;
+ bool image_based_lighting = false;
-public:
- RenderMethod();
-
-private:
void maybe_create_material_shader();
void set_material_textures();
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);