#include <msp/core/refptr.h>
#include <msp/datafile/objectloader.h>
+#include "blend.h"
#include "cullface.h"
#include "material.h"
class Texture;
/**
-Encapsulates the data that determines the appearance of a rendered surface.
-This includes shader and data for it, material and texturing.
+Describes the appearance of a surface with a shader, uniform values and
+textures.
+
+A Material can be used to automatically populate most of the fields of a
+RenderMethod.
*/
class RenderMethod
{
static ActionMap shared_actions;
public:
- Loader(RenderMethod &);
Loader(RenderMethod &, Collection &);
private:
virtual void init_actions();
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;
-
-public:
- RenderMethod();
+ CullMode face_cull = CULL_BACK;
+ Blend blend;
+ bool receive_shadows = false;
+ bool image_based_lighting = false;
-private:
void maybe_create_material_shader();
void set_material_textures();
public:
+ /** Sets the shader program and uniform values. */
void set_shader_program(const Program *, const ProgramData *);
+
const Program *get_shader_program() const { return shprog; }
const ProgramData *get_shader_data() const { return shdata.get(); }
Tag get_slotted_uniform_tag(Tag) const;
+
+ /** Sets a Material to use as a basis for the render method. If a shader
+ has not been explicitly set, the material's shader will be used. */
void set_material(const Material *);
+
const Material *get_material() const { return material; }
const std::string &get_material_slot_name() const { return material_slot; }
void set_texture(Tag, const Texture *, const Sampler * = 0);
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; }
+
+ /** Toggles shadows on objects using this render method. Only affects
+ shaders created from materials. A ShadowMap effect is required. */
void set_receive_shadows(bool);
+
bool get_receive_shadows() const { return receive_shadows; }
+
+ /** Toggles the use of an environment map as a light source. Only affects
+ shaders created from materials. An EnvironmentMap effect is required. */
void set_image_based_lighting(bool);
+
bool get_image_based_lighting() const { return image_based_lighting; }
void apply(Renderer &) const;