shprog_from_material(false),
shdata(0),
material(0),
- back_faces(false)
+ back_faces(false),
+ receive_shadows(false),
+ image_based_lighting(false)
{ }
void RenderPass::set_material_textures()
set_texture(*tag, material->get_texture(*tag), material->get_sampler());
}
-void RenderPass::maybe_create_material_shader(DataFile::Collection *coll)
+void RenderPass::maybe_create_material_shader()
{
if(shprog && !shprog_from_material)
return;
- if(coll)
- {
- shprog = material->create_compatible_shader(*coll);
- shprog.keep();
- }
- else
- throw invalid_operation("RenderPass::maybe_create_material_shader");
+ map<string, int> extra_spec;
+ if(receive_shadows)
+ extra_spec["use_shadow_map"] = true;
+ if(image_based_lighting)
+ extra_spec["use_image_based_lighting"] = true;
+
+ shprog = material->create_compatible_shader(extra_spec);
+ shprog.keep();
if(shdata)
shdata = new ProgramData(*shdata, shprog.get());
return i->second;
}
-void RenderPass::set_material(const Material *mat, DataFile::Collection *coll)
+void RenderPass::set_material(const Material *mat)
{
material = mat;
material.keep();
- maybe_create_material_shader(coll);
+ maybe_create_material_shader();
set_material_textures();
}
return (shprog && i!=textures.end() ? shprog->get_uniform_binding(i->tag) : -1);
}
+void RenderPass::set_back_faces(bool bf)
+{
+ back_faces = bf;
+}
+
+void RenderPass::set_receive_shadows(bool rs)
+{
+ receive_shadows = rs;
+}
+
void RenderPass::apply(Renderer &renderer) const
{
for(vector<TextureSlot>::const_iterator i=textures.begin(); i!=textures.end(); ++i)
renderer.set_reverse_winding(back_faces);
}
+void RenderPass::set_debug_name(const string &name)
+{
+#ifdef DEBUG
+ if(shdata.refcount()==1)
+ shdata->set_debug_name(name+" [UBO]");
+#else
+ (void)name;
+#endif
+}
+
DataFile::Loader::ActionMap RenderPass::Loader::shared_actions;
void RenderPass::Loader::init_actions()
{
add("shader", &Loader::shader);
+ add("image_based_lighting", &RenderPass::image_based_lighting);
add("material", &Loader::material_inline);
add("material", &Loader::material);
add("material_slot", &RenderPass::material_slot);
add("back_faces",&RenderPass::back_faces);
+ add("receive_shadows", &RenderPass::receive_shadows);
add("texture", &Loader::texture);
add("uniforms", &Loader::uniforms);
add("uniform_slot", &Loader::uniform_slot);
void RenderPass::Loader::finish()
{
if(obj.material)
- obj.maybe_create_material_shader(coll);
+ obj.maybe_create_material_shader();
}
// Temporary compatibility feature