shprog_from_material(false),
shdata(0),
material(0),
- back_faces(false),
+ face_cull(CULL_BACK),
receive_shadows(false),
image_based_lighting(false)
{ }
return (shprog && i!=textures.end() ? shprog->get_uniform_binding(i->tag) : -1);
}
-void RenderPass::set_back_faces(bool bf)
+void RenderPass::set_face_cull(CullMode fc)
{
- back_faces = bf;
+ face_cull = fc;
}
void RenderPass::set_receive_shadows(bool rs)
renderer.set_shader_program(shprog, shdata.get());
if(material)
renderer.add_shader_data(material->get_shader_data());
- renderer.set_reverse_winding(back_faces);
+ renderer.set_face_cull(face_cull);
}
void RenderPass::set_debug_name(const string &name)
void RenderPass::Loader::init_actions()
{
+ add("face_cull", &RenderPass::face_cull);
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);