shprog_from_material(false),
shdata(0),
material(0),
- back_faces(false),
+ face_cull(CULL_BACK),
receive_shadows(false),
image_based_lighting(false)
{ }
Tag RenderPass::get_slotted_uniform_tag(Tag slot) const
{
- map<Tag, Tag>::const_iterator i = uniform_slots.find(slot);
+ auto i = uniform_slots.find(slot);
if(i==uniform_slots.end())
return Tag();
return i->second;
void RenderPass::set_texture(Tag tag, const Texture *tex, const Sampler *samp)
{
- vector<TextureSlot>::iterator i = find_member(textures, tag, &TextureSlot::tag);
+ auto i = find_member(textures, tag, &TextureSlot::tag);
if(i==textures.end())
{
textures.push_back(TextureSlot(tag));
Tag RenderPass::get_texture_tag(const string &slot) const
{
- vector<TextureSlot>::const_iterator i = find_member(textures, slot, &TextureSlot::slot_name);
+ auto i = find_member(textures, slot, &TextureSlot::slot_name);
return (i!=textures.end() ? i->tag : Tag());
}
throw invalid_operation("RenderPass::set_texture");
const vector<Program::UniformInfo> &uniforms = shprog->get_uniforms();
- for(vector<Program::UniformInfo>::const_iterator i=uniforms.begin(); i!=uniforms.end(); ++i)
- if(is_image(i->type) && i->binding==static_cast<int>(index))
- return set_texture(i->tag, tex, samp);
+ for(const Program::UniformInfo &u: uniforms)
+ if(is_image(u.type) && u.binding==static_cast<int>(index))
+ return set_texture(u.tag, tex, samp);
if(shdata)
{
- const vector<Tag> &tags = shdata->get_uniform_tags();
- for(vector<Tag>::const_iterator i=tags.begin(); i!=tags.end(); ++i)
+ for(Tag t: shdata->get_uniform_tags())
{
- vector<Program::UniformInfo>::const_iterator j = find_member(uniforms, *i, &Program::UniformInfo::tag);
+ auto j = find_member(uniforms, t, &Program::UniformInfo::tag);
if(j==uniforms.end() || !is_image(j->type))
continue;
- if(const Uniform1i *uni1i = dynamic_cast<const Uniform1i *>(shdata->find_uniform(*i)))
+ if(const Uniform1i *uni1i = dynamic_cast<const Uniform1i *>(shdata->find_uniform(t)))
if(uni1i->get()==static_cast<int>(index))
- return set_texture(*i, tex, samp);
+ return set_texture(t, tex, samp);
}
}
}
int RenderPass::get_texture_index(const string &n) const
{
- vector<TextureSlot>::const_iterator i = find_member(textures, n, &TextureSlot::slot_name);
+ auto i = find_member(textures, n, &TextureSlot::slot_name);
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)
void RenderPass::apply(Renderer &renderer) const
{
- for(vector<TextureSlot>::const_iterator i=textures.begin(); i!=textures.end(); ++i)
- renderer.set_texture(i->tag, i->texture, i->sampler);
+ for(const TextureSlot &t: textures)
+ renderer.set_texture(t.tag, t.texture, t.sampler);
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);
void RenderPass::Loader::texture(const string &n)
{
- vector<TextureSlot>::iterator i = find_member(obj.textures, Tag(n), &TextureSlot::tag);
+ auto i = find_member(obj.textures, Tag(n), &TextureSlot::tag);
if(i==obj.textures.end())
{
obj.textures.push_back(TextureSlot(n));
string name;
if(obj.shprog)
{
- const vector<Program::UniformInfo> &uniforms = obj.shprog->get_uniforms();
- for(vector<Program::UniformInfo>::const_iterator i=uniforms.begin(); i!=uniforms.end(); ++i)
- if(is_image(i->type) && i->binding>=0)
+ for(const Program::UniformInfo &u: obj.shprog->get_uniforms())
+ if(is_image(u.type) && u.binding>=0)
{
if(!name.empty())
{
name.clear();
break;
}
- name = i->name;
+ name = u.name;
}
}