#include <msp/core/refptr.h>
#include <msp/datafile/objectloader.h>
+#include "cullface.h"
+#include "material.h"
namespace Msp {
namespace GL {
-class Material;
class Program;
class ProgramData;
class Renderer;
class Sampler;
class Texture;
-class Texturing;
/**
Encapsulates the data that determines the appearance of a rendered surface.
public:
class Loader: public DataFile::CollectionObjectLoader<RenderPass>
{
+ private:
+ std::string inline_base_name;
+
+ static ActionMap shared_actions;
+
public:
Loader(RenderPass &);
Loader(RenderPass &, Collection &);
+ private:
+ virtual void init_actions();
+
+ public:
+ void set_inline_base_name(const std::string &);
private:
- void init();
+ virtual void finish();
static std::string get_shader_name(const std::string &);
void material_inline();
void material(const std::string &);
void shader(const std::string &);
+ void texture(const std::string &);
void texunit(unsigned);
- void texunit_auto(const std::string &);
void texunit_named(unsigned, const std::string &);
void uniforms();
void uniform_slot(const std::string &);
};
private:
- struct TextureLoader: public DataFile::CollectionObjectLoader<Texturing>
+ struct TextureSlot
{
- private:
- unsigned index;
- const Texture *tex;
- const Sampler *samp;
+ class Loader: public DataFile::CollectionObjectLoader<TextureSlot>
+ {
+ private:
+ std::string auto_slot_name;
- public:
- TextureLoader(Texturing &, unsigned, Collection *);
- private:
- virtual void finish();
+ public:
+ Loader(TextureSlot &, const std::string &, Collection *);
- void sampler(const std::string &);
- void texture(const std::string &);
+ private:
+ void slot_auto();
+ };
+
+ Tag tag;
+ std::string slot_name;
+ const Texture *texture;
+ const Sampler *sampler;
+
+ TextureSlot(Tag t): tag(t), texture(0), sampler(0) { }
};
- RefPtr<const Program> shprog;
+ const Program *shprog;
bool shprog_from_material;
RefPtr<ProgramData> shdata;
- std::map<std::string, std::string> uniform_slots;
- RefPtr<const Material> material;
+ std::map<Tag, Tag> uniform_slots;
+ const Material *material;
std::string material_slot;
- Texturing *texturing;
- std::map<std::string, unsigned> tex_names;
- bool back_faces;
+ std::vector<TextureSlot> textures;
+ CullMode face_cull;
+ bool receive_shadows;
+ bool image_based_lighting;
public:
RenderPass();
- RenderPass(const RenderPass &);
- RenderPass &operator=(const RenderPass &);
- ~RenderPass();
private:
- void finalize_material(DataFile::Collection *);
- void maybe_create_material_shader(DataFile::Collection *);
- void ensure_private_shader_data();
+ void maybe_create_material_shader();
+ void set_material_textures();
public:
void set_shader_program(const Program *, const ProgramData *);
- const Program *get_shader_program() const { return shprog.get(); }
+ const Program *get_shader_program() const { return shprog; }
const ProgramData *get_shader_data() const { return shdata.get(); }
- const std::string &get_slotted_uniform_name(const std::string &) const;
+ Tag get_slotted_uniform_tag(Tag) const;
void set_material(const Material *);
- const Material *get_material() const { return material.get(); }
+ const Material *get_material() const { return material; }
const std::string &get_material_slot_name() const { return material_slot; }
- void set_texture(unsigned, const Texture *);
- const Texturing *get_texturing() const { return texturing; }
- int get_texture_index(const std::string &) const;
- void set_back_faces(bool);
- bool get_back_faces() const { return back_faces; }
+ void set_texture(Tag, const Texture *, const Sampler * = 0);
+ Tag get_texture_tag(const std::string &) const;
+ DEPRECATED void set_texture(unsigned, const Texture *, const Sampler * = 0);
+ DEPRECATED int get_texture_index(const std::string &) const;
+ void set_face_cull(CullMode);
+ CullMode get_face_cull() const { return face_cull; }
+ void set_receive_shadows(bool);
+ bool get_receive_shadows() const { return receive_shadows; }
+ void set_image_based_lighting(bool);
+ bool get_image_based_lighting() const { return image_based_lighting; }
void apply(Renderer &) const;
+
+ void set_debug_name(const std::string &);
};
} // namespace GL