void texunit(unsigned);
void texunit_named(unsigned, const std::string &);
void uniforms();
+ void uniform_slot(const std::string &);
+ void uniform_slot2(const std::string &, const std::string &);
};
private:
};
const Program *shprog;
- RefPtr<const ProgramData> shdata;
+ RefPtr<ProgramData> shdata;
+ std::map<std::string, std::string> uniform_slots;
RefPtr<const Material> material;
+ std::string material_slot;
Texturing *texturing;
std::map<std::string, unsigned> tex_names;
bool back_faces;
- RenderPass &operator=(const RenderPass &);
public:
RenderPass();
RenderPass(const RenderPass &);
+ RenderPass &operator=(const RenderPass &);
~RenderPass();
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(); }
+ const std::string &get_slotted_uniform_name(const std::string &) const;
void set_material(const Material *);
const Material *get_material() const { return material.get(); }
+ 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;