]> git.tdb.fi Git - libs/gl.git/blobdiff - source/renderpass.h
Use HDR rendering and a colorcurve postprocessor in desertpillars
[libs/gl.git] / source / renderpass.h
index 76c7472043e188eb09e275df0951fb769bd2f297..428c74ce7b1f280046e4268b66ec7005d2cf7a4c 100644 (file)
@@ -31,9 +31,12 @@ public:
 
        private:
                void init();
+
                void material_inline();
                void material(const std::string &);
+               void shader(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 &);
@@ -56,7 +59,8 @@ private:
                void texture2d();
        };
 
-       const Program *shprog;
+       RefPtr<const Program> shprog;
+       bool shprog_from_material;
        RefPtr<ProgramData> shdata;
        std::map<std::string, std::string> uniform_slots;
        RefPtr<const Material> material;
@@ -71,8 +75,14 @@ public:
        RenderPass &operator=(const RenderPass &);
        ~RenderPass();
 
+private:
+       void finalize_material(DataFile::Collection *);
+       void maybe_create_material_shader(DataFile::Collection *);
+       void ensure_private_shader_data();
+
+public:
        void set_shader_program(const Program *, const ProgramData *);
-       const Program *get_shader_program() const { return shprog; }
+       const Program *get_shader_program() const { return shprog.get(); }
        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 *);