#include <msp/core/refptr.h>
#include <msp/datafile/objectloader.h>
-#include "bindable.h"
namespace Msp {
namespace GL {
class Program;
class ProgramData;
class Renderer;
-class TexEnv;
+class Sampler;
class Texture;
class Texturing;
/**
Encapsulates the data that determines the appearance of a rendered surface.
This includes shader and data for it, material and texturing.
-
-XXX Does not delete inline texture from datafiles properly
*/
class RenderPass
{
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 &);
+ void uniform_slot2(const std::string &, const std::string &);
};
private:
{
private:
unsigned index;
- RefPtr<Texture> tex;
- RefPtr<TexEnv> env;
+ const Texture *tex;
+ const Sampler *samp;
public:
TextureLoader(Texturing &, unsigned, Collection *);
private:
virtual void finish();
- void texenv();
+ void sampler(const std::string &);
void texture(const std::string &);
- void texture2d();
};
- const Program *shprog;
- RefPtr<const ProgramData> shdata;
+ RefPtr<const Program> shprog;
+ bool shprog_from_material;
+ 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();
+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 *);
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;