X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;ds=sidebyside;f=source%2Frenderpass.h;h=9e704376a446b56abb056edf0d1aab803a269f7d;hb=bec07999d95b76f4b47cffcc564d0cd0afc0435e;hp=34c315b3a2c0cc797031c024d2b1f315906bff7d;hpb=72a13418cc19e750abf3f8d8a52aea5e1abe4983;p=libs%2Fgl.git diff --git a/source/renderpass.h b/source/renderpass.h index 34c315b3..9e704376 100644 --- a/source/renderpass.h +++ b/source/renderpass.h @@ -3,7 +3,6 @@ #include #include -#include "bindable.h" namespace Msp { namespace GL { @@ -12,14 +11,13 @@ 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. This includes shader and data for it, material and texturing. - -XXX Does not delete inline texture from datafiles properly */ class RenderPass { @@ -32,9 +30,12 @@ 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 &); @@ -46,19 +47,21 @@ private: { private: unsigned index; - RefPtr tex; + const Texture *tex; + const Sampler *samp; public: TextureLoader(Texturing &, unsigned, Collection *); private: virtual void finish(); + void sampler(const std::string &); void texture(const std::string &); - void texture2d(); }; - const Program *shprog; - ProgramData *shdata; + RefPtr shprog; + bool shprog_from_material; + RefPtr shdata; std::map uniform_slots; RefPtr material; std::string material_slot; @@ -72,9 +75,15 @@ 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 ProgramData *get_shader_data() const { return shdata; } + 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(); }