X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=source%2Fmaterials%2Frenderpass.cpp;h=6e33b5d1f7256a638ab754267b0e010057e277ef;hb=6b9338845dfee441cd18ad6c633e4feef8ad14e1;hp=dde1fdb4f9847b39178cc412f8c6cdcde3576a6e;hpb=fcde8390ad577fe434dcd4b29e0f410d29f867c9;p=libs%2Fgl.git diff --git a/source/materials/renderpass.cpp b/source/materials/renderpass.cpp index dde1fdb4..6e33b5d1 100644 --- a/source/materials/renderpass.cpp +++ b/source/materials/renderpass.cpp @@ -23,7 +23,8 @@ RenderPass::RenderPass(): shdata(0), material(0), back_faces(false), - receive_shadows(false) + receive_shadows(false), + image_based_lighting(false) { } void RenderPass::set_material_textures() @@ -33,7 +34,7 @@ void RenderPass::set_material_textures() set_texture(*tag, material->get_texture(*tag), material->get_sampler()); } -void RenderPass::maybe_create_material_shader(DataFile::Collection *coll) +void RenderPass::maybe_create_material_shader() { if(shprog && !shprog_from_material) return; @@ -41,14 +42,11 @@ void RenderPass::maybe_create_material_shader(DataFile::Collection *coll) map extra_spec; if(receive_shadows) extra_spec["use_shadow_map"] = true; + if(image_based_lighting) + extra_spec["use_image_based_lighting"] = true; - if(coll) - { - shprog = material->create_compatible_shader(*coll, extra_spec); - shprog.keep(); - } - else - throw invalid_operation("RenderPass::maybe_create_material_shader"); + shprog = material->create_compatible_shader(extra_spec); + shprog.keep(); if(shdata) shdata = new ProgramData(*shdata, shprog.get()); @@ -72,11 +70,11 @@ Tag RenderPass::get_slotted_uniform_tag(Tag slot) const return i->second; } -void RenderPass::set_material(const Material *mat, DataFile::Collection *coll) +void RenderPass::set_material(const Material *mat) { material = mat; material.keep(); - maybe_create_material_shader(coll); + maybe_create_material_shader(); set_material_textures(); } @@ -177,6 +175,7 @@ RenderPass::Loader::Loader(RenderPass &p, Collection &c): void RenderPass::Loader::init_actions() { add("shader", &Loader::shader); + add("image_based_lighting", &RenderPass::image_based_lighting); add("material", &Loader::material_inline); add("material", &Loader::material); add("material_slot", &RenderPass::material_slot); @@ -196,7 +195,7 @@ void RenderPass::Loader::init_actions() void RenderPass::Loader::finish() { if(obj.material) - obj.maybe_create_material_shader(coll); + obj.maybe_create_material_shader(); } // Temporary compatibility feature