X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=source%2Fmaterials%2Frenderpass.h;fp=source%2Fmaterials%2Frenderpass.h;h=0000000000000000000000000000000000000000;hb=c0b7d6ee4a7478f5aecb1504429ec1fc846d64ed;hp=ae9e34b8e76c70228b0caf0fe3ef0085f5bad944;hpb=5008778dbb1840bf7c6d479800d2b932f8386fb2;p=libs%2Fgl.git diff --git a/source/materials/renderpass.h b/source/materials/renderpass.h deleted file mode 100644 index ae9e34b8..00000000 --- a/source/materials/renderpass.h +++ /dev/null @@ -1,119 +0,0 @@ -#ifndef MSP_GL_RENDERPASS_H_ -#define MSP_GL_RENDERPASS_H_ - -#include -#include -#include "cullface.h" -#include "material.h" - -namespace Msp { -namespace GL { - -class Program; -class ProgramData; -class Renderer; -class Sampler; -class Texture; - -/** -Encapsulates the data that determines the appearance of a rendered surface. -This includes shader and data for it, material and texturing. -*/ -class RenderPass -{ -public: - class Loader: public DataFile::CollectionObjectLoader - { - private: - std::string inline_base_name; - - static ActionMap shared_actions; - - public: - Loader(RenderPass &); - Loader(RenderPass &, Collection &); - private: - virtual void init_actions(); - - public: - void set_inline_base_name(const std::string &); - - private: - virtual void finish(); - - void material_inline(); - void material(const std::string &); - void shader(const std::string &); - void texture(const std::string &); - void uniforms(); - void uniform_slot(const std::string &); - void uniform_slot2(const std::string &, const std::string &); - }; - -private: - struct TextureSlot - { - class Loader: public DataFile::CollectionObjectLoader - { - private: - std::string auto_slot_name; - - public: - Loader(TextureSlot &, const std::string &, Collection *); - - private: - void slot_auto(); - }; - - Tag tag; - std::string slot_name; - const Texture *texture; - const Sampler *sampler; - - TextureSlot(Tag t): tag(t), texture(0), sampler(0) { } - }; - - const Program *shprog; - bool shprog_from_material; - RefPtr shdata; - std::map uniform_slots; - const Material *material; - std::string material_slot; - std::vector textures; - CullMode face_cull; - bool receive_shadows; - bool image_based_lighting; - -public: - RenderPass(); - -private: - void maybe_create_material_shader(); - void set_material_textures(); - -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.get(); } - Tag get_slotted_uniform_tag(Tag) const; - void set_material(const Material *); - const Material *get_material() const { return material; } - const std::string &get_material_slot_name() const { return material_slot; } - void set_texture(Tag, const Texture *, const Sampler * = 0); - Tag get_texture_tag(const std::string &) const; - void set_face_cull(CullMode); - CullMode get_face_cull() const { return face_cull; } - void set_receive_shadows(bool); - bool get_receive_shadows() const { return receive_shadows; } - void set_image_based_lighting(bool); - bool get_image_based_lighting() const { return image_based_lighting; } - - void apply(Renderer &) const; - - void set_debug_name(const std::string &); -}; - -} // namespace GL -} // namespace Msp - -#endif