X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=source%2Fmaterials%2Frenderpass.h;h=94cc2ed928b328f0f6dc0d16690b058cf75f0a27;hb=fe9836f2d8d7abb0480582c544611a5b248310cc;hp=8a69ad12afcc5397739781e91242a8f79cfecc59;hpb=6f39983060a27634c012f66c82fea0d09fea9774;p=libs%2Fgl.git diff --git a/source/materials/renderpass.h b/source/materials/renderpass.h index 8a69ad12..94cc2ed9 100644 --- a/source/materials/renderpass.h +++ b/source/materials/renderpass.h @@ -3,6 +3,7 @@ #include #include +#include "cullface.h" #include "material.h" namespace Msp { @@ -13,7 +14,6 @@ class ProgramData; class Renderer; class Sampler; class Texture; -class Texturing; /** Encapsulates the data that determines the appearance of a rendered surface. @@ -24,12 +24,22 @@ 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: - void init(); + virtual void finish(); static std::string get_shader_name(const std::string &); @@ -67,40 +77,46 @@ private: TextureSlot(Tag t): tag(t), texture(0), sampler(0) { } }; - RefPtr shprog; + const Program *shprog; bool shprog_from_material; RefPtr shdata; std::map uniform_slots; - RefPtr material; + const Material *material; std::string material_slot; std::vector textures; - bool back_faces; + CullMode face_cull; + bool receive_shadows; + bool image_based_lighting; public: RenderPass(); private: - void finalize_material(DataFile::Collection *); - void maybe_create_material_shader(DataFile::Collection *); - void ensure_private_shader_data(); + 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.get(); } + 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 *, DataFile::Collection * = 0); - const Material *get_material() const { return material.get(); } + 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; DEPRECATED void set_texture(unsigned, const Texture *, const Sampler * = 0); - DEPRECATED const Texturing *get_texturing() const { return 0; } DEPRECATED int get_texture_index(const std::string &) const; - void set_back_faces(bool); - bool get_back_faces() const { return back_faces; } + 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