X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=source%2Frenderpass.h;h=7a2f65688104015afe9650b4b5b6e5814a84a95f;hb=b4b7ee4b3b767b8cc097ffe8205c71f3afbe5d39;hp=acbe29491cf9f493477663f8f51954ef63de2605;hpb=d51a234320449909eb34c802faa1f0c516ef70a0;p=libs%2Fgl.git diff --git a/source/renderpass.h b/source/renderpass.h index acbe2949..7a2f6568 100644 --- a/source/renderpass.h +++ b/source/renderpass.h @@ -1,16 +1,8 @@ -/* $Id$ - -This file is part of libmspgl -Copyright © 2007-2008, 2010 Mikko Rasa, Mikkosoft Productions -Distributed under the LGPL -*/ - #ifndef MSP_GL_RENDERPASS_H_ #define MSP_GL_RENDERPASS_H_ #include #include -#include "bindable.h" namespace Msp { namespace GL { @@ -18,17 +10,15 @@ namespace GL { class Material; class Program; class ProgramData; -class TexEnv; +class Renderer; 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: public Bindable +class RenderPass { public: class Loader: public DataFile::CollectionObjectLoader @@ -39,11 +29,16 @@ public: private: void init(); - virtual void finish(); - void material(); + + 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: @@ -51,36 +46,49 @@ private: { private: unsigned index; - RefPtr tex; - RefPtr env; public: TextureLoader(Texturing &, unsigned, Collection *); private: - virtual void finish(); - - void texenv(); void texture(const std::string &); - void texture2d(); }; - Program *shprog; - ProgramData *shdata; + RefPtr shprog; + bool shprog_from_material; + RefPtr shdata; + std::map uniform_slots; RefPtr material; + std::string material_slot; Texturing *texturing; + std::map 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.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; + void set_back_faces(bool); + bool get_back_faces() const { return back_faces; } - void bind() const; - - static void unbind(); + void apply(Renderer &) const; }; } // namespace GL