X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=source%2Frenderpass.h;h=9e704376a446b56abb056edf0d1aab803a269f7d;hb=47bfbdc8cf844aa079995fca34a3b906b49a4f66;hp=76c7472043e188eb09e275df0951fb769bd2f297;hpb=0a2ce396dc1eeba1963798691c4a988467d2c6bd;p=libs%2Fgl.git diff --git a/source/renderpass.h b/source/renderpass.h index 76c74720..9e704376 100644 --- a/source/renderpass.h +++ b/source/renderpass.h @@ -11,14 +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 { @@ -31,9 +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 &); @@ -45,18 +47,20 @@ 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; + RefPtr shprog; + bool shprog_from_material; RefPtr shdata; std::map uniform_slots; RefPtr material; @@ -71,8 +75,14 @@ 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 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 *);