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[libs/gl.git] / source / materials / rendermethod.h
1 #ifndef MSP_GL_RENDERPASS_H_
2 #define MSP_GL_RENDERPASS_H_
3
4 #include <msp/core/refptr.h>
5 #include <msp/datafile/objectloader.h>
6 #include "cullface.h"
7 #include "material.h"
8
9 namespace Msp {
10 namespace GL {
11
12 class Program;
13 class ProgramData;
14 class Renderer;
15 class Sampler;
16 class Texture;
17
18 /**
19 Encapsulates the data that determines the appearance of a rendered surface.
20 This includes shader and data for it, material and texturing.
21 */
22 class RenderMethod
23 {
24 public:
25         class Loader: public DataFile::CollectionObjectLoader<RenderMethod>
26         {
27         private:
28                 std::string inline_base_name;
29
30                 static ActionMap shared_actions;
31
32         public:
33                 Loader(RenderMethod &, Collection &);
34         private:
35                 virtual void init_actions();
36         
37         public:
38                 void set_inline_base_name(const std::string &);
39
40         private:
41                 virtual void finish();
42
43                 void material_inline();
44                 void material(const std::string &);
45                 void shader(const std::string &);
46                 void texture(const std::string &);
47                 void uniforms();
48                 void uniform_slot(const std::string &);
49                 void uniform_slot2(const std::string &, const std::string &);
50         };
51
52 private:
53         struct TextureSlot
54         {
55                 class Loader: public DataFile::CollectionObjectLoader<TextureSlot>
56                 {
57                 private:
58                         std::string auto_slot_name;
59
60                 public:
61                         Loader(TextureSlot &, const std::string &, Collection *);
62
63                 private:
64                         void slot_auto();
65                 };
66
67                 Tag tag;
68                 std::string slot_name;
69                 const Texture *texture;
70                 const Sampler *sampler;
71
72                 TextureSlot(Tag t): tag(t), texture(0), sampler(0) { }
73         };
74
75         const Program *shprog;
76         bool shprog_from_material;
77         RefPtr<ProgramData> shdata;
78         std::map<Tag, Tag> uniform_slots;
79         const Material *material;
80         std::string material_slot;
81         std::vector<TextureSlot> textures;
82         CullMode face_cull;
83         bool receive_shadows;
84         bool image_based_lighting;
85
86 public:
87         RenderMethod();
88
89 private:
90         void maybe_create_material_shader();
91         void set_material_textures();
92
93 public:
94         void set_shader_program(const Program *, const ProgramData *);
95         const Program *get_shader_program() const { return shprog; }
96         const ProgramData *get_shader_data() const { return shdata.get(); }
97         Tag get_slotted_uniform_tag(Tag) const;
98         void set_material(const Material *);
99         const Material *get_material() const { return material; }
100         const std::string &get_material_slot_name() const { return material_slot; }
101         void set_texture(Tag, const Texture *, const Sampler * = 0);
102         Tag get_texture_tag(const std::string &) const;
103         void set_face_cull(CullMode);
104         CullMode get_face_cull() const { return face_cull; }
105         void set_receive_shadows(bool);
106         bool get_receive_shadows() const { return receive_shadows; }
107         void set_image_based_lighting(bool);
108         bool get_image_based_lighting() const { return image_based_lighting; }
109
110         void apply(Renderer &) const;
111
112         void set_debug_name(const std::string &);
113 };
114
115 } // namespace GL
116 } // namespace Msp
117
118 #endif