X-Git-Url: http://git.tdb.fi/?p=libs%2Fgl.git;a=blobdiff_plain;f=source%2Fmaterials%2Frendermethod.h;h=9ac9337fe321989ca187ccce126fda422b363277;hp=94f716a41c871d4705f76bc585ad493087379fa6;hb=74a5bc6159d2c753786a5ef6bf785263cd0538f1;hpb=18fda5b5a13215c500cb402f7d2b081e439a1f0e diff --git a/source/materials/rendermethod.h b/source/materials/rendermethod.h index 94f716a4..9ac9337f 100644 --- a/source/materials/rendermethod.h +++ b/source/materials/rendermethod.h @@ -17,8 +17,11 @@ 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. +Describes the appearance of a surface with a shader, uniform values and +textures. + +A Material can be used to automatically populate most of the fields of a +RenderMethod. */ class RenderMethod { @@ -82,7 +85,7 @@ private: const Material *material = 0; std::string material_slot; std::vector textures; - CullMode face_cull = CULL_BACK; + CullMode face_cull = NO_CULL; Blend blend; bool receive_shadows = false; bool image_based_lighting = false; @@ -91,11 +94,17 @@ private: void set_material_textures(); public: + /** Sets the shader program and uniform values. */ 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; + + /** Sets a Material to use as a basis for the render method. If a shader + has not been explicitly set, the material's shader will be used. */ 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); @@ -104,9 +113,17 @@ public: CullMode get_face_cull() const { return face_cull; } void set_blend(const Blend &); const Blend &get_blend() const { return blend; } + + /** Toggles shadows on objects using this render method. Only affects + shaders created from materials. A ShadowMap effect is required. */ void set_receive_shadows(bool); + bool get_receive_shadows() const { return receive_shadows; } + + /** Toggles the use of an environment map as a light source. Only affects + shaders created from materials. An EnvironmentMap effect is required. */ void set_image_based_lighting(bool); + bool get_image_based_lighting() const { return image_based_lighting; } void apply(Renderer &) const;