X-Git-Url: http://git.tdb.fi/?p=libs%2Fgl.git;a=blobdiff_plain;f=source%2Fmaterials%2Frenderpass.h;h=d149a7d029dd17d552c862b35f5e5c3e98094b44;hp=f02303bc8865f91632723bfe160143dd201dabf8;hb=3ac3a51c623271da815c8ee60c484445871753bf;hpb=fcde8390ad577fe434dcd4b29e0f410d29f867c9 diff --git a/source/materials/renderpass.h b/source/materials/renderpass.h index f02303bc..d149a7d0 100644 --- a/source/materials/renderpass.h +++ b/source/materials/renderpass.h @@ -25,14 +25,20 @@ 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: virtual void finish(); static std::string get_shader_name(const std::string &); @@ -71,30 +77,31 @@ 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; bool receive_shadows; + bool image_based_lighting; public: RenderPass(); private: - void maybe_create_material_shader(DataFile::Collection *); + 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; @@ -105,6 +112,8 @@ public: bool get_back_faces() const { return back_faces; } 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;