X-Git-Url: http://git.tdb.fi/?p=libs%2Fgl.git;a=blobdiff_plain;f=source%2Frenderpass.h;h=3b3b54b8569e12936cf6f8ffb04dbe0d8378ed95;hp=94c6bc02b085885a4e7dea3bdad21447b33922f7;hb=22ed49c0b233566fc5d72b7c9769fd3ba543ab40;hpb=745b3030d7fa32c1f6be29548f978af640eb4021 diff --git a/source/renderpass.h b/source/renderpass.h index 94c6bc02..3b3b54b8 100644 --- a/source/renderpass.h +++ b/source/renderpass.h @@ -1,14 +1,9 @@ -/* $Id$ - -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 { @@ -16,11 +11,15 @@ namespace GL { class Material; class Program; class ProgramData; +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 textures. +This includes shader and data for it, material and texturing. + +XXX Does not delete inline texture from datafiles properly */ class RenderPass { @@ -33,49 +32,60 @@ public: private: void init(); - virtual void finish(); - void material(); - void shader(const std::string &); - void texture(const std::string &); + void material_inline(); + void material(const std::string &); + void texunit(unsigned); + 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: - struct TextureSlot + struct TextureLoader: public DataFile::CollectionObjectLoader { - class Loader: public DataFile::ObjectLoader - { - public: - Loader(TextureSlot &); - }; + private: + unsigned index; + RefPtr tex; - const Texture *texture; - std::string name; + public: + TextureLoader(Texturing &, unsigned, Collection *); + private: + virtual void finish(); - TextureSlot(const Texture *); + void texture(const std::string &); + void texture2d(); }; - Program *shprog; - ProgramData *shdata; - bool own_material; - const Material *material; - std::vector textures; - - static const RenderPass *current; + const Program *shprog; + 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(); + 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(); } + const std::string &get_slotted_uniform_name(const std::string &) const; void set_material(const Material *); - unsigned get_texture_index(const std::string &) const; - void set_texture(const std::string &, const Texture *); - - void bind() const; - - static void unbind(); + 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 apply(Renderer &) const; }; } // namespace GL