X-Git-Url: http://git.tdb.fi/?p=libs%2Fgl.git;a=blobdiff_plain;f=source%2Frenderpass.h;h=3b3b54b8569e12936cf6f8ffb04dbe0d8378ed95;hp=ac752ae230c5c9b7d6435d2fc8de2938b3426b55;hb=a126d48791f0ee697c11e44efaa17fe9dc6e07cf;hpb=c10c05365187cf717e3e95c446fdc6a890b114bd diff --git a/source/renderpass.h b/source/renderpass.h index ac752ae2..3b3b54b8 100644 --- a/source/renderpass.h +++ b/source/renderpass.h @@ -11,7 +11,7 @@ namespace GL { class Material; class Program; class ProgramData; -class TexEnv; +class Renderer; class Texture; class Texturing; @@ -37,6 +37,8 @@ public: 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: @@ -45,38 +47,45 @@ private: private: unsigned index; RefPtr tex; - RefPtr env; public: TextureLoader(Texturing &, unsigned, Collection *); private: virtual void finish(); - void texenv(); void texture(const std::string &); void texture2d(); }; const Program *shprog; - RefPtr shdata; + 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 *); 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