X-Git-Url: http://git.tdb.fi/?p=libs%2Fgl.git;a=blobdiff_plain;f=source%2Frenderpass.h;h=3b3b54b8569e12936cf6f8ffb04dbe0d8378ed95;hp=acbe29491cf9f493477663f8f51954ef63de2605;hb=22ed49c0b233566fc5d72b7c9769fd3ba543ab40;hpb=d51a234320449909eb34c802faa1f0c516ef70a0 diff --git a/source/renderpass.h b/source/renderpass.h index acbe2949..3b3b54b8 100644 --- a/source/renderpass.h +++ b/source/renderpass.h @@ -1,10 +1,3 @@ -/* $Id$ - -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_ @@ -18,7 +11,7 @@ namespace GL { class Material; class Program; class ProgramData; -class TexEnv; +class Renderer; class Texture; class Texturing; @@ -28,7 +21,7 @@ This includes shader and data for it, material and texturing. XXX Does not delete inline texture from datafiles properly */ -class RenderPass: public Bindable +class RenderPass { public: class Loader: public DataFile::CollectionObjectLoader @@ -39,11 +32,13 @@ public: private: void init(); - virtual void finish(); - void material(); + 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: @@ -52,35 +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(); }; - Program *shprog; - ProgramData *shdata; + 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 *); + 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 bind() const; - - static void unbind(); + void apply(Renderer &) const; }; } // namespace GL