+++ /dev/null
-#ifndef MSP_GL_RENDERPASS_H_
-#define MSP_GL_RENDERPASS_H_
-
-#include <msp/core/refptr.h>
-#include <msp/datafile/objectloader.h>
-#include "cullface.h"
-#include "material.h"
-
-namespace Msp {
-namespace GL {
-
-class Program;
-class ProgramData;
-class Renderer;
-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.
-*/
-class RenderPass
-{
-public:
- class Loader: public DataFile::CollectionObjectLoader<RenderPass>
- {
- 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();
-
- void material_inline();
- void material(const std::string &);
- void shader(const std::string &);
- void texture(const std::string &);
- void uniforms();
- void uniform_slot(const std::string &);
- void uniform_slot2(const std::string &, const std::string &);
- };
-
-private:
- struct TextureSlot
- {
- class Loader: public DataFile::CollectionObjectLoader<TextureSlot>
- {
- private:
- std::string auto_slot_name;
-
- public:
- Loader(TextureSlot &, const std::string &, Collection *);
-
- private:
- void slot_auto();
- };
-
- Tag tag;
- std::string slot_name;
- const Texture *texture;
- const Sampler *sampler;
-
- TextureSlot(Tag t): tag(t), texture(0), sampler(0) { }
- };
-
- const Program *shprog;
- bool shprog_from_material;
- RefPtr<ProgramData> shdata;
- std::map<Tag, Tag> uniform_slots;
- const Material *material;
- std::string material_slot;
- std::vector<TextureSlot> textures;
- CullMode face_cull;
- bool receive_shadows;
- bool image_based_lighting;
-
-public:
- RenderPass();
-
-private:
- 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; }
- const ProgramData *get_shader_data() const { return shdata.get(); }
- Tag get_slotted_uniform_tag(Tag) const;
- 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;
- void set_face_cull(CullMode);
- CullMode get_face_cull() const { return face_cull; }
- 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;
-
- void set_debug_name(const std::string &);
-};
-
-} // namespace GL
-} // namespace Msp
-
-#endif