--- /dev/null
+#ifndef MSP_GL_RENDERPASS_H_
+#define MSP_GL_RENDERPASS_H_
+
+#include <msp/core/refptr.h>
+#include <msp/datafile/objectloader.h>
+
+namespace Msp {
+namespace GL {
+
+class Material;
+class Program;
+class ProgramData;
+class Renderer;
+class Sampler;
+class Texture;
+class Texturing;
+
+/**
+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>
+ {
+ public:
+ Loader(RenderPass &);
+ Loader(RenderPass &, Collection &);
+
+ private:
+ void init();
+
+ void material_inline();
+ void material(const std::string &);
+ void shader(const std::string &);
+ void texunit(unsigned);
+ void texunit_auto(const std::string &);
+ 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 TextureLoader: public DataFile::CollectionObjectLoader<Texturing>
+ {
+ private:
+ unsigned index;
+ const Texture *tex;
+ const Sampler *samp;
+
+ public:
+ TextureLoader(Texturing &, unsigned, Collection *);
+ private:
+ virtual void finish();
+
+ void sampler(const std::string &);
+ void texture(const std::string &);
+ };
+
+ RefPtr<const Program> shprog;
+ bool shprog_from_material;
+ RefPtr<ProgramData> shdata;
+ std::map<std::string, std::string> uniform_slots;
+ RefPtr<const Material> material;
+ std::string material_slot;
+ Texturing *texturing;
+ std::map<std::string, unsigned> tex_names;
+ bool back_faces;
+
+public:
+ RenderPass();
+ RenderPass(const RenderPass &);
+ RenderPass &operator=(const RenderPass &);
+ ~RenderPass();
+
+private:
+ void finalize_material(DataFile::Collection *);
+ void maybe_create_material_shader(DataFile::Collection *);
+ void ensure_private_shader_data();
+
+public:
+ void set_shader_program(const Program *, const ProgramData *);
+ const Program *get_shader_program() const { return shprog.get(); }
+ 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
+} // namespace Msp
+
+#endif