--- /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 RenderMethod
+{
+public:
+ class Loader: public DataFile::CollectionObjectLoader<RenderMethod>
+ {
+ private:
+ std::string inline_base_name;
+
+ static ActionMap shared_actions;
+
+ public:
+ Loader(RenderMethod &);
+ Loader(RenderMethod &, 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:
+ RenderMethod();
+
+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