]> git.tdb.fi Git - libs/gl.git/blobdiff - source/materials/renderpass.h
Rename RenderPass to RenderMethod
[libs/gl.git] / source / materials / renderpass.h
diff --git a/source/materials/renderpass.h b/source/materials/renderpass.h
deleted file mode 100644 (file)
index ae9e34b..0000000
+++ /dev/null
@@ -1,119 +0,0 @@
-#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