]> git.tdb.fi Git - libs/gl.git/blobdiff - source/materials/renderpass.h
Rearrange soucre files into subdirectories
[libs/gl.git] / source / materials / renderpass.h
diff --git a/source/materials/renderpass.h b/source/materials/renderpass.h
new file mode 100644 (file)
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+#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