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#ifndef _PASS_H
#define _PASS_H
#include "object.h"
#define MAX_TEXTURES 8
namespace Mauri
{
enum PassStage
{
EFFECT0_PASS = 0,
EFFECT1_PASS,
MATERIAL_PASS,
MATERIAL_ONLY_PASS
};
enum PassCommand
{
DRAW = 0,
COPY
};
enum TextureType
{
STATIC = 0,
PREVIOUS
};
struct UniformOverride
{
vec4 value;
std::string name;
};
class Pass
{
public:
Pass() = default;
~Pass();
bool intermediate;
PassCommand command = DRAW;
std::string target;
std::string source;
Object *object;
Effect *effect;
bool depthtest;
bool depthwrite;
std::string shader;
std::array<std::string, MAX_TEXTURES> binds = {};
std::array<std::string, MAX_TEXTURES> textures = {};
bool model;
bool combine;
std::vector<UniformOverride *> uniforms;
std::vector<Combo> combos;
static auto parse(Parser &pr, const json &root, PassStage stage) -> Pass *;
auto load(Engine *engine, PassStage stage, Pass *pass) -> void;
private:
Material *material = nullptr;
};
class RenderPass
{
public:
RenderPass(Engine *engine, Pass *pass);
~RenderPass();
bool model;
bool combine;
bool depth;
Shader *shader = nullptr;
mat4x4 *mat;
RenderObject *render_object;
std::array<Texture *, MAX_TEXTURES> textures = {};
std::array<TextureType, MAX_TEXTURES> texture_types = {};
auto draw(Engine *engine) -> void;
private:
PassCommand command;
Object *object;
Framebuffer *target;
Framebuffer *source;
RenderShader *render_shader;
};
} // namespace Mauri
#endif // _PASS_H
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