#include "renderpass.h"
#include "program.h"
#include "programdata.h"
-#include "texenv.h"
+#include "renderer.h"
#include "texture.h"
#include "texture2d.h"
#include "texturing.h"
shprog(0),
shdata(0),
material(0),
- texturing(0)
+ texturing(0),
+ back_faces(false)
{ }
RenderPass::RenderPass(const RenderPass &other):
shdata(other.shdata ? new ProgramData(*other.shdata) : 0),
material(other.material),
texturing(other.texturing ? new Texturing(*other.texturing) : 0),
- tex_names(other.tex_names)
+ tex_names(other.tex_names),
+ back_faces(other.back_faces)
{ }
RenderPass::~RenderPass()
{
- delete shdata;
delete texturing;
}
+void RenderPass::set_shader_program(const Program *prog, const ProgramData *data)
+{
+ shprog = prog;
+ shdata = data;
+ shdata.keep();
+}
+
void RenderPass::set_material(const Material *mat)
{
material = mat;
return i->second;
}
+void RenderPass::apply(Renderer &renderer) const
+{
+ renderer.set_texturing(texturing);
+ renderer.set_material(material.get());
+ renderer.set_shader_program(shprog, shdata.get());
+ renderer.set_reverse_winding(back_faces);
+}
+
RenderPass::Loader::Loader(RenderPass &p):
DataFile::CollectionObjectLoader<RenderPass>(p, 0)
add("shader", &RenderPass::shprog);
add("material", &Loader::material_inline);
add("material", &Loader::material);
+ add("back_faces",&RenderPass::back_faces);
add("texunit", &Loader::texunit);
add("texunit", &Loader::texunit_named);
add("uniforms", &Loader::uniforms);
void RenderPass::Loader::material_inline()
{
RefPtr<Material> mat = new Material;
- load_sub(*mat);
+ if(coll)
+ load_sub(*mat, get_collection());
+ else
+ load_sub(*mat);
obj.material = mat;
}
{
if(!obj.shprog)
throw invalid_operation("RenderPass::Loader::uniforms");
- if(!obj.shdata)
- obj.shdata = new ProgramData;
- load_sub(*obj.shdata);
+ RefPtr<ProgramData> shd = new ProgramData;
+ load_sub(*shd);
+ obj.shdata = shd;
}
{
if(tex)
{
- if(env)
- obj.attach(index, *tex, *env);
- else
- obj.attach(index, *tex);
+ obj.attach(index, *tex);
tex.release();
- env.release();
}
}
-void RenderPass::TextureLoader::texenv()
-{
- throw runtime_error("TexEnvs can't be loaded yet");
- /*env = new TexEnv;
- load_sub(*env);*/
-}
-
void RenderPass::TextureLoader::texture(const string &name)
{
tex = &get_collection().get<Texture>(name);
void RenderPass::TextureLoader::texture2d()
{
tex = new Texture2D;
- load_sub(static_cast<Texture2D &>(*tex));
+ if(coll)
+ load_sub(static_cast<Texture2D &>(*tex), get_collection());
+ else
+ load_sub(static_cast<Texture2D &>(*tex));
}
} // namespace GL