map<string, int> extra_spec;
if(receive_shadows)
extra_spec["use_shadow_map"] = true;
map<string, int> extra_spec;
if(receive_shadows)
extra_spec["use_shadow_map"] = true;
{
for(vector<TextureSlot>::const_iterator i=textures.begin(); i!=textures.end(); ++i)
renderer.set_texture(i->tag, i->texture, i->sampler);
{
for(vector<TextureSlot>::const_iterator i=textures.begin(); i!=textures.end(); ++i)
renderer.set_texture(i->tag, i->texture, i->sampler);
- renderer.set_material(material.get());
- renderer.set_shader_program(shprog.get(), shdata.get());
+ renderer.set_shader_program(shprog, shdata.get());
+ if(material)
+ renderer.add_shader_data(material->get_shader_data());
void RenderPass::Loader::init_actions()
{
add("shader", &Loader::shader);
void RenderPass::Loader::init_actions()
{
add("shader", &Loader::shader);
add("material", &Loader::material_inline);
add("material", &Loader::material);
add("material_slot", &RenderPass::material_slot);
add("material", &Loader::material_inline);
add("material", &Loader::material);
add("material_slot", &RenderPass::material_slot);
- obj.material = ldr.get_material();
+ RefPtr<Material> mat = ldr.get_material();
+ get_collection().add(inline_base_name+".mat", mat.get());
+ obj.material = mat.release();
obj.set_material_textures();
}
void RenderPass::Loader::material(const string &name)
{
obj.material = &get_collection().get<Material>(name);
obj.set_material_textures();
}
void RenderPass::Loader::material(const string &name)
{
obj.material = &get_collection().get<Material>(name);
obj.set_material_textures();
}
void RenderPass::Loader::shader(const string &n)
{
obj.shprog = &get_collection().get<Program>(get_shader_name(n));
obj.set_material_textures();
}
void RenderPass::Loader::shader(const string &n)
{
obj.shprog = &get_collection().get<Program>(get_shader_name(n));