const Tag *material_texture_tags = material->get_texture_tags();
for(const Tag *tag=material_texture_tags; tag->id; ++tag)
set_texture(*tag, material->get_texture(*tag), material->get_sampler());
}
const Tag *material_texture_tags = material->get_texture_tags();
for(const Tag *tag=material_texture_tags; tag->id; ++tag)
set_texture(*tag, material->get_texture(*tag), material->get_sampler());
}
- if(coll)
- {
- shprog = material->create_compatible_shader(*coll);
- shprog.keep();
- }
- else
- throw invalid_operation("no collection");
+ map<string, int> extra_spec;
+ if(receive_shadows)
+ extra_spec["use_shadow_map"] = true;
+ if(image_based_lighting)
+ extra_spec["use_image_based_lighting"] = true;
+
+ shprog = material->create_compatible_shader(extra_spec);
-void RenderPass::ensure_private_shader_data()
-{
- if(!shprog)
- throw invalid_operation("RenderPass::ensure_private_shader_data");
-
- if(!shdata)
- shdata = new ProgramData(shprog.get());
- else if(shdata.refcount()>1)
- shdata = new ProgramData(*shdata);
-}
-
void RenderPass::apply(Renderer &renderer) const
{
for(vector<TextureSlot>::const_iterator i=textures.begin(); i!=textures.end(); ++i)
renderer.set_texture(i->tag, i->texture, i->sampler);
void RenderPass::apply(Renderer &renderer) const
{
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_material(material);
+ renderer.set_shader_program(shprog, shdata.get());
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("back_faces",&RenderPass::back_faces);
add("material", &Loader::material_inline);
add("material", &Loader::material);
add("material_slot", &RenderPass::material_slot);
add("back_faces",&RenderPass::back_faces);
add("texture", &Loader::texture);
add("uniforms", &Loader::uniforms);
add("uniform_slot", &Loader::uniform_slot);
add("texture", &Loader::texture);
add("uniforms", &Loader::uniforms);
add("uniform_slot", &Loader::uniform_slot);
- obj.material = ldr.get_material();
- obj.finalize_material(coll);
+ 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);
}
void RenderPass::Loader::material(const string &name)
{
obj.material = &get_collection().get<Material>(name);
}
void RenderPass::Loader::shader(const string &n)
{
obj.shprog = &get_collection().get<Program>(get_shader_name(n));
}
void RenderPass::Loader::shader(const string &n)
{
obj.shprog = &get_collection().get<Program>(get_shader_name(n));
- obj.ensure_private_shader_data();
+ if(!obj.shprog || obj.shprog_from_material)
+ throw runtime_error("Shader is required for uniforms");
+ if(!obj.shdata)
+ obj.shdata = new ProgramData(obj.shprog);
+ else if(obj.shdata.refcount()>1)
+ obj.shdata = new ProgramData(*obj.shdata);