+void RenderPass::finalize_material()
+{
+ ensure_private_shader_data();
+
+ if(!texturing)
+ texturing = new Texturing;
+ material->attach_textures_to(*texturing, *shdata);
+}
+
add("material", &Loader::material_inline);
add("material", &Loader::material);
add("material_slot", &RenderPass::material_slot);
add("back_faces",&RenderPass::back_faces);
add("texunit", &Loader::texunit);
add("material", &Loader::material_inline);
add("material", &Loader::material);
add("material_slot", &RenderPass::material_slot);
add("back_faces",&RenderPass::back_faces);
add("texunit", &Loader::texunit);
add("texunit", &Loader::texunit_named);
add("uniforms", &Loader::uniforms);
add("uniform_slot", &Loader::uniform_slot);
add("texunit", &Loader::texunit_named);
add("uniforms", &Loader::uniforms);
add("uniform_slot", &Loader::uniform_slot);
- RefPtr<Material> mat = new Material;
- if(coll)
- load_sub(*mat, get_collection());
- else
- load_sub(*mat);
- obj.material = mat;
+ Material::GenericLoader ldr(coll);
+ load_sub_with(ldr);
+ obj.material = ldr.get_material();
+ obj.finalize_material();
}
void RenderPass::Loader::material(const string &name)
{
obj.material = &get_collection().get<Material>(name);
obj.material.keep();
}
void RenderPass::Loader::material(const string &name)
{
obj.material = &get_collection().get<Material>(name);
obj.material.keep();
+ obj.finalize_material();
+}
+
+void RenderPass::Loader::shader(const string &n)
+{
+ obj.shprog = &get_collection().get<Program>(n);
+ if(obj.shdata)
+ obj.shdata = new ProgramData(*obj.shdata, obj.shprog);
+ if(obj.material)
+ obj.finalize_material();