extra_spec["use_shadow_map"] = true;
if(image_based_lighting)
extra_spec["use_image_based_lighting"] = true;
+ if(instancing)
+ extra_spec["use_instancing"] = true;
shprog = material->create_compatible_shader(extra_spec);
if(shdata)
- shdata = new ProgramData(*shdata, shprog);
+ {
+ RefPtr<ProgramData> old_shdata = shdata;
+ shdata = new ProgramData(shprog);
+ shdata->copy_uniforms(*old_shdata);
+ }
shprog_from_material = true;
}
{
shprog = prog;
shprog_from_material = false;
- shdata = (data ? new ProgramData(*data) : 0);
+ if(data)
+ {
+ shdata = new ProgramData;
+ shdata->copy_uniforms(*data);
+ }
+ else
+ shdata = 0;
maybe_create_material_shader();
}
auto i = find_member(textures, tag, &TextureSlot::tag);
if(i==textures.end())
{
- textures.push_back(TextureSlot(tag));
+ textures.emplace_back(tag);
i = textures.end()-1;
}
i->texture = tex;
add("blend", &Loader::blend);
add("blend", &Loader::blend_factors);
add("face_cull", &RenderMethod::face_cull);
- add("shader", &Loader::shader);
+ add("shader", &Loader::shader);
add("image_based_lighting", &RenderMethod::image_based_lighting);
+ add("instancing", &RenderMethod::instancing);
add("material", &Loader::material_inline);
add("material", &Loader::material);
add("material_slot", &RenderMethod::material_slot);
obj.shprog = &get_collection().get<Program>(n);
obj.shprog_from_material = false;
if(obj.shdata)
- obj.shdata = new ProgramData(*obj.shdata, obj.shprog);
+ {
+ RefPtr<ProgramData> old_shdata = obj.shdata;
+ obj.shdata = new ProgramData(obj.shprog);
+ obj.shdata->copy_uniforms(*old_shdata);
+ }
}
void RenderMethod::Loader::texture(const string &n)
auto i = find_member(obj.textures, Tag(n), &TextureSlot::tag);
if(i==obj.textures.end())
{
- obj.textures.push_back(TextureSlot(n));
+ obj.textures.emplace_back(n);
i = obj.textures.end()-1;
}
TextureSlot::Loader ldr(*i, n, coll);
if(!obj.shdata)
obj.shdata = new ProgramData(obj.shprog);
else if(obj.shdata.refcount()>1)
- obj.shdata = new ProgramData(*obj.shdata);
+ {
+ RefPtr<ProgramData> old_shdata = obj.shdata;
+ obj.shdata = new ProgramData;
+ obj.shdata->copy_uniforms(*old_shdata);
+ }
load_sub(*obj.shdata);
}