#include "renderer.h"
#include "texture.h"
#include "texture2d.h"
-#include "texturing.h"
#include "uniform.h"
using namespace std;
{
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());
+ set_texture(*tag, material->get_texture(*tag), material->get_sampler(*tag));
}
void RenderPass::maybe_create_material_shader()
extra_spec["use_image_based_lighting"] = true;
shprog = material->create_compatible_shader(extra_spec);
- shprog.keep();
if(shdata)
- shdata = new ProgramData(*shdata, shprog.get());
+ shdata = new ProgramData(*shdata, shprog);
shprog_from_material = true;
}
void RenderPass::set_shader_program(const Program *prog, const ProgramData *data)
{
shprog = prog;
- shprog.keep();
shprog_from_material = false;
shdata = (data ? new ProgramData(*data) : 0);
}
void RenderPass::set_material(const Material *mat)
{
material = mat;
- material.keep();
maybe_create_material_shader();
set_material_textures();
}
{
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());
renderer.set_reverse_winding(back_faces);
}
add("texunit", &Loader::texunit_named);
}
+void RenderPass::Loader::set_inline_base_name(const string &n)
+{
+ inline_base_name = n;
+}
+
void RenderPass::Loader::finish()
{
if(obj.material)
{
Material::GenericLoader ldr(coll);
load_sub_with(ldr);
- 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.material.keep();
obj.set_material_textures();
}
void RenderPass::Loader::shader(const string &n)
{
obj.shprog = &get_collection().get<Program>(get_shader_name(n));
- obj.shprog.keep();
obj.shprog_from_material = false;
if(obj.shdata)
- obj.shdata = new ProgramData(*obj.shdata, obj.shprog.get());
+ obj.shdata = new ProgramData(*obj.shdata, obj.shprog);
}
void RenderPass::Loader::texture(const string &n)
if(!obj.shprog || obj.shprog_from_material)
throw runtime_error("Shader is required for uniforms");
if(!obj.shdata)
- obj.shdata = new ProgramData(obj.shprog.get());
+ obj.shdata = new ProgramData(obj.shprog);
else if(obj.shdata.refcount()>1)
obj.shdata = new ProgramData(*obj.shdata);
load_sub(*obj.shdata);