]> git.tdb.fi Git - libs/gl.git/blobdiff - source/renderpass.cpp
Fix a bug with setting uniforms after texunits
[libs/gl.git] / source / renderpass.cpp
index 55776cca1e9abb6ab374fc794771b7ba4e8ddc2f..0d76913bb3a409248dbbd232b3f5db598bee38b1 100644 (file)
@@ -52,10 +52,21 @@ RenderPass::~RenderPass()
        delete texturing;
 }
 
+void RenderPass::ensure_private_shader_data()
+{
+       if(!shprog)
+               throw invalid_operation("RenderPass::ensure_private_shader_data");
+
+       if(!shdata)
+               shdata = new ProgramData(shprog);
+       else if(shdata.refcount() > 1)
+               shdata = new ProgramData(*shdata);
+}
+
 void RenderPass::set_shader_program(const Program *prog, const ProgramData *data)
 {
        shprog = prog;
-       shdata = new ProgramData(*data);
+       shdata = (data ? new ProgramData(*data) : 0);
 }
 
 const string &RenderPass::get_slotted_uniform_name(const string &slot) const
@@ -120,6 +131,7 @@ void RenderPass::Loader::init()
        add("material_slot", &RenderPass::material_slot);
        add("back_faces",&RenderPass::back_faces);
        add("texunit",  &Loader::texunit);
+       add("texunit",  &Loader::texunit_auto);
        add("texunit",  &Loader::texunit_named);
        add("uniforms", &Loader::uniforms);
        add("uniform_slot", &Loader::uniform_slot);
@@ -149,19 +161,28 @@ void RenderPass::Loader::texunit(unsigned i)
        load_sub_with(ldr);
 }
 
+void RenderPass::Loader::texunit_auto(const string &n)
+{
+       if(!obj.texturing)
+               obj.texturing = new Texturing;
+       int i = obj.texturing->find_free_unit(n);
+       if(i<0)
+               throw runtime_error("no free texunit");
+       texunit_named(i, n);
+}
+
 void RenderPass::Loader::texunit_named(unsigned i, const string &n)
 {
        texunit(i);
        obj.tex_names[n] = i;
+       obj.ensure_private_shader_data();
+       obj.shdata->uniform(n, static_cast<int>(i));
 }
 
 void RenderPass::Loader::uniforms()
 {
-       if(!obj.shprog)
-               throw invalid_operation("RenderPass::Loader::uniforms");
-       RefPtr<ProgramData> shd = new ProgramData(obj.shprog);
-       load_sub(*shd);
-       obj.shdata = shd.release();
+       obj.ensure_private_shader_data();
+       load_sub(*obj.shdata);
 }
 
 void RenderPass::Loader::uniform_slot(const string &name)