]> git.tdb.fi Git - libs/gl.git/blobdiff - source/renderpass.cpp
Check uniforms as a hint for texunit to use for material textures
[libs/gl.git] / source / renderpass.cpp
index 0d76913bb3a409248dbbd232b3f5db598bee38b1..7c7cf2c4a2022cbb1da62c84c385914d543c2edf 100644 (file)
@@ -52,6 +52,15 @@ RenderPass::~RenderPass()
        delete texturing;
 }
 
+void RenderPass::finalize_material()
+{
+       ensure_private_shader_data();
+
+       if(!texturing)
+               texturing = new Texturing;
+       material->attach_textures_to(*texturing, *shdata);
+}
+
 void RenderPass::ensure_private_shader_data()
 {
        if(!shprog)
@@ -84,6 +93,7 @@ void RenderPass::set_material(const Material *mat)
 {
        material = mat;
        material.keep();
+       finalize_material();
 }
 
 void RenderPass::set_texture(unsigned index, const Texture *tex)
@@ -125,7 +135,7 @@ RenderPass::Loader::Loader(RenderPass &p, Collection &c):
 
 void RenderPass::Loader::init()
 {
-       add("shader",   &RenderPass::shprog);
+       add("shader",   &Loader::shader);
        add("material", &Loader::material_inline);
        add("material", &Loader::material);
        add("material_slot", &RenderPass::material_slot);
@@ -139,18 +149,26 @@ void RenderPass::Loader::init()
 
 void RenderPass::Loader::material_inline()
 {
-       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();
+       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();
 }
 
 void RenderPass::Loader::texunit(unsigned i)