RenderPass::RenderPass():
shprog(0),
+ shprog_from_material(false),
shdata(0),
material(0),
texturing(0),
RenderPass::RenderPass(const RenderPass &other):
shprog(other.shprog),
+ shprog_from_material(other.shprog_from_material),
shdata(other.shdata),
uniform_slots(other.uniform_slots),
material(other.material),
RenderPass &RenderPass::operator=(const RenderPass &other)
{
shprog = other.shprog;
+ shprog_from_material = other.shprog_from_material;
shdata = other.shdata;
uniform_slots = other.uniform_slots;
material = other.material;
delete texturing;
}
+void RenderPass::finalize_material(DataFile::Collection *coll)
+{
+ maybe_create_material_shader(coll);
+ ensure_private_shader_data();
+
+ if(!texturing)
+ texturing = new Texturing;
+ material->attach_textures_to(*texturing, *shdata);
+}
+
+void RenderPass::maybe_create_material_shader(DataFile::Collection *coll)
+{
+ if(shprog && !shprog_from_material)
+ return;
+
+ if(coll)
+ {
+ shprog = material->create_compatible_shader(*coll);
+ shprog.keep();
+ }
+ else
+ shprog = material->create_compatible_shader();
+
+ if(shdata)
+ shdata = new ProgramData(*shdata, shprog.get());
+
+ shprog_from_material = true;
+}
+
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(shprog.get());
+ else if(shdata.refcount()>1)
shdata = new ProgramData(*shdata);
}
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);
+ if(material)
+ finalize_material(0);
}
const string &RenderPass::get_slotted_uniform_name(const string &slot) const
{
material = mat;
material.keep();
+ finalize_material(0);
}
void RenderPass::set_texture(unsigned index, const Texture *tex)
{
renderer.set_texturing(texturing);
renderer.set_material(material.get());
- renderer.set_shader_program(shprog, shdata.get());
+ renderer.set_shader_program(shprog.get(), shdata.get());
renderer.set_reverse_winding(back_faces);
}
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);
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(coll);
}
void RenderPass::Loader::material(const string &name)
{
obj.material = &get_collection().get<Material>(name);
obj.material.keep();
+ obj.finalize_material(coll);
+}
+
+void RenderPass::Loader::shader(const string &n)
+{
+ obj.shprog = &get_collection().get<Program>(n);
+ obj.shprog.keep();
+ obj.shprog_from_material = false;
+ if(obj.shdata)
+ obj.shdata = new ProgramData(*obj.shdata, obj.shprog.get());
+ if(obj.material)
+ obj.finalize_material(coll);
}
void RenderPass::Loader::texunit(unsigned i)
index(i)
{
add("texture", &TextureLoader::texture);
- add("texture2d", &TextureLoader::texture2d);
-}
-
-void RenderPass::TextureLoader::finish()
-{
- if(tex)
- {
- obj.attach(index, *tex);
- tex.release();
- }
}
void RenderPass::TextureLoader::texture(const string &name)
{
- tex = &get_collection().get<Texture>(name);
- tex.keep();
-}
-
-void RenderPass::TextureLoader::texture2d()
-{
- tex = new Texture2D;
- if(coll)
- load_sub(static_cast<Texture2D &>(*tex), get_collection());
- else
- load_sub(static_cast<Texture2D &>(*tex));
+ obj.attach(index, get_collection().get<Texture>(name));
}
} // namespace GL