-#include <msp/core/refptr.h>
#include <msp/datafile/collection.h>
-#include <msp/strings/formatter.h>
+#include <msp/strings/format.h>
+#include "error.h"
#include "material.h"
#include "renderpass.h"
#include "program.h"
RenderPass::~RenderPass()
{
- delete shdata;
delete texturing;
}
+void RenderPass::set_shader_program(const Program *prog, const ProgramData *data)
+{
+ shprog = prog;
+ shdata = data;
+ shdata.keep();
+}
+
void RenderPass::set_material(const Material *mat)
{
material = mat;
void RenderPass::Loader::init()
{
- allow_pointer_reload = false;
-
add("shader", &RenderPass::shprog);
add("material", &Loader::material_inline);
add("material", &Loader::material);
void RenderPass::Loader::material(const string &name)
{
- obj.material = get_collection().get<Material>(name);
+ obj.material = &get_collection().get<Material>(name);
obj.material.keep();
}
void RenderPass::Loader::uniforms()
{
if(!obj.shprog)
- throw InvalidState("Can't load uniforms without a shader program");
- if(!obj.shdata)
- obj.shdata = new ProgramData(*obj.shprog);
- load_sub(*obj.shdata);
+ throw invalid_operation("RenderPass::Loader::uniforms");
+ RefPtr<ProgramData> shd = new ProgramData;
+ load_sub(*shd);
+ obj.shdata = shd;
}
void RenderPass::TextureLoader::texenv()
{
- throw Exception("TexEnvs can't be loaded yet");
+ throw runtime_error("TexEnvs can't be loaded yet");
/*env = new TexEnv;
load_sub(*env);*/
}
void RenderPass::TextureLoader::texture(const string &name)
{
- tex = get_collection().get<Texture>(name);
+ tex = &get_collection().get<Texture>(name);
tex.keep();
}