RenderPass::RenderPass(const RenderPass &other):
shprog(other.shprog),
- shdata(other.shdata ? new ProgramData(*other.shdata) : 0),
+ shdata(other.shdata),
+ uniform_slots(other.uniform_slots),
material(other.material),
texturing(other.texturing ? new Texturing(*other.texturing) : 0),
tex_names(other.tex_names),
RenderPass &RenderPass::operator=(const RenderPass &other)
{
shprog = other.shprog;
- shdata = other.shdata ? new ProgramData(*other.shdata) : 0;
+ shdata = other.shdata;
+ uniform_slots = other.uniform_slots;
material = other.material;
texturing = other.texturing ? new Texturing(*other.texturing) : 0;
tex_names = other.tex_names;
void RenderPass::set_shader_program(const Program *prog, const ProgramData *data)
{
shprog = prog;
- shdata = data;
- shdata.keep();
+ shdata = new ProgramData(*data);
+}
+
+const string &RenderPass::get_slotted_uniform_name(const string &slot) const
+{
+ map<string, string>::const_iterator i = uniform_slots.find(slot);
+ if(i==uniform_slots.end())
+ {
+ static string empty;
+ return empty;
+ }
+ return i->second;
}
void RenderPass::set_material(const Material *mat)
add("shader", &RenderPass::shprog);
add("material", &Loader::material_inline);
add("material", &Loader::material);
+ add("material_slot", &RenderPass::material_slot);
add("back_faces",&RenderPass::back_faces);
add("texunit", &Loader::texunit);
add("texunit", &Loader::texunit_named);
add("uniforms", &Loader::uniforms);
+ add("uniform_slot", &Loader::uniform_slot);
}
void RenderPass::Loader::material_inline()
{
if(!obj.shprog)
throw invalid_operation("RenderPass::Loader::uniforms");
- RefPtr<ProgramData> shd = new ProgramData;
+ RefPtr<ProgramData> shd = new ProgramData(obj.shprog);
load_sub(*shd);
- obj.shdata = shd;
+ obj.shdata = shd.release();
+}
+
+void RenderPass::Loader::uniform_slot(const string &name)
+{
+ uniform_slot2(name, name);
+}
+
+void RenderPass::Loader::uniform_slot2(const string &name, const string &slot)
+{
+ obj.uniform_slots[slot] = name;
}