#include <msp/core/refptr.h>
#include <msp/datafile/objectloader.h>
-#include "bindable.h"
namespace Msp {
namespace GL {
private:
void init();
+
void material_inline();
void material(const std::string &);
+ void shader(const std::string &);
void texunit(unsigned);
+ void texunit_auto(const std::string &);
void texunit_named(unsigned, const std::string &);
void uniforms();
void uniform_slot(const std::string &);
void texture2d();
};
- const Program *shprog;
- ProgramData *shdata;
+ RefPtr<const Program> shprog;
+ bool shprog_from_material;
+ RefPtr<ProgramData> shdata;
std::map<std::string, std::string> uniform_slots;
RefPtr<const Material> material;
std::string material_slot;
RenderPass &operator=(const RenderPass &);
~RenderPass();
+private:
+ void finalize_material(DataFile::Collection *);
+ void maybe_create_material_shader(DataFile::Collection *);
+ void ensure_private_shader_data();
+
+public:
void set_shader_program(const Program *, const ProgramData *);
- const Program *get_shader_program() const { return shprog; }
- const ProgramData *get_shader_data() const { return shdata; }
+ const Program *get_shader_program() const { return shprog.get(); }
+ const ProgramData *get_shader_data() const { return shdata.get(); }
const std::string &get_slotted_uniform_name(const std::string &) const;
void set_material(const Material *);
const Material *get_material() const { return material.get(); }