return get_item(passes, tag);
}
+void Technique::replace_texture(const string &slot, const Texture &tex)
+{
+ for(PassMap::iterator i=passes.begin(); i!=passes.end(); ++i)
+ {
+ int index = i->second.get_texture_index(slot);
+ if(index<0)
+ continue;
+ i->second.set_texture(index, &tex);
+ }
+}
+
bool Technique::has_shaders() const
{
for(PassMap::const_iterator i=passes.begin(); i!=passes.end(); ++i)
Technique::InheritLoader::InheritLoader(Technique &t, Collection &c):
DataFile::CollectionObjectLoader<Technique>(t, &c)
{
+ add("material", &InheritLoader::material);
add("texture", &InheritLoader::texture);
}
-void Technique::InheritLoader::texture(const std::string &slot, const string &name)
+void Technique::InheritLoader::material(const string &pass_tag, const string &name)
{
- Texture &tex = get_collection().get<Texture>(name);
- for(PassMap::iterator i=obj.passes.begin(); i!=obj.passes.end(); ++i)
+ RenderPass &pass = get_item(obj.passes, pass_tag);
+ const Material &mat = get_collection().get<Material>(name);
+ if(const Material *base_mat = pass.get_material())
{
- int index = i->second.get_texture_index(slot);
- if(index<0)
- continue;
- i->second.set_texture(index, &tex);
+ for(PassMap::iterator i=obj.passes.begin(); i!=obj.passes.end(); ++i)
+ if(i->second.get_material()==base_mat)
+ i->second.set_material(&mat);
}
+ else
+ pass.set_material(&mat);
+}
+
+void Technique::InheritLoader::texture(const string &slot, const string &name)
+{
+ obj.replace_texture(slot, get_collection().get<Texture>(name));
}
} // namespace GL