namespace Msp {
namespace GL {
-RenderPass &Technique::add_pass(const GL::Tag &tag)
+RenderPass &Technique::add_pass(const Tag &tag)
{
return insert_unique(passes, tag, RenderPass())->second;
}
-bool Technique::has_pass(const GL::Tag &tag) const
+bool Technique::has_pass(const Tag &tag) const
{
return passes.count(tag);
}
-const RenderPass &Technique::get_pass(const GL::Tag &tag) const
+const RenderPass &Technique::get_pass(const Tag &tag) const
{
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)
void Technique::InheritLoader::texture(const string &slot, const string &name)
{
- Texture &tex = get_collection().get<Texture>(name);
- for(PassMap::iterator i=obj.passes.begin(); i!=obj.passes.end(); ++i)
- {
- int index = i->second.get_texture_index(slot);
- if(index<0)
- continue;
- i->second.set_texture(index, &tex);
- }
+ obj.replace_texture(slot, get_collection().get<Texture>(name));
}
} // namespace GL