]> git.tdb.fi Git - libs/gl.git/blobdiff - source/materials/renderpass.cpp
Add inline data items to the collection
[libs/gl.git] / source / materials / renderpass.cpp
index 6e33b5d1f7256a638ab754267b0e010057e277ef..62056ff9f56c63f103edb920ee8b546c7b13fe91 100644 (file)
@@ -46,10 +46,9 @@ void RenderPass::maybe_create_material_shader()
                extra_spec["use_image_based_lighting"] = true;
 
        shprog = material->create_compatible_shader(extra_spec);
-       shprog.keep();
 
        if(shdata)
-               shdata = new ProgramData(*shdata, shprog.get());
+               shdata = new ProgramData(*shdata, shprog);
 
        shprog_from_material = true;
 }
@@ -57,7 +56,6 @@ void RenderPass::maybe_create_material_shader()
 void RenderPass::set_shader_program(const Program *prog, const ProgramData *data)
 {
        shprog = prog;
-       shprog.keep();
        shprog_from_material = false;
        shdata = (data ? new ProgramData(*data) : 0);
 }
@@ -73,7 +71,6 @@ Tag RenderPass::get_slotted_uniform_tag(Tag slot) const
 void RenderPass::set_material(const Material *mat)
 {
        material = mat;
-       material.keep();
        maybe_create_material_shader();
        set_material_textures();
 }
@@ -142,8 +139,8 @@ void RenderPass::apply(Renderer &renderer) const
 {
        for(vector<TextureSlot>::const_iterator i=textures.begin(); i!=textures.end(); ++i)
                renderer.set_texture(i->tag, i->texture, i->sampler);
-       renderer.set_material(material.get());
-       renderer.set_shader_program(shprog.get(), shdata.get());
+       renderer.set_material(material);
+       renderer.set_shader_program(shprog, shdata.get());
        renderer.set_reverse_winding(back_faces);
 }
 
@@ -192,6 +189,11 @@ void RenderPass::Loader::init_actions()
        add("texunit",  &Loader::texunit_named);
 }
 
+void RenderPass::Loader::set_inline_base_name(const string &n)
+{
+       inline_base_name = n;
+}
+
 void RenderPass::Loader::finish()
 {
        if(obj.material)
@@ -213,24 +215,24 @@ void RenderPass::Loader::material_inline()
 {
        Material::GenericLoader ldr(coll);
        load_sub_with(ldr);
-       obj.material = ldr.get_material();
+       RefPtr<Material> mat = ldr.get_material();
+       get_collection().add(inline_base_name+".mat", mat.get());
+       obj.material = mat.release();
        obj.set_material_textures();
 }
 
 void RenderPass::Loader::material(const string &name)
 {
        obj.material = &get_collection().get<Material>(name);
-       obj.material.keep();
        obj.set_material_textures();
 }
 
 void RenderPass::Loader::shader(const string &n)
 {
        obj.shprog = &get_collection().get<Program>(get_shader_name(n));
-       obj.shprog.keep();
        obj.shprog_from_material = false;
        if(obj.shdata)
-               obj.shdata = new ProgramData(*obj.shdata, obj.shprog.get());
+               obj.shdata = new ProgramData(*obj.shdata, obj.shprog);
 }
 
 void RenderPass::Loader::texture(const string &n)
@@ -280,7 +282,7 @@ void RenderPass::Loader::uniforms()
        if(!obj.shprog || obj.shprog_from_material)
                throw runtime_error("Shader is required for uniforms");
        if(!obj.shdata)
-               obj.shdata = new ProgramData(obj.shprog.get());
+               obj.shdata = new ProgramData(obj.shprog);
        else if(obj.shdata.refcount()>1)
                obj.shdata = new ProgramData(*obj.shdata);
        load_sub(*obj.shdata);