]> 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 74b734128ba5d30710aedbc12ce30f505ea8ca3c..62056ff9f56c63f103edb920ee8b546c7b13fe91 100644 (file)
@@ -23,7 +23,8 @@ RenderPass::RenderPass():
        shdata(0),
        material(0),
        back_faces(false),
-       receive_shadows(false)
+       receive_shadows(false),
+       image_based_lighting(false)
 { }
 
 void RenderPass::set_material_textures()
@@ -41,11 +42,13 @@ void RenderPass::maybe_create_material_shader()
        map<string, int> extra_spec;
        if(receive_shadows)
                extra_spec["use_shadow_map"] = true;
+       if(image_based_lighting)
+               extra_spec["use_image_based_lighting"] = true;
 
        shprog = material->create_compatible_shader(extra_spec);
 
        if(shdata)
-               shdata = new ProgramData(*shdata, shprog.get());
+               shdata = new ProgramData(*shdata, shprog);
 
        shprog_from_material = true;
 }
@@ -53,7 +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);
 }
@@ -69,7 +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();
 }
@@ -138,8 +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);
 }
 
@@ -171,6 +172,7 @@ RenderPass::Loader::Loader(RenderPass &p, Collection &c):
 void RenderPass::Loader::init_actions()
 {
        add("shader",   &Loader::shader);
+       add("image_based_lighting", &RenderPass::image_based_lighting);
        add("material", &Loader::material_inline);
        add("material", &Loader::material);
        add("material_slot", &RenderPass::material_slot);
@@ -187,6 +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)
@@ -208,24 +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)
@@ -275,7 +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);