texture_stack.erase(texture_stack.begin()+state->texture_count, texture_stack.end());
}
-void Renderer::set_material(const Material *m)
-{
- if(m)
- add_shader_data(m->get_shader_data());
-}
-
-void Renderer::set_lighting(const Lighting *l)
-{
- if(l)
- add_shader_data(l->get_shader_data());
-}
-
void Renderer::set_shader_program(const Program *p, const ProgramData *d)
{
state->shprog = p;
}
}
- flush_shader_data_();
+ flush_shader_data();
shdata_stack.push_back(&d);
state->shdata_count = shdata_stack.size();
changed |= SHADER_DATA;
}
-void Renderer::flush_shader_data_()
+void Renderer::flush_shader_data()
{
if(shdata_stack.size()>state->shdata_count)
shdata_stack.erase(shdata_stack.begin()+state->shdata_count, shdata_stack.end());
flush_textures();
for(const BoundTexture &t: texture_stack)
- {
- int unit = (t.tag.id ? state->shprog->get_uniform_binding(t.tag) : t.unit);
- if(unit>=0)
- pipeline_state.set_texture(unit, t.texture, t.sampler);
- }
+ if(t.texture && t.replaced<0)
+ {
+ if(t.binding<0 || shprog_changed)
+ t.binding = state->shprog->get_uniform_binding(t.tag);
+ if(t.binding>=0)
+ pipeline_state.set_texture(t.binding, t.texture, t.sampler);
+ }
bool shdata_changed = changed&SHADER_DATA;
for(auto i=shdata_stack.begin(); (!shdata_changed && i!=shdata_stack.end()); ++i)