delete texturing;
}
+void RenderPass::finalize_material()
+{
+ ensure_private_shader_data();
+
+ if(!texturing)
+ texturing = new Texturing;
+ material->attach_textures_to(*texturing, *shdata);
+}
+
void RenderPass::ensure_private_shader_data()
{
if(!shprog)
{
material = mat;
material.keep();
+ finalize_material();
}
void RenderPass::set_texture(unsigned index, const Texture *tex)
add("material_slot", &RenderPass::material_slot);
add("back_faces",&RenderPass::back_faces);
add("texunit", &Loader::texunit);
+ add("texunit", &Loader::texunit_auto);
add("texunit", &Loader::texunit_named);
add("uniforms", &Loader::uniforms);
add("uniform_slot", &Loader::uniform_slot);
void RenderPass::Loader::material_inline()
{
- RefPtr<Material> mat = new Material;
- if(coll)
- load_sub(*mat, get_collection());
- else
- load_sub(*mat);
- obj.material = mat;
+ Material::GenericLoader ldr(coll);
+ load_sub_with(ldr);
+ obj.material = ldr.get_material();
+ obj.finalize_material();
}
void RenderPass::Loader::material(const string &name)
{
obj.material = &get_collection().get<Material>(name);
obj.material.keep();
+ obj.finalize_material();
}
void RenderPass::Loader::texunit(unsigned i)
load_sub_with(ldr);
}
+void RenderPass::Loader::texunit_auto(const string &n)
+{
+ if(!obj.texturing)
+ obj.texturing = new Texturing;
+ int i = obj.texturing->find_free_unit(n);
+ if(i<0)
+ throw runtime_error("no free texunit");
+ texunit_named(i, n);
+}
+
void RenderPass::Loader::texunit_named(unsigned i, const string &n)
{
texunit(i);
void RenderPass::Loader::uniforms()
{
obj.ensure_private_shader_data();
- RefPtr<ProgramData> shd = new ProgramData(obj.shprog);
- load_sub(*shd);
- obj.shdata = shd.release();
+ load_sub(*obj.shdata);
}
void RenderPass::Loader::uniform_slot(const string &name)