]> git.tdb.fi Git - libs/gl.git/blobdiff - source/renderpass.cpp
Support overriding uniforms in inherited Techniques
[libs/gl.git] / source / renderpass.cpp
index b588ff2dc8a119624bcf5297ad5483f8fef972dc..3f63ec47a8c382b058bd3321df01161290e387f2 100644 (file)
@@ -26,6 +26,7 @@ RenderPass::RenderPass():
 RenderPass::RenderPass(const RenderPass &other):
        shprog(other.shprog),
        shdata(other.shdata ? new ProgramData(*other.shdata) : 0),
+       uniform_slots(other.uniform_slots),
        material(other.material),
        texturing(other.texturing ? new Texturing(*other.texturing) : 0),
        tex_names(other.tex_names),
@@ -36,6 +37,7 @@ RenderPass &RenderPass::operator=(const RenderPass &other)
 {
        shprog = other.shprog;
        shdata = other.shdata ? new ProgramData(*other.shdata) : 0;
+       uniform_slots = other.uniform_slots;
        material = other.material;
        texturing = other.texturing ? new Texturing(*other.texturing) : 0;
        tex_names = other.tex_names;
@@ -56,6 +58,17 @@ void RenderPass::set_shader_program(const Program *prog, const ProgramData *data
        shdata = new ProgramData(*data);
 }
 
+const string &RenderPass::get_slotted_uniform_name(const string &slot) const
+{
+       map<string, string>::const_iterator i = uniform_slots.find(slot);
+       if(i==uniform_slots.end())
+       {
+               static string empty;
+               return empty;
+       }
+       return i->second;
+}
+
 void RenderPass::set_material(const Material *mat)
 {
        material = mat;
@@ -109,6 +122,7 @@ void RenderPass::Loader::init()
        add("texunit",  &Loader::texunit);
        add("texunit",  &Loader::texunit_named);
        add("uniforms", &Loader::uniforms);
+       add("uniform_slot", &Loader::uniform_slot);
 }
 
 void RenderPass::Loader::material_inline()
@@ -150,6 +164,16 @@ void RenderPass::Loader::uniforms()
        obj.shdata = shd.release();
 }
 
+void RenderPass::Loader::uniform_slot(const string &name)
+{
+       uniform_slot2(name, name);
+}
+
+void RenderPass::Loader::uniform_slot2(const string &name, const string &slot)
+{
+       obj.uniform_slots[slot] = name;
+}
+
 
 RenderPass::TextureLoader::TextureLoader(Texturing &t, unsigned i, Collection *c):
        DataFile::CollectionObjectLoader<Texturing>(t, c),