]> git.tdb.fi Git - libs/gl.git/blobdiff - source/renderpass.cpp
Recreate RenderPass shdata if a new program is specified
[libs/gl.git] / source / renderpass.cpp
index eb4ae1f93ba145b029ff5a23847b02e557f56c37..7c7cf2c4a2022cbb1da62c84c385914d543c2edf 100644 (file)
@@ -28,6 +28,7 @@ RenderPass::RenderPass(const RenderPass &other):
        shdata(other.shdata),
        uniform_slots(other.uniform_slots),
        material(other.material),
+       material_slot(other.material_slot),
        texturing(other.texturing ? new Texturing(*other.texturing) : 0),
        tex_names(other.tex_names),
        back_faces(other.back_faces)
@@ -39,6 +40,7 @@ RenderPass &RenderPass::operator=(const RenderPass &other)
        shdata = other.shdata;
        uniform_slots = other.uniform_slots;
        material = other.material;
+       material_slot = other.material_slot;
        texturing = other.texturing ? new Texturing(*other.texturing) : 0;
        tex_names = other.tex_names;
        back_faces = other.back_faces;
@@ -50,10 +52,30 @@ RenderPass::~RenderPass()
        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)
+               throw invalid_operation("RenderPass::ensure_private_shader_data");
+
+       if(!shdata)
+               shdata = new ProgramData(shprog);
+       else if(shdata.refcount() > 1)
+               shdata = new ProgramData(*shdata);
+}
+
 void RenderPass::set_shader_program(const Program *prog, const ProgramData *data)
 {
        shprog = prog;
-       shdata = new ProgramData(*data);
+       shdata = (data ? new ProgramData(*data) : 0);
 }
 
 const string &RenderPass::get_slotted_uniform_name(const string &slot) const
@@ -71,6 +93,7 @@ void RenderPass::set_material(const Material *mat)
 {
        material = mat;
        material.keep();
+       finalize_material();
 }
 
 void RenderPass::set_texture(unsigned index, const Texture *tex)
@@ -112,12 +135,13 @@ RenderPass::Loader::Loader(RenderPass &p, Collection &c):
 
 void RenderPass::Loader::init()
 {
-       add("shader",   &RenderPass::shprog);
+       add("shader",   &Loader::shader);
        add("material", &Loader::material_inline);
        add("material", &Loader::material);
        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);
@@ -125,18 +149,26 @@ void RenderPass::Loader::init()
 
 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::shader(const string &n)
+{
+       obj.shprog = &get_collection().get<Program>(n);
+       if(obj.shdata)
+               obj.shdata = new ProgramData(*obj.shdata, obj.shprog);
+       if(obj.material)
+               obj.finalize_material();
 }
 
 void RenderPass::Loader::texunit(unsigned i)
@@ -147,19 +179,28 @@ 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);
        obj.tex_names[n] = i;
+       obj.ensure_private_shader_data();
+       obj.shdata->uniform(n, static_cast<int>(i));
 }
 
 void RenderPass::Loader::uniforms()
 {
-       if(!obj.shprog)
-               throw invalid_operation("RenderPass::Loader::uniforms");
-       RefPtr<ProgramData> shd = new ProgramData(obj.shprog);
-       load_sub(*shd);
-       obj.shdata = shd.release();
+       obj.ensure_private_shader_data();
+       load_sub(*obj.shdata);
 }
 
 void RenderPass::Loader::uniform_slot(const string &name)