back_faces(other.back_faces)
{ }
+RenderPass &RenderPass::operator=(const RenderPass &other)
+{
+ shprog = other.shprog;
+ shdata = other.shdata ? new ProgramData(*other.shdata) : 0;
+ material = other.material;
+ texturing = other.texturing ? new Texturing(*other.texturing) : 0;
+ tex_names = other.tex_names;
+ back_faces = other.back_faces;
+ return *this;
+}
+
RenderPass::~RenderPass()
{
delete texturing;
+ delete shdata;
}
void RenderPass::set_shader_program(const Program *prog, const ProgramData *data)
{
shprog = prog;
- shdata = data;
- shdata.keep();
+ delete shdata;
+ shdata = new ProgramData(*data);
}
void RenderPass::set_material(const Material *mat)
{
renderer.set_texturing(texturing);
renderer.set_material(material.get());
- renderer.set_shader_program(shprog, shdata.get());
+ renderer.set_shader_program(shprog, shdata);
renderer.set_reverse_winding(back_faces);
}
add("shader", &RenderPass::shprog);
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_named);
{
if(!obj.shprog)
throw invalid_operation("RenderPass::Loader::uniforms");
- RefPtr<ProgramData> shd = new ProgramData;
+ RefPtr<ProgramData> shd = new ProgramData(obj.shprog);
load_sub(*shd);
- obj.shdata = shd;
+ obj.shdata = shd.release();
}