]> git.tdb.fi Git - libs/gl.git/blobdiff - source/renderpass.cpp
Keep track of which components have been set in Transform
[libs/gl.git] / source / renderpass.cpp
index 09c049a8cee8eb1983bf279b084b592e498d7f75..be5bb170280844d88c8b3e8f46fd22cb72e902de 100644 (file)
@@ -25,8 +25,10 @@ RenderPass::RenderPass():
 
 RenderPass::RenderPass(const RenderPass &other):
        shprog(other.shprog),
-       shdata(other.shdata ? new ProgramData(*other.shdata) : 0),
+       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)
@@ -35,8 +37,10 @@ RenderPass::RenderPass(const RenderPass &other):
 RenderPass &RenderPass::operator=(const RenderPass &other)
 {
        shprog = other.shprog;
-       shdata = other.shdata ? new ProgramData(*other.shdata) : 0;
+       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;
@@ -46,14 +50,23 @@ RenderPass &RenderPass::operator=(const RenderPass &other)
 RenderPass::~RenderPass()
 {
        delete texturing;
-       delete shdata;
 }
 
 void RenderPass::set_shader_program(const Program *prog, const ProgramData *data)
 {
        shprog = prog;
-       delete shdata;
-       shdata = new ProgramData(*data);
+       shdata = (data ? new ProgramData(*data) : 0);
+}
+
+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)
@@ -82,7 +95,7 @@ void RenderPass::apply(Renderer &renderer) const
 {
        renderer.set_texturing(texturing);
        renderer.set_material(material.get());
-       renderer.set_shader_program(shprog, shdata);
+       renderer.set_shader_program(shprog, shdata.get());
        renderer.set_reverse_winding(back_faces);
 }
 
@@ -104,10 +117,12 @@ void RenderPass::Loader::init()
        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);
        add("uniforms", &Loader::uniforms);
+       add("uniform_slot", &Loader::uniform_slot);
 }
 
 void RenderPass::Loader::material_inline()
@@ -149,6 +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),