]> 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 3f63ec47a8c382b058bd3321df01161290e387f2..be5bb170280844d88c8b3e8f46fd22cb72e902de 100644 (file)
@@ -25,9 +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)
@@ -36,9 +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;
@@ -48,14 +50,12 @@ 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
@@ -95,7 +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);
 }