]> git.tdb.fi Git - libs/gl.git/blobdiff - source/renderpass.cpp
Use DSA for binding textures if available
[libs/gl.git] / source / renderpass.cpp
index 4063df5fcf27ea5c56069cd8621473f181e9a3ce..eb4ae1f93ba145b029ff5a23847b02e557f56c37 100644 (file)
@@ -25,7 +25,8 @@ 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),
        texturing(other.texturing ? new Texturing(*other.texturing) : 0),
        tex_names(other.tex_names),
@@ -35,7 +36,8 @@ 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;
        texturing = other.texturing ? new Texturing(*other.texturing) : 0;
        tex_names = other.tex_names;
@@ -51,8 +53,18 @@ RenderPass::~RenderPass()
 void RenderPass::set_shader_program(const Program *prog, const ProgramData *data)
 {
        shprog = prog;
-       shdata = data;
-       shdata.keep();
+       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)
@@ -103,10 +115,12 @@ 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()
@@ -143,9 +157,19 @@ void RenderPass::Loader::uniforms()
 {
        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();
+}
+
+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;
 }