]> git.tdb.fi Git - libs/gl.git/blobdiff - source/technique.cpp
Refresh lighting and culling uniforms if the camera changes in pop_state
[libs/gl.git] / source / technique.cpp
index fcb2ffe58358c1ca65d57498a8050fb2c8e27cb6..1e8f8fccea433d4e63625e453bab7992beaa1439 100644 (file)
@@ -28,6 +28,25 @@ const RenderPass &Technique::get_pass(const GL::Tag &tag) const
        return get_item(passes, tag);
 }
 
+void Technique::replace_texture(const string &slot, const Texture &tex)
+{
+       for(PassMap::iterator i=passes.begin(); i!=passes.end(); ++i)
+       {
+               int index = i->second.get_texture_index(slot);
+               if(index<0)
+                       continue;
+               i->second.set_texture(index, &tex);
+       }
+}
+
+bool Technique::has_shaders() const
+{
+       for(PassMap::const_iterator i=passes.begin(); i!=passes.end(); ++i)
+               if(i->second.get_shader_program())
+                       return true;
+       return false;
+}
+
 
 Technique::Loader::Loader(Technique &t):
        DataFile::CollectionObjectLoader<Technique>(t, 0)
@@ -69,19 +88,27 @@ void Technique::Loader::pass(const string &n)
 Technique::InheritLoader::InheritLoader(Technique &t, Collection &c):
        DataFile::CollectionObjectLoader<Technique>(t, &c)
 {
+       add("material", &InheritLoader::material);
        add("texture", &InheritLoader::texture);
 }
 
-void Technique::InheritLoader::texture(const std::string &slot, const string &name)
+void Technique::InheritLoader::material(const string &pass_tag, const string &name)
 {
-       Texture &tex = get_collection().get<Texture>(name);
-       for(PassMap::iterator i=obj.passes.begin(); i!=obj.passes.end(); ++i)
+       RenderPass &pass = get_item(obj.passes, pass_tag);
+       const Material &mat = get_collection().get<Material>(name);
+       if(const Material *base_mat = pass.get_material())
        {
-               int index = i->second.get_texture_index(slot);
-               if(index<0)
-                       continue;
-               i->second.set_texture(index, &tex);
+               for(PassMap::iterator i=obj.passes.begin(); i!=obj.passes.end(); ++i)
+                       if(i->second.get_material()==base_mat)
+                               i->second.set_material(&mat);
        }
+       else
+               pass.set_material(&mat);
+}
+
+void Technique::InheritLoader::texture(const string &slot, const string &name)
+{
+       obj.replace_texture(slot, get_collection().get<Texture>(name));
 }
 
 } // namespace GL