]> git.tdb.fi Git - libs/gl.git/blobdiff - source/technique.cpp
Correctly parse consecutive *s in a comment
[libs/gl.git] / source / technique.cpp
index def0a84a9dd019ea385919a883ff4c7e15fd3d62..d6ec7115f6e703a5b215803952a27716f934e468 100644 (file)
@@ -44,6 +44,49 @@ bool Technique::replace_texture(const string &slot, const Texture &tex)
        return replaced;
 }
 
+bool Technique::replace_material(const string &slot, const Material &mat)
+{
+       bool replaced = false;
+       for(PassMap::iterator i=passes.begin(); i!=passes.end(); ++i)
+       {
+               const string &pass_slot = i->second.get_material_slot_name();
+               if(!pass_slot.empty() && pass_slot==slot)
+               {
+                       i->second.set_material(&mat);
+                       replaced = true;
+               }
+       }
+
+       return replaced;
+}
+
+bool Technique::replace_uniforms(const ProgramData &shdata)
+{
+       bool replaced = false;
+       const vector<string> &uniform_names = shdata.get_uniform_names();
+       for(PassMap::iterator i=passes.begin(); i!=passes.end(); ++i)
+       {
+               RefPtr<ProgramData> new_shdata;
+               for(vector<string>::const_iterator j=uniform_names.begin(); j!=uniform_names.end(); ++j)
+               {
+                       const string &name = i->second.get_slotted_uniform_name(*j);
+                       if(name.empty())
+                               continue;
+
+                       if(!new_shdata)
+                               new_shdata = new ProgramData(*i->second.get_shader_data());
+
+                       new_shdata->uniform(name, shdata.get_uniform(*j));
+                       replaced = true;
+               }
+
+               if(new_shdata)
+                       i->second.set_shader_program(i->second.get_shader_program(), new_shdata.get());
+       }
+
+       return replaced;
+}
+
 bool Technique::has_shaders() const
 {
        for(PassMap::const_iterator i=passes.begin(); i!=passes.end(); ++i)
@@ -95,12 +138,17 @@ Technique::InheritLoader::InheritLoader(Technique &t, Collection &c):
 {
        add("material", &InheritLoader::material);
        add("texture", &InheritLoader::texture);
+       add("uniforms", &InheritLoader::uniforms);
 }
 
-void Technique::InheritLoader::material(const string &pass_tag, const string &name)
+void Technique::InheritLoader::material(const string &slot, const string &name)
 {
-       RenderPass &pass = get_item(obj.passes, pass_tag);
        const Material &mat = get_collection().get<Material>(name);
+       if(obj.replace_material(slot, mat))
+               return;
+
+       // For backwards compatibility
+       RenderPass &pass = get_item(obj.passes, slot);
        if(const Material *base_mat = pass.get_material())
        {
                for(PassMap::iterator i=obj.passes.begin(); i!=obj.passes.end(); ++i)
@@ -117,5 +165,12 @@ void Technique::InheritLoader::texture(const string &slot, const string &name)
                throw key_error(slot);
 }
 
+void Technique::InheritLoader::uniforms()
+{
+       ProgramData shdata;
+       load_sub(shdata);
+       obj.replace_uniforms(shdata);
+}
+
 } // namespace GL
 } // namespace Msp