namespace Msp {
namespace GL {
-RenderPass &Technique::add_pass(const GL::Tag &tag)
+RenderPass &Technique::add_pass(const Tag &tag)
{
return insert_unique(passes, tag, RenderPass())->second;
}
-bool Technique::has_pass(const GL::Tag &tag) const
+bool Technique::has_pass(const Tag &tag) const
{
return passes.count(tag);
}
-const RenderPass &Technique::get_pass(const GL::Tag &tag) const
+const RenderPass &Technique::get_pass(const Tag &tag) const
{
return get_item(passes, tag);
}
-void Technique::replace_texture(const string &slot, const Texture &tex)
+bool Technique::replace_texture(const string &slot, const Texture &tex)
{
+ bool replaced = false;
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);
+ if(index>=0)
+ {
+ i->second.set_texture(index, &tex);
+ replaced = true;
+ }
}
+
+ return replaced;
}
bool Technique::has_shaders() const
void Technique::InheritLoader::texture(const string &slot, const string &name)
{
- obj.replace_texture(slot, get_collection().get<Texture>(name));
+ if(!obj.replace_texture(slot, get_collection().get<Texture>(name)))
+ throw key_error(slot);
}
} // namespace GL