X-Git-Url: http://git.tdb.fi/?p=libs%2Fgl.git;a=blobdiff_plain;f=source%2Frenderpass.cpp;h=4ab07347824ef68765a72becd9e35f9a1151fe28;hp=8c4048ca6e9887e993b0c689c63d257092103a7a;hb=f14435e58bfa0fa697a06ba9a454bb30cd37d9d8;hpb=df1f68d366e145716225f1a4dd223b0129280fb2 diff --git a/source/renderpass.cpp b/source/renderpass.cpp index 8c4048ca..4ab07347 100644 --- a/source/renderpass.cpp +++ b/source/renderpass.cpp @@ -1,10 +1,3 @@ -/* $Id$ - -This file is part of libmspgl -Copyright © 2007-2008, 2010-2011 Mikko Rasa, Mikkosoft Productions -Distributed under the LGPL -*/ - #include #include #include @@ -33,7 +26,8 @@ RenderPass::RenderPass(const RenderPass &other): shprog(other.shprog), shdata(other.shdata ? new ProgramData(*other.shdata) : 0), material(other.material), - texturing(other.texturing ? new Texturing(*other.texturing) : 0) + texturing(other.texturing ? new Texturing(*other.texturing) : 0), + tex_names(other.tex_names) { } RenderPass::~RenderPass() @@ -56,6 +50,14 @@ void RenderPass::set_texture(unsigned index, const Texture *tex) texturing->attach(index, *tex); } +int RenderPass::get_texture_index(const string &n) const +{ + map::const_iterator i = tex_names.find(n); + if(i==tex_names.end()) + return -1; + return i->second; +} + RenderPass::Loader::Loader(RenderPass &p): DataFile::CollectionObjectLoader(p, 0) @@ -77,16 +79,10 @@ void RenderPass::Loader::init() add("material", &Loader::material_inline); add("material", &Loader::material); add("texunit", &Loader::texunit); + add("texunit", &Loader::texunit_named); add("uniforms", &Loader::uniforms); } -void RenderPass::Loader::finish() -{ - // XXX Make shdata optional - if(obj.shprog && !obj.shdata) - obj.shdata = new ProgramData; -} - void RenderPass::Loader::material_inline() { RefPtr mat = new Material; @@ -108,13 +104,19 @@ void RenderPass::Loader::texunit(unsigned i) load_sub_with(ldr); } +void RenderPass::Loader::texunit_named(unsigned i, const string &n) +{ + texunit(i); + obj.tex_names[n] = i; +} + void RenderPass::Loader::uniforms() { if(!obj.shprog) throw InvalidState("Can't load uniforms without a shader program"); if(!obj.shdata) - obj.shdata = new ProgramData; - load_sub(*obj.shdata, *obj.shprog); + obj.shdata = new ProgramData(*obj.shprog); + load_sub(*obj.shdata); }