#include "renderpass.h"
#include "program.h"
#include "programdata.h"
+#include "renderer.h"
#include "texenv.h"
#include "texture.h"
#include "texture2d.h"
RenderPass::~RenderPass()
{
- delete shdata;
delete texturing;
}
+void RenderPass::set_shader_program(const Program *prog, const ProgramData *data)
+{
+ shprog = prog;
+ shdata = data;
+ shdata.keep();
+}
+
void RenderPass::set_material(const Material *mat)
{
material = mat;
return i->second;
}
+void RenderPass::apply(Renderer &renderer) const
+{
+ renderer.set_texturing(texturing);
+ renderer.set_material(material.get());
+ renderer.set_shader_program(shprog, shdata.get());
+}
+
RenderPass::Loader::Loader(RenderPass &p):
DataFile::CollectionObjectLoader<RenderPass>(p, 0)
{
if(!obj.shprog)
throw invalid_operation("RenderPass::Loader::uniforms");
- if(!obj.shdata)
- obj.shdata = new ProgramData;
- load_sub(*obj.shdata);
+ RefPtr<ProgramData> shd = new ProgramData;
+ load_sub(*shd);
+ obj.shdata = shd;
}