namespace Msp {
namespace GL {
-Text::Text(const Font &f, const Technique *tech, Tag tex_slot):
+Text::Text(const Font &f, const Technique *tech, Tag tex_tag):
ObjectInstance(object),
font(f),
mesh((TEXCOORD2, VERTEX2))
{
object.set_mesh(&mesh);
if(tech)
- set_technique(tech, tex_slot);
+ set_technique(tech, tex_tag);
}
-void Text::set_technique(const Technique *tech, Tag tex_slot)
+void Text::set_technique(const Technique *tech, Tag tex_tag)
{
if(tech)
{
- if(!tex_slot.id && tech->has_method(Tag()))
+ if(!tex_tag.id && tech->has_method(Tag()))
if(const Program *shprog = tech->get_method(Tag()).get_shader_program())
{
if(shprog->get_uniform_location(Tag("font_tex"))>=0)
- tex_slot = "font_tex";
+ tex_tag = "font_tex";
else if(shprog->get_uniform_location(Tag("color_tex"))>=0)
- tex_slot = "color_tex";
+ tex_tag = "color_tex";
else if(shprog->get_uniform_location(Tag("diffuse_map"))>=0)
- tex_slot = "diffuse_map";
+ tex_tag = "diffuse_map";
else if(shprog->get_uniform_location(Tag("base_color_map"))>=0)
- tex_slot = "base_color_map";
+ tex_tag = "base_color_map";
}
object.set_technique(tech);
- texture_slot = tex_slot;
+ texture_tag = tex_tag;
}
else
{
object.set_technique(0);
- texture_slot = Tag();
+ texture_tag = Tag();
}
}
void Text::setup_render(Renderer &renderer, Tag tag) const
{
ObjectInstance::setup_render(renderer, tag);
- renderer.set_texture(texture_slot, &font.get_texture());
+ renderer.set_texture(texture_tag, &font.get_texture());
}
} // namespace GL