+#include <msp/core/hash.h>
+#include <msp/strings/format.h>
#include "basicmaterial.h"
#include "gl.h"
+#include "pbrmaterial.h"
#include "resources.h"
#include "texturing.h"
+#include "uniform.h"
using namespace std;
namespace Msp {
namespace GL {
+Program *Material::create_compatible_shader() const
+{
+ return new Program(create_program_source());
+}
+
+const Program *Material::create_compatible_shader(DataFile::Collection &coll) const
+{
+ string source = create_program_source();
+ string name = format("_material_%016x.glsl", hash64(source));
+ Program *shprog = coll.find<Program>(name);
+ if(shprog)
+ return shprog;
+
+ shprog = new Program(create_program_source());
+ try
+ {
+ coll.add(name, shprog);
+ }
+ catch(...)
+ {
+ delete shprog;
+ throw;
+ }
+
+ return shprog;
+}
+
void Material::attach_texture_to(const Texture *tex, Texturing &texturing, ProgramData &tex_shdata, const string &name) const
{
if(!tex)
return;
- int unit = texturing.find_free_unit(name);
+ int unit = -1;
+
+ if(const Uniform *uni = tex_shdata.find_uniform(name))
+ if(const Uniform1i *uni_int = dynamic_cast<const Uniform1i *>(uni))
+ unit = uni_int->get();
+
+ if(unit<0)
+ unit = texturing.find_free_unit(name);
if(unit<0)
throw runtime_error("no free texunit");
+
texturing.attach(unit, *tex);
tex_shdata.uniform(name, unit);
}
if(!initialized)
{
registry.register_type<BasicMaterial>("basic");
+ registry.register_type<PbrMaterial>("pbr");
}
return registry;
}