#include "resources.h"
#include "texturing.h"
#include "uniform.h"
+#include "unlitmaterial.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));
+ string module_name;
+ map<string, int> spec_values;
+ fill_program_info(module_name, spec_values);
+
+ string info = module_name;
+ for(map<string, int>::const_iterator i=spec_values.begin(); i!=spec_values.end(); ++i)
+ info += format(",%s:%d", i->first, i->second);
+
+ string name = format("_material_%016x.shader", hash64(info));
Program *shprog = coll.find<Program>(name);
if(shprog)
return shprog;
- shprog = new Program(create_program_source());
+ const Module &module = coll.get<Module>(module_name);
+ shprog = new Program(module, spec_values);
try
{
coll.add(name, shprog);
initialized = true;
registry.register_type<BasicMaterial>("basic");
registry.register_type<PbrMaterial>("pbr");
+ registry.register_type<UnlitMaterial>("unlit");
}
return registry;
}