namespace Msp {
namespace GL {
-const Program *Material::create_compatible_shader(DataFile::Collection &coll, const map<string, int> &extra_spec) const
+const Program *Material::create_compatible_shader(const map<string, int> &extra_spec) const
{
string module_name;
map<string, int> spec_values;
for(map<string, int>::const_iterator i=spec_values.begin(); i!=spec_values.end(); ++i)
info += format(",%s:%d", i->first, i->second);
+ Resources &res = Resources::get_global();
string name = format("_material_%016x.shader", hash64(info));
- Program *shprog = coll.find<Program>(name);
+ Program *shprog = res.find<Program>(name);
if(shprog)
return shprog;
- const Module &module = coll.get<Module>(module_name);
+ const Module &module = res.get<Module>(module_name);
shprog = new Program(module, spec_values);
try
{
- coll.add(name, shprog);
+ res.add(name, shprog);
}
catch(...)
{
}
#pragma GCC diagnostic pop
+void Material::set_debug_name(const string &name)
+{
+#ifdef DEBUG
+ shdata.set_debug_name(name+" [UBO]");
+#else
+ (void)name;
+#endif
+}
+
Material::MaterialRegistry &Material::get_material_registry()
{
static MaterialRegistry registry;