]> git.tdb.fi Git - libs/gl.git/blobdiff - source/materials/material.cpp
Use specialization constants in the builtin material shaders
[libs/gl.git] / source / materials / material.cpp
index 17fa546bbf0ba9f94fb7e08688afd3a46a2d7cee..25ed72189b1bac8c43ef1e028d5f940a1b086214 100644 (file)
@@ -13,20 +13,23 @@ 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);