now we have UBOs/GLSL450 we can use the same shaders for every backend
[demo] / src / gfxapi.cc
index 1b67a36..f50a317 100644 (file)
@@ -6,10 +6,12 @@
 #include "opengl/mesh-gl.h"
 #include "opengl/texture-gl.h"
 #include "opengl/shader-gl.h"
+#include "opengl/uniforms-gl.h"
 
 #include "vulkan/shader-vk.h"
 #include "vulkan/mesh-vk.h"
 #include "vulkan/texture-vk.h"
+#include "vulkan/uniforms-vk.h"
 
 static Gfx_API api;
 
@@ -97,13 +99,24 @@ Shader *gfx_create_shader()
        return 0;
 }
 
+UniformBuffer *gfx_create_uniform_buffer()
+{
+       switch(api) {
+       case GFX_GL:
+               return new UniformBufferGL;
+       case GFX_VK:
+               return new UniformBufferVK;
+       }
+       return 0;
+}
+
 char *gfx_get_shader_path()
 {
        switch(api) {
        case GFX_GL:
-               return (char *)"gl_shaders";
+               return (char *)"shaders";
        case GFX_VK:
-               return (char *)"vk_shaders/spirv";
+               return (char *)"shaders/spirv";
        }
        return (char *)"";
 }