#include <map>
+#include "gfxapi.h"
+
#include "shader_manager.h"
#include "opengl/shader-gl.h"
-extern bool use_vulkan;
-
ShaderManager::ShaderManager() {}
ShaderManager::~ShaderManager() {}
return it->second;
}
- Shader *sdr;
- if(use_vulkan) {
- // sdr = new ShaderVK;
- }
- else {
- sdr = new ShaderGL;
- }
+ Shader *sdr = gfx_create_shader();
- if(!sdr->load(name, type)) {
+ std::string fname = path.empty() ? std::string(name) : path + "/" + std::string(name);
+
+ if(!sdr->load(fname.c_str(), type)) {
delete sdr;
return 0;
}
for(it=shaders.begin(); it != shaders.end(); it++) {
delete it->second;
}
-}
\ No newline at end of file
+}
+
+ShaderProgram *ShaderManager::create_shader_program(const char *vname, const char *fname)
+{
+ path = std::string(gfx_get_shader_path());
+
+ if(!vname || !fname)
+ return 0;
+
+ Shader *vsdr = load_shader(vname, SDR_VERTEX);
+ if(!vsdr)
+ return 0;
+
+ Shader *fsdr = load_shader(fname, SDR_FRAGMENT);
+ if(!fsdr)
+ return 0;
+
+ ShaderProgram *sprog = gfx_create_shader_program();
+
+ if(!sprog->create()) {
+ return 0;
+ }
+
+ sprog->attach_shader(vsdr);
+ sprog->attach_shader(fsdr);
+
+ if(!sprog->link()) {
+ delete sprog;
+ return 0;
+ }
+
+ return sprog;
+}
+
+void ShaderManager::set_path(const char *path)
+{
+ if(!path)
+ this->path.clear();
+ else
+ this->path = std::string(path);
+}