feat: recompiling shaders

This commit is contained in:
MihailRis 2025-07-02 23:02:50 +03:00
parent 5751802da2
commit 96a94aa33c
5 changed files with 102 additions and 52 deletions

View file

@ -10,15 +10,25 @@
class GLSLExtension;
class Shader {
public:
struct Source {
std::string file;
std::string code;
};
private:
static Shader* used;
uint id;
std::unordered_map<std::string, uint> uniformLocations;
// source code used for re-compiling shaders after updating defines
Source vertexSource;
Source fragmentSource;
uint getUniformLocation(const std::string& name);
public:
static GLSLExtension* preprocessor;
Shader(uint id);
Shader(uint id, Source&& vertexSource, Source&& fragmentSource);
~Shader();
void use();
@ -38,17 +48,13 @@ public:
void uniform3v(const std::string& name, int length, const float* v);
void uniform4v(const std::string& name, int length, const float* v);
/// @brief Re-preprocess source code and re-compile shader program
void recompile();
/// @brief Create shader program using vertex and fragment shaders source.
/// @param vertexFile vertex shader file name
/// @param fragmentFile fragment shader file name
/// @param vertexSource vertex shader source code
/// @param fragmentSource fragment shader source code
/// @return linked shader program containing vertex and fragment shaders
static std::unique_ptr<Shader> create(
const std::string& vertexFile,
const std::string& fragmentFile,
const std::string& vertexSource,
const std::string& fragmentSource
Source&& vertexSource, Source&& fragmentSource
);
static Shader& getUsed();