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-rw-r--r--gfx/gl/shader.cpp34
1 files changed, 14 insertions, 20 deletions
diff --git a/gfx/gl/shader.cpp b/gfx/gl/shader.cpp
index f80ab22..badaaef 100644
--- a/gfx/gl/shader.cpp
+++ b/gfx/gl/shader.cpp
@@ -10,11 +10,10 @@
#include <stdexcept>
#include <string>
-Shader::ProgramHandle::ProgramHandle(std::initializer_list<GLuint> srcs) : viewProjection_uniform {}, model_uniform {}
+Shader::ProgramHandle::ProgramHandle(GLuint vs, GLuint fs) : viewProjection_uniform {}, model_uniform {}
{
- for (const auto & srcId : srcs) {
- glAttachShader(m_program, srcId);
- }
+ glAttachShader(m_program, vs);
+ glAttachShader(m_program, fs);
glBindAttribLocation(m_program, 0, "position");
glBindAttribLocation(m_program, 1, "texCoord");
@@ -31,17 +30,17 @@ Shader::ProgramHandle::ProgramHandle(std::initializer_list<GLuint> srcs) : viewP
}
Shader::Shader() :
- programs {{ProgramHandle {
- Source {{basicShader_vs, basicShader_vs_len}, GL_VERTEX_SHADER}.id,
- Source {{basicShader_fs, basicShader_fs_len}, GL_FRAGMENT_SHADER}.id,
+ programs {{{
+ Source {basicShader_vs}.id,
+ Source {basicShader_fs}.id,
},
- ProgramHandle {
- Source {{waterShader_vs, waterShader_vs_len}, GL_VERTEX_SHADER}.id,
- Source {{waterShader_fs, waterShader_fs_len}, GL_FRAGMENT_SHADER}.id,
+ {
+ Source {waterShader_vs}.id,
+ Source {waterShader_fs}.id,
},
- ProgramHandle {
- Source {{landmassShader_vs, landmassShader_vs_len}, GL_VERTEX_SHADER}.id,
- Source {{landmassShader_fs, landmassShader_fs_len}, GL_FRAGMENT_SHADER}.id,
+ {
+ Source {landmassShader_vs}.id,
+ Source {landmassShader_fs}.id,
}}}
{
}
@@ -99,14 +98,9 @@ Shader::CheckShaderError(GLuint shader, GLuint flag, bool isProgram, std::string
}
}
-Shader::Source::Source(const std::basic_string_view<unsigned char> text, GLuint type) :
- Source {(const GLchar *)(text.data()), (GLint)(text.length()), type}
-{
-}
-
-Shader::Source::Source(const GLchar * text, GLint len, unsigned int type) : id {type}
+Shader::Source::Source(const GLsource src) : id {src.type}
{
- glShaderSource(id, 1, &text, &len);
+ glShaderSource(id, 1, &src.text, &src.len);
glCompileShader(id);
CheckShaderError(id, GL_COMPILE_STATUS, false, "Error compiling shader!");