1) Shader manager: Allow to override #defines programatically

when loading a shader file.
2) Conditional compilation of environmental mapping in gouraud.fs
   using 1)
This commit is contained in:
Vojtech Bubnik 2020-12-10 13:20:18 +01:00
parent b589b9ce9c
commit 8d644fbcb6
5 changed files with 47 additions and 17 deletions

View file

@ -5,6 +5,8 @@
#include <cassert>
#include <algorithm>
#include <string_view>
using namespace std::literals;
#include <GL/glew.h>
@ -14,9 +16,10 @@ std::pair<bool, std::string> GLShadersManager::init()
{
std::string error;
auto append_shader = [this, &error](const std::string& name, const GLShaderProgram::ShaderFilenames& filenames) {
auto append_shader = [this, &error](const std::string& name, const GLShaderProgram::ShaderFilenames& filenames,
const std::initializer_list<std::string_view> &defines = {}) {
m_shaders.push_back(std::make_unique<GLShaderProgram>());
if (!m_shaders.back()->init_from_files(name, filenames)) {
if (!m_shaders.back()->init_from_files(name, filenames, defines)) {
error += name + "\n";
// if any error happens while initializating the shader, we remove it from the list
m_shaders.pop_back();
@ -40,7 +43,11 @@ std::pair<bool, std::string> GLShadersManager::init()
// used to render extrusion and travel paths as lines in gcode preview
valid &= append_shader("toolpaths_lines", { "toolpaths_lines.vs", "toolpaths_lines.fs" });
// used to render objects in 3d editor
valid &= append_shader("gouraud", { "gouraud.vs", "gouraud.fs" });
valid &= append_shader("gouraud", { "gouraud.vs", "gouraud.fs" }
#if ENABLE_ENVIRONMENT_MAP
, { "ENABLE_ENVIRONMENT_MAP"sv }
#endif
);
// used to render variable layers heights in 3d editor
valid &= append_shader("variable_layer_height", { "variable_layer_height.vs", "variable_layer_height.fs" });
@ -49,14 +56,12 @@ std::pair<bool, std::string> GLShadersManager::init()
void GLShadersManager::shutdown()
{
for (std::unique_ptr<GLShaderProgram>& shader : m_shaders) {
shader.reset();
}
m_shaders.clear();
}
GLShaderProgram* GLShadersManager::get_shader(const std::string& shader_name)
{
auto it = std::find_if(m_shaders.begin(), m_shaders.end(), [shader_name](std::unique_ptr<GLShaderProgram>& p) { return p->get_name() == shader_name; });
auto it = std::find_if(m_shaders.begin(), m_shaders.end(), [&shader_name](std::unique_ptr<GLShaderProgram>& p) { return p->get_name() == shader_name; });
return (it != m_shaders.end()) ? it->get() : nullptr;
}