Example #1
0
IShader* ShaderManager::GetShader( std::string shaderName, u32 shaderStages, std::vector<std::string> shaderFlags ) {
	u32 shaderHash = HashStringCRC32( shaderName + TextFileToString( shaderFlags ) );
	shaderHash ^= shaderStages;

	std::unordered_map<u32, IShader*>::const_iterator it = m_CachedShaders.find( shaderHash );

	if( it != m_CachedShaders.end() ) {
		return it->second;
	}

	Shader* shader = new Shader();

#if defined( FLAG_DEBUG )
	shader_watch_t watch = {
		shaderName,
		shaderStages,
		shaderFlags,
		shader
	};

	m_WatchedShaders[shaderName].push_back( watch );
#endif

	if( shaderStages & SHADER_STAGE_COMPUTE ) {
			shader->AddStage( uberShaderFolder + shaderName + 
								             stageComputeExtension, GL_COMPUTE_SHADER, 
								             &shaderFlags );
	} else {
		if( shaderStages & SHADER_STAGE_VERTEX ) {
			shader->AddStage( uberShaderFolder + shaderName + 
								             stageVertexExtension, GL_VERTEX_SHADER, 
								             &shaderFlags );
		}

		if( shaderStages & SHADER_STAGE_TESS_CONTROL ) {
			shader->AddStage( uberShaderFolder + shaderName + 
								             stageTessControlExtension, GL_TESS_CONTROL_SHADER, 
								             &shaderFlags );
		}

		if( shaderStages & SHADER_STAGE_TESS_EVAL ) {
			shader->AddStage( uberShaderFolder + shaderName + 
								             stageTessEvalExtension, GL_TESS_EVALUATION_SHADER, 
								             &shaderFlags );
		}

		if( shaderStages & SHADER_STAGE_GEOMETRY ) {
			shader->AddStage( uberShaderFolder + shaderName + 
								             stageGeometryExtension, GL_GEOMETRY_SHADER, 
								             &shaderFlags );
		}

		if( shaderStages & SHADER_STAGE_FRAGMENT ) {
			shader->AddStage( uberShaderFolder + shaderName + 
								             stageFragmentExtension, GL_FRAGMENT_SHADER, 
								             &shaderFlags );
		}
	}

	if( !shader->Compile() ) {
		CONSOLE_PRINT_ERROR( "%s => Failed to compile shader %s\n", 
								               __FUNCTION__,
								               shaderName.c_str() );
		SAFE_DELETE( shader )
		return m_DefaultShader;
	}