From fafc831d4e0106b4897e8c2dadcc7425db97713c Mon Sep 17 00:00:00 2001 From: Riyyi Date: Mon, 11 Jan 2021 01:37:46 +0100 Subject: [PATCH] Use the shader manager singleton in the renderer --- inferno/src/inferno/render/renderer.cpp | 2 +- inferno/src/inferno/render/renderer.h | 2 +- 2 files changed, 2 insertions(+), 2 deletions(-) diff --git a/inferno/src/inferno/render/renderer.cpp b/inferno/src/inferno/render/renderer.cpp index 30ed2e1..35d0c11 100644 --- a/inferno/src/inferno/render/renderer.cpp +++ b/inferno/src/inferno/render/renderer.cpp @@ -75,7 +75,7 @@ namespace Inferno { // ----------------------------------------- // Create shader - s_quadBatch->shader = std::make_unique("assets/glsl/batch-quad"); + s_quadBatch->shader = ShaderManager::the().load("assets/glsl/batch-quad"); s_quadBatch->shader->bind(); s_quadBatch->shader->setInt("u_textures", samplers, s_quadBatch->textureUnitPerBatch); s_quadBatch->shader->unbind(); diff --git a/inferno/src/inferno/render/renderer.h b/inferno/src/inferno/render/renderer.h index a2be4f8..631c382 100644 --- a/inferno/src/inferno/render/renderer.h +++ b/inferno/src/inferno/render/renderer.h @@ -47,7 +47,7 @@ namespace Inferno { std::array, textureUnitPerBatch> textureUnits; // GPU objects - std::unique_ptr shader = nullptr; + std::shared_ptr shader = nullptr; std::shared_ptr vertexArray = nullptr; };