Use the shader manager singleton in the renderer
This commit is contained in:
@@ -75,7 +75,7 @@ namespace Inferno {
|
||||
// -----------------------------------------
|
||||
|
||||
// Create shader
|
||||
s_quadBatch->shader = std::make_unique<Shader>("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();
|
||||
|
||||
@@ -47,7 +47,7 @@ namespace Inferno {
|
||||
std::array<std::shared_ptr<Texture>, textureUnitPerBatch> textureUnits;
|
||||
|
||||
// GPU objects
|
||||
std::unique_ptr<Shader> shader = nullptr;
|
||||
std::shared_ptr<Shader> shader = nullptr;
|
||||
std::shared_ptr<VertexArray> vertexArray = nullptr;
|
||||
};
|
||||
|
||||
|
||||
Reference in New Issue
Block a user