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ShaderManager.h
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#pragma once
#include "DirectoryWatcher.h"
#include <glad/glad.h>
#include <filesystem>
#include <map>
#include <memory>
struct FShader
{
GLint ProgramId;
std::filesystem::path VertexShaderFilePath;
std::filesystem::path FragmentShaderFilePath;
std::map<std::string, GLint> UniformBlockBindings;
std::map<std::string, GLint> UniformLocations;
};
using FShaderPtr = std::shared_ptr<FShader>;
class FShaderManager
{
public:
FShaderPtr AddShader(const std::string& InVertexShaderFile, const std::string& InFragmentShaderFile);
const std::map<std::filesystem::path, std::string> GetFailureLogs() const { return FailureLogs; }
void UpdateShaders();
private:
bool IsShaderValid(GLuint InShaderId, std::string& OutInfoLog);
bool IsProgramValid(GLuint InProgramId);
bool CompileAndLink(FShaderPtr InShader);
private:
static constexpr std::string_view ShadersDir = "../../../shaders";
FDirectoryWatcher DirWatcher{ ShadersDir };
std::vector<FShaderPtr> Shaders;
std::map<std::filesystem::path, std::string> FailureLogs;
};