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-rw-r--r--engine/src/lib.rs7
-rw-r--r--engine/src/renderer/mod.rs66
2 files changed, 30 insertions, 43 deletions
diff --git a/engine/src/lib.rs b/engine/src/lib.rs
index e39f1c6..332a011 100644
--- a/engine/src/lib.rs
+++ b/engine/src/lib.rs
@@ -141,10 +141,6 @@ where
/// Will return `Err` if updating the window fails.
pub fn start(&mut self, mut func: impl FnMut(&mut Self)) -> Result<(), Error>
{
- self.renderer
- .create_shader_programs(self.objects.values().map(Object::shader))
- .map_err(Error::ShaderCreationFailed)?;
-
let mut prev_frame_start: Option<Instant> = None;
while !self.window.should_close() {
@@ -293,9 +289,6 @@ pub enum Error
#[error("Rendering failed")]
RenderingFailed(#[source] renderer::Error),
-
- #[error("Failed to create shaders")]
- ShaderCreationFailed(#[source] renderer::Error),
}
#[derive(Debug)]
diff --git a/engine/src/renderer/mod.rs b/engine/src/renderer/mod.rs
index 6c04323..839c0d3 100644
--- a/engine/src/renderer/mod.rs
+++ b/engine/src/renderer/mod.rs
@@ -83,40 +83,6 @@ where
})
}
- pub fn create_shader_programs<'program>(
- &mut self,
- programs: impl IntoIterator<Item = &'program ShaderProgram>,
- ) -> Result<(), Error>
- {
- for program in programs {
- let gl_shaders = program
- .shaders()
- .iter()
- .map(|shader| {
- let gl_shader = GlShader::new(shader.kind());
-
- gl_shader.set_source(shader.source())?;
- gl_shader.compile()?;
-
- Ok::<_, Error>(gl_shader)
- })
- .collect::<Result<Vec<_>, _>>()?;
-
- let gl_shader_program = GlShaderProgram::new();
-
- for gl_shader in &gl_shaders {
- gl_shader_program.attach(gl_shader);
- }
-
- gl_shader_program.link()?;
-
- self.shader_programs
- .insert(program.u64_hash(), gl_shader_program);
- }
-
- Ok(())
- }
-
pub fn render<'obj>(
&mut self,
objects: impl IntoIterator<Item = &'obj Object>,
@@ -129,8 +95,8 @@ where
for obj in objects {
let shader_program = self
.shader_programs
- .get(&obj.shader().u64_hash())
- .ok_or(Error::MissingShaderProgram)?;
+ .entry(obj.shader().u64_hash())
+ .or_insert_with(|| create_gl_shader_program(obj.shader()).unwrap());
shader_program.activate(|shader_program_curr_bound| {
apply_transformation_matrices(
@@ -249,6 +215,34 @@ fn create_gl_texture(texture: &Texture) -> GlTexture
gl_texture
}
+fn create_gl_shader_program(
+ shader_program: &ShaderProgram,
+) -> Result<GlShaderProgram, GlShaderError>
+{
+ let gl_shaders = shader_program
+ .shaders()
+ .iter()
+ .map(|shader| {
+ let gl_shader = GlShader::new(shader.kind());
+
+ gl_shader.set_source(shader.source())?;
+ gl_shader.compile()?;
+
+ Ok(gl_shader)
+ })
+ .collect::<Result<Vec<_>, _>>()?;
+
+ let gl_shader_program = GlShaderProgram::new();
+
+ for gl_shader in &gl_shaders {
+ gl_shader_program.attach(gl_shader);
+ }
+
+ gl_shader_program.link()?;
+
+ Ok(gl_shader_program)
+}
+
#[derive(Debug)]
pub struct Renderable
{