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OpenGL Shader class GL/D3D11

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Hi,
Making a renderer, all can be emulated for both OpenGL and Direct3D11 but Shader is different on D3D11 and OGL.
D3D11 use constant buffer since OpenGL not (maybe UBO, I don't know new spec of OpenGL).
Is it a way to have a class who works for both ?

Thanks

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I strongly suggest against so, it would be full of [font=courier new,courier,monospace]if[/font]s
Use a common interface instead.
Modern GL has cbuffers as well as far as I understand but my GL is admittedly rusty.
Shader re-building is a big deal. I cannot say how much effort I've been spending on it. I suggest to [url="https://developer.nvidia.com/cg-toolkit"]take a look at Cg[/url].

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[quote name='Alundra' timestamp='1351951083' post='4996855']
D3D11 use constant buffer since OpenGL not (maybe UBO, I don't know new spec of OpenGL).
[/quote][url="http://www.opengl.org/wiki/Uniform_Buffer_Object"]UBO[/url] is core since 3.1, so that would be the easiest choice if you're ok with learning 3.1's API.

I've taken the approach of using the "constant buffer" concept in my cross-API shader class.
D3D9 doesn't support "constant buffers" either, so I emulate them for D3D9 ([i]which is actually extremely efficient[/i]).
I'm still working on the GL2.1 version ([i]without UBOs[/i]), but I'm also emulating "constant buffers" like I did for D3D9 ([i]but this time it's more complicated[/i]), so that my shader interface is consistent across all platforms. Edited by Hodgman

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Ok, so one class who handle "vertex + pixel", the renderer has one function "SetShader" who bind the "compiled shader" on opengl and "vertex+pixel" on d3d11 right ?

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