Add Relative Shader Directory Preprocessor to .sln

This allows computers that do not have my personal directory setup
to use visual studio macros to get to the shader dir.
This commit is contained in:
Elipzer 2018-09-11 12:10:11 -04:00
parent 6164aa82b2
commit 9d37a3007f
3 changed files with 6 additions and 4 deletions

View File

@ -4,8 +4,8 @@
MyBasicShaderProgram::MyBasicShaderProgram()
// TEMP Hardcode in the path. (Should Use Relative Path to General Shader Dir)
: m_vertex_shader(Util::load_file("D:/Development/C++/OpenGLEngine/OpenGLEngine/MyBasicVS.glsl"), VERTEX_SHADER),
m_fragment_shader(Util::load_file("D:/Development/C++/OpenGLEngine/OpenGLEngine/MyBasicFS.glsl"), FRAGMENT_SHADER)
: m_vertex_shader(Util::load_file(SHADER_PATH "MyBasicVS.glsl"), VERTEX_SHADER),
m_fragment_shader(Util::load_file(SHADER_PATH "MyBasicFS.glsl"), FRAGMENT_SHADER)
{
attach_shader(m_vertex_shader);
attach_shader(m_fragment_shader);

View File

@ -4,8 +4,8 @@
MySimpleShaderProgram::MySimpleShaderProgram()
// TEMP Hardcode in the path. (Should Use Relative Path to General Shader Dir)
: m_vertex_shader(Util::load_file("D:/Development/C++/OpenGLEngine/OpenGLEngine/MySimpleVS.glsl"), VERTEX_SHADER),
m_fragment_shader(Util::load_file("D:/Development/C++/OpenGLEngine/OpenGLEngine/MySimpleFS.glsl"), FRAGMENT_SHADER)
: m_vertex_shader(Util::load_file(SHADER_PATH "MySimpleVS.glsl"), VERTEX_SHADER),
m_fragment_shader(Util::load_file(SHADER_PATH "MySimpleFS.glsl"), FRAGMENT_SHADER)
{
attach_shader(m_vertex_shader);
attach_shader(m_fragment_shader);

View File

@ -91,6 +91,7 @@
<ConformanceMode>true</ConformanceMode>
<AdditionalIncludeDirectories>$(ProjectDir)..\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PrecompiledHeader>NotUsing</PrecompiledHeader>
<PreprocessorDefinitions>SHADER_PATH=R"($(ProjectDir))";%(PreprocessorDefinitions)</PreprocessorDefinitions>
</ClCompile>
<Link />
<PostBuildEvent>
@ -130,6 +131,7 @@
<ConformanceMode>true</ConformanceMode>
<AdditionalIncludeDirectories>$(ProjectDir)..\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PrecompiledHeader>NotUsing</PrecompiledHeader>
<PreprocessorDefinitions>SHADER_PATH=R"($(ProjectDir))";%(PreprocessorDefinitions)</PreprocessorDefinitions>
</ClCompile>
<Link>
<EnableCOMDATFolding>true</EnableCOMDATFolding>