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authorhachem <im@hachem.wtf>2025-08-12 18:12:37 +0200
committerhachem <im@hachem.wtf>2025-08-12 18:12:37 +0200
commita2ec7dabd48a70ea69623406ddd0f8f97af403c8 (patch)
tree52d71b51753b88473607f5e97f8bc15bdb5ad7d3 /src/Rendering/Shader.cpp
parent16dff443789c7f1461b46ce52966972ae14c042b (diff)
[add]: Start of a basic rendering backend
Diffstat (limited to 'src/Rendering/Shader.cpp')
-rw-r--r--src/Rendering/Shader.cpp66
1 files changed, 66 insertions, 0 deletions
diff --git a/src/Rendering/Shader.cpp b/src/Rendering/Shader.cpp
new file mode 100644
index 0000000..b055fe4
--- /dev/null
+++ b/src/Rendering/Shader.cpp
@@ -0,0 +1,66 @@
+#include "Shader.h"
+#include "Renderer.h"
+#include "Platform/OpenGL/OpenGLShader.h"
+#include <memory>
+
+namespace Donut
+{
+ Shader* Shader::Create(const std::string& filepath)
+ {
+ switch (Renderer::GetAPI())
+ {
+ case RendererAPI::API::OpenGL:
+ return new OpenGLShader(filepath);
+ default:
+ return nullptr;
+ }
+ }
+
+ Shader* Shader::Create(const std::string& name, const std::string& vertexSrc, const std::string& fragmentSrc)
+ {
+ switch (Renderer::GetAPI())
+ {
+ case RendererAPI::API::OpenGL:
+ return new OpenGLShader(name, vertexSrc, fragmentSrc);
+ default:
+ return nullptr;
+ }
+ }
+
+ void ShaderLibrary::Add(const std::shared_ptr<Shader>& shader)
+ {
+ auto& name = shader->GetName();
+ Add(name, shader);
+ }
+
+ void ShaderLibrary::Add(const std::string& name, const std::shared_ptr<Shader>& shader)
+ {
+ m_Shaders[name] = shader;
+ }
+
+ std::shared_ptr<Shader> ShaderLibrary::Load(const std::string& filepath)
+ {
+ auto shader = std::shared_ptr<Shader>(Shader::Create(filepath));
+ Add(shader);
+ return shader;
+ }
+
+ std::shared_ptr<Shader> ShaderLibrary::Load(const std::string& name, const std::string& filepath)
+ {
+ auto shader = std::shared_ptr<Shader>(Shader::Create(filepath));
+ Add(name, shader);
+ return shader;
+ }
+
+ std::shared_ptr<Shader> ShaderLibrary::Get(const std::string& name)
+ {
+ if (Exists(name))
+ return m_Shaders[name];
+ return nullptr;
+ }
+
+ bool ShaderLibrary::Exists(const std::string& name) const
+ {
+ return m_Shaders.find(name) != m_Shaders.end();
+ }
+};