diff options
| author | hachem <im@hachem.wtf> | 2026-08-20 02:27:02 +0200 |
|---|---|---|
| committer | hachem <im@hachem.wtf> | 2026-08-20 02:40:07 +0200 |
| commit | 5b361d81dbd2af0d0e99b9eb1adebea76ff05db0 (patch) | |
| tree | 34db1df17e8c7248aeeb92156d635d31c2484e3f /src/Rendering/Shader.h | |
| parent | e3abaaf59777258ba06705135a0cafcb5918ad12 (diff) | |
[chore]: MASSIVE refactor + more vulkan bs
Diffstat (limited to 'src/Rendering/Shader.h')
| -rw-r--r-- | src/Rendering/Shader.h | 48 |
1 files changed, 24 insertions, 24 deletions
diff --git a/src/Rendering/Shader.h b/src/Rendering/Shader.h index 483102d..bc3fd9a 100644 --- a/src/Rendering/Shader.h +++ b/src/Rendering/Shader.h @@ -1,6 +1,6 @@ #pragma once -#include "Core/Memory.h" +#include "core/memory.h" #include <string> #include <unordered_map> @@ -18,41 +18,41 @@ namespace Donut public: virtual ~Shader() = default; - virtual void Bind() const = 0; - virtual void Unbind() const = 0; + virtual auto bind() const -> void = 0; + virtual auto unbind() const -> void = 0; - virtual void SetInt( const std::string& name, int value) = 0; - virtual void SetIntArray(const std::string& name, int* values, uint32_t count) = 0; - virtual void SetFloat( const std::string& name, float value) = 0; - virtual void SetFloat2( const std::string& name, const glm::vec2& value) = 0; - virtual void SetFloat3( const std::string& name, const glm::vec3& value) = 0; - virtual void SetFloat4( const std::string& name, const glm::vec4& value) = 0; - virtual void SetMat4( const std::string& name, const glm::mat4& value) = 0; + virtual auto set_int( const std::string& name, int value) -> void = 0; + virtual auto set_int_array(const std::string& name, int* values, uint32_t count) -> void = 0; + virtual auto set_float( const std::string& name, float value) -> void = 0; + virtual auto set_float2( const std::string& name, const glm::vec2& value) -> void = 0; + virtual auto set_float3( const std::string& name, const glm::vec3& value) -> void = 0; + virtual auto set_float4( const std::string& name, const glm::vec4& value) -> void = 0; + virtual auto set_mat4( const std::string& name, const glm::mat4& value) -> void = 0; - virtual void Dispatch(uint32_t x, uint32_t y = 1, uint32_t z = 1) = 0; - virtual void DispatchIndirect(uint32_t offset = 0) = 0; - virtual void MemoryBarrier(uint32_t barriers) = 0; + virtual auto dispatch(uint32_t x, uint32_t y = 1, uint32_t z = 1) -> void = 0; + virtual auto dispatch_indirect(uint32_t offset = 0) -> void = 0; + virtual auto memory_barrier(uint32_t barriers) -> void = 0; - virtual const std::string& GetName() const = 0; - virtual uint32_t GetRendererID() const = 0; + virtual auto get_name() const -> const std::string& = 0; + virtual auto get_renderer_id() const -> uint32_t = 0; - static Shader* Create(const std::string& filepath); - static Shader* Create(const std::string& name, const std::string& vertexSrc, const std::string& fragmentSrc); - static Shader* CreateCompute(const std::string& name, const std::string& computeSrc); + static auto create(const std::string& filepath) -> Shader*; + static auto create(const std::string& name, const std::string& vertex_src, const std::string& fragment_src) -> Shader*; + static auto create_compute(const std::string& name, const std::string& compute_src) -> Shader*; }; class ShaderLibrary { public: - void Add(const Ref<Shader>& shader); - void Add(const std::string& name, const Ref<Shader>& shader); - Ref<Shader> Load(const std::string& filepath); - Ref<Shader> Load(const std::string& name, const std::string& filepath); + auto add(const Ref<Shader>& shader) -> void; + auto add(const std::string& name, const Ref<Shader>& shader) -> void; + auto load(const std::string& filepath) -> Ref<Shader>; + auto load(const std::string& name, const std::string& filepath) -> Ref<Shader>; Ref<Shader> Get(const std::string& name); - bool Exists(const std::string& name) const; + auto exists(const std::string& name) const -> bool; private: - std::unordered_map<std::string, Ref<Shader>> m_Shaders; + std::unordered_map<std::string, Ref<Shader>> m_shaders; }; }; |
