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authorhachem <im@hachem.wtf>2026-08-20 02:27:02 +0200
committerhachem <im@hachem.wtf>2026-08-20 02:40:07 +0200
commit5b361d81dbd2af0d0e99b9eb1adebea76ff05db0 (patch)
tree34db1df17e8c7248aeeb92156d635d31c2484e3f /src/Rendering/Shader.h
parente3abaaf59777258ba06705135a0cafcb5918ad12 (diff)
[chore]: MASSIVE refactor + more vulkan bs
Diffstat (limited to 'src/Rendering/Shader.h')
-rw-r--r--src/Rendering/Shader.h48
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;
};
};