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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
commit50cdd344a3ed87c75a67739e2ffd34762e9b0895 (patch)
tree2a4a107e92687236c6676296281b89e14f8eac01 /src/rendering/shader.cpp
parentdbe642e5e26cf2bd99218f727157b58c7fed286e (diff)
feat: 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..10f6c49
--- /dev/null
+++ b/src/rendering/shader.cpp
@@ -0,0 +1,66 @@
+#include "shader.h"
+#include "renderer.h"
+#include "platform/opengl/opengl_shader.h"
+#include <memory>
+
+namespace Donut
+{
+ Shader* Shader::create(const std::string& filepath)
+ {
+ switch (Renderer::get_api())
+ {
+ case RendererAPI::API::OpenGL:
+ return new OpenGLShader(filepath);
+ default:
+ return nullptr;
+ }
+ }
+
+ Shader* Shader::create(const std::string& name, const std::string& vertex_src, const std::string& fragment_src)
+ {
+ switch (Renderer::get_api())
+ {
+ case RendererAPI::API::OpenGL:
+ return new OpenGLShader(name, vertex_src, fragment_src);
+ default:
+ return nullptr;
+ }
+ }
+
+ void ShaderLibrary::add(const std::shared_ptr<Shader>& shader)
+ {
+ auto& name = shader->get_name();
+ 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();
+ }
+};