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| author | hachem <im@hachem.wtf> | 2025-08-12 18:12:37 +0200 |
|---|---|---|
| committer | hachem <im@hachem.wtf> | 2025-08-12 18:12:37 +0200 |
| commit | 50cdd344a3ed87c75a67739e2ffd34762e9b0895 (patch) | |
| tree | 2a4a107e92687236c6676296281b89e14f8eac01 /src/rendering/shader.cpp | |
| parent | dbe642e5e26cf2bd99218f727157b58c7fed286e (diff) | |
feat: start of a basic rendering backend
Diffstat (limited to 'src/rendering/shader.cpp')
| -rw-r--r-- | src/rendering/shader.cpp | 66 |
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(); + } +}; |
