diff options
Diffstat (limited to 'src/rendering/shader.cpp')
| -rw-r--r-- | src/rendering/shader.cpp | 84 |
1 files changed, 84 insertions, 0 deletions
diff --git a/src/rendering/shader.cpp b/src/rendering/shader.cpp new file mode 100644 index 0000000..167b855 --- /dev/null +++ b/src/rendering/shader.cpp @@ -0,0 +1,84 @@ +#include "shader.h" +#include "renderer.h" + +#include "platform/opengl/opengl_shader.h" +#include "platform/vulkan/vulkan_shader.h" + +namespace Donut +{ + auto Shader::create(const std::string& filepath) -> Shader* + { + switch (Renderer::get_api()) + { + case RendererAPI::API::OpenGL: + return new OpenGLShader(filepath); + case RendererAPI::API::Vulkan: + return new VulkanShader(filepath); + default: + return nullptr; + } + } + + auto Shader::create(const std::string& name, const std::string& vertex_src, const std::string& fragment_src) -> Shader* + { + switch (Renderer::get_api()) + { + case RendererAPI::API::OpenGL: + return new OpenGLShader(name, vertex_src, fragment_src); + case RendererAPI::API::Vulkan: + return new VulkanShader(name, vertex_src, fragment_src); + default: + return nullptr; + } + } + + auto Shader::create_compute(const std::string& name, const std::string& compute_src) -> Shader* + { + switch (Renderer::get_api()) + { + case RendererAPI::API::OpenGL: + return new OpenGLShader(name, compute_src); + case RendererAPI::API::Vulkan: + return new VulkanShader(name, compute_src); + default: + return nullptr; + } + } + + auto ShaderLibrary::add(const Ref<Shader>& shader) -> void + { + auto& name = shader->get_name(); + add(name, shader); + } + + auto ShaderLibrary::add(const std::string& name, const Ref<Shader>& shader) -> void + { + m_shaders[name] = shader; + } + + auto ShaderLibrary::load(const std::string& filepath) -> Ref<Shader> + { + auto shader = Ref<Shader>(Shader::create(filepath)); + add(shader); + return shader; + } + + auto ShaderLibrary::load(const std::string& name, const std::string& filepath) -> Ref<Shader> + { + auto shader = Ref<Shader>(Shader::create(filepath)); + add(name, shader); + return shader; + } + + auto ShaderLibrary::Get(const std::string& name) -> Ref<Shader> + { + if (exists(name)) + return m_shaders[name]; + return nullptr; + } + + auto ShaderLibrary::exists(const std::string& name) const -> bool + { + return m_shaders.find(name) != m_shaders.end(); + } +}; |
