diff options
Diffstat (limited to 'src/rendering/shader.h')
| -rw-r--r-- | src/rendering/shader.h | 44 |
1 files changed, 22 insertions, 22 deletions
diff --git a/src/rendering/shader.h b/src/rendering/shader.h index 3e05132..7e4f48c 100644 --- a/src/rendering/shader.h +++ b/src/rendering/shader.h @@ -18,40 +18,40 @@ 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 set_int( const std::string& name, int value) = 0; - virtual void set_int_array(const std::string& name, int* values, uint32_t count) = 0; - virtual void set_float( const std::string& name, float value) = 0; - virtual void set_float2( const std::string& name, const glm::vec2& value) = 0; - virtual void set_float3( const std::string& name, const glm::vec3& value) = 0; - virtual void set_float4( const std::string& name, const glm::vec4& value) = 0; - virtual void set_mat4( 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 dispatch_indirect(uint32_t offset = 0) = 0; - virtual void memory_barrier(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& get_name() const = 0; - virtual uint32_t get_renderer_id() 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& vertex_src, const std::string& fragment_src); - static Shader* create_compute(const std::string& name, const std::string& compute_src); + 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; }; |
