From 45baf48db974c66cfdc51f26cee191abbbd89a0b Mon Sep 17 00:00:00 2001 From: hachem Date: Thu, 20 Aug 2026 22:20:49 +0200 Subject: [feat]: reduce renderer abstraction --- src/platform/opengl/opengl_shader.h | 58 ------------------------------------- 1 file changed, 58 deletions(-) delete mode 100644 src/platform/opengl/opengl_shader.h (limited to 'src/platform/opengl/opengl_shader.h') diff --git a/src/platform/opengl/opengl_shader.h b/src/platform/opengl/opengl_shader.h deleted file mode 100644 index 289bfac..0000000 --- a/src/platform/opengl/opengl_shader.h +++ /dev/null @@ -1,58 +0,0 @@ -#pragma once - -#include "rendering/shader.h" - -#include -#include - -namespace Donut -{ - class OpenGLShader - : public Shader - { - public: - OpenGLShader(const std::string& filepath); - OpenGLShader(const std::string& name, const std::string& vertex_src, const std::string& fragment_src); - OpenGLShader(const std::string& name, const std::string& compute_src); - virtual ~OpenGLShader(); - - virtual auto bind() const -> void override; - virtual auto unbind() const -> void override; - - virtual auto set_int( const std::string& name, int value) -> void override; - virtual auto set_int_array(const std::string& name, int* values, uint32_t count) -> void override; - virtual auto set_float( const std::string& name, float value) -> void override; - virtual auto set_float2( const std::string& name, const glm::vec2& value) -> void override; - virtual auto set_float3( const std::string& name, const glm::vec3& value) -> void override; - virtual auto set_float4( const std::string& name, const glm::vec4& value) -> void override; - virtual auto set_mat4( const std::string& name, const glm::mat4& value) -> void override; - - virtual auto dispatch(uint32_t x, uint32_t y = 1, uint32_t z = 1) -> void override; - virtual auto dispatch_indirect(uint32_t offset = 0) -> void override; - virtual auto memory_barrier(uint32_t barriers) -> void override; - - virtual auto get_name() const -> const std::string& override{ return m_name; } - virtual auto get_renderer_id() const -> uint32_t override{ return m_renderer_id; } - - auto upload_uniform_int( const std::string& name, int value) -> void; - auto upload_uniform_int_array(const std::string& name, int* values, uint32_t count) -> void; - auto upload_uniform_float( const std::string& name, float value) -> void; - auto upload_uniform_float2( const std::string& name, const glm::vec2& value) -> void; - auto upload_uniform_float3( const std::string& name, const glm::vec3& value) -> void; - auto upload_uniform_float4( const std::string& name, const glm::vec4& value) -> void; - auto upload_uniform_mat3( const std::string& name, const glm::mat3& matrix) -> void; - auto upload_uniform_mat4( const std::string& name, const glm::mat4& matrix) -> void; - - private: - auto read_file(const std::string& filepath) -> std::string; - auto pre_process(const std::string& source) -> std::unordered_map; - auto compile(const std::unordered_map& shader_sources) -> void; - private: - uint32_t m_renderer_id = 0; - std::string m_name; - // True when loaded from a Slang-compiled GLSL. Slang expects row-major - // matrix data, so matrix uniforms are transposed on upload (glm is - // column-major) to keep all matrix math correct. - bool m_is_slang = false; - }; -}; -- cgit v1.3