#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) -> void { auto& name = shader->get_name(); add(name, shader); } auto ShaderLibrary::add(const std::string& name, const Ref& shader) -> void { m_shaders[name] = shader; } auto ShaderLibrary::load(const std::string& filepath) -> Ref { auto shader = Ref(Shader::create(filepath)); add(shader); return shader; } auto ShaderLibrary::load(const std::string& name, const std::string& filepath) -> Ref { auto shader = Ref(Shader::create(filepath)); add(name, shader); return shader; } auto ShaderLibrary::Get(const std::string& name) -> Ref { 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(); } };