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#include "Shader.h"
#include "Renderer.h"
#include "Platform/OpenGL/OpenGLShader.h"
#include "Platform/Vulkan/VulkanShader.h"
#include <memory>
namespace Donut
{
Shader* Shader::Create(const std::string& filepath)
{
switch (Renderer::GetAPI())
{
case RendererAPI::API::OpenGL:
return new OpenGLShader(filepath);
case RendererAPI::API::Vulkan:
return new VulkanShader(filepath);
default:
return nullptr;
}
}
Shader* Shader::Create(const std::string& name, const std::string& vertexSrc, const std::string& fragmentSrc)
{
switch (Renderer::GetAPI())
{
case RendererAPI::API::OpenGL:
return new OpenGLShader(name, vertexSrc, fragmentSrc);
case RendererAPI::API::Vulkan:
return new VulkanShader(name, vertexSrc, fragmentSrc);
default:
return nullptr;
}
}
Shader* Shader::CreateCompute(const std::string& name, const std::string& computeSrc)
{
switch (Renderer::GetAPI())
{
case RendererAPI::API::OpenGL:
return new OpenGLShader(name, computeSrc);
case RendererAPI::API::Vulkan:
return new VulkanShader(name, computeSrc);
default:
return nullptr;
}
}
void ShaderLibrary::Add(const std::shared_ptr<Shader>& shader)
{
auto& name = shader->GetName();
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();
}
};
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