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#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();
}
};
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