45 lines
1.1 KiB
C++
45 lines
1.1 KiB
C++
#include <asset_parser/assets/text.hpp>
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#include <renderer/gl/shader.hpp>
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#include <renderer/shader.hpp>
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#ifdef LIGHT_PLATFORM_WINDOWS
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#include <renderer/dx/shader.hpp>
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#include <renderer/dx/shared_context.hpp>
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#endif
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#include <renderer/graphics_context.hpp>
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namespace Light {
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/* static */ auto Shader::create(
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Ref<Assets::TextAsset> vertex_asset,
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Ref<Assets::TextAsset> pixel_asset,
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const Ref<SharedContext> &shared_context
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) -> Ref<Shader>
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{
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std::ignore = shared_context;
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// load shader source
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switch (GraphicsContext::get_graphics_api())
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{
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case GraphicsAPI::OpenGL:
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return create_ref<glShader>(std::move(vertex_asset), std::move(pixel_asset));
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case GraphicsAPI::DirectX:
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lt_win(return create_ref<dxShader>(
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vertex_asset,
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pixel_asset,
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std::static_pointer_cast<dxSharedContext>(sharedContext)
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););
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default:
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lt_assert(
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false,
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"Invalid/unsupported 'GraphicsAPI' {}",
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static_cast<uint32_t>(GraphicsContext::get_graphics_api())
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);
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return nullptr;
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}
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}
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} // namespace Light
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