light/modules/engine/src/graphics/shader.cpp

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#include <engine/graphics/shader.hpp>
#include <engine/platform/graphics/opengl/shader.hpp>
#ifdef LIGHT_PLATFORM_WINDOWS
#include <engine/platform/graphics/directx/shader.hpp>
#include <engine/platform/graphics/directx/shared_context.hpp>
#endif
#include <engine/graphics/graphics_context.hpp>
namespace Light {
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auto Shader::create(
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BasicFileHandle vertexFile,
BasicFileHandle pixelFile,
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Ref<SharedContext> sharedContext
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) -> Ref<Shader>
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{
// load shader source
switch (GraphicsContext::get_graphics_api())
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{
case GraphicsAPI::OpenGL: return create_ref<glShader>(vertexFile, pixelFile);
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case GraphicsAPI::DirectX:
lt_win(return create_ref<dxShader>(
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vertexFile,
pixelFile,
std::static_pointer_cast<dxSharedContext>(sharedContext)
);)
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default
: lt_assert(
false,
"Invalid/unsupported 'GraphicsAPI' {}",
static_cast<uint32_t>(GraphicsContext::get_graphics_api())
);
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return nullptr;
}
}
} // namespace Light