added rest of the openGL implementation theoreticaly the engine can render now
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@@ -12,15 +12,15 @@ namespace TSE
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inline static std::unordered_map<string, IShader*> registeredShaders = {};
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public:
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inline static void SetShader(string& name, IShader* shader)
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inline static void SetShader(const string& name, IShader* shader)
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{
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registeredShaders[name] = shader;
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};
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inline static IShader* GetShader(string& name)
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inline static IShader* GetShader(const string& name)
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{
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return registeredShaders.at(name);
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};
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inline static void RemoveShader(string& name)
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inline static void RemoveShader(const string& name)
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{
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registeredShaders.erase(name);
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};
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@@ -9,7 +9,7 @@ namespace TSE
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public:
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int UnitScaler = 32;
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virtual void Update() const = 0;
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virtual void Update() = 0;
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virtual void Bind() = 0;
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virtual void Unbind() = 0;
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};
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