added rest of the openGL implementation theoreticaly the engine can render now

This commit is contained in:
2026-01-17 23:04:56 +01:00
parent 0f8c21278a
commit 551b790243
31 changed files with 1648 additions and 6 deletions

View File

@@ -0,0 +1,30 @@
#include "defaultShaderHandler.hpp"
#include "basicShader.hpp"
#include "basicTextureShader.hpp"
#include "ditheringShader.hpp"
#include "basicParticleShader.hpp"
#include "elements/ShaderRegistry.hpp"
void TSE::GLFW::LoadBasicShaders(float width, float height)
{
BasicShader::Init(width, height);
BasicTextureShader::Init(width, height);
DitheringShader::Init(width, height);
BasicParticleShader::Init(width, height);
ShaderRegistry::SetShader("Basic Unlit Shader", BasicShader::Instance());
ShaderRegistry::SetShader("Basic Unlit Texture Shader", BasicTextureShader::Instance());
ShaderRegistry::SetShader("Basic Unlit Dithering Shader", DitheringShader::Instance());
ShaderRegistry::SetShader("Basic Unlit Particle Shader", BasicParticleShader::Instance());
}
void TSE::GLFW::UnLoadBasicShaders()
{
ShaderRegistry::RemoveShader("Basic Unlit Shader");
ShaderRegistry::RemoveShader("Basic Unlit Texture Shader");
ShaderRegistry::RemoveShader("Basic Unlit Dithering Shader");
ShaderRegistry::RemoveShader("Basic Unlit Particle Shader");
BasicShader::Destroy();
BasicTextureShader::Destroy();
DitheringShader::Destroy();
BasicParticleShader::Destroy();
}