#include "defaultShaderHandler.hpp" #include "basicShader.hpp" #include "basicTextureShader.hpp" #include "ditheringShader.hpp" #include "basicParticleShader.hpp" #include "basicTileMapShader.hpp" #include "basicOrderedSpriteSetShader.hpp" #include "elements/ShaderRegistry.hpp" void TSE::OpenGL::LoadBasicShaders(float width, float height) { BasicShader::Init(width, height); BasicTextureShader::Init(width, height); DitheringShader::Init(width, height); BasicParticleShader::Init(width, height); BasicTileMapShader::Init(width, height); BasicOrderedSpriteSetShader::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()); ShaderRegistry::SetShader("Basic Unlit TileMap Shader", BasicTileMapShader::Instance()); ShaderRegistry::SetShader("Basic Ordered Sprite Set Shader", BasicOrderedSpriteSetShader::Instance()); } void TSE::OpenGL::UnLoadBasicShaders() { ShaderRegistry::RemoveShader("Basic Unlit Shader"); ShaderRegistry::RemoveShader("Basic Unlit Texture Shader"); ShaderRegistry::RemoveShader("Basic Unlit Dithering Shader"); ShaderRegistry::RemoveShader("Basic Unlit Particle Shader"); ShaderRegistry::RemoveShader("Basic Unlit TileMap Shader"); ShaderRegistry::RemoveShader("Basic Ordered Sprite Set Shader"); BasicShader::Destroy(); BasicTextureShader::Destroy(); DitheringShader::Destroy(); BasicParticleShader::Destroy(); BasicTileMapShader::Destroy(); BasicOrderedSpriteSetShader::Destroy(); }