We want to simplify the creation of Shader object for Pipeline Specification
As today, the creation the of Shader object for a pipeline is kind hard coded in such way that the user needs to remember the name of the shader file he/her want to load - as we rely on it to retrieve the files.
Our goal is to move the impl in Render Pass into a ShaderManager that will be responsible for creating/caching shader objects.
the basic creation of a Shader object should require: (unique key name, the vertex file, the fragment file)
Unique Key name: this name will be used as identifier to request the creation or existing shader from the ShaderManager
Back then, when using OpenGL, we had a ShaderManager implemented, the new specification above should be able to leverage it and do the necessary changes or improve it .
We want to simplify the creation of Shader object for Pipeline Specification
As today, the creation the of Shader object for a pipeline is kind hard coded in such way that the user needs to remember the name of the shader file he/her want to load - as we rely on it to retrieve the files.
See: ImGuiRenderer RenderPass::UseShader
Our goal is to move the impl in Render Pass into a ShaderManager that will be responsible for creating/caching shader objects. the basic creation of a Shader object should require: (unique key name, the vertex file, the fragment file)
Back then, when using OpenGL, we had a ShaderManager implemented, the new specification above should be able to leverage it and do the necessary changes or improve it .