diff options
| author | hachem <im@hachem.wtf> | 2026-08-23 21:55:36 +0200 |
|---|---|---|
| committer | hachem <im@hachem.wtf> | 2026-08-23 21:55:36 +0200 |
| commit | 5ea6c14c0e14bacee766ce1280ab2c71564e05ec (patch) | |
| tree | 34620051e8eaf65db4ff9cd40ffd982a03e1ccc8 /src/rendering/shader.h | |
| parent | 8742482311b86bb705d93336805ab26881e96070 (diff) | |
[feat]: implement ui layer arch
Diffstat (limited to 'src/rendering/shader.h')
| -rw-r--r-- | src/rendering/shader.h | 82 |
1 files changed, 0 insertions, 82 deletions
diff --git a/src/rendering/shader.h b/src/rendering/shader.h deleted file mode 100644 index 409aca3..0000000 --- a/src/rendering/shader.h +++ /dev/null @@ -1,82 +0,0 @@ -#pragma once - -#include "core/memory.h" - -#include <string> -#include <unordered_map> -#include <glm/glm.hpp> - -#define SHADER_STORAGE_BARRIER_BIT 0x00002000 -#define UNIFORM_BARRIER_BIT 0x00000004 -#define TEXTURE_FETCH_BARRIER_BIT 0x00000008 -#define IMAGE_ACCESS_BARRIER_BIT 0x00000020 - -namespace Donut -{ - class Shader - { - public: - Shader(const std::string& filepath); - Shader(const std::string& name, const std::string& vertex_src, const std::string& fragment_src); - Shader(const std::string& name, const std::string& compute_src); - ~Shader(); - - auto bind() const -> void; - auto unbind() const -> void; - - auto set_int( const std::string& name, int value) -> void; - auto set_int_array(const std::string& name, int* values, uint32_t count) -> void; - auto set_float( const std::string& name, float value) -> void; - auto set_float2( const std::string& name, const glm::vec2& value) -> void; - auto set_float3( const std::string& name, const glm::vec3& value) -> void; - auto set_float4( const std::string& name, const glm::vec4& value) -> void; - auto set_mat4( const std::string& name, const glm::mat4& value) -> void; - - auto dispatch(uint32_t x, uint32_t y = 1, uint32_t z = 1) -> void; - auto dispatch_indirect(uint32_t offset = 0) -> void; - auto memory_barrier(uint32_t barriers) -> void; - - auto get_name() const -> const std::string& { return m_name; } - auto get_renderer_id() const -> uint32_t { return m_renderer_id; } - - auto upload_uniform_int( const std::string& name, int value) -> void; - auto upload_uniform_int_array(const std::string& name, int* values, uint32_t count) -> void; - auto upload_uniform_float( const std::string& name, float value) -> void; - auto upload_uniform_float2( const std::string& name, const glm::vec2& value) -> void; - auto upload_uniform_float3( const std::string& name, const glm::vec3& value) -> void; - auto upload_uniform_float4( const std::string& name, const glm::vec4& value) -> void; - auto upload_uniform_mat3( const std::string& name, const glm::mat3& matrix) -> void; - auto upload_uniform_mat4( const std::string& name, const glm::mat4& matrix) -> void; - - static auto create(const std::string& filepath) -> Shader*; - static auto create(const std::string& name, const std::string& vertex_src, const std::string& fragment_src) -> Shader*; - static auto create_compute(const std::string& name, const std::string& compute_src) -> Shader*; - - private: - auto read_file(const std::string& filepath) -> std::string; - auto pre_process(const std::string& source) -> std::unordered_map<uint32_t, std::string>; - auto compile(const std::unordered_map<uint32_t, std::string>& shader_sources) -> void; - - uint32_t m_renderer_id = 0; - std::string m_name; - // True when loaded from a Slang-compiled GLSL. Slang expects row-major - // matrix data, so matrix uniforms are transposed on upload (glm is - // column-major) to keep all matrix math correct. - bool m_is_slang = false; - }; - - class ShaderLibrary - { - public: - auto add(const Ref<Shader>& shader) -> void; - auto add(const std::string& name, const Ref<Shader>& shader) -> void; - auto load(const std::string& filepath) -> Ref<Shader>; - auto load(const std::string& name, const std::string& filepath) -> Ref<Shader>; - - auto Get(const std::string& name) -> Ref<Shader>; - - auto exists(const std::string& name) const -> bool; - private: - std::unordered_map<std::string, Ref<Shader>> m_shaders; - }; -}; |
