diff options
Diffstat (limited to 'src/Rendering/Shader.h')
| -rw-r--r-- | src/Rendering/Shader.h | 58 |
1 files changed, 0 insertions, 58 deletions
diff --git a/src/Rendering/Shader.h b/src/Rendering/Shader.h deleted file mode 100644 index bc3fd9a..0000000 --- a/src/Rendering/Shader.h +++ /dev/null @@ -1,58 +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: - virtual ~Shader() = default; - - virtual auto bind() const -> void = 0; - virtual auto unbind() const -> void = 0; - - virtual auto set_int( const std::string& name, int value) -> void = 0; - virtual auto set_int_array(const std::string& name, int* values, uint32_t count) -> void = 0; - virtual auto set_float( const std::string& name, float value) -> void = 0; - virtual auto set_float2( const std::string& name, const glm::vec2& value) -> void = 0; - virtual auto set_float3( const std::string& name, const glm::vec3& value) -> void = 0; - virtual auto set_float4( const std::string& name, const glm::vec4& value) -> void = 0; - virtual auto set_mat4( const std::string& name, const glm::mat4& value) -> void = 0; - - virtual auto dispatch(uint32_t x, uint32_t y = 1, uint32_t z = 1) -> void = 0; - virtual auto dispatch_indirect(uint32_t offset = 0) -> void = 0; - virtual auto memory_barrier(uint32_t barriers) -> void = 0; - - virtual auto get_name() const -> const std::string& = 0; - virtual auto get_renderer_id() const -> uint32_t = 0; - - 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*; - }; - - 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>; - - Ref<Shader> Get(const std::string& name); - - auto exists(const std::string& name) const -> bool; - private: - std::unordered_map<std::string, Ref<Shader>> m_shaders; - }; -}; |
