diff options
Diffstat (limited to 'src/platform/opengl/opengl_shader.h')
| -rw-r--r-- | src/platform/opengl/opengl_shader.h | 58 |
1 files changed, 58 insertions, 0 deletions
diff --git a/src/platform/opengl/opengl_shader.h b/src/platform/opengl/opengl_shader.h new file mode 100644 index 0000000..289bfac --- /dev/null +++ b/src/platform/opengl/opengl_shader.h @@ -0,0 +1,58 @@ +#pragma once + +#include "rendering/shader.h" + +#include <unordered_map> +#include <glm/glm.hpp> + +namespace Donut +{ + class OpenGLShader + : public Shader + { + public: + OpenGLShader(const std::string& filepath); + OpenGLShader(const std::string& name, const std::string& vertex_src, const std::string& fragment_src); + OpenGLShader(const std::string& name, const std::string& compute_src); + virtual ~OpenGLShader(); + + virtual auto bind() const -> void override; + virtual auto unbind() const -> void override; + + virtual auto set_int( const std::string& name, int value) -> void override; + virtual auto set_int_array(const std::string& name, int* values, uint32_t count) -> void override; + virtual auto set_float( const std::string& name, float value) -> void override; + virtual auto set_float2( const std::string& name, const glm::vec2& value) -> void override; + virtual auto set_float3( const std::string& name, const glm::vec3& value) -> void override; + virtual auto set_float4( const std::string& name, const glm::vec4& value) -> void override; + virtual auto set_mat4( const std::string& name, const glm::mat4& value) -> void override; + + virtual auto dispatch(uint32_t x, uint32_t y = 1, uint32_t z = 1) -> void override; + virtual auto dispatch_indirect(uint32_t offset = 0) -> void override; + virtual auto memory_barrier(uint32_t barriers) -> void override; + + virtual auto get_name() const -> const std::string& override{ return m_name; } + virtual auto get_renderer_id() const -> uint32_t override{ 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; + + 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; + private: + 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; + }; +}; |
