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-rw-r--r--src/platform/opengl/shader.h82
1 files changed, 82 insertions, 0 deletions
diff --git a/src/platform/opengl/shader.h b/src/platform/opengl/shader.h
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index 0000000..409aca3
--- /dev/null
+++ b/src/platform/opengl/shader.h
@@ -0,0 +1,82 @@
+#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;
+ };
+};