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-rw-r--r--src/rendering/shader.h82
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;
- };
-};