#pragma once #include #include #include #include namespace Donut { class Shader { public: virtual ~Shader() = default; virtual void Bind() const = 0; virtual void Unbind() const = 0; virtual void SetInt(const std::string& name, int value) = 0; virtual void SetIntArray(const std::string& name, int* values, uint32_t count) = 0; virtual void SetFloat(const std::string& name, float value) = 0; virtual void SetFloat3(const std::string& name, const glm::vec3& value) = 0; virtual void SetFloat4(const std::string& name, const glm::vec4& value) = 0; virtual void SetMat4(const std::string& name, const glm::mat4& value) = 0; virtual const std::string& GetName() const = 0; static Shader* Create(const std::string& filepath); static Shader* Create(const std::string& name, const std::string& vertexSrc, const std::string& fragmentSrc); }; class ShaderLibrary { public: void Add(const std::shared_ptr& shader); void Add(const std::string& name, const std::shared_ptr& shader); std::shared_ptr Load(const std::string& filepath); std::shared_ptr Load(const std::string& name, const std::string& filepath); std::shared_ptr Get(const std::string& name); bool Exists(const std::string& name) const; private: std::unordered_map> m_Shaders; }; };