#pragma once #include #include #include #include #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 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 SetFloat2( const std::string& name, const glm::vec2& 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 void Dispatch(uint32_t x, uint32_t y = 1, uint32_t z = 1) = 0; virtual void DispatchIndirect(uint32_t offset = 0) = 0; virtual void MemoryBarrier(uint32_t barriers) = 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); static Shader* CreateCompute(const std::string& name, const std::string& computeSrc); }; 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; }; };