#pragma once #include "rendering/shader.h" #include #include 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; auto compile(const std::unordered_map& 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; }; };