#pragma once #include "core/memory.h" #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: 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; auto compile(const std::unordered_map& 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) -> void; auto add(const std::string& name, const Ref& shader) -> void; auto load(const std::string& filepath) -> Ref; auto load(const std::string& name, const std::string& filepath) -> Ref; auto Get(const std::string& name) -> Ref; auto exists(const std::string& name) const -> bool; private: std::unordered_map> m_shaders; }; };