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#include "VulkanShader.h"
#include <fstream>
#include <glm/gtc/type_ptr.hpp>
namespace Donut
{
VulkanShader::VulkanShader(const std::string& filepath)
{
// TODO(Hachem): Implement Vulkan shader creation from filepath
}
VulkanShader::VulkanShader(const std::string& name, const std::string& vertexSrc, const std::string& fragmentSrc)
: m_Name(name)
{
// TODO(Hachem): Implement Vulkan shader creation from source
}
VulkanShader::VulkanShader(const std::string& name, const std::string& computeSrc)
: m_Name(name)
{
// TODO(Hachem): Implement Vulkan compute shader creation
}
VulkanShader::~VulkanShader()
{
// TODO(Hachem): Implement Vulkan shader cleanup
}
void VulkanShader::Bind() const
{
// TODO(Hachem): Implement Vulkan shader binding
}
void VulkanShader::Unbind() const
{
// TODO(Hachem): Implement Vulkan shader unbinding
}
void VulkanShader::SetInt(const std::string& name, int value)
{
// TODO(Hachem): Implement Vulkan shader int uniform setting
}
void VulkanShader::SetIntArray(const std::string& name, int* values, uint32_t count)
{
// TODO(Hachem): Implement Vulkan shader int array uniform setting
}
void VulkanShader::SetFloat(const std::string& name, float value)
{
// TODO(Hachem): Implement Vulkan shader float uniform setting
}
void VulkanShader::SetFloat2(const std::string& name, const glm::vec2& value)
{
// TODO(Hachem): Implement Vulkan shader float2 uniform setting
}
void VulkanShader::SetFloat3(const std::string& name, const glm::vec3& value)
{
// TODO(Hachem): Implement Vulkan shader float3 uniform setting
}
void VulkanShader::SetFloat4(const std::string& name, const glm::vec4& value)
{
// TODO(Hachem): Implement Vulkan shader float4 uniform setting
}
void VulkanShader::SetMat4(const std::string& name, const glm::mat4& value)
{
// TODO(Hachem): Implement Vulkan shader mat4 uniform setting
}
void VulkanShader::Dispatch(uint32_t x, uint32_t y, uint32_t z)
{
// TODO(Hachem): Implement Vulkan compute shader dispatch
}
void VulkanShader::DispatchIndirect(uint32_t offset)
{
// TODO(Hachem): Implement Vulkan indirect compute shader dispatch
}
void VulkanShader::MemoryBarrier(uint32_t barriers)
{
// TODO(Hachem): Implement Vulkan memory barrier
}
void VulkanShader::UploadUniformInt(const std::string& name, int value)
{
// TODO(Hachem): Implement Vulkan uniform int upload
}
void VulkanShader::UploadUniformIntArray(const std::string& name, int* values, uint32_t count)
{
// TODO(Hachem): Implement Vulkan uniform int array upload
}
void VulkanShader::UploadUniformFloat(const std::string& name, float value)
{
// TODO(Hachem): Implement Vulkan uniform float upload
}
void VulkanShader::UploadUniformFloat2(const std::string& name, const glm::vec2& value)
{
// TODO(Hachem): Implement Vulkan uniform float2 upload
}
void VulkanShader::UploadUniformFloat3(const std::string& name, const glm::vec3& value)
{
// TODO(Hachem): Implement Vulkan uniform float3 upload
}
void VulkanShader::UploadUniformFloat4(const std::string& name, const glm::vec4& value)
{
// TODO(Hachem): Implement Vulkan uniform float4 upload
}
void VulkanShader::UploadUniformMat3(const std::string& name, const glm::mat3& matrix)
{
// TODO(Hachem): Implement Vulkan uniform mat3 upload
}
void VulkanShader::UploadUniformMat4(const std::string& name, const glm::mat4& matrix)
{
// TODO(Hachem): Implement Vulkan uniform mat4 upload
}
std::string VulkanShader::ReadFile(const std::string& filepath)
{
// TODO(Hachem): Implement file reading for Vulkan shader
return "";
}
std::unordered_map<uint32_t, std::string> VulkanShader::PreProcess(const std::string& source)
{
// TODO(Hachem): Implement shader preprocessing for Vulkan
return {};
}
void VulkanShader::Compile(const std::unordered_map<uint32_t, std::string>& shaderSources)
{
// TODO(Hachem): Implement Vulkan shader compilation
}
};
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