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path: root/src/Platform/Vulkan/VulkanShader.cpp
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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()
	{
		// 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::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
	}
};