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#pragma once
#include "Rendering/Shader.h"
#include <string>
#include <unordered_map>
namespace Donut
{
class VulkanShader
: public Shader
{
public:
VulkanShader(const std::string& filepath);
VulkanShader(const std::string& name, const std::string& vertexSrc, const std::string& fragmentSrc);
VulkanShader(const std::string& name, const std::string& computeSrc);
virtual ~VulkanShader();
virtual void Bind() const override;
virtual void Unbind() const override;
virtual void SetInt(const std::string& name, int value) override;
virtual void SetIntArray(const std::string& name, int* values, uint32_t count) override;
virtual void SetFloat(const std::string& name, float value) override;
virtual void SetFloat2(const std::string& name, const glm::vec2& value) override;
virtual void SetFloat3(const std::string& name, const glm::vec3& value) override;
virtual void SetFloat4(const std::string& name, const glm::vec4& value) override;
virtual void SetMat4(const std::string& name, const glm::mat4& value) override;
virtual void Dispatch(uint32_t x, uint32_t y = 1, uint32_t z = 1) override;
virtual void DispatchIndirect(uint32_t offset = 0) override;
virtual void MemoryBarrier(uint32_t barriers) override;
virtual const std::string& GetName() const override { return m_Name; }
void UploadUniformInt(const std::string& name, int value);
void UploadUniformIntArray(const std::string& name, int* values, uint32_t count);
void UploadUniformFloat(const std::string& name, float value);
void UploadUniformFloat2(const std::string& name, const glm::vec2& value);
void UploadUniformFloat3(const std::string& name, const glm::vec3& value);
void UploadUniformFloat4(const std::string& name, const glm::vec4& value);
void UploadUniformMat3(const std::string& name, const glm::mat3& matrix);
void UploadUniformMat4(const std::string& name, const glm::mat4& matrix);
private:
std::string ReadFile(const std::string& filepath);
std::unordered_map<uint32_t, std::string> PreProcess(const std::string& source);
void Compile(const std::unordered_map<uint32_t, std::string>& shaderSources);
uint32_t m_RendererID;
std::string m_Name;
};
};
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