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path: root/src/Platform/Vulkan/VulkanShader.h
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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;
	};
};