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#pragma once
#include "Core/Memory.h"
#include <string>
#include <unordered_map>
#include <glm/glm.hpp>
#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:
virtual ~Shader() = default;
virtual void Bind() const = 0;
virtual void Unbind() const = 0;
virtual void SetInt( const std::string& name, int value) = 0;
virtual void SetIntArray(const std::string& name, int* values, uint32_t count) = 0;
virtual void SetFloat( const std::string& name, float value) = 0;
virtual void SetFloat2( const std::string& name, const glm::vec2& value) = 0;
virtual void SetFloat3( const std::string& name, const glm::vec3& value) = 0;
virtual void SetFloat4( const std::string& name, const glm::vec4& value) = 0;
virtual void SetMat4( const std::string& name, const glm::mat4& value) = 0;
virtual void Dispatch(uint32_t x, uint32_t y = 1, uint32_t z = 1) = 0;
virtual void DispatchIndirect(uint32_t offset = 0) = 0;
virtual void MemoryBarrier(uint32_t barriers) = 0;
virtual const std::string& GetName() const = 0;
virtual uint32_t GetRendererID() const = 0;
static Shader* Create(const std::string& filepath);
static Shader* Create(const std::string& name, const std::string& vertexSrc, const std::string& fragmentSrc);
static Shader* CreateCompute(const std::string& name, const std::string& computeSrc);
};
class ShaderLibrary
{
public:
void Add(const Ref<Shader>& shader);
void Add(const std::string& name, const Ref<Shader>& shader);
Ref<Shader> Load(const std::string& filepath);
Ref<Shader> Load(const std::string& name, const std::string& filepath);
Ref<Shader> Get(const std::string& name);
bool Exists(const std::string& name) const;
private:
std::unordered_map<std::string, Ref<Shader>> m_Shaders;
};
};
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