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#pragma once
#include <string>
#include <unordered_map>
#include <memory>
#include <glm/glm.hpp>
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 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 const std::string& GetName() const = 0;
static Shader* Create(const std::string& filepath);
static Shader* Create(const std::string& name, const std::string& vertexSrc, const std::string& fragmentSrc);
};
class ShaderLibrary
{
public:
void Add(const std::shared_ptr<Shader>& shader);
void Add(const std::string& name, const std::shared_ptr<Shader>& shader);
std::shared_ptr<Shader> Load(const std::string& filepath);
std::shared_ptr<Shader> Load(const std::string& name, const std::string& filepath);
std::shared_ptr<Shader> Get(const std::string& name);
bool Exists(const std::string& name) const;
private:
std::unordered_map<std::string, std::shared_ptr<Shader>> m_Shaders;
};
};
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