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path: root/src/platform/opengl/opengl_shader.h
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#pragma once

#include "rendering/shader.h"

#include <unordered_map>
#include <glm/glm.hpp>

namespace Donut 
{
    class OpenGLShader 
        : public Shader 
    {
    public:
        OpenGLShader(const std::string& filepath);
        OpenGLShader(const std::string& name, const std::string& vertex_src, const std::string& fragment_src);
        OpenGLShader(const std::string& name, const std::string& compute_src);
        virtual ~OpenGLShader();

        virtual void bind()   const override;
        virtual void unbind() const override;

        virtual void set_int(     const std::string& name, int value)                   override;
        virtual void set_int_array(const std::string& name, int* values, uint32_t count) override;
        virtual void set_float(   const std::string& name, float value)                 override;
        virtual void set_float2(  const std::string& name, const glm::vec2& value)      override;
        virtual void set_float3(  const std::string& name, const glm::vec3& value)      override;
        virtual void set_float4(  const std::string& name, const glm::vec4& value)      override;
        virtual void set_mat4(    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 dispatch_indirect(uint32_t offset = 0)                override;
        virtual void memory_barrier(uint32_t barriers)                     override;

        virtual const std::string& get_name() const override { return m_name; }

        void upload_uniform_int(     const std::string& name, int value);
        void upload_uniform_int_array(const std::string& name, int* values, uint32_t count);
        void upload_uniform_float(   const std::string& name, float value);
        void upload_uniform_float2(  const std::string& name, const glm::vec2& value);
        void upload_uniform_float3(  const std::string& name, const glm::vec3& value);
        void upload_uniform_float4(  const std::string& name, const glm::vec4& value);
        void upload_uniform_mat3(    const std::string& name, const glm::mat3& matrix);
        void upload_uniform_mat4(    const std::string& name, const glm::mat4& matrix);

    private:
        std::string read_file(const std::string& filepath);
        std::unordered_map<uint32_t, std::string> pre_process(const std::string& source);
        void compile(const std::unordered_map<uint32_t, std::string>& shader_sources);
    private:
        uint32_t    m_renderer_id;
        std::string m_name;
    };
};