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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 auto bind() const -> void override;
virtual auto unbind() const -> void override;
virtual auto set_int( const std::string& name, int value) -> void override;
virtual auto set_int_array(const std::string& name, int* values, uint32_t count) -> void override;
virtual auto set_float( const std::string& name, float value) -> void override;
virtual auto set_float2( const std::string& name, const glm::vec2& value) -> void override;
virtual auto set_float3( const std::string& name, const glm::vec3& value) -> void override;
virtual auto set_float4( const std::string& name, const glm::vec4& value) -> void override;
virtual auto set_mat4( const std::string& name, const glm::mat4& value) -> void override;
virtual auto dispatch(uint32_t x, uint32_t y = 1, uint32_t z = 1) -> void override;
virtual auto dispatch_indirect(uint32_t offset = 0) -> void override;
virtual auto memory_barrier(uint32_t barriers) -> void override;
virtual auto get_name() const -> const std::string& override{ return m_name; }
virtual auto get_renderer_id() const -> uint32_t override{ return m_renderer_id; }
auto upload_uniform_int( const std::string& name, int value) -> void;
auto upload_uniform_int_array(const std::string& name, int* values, uint32_t count) -> void;
auto upload_uniform_float( const std::string& name, float value) -> void;
auto upload_uniform_float2( const std::string& name, const glm::vec2& value) -> void;
auto upload_uniform_float3( const std::string& name, const glm::vec3& value) -> void;
auto upload_uniform_float4( const std::string& name, const glm::vec4& value) -> void;
auto upload_uniform_mat3( const std::string& name, const glm::mat3& matrix) -> void;
auto upload_uniform_mat4( const std::string& name, const glm::mat4& matrix) -> void;
private:
auto read_file(const std::string& filepath) -> std::string;
auto pre_process(const std::string& source) -> std::unordered_map<uint32_t, std::string>;
auto compile(const std::unordered_map<uint32_t, std::string>& shader_sources) -> void;
private:
uint32_t m_renderer_id = 0;
std::string m_name;
// True when loaded from a Slang-compiled GLSL. Slang expects row-major
// matrix data, so matrix uniforms are transposed on upload (glm is
// column-major) to keep all matrix math correct.
bool m_is_slang = false;
};
};
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