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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:
Shader(const std::string& filepath);
Shader(const std::string& name, const std::string& vertex_src, const std::string& fragment_src);
Shader(const std::string& name, const std::string& compute_src);
~Shader();
auto bind() const -> void;
auto unbind() const -> void;
auto set_int( const std::string& name, int value) -> void;
auto set_int_array(const std::string& name, int* values, uint32_t count) -> void;
auto set_float( const std::string& name, float value) -> void;
auto set_float2( const std::string& name, const glm::vec2& value) -> void;
auto set_float3( const std::string& name, const glm::vec3& value) -> void;
auto set_float4( const std::string& name, const glm::vec4& value) -> void;
auto set_mat4( const std::string& name, const glm::mat4& value) -> void;
auto dispatch(uint32_t x, uint32_t y = 1, uint32_t z = 1) -> void;
auto dispatch_indirect(uint32_t offset = 0) -> void;
auto memory_barrier(uint32_t barriers) -> void;
auto get_name() const -> const std::string& { return m_name; }
auto get_renderer_id() const -> uint32_t { 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;
static auto create(const std::string& filepath) -> Shader*;
static auto create(const std::string& name, const std::string& vertex_src, const std::string& fragment_src) -> Shader*;
static auto create_compute(const std::string& name, const std::string& compute_src) -> Shader*;
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;
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;
};
class ShaderLibrary
{
public:
auto add(const Ref<Shader>& shader) -> void;
auto add(const std::string& name, const Ref<Shader>& shader) -> void;
auto load(const std::string& filepath) -> Ref<Shader>;
auto load(const std::string& name, const std::string& filepath) -> Ref<Shader>;
auto Get(const std::string& name) -> Ref<Shader>;
auto exists(const std::string& name) const -> bool;
private:
std::unordered_map<std::string, Ref<Shader>> m_shaders;
};
};
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