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path: root/src/platform/vulkan/vulkan_shader.h
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#pragma once

#include "rendering/shader.h"

#include <string>
#include <unordered_map>

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

		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;
		uint32_t    m_renderer_id;
		std::string m_name;
	};
};