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