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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:
        virtual ~Shader() = default;

        virtual void bind() const = 0;
        virtual void unbind() const = 0;

        virtual void set_int(     const std::string& name, int value)                   = 0;
        virtual void set_int_array(const std::string& name, int* values, uint32_t count) = 0;
        virtual void set_float(   const std::string& name, float value)                 = 0;
        virtual void set_float2(  const std::string& name, const glm::vec2& value)      = 0;
        virtual void set_float3(  const std::string& name, const glm::vec3& value)      = 0;
        virtual void set_float4(  const std::string& name, const glm::vec4& value)      = 0;
        virtual void set_mat4(    const std::string& name, const glm::mat4& value)      = 0;

        virtual void dispatch(uint32_t x, uint32_t y = 1, uint32_t z = 1) = 0;
        virtual void dispatch_indirect(uint32_t offset = 0)                = 0;
        virtual void memory_barrier(uint32_t barriers)                     = 0;

        virtual const std::string& get_name() const = 0;

        static Shader* create(const std::string& filepath);
        static Shader* create(const std::string& name, const std::string& vertex_src, const std::string& fragment_src);
        static Shader* create_compute(const std::string& name, const std::string& compute_src);
    };

    class ShaderLibrary
    {
    public:
        void add(const Ref<Shader>& shader);
        void add(const std::string& name, const Ref<Shader>& shader);
        Ref<Shader> load(const std::string& filepath);
        Ref<Shader> load(const std::string& name, const std::string& filepath);

        Ref<Shader> get(const std::string& name);

        bool exists(const std::string& name) const;
    private:
        std::unordered_map<std::string, Ref<Shader>> m_shaders;
    };
};