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OpenEngine/open_engine/include/open_engine/opengl/opengl_shader.hpp

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C++
Executable File

#ifndef OPENGL_SHADER_HPP
#define OPENGL_SHADER_HPP
#include "open_engine/renderer/shader.hpp"
#include <unordered_map>
#include <sys/types.h>
#include <glad/glad.h>
#include <string>
namespace OpenEngine {
class OpenGLShader : public Shader
{
public:
OpenGLShader(const std::string& shader_path);
OpenGLShader(const std::string& name, const std::string& vertex_src, const std::string& frament_src);
virtual ~OpenGLShader();
virtual const std::string& GetName() const override { return name; };
// activate the shader
virtual void Bind() const override;
virtual void Unbind() const override;
// utility uniform functions
void UploadBool(const std::string &name, bool value) const;
void UploadInt(const std::string &name, int value) const;
void UploadIntArray(const std::string &name, int* values, uint32_t count) const;
void UploadFloat(const std::string &name, float value) const;
void UploadMat4(const std::string &name, const glm::mat4& value) const;
void UploadVec2(const std::string &name, const glm::vec2& value) const;
void UploadVec3(const std::string &name, const glm::vec3& value) const;
void UploadVec4(const std::string &name, const glm::vec4& value) const;
virtual void SetBool(const std::string &name, bool value) const override;
virtual void SetInt(const std::string &name, int value) const override;
virtual void SetIntArray(const std::string &name, int* values, uint32_t count) const override;
virtual void SetFloat(const std::string &name, float value) const override;
virtual void SetMat4(const std::string &name, const glm::mat4& value) const override;
virtual void SetVec2(const std::string &name, const glm::vec2& value) const override;
virtual void SetVec3(const std::string &name, const glm::vec3& value) const override;
virtual void SetVec4(const std::string &name, const glm::vec4& value) const override;
private:
std::string ReadFile(const std::string& shader_path);
std::unordered_map<GLenum, std::string> PreProcess(const std::string& shader_source);
void CompileOrGetVulkanBinaries(const std::unordered_map<GLenum, std::string>& shader_sources);
void CompileOrGetOpenGLBinaries();
void CreateProgram();
void Reflect(GLenum stage, const std::vector<uint32_t>& shader_data);
//void CheckCompileErrors(unsigned int shader, const std::string& type);
private:
std::string name;
std::string file_path;
std::unordered_map<GLenum, std::vector<uint32_t>> vulkan_spirv;
std::unordered_map<GLenum, std::vector<uint32_t>> opengl_spirv;
std::unordered_map<GLenum, std::string> m_OpenGLSourceCode;
u_int32_t id;
};
}
#endif // OPENGL_SHADER_HPP