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shader.hpp
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64 lines (51 loc) · 2.27 KB
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#ifndef SHADER_H
#define SHADER_H
#pragma message("TODO: remove/move namespace 'Shaders'")
namespace Shaders
{
inline constinit const uint BlinnPhong {ConstexprHash("BlinnPhong")};
inline constinit const uint Fullbright {ConstexprHash("Fullbright")};
inline constinit const uint SkyBox {ConstexprHash("SkyBox")};
inline constinit const uint Fast2D {ConstexprHash("Fast2D")};
inline constinit const uint Fonts {ConstexprHash("Fonts")};
}
class Shader
{
public:
virtual ~Shader() = default;
virtual bool CompileShader(Sarg inVertexShader, Sarg inFragmentShader) = 0;
virtual void Bind() const = 0;
virtual void Unbind() const = 0;
virtual void SetUniform(Sarg inName, int inValue) const = 0;
virtual void SetUniform(Sarg inName, uint inValue) const = 0;
virtual void SetUniform(Sarg inName, float inValue) const = 0;
virtual void SetUniform(Sarg inName, Farg<glm::vec2> inValue) const = 0;
virtual void SetUniform(Sarg inName, Farg<glm::vec3> inValue) const = 0;
virtual void SetUniform(Sarg inName, Farg<glm::vec4> inValue) const = 0;
virtual void SetUniform(Sarg inName, Farg<glm::mat3> inValue) const = 0;
virtual void SetUniform(Sarg inName, Farg<glm::mat4> inValue) const = 0;
Farg<ID> id() const { return mID; }
bool IsCompiled() const { return mIsCompiled; }
static Shared<Shader> CreateDummy();
static Shared<Shader> Create();
protected:
ID mID{};
bool mIsCompiled{false};
};
class DummyShader final : public Shader
{
public:
DummyShader() = default;
virtual bool CompileShader(Sarg, Sarg) final { return false; }
virtual void Bind() const final {}
virtual void Unbind() const final {}
virtual void SetUniform(Sarg, int) const final {}
virtual void SetUniform(Sarg, uint) const final {}
virtual void SetUniform(Sarg, float) const final {}
virtual void SetUniform(Sarg, Farg<glm::vec2>) const final {}
virtual void SetUniform(Sarg, Farg<glm::vec3>) const final {}
virtual void SetUniform(Sarg, Farg<glm::vec4>) const final {}
virtual void SetUniform(Sarg, Farg<glm::mat3>) const final {}
virtual void SetUniform(Sarg, Farg<glm::mat4>) const final {}
};
#endif // SHADER_H