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lovr/src/graphics/shader.h

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#include "glfw.h"
#include "matrix.h"
#include "vendor/map/map.h"
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#ifndef LOVR_SHADER_TYPES
#define LOVR_SHADER_TYPES
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#define LOVR_SHADER_POSITION 0
#define LOVR_SHADER_NORMAL 1
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#define LOVR_MAX_UNIFORM_LENGTH 256
typedef struct {
GLchar name[LOVR_MAX_UNIFORM_LENGTH];
int index;
int location;
GLenum type;
int count;
} Uniform;
typedef map_t(Uniform) map_uniform_t;
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typedef struct {
int id;
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map_uniform_t uniforms;
mat4 transform;
mat4 projection;
unsigned int color;
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} Shader;
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#endif
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extern const char* lovrShaderVertexPrefix;
extern const char* lovrShaderFragmentPrefix;
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extern const char* lovrDefaultVertexShader;
extern const char* lovrDefaultFragmentShader;
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extern const char* lovrSkyboxVertexShader;
extern const char* lovrSkyboxFragmentShader;
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GLuint compileShader(GLuint type, const char* filename);
GLuint linkShaders(GLuint vertexShader, GLuint fragmentShader);
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Shader* lovrShaderCreate(const char* vertexSource, const char* fragmentSource);
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void lovrShaderDestroy(Shader* shader);
void lovrShaderBind(Shader* shader, mat4 transform, mat4 projection, unsigned int color, int force);
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int lovrShaderGetAttributeId(Shader* shader, const char* name);
int lovrShaderGetUniformId(Shader* shader, const char* name);
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int lovrShaderGetUniformType(Shader* shader, const char* name, GLenum* type, int* count);
void lovrShaderSendFloat(Shader* shader, int id, float value);
void lovrShaderSendFloatVec2(Shader* shader, int id, float* vector);
void lovrShaderSendFloatVec3(Shader* shader, int id, float* vector);
void lovrShaderSendFloatVec4(Shader* shader, int id, float* vector);
void lovrShaderSendFloatMat2(Shader* shader, int id, float* matrix);
void lovrShaderSendFloatMat3(Shader* shader, int id, float* matrix);
void lovrShaderSendFloatMat4(Shader* shader, int id, float* matrix);