lovr/src/graphics/shader.h

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#include "graphics/buffer.h"
#include "graphics/texture.h"
#include "graphics/opengl.h"
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#include "lib/map/map.h"
#include "lib/vec/vec.h"
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#include <stdbool.h>
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#pragma once
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#define LOVR_MAX_UNIFORM_LENGTH 64
#define LOVR_MAX_ATTRIBUTE_LENGTH 64
typedef enum {
ACCESS_READ,
ACCESS_WRITE,
ACCESS_READ_WRITE
} UniformAccess;
typedef enum {
BLOCK_UNIFORM,
BLOCK_STORAGE
} BlockType;
typedef enum {
UNIFORM_FLOAT,
UNIFORM_MATRIX,
UNIFORM_INT,
UNIFORM_SAMPLER,
UNIFORM_IMAGE
} UniformType;
typedef enum {
SHADER_GRAPHICS,
SHADER_COMPUTE
} ShaderType;
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typedef enum {
SHADER_DEFAULT,
SHADER_CUBE,
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SHADER_PANO,
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SHADER_FONT,
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SHADER_FILL,
MAX_DEFAULT_SHADERS
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} DefaultShader;
typedef struct {
Texture* texture;
int slice;
int mipmap;
UniformAccess access;
} Image;
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typedef struct {
char name[LOVR_MAX_UNIFORM_LENGTH];
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UniformType type;
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int components;
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int count;
int location;
int offset;
int size;
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union {
void* data;
char* bytes;
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int* ints;
float* floats;
Texture** textures;
Image* images;
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} value;
TextureType textureType;
int baseSlot;
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bool image;
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bool dirty;
} Uniform;
typedef vec_t(Uniform) vec_uniform_t;
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typedef struct {
Ref ref;
BlockType type;
vec_uniform_t uniforms;
map_int_t uniformMap;
Buffer* buffer;
} ShaderBlock;
typedef struct {
vec_uniform_t uniforms;
UniformAccess access;
Buffer* source;
size_t offset;
size_t size;
int slot;
} UniformBlock;
typedef vec_t(UniformBlock) vec_block_t;
typedef struct {
Ref ref;
ShaderType type;
vec_uniform_t uniforms;
vec_block_t blocks[2];
map_int_t attributes;
map_int_t uniformMap;
map_int_t blockMap;
GPU_SHADER_FIELDS
} Shader;
// Shader
Shader* lovrShaderInitGraphics(Shader* shader, const char* vertexSource, const char* fragmentSource);
Shader* lovrShaderInitCompute(Shader* shader, const char* source);
Shader* lovrShaderInitDefault(Shader* shader, DefaultShader type);
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#define lovrShaderCreateGraphics(...) lovrShaderInitGraphics(lovrAlloc(Shader), __VA_ARGS__)
#define lovrShaderCreateCompute(...) lovrShaderInitCompute(lovrAlloc(Shader), __VA_ARGS__)
#define lovrShaderCreateDefault(...) lovrShaderInitDefault(lovrAlloc(Shader), __VA_ARGS__)
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void lovrShaderDestroy(void* ref);
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ShaderType lovrShaderGetType(Shader* shader);
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int lovrShaderGetAttributeId(Shader* shader, const char* name);
bool lovrShaderHasUniform(Shader* shader, const char* name);
const Uniform* lovrShaderGetUniform(Shader* shader, const char* name);
void lovrShaderSetFloats(Shader* shader, const char* name, float* data, int start, int count);
void lovrShaderSetInts(Shader* shader, const char* name, int* data, int start, int count);
void lovrShaderSetMatrices(Shader* shader, const char* name, float* data, int start, int count);
void lovrShaderSetTextures(Shader* shader, const char* name, Texture** data, int start, int count);
void lovrShaderSetImages(Shader* shader, const char* name, Image* data, int start, int count);
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void lovrShaderSetColor(Shader* shader, const char* name, Color color);
void lovrShaderSetBlock(Shader* shader, const char* name, Buffer* buffer, size_t offset, size_t size, UniformAccess access);
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// ShaderBlock
size_t lovrShaderComputeUniformLayout(vec_uniform_t* uniforms);
ShaderBlock* lovrShaderBlockInit(ShaderBlock* block, BlockType type, Buffer* buffer, vec_uniform_t* uniforms);
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#define lovrShaderBlockCreate(...) lovrShaderBlockInit(lovrAlloc(ShaderBlock), __VA_ARGS__)
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void lovrShaderBlockDestroy(void* ref);
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BlockType lovrShaderBlockGetType(ShaderBlock* block);
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char* lovrShaderBlockGetShaderCode(ShaderBlock* block, const char* blockName, size_t* length);
const Uniform* lovrShaderBlockGetUniform(ShaderBlock* block, const char* name);
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Buffer* lovrShaderBlockGetBuffer(ShaderBlock* block);