lovr/src/graphics/shader.h

141 lines
3.8 KiB
C

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