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90 lines
2.5 KiB
C
90 lines
2.5 KiB
C
#include "graphics/texture.h"
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#include "lib/map/map.h"
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#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
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#define LOVR_MAX_ATTRIBUTE_LENGTH 64
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typedef enum {
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USAGE_STATIC,
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USAGE_DYNAMIC,
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USAGE_STREAM
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} BufferUsage;
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typedef enum {
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BLOCK_UNIFORM,
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BLOCK_STORAGE
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} BlockType;
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typedef enum {
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UNIFORM_FLOAT,
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UNIFORM_MATRIX,
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UNIFORM_INT,
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UNIFORM_SAMPLER
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} UniformType;
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typedef enum {
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SHADER_GRAPHICS,
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SHADER_COMPUTE
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} ShaderType;
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typedef enum {
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SHADER_DEFAULT,
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SHADER_CUBE,
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SHADER_PANO,
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SHADER_FONT,
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SHADER_FILL,
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MAX_DEFAULT_SHADERS
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} DefaultShader;
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typedef struct {
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char name[LOVR_MAX_UNIFORM_LENGTH];
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UniformType type;
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int components;
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int count;
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int location;
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int offset;
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int size;
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union {
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void* data;
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int* ints;
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float* floats;
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Texture** textures;
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} value;
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int baseTextureSlot;
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bool dirty;
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} Uniform;
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typedef vec_t(Uniform) vec_uniform_t;
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typedef struct Shader Shader;
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typedef struct ShaderBlock ShaderBlock;
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Shader* lovrShaderCreateGraphics(const char* vertexSource, const char* fragmentSource);
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Shader* lovrShaderCreateCompute(const char* source);
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Shader* lovrShaderCreateDefault(DefaultShader type);
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void lovrShaderDestroy(void* ref);
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ShaderType lovrShaderGetType(Shader* shader);
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void lovrShaderBind(Shader* shader);
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int lovrShaderGetAttributeId(Shader* shader, const char* name);
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bool lovrShaderHasUniform(Shader* shader, const char* name);
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const Uniform* lovrShaderGetUniform(Shader* shader, const char* name);
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void lovrShaderSetFloat(Shader* shader, const char* name, float* data, int count);
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void lovrShaderSetInt(Shader* shader, const char* name, int* data, int count);
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void lovrShaderSetMatrix(Shader* shader, const char* name, float* data, int count);
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void lovrShaderSetTexture(Shader* shader, const char* name, Texture** data, int count);
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ShaderBlock* lovrShaderGetBlock(Shader* shader, const char* name);
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void lovrShaderSetBlock(Shader* shader, const char* name, ShaderBlock* block);
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ShaderBlock* lovrShaderBlockCreate(vec_uniform_t* uniforms, BlockType type, BufferUsage usage);
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void lovrShaderBlockDestroy(void* ref);
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size_t lovrShaderBlockGetSize(ShaderBlock* block);
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BlockType lovrShaderBlockGetType(ShaderBlock* block);
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char* lovrShaderBlockGetShaderCode(ShaderBlock* block, const char* blockName, size_t* length);
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const Uniform* lovrShaderBlockGetUniform(ShaderBlock* block, const char* name);
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void* lovrShaderBlockMap(ShaderBlock* block);
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void lovrShaderBlockUnmap(ShaderBlock* block);
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