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lovr/src/graphics/shader.h
2018-12-19 01:04:42 -08:00

135 lines
3.7 KiB
C

#include "graphics/buffer.h"
#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
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;
typedef enum {
SHADER_DEFAULT,
SHADER_CUBE,
SHADER_PANO,
SHADER_FONT,
SHADER_FILL,
MAX_DEFAULT_SHADERS
} DefaultShader;
typedef 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;
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;
Buffer* buffer;
GPU_SHADER_BLOCK_FIELDS
} ShaderBlock;
typedef struct {
vec_uniform_t uniforms;
int slot;
ShaderBlock* source;
UniformAccess access;
} 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;
bool dirty;
GPU_SHADER_FIELDS
} 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);
void lovrShaderBind(Shader* shader);
bool lovrShaderIsDirty(Shader* shader);
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);
void lovrShaderSetColor(Shader* shader, const char* name, Color color);
void lovrShaderSetBlock(Shader* shader, const char* name, ShaderBlock* block, UniformAccess access);
ShaderBlock* lovrShaderBlockInit(ShaderBlock* block, vec_uniform_t* uniforms, BlockType type, BufferUsage usage);
#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);
Buffer* lovrShaderBlockGetBuffer(ShaderBlock* block);