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lovr/src/graphics/shader.h
2018-08-06 11:46:42 -07:00

83 lines
2.3 KiB
C

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