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https://github.com/bjornbytes/lovr.git
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131 lines
3.3 KiB
C
131 lines
3.3 KiB
C
#include "graphics/buffer.h"
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#include "graphics/texture.h"
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#include "graphics/opengl.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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ACCESS_READ,
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ACCESS_WRITE,
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ACCESS_READ_WRITE
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} UniformAccess;
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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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UNIFORM_IMAGE
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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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Texture* texture;
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int slice;
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int mipmap;
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UniformAccess access;
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} Image;
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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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char* bytes;
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int* ints;
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float* floats;
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Texture** textures;
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Image* images;
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} value;
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TextureType textureType;
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int baseSlot;
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bool image;
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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 {
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Ref ref;
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BlockType type;
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vec_uniform_t uniforms;
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map_int_t uniformMap;
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Buffer* buffer;
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GPU_SHADER_BLOCK_FIELDS
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} ShaderBlock;
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typedef struct {
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vec_uniform_t uniforms;
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int slot;
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ShaderBlock* source;
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UniformAccess access;
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} UniformBlock;
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typedef vec_t(UniformBlock) vec_block_t;
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typedef struct {
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Ref ref;
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ShaderType type;
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vec_uniform_t uniforms;
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vec_block_t blocks[2];
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map_int_t attributes;
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map_int_t uniformMap;
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map_int_t blockMap;
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bool dirty;
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GPU_SHADER_FIELDS
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} Shader;
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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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bool lovrShaderIsDirty(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 lovrShaderSetFloats(Shader* shader, const char* name, float* data, int start, int count);
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void lovrShaderSetInts(Shader* shader, const char* name, int* data, int start, int count);
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void lovrShaderSetMatrices(Shader* shader, const char* name, float* data, int start, int count);
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void lovrShaderSetTextures(Shader* shader, const char* name, Texture** data, int start, int count);
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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);
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void lovrShaderSetBlock(Shader* shader, const char* name, ShaderBlock* block, UniformAccess access);
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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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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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Buffer* lovrShaderBlockGetBuffer(ShaderBlock* block);
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