/** * Looking Glass * Copyright © 2017-2026 The Looking Glass Authors * https://looking-glass.io * * This program is free software; you can redistribute it and/or modify it * under the terms of the GNU General Public License as published by the Free * Software Foundation; either version 2 of the License, or (at your option) * any later version. * * This program is distributed in the hope that it will be useful, but WITHOUT * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or * FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for * more details. * * You should have received a copy of the GNU General Public License along * with this program; if not, write to the Free Software Foundation, Inc., 59 * Temple Place, Suite 330, Boston, MA 02111-1307 USA */ #pragma once #include #include #include typedef struct EGL_Shader EGL_Shader; typedef struct EGL_Uniform EGL_Uniform; enum EGL_UniformType { EGL_UNIFORM_TYPE_1F, EGL_UNIFORM_TYPE_2F, EGL_UNIFORM_TYPE_3F, EGL_UNIFORM_TYPE_4F, EGL_UNIFORM_TYPE_1I, EGL_UNIFORM_TYPE_2I, EGL_UNIFORM_TYPE_3I, EGL_UNIFORM_TYPE_4I, EGL_UNIFORM_TYPE_1UI, EGL_UNIFORM_TYPE_2UI, EGL_UNIFORM_TYPE_3UI, EGL_UNIFORM_TYPE_4UI, // vectors EGL_UNIFORM_TYPE_1FV, EGL_UNIFORM_TYPE_2FV, EGL_UNIFORM_TYPE_3FV, EGL_UNIFORM_TYPE_4FV, EGL_UNIFORM_TYPE_1IV, EGL_UNIFORM_TYPE_2IV, EGL_UNIFORM_TYPE_3IV, EGL_UNIFORM_TYPE_4IV, EGL_UNIFORM_TYPE_1UIV, EGL_UNIFORM_TYPE_2UIV, EGL_UNIFORM_TYPE_3UIV, EGL_UNIFORM_TYPE_4UIV, // matrices EGL_UNIFORM_TYPE_M2FV, EGL_UNIFORM_TYPE_M3FV, EGL_UNIFORM_TYPE_M4FV, EGL_UNIFORM_TYPE_M2x3FV, EGL_UNIFORM_TYPE_M3x2FV, EGL_UNIFORM_TYPE_M2x4FV, EGL_UNIFORM_TYPE_M4x2FV, EGL_UNIFORM_TYPE_M3x4FV, EGL_UNIFORM_TYPE_M4x3FV }; typedef struct EGL_ShaderDefine { const char * name; const char * value; } EGL_ShaderDefine; bool egl_shaderInit(EGL_Shader ** shader); void egl_shaderFree(EGL_Shader ** shader); bool egl_shaderLoad(EGL_Shader * shader, const char * vertex_file, const char * fragment_file, bool useDMA, const EGL_ShaderDefine * defines); bool egl_shaderCompile(EGL_Shader * shader, const char * vertex_code, size_t vertex_size, const char * fragment_code, size_t fragment_size, bool useDMA, const EGL_ShaderDefine * defines); /* * Uniform handles remain valid when a shader is recompiled. Values are copied * into the shader and are only uploaded when they have changed or the program * has been relinked. count is the number of vectors or matrices in data. */ EGL_Uniform * egl_shaderGetUniform(EGL_Shader * shader, const char * name); bool egl_uniformSet(EGL_Uniform * uniform, enum EGL_UniformType type, GLsizei count, GLboolean transpose, const void * data); bool egl_uniform1f (EGL_Uniform * uniform, GLfloat x); bool egl_uniform2f (EGL_Uniform * uniform, GLfloat x, GLfloat y); bool egl_uniform3f (EGL_Uniform * uniform, GLfloat x, GLfloat y, GLfloat z); bool egl_uniform4f (EGL_Uniform * uniform, GLfloat x, GLfloat y, GLfloat z, GLfloat w); bool egl_uniform1i (EGL_Uniform * uniform, GLint x); bool egl_uniform1ui(EGL_Uniform * uniform, GLuint x); bool egl_uniform4ui(EGL_Uniform * uniform, GLuint x, GLuint y, GLuint z, GLuint w); bool egl_uniform4uiv(EGL_Uniform * uniform, GLsizei count, const GLuint * value); bool egl_uniformMatrix3x2fv(EGL_Uniform * uniform, GLsizei count, GLboolean transpose, const GLfloat * value); void egl_shaderUse(EGL_Shader * shader); void egl_shaderAssocTextures(EGL_Shader * shader, int count);