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122 lines
2.9 KiB
C
122 lines
2.9 KiB
C
/**
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* Looking Glass
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* Copyright © 2017-2023 The Looking Glass Authors
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* https://looking-glass.io
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License as published by the Free
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* Software Foundation; either version 2 of the License, or (at your option)
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* any later version.
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*
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* This program is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
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* more details.
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*
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* You should have received a copy of the GNU General Public License along
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* with this program; if not, write to the Free Software Foundation, Inc., 59
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* Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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#pragma once
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#include <stdbool.h>
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#include <stddef.h>
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#include <GLES3/gl3.h>
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#include "common/countedbuffer.h"
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typedef struct EGL_Shader EGL_Shader;
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enum EGL_UniformType
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{
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EGL_UNIFORM_TYPE_1F,
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EGL_UNIFORM_TYPE_2F,
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EGL_UNIFORM_TYPE_3F,
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EGL_UNIFORM_TYPE_4F,
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EGL_UNIFORM_TYPE_1I,
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EGL_UNIFORM_TYPE_2I,
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EGL_UNIFORM_TYPE_3I,
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EGL_UNIFORM_TYPE_4I,
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EGL_UNIFORM_TYPE_1UI,
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EGL_UNIFORM_TYPE_2UI,
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EGL_UNIFORM_TYPE_3UI,
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EGL_UNIFORM_TYPE_4UI,
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// vectors
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EGL_UNIFORM_TYPE_1FV,
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EGL_UNIFORM_TYPE_2FV,
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EGL_UNIFORM_TYPE_3FV,
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EGL_UNIFORM_TYPE_4FV,
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EGL_UNIFORM_TYPE_1IV,
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EGL_UNIFORM_TYPE_2IV,
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EGL_UNIFORM_TYPE_3IV,
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EGL_UNIFORM_TYPE_4IV,
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EGL_UNIFORM_TYPE_1UIV,
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EGL_UNIFORM_TYPE_2UIV,
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EGL_UNIFORM_TYPE_3UIV,
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EGL_UNIFORM_TYPE_4UIV,
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// matrices
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EGL_UNIFORM_TYPE_M2FV,
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EGL_UNIFORM_TYPE_M3FV,
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EGL_UNIFORM_TYPE_M4FV,
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EGL_UNIFORM_TYPE_M2x3FV,
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EGL_UNIFORM_TYPE_M3x2FV,
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EGL_UNIFORM_TYPE_M2x4FV,
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EGL_UNIFORM_TYPE_M4x2FV,
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EGL_UNIFORM_TYPE_M3x4FV,
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EGL_UNIFORM_TYPE_M4x3FV
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};
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typedef struct EGL_Uniform
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{
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enum EGL_UniformType type;
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GLint location;
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union
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{
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GLfloat f [4];
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GLint i [4];
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GLuint ui[4];
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CountedBuffer * v;
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struct
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{
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CountedBuffer * v;
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GLboolean transpose;
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}
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m;
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};
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}
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EGL_Uniform;
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typedef struct EGL_ShaderDefine
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{
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const char * name;
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const char * value;
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}
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EGL_ShaderDefine;
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bool egl_shaderInit(EGL_Shader ** shader);
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void egl_shaderFree(EGL_Shader ** shader);
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bool egl_shaderLoad(EGL_Shader * model, const char * vertex_file,
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const char * fragment_file, bool useDMA, const EGL_ShaderDefine * defines);
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bool egl_shaderCompile(EGL_Shader * model, const char * vertex_code,
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size_t vertex_size, const char * fragment_code, size_t fragment_size,
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bool useDMA, const EGL_ShaderDefine * defines);
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void egl_shaderSetUniforms(EGL_Shader * shader, EGL_Uniform * uniforms,
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int count);
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void egl_shaderFreeUniforms(EGL_Shader * shader);
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void egl_shaderUse(EGL_Shader * shader);
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void egl_shaderAssocTextures(EGL_Shader * shader, const int count);
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GLint egl_shaderGetUniform(EGL_Shader * shader, const char * name);
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