mirror of
https://github.com/gnif/LookingGlass.git
synced 2024-11-22 21:47:23 +00:00
114 lines
2.7 KiB
C
114 lines
2.7 KiB
C
/**
|
|
* Looking Glass
|
|
* Copyright © 2017-2021 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 <stdbool.h>
|
|
#include <stddef.h>
|
|
|
|
#include <GLES3/gl3.h>
|
|
|
|
#include "common/countedbuffer.h"
|
|
|
|
typedef struct EGL_Shader EGL_Shader;
|
|
|
|
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_Uniform
|
|
{
|
|
enum EGL_UniformType type;
|
|
GLint location;
|
|
|
|
union
|
|
{
|
|
GLfloat f [4];
|
|
GLint i [4];
|
|
GLuint ui[4];
|
|
|
|
CountedBuffer * v;
|
|
|
|
struct
|
|
{
|
|
CountedBuffer * v;
|
|
GLboolean transpose;
|
|
}
|
|
m;
|
|
};
|
|
}
|
|
EGL_Uniform;
|
|
|
|
bool egl_shaderInit(EGL_Shader ** shader);
|
|
void egl_shaderFree(EGL_Shader ** shader);
|
|
|
|
bool egl_shaderLoad(EGL_Shader * model, const char * vertex_file,
|
|
const char * fragment_file);
|
|
|
|
bool egl_shaderCompile(EGL_Shader * model, const char * vertex_code,
|
|
size_t vertex_size, const char * fragment_code, size_t fragment_size);
|
|
|
|
void egl_shaderSetUniforms(EGL_Shader * shader, EGL_Uniform * uniforms,
|
|
int count);
|
|
void egl_shaderFreeUniforms(EGL_Shader * shader);
|
|
|
|
void egl_shaderUse(EGL_Shader * shader);
|
|
|
|
void egl_shaderAssocTextures(EGL_Shader * shader, const int count);
|
|
|
|
GLint egl_shaderGetUniform(EGL_Shader * shader, const char * name);
|