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1 | /* |
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2 | * DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS HEADER. |
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3 | * Copyright 2023 Mike Becker. All rights reserved. |
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4 | * |
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5 | * Redistribution and use in source and binary forms, with or without |
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6 | * modification, are permitted provided that the following conditions are met: |
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7 | * |
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8 | * 1. Redistributions of source code must retain the above copyright |
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9 | * notice, this list of conditions and the following disclaimer. |
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10 | * |
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11 | * 2. Redistributions in binary form must reproduce the above copyright |
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12 | * notice, this list of conditions and the following disclaimer in the |
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13 | * documentation and/or other materials provided with the distribution. |
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14 | * |
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15 | * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" |
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16 | * AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE |
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17 | * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE |
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18 | * ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE |
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19 | * LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR |
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20 | * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF |
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21 | * SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS |
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22 | * INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN |
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23 | * CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) |
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24 | * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE |
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25 | * POSSIBILITY OF SUCH DAMAGE. |
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26 | */ |
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27 | |
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28 | #ifndef ASCENSION_SHADER_H |
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29 | #define ASCENSION_SHADER_H |
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30 | |
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31 | #include <cx/allocator.h> |
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32 | |
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33 | #include "camera.h" |
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34 | |
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35 | typedef struct asc_scene_node_s AscSceneNode; // avoids full include of scene_node.h |
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36 | |
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37 | typedef int asc_uniform_loc; |
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38 | |
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39 | struct asc_shader_code_files_s { |
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40 | /** |
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41 | * File name of the vertex shader. |
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42 | */ |
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43 | const char *vtx; |
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44 | /** |
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45 | * File name of the fragment shader. |
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46 | */ |
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47 | const char *frag; |
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48 | }; |
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49 | |
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50 | struct asc_shader_code_defines_s { |
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51 | /** |
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52 | * Preprocessor code that shall be prepended to the vertex shader. |
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53 | */ |
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54 | const char *vtx; |
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55 | /** |
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56 | * Preprocessor code that shall be prepended to the fragment shader. |
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57 | */ |
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58 | const char *frag; |
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59 | /** |
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60 | * A list of flag-based preprocessor code for the vertex shader. |
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61 | * Each code must end with a new-line. |
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62 | */ |
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63 | const char * const *vtx_list; |
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64 | /** |
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65 | * A list of flag-based preprocessor code for the fragment shader. |
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66 | * Each code must end with a new-line. |
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67 | */ |
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68 | const char * const *frag_list; |
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69 | /** |
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70 | * Selection flags for the list of codes for the vertex shader. |
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71 | */ |
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72 | unsigned short vtx_list_select; |
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73 | /** |
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74 | * Selection flags for the list of codes for the fragment shader. |
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75 | */ |
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76 | unsigned short frag_list_select; |
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77 | }; |
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78 | |
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79 | typedef struct asc_shader_code_info_s { |
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80 | struct asc_shader_code_files_s files; |
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81 | struct asc_shader_code_defines_s defines; |
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82 | } AscShaderCodeInfo; |
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83 | |
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84 | typedef struct asc_shader_codes_s { |
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85 | char *vtx; |
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86 | char *frag; |
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87 | /** |
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88 | * Optional preprocessor code for the vertex shader. |
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89 | */ |
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90 | const char *vtx_pp; |
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91 | /** |
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92 | * Optional preprocessor code for the fragment shader. |
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93 | */ |
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94 | const char *frag_pp; |
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95 | const char * const *vtx_pp_list; |
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96 | const char * const *frag_pp_list; |
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97 | unsigned short vtx_pp_list_select; |
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98 | unsigned short frag_pp_list_select; |
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99 | } AscShaderCodes; |
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100 | |
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101 | typedef struct asc_shader_program_s { |
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102 | unsigned int id; |
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103 | unsigned int gl_id; |
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104 | int model; |
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105 | int view; |
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106 | int projection; |
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107 | cx_destructor_func destr_func; |
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108 | } AscShaderProgram; |
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109 | |
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110 | /** |
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111 | * The maximum ID for a user-defined shader. |
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112 | * |
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113 | * The IDs above this number are reserved for the engine. |
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114 | */ |
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115 | #define ASC_SHADER_ID_USER_MAX 1'000'000'000u |
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116 | |
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117 | /** |
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118 | * A function to create a shader program. |
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119 | * Should return @c NULL when creation fails. |
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120 | * |
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121 | * Usually this function calls asc_shader_create() with |
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122 | * a configuration that depends on the flags passed as parameter. |
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123 | * |
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124 | * @see asc_shader_create() |
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125 | */ |
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126 | typedef AscShaderProgram*(*asc_shader_create_func)(int); |
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127 | |
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128 | /** |
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129 | * Initialization function for a shader. |
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130 | * |
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131 | * This usually gets all uniform locations and stores them as integers in the struct. |
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132 | * |
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133 | * To be used with asc_shader_create(). |
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134 | * @see asc_shader_create() |
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135 | * @see asc_shader_init_uniform_loc() |
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136 | */ |
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137 | typedef void(*asc_shader_init_func)(AscShaderProgram*, int); |
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138 | |
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139 | /** |
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140 | * Loads shader codes from files. |
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141 | * |
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142 | * @param info the structure containing the file names and preprocessing info |
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143 | * @param codes the structure where to store the loaded codes |
80 | 144 | * @return zero on success, non-zero on failure |
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145 | */ |
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146 | int asc_shader_load_code_files(AscShaderCodeInfo info, AscShaderCodes *codes); |
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147 | |
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148 | /** |
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149 | * Deallocates the memory for the source codes. |
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150 | * |
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151 | * @param codes the structure containing pointers to the source codes |
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152 | */ |
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153 | void asc_shader_free_codes(AscShaderCodes codes); |
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154 | |
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155 | /** |
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156 | * Creates a shader program. |
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157 | * |
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158 | * @param code_info the information about the code that should be loaded |
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159 | * @param mem_size the memory size required for the target structure |
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160 | * @param init_func the initialization function |
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161 | * @param flags the creation flags |
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162 | * @return the compiled and linked shader program as a structure of size @p mem_size |
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163 | * that contains @c AscShaderProgram as base struct |
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164 | */ |
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165 | AscShaderProgram *asc_shader_create(AscShaderCodeInfo code_info, |
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166 | size_t mem_size, asc_shader_init_func init_func, int flags); |
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167 | |
80 | 168 | /** |
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169 | * Frees a shader program. |
80 | 170 | * |
171 | * @param program the program | |
172 | */ | |
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173 | void asc_shader_free(AscShaderProgram *program); |
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174 | |
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175 | /** |
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176 | * Activates a shader for use. |
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177 | * |
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178 | * Does nothing and immediately returns zero when the shader is already active. |
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179 | * |
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180 | * @param shader the shader program to use or @c NULL to deactivate any shader |
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181 | * @param camera the camera matrices (view/projection) to upload |
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182 | * @retval zero when the shader is now active |
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183 | * @retval non-zero when the shader that was supposed to be activated is invalid |
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184 | */ |
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185 | int asc_shader_use(const AscShaderProgram *shader, const AscCamera *camera); |
80 | 186 | |
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187 | |
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188 | /** |
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189 | * Registers a shader under a certain ID. |
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190 | * |
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191 | * @param id the custom ID of the shader |
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192 | * @param create_func the function that creates the shader |
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193 | * @param create_flags flags passed to create_func |
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194 | * @return the shader created by the @c create_func or @c NULL when shader compilation failed |
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195 | * @see asc_shader_lookup() |
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196 | */ |
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197 | const AscShaderProgram *asc_shader_register(unsigned int id, asc_shader_create_func create_func, int create_flags); |
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198 | |
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199 | /** |
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200 | * Looks up a shader by ID. |
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201 | * |
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202 | * @param id the ID of the shader to look up |
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203 | * @return the shader or @c NULL if no shader with such ID exists |
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204 | * @see asc_shader_register() |
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205 | */ |
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206 | const AscShaderProgram *asc_shader_lookup(unsigned int id); |
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207 | |
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208 | /** |
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209 | * Looks up a shader by ID or registers a new one if no shader exists with the specified ID. |
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210 | * |
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211 | * This function can be used for lazy initialization of shaders. |
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212 | * |
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213 | * @param id the custom ID of the shader |
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214 | * @param create_func the function to create the shader |
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215 | * @param create_flags flags passed to create_func |
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216 | * @return the found shader or the newly created shader or @c NULL when shader compilation failed |
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217 | * @see asc_shader_lookup() |
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218 | * @see asc_shader_register() |
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219 | */ |
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220 | const AscShaderProgram *asc_shader_lookup_or_create(unsigned int id, asc_shader_create_func create_func, int create_flags); |
80 | 221 | |
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222 | |
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223 | /** |
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224 | * Frees all registered shaders. |
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225 | * |
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226 | * Completely wipes all shaders. |
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227 | * Be careful with this function when shaders are needed that have been registered with @c asc_shader_register(). |
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228 | * Those need to be registered again, or @a asc_shader_lookup() will fail. |
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229 | * Shaders that are used with @a asc_shader_lookup_or_create() will be re-created automatically. |
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230 | * |
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231 | * TODO: maybe we should add another function that only clears lazy-initialized shaders |
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232 | * another alternative would be to keep the initialization info and lazy-initialize cleared shaders on lookup |
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233 | * |
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234 | * @see asc_shader_lookup_or_create() |
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235 | */ |
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236 | void asc_shader_clear_registry(void); |
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237 | |
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238 | asc_uniform_loc asc_shader_get_uniform_loc(const AscShaderProgram *shader, const char *name); |
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239 | |
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240 | /** |
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241 | * Gets the location of a uniform as an integer and stores it in the struct. |
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242 | * |
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243 | * This is a convenient wrapper for asc_shader_get_uniform_loc(). |
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244 | * |
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245 | * @param shader the shader program struct |
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246 | * @param mem_offset the offset of the int field in the shader program struct |
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247 | * @param name the name of the uniform |
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248 | */ |
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249 | void asc_shader_init_uniform_loc(AscShaderProgram *shader, off_t mem_offset, const char *name); |
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250 | |
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251 | /** |
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252 | * Gets the location of a uniform as an integer and stores it in the struct. |
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253 | * |
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254 | * This is a nicer, but less flexible, wrapper for asc_shader_get_uniform_loc(). |
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255 | * |
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256 | * @param s a pointer to the shader struct |
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257 | * @param type_name the type name of the shader struct |
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258 | * @param field_name the field name which must match the uniform's name |
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259 | */ |
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260 | #define asc_shader_init_uniform_loc_nice(s, type_name, field_name) \ |
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261 | asc_shader_init_uniform_loc(s, offsetof(type_name, field_name), #field_name) |
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262 | |
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263 | void asc_shader_upload_model_matrix(const AscShaderProgram *shader, const AscSceneNode *node); |
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264 | |
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265 | void asc_shader_upload_col4f(int uniform_id, asc_col4f color); |
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266 | |
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267 | static inline void asc_shader_upload_col4i(int uniform_id, asc_col4i color) { |
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268 | asc_shader_upload_col4f(uniform_id, asc_col_itof(color)); |
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269 | } |
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270 | |
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271 | void asc_shader_upload_float(int uniform_id, float value); |
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272 | |
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273 | void asc_shader_upload_vec2f(int uniform_id, asc_vec2f value); |
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274 | |
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275 | #endif //ASCENSION_SHADER_H |