src/ascension/shader.h

Thu, 24 Jul 2025 20:58:00 +0200

author
Mike Becker <universe@uap-core.de>
date
Thu, 24 Jul 2025 20:58:00 +0200
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parent 169
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child 223
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vastly deduplicate shader creation code

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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
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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
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168 /**
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169 * Frees a shader program.
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170 *
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171 * @param program the program
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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);
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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);
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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

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