src/ascension/shader.h

Fri, 25 Jul 2025 18:50:36 +0200

author
Mike Becker <universe@uap-core.de>
date
Fri, 25 Jul 2025 18:50:36 +0200
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clean up the messy shader code specification

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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_s {
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40 /**
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41 * File name of the shader.
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42 * Set to @c NULL if the specific type of shader is not used in the program.
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43 */
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44 const char *source_file;
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45 /**
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46 * An array of code segments, usually preprocessor defines.
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47 *
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48 * The maximum number of elements in this array is 64.
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49 * The preamble_code_flags integer decides which elements of this array shall be prepended to
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50 * the shader code before compilation.
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51 */
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52 const char * const *preamble_code;
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53 /**
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54 * Flags for deciding which code segments shall be added to the preamble of the shader.
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55 */
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56 uint64_t preamble_code_flags;
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57 };
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58
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59 typedef struct asc_shader_codes_s {
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60 struct asc_shader_code_s vtx;
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61 struct asc_shader_code_s frag;
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62 } AscShaderCodes;
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63
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64 typedef struct asc_shader_program_s {
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65 unsigned int id;
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66 unsigned int gl_id;
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67 int model;
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68 int view;
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69 int projection;
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70 cx_destructor_func destr_func;
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71 } AscShaderProgram;
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72
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73 /**
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74 * The maximum ID for a user-defined shader.
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75 *
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76 * The IDs above this number are reserved for the engine.
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77 */
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78 #define ASC_SHADER_ID_USER_MAX 1'000'000'000u
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79
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80 /**
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81 * A function to create a shader program.
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82 * Should return @c NULL when creation fails.
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83 *
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84 * Usually this function calls asc_shader_create() with
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85 * a configuration that depends on the flags passed as parameter.
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86 *
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87 * @see asc_shader_create()
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88 */
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89 typedef AscShaderProgram*(*asc_shader_create_func)(int);
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90
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91 /**
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92 * Initialization function for a shader.
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93 *
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94 * This usually gets all uniform locations and stores them as integers in the struct.
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95 *
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96 * To be used with asc_shader_create().
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97 * @see asc_shader_create()
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98 * @see asc_shader_init_uniform_loc()
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99 */
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100 typedef void(*asc_shader_init_func)(AscShaderProgram*, int);
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101
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102 /**
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103 * Creates a shader program.
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104 *
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105 * @param code_info the information about the code that should be loaded
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106 * @param mem_size the memory size required for the target structure
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107 * @param init_func the initialization function
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108 * @param flags the creation flags
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109 * @return the compiled and linked shader program as a structure of size @p mem_size
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110 * that contains @c AscShaderProgram as base struct
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111 */
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112 AscShaderProgram *asc_shader_create(AscShaderCodes code_info,
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113 size_t mem_size, asc_shader_init_func init_func, int flags);
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114
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115 /**
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116 * Frees a shader program.
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117 *
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118 * @param program the program
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119 */
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120 void asc_shader_free(AscShaderProgram *program);
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121
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122 /**
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123 * Activates a shader for use.
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124 *
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125 * Does nothing and immediately returns zero when the shader is already active.
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126 *
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127 * @param shader the shader program to use or @c NULL to deactivate any shader
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128 * @param camera the camera matrices (view/projection) to upload
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129 * @retval zero when the shader is now active
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130 * @retval non-zero when the shader that was supposed to be activated is invalid
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131 */
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132 int asc_shader_use(const AscShaderProgram *shader, const AscCamera *camera);
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133
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135 /**
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136 * Registers a shader under a certain ID.
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137 *
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138 * @param id the custom ID of the shader
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139 * @param create_func the function that creates the shader
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140 * @param create_flags flags passed to create_func
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141 * @return the shader created by the @c create_func or @c NULL when shader compilation failed
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142 * @see asc_shader_lookup()
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143 */
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144 const AscShaderProgram *asc_shader_register(unsigned int id, asc_shader_create_func create_func, int create_flags);
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146 /**
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147 * Looks up a shader by ID.
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148 *
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149 * @param id the ID of the shader to look up
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150 * @return the shader or @c NULL if no shader with such ID exists
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151 * @see asc_shader_register()
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152 */
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153 const AscShaderProgram *asc_shader_lookup(unsigned int id);
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154
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155 /**
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156 * Looks up a shader by ID or registers a new one if no shader exists with the specified ID.
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157 *
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158 * This function can be used for lazy initialization of shaders.
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159 *
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160 * @param id the custom ID of the shader
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161 * @param create_func the function to create the shader
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162 * @param create_flags flags passed to create_func
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163 * @return the found shader or the newly created shader or @c NULL when shader compilation failed
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164 * @see asc_shader_lookup()
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165 * @see asc_shader_register()
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166 */
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167 const AscShaderProgram *asc_shader_lookup_or_create(unsigned int id, asc_shader_create_func create_func, int create_flags);
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168
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169
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170 /**
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171 * Frees all registered shaders.
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172 *
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173 * Completely wipes all shaders.
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174 * Be careful with this function when shaders are needed that have been registered with @c asc_shader_register().
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175 * Those need to be registered again, or @a asc_shader_lookup() will fail.
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176 * Shaders that are used with @a asc_shader_lookup_or_create() will be re-created automatically.
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177 *
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178 * TODO: maybe we should add another function that only clears lazy-initialized shaders
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179 * another alternative would be to keep the initialization info and lazy-initialize cleared shaders on lookup
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180 *
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181 * @see asc_shader_lookup_or_create()
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182 */
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183 void asc_shader_clear_registry(void);
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184
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185 asc_uniform_loc asc_shader_get_uniform_loc(const AscShaderProgram *shader, const char *name);
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186
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187 /**
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188 * Gets the location of a uniform as an integer and stores it in the struct.
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189 *
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190 * This is a convenient wrapper for asc_shader_get_uniform_loc().
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191 *
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192 * @param shader the shader program struct
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193 * @param mem_offset the offset of the int field in the shader program struct
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194 * @param name the name of the uniform
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195 */
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196 void asc_shader_init_uniform_loc(AscShaderProgram *shader, off_t mem_offset, const char *name);
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197
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198 /**
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199 * Gets the location of a uniform as an integer and stores it in the struct.
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200 *
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201 * This is a nicer, but less flexible, wrapper for asc_shader_get_uniform_loc().
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202 *
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203 * @param s a pointer to the shader struct
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204 * @param type_name the type name of the shader struct
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205 * @param field_name the field name which must match the uniform's name
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206 */
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207 #define asc_shader_init_uniform_loc_nice(s, type_name, field_name) \
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208 asc_shader_init_uniform_loc(s, offsetof(type_name, field_name), #field_name)
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209
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210 void asc_shader_upload_model_matrix(const AscShaderProgram *shader, const AscSceneNode *node);
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211
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212 void asc_shader_upload_col4f(int uniform_id, asc_col4f color);
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213
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214 static inline void asc_shader_upload_col4i(int uniform_id, asc_col4i color) {
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215 asc_shader_upload_col4f(uniform_id, asc_col_itof(color));
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216 }
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217
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218 void asc_shader_upload_float(int uniform_id, float value);
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219
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220 void asc_shader_upload_vec2f(int uniform_id, asc_vec2f value);
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221
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222 #endif //ASCENSION_SHADER_H

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