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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 "camera.h" |
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32 | |
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33 | struct asc_shader_code_files_s { |
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34 | /** |
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35 | * File name of the vertex shader. |
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36 | */ |
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37 | const char *vtx; |
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38 | /** |
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39 | * File name of the fragment shader. |
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40 | */ |
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41 | const char *frag; |
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42 | }; |
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43 | |
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44 | struct asc_shader_code_defines_s { |
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45 | /** |
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46 | * Preprocessor code that shall be prepended to the vertex shader. |
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47 | */ |
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48 | const char *vtx; |
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49 | /** |
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50 | * Preprocessor code that shall be prepended to the fragment shader. |
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51 | */ |
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52 | const char *frag; |
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53 | /** |
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54 | * A list of flag-based preprocessor code for the vertex shader. |
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55 | * Each code must end with a new-line. |
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56 | */ |
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57 | const char * const *vtx_list; |
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58 | /** |
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59 | * A list of flag-based preprocessor code for the fragment shader. |
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60 | * Each code must end with a new-line. |
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61 | */ |
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62 | const char * const *frag_list; |
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63 | /** |
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64 | * Selection flags for the list of codes for the vertex shader. |
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65 | */ |
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66 | unsigned short vtx_list_select; |
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67 | /** |
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68 | * Selection flags for the list of codes for the fragment shader. |
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69 | */ |
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70 | unsigned short frag_list_select; |
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71 | }; |
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72 | |
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73 | typedef struct asc_shader_code_info_s { |
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74 | struct asc_shader_code_files_s files; |
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75 | struct asc_shader_code_defines_s defines; |
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76 | } AscShaderCodeInfo; |
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77 | |
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78 | typedef struct asc_shader_codes_s { |
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79 | char *vtx; |
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80 | char *frag; |
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81 | /** |
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82 | * Optional preprocessor code for the vertex shader. |
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83 | */ |
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84 | const char *vtx_pp; |
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85 | /** |
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86 | * Optional preprocessor code for the fragment shader. |
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87 | */ |
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88 | const char *frag_pp; |
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89 | const char * const *vtx_pp_list; |
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90 | const char * const *frag_pp_list; |
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91 | unsigned short vtx_pp_list_select; |
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92 | unsigned short frag_pp_list_select; |
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93 | } AscShaderCodes; |
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94 | |
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95 | typedef struct asc_shader_program_s { |
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96 | unsigned int id; |
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97 | unsigned int gl_id; |
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98 | int model; |
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99 | int view; |
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100 | int projection; |
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101 | cx_destructor_func destr_func; |
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102 | } AscShaderProgram; |
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103 | |
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104 | /** |
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105 | * The maximum ID for a user-defined shader. |
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106 | * |
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107 | * The IDs above this number are reserved for the engine. |
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108 | */ |
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109 | #define ASC_SHADER_ID_USER_MAX 1'000'000'000u |
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110 | |
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111 | typedef AscShaderProgram*(*asc_shader_create_func)(int); |
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112 | |
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113 | /** |
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114 | * Loads shader codes from files. |
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115 | * |
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116 | * @param info the structure containing the file names and preprocessing info |
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117 | * @param codes the structure where to store the loaded codes |
80 | 118 | * @return zero on success, non-zero on failure |
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119 | */ |
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120 | int asc_shader_load_code_files(AscShaderCodeInfo info, AscShaderCodes *codes); |
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121 | |
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122 | /** |
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123 | * Deallocates the memory for the source codes. |
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124 | * |
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125 | * @param codes the structure containing pointers to the source codes |
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126 | */ |
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127 | void asc_shader_free_codes(AscShaderCodes codes); |
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128 | |
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129 | /** |
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130 | * Creates a shader program. |
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131 | * |
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132 | * @note This function intentionally has an unspecified pointer return type |
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133 | * so that you can assign the return value to your shader struct pointer without casts. |
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134 | * |
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135 | * @param codes the (zero-terminated) source codes |
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136 | * @param mem_size the memory size required for the structure |
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137 | * @return the compiled and linked shader program with @c AscShaderProgram as base struct |
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138 | */ |
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139 | void *asc_shader_create(AscShaderCodes codes, size_t mem_size); |
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140 | |
80 | 141 | /** |
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142 | * Frees a shader program. |
80 | 143 | * |
144 | * @param program the program | |
145 | */ | |
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146 | void asc_shader_free(AscShaderProgram *program); |
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147 | |
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148 | /** |
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149 | * Activates a shader for use. |
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150 | * |
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151 | * Does nothing when the shader is already active. |
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152 | * |
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153 | * @param shader the shader program to use or @c NULL to deactivate any shader |
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154 | * @param camera the camera matrices (view/projection) to upload |
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155 | */ |
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156 | void asc_shader_use(const AscShaderProgram *shader, const AscCamera *camera); |
80 | 157 | |
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158 | |
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159 | /** |
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160 | * Registers a shader under a certain ID. |
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161 | * |
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162 | * @note This function intentionally has an unspecified pointer return type |
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163 | * so that you can assign the return value to your shader struct pointer without casts. |
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164 | * All shader structs must be based on @c AscShaderProgram. |
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165 | * |
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166 | * @param id the custom ID of the shader |
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167 | * @param create_func the function that creates the shader |
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168 | * @param create_flags flags passed to create_func |
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169 | * @return the shader created by the @c create_func |
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170 | * @see asc_shader_lookup() |
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171 | */ |
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172 | const void *asc_shader_register(unsigned int id, asc_shader_create_func create_func, int create_flags); |
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173 | |
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174 | /** |
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175 | * Looks up a shader by ID. |
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176 | * |
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177 | * @note This function intentionally has an unspecified pointer return type |
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178 | * so that you can assign the return value to your shader struct pointer without casts. |
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179 | * All shader structs must be based on @c AscShaderProgram. |
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180 | * |
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181 | * @param id the ID of the shader to look up |
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182 | * @return the shader or @c NULL if no shader with such ID exists |
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183 | * @see asc_shader_register() |
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184 | */ |
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185 | const void *asc_shader_lookup(unsigned int id); |
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186 | |
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187 | /** |
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188 | * Looks up a shader by ID or registers a new one if no shader exists with the specified ID. |
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189 | * |
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190 | * This function can be used for lazy initialization of shaders. |
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191 | * |
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192 | * @note This function intentionally has an unspecified pointer return type |
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193 | * so that you can assign the return value to your shader struct pointer without casts. |
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194 | * All shader structs must be based on @c AscShaderProgram. |
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195 | * |
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196 | * @param id the custom ID of the shader |
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197 | * @param create_func the function to create the shader |
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198 | * @param create_flags flags passed to create_func |
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199 | * @return the found shader or the newly created shader |
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200 | * @see asc_shader_lookup() |
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201 | * @see asc_shader_register() |
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202 | */ |
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203 | const void *asc_shader_lookup_or_create(unsigned int id, asc_shader_create_func create_func, int create_flags); |
80 | 204 | |
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205 | |
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206 | /** |
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207 | * Frees all registered shaders. |
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208 | * |
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209 | * Completely wipes all shaders. |
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210 | * Be careful with this function when shaders are needed that have been registered with @c asc_shader_register(). |
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211 | * Those need to be registered again, or @a asc_shader_lookup() will fail. |
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212 | * Shaders that are used with @a asc_shader_lookup_or_create() will be re-created automatically. |
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213 | * |
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214 | * TODO: maybe we should add another function that only clears lazy-initialized shaders |
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215 | * another alternative would be to keep the initialization info and lazy-initialize cleared shaders on lookup |
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216 | * |
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217 | * @see asc_shader_lookup_or_create() |
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218 | */ |
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219 | void asc_shader_clear_registry(void); |
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220 | |
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221 | #endif //ASCENSION_SHADER_H |