src/ascension/shader.h

Thu, 19 Jun 2025 19:22:07 +0200

author
Mike Becker <universe@uap-core.de>
date
Thu, 19 Jun 2025 19:22:07 +0200
changeset 160
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permissions
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improve the combination of shader preprocessor flags

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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
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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
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141 /**
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142 * Frees a shader program.
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143 *
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144 * @param program the program
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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);
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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);
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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

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