/** @file shader.h * * @brief Functions to create, manipulate, and destroy GLSL shaders. */ #ifndef HONEY_SHADER_H #define HONEY_SHADER_H #include "common.h" #include "light.h" typedef int honey_shader; /** @brief Load a shader. * * @param[out] shader Pointer to the shader destination * * @param[in] vertex_shader_path The path to the vertex shader source code * @param[in] fragment_shader_path The path to the fragment shader source code * * @return The result of the shader load. */ honey_result honey_shader_load(honey_shader* shader, char* vertex_shader_path, char* fragment_shader_path); /** @brief Create a shader from code strings. * * @param[out] shader Pointer to the shader destination. * @param[in] vertex_shader_code Zero-terminated string containing the vertex shader code to compile * @param[in] fragment_shader_code Zero-terminated string containing the fragment shader code to compile * * @return The result of the shader creation. */ honey_result honey_shader_new(honey_shader* shader, char* vertex_shader_code, char* fragment_shader_code); /** @brief Set an integer uniform. * * @param[in] shader The shader to which the uniform belongs * @param[in] int_name The name of the integer uniform * @param[in] value The value of the integer uniform */ void honey_shader_set_int(honey_shader shader, char* int_name, int value); /** @brief Set a float uniform. * * @param[in] shader The shader to which the uniform belongs * @param[in] float_name The name of the float uniform * @param[in] value The value of the float uniform */ void honey_shader_set_float(honey_shader shader, char* float_name, float value); /** @brief Set a vec3 uniform. * @param[in] shader The shader to which the uniform belongs * @param[in] vector_name The name of the vec3 uniform * @param[in] value The value of the vector uniform */ void honey_shader_set_vec3(honey_shader shader, char* vector_name, vec3 value); /** @brief Set a mat3 uniform. * * @param[in] shader The shader to which the uniform belongs * @param[in] matrix_name The name of the matrix uniform * @param[in] value The value of the matrix uniform */ void honey_shader_set_mat3(honey_shader shader, char* matrix_name, mat3 value); /** @brief Set a mat4 uniform. * * @param[in] shader The shader to which the uniform belongs * @param[in] matrix_name The name of the matrix uniform * @param[in] value The value of the matrix uniform */ void honey_shader_set_mat4(honey_shader shader, char* matrix_name, mat4 value); /** @brief Set a point_light uniform. * * @param[in] shader The shader to which the uniform belongs * @param[in] point_light_index The index of the light to set * @param[in] light The honey_point_light to set */ void honey_shader_set_point_light(honey_shader shader, int point_light_index, honey_point_light light); /** @brief Set a directional_light uniform. * * @param[in] shader The shader to which the uniform belongs * @param[in] directional_light_index The index of the light to set * @param[in] light The honey_directional_light to set */ void honey_shader_set_directional_light(honey_shader shader, int directional_light_index, honey_directional_light light); /** @brief Use a shader. */ #define honey_shader_use glUseProgram /** @brief delete a shader. */ #define honey_shader_delete glDeleteProgram #endif