/** @file shader.h * * @brief Functions to create, manipulate, and destroy GLSL shaders. */ #ifndef HONEY_SHADER_H #define HONEY_SHADER_H #include enum honey_shader_result { SHADER_OK, VERTEX_SHADER_NOT_FOUND, VERTEX_SHADER_TOO_LARGE, VERTEX_SHADER_FAILED, FRAGMENT_SHADER_NOT_FOUND, FRAGMENT_SHADER_TOO_LARGE, FRAGMENT_SHADER_FAILED, SHADER_LINK_FAILED, N_SHADER_STATES }; 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. */ enum honey_shader_result honey_shader_load(honey_shader* shader, char* vertex_shader_path, char* fragment_shader_path); /** @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] number The value of the integer uniform */ void honey_shader_set_int(honey_shader shader, char* int_name, int number); /** @brief Set a mat4 uniform * * @param[in] shader The shader to which the uniform belongs * @param[in] int_name The name of the matrix uniform * @param[in] number The value of the matrix uniform */ void honey_shader_set_matrix_4fv(honey_shader shader, char* matrix_name, float* matrix); /** @brief Use a shader. */ #define honey_shader_use glUseProgram /** @brief delete a shader. */ #define honey_shader_delete glDeleteProgram #endif