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/** @file shader.h
 * 
 * @brief Functions to create, manipulate, and destroy GLSL shaders. 
 */

#ifndef HONEY_SHADER_H
#define HONEY_SHADER_H

#include "common.h"

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_mat4(honey_shader shader,
                           char* matrix_name,
                           mat4 matrix);

/** @brief Use a shader.
 */
#define honey_shader_use glUseProgram

/** @brief delete a shader.
 */
#define honey_shader_delete glDeleteProgram

#endif