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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 vec3 uniform.
* @param[in] shader The shader to which the uniform belongs
* @param[in] vector_name The name of the vec3 uniform
* @param[in] vector The value of the vector uniform
*/
void honey_shader_set_vec3(honey_shader shader,
char* vector_name,
vec3 vector);
/** @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] matrix 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
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