src/ascension/shader.h

Tue, 09 Apr 2024 21:18:52 +0200

author
Mike Becker <universe@uap-core.de>
date
Tue, 09 Apr 2024 21:18:52 +0200
changeset 50
d8d2e4817db1
parent 44
b3da4096c607
permissions
-rw-r--r--

add texture.h

     1 /*
     2  * DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS HEADER.
     3  * Copyright 2023 Mike Becker. All rights reserved.
     4  *
     5  * Redistribution and use in source and binary forms, with or without
     6  * modification, are permitted provided that the following conditions are met:
     7  *
     8  *   1. Redistributions of source code must retain the above copyright
     9  *      notice, this list of conditions and the following disclaimer.
    10  *
    11  *   2. Redistributions in binary form must reproduce the above copyright
    12  *      notice, this list of conditions and the following disclaimer in the
    13  *      documentation and/or other materials provided with the distribution.
    14  *
    15  * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
    16  * AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
    17  * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
    18  * ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE
    19  * LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
    20  * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
    21  * SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
    22  * INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
    23  * CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
    24  * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
    25  * POSSIBILITY OF SUCH DAMAGE.
    26  */
    28 #ifndef ASCENSION_SHADER_H
    29 #define ASCENSION_SHADER_H
    31 typedef struct AscShader {
    32     unsigned int id;
    33 } AscShader;
    35 typedef struct AscShaderProgram {
    36     unsigned int id;
    37     int model;
    38     int view;
    39     int projection;
    40 } AscShaderProgram;
    42 typedef struct AscShaderSprite {
    43     AscShaderProgram base;
    44     int depth;
    45     int tex;
    46 } AscShaderSprite;
    49 /**
    50  * Compiles a shader from the given source code.
    51  *
    52  * The ID of the returned shader will be zero when something went wrong.
    53  *
    54  * @param type the shader type (use the GL enum)
    55  * @param code the source code
    56  * @param length the length of the source code
    57  * @return the compiled shader
    58  */
    59 AscShader asc_shader_compile(unsigned int type, char const *code, int length);
    61 /**
    62  * Compiles a shader from the given source file.
    63  *
    64  * The ID of the returned shader will be zero when something went wrong.
    65  * The file is mapped into memory for compilation and then unmapped again.
    66  *
    67  * @param type the shader type (use the GL enum)
    68  * @param filename the path to the shader file
    69  * @return the compiled shader
    70  */
    71 AscShader asc_shader_compilef(unsigned int type, char const *filename);
    73 /**
    74  * This function links shaders into a program.
    75  *
    76  * The ID of the returned program will be zero when something went wrong.
    77  *
    78  * @param vertex the vertex shader
    79  * @param fragment the fragment shader
    80  * @return a compiled program
    81  */
    82 AscShaderProgram asc_shader_link(AscShader vertex, AscShader fragment);
    84 /**
    85  * Destroys the shader.
    86  *
    87  * @param shader the shader
    88  */
    89 void asc_shader_destroy(AscShader shader);
    91 /**
    92  * Destroys the shader program.
    93  *
    94  * @param program the program
    95  */
    96 void asc_shader_program_destroy(AscShaderProgram program);
    99 AscShaderProgram asc_shader_easy_compile_and_link(
   100         char const *vtxName,
   101         char const *fragName
   102 );
   104 #endif //ASCENSION_SHADER_H

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