nuclear@0: #ifndef SDR_H_ nuclear@0: #define SDR_H_ nuclear@0: nuclear@0: #ifdef __cplusplus nuclear@0: extern "C" { nuclear@0: #endif /* __cplusplus */ nuclear@0: nuclear@0: /* ---- shaders ---- */ nuclear@0: unsigned int create_vertex_shader(const char *src); nuclear@0: unsigned int create_pixel_shader(const char *src); nuclear@0: unsigned int create_tessctl_shader(const char *src); nuclear@0: unsigned int create_tesseval_shader(const char *src); nuclear@0: unsigned int create_geometry_shader(const char *src); nuclear@0: unsigned int create_shader(const char *src, unsigned int sdr_type); nuclear@0: void free_shader(unsigned int sdr); nuclear@0: nuclear@0: unsigned int load_vertex_shader(const char *fname); nuclear@0: unsigned int load_pixel_shader(const char *fname); nuclear@0: unsigned int load_tessctl_shader(const char *fname); nuclear@0: unsigned int load_tesseval_shader(const char *fname); nuclear@0: unsigned int load_geometry_shader(const char *fname); nuclear@0: unsigned int load_shader(const char *src, unsigned int sdr_type); nuclear@0: nuclear@0: int add_shader(const char *fname, unsigned int sdr); nuclear@0: int remove_shader(const char *fname); nuclear@0: nuclear@0: /* ---- gpu programs ---- */ nuclear@0: unsigned int create_program(void); nuclear@0: unsigned int create_program_link(unsigned int sdr0, ...); nuclear@0: unsigned int create_program_load(const char *vfile, const char *pfile); nuclear@0: void free_program(unsigned int sdr); nuclear@0: nuclear@0: void attach_shader(unsigned int prog, unsigned int sdr); nuclear@0: int link_program(unsigned int prog); nuclear@0: int bind_program(unsigned int prog); nuclear@0: nuclear@0: int get_uniform_loc(unsigned int prog, const char *name); nuclear@0: nuclear@0: int set_uniform_int(unsigned int prog, const char *name, int val); nuclear@0: int set_uniform_float(unsigned int prog, const char *name, float val); nuclear@0: int set_uniform_float2(unsigned int prog, const char *name, float x, float y); nuclear@0: int set_uniform_float3(unsigned int prog, const char *name, float x, float y, float z); nuclear@0: int set_uniform_float4(unsigned int prog, const char *name, float x, float y, float z, float w); nuclear@0: int set_uniform_matrix4(unsigned int prog, const char *name, const float *mat); nuclear@0: int set_uniform_matrix4_transposed(unsigned int prog, const char *name, const float *mat); nuclear@0: nuclear@0: int get_attrib_loc(unsigned int prog, const char *name); nuclear@0: void set_attrib_float3(int attr_loc, float x, float y, float z); nuclear@0: nuclear@0: /* ---- shader composition ---- */ nuclear@0: nuclear@0: /* clear shader header/footer text. nuclear@0: * pass the shader type to clear, or 0 to clear all types */ nuclear@0: void clear_shader_header(unsigned int type); nuclear@0: void clear_shader_footer(unsigned int type); nuclear@0: /* append text to the header/footer of a specific shader type nuclear@0: * or use type 0 to add it to all shade types */ nuclear@0: void add_shader_header(unsigned int type, const char *s); nuclear@0: void add_shader_footer(unsigned int type, const char *s); nuclear@0: /* get the current header/footer text for a specific shader type */ nuclear@0: const char *get_shader_header(unsigned int type); nuclear@0: const char *get_shader_footer(unsigned int type); nuclear@0: nuclear@0: #ifdef __cplusplus nuclear@0: } nuclear@0: #endif /* __cplusplus */ nuclear@0: nuclear@0: #endif /* SDR_H_ */