// Utility code for loading GLSL shaders. // Has support for auto-reload, see glsl_refresh #pragma once #include #include #include #include "Common/GPU/OpenGL/GLCommon.h" // Represent a compiled and linked vshader/fshader pair. // A just-constructed object is valid but cannot be used as a shader program, meaning that // yes, you can declare these as globals if you like. struct GLSLProgram { char name[16]; char vshader_filename[256]; char fshader_filename[256]; const char *vshader_source; const char *fshader_source; time_t vshader_mtime; time_t fshader_mtime; // Locations to some common uniforms. Hardcoded for speed. GLint sampler0; GLint sampler1; GLint u_worldviewproj; GLint u_world; GLint u_viewproj; GLint u_fog; // rgb = color, a = density GLint u_sundir; GLint u_camerapos; GLint a_position; GLint a_color; GLint a_normal; GLint a_texcoord0; GLint a_texcoord1; // Private to the implementation, do not touch GLuint vsh_; GLuint fsh_; GLuint program_; }; // C API, old skool. Not much point either... // From files (VFS) GLSLProgram *glsl_create(const char *vshader_file, const char *fshader_file, std::string *error_message = 0); // Directly from source code GLSLProgram *glsl_create_source(const char *vshader_src, const char *fshader_src, std::string *error_message = 0); void glsl_destroy(GLSLProgram *program); // If recompilation of the program fails, the program is untouched and error messages // are logged and the function returns false. bool glsl_recompile(GLSLProgram *program, std::string *error_message = 0); void glsl_bind(const GLSLProgram *program); const GLSLProgram *glsl_get_program(); void glsl_unbind(); int glsl_attrib_loc(const GLSLProgram *program, const char *name); int glsl_uniform_loc(const GLSLProgram *program, const char *name);