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#ifndef SHADER_UTIL_H
#define SHADER_UTIL_H
struct uniform_info
{
const char *name;
GLuint size; /**< number of value[] elements: 1, 2, 3 or 4 */
GLenum type; /**< GL_FLOAT, GL_FLOAT_VEC4, GL_INT, etc */
GLfloat value[4];
GLint location; /**< filled in by InitUniforms() */
};
#define END_OF_UNIFORMS { NULL, 0, GL_NONE, { 0, 0, 0, 0 }, -1 }
struct attrib_info
{
const char *name;
GLuint size; /**< number of value[] elements: 1, 2, 3 or 4 */
GLenum type; /**< GL_FLOAT, GL_FLOAT_VEC4, GL_INT, etc */
GLint location;
};
extern GLboolean
ShadersSupported(void);
extern GLuint
CompileShaderText(GLenum shaderType, const char *text);
extern GLuint
CompileShaderFile(GLenum shaderType, const char *filename);
extern GLuint
LinkShaders(GLuint vertShader, GLuint fragShader);
extern GLdouble
GetShaderCompileTime(void);
extern GLdouble
GetShaderLinkTime(void);
extern void
SetUniformValues(GLuint program, struct uniform_info uniforms[]);
extern GLuint
GetUniforms(GLuint program, struct uniform_info uniforms[]);
extern void
PrintUniforms(const struct uniform_info uniforms[]);
extern GLuint
GetAttribs(GLuint program, struct attrib_info attribs[]);
extern void
PrintAttribs(const struct attrib_info attribs[]);
#endif /* SHADER_UTIL_H */
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