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author | iurii <[email protected]> | 2024-09-07 12:51:36 +0200 |
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committer | iurii <[email protected]> | 2024-09-07 12:51:36 +0200 |
commit | 7019eba5e9fe2500e30b542e8a982a4edae40940 (patch) | |
tree | 23b8a9de581f30022e7c97b2fa0913bfc9ac30db /src/shader.odin | |
parent | c78784795449732a4d7edb72af28506ab16d0117 (diff) | |
download | funhalla-7019eba5e9fe2500e30b542e8a982a4edae40940.tar.gz |
refactored and wip texture loader
Diffstat (limited to '')
-rw-r--r-- | src/shader.odin (renamed from src/shader/shader.odin) | 29 |
1 files changed, 13 insertions, 16 deletions
diff --git a/src/shader/shader.odin b/src/shader.odin index 720efde..cfee01f 100644 --- a/src/shader/shader.odin +++ b/src/shader.odin @@ -1,4 +1,4 @@ -package shader +package funhalla import "core:math/linalg" import "core:strings" @@ -11,9 +11,6 @@ Shader :: struct { SHADER_LOAD_ERROR :: -1 SHADER_OK :: 0 -Vec3 :: linalg.Vector3f32 -Mat4 :: linalg.Matrix4x4f32 - shader_init :: proc(vsp, fsp: string) -> (^Shader, int) { program_id, ok := gl.load_shaders_file(vsp, fsp) @@ -27,34 +24,34 @@ shader_init :: proc(vsp, fsp: string) -> (^Shader, int) { return shader, SHADER_OK } -use :: proc(using shader: ^Shader) { +shader_use :: proc(using shader: ^Shader) { gl.UseProgram(id) } -set_bool :: proc(using shader: ^Shader, name: cstring, value: bool) { +shader_set_bool :: proc(using shader: ^Shader, name: cstring, value: bool) { gl.Uniform1i(gl.GetUniformLocation(id, name), i32(value)) } -set_i32 :: proc(using shader: ^Shader, name: cstring, value: i32) { +shader_set_i32 :: proc(using shader: ^Shader, name: cstring, value: i32) { gl.Uniform1i(gl.GetUniformLocation(id, name), value) } -set_f32 :: proc(using shader: ^Shader, name: cstring, value: f32) { +shader_set_f32 :: proc(using shader: ^Shader, name: cstring, value: f32) { gl.Uniform1f(gl.GetUniformLocation(id, name), value) } -set_vec3 :: proc(using shader: ^Shader, name: cstring, value: ^Vec3) { +shader_set_vec3 :: proc(using shader: ^Shader, name: cstring, value: ^Vec3) { gl.Uniform3fv(gl.GetUniformLocation(id, name), 1, &value[0]) } -set_mat4 :: proc(using shader: ^Shader, name: cstring, value: ^Mat4) { +shader_set_mat4 :: proc(using shader: ^Shader, name: cstring, value: ^Mat4) { gl.UniformMatrix4fv(gl.GetUniformLocation(id, name), 1, gl.FALSE, &value[0][0]) } -set_value :: proc { - set_i32, - set_f32, - set_vec3, - set_mat4, - set_bool, +shader_set_value :: proc { + shader_set_i32, + shader_set_f32, + shader_set_vec3, + shader_set_mat4, + shader_set_bool, } |