package shader import "core:math/linalg" import "core:strings" import gl "vendor:OpenGL" Shader :: struct { id: u32, } 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) if !ok { return nil, SHADER_LOAD_ERROR } shader := new(Shader) shader.id = program_id return shader, SHADER_OK } use :: proc(using shader: ^Shader) { gl.UseProgram(id) } 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) { gl.Uniform1i(gl.GetUniformLocation(id, name), value) } 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) { gl.Uniform3fv(gl.GetUniformLocation(id, name), 1, &value[0]) } 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, }