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package shader
import "core:math/linalg"
import "core:os"
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) {
assert(os.is_file_path(vsp))
assert(os.is_file_path(fsp))
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_bool,
}
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