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-rw-r--r--08-august/src/graphics/shaders.h51
1 files changed, 51 insertions, 0 deletions
diff --git a/08-august/src/graphics/shaders.h b/08-august/src/graphics/shaders.h
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+++ b/08-august/src/graphics/shaders.h
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+#ifndef SHADERS_H
+#define SHADERS_H
+
+#include <GL/glew.h>
+
+#include "../math/matrix4x4.h"
+
+typedef struct
+{
+ /* Program ID */
+ GLuint ID;
+
+ /* Program Attributes */
+ GLint position;
+ GLint color;
+ GLint uv;
+ GLint normal;
+
+ /* Program Uniforms */
+ GLint totalTransform;
+ GLint modelToWorld;
+ GLint lightPosition;
+ GLint ambientLight;
+ GLint lightColor;
+ GLint lightAttenuation;
+ GLint World_eyePosition;
+ GLint Texture;
+ GLint Normal_Map;
+
+ /* Program Multi Purpose Uniforms */
+ GLint extra0;
+ GLint extra1;
+ GLint extra2;
+ GLint extra3;
+ GLint extra4;
+ GLint extra5;
+} Shader_Layout;
+
+extern GLuint Shader_CompileShaders(const char* vertexShader, const char* fragmentShader);
+extern GLint Shader_GetUniformLocation( GLuint programID, const char* uniformName );
+extern GLint Shader_GetAttribLocation ( GLuint programID, const char* attributeName );
+extern void Shader_Destroy(GLuint programID);
+
+extern void Shader_SetUniformMat4( GLuint programID, const char* name, const float *matrix );
+extern void Shader_SetUniformFloat( GLuint programID, const char* name, const float val );
+extern void Shader_SetUniformVec2( GLuint programID, const char* name, const float vec[2] );
+extern void Shader_SetUniformVec3( GLuint programID, const char* name, const float vec[3] );
+extern void Shader_SetUniformVec4( GLuint programID, const char* name, const float vec[4] );
+extern void Shader_SetUniformInt( GLuint programID, const char* name, const int val );
+
+#endif // SHADERS_H