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forked from 0ad/0ad
0ad/source/lib/res/graphics/ogl_shader.h
prefect f1ee2cd66d Add the notion of render paths and an appropriate configuration option.
Add Ogl_Shader and Ogl_Program handle types for shaders/programs loaded
from
files.
In the vertexshader render path, use a vertex program for lighting for
optimization.

This was SVN commit r2853.
2005-10-05 16:42:09 +00:00

51 lines
1.4 KiB
C

#ifndef OGL_SHADER_H__
#define OGL_SHADER_H__
#include "../handle.h"
#include "lib/types.h"
#include "lib/ogl.h"
/*
Encapsulate shader objects into handles, which transparently enables sharing
of shader source files between programs as well as reloading shaders at
runtime.
NOTE: Only use functions form this module after verifying that the required
extensions are available, or all bets are off.
*/
// Create, load and compile a shader object of the given type
// (e.g. GL_VERTEX_SHADER_ARB). The given file will be used as
// source code for the shader.
Handle ogl_shader_load(const char* fn, GLenum type);
// Free all resources associated with the given handle (subject
// to refcounting).
void ogl_shader_free(Handle& h);
// Attach a shader to the given OpenGL program.
// Returns 0 on success and a negative error code otherwise.
int ogl_shader_attach(GLhandleARB program, Handle& h);
/*
Encapsulate program objects into handles.
*/
// Load a program object based on the given XML file description.
// Shader objects are loaded and attached automatically.
Handle ogl_program_load(const char* fn);
// Free all resources associated with the given program handle.
void ogl_program_free(Handle& h);
// Activate the program (glUseProgramObjectARB).
// h may be 0, in which case program objects are disabled.
int ogl_program_use(Handle h);
// Query uniform information
GLint ogl_program_get_uniform_location(Handle h, const char* name);
#endif // OGL_SHADER_H__