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505 lines
20 KiB
505 lines
20 KiB
5 years ago
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// stb_glprog v0.02 public domain functions to reduce GLSL boilerplate
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// http://nothings.org/stb/stb_glprog.h especially with GL1 + ARB extensions
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//
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// Following defines *before* including have following effects:
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//
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// STB_GLPROG_IMPLEMENTATION
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// creates the implementation
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//
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// STB_GLPROG_STATIC
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// forces the implementation to be static (private to file that creates it)
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//
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// STB_GLPROG_ARB
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// uses ARB extension names for GLSL functions and enumerants instead of core names
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//
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// STB_GLPROG_ARB_DEFINE_EXTENSIONS
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// instantiates function pointers needed, static to implementing file
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// to avoid collisions (but will collide if implementing file also
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// defines any; best to isolate this to its own file in this case).
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// This will try to automatically #include glext.h, but if it's not
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// in the default include directories you'll need to include it
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// yourself and define the next macro.
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//
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// STB_GLPROG_SUPPRESS_GLEXT_INCLUDE
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// disables the automatic #include of glext.h which is normally
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// forced by STB_GLPROG_ARB_DEFINE_EXTENSIONS
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//
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// So, e.g., sample usage on an old Windows compiler:
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//
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// #define STB_GLPROG_IMPLEMENTATION
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// #define STB_GLPROG_ARB_DEFINE_EXTENSIONS
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// #include <windows.h>
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// #include "gl/gl.h"
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// #include "stb_glprog.h"
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//
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// Note though that the header-file version of this (when you don't define
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// STB_GLPROG_IMPLEMENTATION) still uses GLint and such, so you basically
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// can only include it in places where you're already including GL, especially
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// on Windows where including "gl.h" requires (some of) "windows.h".
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//
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// See following comment blocks for function documentation.
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//
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// Version history:
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// 2013-12-08 v0.02 slightly simplified API and reduced GL resource usage (@rygorous)
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// 2013-12-08 v0.01 initial release
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// header file section starts here
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#if !defined(INCLUDE_STB_GLPROG_H)
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#define INCLUDE_STB_GLPROG_H
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#ifndef STB_GLPROG_STATIC
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#ifdef __cplusplus
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extern "C" {
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#endif
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//////////////////////////////////////////////////////////////////////////////
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///////////// SHADER CREATION
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/// EASY API
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extern GLuint stbgl_create_program(char const **vertex_source, char const **frag_source, char const **binds, char *error, int error_buflen);
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// This function returns a compiled program or 0 if there's an error.
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// To free the created program, call stbgl_delete_program.
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//
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// stbgl_create_program(
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// char **vertex_source, // NULL or one or more strings with the vertex shader source, with a final NULL
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// char **frag_source, // NULL or one or more strings with the fragment shader source, with a final NULL
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// char **binds, // NULL or zero or more strings with attribute bind names, with a final NULL
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// char *error, // output location where compile error message is placed
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// int error_buflen) // length of error output buffer
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//
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// Returns a GLuint with the GL program object handle.
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//
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// If an individual bind string is "", no name is bound to that slot (this
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// allows you to create binds that aren't continuous integers starting at 0).
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//
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// If the vertex shader is NULL, then fixed-function vertex pipeline
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// is used, if that's legal in your version of GL.
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//
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// If the fragment shader is NULL, then fixed-function fragment pipeline
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// is used, if that's legal in your version of GL.
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extern void stgbl_delete_program(GLuint program);
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// deletes a program created by stbgl_create_program or stbgl_link_program
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/// FLEXIBLE API
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extern GLuint stbgl_compile_shader(GLenum type, char const **sources, int num_sources, char *error, int error_buflen);
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// compiles a shader. returns the shader on success or 0 on failure.
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//
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// type either: GL_VERTEX_SHADER or GL_FRAGMENT_SHADER
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// or GL_VERTEX_SHADER_ARB or GL_FRAGMENT_SHADER_ARB
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// or STBGL_VERTEX_SHADER or STBGL_FRAGMENT_SHADER
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// sources array of strings containing the shader source
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// num_sources number of string in sources, or -1 meaning sources is NULL-terminated
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// error string to output compiler error to
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// error_buflen length of error buffer in chars
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extern GLuint stbgl_link_program(GLuint vertex_shader, GLuint fragment_shader, char const **binds, int num_binds, char *error, int error_buflen);
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// links a shader. returns the linked program on success or 0 on failure.
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//
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// vertex_shader a compiled vertex shader from stbgl_compile_shader, or 0 for fixed-function (if legal)
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// fragment_shader a compiled fragment shader from stbgl_compile_shader, or 0 for fixed-function (if legal)
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//
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extern void stbgl_delete_shader(GLuint shader);
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// deletes a shader created by stbgl_compile_shader
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///////////// RENDERING WITH SHADERS
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extern GLint stbgl_find_uniform(GLuint prog, char *uniform);
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extern void stbgl_find_uniforms(GLuint prog, GLint *locations, char const **uniforms, int num_uniforms);
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// Given the locations array that is num_uniforms long, fills out
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// the locations of each of those uniforms for the specified program.
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// If num_uniforms is -1, then uniforms[] must be NULL-terminated
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// the following functions just wrap the difference in naming between GL2+ and ARB,
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// so you don't need them unless you're using both ARB and GL2+ in the same codebase,
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// or you're relying on this lib to provide the extensions
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extern void stbglUseProgram(GLuint program);
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extern void stbglVertexAttribPointer(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid * pointer);
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extern void stbglEnableVertexAttribArray(GLuint index);
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extern void stbglDisableVertexAttribArray(GLuint index);
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extern void stbglUniform1fv(GLint loc, GLsizei count, const GLfloat *v);
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extern void stbglUniform2fv(GLint loc, GLsizei count, const GLfloat *v);
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extern void stbglUniform3fv(GLint loc, GLsizei count, const GLfloat *v);
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extern void stbglUniform4fv(GLint loc, GLsizei count, const GLfloat *v);
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extern void stbglUniform1iv(GLint loc, GLsizei count, const GLint *v);
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extern void stbglUniform2iv(GLint loc, GLsizei count, const GLint *v);
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extern void stbglUniform3iv(GLint loc, GLsizei count, const GLint *v);
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extern void stbglUniform4iv(GLint loc, GLsizei count, const GLint *v);
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extern void stbglUniform1f(GLint loc, float v0);
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extern void stbglUniform2f(GLint loc, float v0, float v1);
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extern void stbglUniform3f(GLint loc, float v0, float v1, float v2);
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extern void stbglUniform4f(GLint loc, float v0, float v1, float v2, float v3);
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extern void stbglUniform1i(GLint loc, GLint v0);
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extern void stbglUniform2i(GLint loc, GLint v0, GLint v1);
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extern void stbglUniform3i(GLint loc, GLint v0, GLint v1, GLint v2);
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extern void stbglUniform4i(GLint loc, GLint v0, GLint v1, GLint v2, GLint v3);
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////////////// END OF FUNCTIONS
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//////////////////////////////////////////////////////////////////////////////
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#ifdef __cplusplus
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}
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#endif
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#endif // STB_GLPROG_STATIC
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#ifdef STB_GLPROG_ARB
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#define STBGL_VERTEX_SHADER GL_VERTEX_SHADER_ARB
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#define STBGL_FRAGMENT_SHADER GL_FRAGMENT_SHADER_ARB
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#else
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#define STBGL_VERTEX_SHADER GL_VERTEX_SHADER
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#define STBGL_FRAGMENT_SHADER GL_FRAGMENT_SHADER
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#endif
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#endif // INCLUDE_STB_GLPROG_H
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///////// header file section ends here
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#ifdef STB_GLPROG_IMPLEMENTATION
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#include <string.h> // strncpy
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#ifdef STB_GLPROG_STATIC
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#define STB_GLPROG_DECLARE static
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#else
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#define STB_GLPROG_DECLARE extern
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#endif
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// check if user wants this file to define the GL extensions itself
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#ifdef STB_GLPROG_ARB_DEFINE_EXTENSIONS
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#define STB_GLPROG_ARB // make sure later code uses the extensions
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#ifndef STB_GLPROG_SUPPRESS_GLEXT_INCLUDE
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#include "glext.h"
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#endif
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#define STB_GLPROG_EXTENSIONS \
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STB_GLPROG_FUNC(ATTACHOBJECT , AttachObject ) \
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STB_GLPROG_FUNC(BINDATTRIBLOCATION , BindAttribLocation ) \
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STB_GLPROG_FUNC(COMPILESHADER , CompileShader ) \
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STB_GLPROG_FUNC(CREATEPROGRAMOBJECT , CreateProgramObject ) \
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STB_GLPROG_FUNC(CREATESHADEROBJECT , CreateShaderObject ) \
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STB_GLPROG_FUNC(DELETEOBJECT , DeleteObject ) \
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STB_GLPROG_FUNC(DETACHOBJECT , DetachObject ) \
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STB_GLPROG_FUNC(DISABLEVERTEXATTRIBARRAY, DisableVertexAttribArray) \
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STB_GLPROG_FUNC(ENABLEVERTEXATTRIBARRAY, EnableVertexAttribArray ) \
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STB_GLPROG_FUNC(GETATTACHEDOBJECTS , GetAttachedObjects ) \
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STB_GLPROG_FUNC(GETOBJECTPARAMETERIV, GetObjectParameteriv) \
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STB_GLPROG_FUNC(GETINFOLOG , GetInfoLog ) \
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STB_GLPROG_FUNC(GETUNIFORMLOCATION , GetUniformLocation ) \
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STB_GLPROG_FUNC(LINKPROGRAM , LinkProgram ) \
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STB_GLPROG_FUNC(SHADERSOURCE , ShaderSource ) \
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STB_GLPROG_FUNC(UNIFORM1F , Uniform1f ) \
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STB_GLPROG_FUNC(UNIFORM2F , Uniform2f ) \
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STB_GLPROG_FUNC(UNIFORM3F , Uniform3f ) \
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STB_GLPROG_FUNC(UNIFORM4F , Uniform4f ) \
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STB_GLPROG_FUNC(UNIFORM1I , Uniform1i ) \
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STB_GLPROG_FUNC(UNIFORM2I , Uniform2i ) \
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STB_GLPROG_FUNC(UNIFORM3I , Uniform3i ) \
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STB_GLPROG_FUNC(UNIFORM4I , Uniform4i ) \
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STB_GLPROG_FUNC(UNIFORM1FV , Uniform1fv ) \
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STB_GLPROG_FUNC(UNIFORM2FV , Uniform2fv ) \
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STB_GLPROG_FUNC(UNIFORM3FV , Uniform3fv ) \
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STB_GLPROG_FUNC(UNIFORM4FV , Uniform4fv ) \
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STB_GLPROG_FUNC(UNIFORM1IV , Uniform1iv ) \
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STB_GLPROG_FUNC(UNIFORM2IV , Uniform2iv ) \
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STB_GLPROG_FUNC(UNIFORM3IV , Uniform3iv ) \
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STB_GLPROG_FUNC(UNIFORM4IV , Uniform4iv ) \
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STB_GLPROG_FUNC(USEPROGRAMOBJECT , UseProgramObject ) \
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STB_GLPROG_FUNC(VERTEXATTRIBPOINTER , VertexAttribPointer )
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// define the static function pointers
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#define STB_GLPROG_FUNC(x,y) static PFNGL##x##ARBPROC gl##y##ARB;
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STB_GLPROG_EXTENSIONS
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#undef STB_GLPROG_FUNC
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// define the GetProcAddress
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#ifdef _WIN32
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#ifndef WINGDIAPI
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#ifndef STB__HAS_WGLPROC
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typedef int (__stdcall *stbgl__voidfunc)(void);
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static __declspec(dllimport) stbgl__voidfunc wglGetProcAddress(char *);
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#endif
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#endif
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#define STBGL__GET_FUNC(x) wglGetProcAddress(x)
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#else
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#error "need to define how this platform gets extensions"
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#endif
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// create a function that fills out the function pointers
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static void stb_glprog_init(void)
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{
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static int initialized = 0; // not thread safe!
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if (initialized) return;
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#define STB_GLPROG_FUNC(x,y) gl##y##ARB = (PFNGL##x##ARBPROC) STBGL__GET_FUNC("gl" #y "ARB");
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STB_GLPROG_EXTENSIONS
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#undef STB_GLPROG_FUNC
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}
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#undef STB_GLPROG_EXTENSIONS
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#else
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static void stb_glprog_init(void)
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{
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}
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#endif
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// define generic names for many of the gl functions or extensions for later use;
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// note that in some cases there are two functions in core and one function in ARB
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#ifdef STB_GLPROG_ARB
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#define stbglCreateShader glCreateShaderObjectARB
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#define stbglDeleteShader glDeleteObjectARB
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#define stbglAttachShader glAttachObjectARB
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#define stbglDetachShader glDetachObjectARB
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#define stbglShaderSource glShaderSourceARB
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#define stbglCompileShader glCompileShaderARB
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#define stbglGetShaderStatus(a,b) glGetObjectParameterivARB(a, GL_OBJECT_COMPILE_STATUS_ARB, b)
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#define stbglGetShaderInfoLog glGetInfoLogARB
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#define stbglCreateProgram glCreateProgramObjectARB
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#define stbglDeleteProgram glDeleteObjectARB
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#define stbglLinkProgram glLinkProgramARB
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#define stbglGetProgramStatus(a,b) glGetObjectParameterivARB(a, GL_OBJECT_LINK_STATUS_ARB, b)
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#define stbglGetProgramInfoLog glGetInfoLogARB
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#define stbglGetAttachedShaders glGetAttachedObjectsARB
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#define stbglBindAttribLocation glBindAttribLocationARB
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#define stbglGetUniformLocation glGetUniformLocationARB
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#define stbgl_UseProgram glUseProgramObjectARB
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#else
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#define stbglCreateShader glCreateShader
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#define stbglDeleteShader glDeleteShader
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#define stbglAttachShader glAttachShader
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#define stbglDetachShader glDetachShader
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#define stbglShaderSource glShaderSource
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#define stbglCompileShader glCompileShader
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#define stbglGetShaderStatus(a,b) glGetShaderiv(a, GL_COMPILE_STATUS, b)
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#define stbglGetShaderInfoLog glGetShaderInfoLog
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#define stbglCreateProgram glCreateProgram
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#define stbglDeleteProgram glDeleteProgram
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#define stbglLinkProgram glLinkProgram
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#define stbglGetProgramStatus(a,b) glGetProgramiv(a, GL_LINK_STATUS, b)
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#define stbglGetProgramInfoLog glGetProgramInfoLog
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#define stbglGetAttachedShaders glGetAttachedShaders
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#define stbglBindAttribLocation glBindAttribLocation
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#define stbglGetUniformLocation glGetUniformLocation
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#define stbgl_UseProgram glUseProgram
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#endif
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// perform a safe strcat of 3 strings, given that we can't rely on portable snprintf
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// if you need to break on error, this is the best place to place a breakpoint
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static void stb_glprog_error(char *error, int error_buflen, char *str1, char *str2, char *str3)
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{
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int n = strlen(str1);
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strncpy(error, str1, error_buflen);
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if (n < error_buflen && str2) {
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strncpy(error+n, str2, error_buflen - n);
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n += strlen(str2);
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if (n < error_buflen && str3) {
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strncpy(error+n, str3, error_buflen - n);
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}
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}
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error[error_buflen-1] = 0;
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}
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STB_GLPROG_DECLARE GLuint stbgl_compile_shader(GLenum type, char const **sources, int num_sources, char *error, int error_buflen)
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{
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char *typename = (type == STBGL_VERTEX_SHADER ? "vertex" : "fragment");
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int len;
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GLint result;
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GLuint shader;
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// initialize the extensions if we haven't already
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stb_glprog_init();
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// allocate
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shader = stbglCreateShader(type);
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if (!shader) {
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stb_glprog_error(error, error_buflen, "Couldn't allocate shader object in stbgl_compile_shader for ", typename, NULL);
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return 0;
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}
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// compile
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// if num_sources is negative, assume source is NULL-terminated and count the non-NULL ones
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if (num_sources < 0)
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for (num_sources = 0; sources[num_sources] != NULL; ++num_sources)
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;
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stbglShaderSource(shader, num_sources, sources, NULL);
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stbglCompileShader(shader);
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stbglGetShaderStatus(shader, &result);
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if (result)
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return shader;
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// errors
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stb_glprog_error(error, error_buflen, "Compile error for ", typename, " shader: ");
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len = strlen(error);
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if (len < error_buflen)
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stbglGetShaderInfoLog(shader, error_buflen-len, NULL, error+len);
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stbglDeleteShader(shader);
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return 0;
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}
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STB_GLPROG_DECLARE GLuint stbgl_link_program(GLuint vertex_shader, GLuint fragment_shader, char const **binds, int num_binds, char *error, int error_buflen)
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{
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int len;
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GLint result;
|
||
|
|
||
|
// allocate
|
||
|
|
||
|
GLuint prog = stbglCreateProgram();
|
||
|
if (!prog) {
|
||
|
stb_glprog_error(error, error_buflen, "Couldn't allocate program object in stbgl_link_program", NULL, NULL);
|
||
|
return 0;
|
||
|
}
|
||
|
|
||
|
// attach
|
||
|
|
||
|
if (vertex_shader)
|
||
|
stbglAttachShader(prog, vertex_shader);
|
||
|
if (fragment_shader)
|
||
|
stbglAttachShader(prog, fragment_shader);
|
||
|
|
||
|
// attribute binds
|
||
|
|
||
|
if (binds) {
|
||
|
int i;
|
||
|
// if num_binds is negative, then it is NULL terminated
|
||
|
if (num_binds < 0)
|
||
|
for (num_binds=0; binds[num_binds]; ++num_binds)
|
||
|
;
|
||
|
for (i=0; i < num_binds; ++i)
|
||
|
if (binds[i] && binds[i][0]) // empty binds can be NULL or ""
|
||
|
stbglBindAttribLocation(prog, i, binds[i]);
|
||
|
}
|
||
|
|
||
|
// link
|
||
|
|
||
|
stbglLinkProgram(prog);
|
||
|
|
||
|
// detach
|
||
|
|
||
|
if (vertex_shader)
|
||
|
stbglDetachShader(prog, vertex_shader);
|
||
|
if (fragment_shader)
|
||
|
stbglDetachShader(prog, fragment_shader);
|
||
|
|
||
|
// errors
|
||
|
|
||
|
stbglGetProgramStatus(prog, &result);
|
||
|
if (result)
|
||
|
return prog;
|
||
|
|
||
|
stb_glprog_error(error, error_buflen, "Link error: ", NULL, NULL);
|
||
|
len = strlen(error);
|
||
|
if (len < error_buflen)
|
||
|
stbglGetProgramInfoLog(prog, error_buflen-len, NULL, error+len);
|
||
|
|
||
|
stbglDeleteProgram(prog);
|
||
|
return 0;
|
||
|
}
|
||
|
|
||
|
STB_GLPROG_DECLARE GLuint stbgl_create_program(char const **vertex_source, char const **frag_source, char const **binds, char *error, int error_buflen)
|
||
|
{
|
||
|
GLuint vertex, fragment, prog=0;
|
||
|
vertex = stbgl_compile_shader(STBGL_VERTEX_SHADER, vertex_source, -1, error, error_buflen);
|
||
|
if (vertex) {
|
||
|
fragment = stbgl_compile_shader(STBGL_FRAGMENT_SHADER, frag_source, -1, error, error_buflen);
|
||
|
if (fragment)
|
||
|
prog = stbgl_link_program(vertex, fragment, binds, -1, error, error_buflen);
|
||
|
if (fragment)
|
||
|
stbglDeleteShader(fragment);
|
||
|
stbglDeleteShader(vertex);
|
||
|
}
|
||
|
return prog;
|
||
|
}
|
||
|
|
||
|
STB_GLPROG_DECLARE void stbgl_delete_shader(GLuint shader)
|
||
|
{
|
||
|
stbglDeleteShader(shader);
|
||
|
}
|
||
|
|
||
|
STB_GLPROG_DECLARE void stgbl_delete_program(GLuint program)
|
||
|
{
|
||
|
stbglDeleteProgram(program);
|
||
|
}
|
||
|
|
||
|
GLint stbgl_find_uniform(GLuint prog, char *uniform)
|
||
|
{
|
||
|
return stbglGetUniformLocation(prog, uniform);
|
||
|
}
|
||
|
|
||
|
STB_GLPROG_DECLARE void stbgl_find_uniforms(GLuint prog, GLint *locations, char const **uniforms, int num_uniforms)
|
||
|
{
|
||
|
int i;
|
||
|
if (num_uniforms < 0)
|
||
|
num_uniforms = 999999;
|
||
|
for (i=0; i < num_uniforms && uniforms[i]; ++i)
|
||
|
locations[i] = stbglGetUniformLocation(prog, uniforms[i]);
|
||
|
}
|
||
|
|
||
|
STB_GLPROG_DECLARE void stbglUseProgram(GLuint program)
|
||
|
{
|
||
|
stbgl_UseProgram(program);
|
||
|
}
|
||
|
|
||
|
#ifdef STB_GLPROG_ARB
|
||
|
#define STBGL_ARBIFY(name) name##ARB
|
||
|
#else
|
||
|
#define STBGL_ARBIFY(name) name
|
||
|
#endif
|
||
|
|
||
|
STB_GLPROG_DECLARE void stbglVertexAttribPointer(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid * pointer)
|
||
|
{
|
||
|
STBGL_ARBIFY(glVertexAttribPointer)(index, size, type, normalized, stride, pointer);
|
||
|
}
|
||
|
|
||
|
STB_GLPROG_DECLARE void stbglEnableVertexAttribArray (GLuint index) { STBGL_ARBIFY(glEnableVertexAttribArray )(index); }
|
||
|
STB_GLPROG_DECLARE void stbglDisableVertexAttribArray(GLuint index) { STBGL_ARBIFY(glDisableVertexAttribArray)(index); }
|
||
|
|
||
|
STB_GLPROG_DECLARE void stbglUniform1fv(GLint loc, GLsizei count, const GLfloat *v) { STBGL_ARBIFY(glUniform1fv)(loc,count,v); }
|
||
|
STB_GLPROG_DECLARE void stbglUniform2fv(GLint loc, GLsizei count, const GLfloat *v) { STBGL_ARBIFY(glUniform2fv)(loc,count,v); }
|
||
|
STB_GLPROG_DECLARE void stbglUniform3fv(GLint loc, GLsizei count, const GLfloat *v) { STBGL_ARBIFY(glUniform3fv)(loc,count,v); }
|
||
|
STB_GLPROG_DECLARE void stbglUniform4fv(GLint loc, GLsizei count, const GLfloat *v) { STBGL_ARBIFY(glUniform4fv)(loc,count,v); }
|
||
|
|
||
|
STB_GLPROG_DECLARE void stbglUniform1iv(GLint loc, GLsizei count, const GLint *v) { STBGL_ARBIFY(glUniform1iv)(loc,count,v); }
|
||
|
STB_GLPROG_DECLARE void stbglUniform2iv(GLint loc, GLsizei count, const GLint *v) { STBGL_ARBIFY(glUniform2iv)(loc,count,v); }
|
||
|
STB_GLPROG_DECLARE void stbglUniform3iv(GLint loc, GLsizei count, const GLint *v) { STBGL_ARBIFY(glUniform3iv)(loc,count,v); }
|
||
|
STB_GLPROG_DECLARE void stbglUniform4iv(GLint loc, GLsizei count, const GLint *v) { STBGL_ARBIFY(glUniform4iv)(loc,count,v); }
|
||
|
|
||
|
STB_GLPROG_DECLARE void stbglUniform1f(GLint loc, float v0)
|
||
|
{ STBGL_ARBIFY(glUniform1f)(loc,v0); }
|
||
|
STB_GLPROG_DECLARE void stbglUniform2f(GLint loc, float v0, float v1)
|
||
|
{ STBGL_ARBIFY(glUniform2f)(loc,v0,v1); }
|
||
|
STB_GLPROG_DECLARE void stbglUniform3f(GLint loc, float v0, float v1, float v2)
|
||
|
{ STBGL_ARBIFY(glUniform3f)(loc,v0,v1,v2); }
|
||
|
STB_GLPROG_DECLARE void stbglUniform4f(GLint loc, float v0, float v1, float v2, float v3)
|
||
|
{ STBGL_ARBIFY(glUniform4f)(loc,v0,v1,v2,v3); }
|
||
|
|
||
|
STB_GLPROG_DECLARE void stbglUniform1i(GLint loc, GLint v0)
|
||
|
{ STBGL_ARBIFY(glUniform1i)(loc,v0); }
|
||
|
STB_GLPROG_DECLARE void stbglUniform2i(GLint loc, GLint v0, GLint v1)
|
||
|
{ STBGL_ARBIFY(glUniform2i)(loc,v0,v1); }
|
||
|
STB_GLPROG_DECLARE void stbglUniform3i(GLint loc, GLint v0, GLint v1, GLint v2)
|
||
|
{ STBGL_ARBIFY(glUniform3i)(loc,v0,v1,v2); }
|
||
|
STB_GLPROG_DECLARE void stbglUniform4i(GLint loc, GLint v0, GLint v1, GLint v2, GLint v3)
|
||
|
{ STBGL_ARBIFY(glUniform4i)(loc,v0,v1,v2,v3); }
|
||
|
|
||
|
#endif
|