ref: e463564ffe1d86ce13f722e88cfe1154708ed7d2
dir: /glsl_shader.h/
#ifndef ZELDA3_GLSL_SHADER_H_ #define ZELDA3_GLSL_SHADER_H_ #include "types.h" enum { kGlslMaxPasses = 20, kGlslMaxTextures = 10, }; enum GLSLScaleType { GLSL_NONE, GLSL_SOURCE, GLSL_VIEWPORT, GLSL_ABSOLUTE }; typedef struct GlslTextureUniform { int Texture; int InputSize; int TextureSize; int TexCoord; } GlslTextureUniform; typedef struct GlslUniforms { GlslTextureUniform Top; int OutputSize; int FrameCount, FrameDirection; int LUTTexCoord; int VertexCoord; GlslTextureUniform Orig; GlslTextureUniform Prev[7]; GlslTextureUniform Pass[kGlslMaxPasses]; GlslTextureUniform PassPrev[kGlslMaxPasses]; int Texture[kGlslMaxTextures]; } GlslUniforms; typedef struct GlslPass { char *filename; uint8 scale_type_x, scale_type_y; bool float_framebuffer; bool srgb_framebuffer; bool mipmap_input; float scale_x, scale_y; uint wrap_mode; uint frame_count_mod; uint frame_count; uint gl_program, gl_fbo; uint filter; uint gl_texture; uint16 width, height; GlslUniforms unif; } GlslPass; typedef struct GlTextureWithSize { uint gl_texture; uint16 width, height; } GlTextureWithSize; typedef struct GlslTexture { struct GlslTexture *next; char *id; char *filename; uint filter; uint gl_texture; uint wrap_mode; bool mipmap; int width; int height; } GlslTexture; typedef struct GlslParam { struct GlslParam *next; char *id; bool has_value; float value; float min; float max; uint uniform[kGlslMaxPasses]; } GlslParam; typedef struct GlslShader { int n_pass; GlslPass *pass; GlslParam *first_param; GlslTexture *first_texture; uint *gl_vao; uint gl_vbo; uint frame_count; int max_prev_frame; GlTextureWithSize prev_frame[8]; } GlslShader; GlslShader *GlslShader_CreateFromFile(const char *filename, bool opengl_es); void GlslShader_Destroy(GlslShader *gs); void GlslShader_Render(GlslShader *gs, GlTextureWithSize *tex, int viewport_x, int viewport_y, int viewport_width, int viewport_height); #endif // ZELDA3_GLSL_SHADER_H_