prog
This commit is contained in:
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# Copyright (c) 2026 Dominic Masters
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#
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# This software is released under the MIT License.
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# https://opensource.org/licenses/MIT
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# Sources
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target_sources(${DUSK_LIBRARY_TARGET_NAME}
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PUBLIC
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shader.c
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shaderlist.c
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shaderunlit.c
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)
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/**
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* Copyright (c) 2026 Dominic Masters
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*
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* This software is released under the MIT License.
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* https://opensource.org/licenses/MIT
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*/
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#include "shader.h"
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#include "shadermaterial.h"
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#include "assert/assert.h"
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#include "log/log.h"
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shader_t *bound = NULL;
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errorret_t shaderInit(shader_t *shader, const shaderdefinition_t *def) {
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assertNotNull(shader, "Shader cannot be null");
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errorChain(shaderInitPlatform(shader, def));
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bound = NULL;
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errorOk();
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}
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errorret_t shaderBind(shader_t *shader) {
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assertNotNull(shader, "Shader cannot be null");
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errorChain(shaderBindPlatform(shader));
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bound = shader;
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errorOk();
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}
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errorret_t shaderSetMatrix(
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shader_t *shader,
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const char_t *name,
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mat4 matrix
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) {
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assertNotNull(shader, "Shader cannot be null");
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assertStrLenMin(name, 1, "Uniform name cannot be empty");
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assertNotNull(matrix, "Matrix cannot be null");
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assertTrue(bound == shader, "Shader must be bound.");
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errorChain(shaderSetMatrixPlatform(shader, name, matrix));
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errorOk();
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}
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errorret_t shaderSetTexture(
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shader_t *shader,
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const char_t *name,
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texture_t *texture
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) {
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assertNotNull(shader, "Shader cannot be null");
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assertStrLenMin(name, 1, "Uniform name cannot be empty");
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assertTrue(bound == shader, "Shader must be bound.");
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errorChain(shaderSetTexturePlatform(shader, name, texture));
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errorOk();
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}
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errorret_t shaderSetColor(
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shader_t *shader,
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const char_t *name,
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color_t color
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) {
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assertNotNull(shader, "Shader cannot be null");
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assertStrLenMin(name, 1, "Uniform name cannot be empty");
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assertTrue(bound == shader, "Shader must be bound.");
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errorChain(shaderSetColorPlatform(shader, name, color));
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errorOk();
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}
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errorret_t shaderSetMaterial(
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shader_t *shader,
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const shadermaterial_t *material
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) {
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assertNotNull(shader, "Shader cannot be null");
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assertNotNull(material, "Material cannot be null");
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assertTrue(bound == shader, "Shader must be bound.");
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assertNotNull(shader->definition, "Shader definition cannot be null");
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assertNotNull(shader->definition->setMaterial, "Def lacks setMaterial");
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return shader->definition->setMaterial(shader, material);
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}
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errorret_t shaderDispose(shader_t *shader) {
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assertNotNull(shader, "Shader cannot be null");
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bound = NULL;
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errorChain(shaderDisposePlatform(shader));
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errorOk();
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}
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@@ -0,0 +1,108 @@
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/**
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* Copyright (c) 2026 Dominic Masters
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*
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* This software is released under the MIT License.
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* https://opensource.org/licenses/MIT
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*/
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#pragma once
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#include "error/error.h"
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#include "display/texture/texture.h"
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#include "display/shader/shaderplatform.h"
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#ifndef shaderInitPlatform
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#error "shaderInitPlatform must be defined to use shader.h"
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#endif
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#ifndef shaderBindPlatform
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#error "shaderBindPlatform must be defined to use shader.h"
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#endif
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#ifndef shaderSetMatrixPlatform
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#error "shaderSetMatrixPlatform must be defined to use shader.h"
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#endif
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#ifndef shaderDisposePlatform
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#error "shaderDisposePlatform must be defined to use shader.h"
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#endif
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typedef union shadermaterial_u shadermaterial_t;
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typedef shaderplatform_t shader_t;
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typedef shaderdefinitionplatform_t shaderdefinition_t;
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/**
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* Initializes a shader. This is platform dependant.
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*
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* @param shader Shader to initialize
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* @param def Definition of the shader to initialize with.
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* @return Error if failure, otherwise errorOk
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*/
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errorret_t shaderInit(shader_t *shader, const shaderdefinition_t *def);
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/**
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* Binds a shader. This is platform dependant.
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*
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* @param shader Shader to bind
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* @return Error if failure, otherwise errorOk
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*/
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errorret_t shaderBind(shader_t *shader);
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/**
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* Sets a matrix uniform in the shader. This is platform dependant.
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*
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* @param shader Shader to set the matrix in
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* @param name Name of the uniform to set
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* @param matrix Matrix to set
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* @return Error if failure, otherwise errorOk
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*/
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errorret_t shaderSetMatrix(
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shader_t *shader,
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const char_t *name,
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mat4 matrix
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);
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/**
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* Sets a texture uniform in the shader. This is platform dependant.
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*
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* @param shader Shader to set the texture in
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* @param name Name of the uniform to set
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* @param texture Texture to set
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* @return Error if failure, otherwise errorOk
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*/
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errorret_t shaderSetTexture(
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shader_t *shader,
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const char_t *name,
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texture_t *texture
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);
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/**
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* Sets a color uniform in the shader. This is platform dependant.
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*
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* @param shader Shader to set the color in
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* @param name Name of the uniform to set
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* @param color Color to set
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* @return Error if failure, otherwise errorOk
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*/
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errorret_t shaderSetColor(
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shader_t *shader,
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const char_t *name,
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color_t color
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);
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/**
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* Sets a material's properties in the shader. This is platform dependant.
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* the definition's upload function pointer.
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*
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* @param shader The shader to upload material properties to.
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* @param material The material data to upload.
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* @return Error if failure, otherwise errorOk.
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*/
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errorret_t shaderSetMaterial(
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shader_t *shader,
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const shadermaterial_t *material
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);
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/**
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* Disposes of a shader. This is platform dependant.
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*
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* @param shader Shader to dispose
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* @return Error if failure, otherwise errorOk
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*/
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errorret_t shaderDispose(shader_t *shader);
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@@ -0,0 +1,87 @@
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/**
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* Copyright (c) 2026 Dominic Masters
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*
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* This software is released under the MIT License.
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* https://opensource.org/licenses/MIT
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*/
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#include "shaderlist.h"
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#include "display/screen/screen.h"
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#include "assert/assert.h"
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shaderlistdef_t SHADER_LIST_DEFS[SHADER_LIST_SHADER_COUNT] = {
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[SHADER_LIST_SHADER_UNLIT] = {
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.shader = &SHADER_UNLIT,
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.definition = &SHADER_UNLIT_DEFINITION
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},
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};
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errorret_t shaderListInit() {
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mat4 view, proj, model;
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glm_lookat(
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(vec3){ 0.0f, 0.0f, 1.0f },
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(vec3){ 0.0f, 0.0f, 0.0f },
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(vec3){ 0.0f, 1.0f, 0.0f },
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view
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);
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glm_perspective(
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glm_rad(45.0f),
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SCREEN.aspect,
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0.1f,
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100.0f,
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proj
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);
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glm_mat4_identity(model);
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for(shaderlistshader_t i = 0; i < SHADER_LIST_SHADER_COUNT; i++) {
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if(i == SHADER_LIST_SHADER_NULL) {
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continue;
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}
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assertNotNull(
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SHADER_LIST_DEFS[i].shader, "Shader cannot be null"
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);
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assertNotNull(
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SHADER_LIST_DEFS[i].definition, "Shader definition cannot be null"
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);
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errorChain(shaderInit(
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SHADER_LIST_DEFS[i].shader, SHADER_LIST_DEFS[i].definition
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));
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errorChain(shaderBind(SHADER_LIST_DEFS[i].shader));
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errorChain(shaderSetMatrix(
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SHADER_LIST_DEFS[i].shader, SHADER_UNLIT_PROJECTION, proj
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));
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errorChain(shaderSetMatrix(
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SHADER_LIST_DEFS[i].shader, SHADER_UNLIT_VIEW, view
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));
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errorChain(shaderSetMatrix(
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SHADER_LIST_DEFS[i].shader, SHADER_UNLIT_MODEL, model
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));
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errorChain(shaderSetTexture(
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SHADER_LIST_DEFS[i].shader, SHADER_UNLIT_TEXTURE, NULL
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));
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errorChain(shaderSetColor(
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SHADER_LIST_DEFS[i].shader, SHADER_UNLIT_COLOR, COLOR_WHITE
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));
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}
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errorOk();
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}
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errorret_t shaderListDispose(void) {
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for(shaderlistshader_t i = 0; i < SHADER_LIST_SHADER_COUNT; i++) {
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if(i == SHADER_LIST_SHADER_NULL) {
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continue;
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}
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assertNotNull(
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SHADER_LIST_DEFS[i].shader, "Shader cannot be null"
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);
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errorChain(shaderDispose(SHADER_LIST_DEFS[i].shader));
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}
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errorOk();
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}
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@@ -0,0 +1,40 @@
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/**
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* Copyright (c) 2026 Dominic Masters
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*
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* This software is released under the MIT License.
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* https://opensource.org/licenses/MIT
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*/
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#pragma once
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#include "display/shader/shader.h"
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#include "display/shader/shaderunlit.h"
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typedef enum {
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SHADER_LIST_SHADER_NULL,
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SHADER_LIST_SHADER_UNLIT,
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SHADER_LIST_SHADER_COUNT
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} shaderlistshader_t;
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typedef struct {
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shader_t *shader;
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shaderdefinition_t *definition;
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} shaderlistdef_t;
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extern shaderlistdef_t SHADER_LIST_DEFS[SHADER_LIST_SHADER_COUNT];
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/**
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* Initializes all default shaders and uploads the initial view, projection,
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* and model matrices to each.
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*
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* @return Error state.
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*/
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errorret_t shaderListInit();
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/**
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* Disposes all default shaders.
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*
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* @return Error state.
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*/
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errorret_t shaderListDispose(void);
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@@ -0,0 +1,13 @@
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/**
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* Copyright (c) 2026 Dominic Masters
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*
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* This software is released under the MIT License.
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* https://opensource.org/licenses/MIT
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*/
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#pragma once
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#include "display/shader/shaderlist.h"
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typedef union shadermaterial_u {
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shaderunlitmaterial_t unlit;
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} shadermaterial_t;
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@@ -0,0 +1,32 @@
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/**
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* Copyright (c) 2026 Dominic Masters
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*
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* This software is released under the MIT License.
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* https://opensource.org/licenses/MIT
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*/
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#include "shaderunlit.h"
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#include "display/shader/shadermaterial.h"
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shader_t SHADER_UNLIT = {
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.definition = &SHADER_UNLIT_DEFINITION
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};
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errorret_t shaderUnlitSetMaterial(
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shader_t *shader,
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const shadermaterial_t *material
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) {
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errorChain(shaderSetTexture(
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shader,
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SHADER_UNLIT_TEXTURE,
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material->unlit.texture
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));
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errorChain(shaderSetColor(
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shader,
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SHADER_UNLIT_COLOR,
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material->unlit.color
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));
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errorOk();
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}
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@@ -0,0 +1,35 @@
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/**
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* Copyright (c) 2026 Dominic Masters
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*
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* This software is released under the MIT License.
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* https://opensource.org/licenses/MIT
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*/
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#pragma once
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#include "shader.h"
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#define SHADER_UNLIT_PROJECTION "u_Proj"
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#define SHADER_UNLIT_VIEW "u_View"
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#define SHADER_UNLIT_MODEL "u_Model"
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#define SHADER_UNLIT_TEXTURE "u_Texture"
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#define SHADER_UNLIT_COLOR "u_Color"
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typedef struct {
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color_t color;
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texture_t *texture;
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} shaderunlitmaterial_t;
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extern shaderdefinition_t SHADER_UNLIT_DEFINITION;
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extern shader_t SHADER_UNLIT;
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/**
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* Uploads the unlit material properties to the shader.
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*
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* @param shader The shader to upload to.
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* @param material The material data to upload.
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* @return Error if failure, otherwise errorOk.
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*/
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errorret_t shaderUnlitSetMaterial(
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shader_t *shader,
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const shadermaterial_t *material
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);
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Reference in New Issue
Block a user