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#ifdef RW_OPENGL
namespace rw {
namespace gl3 {
// TODO: make this dynamic
enum {
MAX_UNIFORMS = 40,
MAX_BLOCKS = 20
};
enum UniformType
{
UNIFORM_NA, // managed by the user
UNIFORM_VEC4,
UNIFORM_IVEC4,
UNIFORM_MAT4
};
struct Uniform
{
char *name;
UniformType type;
//bool dirty;
uint32 serialNum;
int32 num;
void *data;
};
struct UniformRegistry
{
int32 numUniforms;
Uniform uniforms[MAX_UNIFORMS];
int32 numBlocks;
char *blockNames[MAX_BLOCKS];
};
int32 registerUniform(const char *name, UniformType type = UNIFORM_NA, int32 num = 1);
int32 findUniform(const char *name);
int32 registerBlock(const char *name);
int32 findBlock(const char *name);
void setUniform(int32 id, void *data);
void flushUniforms(void);
extern UniformRegistry uniformRegistry;
struct Shader
{
GLuint program;
// same number of elements as UniformRegistry::numUniforms
GLint *uniformLocations;
uint32 *serialNums;
int32 numUniforms; // just to be sure!
static Shader *create(const char **vsrc, const char **fsrc);
// static Shader *fromFiles(const char *vs, const char *fs);
// static Shader *fromStrings(const char *vsrc, const char *fsrc);
void use(void);
void destroy(void);
};
extern Shader *currentShader;
}
}
#endif
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