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* Generate interface block using shaders/data.hHEADmasterTomasz Kramkowski2022-10-161-1/+9
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* Cleanup passTomasz Kramkowski2018-10-271-2/+8
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* Use shaders/data.h to generate material codeTomasz Kramkowski2018-10-221-2/+5
| | | | | There is enough information to generate some of the material loading code from shaders/data.h.
* use shaders/data.h for the definition of verticesTomasz Kramkowski2018-10-221-1/+5
| | | | | | | | | | | | | Now that shaders/data.h is in place, it can be taken to the next extreme. The information stored in shaders/data.h is plentiful enough that vertex attribute location information can be standardised, the definition of vertices can be specified in only one place and the bindings for vertex information can be generated. It's around this point in time that I wish there was a better pre-processor for all this. It might make things a lot cleaner.
* Allow multiple shaders while reducing duplicationTomasz Kramkowski2018-10-191-15/+98
| | | | | | This change also stops using bie as eventually it will be replaced with a more sophisticated asset handling system which will also allow custom shaders.
* Improve glprog_load to take sentinel terminated listsTomasz Kramkowski2018-05-021-7/+7
| | | | | | Numerous times a new uniform has been added and the corresponding increment of the nunis parameter was forgotten causing confusion. This should not happen anymore.
* Simplify gl loading by removing m4 and merging gldefs.hTomasz Kramkowski2018-03-301-1/+1
| | | | | | | | | | | m4 has been removed, loadgl.c.in is now gl.c, gldefs.h and loadgl.h.in have now been merged into gl.h. loadgl.m4 has been transformed into glfunc.h which is being used in the way of a bie index file to generate information at 3 places. lgl_load is now gl_load and doesn't return anything, the jongjmp.h method of error handling was pre-emptive and for now this much simpler system will suffice. This means that lgl_strerror is no longer neede.
* glprog: Wrap OpenGL program object loadingTomasz Kramkowski2018-03-271-0/+72
glprog provides a simple interface to loadign OpenGL program objects and getting their uniform locations.