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Extremely simple OpenGL shader loading/management library (shaman)

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Extremely simple C89 OpenGL shader loading/management library

What is it

Shaman is a small, C89, easy to use OpenGL shader program loading library. It allows you to compile shaders/link program in one line, given vertex and fragment source files:

GLuint program;
shaman_just_make_program(&program, vert_path, frag_path);

It can also store the program object at a pair of "coordinates" (called "table" and "row") to be retrieved later (default is 16 tables with 16 rows eacs):

enum {
  COLORED_SHAPES,
  TEXTURED_SHAPES
};

enum {
  THE_CUBE,
  THE_SPHERE
};

shaman_store_program(COLORED_SHAPES, THE_CUBE, "cube1.vert", "cube1.frag");
shaman_store_program(COLORED_SHAPES, THE_SPHERE, "sphere.vert", "sphere.frag");
shaman_store_program(TEXTURED_SHAPES, THE_SPHERE, "sphere_t.vert", "sphere_t.frag");

... and then inside a render loop, optionally calling glUseProgram() for you:

GLuint program;
shaman_access_program(COLORED_SHAPES, THE_SPHERE, true, &program);

etc.

How it works

Upon successful shader program assembly Shaman stores the OpenGL program object in an internal two-dimensional static array, thus allowing you to easily retrieve the object later at any point in time via a pair of numbers. Inside the library the array is really just:

static GLuint g_store[SHAMAN_NUM_TABLES][SHAMAN_TABLE_NUM_PROGRAMS];

Shaman calls these numbers/indices "the table number" and "the row number" and really doesn't care about what they mean. The only requirement is that they are a valid index into the above static array, which by default constists of 16 "tables" with 16 "rows" in each.

Usage

Shaman has extemely simple API that constists only of handful of functions:

int shaman_just_assemble_program(GLuint* out_prog,
                                 const char* vert_path,
                                 const char* frag_path);
                                        
int shaman_store_program(int table,
                         int row,
                         const char* vert_path,
                         const char* frag_path);
                                
int shaman_access_program(int table, int row, bool useit, GLuint* prog);

int shaman_discard_program(int table, int row);

All functions return status/error codes with SHAMAN_OK meaning a success.

You can use only shaman_just_assemble_program() if you don't need any "table" & "row" stuff.

Function shaman_store_program() assembles and stores the program object at location [table][row].

Function shaman_access_program() is used to retreive the program object from a location.

The shaman_discard_program() can be used to delete (as in glDeleteProgram()) one or more programs, with table/row of -1 resulting in "discard all of it".

That's it. Plaese see the source code for further details.

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