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authorRay <[email protected]>2021-04-06 13:10:25 +0200
committerRay <[email protected]>2021-04-06 13:10:25 +0200
commit5276cb4099f81e4f156bcfd9c4b67a125812d22c (patch)
treeac483f089c8828645e16e288838b0dd22b43a355 /cheatsheet/raylib_core.c
parent9fa9c30a3d2c27ce210f64e9ab636377792c74be (diff)
downloadraylib.com-5276cb4099f81e4f156bcfd9c4b67a125812d22c.tar.gz
raylib.com-5276cb4099f81e4f156bcfd9c4b67a125812d22c.zip
Update raylib_core.c
Diffstat (limited to 'cheatsheet/raylib_core.c')
-rw-r--r--cheatsheet/raylib_core.c33
1 files changed, 16 insertions, 17 deletions
diff --git a/cheatsheet/raylib_core.c b/cheatsheet/raylib_core.c
index b80774a..5c7bd5a 100644
--- a/cheatsheet/raylib_core.c
+++ b/cheatsheet/raylib_core.c
@@ -60,6 +60,22 @@
void EndTextureMode(void); // Ends drawing to render texture
void BeginScissorMode(int x, int y, int width, int height); // Begin scissor mode (define screen area for following drawing)
void EndScissorMode(void); // End scissor mode
+ void BeginShaderMode(Shader shader); // Begin custom shader drawing
+ void EndShaderMode(void); // End custom shader drawing (use default shader)
+ void BeginBlendMode(int mode); // Begin blending mode (alpha, additive, multiplied)
+ void EndBlendMode(void); // End blending mode (reset to default: alpha blending)
+
+ // Shader management functions
+ // NOTE: Shader functionality is not available on OpenGL 1.1
+ Shader LoadShader(const char *vsFileName, const char *fsFileName); // Load shader from files and bind default locations
+ Shader LoadShaderFromMemory(const char *vsCode, const char *fsCode); // Load shader from code strings and bind default locations
+ int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location
+ int GetShaderLocationAttrib(Shader shader, const char *attribName); // Get shader attribute location
+ void SetShaderValue(Shader shader, int locIndex, const void *value, int uniformType); // Set shader uniform value
+ void SetShaderValueV(Shader shader, int locIndex, const void *value, int uniformType, int count); // Set shader uniform value vector
+ void SetShaderValueMatrix(Shader shader, int locIndex, Matrix mat); // Set shader uniform value (matrix 4x4)
+ void SetShaderValueTexture(Shader shader, int locIndex, Texture2D texture); // Set shader uniform value for texture (sampler2d)
+ void UnloadShader(Shader shader); // Unload shader from GPU memory (VRAM)
// Screen-space-related functions
Ray GetMouseRay(Vector2 mousePosition, Camera camera); // Returns a ray trace from mouse position
@@ -200,20 +216,3 @@
void EndVrDrawing(void); // End VR simulator stereo rendering
VrStereoConfig GetVrConfig(VrDeviceInfo device); // Get stereo rendering configuration parameters
- // Shaders System Functions
- void BeginShaderMode(Shader shader); // Begin custom shader drawing
- void EndShaderMode(void); // End custom shader drawing (use default shader)
- void BeginBlendMode(int mode); // Begin blending mode (alpha, additive, multiplied)
- void EndBlendMode(void); // End blending mode (reset to default: alpha blending)
-
- // Shader management functions
- Shader LoadShader(const char *vsFileName, const char *fsFileName); // Load shader from files and bind default locations
- Shader LoadShaderFromMemory(const char *vsCode, const char *fsCode); // Load shader from code strings and bind default locations
- int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location
- int GetShaderLocationAttrib(Shader shader, const char *attribName); // Get shader attribute location
- void SetShaderValue(Shader shader, int locIndex, const void *value, int uniformType); // Set shader uniform value
- void SetShaderValueV(Shader shader, int locIndex, const void *value, int uniformType, int count); // Set shader uniform value vector
- void SetShaderValueMatrix(Shader shader, int locIndex, Matrix mat); // Set shader uniform value (matrix 4x4)
- void SetShaderValueTexture(Shader shader, int locIndex, Texture2D texture); // Set shader uniform value for texture (sampler2d)
- void UnloadShader(Shader shader); // Unload shader from GPU memory (VRAM)
-