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-rw-r--r--cheatsheet/raylib_shaders.c52
1 files changed, 15 insertions, 37 deletions
diff --git a/cheatsheet/raylib_shaders.c b/cheatsheet/raylib_shaders.c
index fa01809..d808d18 100644
--- a/cheatsheet/raylib_shaders.c
+++ b/cheatsheet/raylib_shaders.c
@@ -1,40 +1,18 @@
- // Shader loading/unloading functions
- Shader LoadShader(const char *vsFileName, const char *fsFileName); // Load shader from files and bind default locations
- Shader LoadShaderCode(const char *vsCode, const char *fsCode); // Load shader from code strings and bind default locations
- void UnloadShader(Shader shader); // Unload shader from GPU memory (VRAM)
-
- Shader GetShaderDefault(void); // Get default shader
- Texture2D GetTextureDefault(void); // Get default texture
- Texture2D GetShapesTexture(void); // Get texture to draw shapes
- Rectangle GetShapesTextureRec(void); // Get texture rectangle to draw shapes
- void SetShapesTexture(Texture2D texture, Rectangle source); // Define default texture used to draw shapes
+ // Shaders System Functions (Module: core)
+ 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 configuration functions
- 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 uniformLoc, const void *value, int uniformType); // Set shader uniform value
- void SetShaderValueV(Shader shader, int uniformLoc, const void *value, int uniformType, int count); // Set shader uniform value vector
- void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat); // Set shader uniform value (matrix 4x4)
- void SetShaderValueTexture(Shader shader, int uniformLoc, Texture2D texture); // Set shader uniform value for texture
- void SetMatrixProjection(Matrix proj); // Set a custom projection matrix (replaces internal projection matrix)
- void SetMatrixModelview(Matrix view); // Set a custom modelview matrix (replaces internal modelview matrix)
- Matrix GetMatrixModelview(void); // Get internal modelview matrix
- Matrix GetMatrixProjection(void); // Get internal projection matrix
-
- // Shading begin/end 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)
-
- // VR control functions
- void InitVrSimulator(void); // Init VR simulator for selected device parameters
- void CloseVrSimulator(void); // Close VR simulator for current device
- void UpdateVrTracking(Camera *camera); // Update VR tracking (position and orientation) and camera
- void SetVrConfiguration(VrDeviceInfo info, Shader distortion); // Set stereo rendering configuration parameters
- bool IsVrSimulatorReady(void); // Detect if VR simulator is ready
- void ToggleVrMode(void); // Enable/Disable VR experience
- void BeginVrDrawing(void); // Begin VR simulator stereo rendering
- void EndVrDrawing(void); // End VR simulator stereo rendering
+ // 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)