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authorJoshua Reisenauer <[email protected]>2016-05-10 02:00:42 -0700
committerJoshua Reisenauer <[email protected]>2016-05-10 02:00:42 -0700
commit9799856ad4864b808cbfb40b0b4398fcdf61c1c2 (patch)
tree05e311a651b3c41d333810b7b9c9408cd5918eb7 /src/rlgl.h
parentb7f8e97b0384ae37bff110a2ef42cc42cfa09228 (diff)
parentac44db26a2a2bed901c7e75d96e215fa09bd3705 (diff)
downloadraylib-9799856ad4864b808cbfb40b0b4398fcdf61c1c2.tar.gz
raylib-9799856ad4864b808cbfb40b0b4398fcdf61c1c2.zip
Merge remote-tracking branch 'refs/remotes/raysan5/develop' into develop
Diffstat (limited to 'src/rlgl.h')
-rw-r--r--src/rlgl.h15
1 files changed, 7 insertions, 8 deletions
diff --git a/src/rlgl.h b/src/rlgl.h
index cd8e6d1d..afc2ab96 100644
--- a/src/rlgl.h
+++ b/src/rlgl.h
@@ -280,29 +280,28 @@ unsigned int rlglLoadTexture(void *data, int width, int height, int textureForma
RenderTexture2D rlglLoadRenderTexture(int width, int height); // Load a texture to be used for rendering (fbo with color and depth attachments)
void rlglUpdateTexture(unsigned int id, int width, int height, int format, void *data); // Update GPU texture with new data
void rlglGenerateMipmaps(Texture2D texture); // Generate mipmap data for selected texture
-
-// NOTE: There is a set of shader related functions that are available to end user,
-// to avoid creating function wrappers through core module, they have been directly declared in raylib.h
-
-Model rlglLoadModel(Mesh mesh); // Upload vertex data into GPU and provided VAO/VBO ids
-void rlglDrawModel(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color color, bool wires);
+void rlglLoadMesh(Mesh *mesh); // Upload vertex data into GPU and provided VAO/VBO ids
+void rlglDrawEx(Mesh mesh, Material material, Matrix transform, bool wires);
Vector3 rlglUnproject(Vector3 source, Matrix proj, Matrix view); // Get world coordinates from screen coordinates
unsigned char *rlglReadScreenPixels(int width, int height); // Read screen pixel data (color buffer)
void *rlglReadTexturePixels(Texture2D texture); // Read texture pixel data
+// NOTE: There is a set of shader related functions that are available to end user,
+// to avoid creating function wrappers through core module, they have been directly declared in raylib.h
+
#if defined(RLGL_STANDALONE)
//------------------------------------------------------------------------------------
// Shaders System Functions (Module: rlgl)
// NOTE: This functions are useless when using OpenGL 1.1
//------------------------------------------------------------------------------------
Shader LoadShader(char *vsFileName, char *fsFileName); // Load a custom shader and bind default locations
-unsigned int LoadShaderProgram(char *vShaderStr, char *fShaderStr); // Load custom shader strings and return program id
void UnloadShader(Shader shader); // Unload a custom shader from memory
void SetCustomShader(Shader shader); // Set custom shader to be used in batch draw
void SetDefaultShader(void); // Set default shader to be used in batch draw
-void SetModelShader(Model *model, Shader shader); // Link a shader to a model
+Shader GetDefaultShader(void); // Get default shader
+Texture2D GetDefaultTexture(void); // Get default texture
int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location
void SetShaderValue(Shader shader, int uniformLoc, float *value, int size); // Set shader uniform value (float)