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| author | Joshua Reisenauer <[email protected]> | 2016-05-10 02:00:42 -0700 |
|---|---|---|
| committer | Joshua Reisenauer <[email protected]> | 2016-05-10 02:00:42 -0700 |
| commit | 9799856ad4864b808cbfb40b0b4398fcdf61c1c2 (patch) | |
| tree | 05e311a651b3c41d333810b7b9c9408cd5918eb7 /src/rlgl.h | |
| parent | b7f8e97b0384ae37bff110a2ef42cc42cfa09228 (diff) | |
| parent | ac44db26a2a2bed901c7e75d96e215fa09bd3705 (diff) | |
| download | raylib-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.h | 15 |
1 files changed, 7 insertions, 8 deletions
@@ -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) |
