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-rw-r--r--src/rlgl.h116
1 files changed, 58 insertions, 58 deletions
diff --git a/src/rlgl.h b/src/rlgl.h
index 5130e5b3..45e0f540 100644
--- a/src/rlgl.h
+++ b/src/rlgl.h
@@ -291,26 +291,18 @@ typedef struct RenderBatch {
float currentDepth; // Current depth value for next draw
} RenderBatch;
-// Shader attribute data types
-typedef enum {
- SHADER_ATTRIB_FLOAT = 0,
- SHADER_ATTRIB_VEC2,
- SHADER_ATTRIB_VEC3,
- SHADER_ATTRIB_VEC4
-} ShaderAttributeDataType;
-
#if defined(RLGL_STANDALONE)
#ifndef __cplusplus
// Boolean type
typedef enum { false, true } bool;
#endif
- // Color type, RGBA (32bit)
+ // Color, 4 components, R8G8B8A8 (32bit)
typedef struct Color {
- unsigned char r;
- unsigned char g;
- unsigned char b;
- unsigned char a;
+ unsigned char r; // Color red value
+ unsigned char g; // Color green value
+ unsigned char b; // Color blue value
+ unsigned char a; // Color alpha value
} Color;
// Texture type
@@ -332,20 +324,20 @@ typedef enum {
// Trace log level
// NOTE: Organized by priority level
typedef enum {
- LOG_ALL = 0, // Display all logs
- LOG_TRACE, // Trace logging, intended for internal use only
- LOG_DEBUG, // Debug logging, used for internal debugging, it should be disabled on release builds
- LOG_INFO, // Info logging, used for program execution info
- LOG_WARNING, // Warning logging, used on recoverable failures
- LOG_ERROR, // Error logging, used on unrecoverable failures
- LOG_FATAL, // Fatal logging, used to abort program: exit(EXIT_FAILURE)
- LOG_NONE // Disable logging
+ LOG_ALL = 0, // Display all logs
+ LOG_TRACE, // Trace logging, intended for internal use only
+ LOG_DEBUG, // Debug logging, used for internal debugging, it should be disabled on release builds
+ LOG_INFO, // Info logging, used for program execution info
+ LOG_WARNING, // Warning logging, used on recoverable failures
+ LOG_ERROR, // Error logging, used on unrecoverable failures
+ LOG_FATAL, // Fatal logging, used to abort program: exit(EXIT_FAILURE)
+ LOG_NONE // Disable logging
} TraceLogLevel;
// Texture formats (support depends on OpenGL version)
typedef enum {
PIXELFORMAT_UNCOMPRESSED_GRAYSCALE = 1, // 8 bit per pixel (no alpha)
- PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA,
+ PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA, // 8*2 bpp (2 channels)
PIXELFORMAT_UNCOMPRESSED_R5G6B5, // 16 bpp
PIXELFORMAT_UNCOMPRESSED_R8G8B8, // 24 bpp
PIXELFORMAT_UNCOMPRESSED_R5G5B5A1, // 16 bpp (1 bit alpha)
@@ -399,49 +391,57 @@ typedef enum {
// Shader location point type
typedef enum {
- SHADER_LOC_VERTEX_POSITION = 0,
- SHADER_LOC_VERTEX_TEXCOORD01,
- SHADER_LOC_VERTEX_TEXCOORD02,
- SHADER_LOC_VERTEX_NORMAL,
- SHADER_LOC_VERTEX_TANGENT,
- SHADER_LOC_VERTEX_COLOR,
- SHADER_LOC_MATRIX_MVP,
- SHADER_LOC_MATRIX_MODEL,
- SHADER_LOC_MATRIX_VIEW,
- SHADER_LOC_MATRIX_NORMAL,
- SHADER_LOC_MATRIX_PROJECTION,
- SHADER_LOC_VECTOR_VIEW,
- SHADER_LOC_COLOR_DIFFUSE,
- SHADER_LOC_COLOR_SPECULAR,
- SHADER_LOC_COLOR_AMBIENT,
- SHADER_LOC_MAP_ALBEDO, // SHADER_LOC_MAP_DIFFUSE
- SHADER_LOC_MAP_METALNESS, // SHADER_LOC_MAP_SPECULAR
- SHADER_LOC_MAP_NORMAL,
- SHADER_LOC_MAP_ROUGHNESS,
- SHADER_LOC_MAP_OCCLUSION,
- SHADER_LOC_MAP_EMISSION,
- SHADER_LOC_MAP_HEIGHT,
- SHADER_LOC_MAP_CUBEMAP,
- SHADER_LOC_MAP_IRRADIANCE,
- SHADER_LOC_MAP_PREFILTER,
- SHADER_LOC_MAP_BRDF
+ SHADER_LOC_VERTEX_POSITION = 0, // Shader location point: position
+ SHADER_LOC_VERTEX_TEXCOORD01, // Shader location point: texcoord01
+ SHADER_LOC_VERTEX_TEXCOORD02, // Shader location point: texcoord02
+ SHADER_LOC_VERTEX_NORMAL, // Shader location point: normal
+ SHADER_LOC_VERTEX_TANGENT, // Shader location point: tangent
+ SHADER_LOC_VERTEX_COLOR, // Shader location point: color
+ SHADER_LOC_MATRIX_MVP, // Shader location point: model-view-projection matrix
+ SHADER_LOC_MATRIX_VIEW, // Shader location point: view matrix
+ SHADER_LOC_MATRIX_PROJECTION, // Shader location point: projection matrix
+ SHADER_LOC_MATRIX_MODEL, // Shader location point: model matrix
+ SHADER_LOC_MATRIX_NORMAL, // Shader location point: normal matrix
+ SHADER_LOC_VECTOR_VIEW, // Shader location point: view vector
+ SHADER_LOC_COLOR_DIFFUSE, // Shader location point: diffuse color
+ SHADER_LOC_COLOR_SPECULAR, // Shader location point: specular color
+ SHADER_LOC_COLOR_AMBIENT, // Shader location point: ambient color
+ SHADER_LOC_MAP_ALBEDO, // Shader location point: albedo texture (same as: SHADER_LOC_MAP_DIFFUSE)
+ SHADER_LOC_MAP_METALNESS, // Shader location point: metalness texture (same as: SHADER_LOC_MAP_SPECULAR)
+ SHADER_LOC_MAP_NORMAL, // Shader location point: normal texture
+ SHADER_LOC_MAP_ROUGHNESS, // Shader location point: roughness texture
+ SHADER_LOC_MAP_OCCLUSION, // Shader location point: occlusion texture
+ SHADER_LOC_MAP_EMISSION, // Shader location point: emission texture
+ SHADER_LOC_MAP_HEIGHT, // Shader location point: height texture
+ SHADER_LOC_MAP_CUBEMAP, // Shader location point: cubemap texture_cube_map
+ SHADER_LOC_MAP_IRRADIANCE, // Shader location point: irradiance texture_cube_map
+ SHADER_LOC_MAP_PREFILTER, // Shader location point: prefilter texture_cube_map
+ SHADER_LOC_MAP_BRDF // Shader location point: brdf texture
} ShaderLocationIndex;
#define SHADER_LOC_MAP_DIFFUSE SHADER_LOC_MAP_ALBEDO
#define SHADER_LOC_MAP_SPECULAR SHADER_LOC_MAP_METALNESS
- // Shader uniform data types
+ // Shader uniform data type
typedef enum {
- SHADER_UNIFORM_FLOAT = 0,
- SHADER_UNIFORM_VEC2,
- SHADER_UNIFORM_VEC3,
- SHADER_UNIFORM_VEC4,
- SHADER_UNIFORM_INT,
- SHADER_UNIFORM_IVEC2,
- SHADER_UNIFORM_IVEC3,
- SHADER_UNIFORM_IVEC4,
- SHADER_UNIFORM_SAMPLER2D
+ SHADER_UNIFORM_FLOAT = 0, // Shader uniform type: float
+ SHADER_UNIFORM_VEC2, // Shader uniform type: vec2 (2 float)
+ SHADER_UNIFORM_VEC3, // Shader uniform type: vec3 (3 float)
+ SHADER_UNIFORM_VEC4, // Shader uniform type: vec4 (4 float)
+ SHADER_UNIFORM_INT, // Shader uniform type: int
+ SHADER_UNIFORM_IVEC2, // Shader uniform type: ivec2 (2 int)
+ SHADER_UNIFORM_IVEC3, // Shader uniform type: ivec3 (3 int)
+ SHADER_UNIFORM_IVEC4, // Shader uniform type: ivec4 (4 int)
+ SHADER_UNIFORM_SAMPLER2D // Shader uniform type: sampler2d
} ShaderUniformDataType;
+
+ // Shader attribute data types
+ typedef enum {
+ SHADER_ATTRIB_FLOAT = 0, // Shader attribute type: float
+ SHADER_ATTRIB_VEC2, // Shader attribute type: vec2 (2 float)
+ SHADER_ATTRIB_VEC3, // Shader attribute type: vec3 (3 float)
+ SHADER_ATTRIB_VEC4 // Shader attribute type: vec4 (4 float)
+ } ShaderAttributeDataType;
#endif
#if defined(__cplusplus)