diff options
Diffstat (limited to 'src/rlgl.h')
| -rw-r--r-- | src/rlgl.h | 116 |
1 files changed, 58 insertions, 58 deletions
@@ -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) |
