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@ -959,6 +959,22 @@ RLAPI void BeginTextureMode(RenderTexture2D target); // Initializes |
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RLAPI void EndTextureMode(void); // Ends drawing to render texture |
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RLAPI void EndTextureMode(void); // Ends drawing to render texture |
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RLAPI void BeginScissorMode(int x, int y, int width, int height); // Begin scissor mode (define screen area for following drawing) |
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RLAPI void BeginScissorMode(int x, int y, int width, int height); // Begin scissor mode (define screen area for following drawing) |
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RLAPI void EndScissorMode(void); // End scissor mode |
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RLAPI void EndScissorMode(void); // End scissor mode |
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RLAPI void BeginShaderMode(Shader shader); // Begin custom shader drawing |
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RLAPI void EndShaderMode(void); // End custom shader drawing (use default shader) |
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RLAPI void BeginBlendMode(int mode); // Begin blending mode (alpha, additive, multiplied) |
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RLAPI void EndBlendMode(void); // End blending mode (reset to default: alpha blending) |
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// Shader management functions |
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// NOTE: Shader functionality is not available on OpenGL 1.1 |
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RLAPI Shader LoadShader(const char *vsFileName, const char *fsFileName); // Load shader from files and bind default locations |
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RLAPI Shader LoadShaderFromMemory(const char *vsCode, const char *fsCode); // Load shader from code strings and bind default locations |
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RLAPI int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location |
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RLAPI int GetShaderLocationAttrib(Shader shader, const char *attribName); // Get shader attribute location |
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RLAPI void SetShaderValue(Shader shader, int locIndex, const void *value, int uniformType); // Set shader uniform value |
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RLAPI void SetShaderValueV(Shader shader, int locIndex, const void *value, int uniformType, int count); // Set shader uniform value vector |
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RLAPI void SetShaderValueMatrix(Shader shader, int locIndex, Matrix mat); // Set shader uniform value (matrix 4x4) |
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RLAPI void SetShaderValueTexture(Shader shader, int locIndex, Texture2D texture); // Set shader uniform value for texture (sampler2d) |
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RLAPI void UnloadShader(Shader shader); // Unload shader from GPU memory (VRAM) |
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// Screen-space-related functions |
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// Screen-space-related functions |
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RLAPI Ray GetMouseRay(Vector2 mousePosition, Camera camera); // Returns a ray trace from mouse position |
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RLAPI Ray GetMouseRay(Vector2 mousePosition, Camera camera); // Returns a ray trace from mouse position |
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@ -1107,26 +1123,6 @@ RLAPI void BeginVrDrawing(RenderTexture2D target); // Begin VR simulator st |
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RLAPI void EndVrDrawing(void); // End VR simulator stereo rendering |
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RLAPI void EndVrDrawing(void); // End VR simulator stereo rendering |
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RLAPI VrStereoConfig GetVrConfig(VrDeviceInfo device); // Get stereo rendering configuration parameters |
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RLAPI VrStereoConfig GetVrConfig(VrDeviceInfo device); // Get stereo rendering configuration parameters |
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//------------------------------------------------------------------------------------ |
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// Shaders System Functions (Module: core) |
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// NOTE: This functions are useless when using OpenGL 1.1 |
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//------------------------------------------------------------------------------------ |
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RLAPI void BeginShaderMode(Shader shader); // Begin custom shader drawing |
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RLAPI void EndShaderMode(void); // End custom shader drawing (use default shader) |
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RLAPI void BeginBlendMode(int mode); // Begin blending mode (alpha, additive, multiplied) |
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RLAPI void EndBlendMode(void); // End blending mode (reset to default: alpha blending) |
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// Shader management functions |
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RLAPI Shader LoadShader(const char *vsFileName, const char *fsFileName); // Load shader from files and bind default locations |
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RLAPI Shader LoadShaderFromMemory(const char *vsCode, const char *fsCode); // Load shader from code strings and bind default locations |
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RLAPI int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location |
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RLAPI int GetShaderLocationAttrib(Shader shader, const char *attribName); // Get shader attribute location |
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RLAPI void SetShaderValue(Shader shader, int locIndex, const void *value, int uniformType); // Set shader uniform value |
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RLAPI void SetShaderValueV(Shader shader, int locIndex, const void *value, int uniformType, int count); // Set shader uniform value vector |
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RLAPI void SetShaderValueMatrix(Shader shader, int locIndex, Matrix mat); // Set shader uniform value (matrix 4x4) |
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RLAPI void SetShaderValueTexture(Shader shader, int locIndex, Texture2D texture); // Set shader uniform value for texture (sampler2d) |
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RLAPI void UnloadShader(Shader shader); // Unload shader from GPU memory (VRAM) |
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//------------------------------------------------------------------------------------ |
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//------------------------------------------------------------------------------------ |
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// Basic Shapes Drawing Functions (Module: shapes) |
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// Basic Shapes Drawing Functions (Module: shapes) |
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//------------------------------------------------------------------------------------ |
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//------------------------------------------------------------------------------------ |
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