Browse Source

Added some enum comments

pull/1820/head
Ray 3 years ago
parent
commit
8980bcfe4b
2 changed files with 172 additions and 164 deletions
  1. +114
    -106
      src/raylib.h
  2. +58
    -58
      src/rlgl.h

+ 114
- 106
src/raylib.h View File

@ -711,23 +711,23 @@ typedef enum {
GAMEPAD_AXIS_RIGHT_Y = 3,
// Pressure levels for the back triggers
GAMEPAD_AXIS_LEFT_TRIGGER = 4, // [1..-1] (pressure-level)
GAMEPAD_AXIS_RIGHT_TRIGGER = 5 // [1..-1] (pressure-level)
GAMEPAD_AXIS_LEFT_TRIGGER = 4, // [1..-1] (pressure-level)
GAMEPAD_AXIS_RIGHT_TRIGGER = 5 // [1..-1] (pressure-level)
} GamepadAxis;
// Material map index
typedef enum {
MATERIAL_MAP_ALBEDO = 0, // MATERIAL_MAP_DIFFUSE
MATERIAL_MAP_METALNESS = 1, // MATERIAL_MAP_SPECULAR
MATERIAL_MAP_NORMAL = 2,
MATERIAL_MAP_ROUGHNESS = 3,
MATERIAL_MAP_OCCLUSION,
MATERIAL_MAP_EMISSION,
MATERIAL_MAP_HEIGHT,
MATERIAL_MAP_BRDG,
MATERIAL_MAP_CUBEMAP, // NOTE: Uses GL_TEXTURE_CUBE_MAP
MATERIAL_MAP_IRRADIANCE, // NOTE: Uses GL_TEXTURE_CUBE_MAP
MATERIAL_MAP_PREFILTER // NOTE: Uses GL_TEXTURE_CUBE_MAP
MATERIAL_MAP_ALBEDO = 0, // Albedo material (same as: MATERIAL_MAP_DIFFUSE)
MATERIAL_MAP_METALNESS, // Metalness material (same as: MATERIAL_MAP_SPECULAR)
MATERIAL_MAP_NORMAL, // Normal material
MATERIAL_MAP_ROUGHNESS, // Roughness material
MATERIAL_MAP_OCCLUSION, // Ambient occlusion material
MATERIAL_MAP_EMISSION, // Emission material
MATERIAL_MAP_HEIGHT, // Heightmap material
MATERIAL_MAP_CUBEMAP, // Cubemap material (NOTE: Uses GL_TEXTURE_CUBE_MAP)
MATERIAL_MAP_IRRADIANCE, // ">Irradiance material (NOTE: Uses GL_TEXTURE_CUBE_MAP)
MATERIAL_MAP_PREFILTER // Prefilter material (NOTE: Uses GL_TEXTURE_CUBE_MAP)
MATERIAL_MAP_BRDG, // Brdg material
} MaterialMapIndex;
#define MATERIAL_MAP_DIFFUSE MATERIAL_MAP_ALBEDO
@ -735,32 +735,32 @@ typedef enum {
// Shader location index
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_VIEW,
SHADER_LOC_MATRIX_PROJECTION,
SHADER_LOC_MATRIX_MODEL,
SHADER_LOC_MATRIX_NORMAL,
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
@ -768,41 +768,49 @@ typedef enum {
// 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;
// Pixel formats
// NOTE: Support depends on OpenGL version and platform
typedef enum {
PIXELFORMAT_UNCOMPRESSED_GRAYSCALE = 1, // 8 bit per pixel (no 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)
PIXELFORMAT_UNCOMPRESSED_R4G4B4A4, // 16 bpp (4 bit alpha)
PIXELFORMAT_UNCOMPRESSED_R8G8B8A8, // 32 bpp
PIXELFORMAT_UNCOMPRESSED_R32, // 32 bpp (1 channel - float)
PIXELFORMAT_UNCOMPRESSED_R32G32B32, // 32*3 bpp (3 channels - float)
PIXELFORMAT_UNCOMPRESSED_R32G32B32A32, // 32*4 bpp (4 channels - float)
PIXELFORMAT_COMPRESSED_DXT1_RGB, // 4 bpp (no alpha)
PIXELFORMAT_COMPRESSED_DXT1_RGBA, // 4 bpp (1 bit alpha)
PIXELFORMAT_COMPRESSED_DXT3_RGBA, // 8 bpp
PIXELFORMAT_COMPRESSED_DXT5_RGBA, // 8 bpp
PIXELFORMAT_COMPRESSED_ETC1_RGB, // 4 bpp
PIXELFORMAT_COMPRESSED_ETC2_RGB, // 4 bpp
PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA, // 8 bpp
PIXELFORMAT_COMPRESSED_PVRT_RGB, // 4 bpp
PIXELFORMAT_COMPRESSED_PVRT_RGBA, // 4 bpp
PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA, // 8 bpp
PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA // 2 bpp
PIXELFORMAT_UNCOMPRESSED_GRAYSCALE = 1, // 8 bit per pixel (no 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)
PIXELFORMAT_UNCOMPRESSED_R4G4B4A4, // 16 bpp (4 bit alpha)
PIXELFORMAT_UNCOMPRESSED_R8G8B8A8, // 32 bpp
PIXELFORMAT_UNCOMPRESSED_R32, // 32 bpp (1 channel - float)
PIXELFORMAT_UNCOMPRESSED_R32G32B32, // 32*3 bpp (3 channels - float)
PIXELFORMAT_UNCOMPRESSED_R32G32B32A32, // 32*4 bpp (4 channels - float)
PIXELFORMAT_COMPRESSED_DXT1_RGB, // 4 bpp (no alpha)
PIXELFORMAT_COMPRESSED_DXT1_RGBA, // 4 bpp (1 bit alpha)
PIXELFORMAT_COMPRESSED_DXT3_RGBA, // 8 bpp
PIXELFORMAT_COMPRESSED_DXT5_RGBA, // 8 bpp
PIXELFORMAT_COMPRESSED_ETC1_RGB, // 4 bpp
PIXELFORMAT_COMPRESSED_ETC2_RGB, // 4 bpp
PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA, // 8 bpp
PIXELFORMAT_COMPRESSED_PVRT_RGB, // 4 bpp
PIXELFORMAT_COMPRESSED_PVRT_RGBA, // 4 bpp
PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA, // 8 bpp
PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA // 2 bpp
} PixelFormat;
// Texture parameters: filter mode
@ -819,68 +827,68 @@ typedef enum {
// Texture parameters: wrap mode
typedef enum {
TEXTURE_WRAP_REPEAT = 0, // Repeats texture in tiled mode
TEXTURE_WRAP_CLAMP, // Clamps texture to edge pixel in tiled mode
TEXTURE_WRAP_MIRROR_REPEAT, // Mirrors and repeats the texture in tiled mode
TEXTURE_WRAP_MIRROR_CLAMP // Mirrors and clamps to border the texture in tiled mode
TEXTURE_WRAP_REPEAT = 0, // Repeats texture in tiled mode
TEXTURE_WRAP_CLAMP, // Clamps texture to edge pixel in tiled mode
TEXTURE_WRAP_MIRROR_REPEAT, // Mirrors and repeats the texture in tiled mode
TEXTURE_WRAP_MIRROR_CLAMP // Mirrors and clamps to border the texture in tiled mode
} TextureWrap;
// Cubemap layouts
typedef enum {
CUBEMAP_LAYOUT_AUTO_DETECT = 0, // Automatically detect layout type
CUBEMAP_LAYOUT_LINE_VERTICAL, // Layout is defined by a vertical line with faces
CUBEMAP_LAYOUT_LINE_HORIZONTAL, // Layout is defined by an horizontal line with faces
CUBEMAP_LAYOUT_CROSS_THREE_BY_FOUR, // Layout is defined by a 3x4 cross with cubemap faces
CUBEMAP_LAYOUT_CROSS_FOUR_BY_THREE, // Layout is defined by a 4x3 cross with cubemap faces
CUBEMAP_LAYOUT_PANORAMA // Layout is defined by a panorama image (equirectangular map)
CUBEMAP_LAYOUT_AUTO_DETECT = 0, // Automatically detect layout type
CUBEMAP_LAYOUT_LINE_VERTICAL, // Layout is defined by a vertical line with faces
CUBEMAP_LAYOUT_LINE_HORIZONTAL, // Layout is defined by an horizontal line with faces
CUBEMAP_LAYOUT_CROSS_THREE_BY_FOUR, // Layout is defined by a 3x4 cross with cubemap faces
CUBEMAP_LAYOUT_CROSS_FOUR_BY_THREE, // Layout is defined by a 4x3 cross with cubemap faces
CUBEMAP_LAYOUT_PANORAMA // Layout is defined by a panorama image (equirectangular map)
} CubemapLayout;
// Font type, defines generation method
typedef enum {
FONT_DEFAULT = 0, // Default font generation, anti-aliased
FONT_BITMAP, // Bitmap font generation, no anti-aliasing
FONT_SDF // SDF font generation, requires external shader
FONT_DEFAULT = 0, // Default font generation, anti-aliased
FONT_BITMAP, // Bitmap font generation, no anti-aliasing
FONT_SDF // SDF font generation, requires external shader
} FontType;
// Color blending modes (pre-defined)
typedef enum {
BLEND_ALPHA = 0, // Blend textures considering alpha (default)
BLEND_ADDITIVE, // Blend textures adding colors
BLEND_MULTIPLIED, // Blend textures multiplying colors
BLEND_ADD_COLORS, // Blend textures adding colors (alternative)
BLEND_SUBTRACT_COLORS, // Blend textures subtracting colors (alternative)
BLEND_CUSTOM // Belnd textures using custom src/dst factors (use rlSetBlendMode())
BLEND_ALPHA = 0, // Blend textures considering alpha (default)
BLEND_ADDITIVE, // Blend textures adding colors
BLEND_MULTIPLIED, // Blend textures multiplying colors
BLEND_ADD_COLORS, // Blend textures adding colors (alternative)
BLEND_SUBTRACT_COLORS, // Blend textures subtracting colors (alternative)
BLEND_CUSTOM // Belnd textures using custom src/dst factors (use rlSetBlendMode())
} BlendMode;
// Gestures
// NOTE: It could be used as flags to enable only some gestures
typedef enum {
GESTURE_NONE = 0,
GESTURE_TAP = 1,
GESTURE_DOUBLETAP = 2,
GESTURE_HOLD = 4,
GESTURE_DRAG = 8,
GESTURE_SWIPE_RIGHT = 16,
GESTURE_SWIPE_LEFT = 32,
GESTURE_SWIPE_UP = 64,
GESTURE_SWIPE_DOWN = 128,
GESTURE_PINCH_IN = 256,
GESTURE_PINCH_OUT = 512
GESTURE_NONE = 0, // No gesture
GESTURE_TAP = 1, // Tap gesture
GESTURE_DOUBLETAP = 2, // Double tap gesture
GESTURE_HOLD = 4, // Hold gesture
GESTURE_DRAG = 8, // Drag gesture
GESTURE_SWIPE_RIGHT = 16, // Swipe right gesture
GESTURE_SWIPE_LEFT = 32, // Swipe left gesture
GESTURE_SWIPE_UP = 64, // Swipe up gesture
GESTURE_SWIPE_DOWN = 128, // Swipe down gesture
GESTURE_PINCH_IN = 256, // Pinch in gesture
GESTURE_PINCH_OUT = 512 // Pinch out gesture
} Gesture;
// Camera system modes
typedef enum {
CAMERA_CUSTOM = 0,
CAMERA_FREE,
CAMERA_ORBITAL,
CAMERA_FIRST_PERSON,
CAMERA_THIRD_PERSON
CAMERA_CUSTOM = 0, // Custom camera
CAMERA_FREE, // Free camera
CAMERA_ORBITAL, // Orbital camera
CAMERA_FIRST_PERSON, // First person camera
CAMERA_THIRD_PERSON // Third person camera
} CameraMode;
// Camera projection
typedef enum {
CAMERA_PERSPECTIVE = 0,
CAMERA_ORTHOGRAPHIC
CAMERA_PERSPECTIVE = 0, // Perspective projection
CAMERA_ORTHOGRAPHIC // Orthographic projection
} CameraProjection;
// N-patch layout

+ 58
- 58
src/rlgl.h View File

@ -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)

Loading…
Cancel
Save