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@ -166,6 +166,9 @@ |
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#define MOUSE_MIDDLE_BUTTON 2 |
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#define MOUSE_MIDDLE_BUTTON 2 |
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#endif |
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#endif |
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// Touch points registered |
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#define MAX_TOUCH_POINTS 2 |
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// Gamepad Number |
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// Gamepad Number |
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#define GAMEPAD_PLAYER1 0 |
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#define GAMEPAD_PLAYER1 0 |
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#define GAMEPAD_PLAYER2 1 |
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#define GAMEPAD_PLAYER2 1 |
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@ -348,9 +351,6 @@ typedef struct Shader { |
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// Uniforms |
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// Uniforms |
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int mvpLoc; // ModelView-Projection matrix uniform location point (vertex shader) |
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int mvpLoc; // ModelView-Projection matrix uniform location point (vertex shader) |
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int modelLoc; // Model transformation matrix uniform location point (vertex shader) |
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int viewLoc; // View transformation matrix uniform location point (vertex shader) |
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int tintColorLoc; // Color uniform location point (fragment shader) |
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int tintColorLoc; // Color uniform location point (fragment shader) |
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int mapDiffuseLoc; // Diffuse map texture uniform location point (fragment shader) |
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int mapDiffuseLoc; // Diffuse map texture uniform location point (fragment shader) |
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@ -448,15 +448,16 @@ typedef enum { |
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GESTURE_PINCH_OUT = 512 |
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GESTURE_PINCH_OUT = 512 |
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} Gestures; |
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} Gestures; |
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// Touch action (fingers or mouse) |
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typedef enum { TOUCH_UP, TOUCH_DOWN, TOUCH_MOVE } TouchAction; |
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typedef enum { TOUCH_UP, TOUCH_DOWN, TOUCH_MOVE } TouchAction; |
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// Gesture events |
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// Gesture events |
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// NOTE: MAX_TOUCH_POINTS fixed to 4 |
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// NOTE: MAX_TOUCH_POINTS fixed to 2 |
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typedef struct { |
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typedef struct { |
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int touchAction; |
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int touchAction; |
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int pointCount; |
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int pointCount; |
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int pointerId[mi">4]; |
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Vector2 position[mi">4]; |
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int pointerId[n">MAX_TOUCH_POINTS]; |
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Vector2 position[n">MAX_TOUCH_POINTS]; |
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} GestureEvent; |
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} GestureEvent; |
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// Camera system modes |
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// Camera system modes |
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@ -798,6 +799,7 @@ bool IsPosproShaderEnabled(void); // Check if |
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int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location |
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int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location |
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void SetShaderValue(Shader shader, int uniformLoc, float *value, int size); // Set shader uniform value (float) |
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void SetShaderValue(Shader shader, int uniformLoc, float *value, int size); // Set shader uniform value (float) |
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void SetShaderValuei(Shader shader, int uniformLoc, int *value, int size); // Set shader uniform value (int) |
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void SetShaderValuei(Shader shader, int uniformLoc, int *value, int size); // Set shader uniform value (int) |
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void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat); // Set shader uniform value (matrix 4x4) |
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void SetShaderMapDiffuse(Shader *shader, Texture2D texture); // Default diffuse shader map texture assignment |
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void SetShaderMapDiffuse(Shader *shader, Texture2D texture); // Default diffuse shader map texture assignment |
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void SetShaderMapNormal(Shader *shader, const char *uniformName, Texture2D texture); // Normal map texture shader assignment |
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void SetShaderMapNormal(Shader *shader, const char *uniformName, Texture2D texture); // Normal map texture shader assignment |
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void SetShaderMapSpecular(Shader *shader, const char *uniformName, Texture2D texture); // Specular map texture shader assignment |
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void SetShaderMapSpecular(Shader *shader, const char *uniformName, Texture2D texture); // Specular map texture shader assignment |
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