Bump raylib/zig versions

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Nikolas 2026-04-03 18:13:05 +02:00
parent aa9ee05f22
commit 8e04b7098a
Failed to generate hash of commit
20 changed files with 1383 additions and 1027 deletions

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@ -6,7 +6,7 @@ const std = @import("std");
pub const cdef = @import("rlgl-ext.zig");
test {
std.testing.refAllDeclsRecursive(@This());
std.testing.refAllDecls(@This());
}
const Matrix = rl.Matrix;
@ -39,7 +39,7 @@ pub const rlRenderBatch = extern struct {
};
pub const rlGlVersion = enum(c_int) {
rl_opengl_11_software = 0,
rl_opengl_software = 0,
rl_opengl_11 = 1,
rl_opengl_21 = 2,
rl_opengl_33 = 3,
@ -268,9 +268,9 @@ pub const rl_default_shader_attrib_location_color = @as(i32, 3);
pub const rl_default_shader_attrib_location_tangent = @as(i32, 4);
pub const rl_default_shader_attrib_location_texcoord2 = @as(i32, 5);
pub const rl_default_shader_attrib_location_indices = @as(i32, 6);
pub const rl_default_shader_attrib_location_boneids = @as(i32, 7);
pub const rl_default_shader_attrib_location_boneweights = @as(i32, 5);
pub const rl_default_shader_attrib_location_instance_tx = @as(i32, 9);
pub const rl_default_shader_attrib_location_boneindices = @as(i32, 7);
pub const rl_default_shader_attrib_location_boneweights = @as(i32, 8);
pub const rl_default_shader_attrib_location_instancetransform = @as(i32, 9);
/// Choose the current matrix to be transformed
pub fn rlMatrixMode(mode: i32) void {
@ -896,8 +896,8 @@ pub fn rlLoadFramebuffer() u32 {
}
/// Attach texture/renderbuffer to a framebuffer
pub fn rlFramebufferAttach(fboId: u32, texId: u32, attachType: i32, texType: i32, mipLevel: i32) void {
cdef.rlFramebufferAttach(@as(c_uint, fboId), @as(c_uint, texId), @as(c_int, attachType), @as(c_int, texType), @as(c_int, mipLevel));
pub fn rlFramebufferAttach(id: u32, texId: u32, attachType: i32, texType: i32, mipLevel: i32) void {
cdef.rlFramebufferAttach(@as(c_uint, id), @as(c_uint, texId), @as(c_int, attachType), @as(c_int, texType), @as(c_int, mipLevel));
}
/// Verify framebuffer is complete
@ -920,19 +920,29 @@ pub fn rlResizeFramebuffer(width: i32, height: i32) void {
cdef.rlResizeFramebuffer(@as(c_int, width), @as(c_int, height));
}
/// Load (compile) shader and return shader id (type: RL_VERTEX_SHADER, RL_FRAGMENT_SHADER, RL_COMPUTE_SHADER)
pub fn rlLoadShader(code: [:0]const u8, ty: i32) u32 {
return @as(u32, cdef.rlLoadShader(@as([*c]const u8, @ptrCast(code)), @as(c_int, ty)));
}
/// Load shader from code strings
pub fn rlLoadShaderCode(vsCode: ?[:0]const u8, fsCode: ?[:0]const u8) u32 {
return @as(u32, cdef.rlLoadShaderCode(@as([*c]const u8, @ptrCast(vsCode)), @as([*c]const u8, @ptrCast(fsCode))));
pub fn rlLoadShaderProgram(vsCode: [:0]const u8, fsCode: [:0]const u8) u32 {
return @as(u32, cdef.rlLoadShaderProgram(@as([*c]const u8, @ptrCast(vsCode)), @as([*c]const u8, @ptrCast(fsCode))));
}
/// Compile custom shader and return shader id (type: RL_VERTEX_SHADER, RL_FRAGMENT_SHADER, RL_COMPUTE_SHADER)
pub fn rlCompileShader(shaderCode: [:0]const u8, ty: i32) u32 {
return @as(u32, cdef.rlCompileShader(@as([*c]const u8, @ptrCast(shaderCode)), @as(c_int, ty)));
/// Load shader program, using already loaded shader ids
pub fn rlLoadShaderProgramEx(vsId: u32, fsId: u32) u32 {
return @as(u32, cdef.rlLoadShaderProgramEx(@as(c_uint, vsId), @as(c_uint, fsId)));
}
/// Load custom shader program
pub fn rlLoadShaderProgram(vShaderId: u32, fShaderId: u32) u32 {
return @as(u32, cdef.rlLoadShaderProgram(@as(c_uint, vShaderId), @as(c_uint, fShaderId)));
/// Load compute shader program
pub fn rlLoadShaderProgramCompute(csId: u32) u32 {
return @as(u32, cdef.rlLoadShaderProgramCompute(@as(c_uint, csId)));
}
/// Unload shader, loaded with rlLoadShader()
pub fn rlUnloadShader(id: u32) void {
cdef.rlUnloadShader(@as(c_uint, id));
}
/// Unload shader program
@ -940,14 +950,14 @@ pub fn rlUnloadShaderProgram(id: u32) void {
cdef.rlUnloadShaderProgram(@as(c_uint, id));
}
/// Get shader location uniform
pub fn rlGetLocationUniform(shaderId: u32, uniformName: [:0]const u8) i32 {
return @as(i32, cdef.rlGetLocationUniform(@as(c_uint, shaderId), @as([*c]const u8, @ptrCast(uniformName))));
/// Get shader location uniform, requires shader program id
pub fn rlGetLocationUniform(id: u32, uniformName: [:0]const u8) i32 {
return @as(i32, cdef.rlGetLocationUniform(@as(c_uint, id), @as([*c]const u8, @ptrCast(uniformName))));
}
/// Get shader location attribute
pub fn rlGetLocationAttrib(shaderId: u32, attribName: [:0]const u8) i32 {
return @as(i32, cdef.rlGetLocationAttrib(@as(c_uint, shaderId), @as([*c]const u8, @ptrCast(attribName))));
/// Get shader location attribute, requires shader program id
pub fn rlGetLocationAttrib(id: u32, attribName: [:0]const u8) i32 {
return @as(i32, cdef.rlGetLocationAttrib(@as(c_uint, id), @as([*c]const u8, @ptrCast(attribName))));
}
/// Set shader value uniform
@ -975,11 +985,6 @@ pub fn rlSetShader(id: u32, locs: []i32) void {
cdef.rlSetShader(@as(c_uint, id), @as([*c]c_int, @ptrCast(locs)));
}
/// Load compute shader program
pub fn rlLoadComputeShaderProgram(shaderId: u32) u32 {
return @as(u32, cdef.rlLoadComputeShaderProgram(@as(c_uint, shaderId)));
}
/// Dispatch compute shader (equivalent to *draw* for graphics pipeline)
pub fn rlComputeShaderDispatch(groupX: u32, groupY: u32, groupZ: u32) void {
cdef.rlComputeShaderDispatch(@as(c_uint, groupX), @as(c_uint, groupY), @as(c_uint, groupZ));