meta: Bump raylib/raygui

This commit is contained in:
Not-Nik 2024-10-13 13:51:26 +02:00
parent 01b6e1a2e2
commit a2397363aa
Failed to generate hash of commit
14 changed files with 250 additions and 97 deletions

52
lib/rlgl.h vendored
View file

@ -68,12 +68,15 @@
* #define RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR "vertexColor" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_COLOR
* #define RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT "vertexTangent" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_TANGENT
* #define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2 "vertexTexCoord2" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2
* #define RL_DEFAULT_SHADER_ATTRIB_NAME_BONEIDS "vertexBoneIds" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEIDS
* #define RL_DEFAULT_SHADER_ATTRIB_NAME_BONEWEIGHTS "vertexBoneWeights" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS
* #define RL_DEFAULT_SHADER_UNIFORM_NAME_MVP "mvp" // model-view-projection matrix
* #define RL_DEFAULT_SHADER_UNIFORM_NAME_VIEW "matView" // view matrix
* #define RL_DEFAULT_SHADER_UNIFORM_NAME_PROJECTION "matProjection" // projection matrix
* #define RL_DEFAULT_SHADER_UNIFORM_NAME_MODEL "matModel" // model matrix
* #define RL_DEFAULT_SHADER_UNIFORM_NAME_NORMAL "matNormal" // normal matrix (transpose(inverse(matModelView)))
* #define RL_DEFAULT_SHADER_UNIFORM_NAME_COLOR "colDiffuse" // color diffuse (base tint color, multiplied by texture color)
* #define RL_DEFAULT_SHADER_UNIFORM_NAME_BONE_MATRICES "boneMatrices" // bone matrices
* #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE0 "texture0" // texture0 (texture slot active 0)
* #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE1 "texture1" // texture1 (texture slot active 1)
* #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE2 "texture2" // texture2 (texture slot active 2)
@ -324,22 +327,34 @@
// Default shader vertex attribute locations
#ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION
#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION 0
#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION 0
#endif
#ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD
#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD 1
#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD 1
#endif
#ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL
#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL 2
#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL 2
#endif
#ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_COLOR
#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_COLOR 3
#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_COLOR 3
#endif
#ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_TANGENT
#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_TANGENT 4
#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_TANGENT 4
#endif
#ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2
#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2 5
#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2 5
#endif
#ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_INDICES
#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_INDICES 6
#endif
#ifdef RL_SUPPORT_MESH_GPU_SKINNING
#ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEIDS
#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEIDS 7
#endif
#ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS
#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS 8
#endif
#endif
//----------------------------------------------------------------------------------
@ -759,6 +774,7 @@ RLAPI int rlGetLocationUniform(unsigned int shaderId, const char *uniformName);
RLAPI int rlGetLocationAttrib(unsigned int shaderId, const char *attribName); // Get shader location attribute
RLAPI void rlSetUniform(int locIndex, const void *value, int uniformType, int count); // Set shader value uniform
RLAPI void rlSetUniformMatrix(int locIndex, Matrix mat); // Set shader value matrix
RLAPI void rlSetUniformMatrices(int locIndex, const Matrix *mat, int count); // Set shader value matrices
RLAPI void rlSetUniformSampler(int locIndex, unsigned int textureId); // Set shader value sampler
RLAPI void rlSetShader(unsigned int id, int *locs); // Set shader currently active (id and locations)
@ -977,6 +993,12 @@ RLAPI void rlLoadDrawQuad(void); // Load and draw a quad
#ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2
#define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2 "vertexTexCoord2" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2
#endif
#ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_BONEIDS
#define RL_DEFAULT_SHADER_ATTRIB_NAME_BONEIDS "vertexBoneIds" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_NAME_BONEIDS
#endif
#ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_BONEWEIGHTS
#define RL_DEFAULT_SHADER_ATTRIB_NAME_BONEWEIGHTS "vertexBoneWeights" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_NAME_BONEWEIGHTS
#endif
#ifndef RL_DEFAULT_SHADER_UNIFORM_NAME_MVP
#define RL_DEFAULT_SHADER_UNIFORM_NAME_MVP "mvp" // model-view-projection matrix
@ -996,6 +1018,9 @@ RLAPI void rlLoadDrawQuad(void); // Load and draw a quad
#ifndef RL_DEFAULT_SHADER_UNIFORM_NAME_COLOR
#define RL_DEFAULT_SHADER_UNIFORM_NAME_COLOR "colDiffuse" // color diffuse (base tint color, multiplied by texture color)
#endif
#ifndef RL_DEFAULT_SHADER_UNIFORM_NAME_BONE_MATRICES
#define RL_DEFAULT_SHADER_UNIFORM_NAME_BONE_MATRICES "boneMatrices" // bone matrices
#endif
#ifndef RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE0
#define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE0 "texture0" // texture0 (texture slot active 0)
#endif
@ -4149,6 +4174,11 @@ unsigned int rlLoadShaderProgram(unsigned int vShaderId, unsigned int fShaderId)
glBindAttribLocation(program, RL_DEFAULT_SHADER_ATTRIB_LOCATION_TANGENT, RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT);
glBindAttribLocation(program, RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2, RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2);
#ifdef RL_SUPPORT_MESH_GPU_SKINNING
glBindAttribLocation(program, RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEIDS, RL_DEFAULT_SHADER_ATTRIB_NAME_BONEIDS);
glBindAttribLocation(program, RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS, RL_DEFAULT_SHADER_ATTRIB_NAME_BONEWEIGHTS);
#endif
// NOTE: If some attrib name is no found on the shader, it locations becomes -1
glLinkProgram(program);
@ -4248,7 +4278,7 @@ void rlSetUniform(int locIndex, const void *value, int uniformType, int count)
#endif
case RL_SHADER_UNIFORM_SAMPLER2D: glUniform1iv(locIndex, count, (int *)value); break;
default: TRACELOG(RL_LOG_WARNING, "SHADER: Failed to set uniform value, data type not recognized");
// TODO: Support glUniform1uiv(), glUniform2uiv(), glUniform3uiv(), glUniform4uiv()
}
#endif
@ -4283,6 +4313,14 @@ void rlSetUniformMatrix(int locIndex, Matrix mat)
#endif
}
// Set shader value uniform matrix
void rlSetUniformMatrices(int locIndex, const Matrix *matrices, int count)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
glUniformMatrix4fv(locIndex, count, true, (const float*)matrices);
#endif
}
// Set shader value uniform sampler
void rlSetUniformSampler(int locIndex, unsigned int textureId)
{