meta: Bump raylib/raygui
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parent
01b6e1a2e2
commit
a2397363aa
14 changed files with 250 additions and 97 deletions
52
lib/rlgl.h
vendored
52
lib/rlgl.h
vendored
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@ -68,12 +68,15 @@
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* #define RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR "vertexColor" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_COLOR
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* #define RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT "vertexTangent" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_TANGENT
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* #define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2 "vertexTexCoord2" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2
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* #define RL_DEFAULT_SHADER_ATTRIB_NAME_BONEIDS "vertexBoneIds" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEIDS
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* #define RL_DEFAULT_SHADER_ATTRIB_NAME_BONEWEIGHTS "vertexBoneWeights" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS
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* #define RL_DEFAULT_SHADER_UNIFORM_NAME_MVP "mvp" // model-view-projection matrix
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* #define RL_DEFAULT_SHADER_UNIFORM_NAME_VIEW "matView" // view matrix
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* #define RL_DEFAULT_SHADER_UNIFORM_NAME_PROJECTION "matProjection" // projection matrix
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* #define RL_DEFAULT_SHADER_UNIFORM_NAME_MODEL "matModel" // model matrix
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* #define RL_DEFAULT_SHADER_UNIFORM_NAME_NORMAL "matNormal" // normal matrix (transpose(inverse(matModelView)))
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* #define RL_DEFAULT_SHADER_UNIFORM_NAME_COLOR "colDiffuse" // color diffuse (base tint color, multiplied by texture color)
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* #define RL_DEFAULT_SHADER_UNIFORM_NAME_BONE_MATRICES "boneMatrices" // bone matrices
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* #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE0 "texture0" // texture0 (texture slot active 0)
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* #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE1 "texture1" // texture1 (texture slot active 1)
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* #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE2 "texture2" // texture2 (texture slot active 2)
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@ -324,22 +327,34 @@
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// Default shader vertex attribute locations
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#ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION
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#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION 0
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#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION 0
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#endif
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#ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD
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#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD 1
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#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD 1
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#endif
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#ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL
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#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL 2
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#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL 2
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#endif
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#ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_COLOR
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#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_COLOR 3
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#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_COLOR 3
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#endif
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#ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_TANGENT
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#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_TANGENT 4
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#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_TANGENT 4
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#endif
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#ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2
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#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2 5
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#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2 5
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#endif
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#ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_INDICES
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#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_INDICES 6
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#endif
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#ifdef RL_SUPPORT_MESH_GPU_SKINNING
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#ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEIDS
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#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEIDS 7
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#endif
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#ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS
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#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS 8
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#endif
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#endif
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//----------------------------------------------------------------------------------
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@ -759,6 +774,7 @@ RLAPI int rlGetLocationUniform(unsigned int shaderId, const char *uniformName);
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RLAPI int rlGetLocationAttrib(unsigned int shaderId, const char *attribName); // Get shader location attribute
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RLAPI void rlSetUniform(int locIndex, const void *value, int uniformType, int count); // Set shader value uniform
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RLAPI void rlSetUniformMatrix(int locIndex, Matrix mat); // Set shader value matrix
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RLAPI void rlSetUniformMatrices(int locIndex, const Matrix *mat, int count); // Set shader value matrices
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RLAPI void rlSetUniformSampler(int locIndex, unsigned int textureId); // Set shader value sampler
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RLAPI void rlSetShader(unsigned int id, int *locs); // Set shader currently active (id and locations)
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@ -977,6 +993,12 @@ RLAPI void rlLoadDrawQuad(void); // Load and draw a quad
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#ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2
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#define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2 "vertexTexCoord2" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2
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#endif
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#ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_BONEIDS
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#define RL_DEFAULT_SHADER_ATTRIB_NAME_BONEIDS "vertexBoneIds" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_NAME_BONEIDS
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#endif
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#ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_BONEWEIGHTS
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#define RL_DEFAULT_SHADER_ATTRIB_NAME_BONEWEIGHTS "vertexBoneWeights" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_NAME_BONEWEIGHTS
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#endif
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#ifndef RL_DEFAULT_SHADER_UNIFORM_NAME_MVP
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#define RL_DEFAULT_SHADER_UNIFORM_NAME_MVP "mvp" // model-view-projection matrix
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@ -996,6 +1018,9 @@ RLAPI void rlLoadDrawQuad(void); // Load and draw a quad
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#ifndef RL_DEFAULT_SHADER_UNIFORM_NAME_COLOR
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#define RL_DEFAULT_SHADER_UNIFORM_NAME_COLOR "colDiffuse" // color diffuse (base tint color, multiplied by texture color)
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#endif
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#ifndef RL_DEFAULT_SHADER_UNIFORM_NAME_BONE_MATRICES
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#define RL_DEFAULT_SHADER_UNIFORM_NAME_BONE_MATRICES "boneMatrices" // bone matrices
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#endif
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#ifndef RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE0
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#define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE0 "texture0" // texture0 (texture slot active 0)
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#endif
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@ -4149,6 +4174,11 @@ unsigned int rlLoadShaderProgram(unsigned int vShaderId, unsigned int fShaderId)
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glBindAttribLocation(program, RL_DEFAULT_SHADER_ATTRIB_LOCATION_TANGENT, RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT);
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glBindAttribLocation(program, RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2, RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2);
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#ifdef RL_SUPPORT_MESH_GPU_SKINNING
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glBindAttribLocation(program, RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEIDS, RL_DEFAULT_SHADER_ATTRIB_NAME_BONEIDS);
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glBindAttribLocation(program, RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS, RL_DEFAULT_SHADER_ATTRIB_NAME_BONEWEIGHTS);
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#endif
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// NOTE: If some attrib name is no found on the shader, it locations becomes -1
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glLinkProgram(program);
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@ -4248,7 +4278,7 @@ void rlSetUniform(int locIndex, const void *value, int uniformType, int count)
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#endif
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case RL_SHADER_UNIFORM_SAMPLER2D: glUniform1iv(locIndex, count, (int *)value); break;
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default: TRACELOG(RL_LOG_WARNING, "SHADER: Failed to set uniform value, data type not recognized");
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// TODO: Support glUniform1uiv(), glUniform2uiv(), glUniform3uiv(), glUniform4uiv()
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}
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#endif
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@ -4283,6 +4313,14 @@ void rlSetUniformMatrix(int locIndex, Matrix mat)
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#endif
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}
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// Set shader value uniform matrix
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void rlSetUniformMatrices(int locIndex, const Matrix *matrices, int count)
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{
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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glUniformMatrix4fv(locIndex, count, true, (const float*)matrices);
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#endif
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}
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// Set shader value uniform sampler
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void rlSetUniformSampler(int locIndex, unsigned int textureId)
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{
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