Add support for custom shaders

Custom shaders for models
Postprocessig on FBO (in progress)
Some useless spaces removed
This commit is contained in:
raysan5
2015-02-02 00:57:08 +01:00
parent b9e53cd135
commit 42c92e4f2e
4 changed files with 443 additions and 241 deletions

View File

@@ -145,22 +145,27 @@ void rlColor4f(float x, float y, float z, float w); // Define one vertex (color)
void rlEnableTexture(unsigned int id); // Enable texture usage
void rlDisableTexture(void); // Disable texture usage
void rlDeleteTextures(unsigned int id); // Delete OpenGL texture from GPU
void rlDeleteShader(unsigned int id); // Delete OpenGL shader program from GPU
void rlDeleteVertexArrays(unsigned int id); // Unload vertex data (VAO) from GPU memory
void rlDeleteBuffers(unsigned int id); // Unload vertex data (VBO) from GPU memory
void rlClearColor(byte r, byte g, byte b, byte a); // Clear color buffer with color
void rlClearScreenBuffers(void); // Clear used screen buffers (color and depth)
int rlGetVersion(void); // Returns current OpenGL version
void rlEnableFBO(void);
//------------------------------------------------------------------------------------
// Functions Declaration - rlgl functionality
//------------------------------------------------------------------------------------
void rlglInit(void); // Initialize rlgl (shaders, VAO, VBO...)
void rlglInitPostpro(void); // Initialize postprocessing system
void rlglClose(void); // De-init rlgl
void rlglDraw(void); // Draw VAO/VBO
void rlglDrawPostpro(unsigned int shaderId); // Draw with postpro shader
void rlglInitGraphics(int offsetX, int offsetY, int width, int height); // Initialize Graphics (OpenGL stuff)
unsigned int rlglLoadTexture(unsigned char *data, int width, int height, bool genMipmaps); // Load in GPU OpenGL texture
unsigned int rlglLoadCompressedTexture(unsigned char *data, int width, int height, int mipmapCount, int format);
unsigned int rlglLoadShader(char *vShaderStr, char *fShaderStr); // Load a shader from text data
Model rlglLoadModel(VertexData mesh); // Upload vertex data into GPU and provided VAO/VBO ids
void rlglDrawModel(Model model, Vector3 position, Vector3 rotation, Vector3 scale, Color color, bool wires);