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