mirror of
https://github.com/raysan5/raylib.git
synced 2025-09-21 18:58:14 +00:00
Added some enum comments
This commit is contained in:
116
src/rlgl.h
116
src/rlgl.h
@@ -291,26 +291,18 @@ typedef struct RenderBatch {
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float currentDepth; // Current depth value for next draw
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} RenderBatch;
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// Shader attribute data types
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typedef enum {
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SHADER_ATTRIB_FLOAT = 0,
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SHADER_ATTRIB_VEC2,
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SHADER_ATTRIB_VEC3,
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SHADER_ATTRIB_VEC4
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} ShaderAttributeDataType;
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#if defined(RLGL_STANDALONE)
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#ifndef __cplusplus
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// Boolean type
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typedef enum { false, true } bool;
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#endif
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// Color type, RGBA (32bit)
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// Color, 4 components, R8G8B8A8 (32bit)
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typedef struct Color {
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unsigned char r;
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unsigned char g;
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unsigned char b;
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unsigned char a;
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unsigned char r; // Color red value
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unsigned char g; // Color green value
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unsigned char b; // Color blue value
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unsigned char a; // Color alpha value
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} Color;
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// Texture type
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@@ -332,20 +324,20 @@ typedef enum {
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// Trace log level
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// NOTE: Organized by priority level
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typedef enum {
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LOG_ALL = 0, // Display all logs
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LOG_TRACE, // Trace logging, intended for internal use only
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LOG_DEBUG, // Debug logging, used for internal debugging, it should be disabled on release builds
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LOG_INFO, // Info logging, used for program execution info
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LOG_WARNING, // Warning logging, used on recoverable failures
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LOG_ERROR, // Error logging, used on unrecoverable failures
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LOG_FATAL, // Fatal logging, used to abort program: exit(EXIT_FAILURE)
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LOG_NONE // Disable logging
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LOG_ALL = 0, // Display all logs
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LOG_TRACE, // Trace logging, intended for internal use only
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LOG_DEBUG, // Debug logging, used for internal debugging, it should be disabled on release builds
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LOG_INFO, // Info logging, used for program execution info
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LOG_WARNING, // Warning logging, used on recoverable failures
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LOG_ERROR, // Error logging, used on unrecoverable failures
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LOG_FATAL, // Fatal logging, used to abort program: exit(EXIT_FAILURE)
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LOG_NONE // Disable logging
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} TraceLogLevel;
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// Texture formats (support depends on OpenGL version)
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typedef enum {
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PIXELFORMAT_UNCOMPRESSED_GRAYSCALE = 1, // 8 bit per pixel (no alpha)
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PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA,
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PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA, // 8*2 bpp (2 channels)
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PIXELFORMAT_UNCOMPRESSED_R5G6B5, // 16 bpp
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PIXELFORMAT_UNCOMPRESSED_R8G8B8, // 24 bpp
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PIXELFORMAT_UNCOMPRESSED_R5G5B5A1, // 16 bpp (1 bit alpha)
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@@ -399,49 +391,57 @@ typedef enum {
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// Shader location point type
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typedef enum {
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SHADER_LOC_VERTEX_POSITION = 0,
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SHADER_LOC_VERTEX_TEXCOORD01,
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SHADER_LOC_VERTEX_TEXCOORD02,
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SHADER_LOC_VERTEX_NORMAL,
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SHADER_LOC_VERTEX_TANGENT,
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SHADER_LOC_VERTEX_COLOR,
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SHADER_LOC_MATRIX_MVP,
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SHADER_LOC_MATRIX_MODEL,
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SHADER_LOC_MATRIX_VIEW,
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SHADER_LOC_MATRIX_NORMAL,
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SHADER_LOC_MATRIX_PROJECTION,
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SHADER_LOC_VECTOR_VIEW,
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SHADER_LOC_COLOR_DIFFUSE,
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SHADER_LOC_COLOR_SPECULAR,
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SHADER_LOC_COLOR_AMBIENT,
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SHADER_LOC_MAP_ALBEDO, // SHADER_LOC_MAP_DIFFUSE
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SHADER_LOC_MAP_METALNESS, // SHADER_LOC_MAP_SPECULAR
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SHADER_LOC_MAP_NORMAL,
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SHADER_LOC_MAP_ROUGHNESS,
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SHADER_LOC_MAP_OCCLUSION,
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SHADER_LOC_MAP_EMISSION,
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SHADER_LOC_MAP_HEIGHT,
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SHADER_LOC_MAP_CUBEMAP,
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SHADER_LOC_MAP_IRRADIANCE,
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SHADER_LOC_MAP_PREFILTER,
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SHADER_LOC_MAP_BRDF
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SHADER_LOC_VERTEX_POSITION = 0, // Shader location point: position
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SHADER_LOC_VERTEX_TEXCOORD01, // Shader location point: texcoord01
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SHADER_LOC_VERTEX_TEXCOORD02, // Shader location point: texcoord02
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SHADER_LOC_VERTEX_NORMAL, // Shader location point: normal
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SHADER_LOC_VERTEX_TANGENT, // Shader location point: tangent
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SHADER_LOC_VERTEX_COLOR, // Shader location point: color
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SHADER_LOC_MATRIX_MVP, // Shader location point: model-view-projection matrix
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SHADER_LOC_MATRIX_VIEW, // Shader location point: view matrix
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SHADER_LOC_MATRIX_PROJECTION, // Shader location point: projection matrix
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SHADER_LOC_MATRIX_MODEL, // Shader location point: model matrix
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SHADER_LOC_MATRIX_NORMAL, // Shader location point: normal matrix
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SHADER_LOC_VECTOR_VIEW, // Shader location point: view vector
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SHADER_LOC_COLOR_DIFFUSE, // Shader location point: diffuse color
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SHADER_LOC_COLOR_SPECULAR, // Shader location point: specular color
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SHADER_LOC_COLOR_AMBIENT, // Shader location point: ambient color
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SHADER_LOC_MAP_ALBEDO, // Shader location point: albedo texture (same as: SHADER_LOC_MAP_DIFFUSE)
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SHADER_LOC_MAP_METALNESS, // Shader location point: metalness texture (same as: SHADER_LOC_MAP_SPECULAR)
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SHADER_LOC_MAP_NORMAL, // Shader location point: normal texture
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SHADER_LOC_MAP_ROUGHNESS, // Shader location point: roughness texture
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SHADER_LOC_MAP_OCCLUSION, // Shader location point: occlusion texture
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SHADER_LOC_MAP_EMISSION, // Shader location point: emission texture
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SHADER_LOC_MAP_HEIGHT, // Shader location point: height texture
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SHADER_LOC_MAP_CUBEMAP, // Shader location point: cubemap texture_cube_map
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SHADER_LOC_MAP_IRRADIANCE, // Shader location point: irradiance texture_cube_map
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SHADER_LOC_MAP_PREFILTER, // Shader location point: prefilter texture_cube_map
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SHADER_LOC_MAP_BRDF // Shader location point: brdf texture
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} ShaderLocationIndex;
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#define SHADER_LOC_MAP_DIFFUSE SHADER_LOC_MAP_ALBEDO
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#define SHADER_LOC_MAP_SPECULAR SHADER_LOC_MAP_METALNESS
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// Shader uniform data types
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// Shader uniform data type
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typedef enum {
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SHADER_UNIFORM_FLOAT = 0,
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SHADER_UNIFORM_VEC2,
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SHADER_UNIFORM_VEC3,
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SHADER_UNIFORM_VEC4,
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SHADER_UNIFORM_INT,
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SHADER_UNIFORM_IVEC2,
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SHADER_UNIFORM_IVEC3,
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SHADER_UNIFORM_IVEC4,
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SHADER_UNIFORM_SAMPLER2D
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SHADER_UNIFORM_FLOAT = 0, // Shader uniform type: float
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SHADER_UNIFORM_VEC2, // Shader uniform type: vec2 (2 float)
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SHADER_UNIFORM_VEC3, // Shader uniform type: vec3 (3 float)
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SHADER_UNIFORM_VEC4, // Shader uniform type: vec4 (4 float)
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SHADER_UNIFORM_INT, // Shader uniform type: int
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SHADER_UNIFORM_IVEC2, // Shader uniform type: ivec2 (2 int)
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SHADER_UNIFORM_IVEC3, // Shader uniform type: ivec3 (3 int)
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SHADER_UNIFORM_IVEC4, // Shader uniform type: ivec4 (4 int)
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SHADER_UNIFORM_SAMPLER2D // Shader uniform type: sampler2d
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} ShaderUniformDataType;
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// Shader attribute data types
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typedef enum {
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SHADER_ATTRIB_FLOAT = 0, // Shader attribute type: float
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SHADER_ATTRIB_VEC2, // Shader attribute type: vec2 (2 float)
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SHADER_ATTRIB_VEC3, // Shader attribute type: vec3 (3 float)
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SHADER_ATTRIB_VEC4 // Shader attribute type: vec4 (4 float)
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} ShaderAttributeDataType;
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#endif
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#if defined(__cplusplus)
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