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Updated Oculus sample to Oculus SDK 1.4
Still working on the sample but almost finished. Some rlgl internals redesign required and it will be ready!
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@@ -130,47 +130,43 @@ typedef enum { OPENGL_11 = 1, OPENGL_33, OPENGL_ES_20 } GlVersion;
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COMPRESSED_ASTC_4x4_RGBA, // 8 bpp
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COMPRESSED_ASTC_8x8_RGBA // 2 bpp
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} TextureFormat;
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// Bounding box type
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typedef struct BoundingBox {
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Vector3 min;
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Vector3 max;
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} BoundingBox;
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// Mesh with vertex data type
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// NOTE: If using OpenGL 1.1, data loaded in CPU; if OpenGL 3.3+ data loaded in GPU (vaoId)
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// Vertex data definning a mesh
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typedef struct Mesh {
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int vertexCount; // num vertices
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float *vertices; // vertex position (XYZ - 3 components per vertex)
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float *texcoords; // vertex texture coordinates (UV - 2 components per vertex)
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float *texcoords2; // vertex second texture coordinates (useful for lightmaps)
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float *normals; // vertex normals (XYZ - 3 components per vertex)
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float *tangents; // vertex tangents (XYZ - 3 components per vertex)
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unsigned char *colors; // vertex colors (RGBA - 4 components per vertex)
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BoundingBox bounds; // mesh limits defined by min and max points
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unsigned int vaoId; // OpenGL Vertex Array Object id
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unsigned int vboId[6]; // OpenGL Vertex Buffer Objects id (6 types of vertex data)
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int vertexCount; // number of vertices stored in arrays
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int triangleCount; // number of triangles stored (indexed or not)
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float *vertices; // vertex position (XYZ - 3 components per vertex) (shader-location = 0)
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float *texcoords; // vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1)
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float *texcoords2; // vertex second texture coordinates (useful for lightmaps) (shader-location = 5)
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float *normals; // vertex normals (XYZ - 3 components per vertex) (shader-location = 2)
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float *tangents; // vertex tangents (XYZ - 3 components per vertex) (shader-location = 4)
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unsigned char *colors; // vertex colors (RGBA - 4 components per vertex) (shader-location = 3)
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unsigned short *indices;// vertex indices (in case vertex data comes indexed)
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unsigned int vaoId; // OpenGL Vertex Array Object id
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unsigned int vboId[7]; // OpenGL Vertex Buffer Objects id (7 types of vertex data)
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} Mesh;
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// Shader type
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// Shader type (generic shader)
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typedef struct Shader {
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unsigned int id; // Shader program id
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// Variable attributes
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int vertexLoc; // Vertex attribute location point (vertex shader)
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int texcoordLoc; // Texcoord attribute location point (vertex shader)
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int normalLoc; // Normal attribute location point (vertex shader)
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int colorLoc; // Color attibute location point (vertex shader)
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// Uniforms
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int mvpLoc; // ModelView-Projection matrix uniform location point (vertex shader)
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int tintColorLoc; // Color uniform location point (fragment shader)
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unsigned int id; // Shader program id
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int mapDiffuseLoc; // Diffuse map texture uniform location point (fragment shader)
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int mapNormalLoc; // Normal map texture uniform location point (fragment shader)
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int mapSpecularLoc; // Specular map texture uniform location point (fragment shader)
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// Vertex attributes locations (default locations)
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int vertexLoc; // Vertex attribute location point (default-location = 0)
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int texcoordLoc; // Texcoord attribute location point (default-location = 1)
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int normalLoc; // Normal attribute location point (default-location = 2)
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int colorLoc; // Color attibute location point (default-location = 3)
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int tangentLoc; // Tangent attribute location point (default-location = 4)
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int texcoord2Loc; // Texcoord2 attribute location point (default-location = 5)
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// Uniform locations
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int mvpLoc; // ModelView-Projection matrix uniform location point (vertex shader)
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int tintColorLoc; // Color uniform location point (fragment shader)
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// Texture map locations (generic for any kind of map)
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int mapTexture0Loc; // Map texture uniform location point (default-texture-unit = 0)
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int mapTexture1Loc; // Map texture uniform location point (default-texture-unit = 1)
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int mapTexture2Loc; // Map texture uniform location point (default-texture-unit = 2)
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} Shader;
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// Texture2D type
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@@ -192,27 +188,46 @@ typedef enum { OPENGL_11 = 1, OPENGL_33, OPENGL_ES_20 } GlVersion;
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// Material type
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typedef struct Material {
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Shader shader;
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Shader shader; // Standard shader (supports 3 map types: diffuse, normal, specular)
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Texture2D texDiffuse; // Diffuse texture
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Texture2D texNormal; // Normal texture
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Texture2D texSpecular; // Specular texture
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Texture2D texDiffuse; // Diffuse texture
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Texture2D texNormal; // Normal texture
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Texture2D texSpecular; // Specular texture
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Color colDiffuse; // Diffuse color
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Color colAmbient; // Ambient color
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Color colSpecular; // Specular color
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Color colDiffuse;
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Color colAmbient;
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Color colSpecular;
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float glossiness;
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float normalDepth;
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float glossiness; // Glossiness level (Ranges from 0 to 1000)
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} Material;
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// Camera type, defines a camera position/orientation in 3d space
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typedef struct Camera {
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Vector3 position; // Camera position
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Vector3 target; // Camera target it looks-at
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Vector3 up; // Camera up vector (rotation over its axis)
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float fovy; // Camera field-of-view apperture in Y (degrees)
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} Camera;
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// Light type
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typedef struct LightData {
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unsigned int id; // Light unique id
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int type; // Light type: LIGHT_POINT, LIGHT_DIRECTIONAL, LIGHT_SPOT
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bool enabled; // Light enabled
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Vector3 position; // Light position
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Vector3 target; // Light target: LIGHT_DIRECTIONAL and LIGHT_SPOT (cone direction target)
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float radius; // Light attenuation radius light intensity reduced with distance (world distance)
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Color diffuse; // Light diffuse color
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float intensity; // Light intensity level
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float coneAngle; // Light cone max angle: LIGHT_SPOT
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} LightData, *Light;
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// Light types
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typedef enum { LIGHT_POINT, LIGHT_DIRECTIONAL, LIGHT_SPOT } LightType;
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// 3d Model type
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typedef struct Model {
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Mesh mesh;
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Matrix transform;
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Material material;
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} Model;
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// Color blending modes (pre-defined)
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typedef enum { BLEND_ALPHA = 0, BLEND_ADDITIVE, BLEND_MULTIPLIED } BlendMode;
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#endif
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@@ -234,6 +249,7 @@ void rlScalef(float x, float y, float z); // Multiply the current matrix b
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void rlMultMatrixf(float *mat); // Multiply the current matrix by another matrix
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void rlFrustum(double left, double right, double bottom, double top, double near, double far);
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void rlOrtho(double left, double right, double bottom, double top, double near, double far);
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void rlViewport(int x, int y, int width, int height); // Set the viewport area
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//------------------------------------------------------------------------------------
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// Functions Declaration - Vertex level operations
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@@ -259,6 +275,8 @@ void rlEnableRenderTexture(unsigned int id); // Enable render texture (fbo)
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void rlDisableRenderTexture(void); // Disable render texture (fbo), return to default framebuffer
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void rlEnableDepthTest(void); // Enable depth test
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void rlDisableDepthTest(void); // Disable depth test
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void rlEnableWireMode(void); // Enable wire mode
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void rlDisableWireMode(void); // Disable wire mode
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void rlDeleteTextures(unsigned int id); // Delete OpenGL texture from GPU
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void rlDeleteRenderTextures(RenderTexture2D target); // Delete render textures (fbo) from GPU
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void rlDeleteShader(unsigned int id); // Delete OpenGL shader program from GPU
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@@ -273,7 +291,7 @@ int rlGetVersion(void); // Returns current OpenGL versio
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//------------------------------------------------------------------------------------
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void rlglInit(void); // Initialize rlgl (shaders, VAO, VBO...)
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void rlglClose(void); // De-init rlgl
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void rlglDraw(Matrix mvp); // Draw VAO/VBO
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void rlglDraw(Matrix mvp); // Draw VAO/VBO
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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(void *data, int width, int height, int textureFormat, int mipmapCount); // Load texture in GPU
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@@ -281,35 +299,43 @@ RenderTexture2D rlglLoadRenderTexture(int width, int height); // Load a textur
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void rlglUpdateTexture(unsigned int id, int width, int height, int format, void *data); // Update GPU texture with new data
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void rlglGenerateMipmaps(Texture2D texture); // Generate mipmap data for selected texture
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// NOTE: There is a set of shader related functions that are available to end user,
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// to avoid creating function wrappers through core module, they have been directly declared in raylib.h
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Model rlglLoadModel(Mesh mesh); // Upload vertex data into GPU and provided VAO/VBO ids
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void rlglDrawModel(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color color, bool wires);
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void rlglLoadMesh(Mesh *mesh, bool dynamic); // Upload vertex data into GPU and provided VAO/VBO ids
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void rlglUpdateMesh(Mesh mesh, int buffer, int numVertex); // Update vertex data on GPU (upload new data to one buffer)
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void rlglDrawMesh(Mesh mesh, Material material, Matrix transform); // Draw a 3d mesh with material and transform
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void rlglUnloadMesh(Mesh *mesh); // Unload mesh data from CPU and GPU
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Vector3 rlglUnproject(Vector3 source, Matrix proj, Matrix view); // Get world coordinates from screen coordinates
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unsigned char *rlglReadScreenPixels(int width, int height); // Read screen pixel data (color buffer)
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void *rlglReadTexturePixels(Texture2D texture); // Read texture pixel data
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// NOTE: There is a set of shader related functions that are available to end user,
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// to avoid creating function wrappers through core module, they have been directly declared in raylib.h
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#if defined(RLGL_STANDALONE)
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//------------------------------------------------------------------------------------
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// Shaders System Functions (Module: rlgl)
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// NOTE: This functions are useless when using OpenGL 1.1
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//------------------------------------------------------------------------------------
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Shader LoadShader(char *vsFileName, char *fsFileName); // Load a custom shader and bind default locations
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unsigned int LoadShaderProgram(char *vShaderStr, char *fShaderStr); // Load custom shader strings and return program id
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void UnloadShader(Shader shader); // Unload a custom shader from memory
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void SetCustomShader(Shader shader); // Set custom shader to be used in batch draw
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void SetDefaultShader(void); // Set default shader to be used in batch draw
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void SetModelShader(Model *model, Shader shader); // Link a shader to a model
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Shader GetDefaultShader(void); // Get default shader
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Shader GetStandardShader(void); // Get default shader
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Texture2D GetDefaultTexture(void); // Get default texture
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int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location
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void SetShaderValue(Shader shader, int uniformLoc, float *value, int size); // Set shader uniform value (float)
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void SetShaderValuei(Shader shader, int uniformLoc, int *value, int size); // Set shader uniform value (int)
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void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat); // Set shader uniform value (matrix 4x4)
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void SetBlendMode(int mode); // Set blending mode (alpha, additive, multiplied)
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void BeginShaderMode(Shader shader); // Begin custom shader drawing
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void EndShaderMode(void); // End custom shader drawing (use default shader)
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void BeginBlendMode(int mode); // Begin blending mode (alpha, additive, multiplied)
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void EndBlendMode(void); // End blending mode (reset to default: alpha blending)
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Light CreateLight(int type, Vector3 position, Color diffuse); // Create a new light, initialize it and add to pool
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void DestroyLight(Light light); // Destroy a light and take it out of the list
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#endif
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#ifdef __cplusplus
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