rlgl usable as standalone library

This commit is contained in:
raysan5
2017-07-21 10:42:57 +02:00
parent 84aff31973
commit 980d9d4cd4
3 changed files with 18 additions and 17 deletions

View File

@@ -435,19 +435,20 @@ void UnloadShader(Shader shader); // Unload a custom shade
Shader GetShaderDefault(void); // Get default shader
Texture2D GetTextureDefault(void); // Get default texture
// Shader configuration functions
int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location
void SetShaderValue(Shader shader, int uniformLoc, float *value, int size); // Set shader uniform value (float)
void SetShaderValuei(Shader shader, int uniformLoc, int *value, int size); // Set shader uniform value (int)
void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat); // Set shader uniform value (matrix 4x4)
void SetMatrixProjection(Matrix proj); // Set a custom projection matrix (replaces internal projection matrix)
void SetMatrixModelview(Matrix view); // Set a custom modelview matrix (replaces internal modelview matrix)
void SetMatrixProjection(Matrix proj); // Set a custom projection matrix (replaces internal projection matrix)
void SetMatrixModelview(Matrix view); // Set a custom modelview matrix (replaces internal modelview matrix)
// Texture maps generation (PBR)
Texture2D GenTextureCubemap(Texture2D skyHDR, int size); // Generate cubemap texture map from HDR texture
Texture2D GenTextureIrradiance(Texture2D cubemap, int size); // Generate irradiance texture map
Texture2D GenTexturePrefilter(Texture2D cubemap, int size); // Generate prefilter texture map
Texture2D GenTextureBRDF(Texture2D cubemap, int size); // Generate BRDF texture map
// NOTE: Required shaders should be provided
Texture2D GenTextureCubemap(Shader shader, Texture2D skyHDR, int size); // Generate cubemap texture from HDR texture
Texture2D GenTextureIrradiance(Shader shader, Texture2D cubemap, int size); // Generate irradiance texture using cubemap data
Texture2D GenTexturePrefilter(Shader shader, Texture2D cubemap, int size); // Generate prefilter texture using cubemap data
Texture2D GenTextureBRDF(Shader shader, Texture2D cubemap, int size); // Generate BRDF texture using cubemap data
// Shading and blending
void BeginShaderMode(Shader shader); // Begin custom shader drawing