Update rlgl
This commit is contained in:
parent
8e9d04aaec
commit
48115fd903
1 changed files with 99 additions and 182 deletions
281
raylib/rlgl.go
281
raylib/rlgl.go
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@ -46,54 +46,54 @@ func EndBlendMode() {
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const (
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const (
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// Texture parameters (equivalent to OpenGL defines)
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// Texture parameters (equivalent to OpenGL defines)
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RL_TEXTURE_WRAP_S = 0x2802 // GL_TEXTURE_WRAP_S
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TextureWrapS = 0x2802 // GL_TEXTURE_WRAP_S
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RL_TEXTURE_WRAP_T = 0x2803 // GL_TEXTURE_WRAP_T
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TextureWrapT = 0x2803 // GL_TEXTURE_WRAP_T
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RL_TEXTURE_MAG_FILTER = 0x2800 // GL_TEXTURE_MAG_FILTER
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TextureMagFilter = 0x2800 // GL_TEXTURE_MAG_FILTER
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RL_TEXTURE_MIN_FILTER = 0x2801 // GL_TEXTURE_MIN_FILTER
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TextureMinFilter = 0x2801 // GL_TEXTURE_MIN_FILTER
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RL_TEXTURE_FILTER_NEAREST = 0x2600 // GL_NEAREST
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TextureFilterNearest = 0x2600 // GL_NEAREST
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RL_TEXTURE_FILTER_LINEAR = 0x2601 // GL_LINEAR
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TextureFilterLinear = 0x2601 // GL_LINEAR
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RL_TEXTURE_FILTER_MIP_NEAREST = 0x2700 // GL_NEAREST_MIPMAP_NEAREST
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TextureFilterMipNearest = 0x2700 // GL_NEAREST_MIPMAP_NEAREST
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RL_TEXTURE_FILTER_NEAREST_MIP_LINEAR = 0x2702 // GL_NEAREST_MIPMAP_LINEAR
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TextureFilterNearestMipLinear = 0x2702 // GL_NEAREST_MIPMAP_LINEAR
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RL_TEXTURE_FILTER_LINEAR_MIP_NEAREST = 0x2701 // GL_LINEAR_MIPMAP_NEAREST
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TextureFilterLinearMipNearest = 0x2701 // GL_LINEAR_MIPMAP_NEAREST
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RL_TEXTURE_FILTER_MIP_LINEAR = 0x2703 // GL_LINEAR_MIPMAP_LINEAR
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TextureFilterMipLinear = 0x2703 // GL_LINEAR_MIPMAP_LINEAR
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RL_TEXTURE_FILTER_ANISOTROPIC = 0x3000 // Anisotropic filter (custom identifier)
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TextureFilterAnisotropic = 0x3000 // Anisotropic filter (custom identifier)
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RL_TEXTURE_MIPMAP_BIAS_RATIO = 0x4000 // Texture mipmap bias, percentage ratio (custom identifier)
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TextureMipmapBiasRatio = 0x4000 // Texture mipmap bias, percentage ratio (custom identifier)
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RL_TEXTURE_WRAP_REPEAT = 0x2901 // GL_REPEAT
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TextureWrapRepeat = 0x2901 // GL_REPEAT
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RL_TEXTURE_WRAP_CLAMP = 0x812F // GL_CLAMP_TO_EDGE
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TextureWrapClamp = 0x812F // GL_CLAMP_TO_EDGE
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RL_TEXTURE_WRAP_MIRROR_REPEAT = 0x8370 // GL_MIRRORED_REPEAT
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TextureWrapMirrorRepeat = 0x8370 // GL_MIRRORED_REPEAT
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RL_TEXTURE_WRAP_MIRROR_CLAMP = 0x8742 // GL_MIRROR_CLAMP_EXT
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TextureWrapMirrorClamp = 0x8742 // GL_MIRROR_CLAMP_EXT
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// Matrix modes (equivalent to OpenGL)
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// Matrix modes (equivalent to OpenGL)
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RL_MODELVIEW = 0x1700 // GL_MODELVIEW
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Modelview = 0x1700 // GL_MODELVIEW
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RL_PROJECTION = 0x1701 // GL_PROJECTION
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Projection = 0x1701 // GL_PROJECTION
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RL_TEXTURE = 0x1702 // GL_TEXTURE
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Texture = 0x1702 // GL_TEXTURE
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// Primitive assembly draw modes
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// Primitive assembly draw modes
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RL_LINES = 0x0001 // GL_LINES
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Lines = 0x0001 // GL_LINES
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RL_TRIANGLES = 0x0004 // GL_TRIANGLES
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Triangles = 0x0004 // GL_TRIANGLES
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RL_QUADS = 0x0007 // GL_QUADS
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Quads = 0x0007 // GL_QUADS
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// GL equivalent data types
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// GL equivalent data types
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RL_UNSIGNED_BYTE = 0x1401 // GL_UNSIGNED_BYTE
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UnsignedByte = 0x1401 // GL_UNSIGNED_BYTE
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RL_FLOAT = 0x1406 // GL_FLOAT
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Float = 0x1406 // GL_FLOAT
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// Buffer usage hint
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// Buffer usage hint
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RL_STREAM_DRAW = 0x88E0 // GL_STREAM_DRAW
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StreamDraw = 0x88E0 // GL_STREAM_DRAW
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RL_STREAM_READ = 0x88E1 // GL_STREAM_READ
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StreamRead = 0x88E1 // GL_STREAM_READ
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RL_STREAM_COPY = 0x88E2 // GL_STREAM_COPY
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StreamCopy = 0x88E2 // GL_STREAM_COPY
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RL_STATIC_DRAW = 0x88E4 // GL_STATIC_DRAW
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StaticDraw = 0x88E4 // GL_STATIC_DRAW
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RL_STATIC_READ = 0x88E5 // GL_STATIC_READ
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StaticRead = 0x88E5 // GL_STATIC_READ
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RL_STATIC_COPY = 0x88E6 // GL_STATIC_COPY
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StaticCopy = 0x88E6 // GL_STATIC_COPY
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RL_DYNAMIC_DRAW = 0x88E8 // GL_DYNAMIC_DRAW
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DynamicDraw = 0x88E8 // GL_DYNAMIC_DRAW
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RL_DYNAMIC_READ = 0x88E9 // GL_DYNAMIC_READ
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DynamicRead = 0x88E9 // GL_DYNAMIC_READ
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RL_DYNAMIC_COPY = 0x88EA // GL_DYNAMIC_COPY
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DynamicCopy = 0x88EA // GL_DYNAMIC_COPY
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// GL Shader type
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// GL Shader type
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RL_FRAGMENT_SHADER = 0x8B30 // GL_FRAGMENT_SHADER
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FragmentShader = 0x8B30 // GL_FRAGMENT_SHADER
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RL_VERTEX_SHADER = 0x8B31 // GL_VERTEX_SHADER
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VertexShader = 0x8B31 // GL_VERTEX_SHADER
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RL_COMPUTE_SHADER = 0x91B9 // GL_COMPUTE_SHADER
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ComputeShader = 0x91B9 // GL_COMPUTE_SHADER
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)
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)
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// rlVertexBuffer - Dynamic vertex buffers (position + texcoords + colors + indices arrays)
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// rlVertexBuffer - Dynamic vertex buffers (position + texcoords + colors + indices arrays)
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@ -130,139 +130,21 @@ type rlRenderBatch struct {
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// OpenGL version
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// OpenGL version
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const (
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const (
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RL_OPENGL_11 int32 = 1
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Opengl11 int32 = 1
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RL_OPENGL_21 int32 = 2
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Opengl21 int32 = 2
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RL_OPENGL_33 int32 = 3
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Opengl33 int32 = 3
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RL_OPENGL_43 int32 = 4
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Opengl43 int32 = 4
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RL_OPENGL_ES_20 int32 = 5
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OpenglEs20 int32 = 5
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)
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)
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type rlGlVersion = int32
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type rlGlVersion = int32
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// RL_LOG_ALL - Trace log level
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// NOTE: Organized by priority level
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const (
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RL_LOG_ALL int32 = 0
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RL_LOG_TRACE int32 = 1
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RL_LOG_DEBUG int32 = 2
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RL_LOG_INFO int32 = 3
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RL_LOG_WARNING int32 = 4
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RL_LOG_ERROR int32 = 5
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RL_LOG_FATAL int32 = 6
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RL_LOG_NONE int32 = 7
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)
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type rlTraceLogLevel = int32
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// Texture pixel formats
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// NOTE: Support depends on OpenGL version
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const (
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RL_PIXELFORMAT_UNCOMPRESSED_GRAYSCALE int32 = 1
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RL_PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA int32 = 2
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RL_PIXELFORMAT_UNCOMPRESSED_R5G6B5 int32 = 3
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RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8 int32 = 4
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RL_PIXELFORMAT_UNCOMPRESSED_R5G5B5A1 int32 = 5
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RL_PIXELFORMAT_UNCOMPRESSED_R4G4B4A4 int32 = 6
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RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8 int32 = 7
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RL_PIXELFORMAT_UNCOMPRESSED_R32 int32 = 8
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RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32 int32 = 9
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RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32A32 int32 = 10
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RL_PIXELFORMAT_COMPRESSED_DXT1_RGB int32 = 11
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RL_PIXELFORMAT_COMPRESSED_DXT1_RGBA int32 = 12
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RL_PIXELFORMAT_COMPRESSED_DXT3_RGBA int32 = 13
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RL_PIXELFORMAT_COMPRESSED_DXT5_RGBA int32 = 14
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RL_PIXELFORMAT_COMPRESSED_ETC1_RGB int32 = 15
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RL_PIXELFORMAT_COMPRESSED_ETC2_RGB int32 = 16
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RL_PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA int32 = 17
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RL_PIXELFORMAT_COMPRESSED_PVRT_RGB int32 = 18
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RL_PIXELFORMAT_COMPRESSED_PVRT_RGBA int32 = 19
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RL_PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA int32 = 20
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RL_PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA int32 = 21
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)
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type rlPixelFormat = int32
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// Texture parameters: filter mode
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// NOTE 1: Filtering considers mipmaps if available in the texture
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// NOTE 2: Filter is accordingly set for minification and magnification
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const (
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RL_TEXTURE_FILTER_POINT int32 = 0
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RL_TEXTURE_FILTER_BILINEAR int32 = 1
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RL_TEXTURE_FILTER_TRILINEAR int32 = 2
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RL_TEXTURE_FILTER_ANISOTROPIC_4X int32 = 3
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RL_TEXTURE_FILTER_ANISOTROPIC_8X int32 = 4
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RL_TEXTURE_FILTER_ANISOTROPIC_16X int32 = 5
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)
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type rlTextureFilter = int32
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// Color blending modes (pre-defined)
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const (
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RL_BLEND_ALPHA int32 = 0
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RL_BLEND_ADDITIVE int32 = 1
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RL_BLEND_MULTIPLIED int32 = 2
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RL_BLEND_ADD_COLORS int32 = 3
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RL_BLEND_SUBTRACT_COLORS int32 = 4
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RL_BLEND_ALPHA_PREMULTIPLY int32 = 5
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RL_BLEND_CUSTOM int32 = 6
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RL_BLEND_CUSTOM_SEPARATE int32 = 7
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)
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type rlBlendMode = int32
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// Shader location point type
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const (
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RL_SHADER_LOC_VERTEX_POSITION int32 = 0
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RL_SHADER_LOC_VERTEX_TEXCOORD01 int32 = 1
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RL_SHADER_LOC_VERTEX_TEXCOORD02 int32 = 2
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RL_SHADER_LOC_VERTEX_NORMAL int32 = 3
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RL_SHADER_LOC_VERTEX_TANGENT int32 = 4
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RL_SHADER_LOC_VERTEX_COLOR int32 = 5
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RL_SHADER_LOC_MATRIX_MVP int32 = 6
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RL_SHADER_LOC_MATRIX_VIEW int32 = 7
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RL_SHADER_LOC_MATRIX_PROJECTION int32 = 8
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RL_SHADER_LOC_MATRIX_MODEL int32 = 9
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RL_SHADER_LOC_MATRIX_NORMAL int32 = 10
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RL_SHADER_LOC_VECTOR_VIEW int32 = 11
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RL_SHADER_LOC_COLOR_DIFFUSE int32 = 12
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RL_SHADER_LOC_COLOR_SPECULAR int32 = 13
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RL_SHADER_LOC_COLOR_AMBIENT int32 = 14
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RL_SHADER_LOC_MAP_ALBEDO int32 = 15
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RL_SHADER_LOC_MAP_METALNESS int32 = 16
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RL_SHADER_LOC_MAP_NORMAL int32 = 17
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RL_SHADER_LOC_MAP_ROUGHNESS int32 = 18
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RL_SHADER_LOC_MAP_OCCLUSION int32 = 19
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RL_SHADER_LOC_MAP_EMISSION int32 = 20
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RL_SHADER_LOC_MAP_HEIGHT int32 = 21
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RL_SHADER_LOC_MAP_CUBEMAP int32 = 22
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RL_SHADER_LOC_MAP_IRRADIANCE int32 = 23
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RL_SHADER_LOC_MAP_PREFILTER int32 = 24
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RL_SHADER_LOC_MAP_BRDF int32 = 25
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)
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type rlShaderLocationIndex = int32
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// Shader uniform data type
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const (
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RL_SHADER_UNIFORM_FLOAT int32 = 0
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RL_SHADER_UNIFORM_VEC2 int32 = 1
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RL_SHADER_UNIFORM_VEC3 int32 = 2
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RL_SHADER_UNIFORM_VEC4 int32 = 3
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RL_SHADER_UNIFORM_INT int32 = 4
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RL_SHADER_UNIFORM_IVEC2 int32 = 5
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RL_SHADER_UNIFORM_IVEC3 int32 = 6
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RL_SHADER_UNIFORM_IVEC4 int32 = 7
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RL_SHADER_UNIFORM_SAMPLER2D int32 = 8
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)
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type rlShaderUniformDataType = int32
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// Shader attribute data types
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// Shader attribute data types
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const (
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const (
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RL_SHADER_ATTRIB_FLOAT int32 = 0
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ShaderAttribFloat int32 = 0
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RL_SHADER_ATTRIB_VEC2 int32 = 1
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ShaderAttribVec2 int32 = 1
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RL_SHADER_ATTRIB_VEC3 int32 = 2
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ShaderAttribVec3 int32 = 2
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RL_SHADER_ATTRIB_VEC4 int32 = 3
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ShaderAttribVec4 int32 = 3
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)
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)
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type rlShaderAttributeDataType = int32
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type rlShaderAttributeDataType = int32
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// Framebuffer attachment type
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// Framebuffer attachment type
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// NOTE: By default up to 8 color channels defined but it can be more
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// NOTE: By default up to 8 color channels defined but it can be more
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const (
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const (
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RL_ATTACHMENT_COLOR_CHANNEL0 int32 = 0
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AttachmentColorChannel0 int32 = 0
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RL_ATTACHMENT_COLOR_CHANNEL1 int32 = 1
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AttachmentColorChannel1 int32 = 1
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RL_ATTACHMENT_COLOR_CHANNEL2 int32 = 2
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AttachmentColorChannel2 int32 = 2
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RL_ATTACHMENT_COLOR_CHANNEL3 int32 = 3
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AttachmentColorChannel3 int32 = 3
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RL_ATTACHMENT_COLOR_CHANNEL4 int32 = 4
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AttachmentColorChannel4 int32 = 4
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RL_ATTACHMENT_COLOR_CHANNEL5 int32 = 5
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AttachmentColorChannel5 int32 = 5
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RL_ATTACHMENT_COLOR_CHANNEL6 int32 = 6
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AttachmentColorChannel6 int32 = 6
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RL_ATTACHMENT_COLOR_CHANNEL7 int32 = 7
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AttachmentColorChannel7 int32 = 7
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RL_ATTACHMENT_DEPTH int32 = 100
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AttachmentDepth int32 = 100
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RL_ATTACHMENT_STENCIL int32 = 200
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AttachmentStencil int32 = 200
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)
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)
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type rlFramebufferAttachType = int32
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type rlFramebufferAttachType = int32
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// Framebuffer texture attachment type
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// Framebuffer texture attachment type
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const (
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const (
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RL_ATTACHMENT_CUBEMAP_POSITIVE_X int32 = 0
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AttachmentCubemapPositiveX int32 = 0
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RL_ATTACHMENT_CUBEMAP_NEGATIVE_X int32 = 1
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AttachmentCubemapNegativeX int32 = 1
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RL_ATTACHMENT_CUBEMAP_POSITIVE_Y int32 = 2
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AttachmentCubemapPositiveY int32 = 2
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RL_ATTACHMENT_CUBEMAP_NEGATIVE_Y int32 = 3
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AttachmentCubemapNegativeY int32 = 3
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RL_ATTACHMENT_CUBEMAP_POSITIVE_Z int32 = 4
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AttachmentCubemapPositiveZ int32 = 4
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RL_ATTACHMENT_CUBEMAP_NEGATIVE_Z int32 = 5
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AttachmentCubemapNegativeZ int32 = 5
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RL_ATTACHMENT_TEXTURE2D int32 = 100
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AttachmentTexture2d int32 = 100
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RL_ATTACHMENT_RENDERBUFFER int32 = 200
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AttachmentRenderbuffer int32 = 200
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)
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)
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type rlFramebufferAttachTextureType = int32
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type rlFramebufferAttachTextureType = int32
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@ -344,6 +226,17 @@ func Scalef(x float32, y float32, z float32) {
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C.rlScalef(cx, cy, cz)
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C.rlScalef(cx, cy, cz)
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}
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}
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// Frustum .
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func Frustum(left float64, right float64, bottom float64, top float64, znear float64, zfar float64) {
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cleft := C.double(left)
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cright := C.double(right)
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cbottom := C.double(bottom)
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ctop := C.double(top)
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cznear := C.double(znear)
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czfar := C.double(zfar)
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C.rlFrustum(cleft, cright, cbottom, ctop, cznear, czfar)
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}
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// Ortho .
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// Ortho .
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func Ortho(left float64, right float64, bottom float64, top float64, znear float64, zfar float64) {
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func Ortho(left float64, right float64, bottom float64, top float64, znear float64, zfar float64) {
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cleft := C.double(left)
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cleft := C.double(left)
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@ -519,6 +412,14 @@ func TextureParameters(id uint32, param int32, value int32) {
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C.rlTextureParameters(cid, cparam, cvalue)
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C.rlTextureParameters(cid, cparam, cvalue)
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}
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}
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// CubemapParameters - Set cubemap parameters (filter, wrap)
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func CubemapParameters(id uint32, param int32, value int32) {
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cid := C.uint(id)
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cparam := C.int(param)
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cvalue := C.int(value)
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C.rlCubemapParameters(cid, cparam, cvalue)
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}
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// EnableShader - Enable shader program
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// EnableShader - Enable shader program
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func EnableShader(id uint32) {
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func EnableShader(id uint32) {
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cid := C.uint(id)
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cid := C.uint(id)
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@ -587,6 +488,12 @@ func DisableBackfaceCulling() {
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C.rlDisableBackfaceCulling()
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C.rlDisableBackfaceCulling()
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}
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}
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// SetCullFace - Set face culling mode
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func SetCullFace(mode int32) {
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cmode := C.int(mode)
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C.rlSetCullFace(cmode)
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}
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// EnableScissorTest - Enable scissor test
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// EnableScissorTest - Enable scissor test
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func EnableScissorTest() {
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func EnableScissorTest() {
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C.rlEnableScissorTest()
|
C.rlEnableScissorTest()
|
||||||
|
@ -611,6 +518,11 @@ func EnableWireMode() {
|
||||||
C.rlEnableWireMode()
|
C.rlEnableWireMode()
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// EnablePointMode - Enable point mode
|
||||||
|
func EnablePointMode() {
|
||||||
|
C.rlEnablePointMode()
|
||||||
|
}
|
||||||
|
|
||||||
// DisableWireMode - Disable wire mode
|
// DisableWireMode - Disable wire mode
|
||||||
func DisableWireMode() {
|
func DisableWireMode() {
|
||||||
C.rlDisableWireMode()
|
C.rlDisableWireMode()
|
||||||
|
@ -745,6 +657,11 @@ func GetShaderIdDefault() uint32 {
|
||||||
return uint32(C.rlGetShaderIdDefault())
|
return uint32(C.rlGetShaderIdDefault())
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// DrawRenderBatchActive - Update and draw internal render batch
|
||||||
|
func DrawRenderBatchActive() {
|
||||||
|
C.rlDrawRenderBatchActive()
|
||||||
|
}
|
||||||
|
|
||||||
// CheckRenderBatchLimit - Check internal buffer overflow for a given number of vertex
|
// CheckRenderBatchLimit - Check internal buffer overflow for a given number of vertex
|
||||||
func CheckRenderBatchLimit(vCount int32) bool {
|
func CheckRenderBatchLimit(vCount int32) bool {
|
||||||
cvCount := C.int(vCount)
|
cvCount := C.int(vCount)
|
||||||
|
@ -821,7 +738,7 @@ func LoadShaderCode(vsCode string, fsCode string) uint32 {
|
||||||
return uint32(C.rlLoadShaderCode(cvsCode, cfsCode))
|
return uint32(C.rlLoadShaderCode(cvsCode, cfsCode))
|
||||||
}
|
}
|
||||||
|
|
||||||
// CompileShader - Compile custom shader and return shader id (type: RL_VERTEX_SHADER, RL_FRAGMENT_SHADER, RL_COMPUTE_SHADER)
|
// CompileShader - Compile custom shader and return shader id (type: VERTEX_SHADER, FRAGMENT_SHADER, COMPUTE_SHADER)
|
||||||
func CompileShader(shaderCode string, type_ int32) uint32 {
|
func CompileShader(shaderCode string, type_ int32) uint32 {
|
||||||
cshaderCode := C.CString(shaderCode)
|
cshaderCode := C.CString(shaderCode)
|
||||||
defer C.free(unsafe.Pointer(cshaderCode))
|
defer C.free(unsafe.Pointer(cshaderCode))
|
||||||
|
|
Loading…
Add table
Add a link
Reference in a new issue