Update definitions

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Milan Nikolic 2023-11-10 08:26:22 +01:00
parent d0612c27b2
commit 93855022d7
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@ -75,22 +75,6 @@ const (
CameraOrthographic CameraOrthographic
) )
// ShaderUniformDataType type
type ShaderUniformDataType int32
// ShaderUniformDataType enumeration
const (
ShaderUniformFloat ShaderUniformDataType = iota
ShaderUniformVec2
ShaderUniformVec3
ShaderUniformVec4
ShaderUniformInt
ShaderUniformIvec2
ShaderUniformIvec3
ShaderUniformIvec4
ShaderUniformSampler2d
)
// Some basic Defines // Some basic Defines
const ( const (
Pi = 3.1415927 Pi = 3.1415927
@ -250,99 +234,69 @@ const (
KeyVolumeUp = 24 KeyVolumeUp = 24
KeyVolumeDown = 25 KeyVolumeDown = 25
MouseLeftButton = MouseButtonLeft
MouseRightButton = MouseButtonRight
MouseMiddleButton = MouseButtonMiddle
)
// Mouse Buttons // Mouse Buttons
MouseLeftButton = 0 const (
MouseRightButton = 1 MouseButtonLeft = iota
MouseMiddleButton = 2 MouseButtonRight
MouseSideButton = 3 MouseButtonMiddle
MouseExtraButton = 4 MouseButtonSide
MouseForwardButton = 5 MouseButtonExtra
MouseBackButton = 6 MouseButtonForward
MouseButtonBack
)
// Touch points registered // Mouse cursor
MaxTouchPoints = 2 type MouseCursor = int32
// Gamepad Number const (
GamepadPlayer1 = 0 MouseCursorDefault MouseCursor = iota // Default pointer shape
GamepadPlayer2 = 1 MouseCursorArrow // Arrow shape
GamepadPlayer3 = 2 MouseCursorIBeam // Text writing cursor shape
GamepadPlayer4 = 3 MouseCursorCrosshair // Cross shape
MouseCursorPointingHand // Pointing hand cursor
MouseCursorResizeEW // Horizontal resize/move arrow shape
MouseCursorResizeNS // Vertical resize/move arrow shape
MouseCursorResizeNWSE // Top-left to bottom-right diagonal resize/move arrow shape
MouseCursorResizeNESW // The top-right to bottom-left diagonal resize/move arrow shape
MouseCursorResizeAll // The omni-directional resize/move cursor shape
MouseCursorNotAllowed // The operation-not-allowed shape
)
// Gamepad Buttons/Axis // Gamepad Buttons
const (
GamepadButtonUnknown = iota // Unknown button, just for error checking
GamepadButtonLeftFaceUp // Gamepad left DPAD up button
GamepadButtonLeftFaceRight // Gamepad left DPAD right button
GamepadButtonLeftFaceDown // Gamepad left DPAD down button
GamepadButtonLeftFaceLeft // Gamepad left DPAD left button
GamepadButtonRightFaceUp // Gamepad right button up (i.e. PS3: Triangle, Xbox: Y)
GamepadButtonRightFaceRight // Gamepad right button right (i.e. PS3: Square, Xbox: X)
GamepadButtonRightFaceDown // Gamepad right button down (i.e. PS3: Cross, Xbox: A)
GamepadButtonRightFaceLeft // Gamepad right button left (i.e. PS3: Circle, Xbox: B)
GamepadButtonLeftTrigger1 // Gamepad top/back trigger left (first), it could be a trailing button
GamepadButtonLeftTrigger2 // Gamepad top/back trigger left (second), it could be a trailing button
GamepadButtonRightTrigger1 // Gamepad top/back trigger right (one), it could be a trailing button
GamepadButtonRightTrigger2 // Gamepad top/back trigger right (second), it could be a trailing button
GamepadButtonMiddleLeft // Gamepad center buttons, left one (i.e. PS3: Select)
GamepadButtonMiddle // Gamepad center buttons, middle one (i.e. PS3: PS, Xbox: XBOX)
GamepadButtonMiddleRight // Gamepad center buttons, right one (i.e. PS3: Start)
GamepadButtonLeftThumb // Gamepad joystick pressed button left
GamepadButtonRightThumb // Gamepad joystick pressed button right
)
// PS3 USB Controller Buttons // Gamepad Axis
GamepadPs3ButtonTriangle = 0 const (
GamepadPs3ButtonCircle = 1 GamepadAxisLeftX = iota // Gamepad left stick X axis
GamepadPs3ButtonCross = 2 GamepadAxisLeftY // Gamepad left stick Y axis
GamepadPs3ButtonSquare = 3 GamepadAxisRightX // Gamepad right stick X axis
GamepadPs3ButtonL1 = 6 GamepadAxisRightY // Gamepad right stick Y axis
GamepadPs3ButtonR1 = 7 GamepadAxisLeftTrigger // Gamepad back trigger left, pressure level: [1..-1]
GamepadPs3ButtonL2 = 4 GamepadAxisRightTrigger // Gamepad back trigger right, pressure level: [1..-1]
GamepadPs3ButtonR2 = 5
GamepadPs3ButtonStart = 8
GamepadPs3ButtonSelect = 9
GamepadPs3ButtonUp = 24
GamepadPs3ButtonRight = 25
GamepadPs3ButtonDown = 26
GamepadPs3ButtonLeft = 27
GamepadPs3ButtonPs = 12
// PS3 USB Controller Axis
GamepadPs3AxisLeftX = 0
GamepadPs3AxisLeftY = 1
GamepadPs3AxisRightX = 2
GamepadPs3AxisRightY = 5
// [1..-1] (pressure-level)
GamepadPs3AxisL2 = 3
// [1..-1] (pressure-level)
GamepadPs3AxisR2 = 4
// Xbox360 USB Controller Buttons
GamepadXboxButtonA = 0
GamepadXboxButtonB = 1
GamepadXboxButtonX = 2
GamepadXboxButtonY = 3
GamepadXboxButtonLb = 4
GamepadXboxButtonRb = 5
GamepadXboxButtonSelect = 6
GamepadXboxButtonStart = 7
GamepadXboxButtonUp = 10
GamepadXboxButtonRight = 11
GamepadXboxButtonDown = 12
GamepadXboxButtonLeft = 13
GamepadXboxButtonHome = 8
// Android Gamepad Controller (SNES CLASSIC)
GamepadAndroidDpadUp = 19
GamepadAndroidDpadDown = 20
GamepadAndroidDpadLeft = 21
GamepadAndroidDpadRight = 22
GamepadAndroidDpadCenter = 23
GamepadAndroidButtonA = 96
GamepadAndroidButtonB = 97
GamepadAndroidButtonC = 98
GamepadAndroidButtonX = 99
GamepadAndroidButtonY = 100
GamepadAndroidButtonZ = 101
GamepadAndroidButtonL1 = 102
GamepadAndroidButtonR1 = 103
GamepadAndroidButtonL2 = 104
GamepadAndroidButtonR2 = 105
// Xbox360 USB Controller Axis
// [-1..1] (left->right)
GamepadXboxAxisLeftX = 0
// [1..-1] (up->down)
GamepadXboxAxisLeftY = 1
// [-1..1] (left->right)
GamepadXboxAxisRightX = 2
// [1..-1] (up->down)
GamepadXboxAxisRightY = 3
// [-1..1] (pressure-level)
GamepadXboxAxisLt = 4
// [-1..1] (pressure-level)
GamepadXboxAxisRt = 5
) )
// Some Basic Colors // Some Basic Colors
@ -464,13 +418,8 @@ func NewMat2(m0, m1, m10, m11 float32) Mat2 {
return Mat2{m0, m1, m10, m11} return Mat2{m0, m1, m10, m11}
} }
// Quaternion type // Quaternion, 4 components (Vector4 alias)
type Quaternion struct { type Quaternion = Vector4
X float32
Y float32
Z float32
W float32
}
// NewQuaternion - Returns new Quaternion // NewQuaternion - Returns new Quaternion
func NewQuaternion(x, y, z, w float32) Quaternion { func NewQuaternion(x, y, z, w float32) Quaternion {
@ -608,35 +557,54 @@ const (
// Shader location point type // Shader location point type
const ( const (
LocVertexPosition = iota ShaderLocVertexPosition = iota
LocVertexTexcoord01 ShaderLocVertexTexcoord01
LocVertexTexcoord02 ShaderLocVertexTexcoord02
LocVertexNormal ShaderLocVertexNormal
LocVertexTangent ShaderLocVertexTangent
LocVertexColor ShaderLocVertexColor
LocMatrixMvp ShaderLocMatrixMvp
LocMatrixView ShaderLocMatrixView
LocMatrixProjection ShaderLocMatrixProjection
LocMatrixModel ShaderLocMatrixModel
LocMatrixNormal ShaderLocMatrixNormal
LocVectorView ShaderLocVectorView
LocColorDiffuse ShaderLocColorDiffuse
LocColorSpecular ShaderLocColorSpecular
LocColorAmbient ShaderLocColorAmbient
LocMapAlbedo ShaderLocMapAlbedo
LocMapMetalness ShaderLocMapMetalness
LocMapNormal ShaderLocMapNormal
LocMapRoughness ShaderLocMapRoughness
LocMapOcclusion ShaderLocMapOcclusion
LocMapEmission ShaderLocMapEmission
LocMapHeight ShaderLocMapHeight
LocMapCubemap ShaderLocMapCubemap
LocMapIrradiance ShaderLocMapIrradiance
LocMapPrefilter ShaderLocMapPrefilter
LocMapBrdf ShaderLocMapBrdf
ShaderLocMapDiffuse = ShaderLocMapAlbedo
ShaderLocMapSpecular = ShaderLocMapMetalness
) )
// Material map type // ShaderUniformDataType type
type ShaderUniformDataType int32
// ShaderUniformDataType enumeration
const (
ShaderUniformFloat ShaderUniformDataType = iota
ShaderUniformVec2
ShaderUniformVec3
ShaderUniformVec4
ShaderUniformInt
ShaderUniformIvec2
ShaderUniformIvec3
ShaderUniformIvec4
ShaderUniformSampler2d
)
// Material map index
const ( const (
MapAlbedo = iota MapAlbedo = iota
MapMetalness MapMetalness
@ -649,14 +617,10 @@ const (
MapCubemap MapCubemap
MapIrradiance MapIrradiance
MapPrefilter MapPrefilter
) MapBrdf
// Material map type
const (
MapDiffuse = MapAlbedo MapDiffuse = MapAlbedo
MapSpecular = MapMetalness MapSpecular = MapMetalness
LocMapDiffuse = LocMapAlbedo
LocMapSpecular = LocMapMetalness
) )
// Shader and material limits // Shader and material limits
@ -897,6 +861,13 @@ type Font struct {
Chars *GlyphInfo Chars *GlyphInfo
} }
// Font type, defines generation method
const (
FontDefault = iota // Default font generation, anti-aliased
FontBitmap // Bitmap font generation, no anti-aliasing
FontSdf // SDF font generation, requires external shader
)
// PixelFormat - Texture format // PixelFormat - Texture format
type PixelFormat int32 type PixelFormat int32
@ -979,6 +950,16 @@ const (
WrapMirrorClamp WrapMirrorClamp
) )
// Cubemap layouts
const (
CubemapLayoutAutoDetect = iota // Automatically detect layout type
CubemapLayoutLineVertical // Layout is defined by a vertical line with faces
CubemapLayoutLineHorizontal // Layout is defined by a horizontal line with faces
CubemapLayoutCrossThreeByFour // Layout is defined by a 3x4 cross with cubemap faces
CubemapLayoutCrossFourByThree // Layout is defined by a 4x3 cross with cubemap faces
CubemapLayoutPanorama // Layout is defined by a panorama image (equirrectangular map)
)
// Image type, bpp always RGBA (32bit) // Image type, bpp always RGBA (32bit)
// NOTE: Data stored in CPU memory (RAM) // NOTE: Data stored in CPU memory (RAM)
type Image struct { type Image struct {
@ -1059,23 +1040,6 @@ const (
LogNone LogNone
) )
// Mouse cursor
type MouseCursor = int32
const (
MouseCursorDefault MouseCursor = iota // Default pointer shape
MouseCursorArrow // Arrow shape
MouseCursorIBeam // Text writing cursor shape
MouseCursorCrosshair // Cross shape
MouseCursorPointingHand // Pointing hand cursor
MouseCursorResizeEW // Horizontal resize/move arrow shape
MouseCursorResizeNS // Vertical resize/move arrow shape
MouseCursorResizeNWSE // Top-left to bottom-right diagonal resize/move arrow shape
MouseCursorResizeNESW // The top-right to bottom-left diagonal resize/move arrow shape
MouseCursorResizeAll // The omni-directional resize/move cursor shape
MouseCursorNotAllowed // The operation-not-allowed shape
)
// N-patch layout // N-patch layout
type NPatchLayout int32 type NPatchLayout int32