Move functions
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parent
22e56137c1
commit
94e162104c
2 changed files with 100 additions and 123 deletions
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@ -56,6 +56,11 @@ func (b *BoundingBox) cptr() *C.BoundingBox {
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return (*C.BoundingBox)(unsafe.Pointer(b))
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}
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// cptr returns C pointer
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func (s *Shader) cptr() *C.Shader {
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return (*C.Shader)(unsafe.Pointer(s))
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}
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// WindowShouldClose - Check if KEY_ESCAPE pressed or Close icon pressed
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func WindowShouldClose() bool {
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ret := C.WindowShouldClose()
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@ -422,6 +427,99 @@ func EndScissorMode() {
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C.EndScissorMode()
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}
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// LoadShader - Load a custom shader and bind default locations
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func LoadShader(vsFileName string, fsFileName string) Shader {
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cvsFileName := C.CString(vsFileName)
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defer C.free(unsafe.Pointer(cvsFileName))
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cfsFileName := C.CString(fsFileName)
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defer C.free(unsafe.Pointer(cfsFileName))
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if vsFileName == "" {
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cvsFileName = nil
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}
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if fsFileName == "" {
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cfsFileName = nil
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}
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ret := C.LoadShader(cvsFileName, cfsFileName)
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v := newShaderFromPointer(unsafe.Pointer(&ret))
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return v
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}
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// LoadShaderFromMemory - Load shader from code strings and bind default locations
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func LoadShaderFromMemory(vsCode string, fsCode string) Shader {
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cvsCode := C.CString(vsCode)
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defer C.free(unsafe.Pointer(cvsCode))
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cfsCode := C.CString(fsCode)
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defer C.free(unsafe.Pointer(cfsCode))
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if vsCode == "" {
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cvsCode = nil
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}
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if fsCode == "" {
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cfsCode = nil
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}
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ret := C.LoadShaderFromMemory(cvsCode, cfsCode)
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v := newShaderFromPointer(unsafe.Pointer(&ret))
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return v
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}
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// IsShaderReady - Check if a shader is ready
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func IsShaderReady(shader Shader) bool {
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cshader := shader.cptr()
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ret := C.IsShaderReady(*cshader)
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v := bool(ret)
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return v
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}
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// SetShaderValue - Set shader uniform value (float)
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func SetShaderValue(shader Shader, locIndex int32, value []float32, uniformType ShaderUniformDataType) {
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cshader := shader.cptr()
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clocIndex := (C.int)(locIndex)
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cvalue := unsafe.SliceData(value)
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cuniformType := (C.int)(uniformType)
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C.SetShaderValue(*cshader, clocIndex, unsafe.Pointer(cvalue), cuniformType)
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}
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// SetShaderValueV - Set shader uniform value (float)
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func SetShaderValueV(shader Shader, locIndex int32, value []float32, uniformType ShaderUniformDataType, count int32) {
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cshader := shader.cptr()
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clocIndex := (C.int)(locIndex)
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cvalue := unsafe.SliceData(value)
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cuniformType := (C.int)(uniformType)
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ccount := (C.int)(count)
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C.SetShaderValueV(*cshader, clocIndex, unsafe.Pointer(cvalue), cuniformType, ccount)
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}
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// SetShaderValueMatrix - Set shader uniform value (matrix 4x4)
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func SetShaderValueMatrix(shader Shader, locIndex int32, mat Matrix) {
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cshader := shader.cptr()
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clocIndex := (C.int)(locIndex)
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cmat := mat.cptr()
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C.SetShaderValueMatrix(*cshader, clocIndex, *cmat)
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}
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// SetShaderValueTexture - Set shader uniform value for texture (sampler2d)
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func SetShaderValueTexture(shader Shader, locIndex int32, texture Texture2D) {
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cshader := shader.cptr()
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clocIndex := (C.int)(locIndex)
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ctexture := texture.cptr()
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C.SetShaderValueTexture(*cshader, clocIndex, *ctexture)
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}
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// UnloadShader - Unload a custom shader from memory
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func UnloadShader(shader Shader) {
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cshader := shader.cptr()
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C.UnloadShader(*cshader)
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}
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// GetMouseRay - Returns a ray trace from mouse position
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func GetMouseRay(mousePosition Vector2, camera Camera) Ray {
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cmousePosition := mousePosition.cptr()
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