Shaders management functions.
This commit is contained in:
65
API.md
65
API.md
@@ -6854,15 +6854,76 @@ Delete framebuffer from GPU
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---
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> success = RL.rlLoadShaderCode( string vsCode, string fsCode )
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> shaderId = RL.rlLoadShaderCode( string vsCode, string fsCode )
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Load shader from code strings
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- Failure return nil
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- Success return int
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---
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> shaderId = RL.rlCompileShader( string shaderCode, int type )
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Compile custom shader and return shader id (type: RL_VERTEX_SHADER, RL_FRAGMENT_SHADER, RL_COMPUTE_SHADER)
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- Success return int
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---
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> shaderProgramId = RL.rlLoadShaderProgram( int vShaderId, int fShaderId )
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Load custom shader program
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- Success return int
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---
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> RL.rlUnloadShaderProgram( int id )
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Unload shader program
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---
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> location = RL.rlGetLocationUniform( int shaderId, string uniformName )
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Get shader location uniform
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- Success return int
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---
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> location = RL.rlGetLocationAttrib( int shaderId, string attribName )
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Get shader location attribute
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- Success return int
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---
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> RL.rlSetUniform( int locIndex, Buffer value, int uniformType, int count )
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Set shader value uniform
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---
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> RL.rlSetUniformMatrix( int locIndex, Matrix mat )
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Set shader value matrix
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---
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> RL.rlSetUniformSampler( int locIndex, int textureId )
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Set shader value sampler
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---
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> RL.rlSetShader( int id, int{} locs )
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Set shader currently active (id and locations)
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---
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## RLGL - Matrix state management
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---
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@@ -5496,13 +5496,71 @@ function RL.rlUnloadFramebuffer( id ) end
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-- RLGL - Shaders management
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---Load shader from code strings
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---- Failure return nil
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---- Success return int
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---@param vsCode string
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---@param fsCode string
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---@return any success
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---@return any shaderId
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function RL.rlLoadShaderCode( vsCode, fsCode ) end
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---Compile custom shader and return shader id (type: RL_VERTEX_SHADER, RL_FRAGMENT_SHADER, RL_COMPUTE_SHADER)
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---- Success return int
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---@param shaderCode string
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---@param type integer
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---@return any shaderId
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function RL.rlCompileShader( shaderCode, type ) end
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---Load custom shader program
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---- Success return int
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---@param vShaderId integer
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---@param fShaderId integer
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---@return any shaderProgramId
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function RL.rlLoadShaderProgram( vShaderId, fShaderId ) end
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---Unload shader program
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---@param id integer
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---@return any RL.rlUnloadShaderProgram
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function RL.rlUnloadShaderProgram( id ) end
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---Get shader location uniform
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---- Success return int
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---@param shaderId integer
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---@param uniformName string
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---@return any location
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function RL.rlGetLocationUniform( shaderId, uniformName ) end
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---Get shader location attribute
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---- Success return int
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---@param shaderId integer
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---@param attribName string
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---@return any location
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function RL.rlGetLocationAttrib( shaderId, attribName ) end
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---Set shader value uniform
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---@param locIndex integer
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---@param value any
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---@param uniformType integer
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---@param count integer
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---@return any RL.rlSetUniform
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function RL.rlSetUniform( locIndex, value, uniformType, count ) end
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---Set shader value matrix
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---@param locIndex integer
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---@param mat table
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---@return any RL.rlSetUniformMatrix
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function RL.rlSetUniformMatrix( locIndex, mat ) end
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---Set shader value sampler
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---@param locIndex integer
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---@param textureId integer
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---@return any RL.rlSetUniformSampler
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function RL.rlSetUniformSampler( locIndex, textureId ) end
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---Set shader currently active (id and locations)
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---@param id integer
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---@param locs any
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---@return any RL.rlSetShader
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function RL.rlSetShader( id, locs ) end
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-- RLGL - Matrix state management
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---Get internal modelview matrix
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@@ -9,6 +9,7 @@ KEY CHANGES:
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- ADDED: Userdata objects can be referenced with lightuserdata.
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- ADDED: GC_UNLOAD build time define for enabling/disabling Lua garbage collection for objects.
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Can be checked with IsGCUnloadEnabled
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- ADDED: Shaders management functions.
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DETAILED CHANGES:
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- CHANGED: GenImageColor now takes Vector2 as size.
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3
devnotes
3
devnotes
@@ -3,7 +3,6 @@ Current {
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Backlog {
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* rlgl
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* Shaders management
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* Compute shader management
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* Text
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* Codepoints?
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@@ -38,4 +37,6 @@ Needs Testing {
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* UpdateMesh
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* LoadModelFromMesh
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* RLGL - Matrix state management
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* rlSetUniform
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* rlSetShader
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}
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@@ -104,6 +104,17 @@ int lrlglLoadFramebuffer( lua_State *L );
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int lrlglFramebufferAttach( lua_State *L );
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int lrlglFramebufferComplete( lua_State *L );
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int lrlglUnloadFramebuffer( lua_State *L );
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/* Shaders management */
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int lrlglLoadShaderCode( lua_State *L );
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int lrlglCompileShader( lua_State *L );
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int lrlglLoadShaderProgram( lua_State *L );
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int lrlglUnloadShaderProgram( lua_State *L );
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int lrlglGetLocationUniform( lua_State *L );
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int lrlglGetLocationAttrib( lua_State *L );
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int lrlglSetUniform( lua_State *L );
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int lrlglSetUniformMatrix( lua_State *L );
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int lrlglSetUniformSampler( lua_State *L );
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int lrlglSetShader( lua_State *L );
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/* Matrix state management */
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int lrlglGetMatrixModelview( lua_State *L );
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int lrlglGetMatrixProjection( lua_State *L );
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@@ -12,6 +12,7 @@ typedef struct {
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int logLevelInvalid;
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Font defaultFont;
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Material defaultMaterial;
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int *RLGLcurrentShaderLocs;
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/* Raylib GLFW input callback events. */
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/* Window events. */
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GLFWwindowsizefun raylibWindowSizeCallback;
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@@ -553,7 +553,6 @@ int lcoreLoadBuffer( lua_State *L ) {
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int type = luaL_checkinteger( L, 2 );
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Buffer buffer = { 0 };
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// Buffer *buffer = lua_newuserdata( L, sizeof( Buffer ) );
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int len = uluaGetTableLenIndex( L, 1 );
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switch ( type ) {
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@@ -2285,6 +2285,17 @@ void luaRegister() {
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assingGlobalFunction( "rlFramebufferAttach", lrlglFramebufferAttach );
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assingGlobalFunction( "rlFramebufferComplete", lrlglFramebufferComplete );
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assingGlobalFunction( "rlUnloadFramebuffer", lrlglUnloadFramebuffer );
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/* Shaders management */
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assingGlobalFunction( "rlLoadShaderCode", lrlglLoadShaderCode );
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assingGlobalFunction( "rlCompileShader", lrlglCompileShader );
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assingGlobalFunction( "rlLoadShaderProgram", lrlglLoadShaderProgram );
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assingGlobalFunction( "rlUnloadShaderProgram", lrlglUnloadShaderProgram );
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assingGlobalFunction( "rlGetLocationUniform", lrlglGetLocationUniform );
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assingGlobalFunction( "rlGetLocationAttrib", lrlglGetLocationAttrib );
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assingGlobalFunction( "rlSetUniform", lrlglSetUniform );
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assingGlobalFunction( "rlSetUniformMatrix", lrlglSetUniformMatrix );
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assingGlobalFunction( "rlSetUniformSampler", lrlglSetUniformSampler );
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assingGlobalFunction( "rlSetShader", lrlglSetShader );
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/* Matrix state management. */
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assingGlobalFunction( "rlGetMatrixModelview", lrlglGetMatrixModelview );
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assingGlobalFunction( "rlGetMatrixProjection", lrlglGetMatrixProjection );
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171
src/rlgl.c
171
src/rlgl.c
@@ -928,7 +928,7 @@ Load a vertex buffer attribute
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- Success return int
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*/
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int lrlglLoadVertexBuffer( lua_State *L ) {
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Buffer *buffer = luaL_checkudata( L, 1, "Buffer" );
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Buffer *buffer = uluaGetBuffer( L, 1 );
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bool dynamic = uluaGetBoolean( L, 2 );
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lua_pushinteger( L, rlLoadVertexBuffer( buffer->data, buffer->size, dynamic ) );
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@@ -944,7 +944,7 @@ Load a new attributes element buffer
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- Success return int
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*/
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int lrlglLoadVertexBufferElement( lua_State *L ) {
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Buffer *buffer = luaL_checkudata( L, 1, "Buffer" );
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Buffer *buffer = uluaGetBuffer( L, 1 );
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bool dynamic = uluaGetBoolean( L, 2 );
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lua_pushinteger( L, rlLoadVertexBufferElement( buffer->data, buffer->size, dynamic ) );
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@@ -959,7 +959,7 @@ Update GPU buffer with new data
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*/
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int lrlglUpdateVertexBuffer( lua_State *L ) {
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int bufferId = luaL_checkinteger( L, 1 );
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Buffer *buffer = luaL_checkudata( L, 2, "Buffer" );
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Buffer *buffer = uluaGetBuffer( L, 2 );
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int offset = luaL_checkinteger( L, 3 );
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rlUpdateVertexBuffer( bufferId, buffer->data, buffer->size, offset );
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@@ -974,7 +974,7 @@ Update vertex buffer elements with new data
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*/
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int lrlglUpdateVertexBufferElements( lua_State *L ) {
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int bufferId = luaL_checkinteger( L, 1 );
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Buffer *buffer = luaL_checkudata( L, 2, "Buffer" );
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Buffer *buffer = uluaGetBuffer( L, 2 );
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int offset = luaL_checkinteger( L, 3 );
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rlUpdateVertexBufferElements( bufferId, buffer->data, buffer->size, offset );
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@@ -1083,7 +1083,7 @@ Draw vertex array elements
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int lrlglDrawVertexArrayElements( lua_State *L ) {
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int offset = luaL_checkinteger( L, 1 );
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int count = luaL_checkinteger( L, 2 );
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Buffer *buffer = luaL_checkudata( L, 3, "Buffer" );
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Buffer *buffer = uluaGetBuffer( L, 3 );
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rlDrawVertexArrayElements( offset, count, buffer->data );
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@@ -1113,7 +1113,7 @@ Draw vertex array elements instanced
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int lrlglDrawVertexArrayElementsInstanced( lua_State *L ) {
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int offset = luaL_checkinteger( L, 1 );
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int count = luaL_checkinteger( L, 2 );
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Buffer *buffer = luaL_checkudata( L, 3, "Buffer" );
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Buffer *buffer = uluaGetBuffer( L, 3 );
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int instances = luaL_checkinteger( L, 4 );
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rlDrawVertexArrayElementsInstanced( offset, count, buffer->data, instances );
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@@ -1238,23 +1238,160 @@ int lrlglUnloadFramebuffer( lua_State *L ) {
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*/
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/*
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> success = RL.rlLoadShaderCode( string vsCode, string fsCode )
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> shaderId = RL.rlLoadShaderCode( string vsCode, string fsCode )
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Load shader from code strings
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- Failure return nil
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- Success return int
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*/
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// int lrlglUnloadFramebuffer( lua_State *L ) {
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// if ( !lua_isstring( L, 1 ) || !lua_isstring( L, 2 ) ) {
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// TraceLog( state->logLevelInvalid, "%s", "Bad call of function. RL.rlLoadShaderCode( string vsCode, string fsCode )" );
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// lua_pushnil( L );
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// return 1;
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// }
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// lua_pushinteger( L, rlLoadShaderCode( luaL_checkstring( L, 1 ), luaL_checkstring( L, 2 ) ) );
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int lrlglLoadShaderCode( lua_State *L ) {
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lua_pushinteger( L, rlLoadShaderCode( luaL_checkstring( L, 1 ), luaL_checkstring( L, 2 ) ) );
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// return 1;
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// }
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return 1;
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}
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/*
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> shaderId = RL.rlCompileShader( string shaderCode, int type )
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Compile custom shader and return shader id (type: RL_VERTEX_SHADER, RL_FRAGMENT_SHADER, RL_COMPUTE_SHADER)
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- Success return int
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*/
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int lrlglCompileShader( lua_State *L ) {
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int type = luaL_checkinteger( L, 2 );
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lua_pushinteger( L, rlCompileShader( luaL_checkstring( L, 1 ), type ) );
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return 1;
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}
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/*
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> shaderProgramId = RL.rlLoadShaderProgram( int vShaderId, int fShaderId )
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Load custom shader program
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- Success return int
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*/
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int lrlglLoadShaderProgram( lua_State *L ) {
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unsigned int vShaderId = (unsigned int)luaL_checkinteger( L, 1 );
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unsigned int fShaderId = (unsigned int)luaL_checkinteger( L, 2 );
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lua_pushinteger( L, rlLoadShaderProgram( vShaderId, fShaderId ) );
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return 1;
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}
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/*
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> RL.rlUnloadShaderProgram( int id )
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Unload shader program
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*/
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int lrlglUnloadShaderProgram( lua_State *L ) {
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unsigned int id = (unsigned int)luaL_checkinteger( L, 1 );
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rlUnloadShaderProgram( id );
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return 0;
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}
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/*
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> location = RL.rlGetLocationUniform( int shaderId, string uniformName )
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Get shader location uniform
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- Success return int
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*/
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int lrlglGetLocationUniform( lua_State *L ) {
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unsigned int shaderId = (unsigned int)luaL_checkinteger( L, 1 );
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lua_pushinteger( L, rlGetLocationUniform( shaderId, luaL_checkstring( L, 2 ) ) );
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return 1;
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}
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/*
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> location = RL.rlGetLocationAttrib( int shaderId, string attribName )
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Get shader location attribute
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- Success return int
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*/
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int lrlglGetLocationAttrib( lua_State *L ) {
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unsigned int shaderId = (unsigned int)luaL_checkinteger( L, 1 );
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lua_pushinteger( L, rlGetLocationAttrib( shaderId, luaL_checkstring( L, 2 ) ) );
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return 1;
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}
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/*
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> RL.rlSetUniform( int locIndex, Buffer value, int uniformType, int count )
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Set shader value uniform
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*/
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int lrlglSetUniform( lua_State *L ) {
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int locIndex = luaL_checkinteger( L, 1 );
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Buffer *value = uluaGetBuffer( L, 2 );
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int uniformType = luaL_checkinteger( L, 3 );
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int count = luaL_checkinteger( L, 4 );
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rlSetUniform( locIndex, value->data, uniformType, count );
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return 0;
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}
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/*
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> RL.rlSetUniformMatrix( int locIndex, Matrix mat )
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Set shader value matrix
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*/
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int lrlglSetUniformMatrix( lua_State *L ) {
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int locIndex = luaL_checkinteger( L, 1 );
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Matrix mat = uluaGetMatrixIndex( L, 2 );
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rlSetUniformMatrix( locIndex, mat );
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return 0;
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}
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/*
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> RL.rlSetUniformSampler( int locIndex, int textureId )
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Set shader value sampler
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*/
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int lrlglSetUniformSampler( lua_State *L ) {
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int locIndex = luaL_checkinteger( L, 1 );
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unsigned int textureId = (unsigned int)luaL_checkinteger( L, 2 );
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rlSetUniformSampler( locIndex, textureId );
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return 0;
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}
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/*
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> RL.rlSetShader( int id, int{} locs )
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Set shader currently active (id and locations)
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*/
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int lrlglSetShader( lua_State *L ) {
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unsigned int id = (unsigned int)luaL_checkinteger( L, 1 );
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int t = 2, i = 0;
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lua_pushnil( L );
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while ( lua_next( L, t ) != 0 ) {
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if ( lua_isnumber( L, -1 ) ) {
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if ( i < RL_MAX_SHADER_LOCATIONS ) {
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state->RLGLcurrentShaderLocs[i] = lua_tointeger( L, -1 );
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}
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}
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i++;
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lua_pop( L, 1 );
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}
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rlSetShader( id, state->RLGLcurrentShaderLocs );
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return 0;
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}
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/*
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## RLGL - Matrix state management
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@@ -36,6 +36,12 @@ bool stateInit( int argn, const char **argc, const char *exePath ) {
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}
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state->defaultFont = GetFontDefault();
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state->defaultMaterial = LoadMaterialDefault();
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state->RLGLcurrentShaderLocs = malloc( RL_MAX_SHADER_LOCATIONS * sizeof( int ) );
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int *defaultShaderLocs = rlGetShaderLocsDefault();
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for ( int i = 0; i < RL_MAX_SHADER_LOCATIONS; i++ ) {
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state->RLGLcurrentShaderLocs[i] = defaultShaderLocs[i];
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}
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return state->run;
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}
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@@ -57,5 +63,6 @@ void stateFree() {
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CloseWindow();
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}
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free( state->exePath );
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free( state->RLGLcurrentShaderLocs );
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free( state );
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}
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Reference in New Issue
Block a user