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304e489edd
| Author | SHA1 | Date | |
|---|---|---|---|
| 304e489edd | |||
| b57526d71e | |||
| 006216bfcb | |||
| ecaa1d3d18 |
5
.gitignore
vendored
5
.gitignore
vendored
@ -132,3 +132,8 @@ tools/rexm/rexm
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||||
# CI
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emsdk-cache/
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raylib.com/
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# Wayland files
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src/*protocol.h
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src/*protocol-code.h
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src/*protocol-code.c
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@ -95,6 +95,11 @@ USE_EXTERNAL_GLFW ?= FALSE
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GLFW_LINUX_ENABLE_WAYLAND ?= FALSE
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GLFW_LINUX_ENABLE_X11 ?= TRUE
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# Enable support for X11 by default on Linux when using GLFW
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# NOTE: Wayland is disabled by default, only enable if you are sure
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RGFW_LINUX_ENABLE_WAYLAND ?= FALSE
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RGFW_LINUX_ENABLE_X11 ?= TRUE
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# PLATFORM_DESKTOP_SDL: It requires SDL library to be provided externally
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# WARNING: Library is not included in raylib, it MUST be configured by users
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SDL_INCLUDE_PATH ?= $(RAYLIB_SRC_PATH)/external/SDL2/include
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@ -475,7 +480,15 @@ ifeq ($(TARGET_PLATFORM),PLATFORM_DESKTOP_RGFW)
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# Libraries for Debian GNU/Linux desktop compipling
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# NOTE: Required packages: libegl1-mesa-dev
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LDFLAGS += -L../src
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LDLIBS = -lraylib -lGL -lX11 -lXrandr -lXinerama -lXi -lXxf86vm -lXcursor -lm -lpthread -ldl -lrt
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LDLIBS = -lraylib -lm
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ifeq ($(RGFW_LINUX_ENABLE_X11),TRUE)
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LDLIBS += -lGL -lX11 -lXrandr -lXinerama -lXi -lXxf86vm -lXcursor -lpthread -ldl -lrt
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endif
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ifeq ($(RGFW_LINUX_ENABLE_WAYLAND),TRUE)
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LDLIBS += -lwayland-client -lwayland-cursor -lwayland-egl -lxkbcommon
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endif
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# Explicit link to libc
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ifeq ($(RAYLIB_LIBTYPE),SHARED)
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86
src/Makefile
86
src/Makefile
@ -115,6 +115,11 @@ USE_EXTERNAL_GLFW ?= FALSE
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GLFW_LINUX_ENABLE_WAYLAND ?= FALSE
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GLFW_LINUX_ENABLE_X11 ?= TRUE
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|
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# Enable support for X11 by default on Linux when using GLFW
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# NOTE: Wayland is disabled by default, only enable if you are sure
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RGFW_LINUX_ENABLE_WAYLAND ?= FALSE
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RGFW_LINUX_ENABLE_X11 ?= TRUE
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# PLATFORM_DESKTOP_SDL: It requires SDL library to be provided externally
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# WARNING: Library is not included in raylib, it MUST be configured by users
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SDL_INCLUDE_PATH ?= $(RAYLIB_SRC_PATH)/external/SDL2/include
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@ -289,6 +294,17 @@ ifeq ($(TARGET_PLATFORM),PLATFORM_DESKTOP_GLFW)
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CC = clang
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endif
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endif
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ifeq ($(TARGET_PLATFORM),PLATFORM_DESKTOP_RGFW)
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ifeq ($(PLATFORM_OS),OSX)
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# OSX default compiler
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CC = clang
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GLFW_OSX = -x objective-c
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endif
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ifeq ($(PLATFORM_OS),BSD)
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# FreeBSD, OpenBSD, NetBSD, DragonFly default compiler
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CC = clang
|
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endif
|
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endif
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ifeq ($(TARGET_PLATFORM),PLATFORM_DRM)
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ifeq ($(USE_RPI_CROSSCOMPILER),TRUE)
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# Define RPI cross-compiler
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@ -450,7 +466,6 @@ ifeq ($(TARGET_PLATFORM),PLATFORM_DESKTOP_GLFW)
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endif
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ifeq ($(GLFW_LINUX_ENABLE_WAYLAND),TRUE)
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CFLAGS += -D_GLFW_WAYLAND
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LDFLAGS += $(shell pkg-config wayland-client wayland-cursor wayland-egl xkbcommon --libs)
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WL_PROTOCOLS_DIR := external/glfw/deps/wayland
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@ -472,6 +487,33 @@ ifeq ($(TARGET_PLATFORM),PLATFORM_DESKTOP_GLFW)
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endif
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endif
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endif
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# Use Wayland display on Linux desktop
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ifeq ($(TARGET_PLATFORM),PLATFORM_DESKTOP_RGFW)
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ifeq ($(PLATFORM_OS), LINUX)
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ifeq ($(RGFW_LINUX_ENABLE_X11),TRUE)
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||||
CFLAGS += -DRGFW_X11 -DRGFW_UNIX
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endif
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ifeq ($(RGFW_LINUX_ENABLE_WAYLAND),TRUE)
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CFLAGS += -DRGFW_WAYLAND -DEGLAPIENTRY=
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WL_PROTOCOLS_DIR := external/RGFW/deps/wayland
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wl_generate = \
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$(eval protocol=$(1)) \
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$(eval basename=$(2)) \
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$(shell wayland-scanner client-header $(protocol) $(RAYLIB_SRC_PATH)/$(basename).h) \
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$(shell wayland-scanner private-code $(protocol) $(RAYLIB_SRC_PATH)/$(basename)-code.c)
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$(call wl_generate, $(WL_PROTOCOLS_DIR)/pointer-constraints-unstable-v1.xml, pointer-constraints-unstable-v1-client-protocol)
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$(call wl_generate, $(WL_PROTOCOLS_DIR)/pointer-warp-v1.xml, pointer-warp-v1-client-protocol)
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$(call wl_generate, $(WL_PROTOCOLS_DIR)/relative-pointer-unstable-v1.xml, relative-pointer-unstable-v1-client-protocol)
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$(call wl_generate, $(WL_PROTOCOLS_DIR)/xdg-decoration-unstable-v1.xml, xdg-decoration-unstable-v1-client-protocol)
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$(call wl_generate, $(WL_PROTOCOLS_DIR)/xdg-output-unstable-v1.xml, xdg-output-unstable-v1-client-protocol)
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$(call wl_generate, $(WL_PROTOCOLS_DIR)/xdg-shell.xml, xdg-shell-client-protocol)
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$(call wl_generate, $(WL_PROTOCOLS_DIR)/xdg-toplevel-icon-v1.xml, xdg-toplevel-icon-v1-client-protocol)
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endif
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||||
endif
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||||
endif
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||||
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||||
CFLAGS += $(CUSTOM_CFLAGS)
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||||
@ -583,6 +625,10 @@ ifeq ($(TARGET_PLATFORM),PLATFORM_DESKTOP_GLFW)
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ifeq ($(GLFW_LINUX_ENABLE_X11),TRUE)
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||||
LDLIBS += -lX11
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||||
endif
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ifeq ($(GLFW_LINUX_ENABLE_WAYLAND),TRUE)
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LDFLAGS += $(shell pkg-config wayland-client wayland-cursor wayland-egl xkbcommon --libs)
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endif
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||||
# TODO: On ARM 32bit arch, miniaudio requires atomics library
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#LDLIBS += -latomic
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endif
|
||||
@ -618,7 +664,15 @@ ifeq ($(TARGET_PLATFORM),PLATFORM_DESKTOP_RGFW)
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||||
ifeq ($(PLATFORM_OS),LINUX)
|
||||
# Libraries for Debian GNU/Linux desktop compipling
|
||||
# NOTE: Required packages: libegl1-mesa-dev
|
||||
LDLIBS = -lGL -lX11 -lXrandr -lXinerama -lXi -lXcursor -lm -lpthread -ldl -lrt
|
||||
LDLIBS = -lm
|
||||
|
||||
ifeq ($(RGFW_LINUX_ENABLE_X11),TRUE)
|
||||
LDLIBS += -lGL -lX11 -lXrandr -lXinerama -lXi -lXcursor -lpthread -ldl -lrt
|
||||
endif
|
||||
|
||||
ifeq ($(RGFW_LINUX_ENABLE_WAYLAND),TRUE)
|
||||
LDFLAGS += $(shell pkg-config wayland-client wayland-cursor wayland-egl xkbcommon --libs)
|
||||
endif
|
||||
|
||||
# Explicit link to libc
|
||||
ifeq ($(RAYLIB_LIBTYPE),SHARED)
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||||
@ -665,6 +719,21 @@ ifeq ($(TARGET_PLATFORM),PLATFORM_DESKTOP_GLFW)
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||||
OBJS += rglfw.o
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||||
endif
|
||||
endif
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||||
ifeq ($(TARGET_PLATFORM),PLATFORM_DESKTOP_RGFW)
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||||
ifeq ($(RGFW_LINUX_ENABLE_WAYLAND),TRUE)
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||||
PROTOCOL_CODE_FILES = \
|
||||
pointer-constraints-unstable-v1-client-protocol-code \
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||||
pointer-warp-v1-client-protocol-code \
|
||||
relative-pointer-unstable-v1-client-protocol-code \
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||||
xdg-decoration-unstable-v1-client-protocol-code \
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||||
xdg-output-unstable-v1-client-protocol-code \
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||||
xdg-shell-client-protocol-code \
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||||
xdg-toplevel-icon-v1-client-protocol-code
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||||
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PROTO_OBJS = $(addsuffix .o, $(PROTOCOL_CODE_FILES))
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OBJS += $(PROTO_OBJS)
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endif
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endif
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ifeq ($(RAYLIB_MODULE_MODELS),TRUE)
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OBJS += rmodels.o
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endif
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@ -801,6 +870,17 @@ endif
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||||
android_native_app_glue.o : $(NATIVE_APP_GLUE)/android_native_app_glue.c
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||||
$(CC) -c $< $(CFLAGS) $(INCLUDE_PATHS)
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||||
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||||
# Compile Wayland files
|
||||
ifeq ($(TARGET_PLATFORM),PLATFORM_DESKTOP_RGFW)
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ifeq ($(RGFW_LINUX_ENABLE_WAYLAND),TRUE)
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||||
%-client-protocol-code.o: %-client-protocol-code.c
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$(CC) -c $< $(CFLAGS) $(INCLUDE_PATHS)
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%-client-protocol-code.h: external/RGFW/deps/wayland/%.xml
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||||
wayland-scanner private-code $< $@
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||||
endif
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||||
endif
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||||
|
||||
# Install generated and needed files to desired directories.
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||||
# On GNU/Linux and BSDs, there are some standard directories that contain extra
|
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# libraries and header files. These directories (often /usr/local/lib and
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||||
@ -885,7 +965,7 @@ clean: clean_shell_$(PLATFORM_SHELL)
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@echo "removed all generated files!"
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clean_shell_sh:
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rm -fv *.o $(RAYLIB_RELEASE_PATH)/lib$(RAYLIB_LIB_NAME).a $(RAYLIB_RELEASE_PATH)/lib$(RAYLIB_LIB_NAME).web.a $(RAYLIB_RELEASE_PATH)/lib$(RAYLIB_LIB_NAME).so* raygui.c $(RAYLIB_RELEASE_PATH)/*-protocol.h $(RAYLIB_RELEASE_PATH)/*-protocol-code.h
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||||
rm -fv *.o $(RAYLIB_RELEASE_PATH)/lib$(RAYLIB_LIB_NAME).a $(RAYLIB_RELEASE_PATH)/lib$(RAYLIB_LIB_NAME).web.a $(RAYLIB_RELEASE_PATH)/lib$(RAYLIB_LIB_NAME).so* raygui.c $(RAYLIB_RELEASE_PATH)/*-protocol.h $(RAYLIB_RELEASE_PATH)/*-protocol-code.h $(RAYLIB_RELEASE_PATH)/*-protocol-code.c
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||||
ifeq ($(TARGET_PLATFORM),PLATFORM_ANDROID)
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rm -fv $(NATIVE_APP_GLUE)/android_native_app_glue.o
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||||
endif
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||||
|
||||
14
src/external/RGFW/RGFW.h
vendored
14
src/external/RGFW/RGFW.h
vendored
@ -8667,13 +8667,13 @@ struct wl_surface* RGFW_window_getWindow_Wayland(RGFW_window* win) { return win-
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/* wayland global garbage (wayland bad, X11 is fine (ish) (not really)) */
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||||
#include "xdg-shell.h"
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#include "xdg-toplevel-icon-v1.h"
|
||||
#include "xdg-decoration-unstable-v1.h"
|
||||
#include "relative-pointer-unstable-v1.h"
|
||||
#include "pointer-constraints-unstable-v1.h"
|
||||
#include "xdg-output-unstable-v1.h"
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||||
#include "pointer-warp-v1.h"
|
||||
#include "xdg-shell-client-protocol.h"
|
||||
#include "xdg-toplevel-icon-v1-client-protocol.h"
|
||||
#include "xdg-decoration-unstable-v1-client-protocol.h"
|
||||
#include "relative-pointer-unstable-v1-client-protocol.h"
|
||||
#include "pointer-constraints-unstable-v1-client-protocol.h"
|
||||
#include "xdg-output-unstable-v1-client-protocol.h"
|
||||
#include "pointer-warp-v1-client-protocol.h"
|
||||
|
||||
void RGFW_toggleWaylandMaximized(RGFW_window* win, RGFW_bool maximized);
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||||
|
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@ -1691,6 +1691,7 @@ int InitPlatform(void)
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// Close platform
|
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void ClosePlatform(void)
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{
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mg_gamepads_free(&platform.minigamepad);
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RGFW_window_close(platform.window);
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}
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|
||||
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@ -180,6 +180,11 @@ typedef struct tagBITMAPINFOHEADER {
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#include <stdio.h> // Required for: FILE, fopen(), fclose(), fread()
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#include <string.h> // Required for: strcmp() [Used in IsFileExtension(), LoadWaveFromMemory(), LoadMusicStreamFromMemory()]
|
||||
|
||||
#if defined(PLATFORM_ANDROID)
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FILE *android_fopen(const char *fileName, const char *mode);
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#define fopen(name, mode) android_fopen(name, mode)
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#endif
|
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|
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#if defined(RAUDIO_STANDALONE)
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#ifndef TRACELOG
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#define TRACELOG(level, ...) printf(__VA_ARGS__)
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@ -814,7 +814,7 @@ typedef enum {
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SHADER_LOC_VERTEX_BONEIDS, // Shader location: vertex attribute: bone indices
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SHADER_LOC_VERTEX_BONEWEIGHTS, // Shader location: vertex attribute: bone weights
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SHADER_LOC_MATRIX_BONETRANSFORMS, // Shader location: matrix attribute: bone transforms (animation)
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SHADER_LOC_VERTEX_INSTANCETRANSFORMS // Shader location: vertex attribute: instance transforms
|
||||
SHADER_LOC_VERTEX_INSTANCETRANSFORM // Shader location: vertex attribute: instance transforms
|
||||
} ShaderLocationIndex;
|
||||
|
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#define SHADER_LOC_MAP_DIFFUSE SHADER_LOC_MAP_ALBEDO
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|
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@ -1305,7 +1305,7 @@ Shader LoadShaderFromMemory(const char *vsCode, const char *fsCode)
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shader.locs[SHADER_LOC_VERTEX_COLOR] = rlGetLocationAttrib(shader.id, RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR);
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shader.locs[SHADER_LOC_VERTEX_BONEIDS] = rlGetLocationAttrib(shader.id, RL_DEFAULT_SHADER_ATTRIB_NAME_BONEINDICES);
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shader.locs[SHADER_LOC_VERTEX_BONEWEIGHTS] = rlGetLocationAttrib(shader.id, RL_DEFAULT_SHADER_ATTRIB_NAME_BONEWEIGHTS);
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shader.locs[SHADER_LOC_VERTEX_INSTANCETRANSFORMS] = rlGetLocationAttrib(shader.id, RL_DEFAULT_SHADER_ATTRIB_NAME_INSTANCETRANSFORMS);
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shader.locs[SHADER_LOC_VERTEX_INSTANCETRANSFORM] = rlGetLocationAttrib(shader.id, RL_DEFAULT_SHADER_ATTRIB_NAME_INSTANCETRANSFORM);
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||||
// Get handles to GLSL uniform locations (vertex shader)
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shader.locs[SHADER_LOC_MATRIX_MVP] = rlGetLocationUniform(shader.id, RL_DEFAULT_SHADER_UNIFORM_NAME_MVP);
|
||||
|
||||
30
src/rlgl.h
30
src/rlgl.h
@ -345,16 +345,14 @@
|
||||
#ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_INDICES
|
||||
#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_INDICES 6
|
||||
#endif
|
||||
#ifdef SUPPORT_GPU_SKINNING
|
||||
#ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEINDICES
|
||||
#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEINDICES 7
|
||||
#endif
|
||||
#ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS
|
||||
#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS 8
|
||||
#endif
|
||||
#ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEINDICES
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||||
#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEINDICES 7
|
||||
#endif
|
||||
#ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_INSTANCETRANSFORMS
|
||||
#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_INSTANCETRANSFORMS 9
|
||||
#ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS
|
||||
#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS 8
|
||||
#endif
|
||||
#ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_INSTANCETRANSFORM
|
||||
#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_INSTANCETRANSFORM 9
|
||||
#endif
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
@ -1018,8 +1016,8 @@ RLAPI void rlLoadDrawQuad(void); // Load and draw a quad
|
||||
#ifndef RL_DEFAULT_SHADER_UNIFORM_NAME_BONEMATRICES
|
||||
#define RL_DEFAULT_SHADER_UNIFORM_NAME_BONEMATRICES "boneMatrices" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEMATRICES
|
||||
#endif
|
||||
#ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_INSTANCETRANSFORMS
|
||||
#define RL_DEFAULT_SHADER_ATTRIB_NAME_INSTANCETRANSFORMS "instanceTransform" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_INSTANCETRANSFORMS
|
||||
#ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_INSTANCETRANSFORM
|
||||
#define RL_DEFAULT_SHADER_ATTRIB_NAME_INSTANCETRANSFORM "instanceTransform" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_INSTANCETRANSFORM
|
||||
#endif
|
||||
|
||||
#ifndef RL_DEFAULT_SHADER_UNIFORM_NAME_MVP
|
||||
@ -4335,20 +4333,18 @@ unsigned int rlLoadShaderProgram(unsigned int vShaderId, unsigned int fShaderId)
|
||||
glAttachShader(programId, vShaderId);
|
||||
glAttachShader(programId, fShaderId);
|
||||
|
||||
// NOTE: Default attribute shader locations must be Bound before linking
|
||||
// Default attribute shader locations must be bound before linking
|
||||
// NOTE: There is no problem with binding a generic attribute index to an attribute variable name
|
||||
// that is never used; if some attrib name is no found on the shader, it locations becomes -1
|
||||
glBindAttribLocation(programId, RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION, RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION);
|
||||
glBindAttribLocation(programId, RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD, RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD);
|
||||
glBindAttribLocation(programId, RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL, RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL);
|
||||
glBindAttribLocation(programId, RL_DEFAULT_SHADER_ATTRIB_LOCATION_COLOR, RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR);
|
||||
glBindAttribLocation(programId, RL_DEFAULT_SHADER_ATTRIB_LOCATION_TANGENT, RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT);
|
||||
glBindAttribLocation(programId, RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2, RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2);
|
||||
glBindAttribLocation(programId, RL_DEFAULT_SHADER_ATTRIB_LOCATION_INSTANCETRANSFORMS, RL_DEFAULT_SHADER_ATTRIB_NAME_INSTANCETRANSFORMS);
|
||||
#ifdef SUPPORT_GPU_SKINNING
|
||||
glBindAttribLocation(programId, RL_DEFAULT_SHADER_ATTRIB_LOCATION_INSTANCETRANSFORM, RL_DEFAULT_SHADER_ATTRIB_NAME_INSTANCETRANSFORM);
|
||||
glBindAttribLocation(programId, RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEINDICES, RL_DEFAULT_SHADER_ATTRIB_NAME_BONEINDICES);
|
||||
glBindAttribLocation(programId, RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS, RL_DEFAULT_SHADER_ATTRIB_NAME_BONEWEIGHTS);
|
||||
#endif
|
||||
|
||||
// NOTE: If some attrib name is no found on the shader, it locations becomes -1
|
||||
|
||||
glLinkProgram(programId);
|
||||
|
||||
|
||||
@ -1688,7 +1688,7 @@ void DrawMeshInstanced(Mesh mesh, Material material, const Matrix *transforms, i
|
||||
{
|
||||
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
||||
// Instancing required variables
|
||||
float16 *instanceTransforms = NULL;
|
||||
float16 *instanceTransform = NULL;
|
||||
unsigned int instancesVboId = 0;
|
||||
|
||||
// Bind shader program
|
||||
@ -1737,10 +1737,10 @@ void DrawMeshInstanced(Mesh mesh, Material material, const Matrix *transforms, i
|
||||
if (material.shader.locs[SHADER_LOC_MATRIX_PROJECTION] != -1) rlSetUniformMatrix(material.shader.locs[SHADER_LOC_MATRIX_PROJECTION], matProjection);
|
||||
|
||||
// Create instances buffer
|
||||
instanceTransforms = (float16 *)RL_CALLOC(instances, sizeof(float16));
|
||||
instanceTransform = (float16 *)RL_CALLOC(instances, sizeof(float16));
|
||||
|
||||
// Fill buffer with instances transformations as float16 arrays
|
||||
for (int i = 0; i < instances; i++) instanceTransforms[i] = MatrixToFloatV(transforms[i]);
|
||||
for (int i = 0; i < instances; i++) instanceTransform[i] = MatrixToFloatV(transforms[i]);
|
||||
|
||||
// Enable mesh VAO to attach new buffer
|
||||
rlEnableVertexArray(mesh.vaoId);
|
||||
@ -1749,16 +1749,16 @@ void DrawMeshInstanced(Mesh mesh, Material material, const Matrix *transforms, i
|
||||
// It isn't clear which would be reliably faster in all cases and on all platforms,
|
||||
// anecdotally glMapBuffer() seems very slow (syncs) while glBufferSubData() seems
|
||||
// no faster, since all the transform matrices are transferred anyway
|
||||
instancesVboId = rlLoadVertexBuffer(instanceTransforms, instances*sizeof(float16), false);
|
||||
instancesVboId = rlLoadVertexBuffer(instanceTransform, instances*sizeof(float16), false);
|
||||
|
||||
// Instances transformation matrices are sent to shader attribute location: SHADER_LOC_VERTEX_INSTANCETRANSFORMS
|
||||
if (material.shader.locs[SHADER_LOC_VERTEX_INSTANCETRANSFORMS] != -1)
|
||||
// Instances transformation matrices are sent to shader attribute location: SHADER_LOC_VERTEX_INSTANCETRANSFORM
|
||||
if (material.shader.locs[SHADER_LOC_VERTEX_INSTANCETRANSFORM] != -1)
|
||||
{
|
||||
for (unsigned int i = 0; i < 4; i++)
|
||||
{
|
||||
rlEnableVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_INSTANCETRANSFORMS] + i);
|
||||
rlSetVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_INSTANCETRANSFORMS] + i, 4, RL_FLOAT, 0, sizeof(Matrix), i*sizeof(Vector4));
|
||||
rlSetVertexAttributeDivisor(material.shader.locs[SHADER_LOC_VERTEX_INSTANCETRANSFORMS] + i, 1);
|
||||
rlEnableVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_INSTANCETRANSFORM] + i);
|
||||
rlSetVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_INSTANCETRANSFORM] + i, 4, RL_FLOAT, 0, sizeof(Matrix), i*sizeof(Vector4));
|
||||
rlSetVertexAttributeDivisor(material.shader.locs[SHADER_LOC_VERTEX_INSTANCETRANSFORM] + i, 1);
|
||||
}
|
||||
}
|
||||
|
||||
@ -1918,7 +1918,7 @@ void DrawMeshInstanced(Mesh mesh, Material material, const Matrix *transforms, i
|
||||
|
||||
// Remove instance transforms buffer
|
||||
rlUnloadVertexBuffer(instancesVboId);
|
||||
RL_FREE(instanceTransforms);
|
||||
RL_FREE(instanceTransform);
|
||||
#endif
|
||||
}
|
||||
|
||||
@ -4404,11 +4404,10 @@ static void BuildPoseFromParentJoints(BoneInfo *bones, int boneCount, Transform
|
||||
|
||||
#if defined(SUPPORT_FILEFORMAT_OBJ)
|
||||
// Load OBJ mesh data
|
||||
//
|
||||
// Keep the following information in mind when reading this
|
||||
// Notes to keep in mind:
|
||||
// - A mesh is created for every material present in the obj file
|
||||
// - the model.meshCount is therefore the materialCount returned from tinyobj
|
||||
// - the mesh is automatically triangulated by tinyobj
|
||||
// - The model.meshCount is therefore the materialCount returned from tinyobj
|
||||
// - The mesh is automatically triangulated by tinyobj
|
||||
static Model LoadOBJ(const char *fileName)
|
||||
{
|
||||
tinyobj_attrib_t objAttributes = { 0 };
|
||||
@ -4555,7 +4554,8 @@ static Model LoadOBJ(const char *fileName)
|
||||
model.meshes[i].texcoords = (float *)MemAlloc(sizeof(float)*vertexCount*2);
|
||||
model.meshes[i].colors = (unsigned char *)MemAlloc(sizeof(unsigned char)*vertexCount*4);
|
||||
#else
|
||||
if (objAttributes.texcoords != NULL && objAttributes.num_texcoords > 0) model.meshes[i].texcoords = (float *)MemAlloc(sizeof(float)*vertexCount*2);
|
||||
if (objAttributes.texcoords != NULL && objAttributes.num_texcoords > 0)
|
||||
model.meshes[i].texcoords = (float *)MemAlloc(sizeof(float)*vertexCount*2);
|
||||
else model.meshes[i].texcoords = NULL;
|
||||
model.meshes[i].colors = NULL;
|
||||
#endif
|
||||
@ -4657,12 +4657,12 @@ static Model LoadOBJ(const char *fileName)
|
||||
// Load IQM mesh data
|
||||
static Model LoadIQM(const char *fileName)
|
||||
{
|
||||
#define IQM_MAGIC "INTERQUAKEMODEL" // IQM file magic number
|
||||
#define IQM_VERSION 2 // only IQM version 2 supported
|
||||
#define IQM_MAGIC "INTERQUAKEMODEL" // IQM file magic number
|
||||
#define IQM_VERSION 2 // Only IQM version 2 supported
|
||||
|
||||
#define BONE_NAME_LENGTH 32 // BoneInfo name string length
|
||||
#define MESH_NAME_LENGTH 32 // Mesh name string length
|
||||
#define MATERIAL_NAME_LENGTH 32 // Material name string length
|
||||
#define BONE_NAME_LENGTH 32 // BoneInfo name string length
|
||||
#define MESH_NAME_LENGTH 32 // Mesh name string length
|
||||
#define MATERIAL_NAME_LENGTH 32 // Material name string length
|
||||
|
||||
int dataSize = 0;
|
||||
unsigned char *fileData = LoadFileData(fileName, &dataSize);
|
||||
|
||||
@ -2556,7 +2556,7 @@
|
||||
"description": "Shader location: matrix attribute: bone transforms (animation)"
|
||||
},
|
||||
{
|
||||
"name": "SHADER_LOC_VERTEX_INSTANCETRANSFORMS",
|
||||
"name": "SHADER_LOC_VERTEX_INSTANCETRANSFORM",
|
||||
"value": 29,
|
||||
"description": "Shader location: vertex attribute: instance transforms"
|
||||
}
|
||||
|
||||
@ -2556,7 +2556,7 @@ return {
|
||||
description = "Shader location: matrix attribute: bone transforms (animation)"
|
||||
},
|
||||
{
|
||||
name = "SHADER_LOC_VERTEX_INSTANCETRANSFORMS",
|
||||
name = "SHADER_LOC_VERTEX_INSTANCETRANSFORM",
|
||||
value = 29,
|
||||
description = "Shader location: vertex attribute: instance transforms"
|
||||
}
|
||||
|
||||
@ -834,7 +834,7 @@ Enum 09: ShaderLocationIndex (30 values)
|
||||
Value[SHADER_LOC_VERTEX_BONEIDS]: 26
|
||||
Value[SHADER_LOC_VERTEX_BONEWEIGHTS]: 27
|
||||
Value[SHADER_LOC_MATRIX_BONETRANSFORMS]: 28
|
||||
Value[SHADER_LOC_VERTEX_INSTANCETRANSFORMS]: 29
|
||||
Value[SHADER_LOC_VERTEX_INSTANCETRANSFORM]: 29
|
||||
Enum 10: ShaderUniformDataType (13 values)
|
||||
Name: ShaderUniformDataType
|
||||
Description: Shader uniform data type
|
||||
|
||||
@ -540,7 +540,7 @@
|
||||
<Value name="SHADER_LOC_VERTEX_BONEIDS" integer="26" desc="Shader location: vertex attribute: bone indices" />
|
||||
<Value name="SHADER_LOC_VERTEX_BONEWEIGHTS" integer="27" desc="Shader location: vertex attribute: bone weights" />
|
||||
<Value name="SHADER_LOC_MATRIX_BONETRANSFORMS" integer="28" desc="Shader location: matrix attribute: bone transforms (animation)" />
|
||||
<Value name="SHADER_LOC_VERTEX_INSTANCETRANSFORMS" integer="29" desc="Shader location: vertex attribute: instance transforms" />
|
||||
<Value name="SHADER_LOC_VERTEX_INSTANCETRANSFORM" integer="29" desc="Shader location: vertex attribute: instance transforms" />
|
||||
</Enum>
|
||||
<Enum name="ShaderUniformDataType" valueCount="13" desc="Shader uniform data type">
|
||||
<Value name="SHADER_UNIFORM_FLOAT" integer="0" desc="Shader uniform type: float" />
|
||||
|
||||
Reference in New Issue
Block a user