mirror of
https://github.com/raylib-cs/raylib-cs
synced 2025-10-13 04:51:53 -04:00
* All the "var" variables were changed to explicit types on the raylib class * "MakeDirectory" overload, and string version of "GetApplicationDirectory" and "GetWorkingDirectory" methods * Added "Dimensions" property to "Texture2D" * New overloads for the "LoadFileData" and "SaveFileData" methods * Raymath's const "NativeLibName" is now referencing to "Raylib.NativeLibName" * Color constructors are more readable * Added "Dimensions" property to "Image" * Changed all the "var" for explicit types on the "Logging" class * Changed "Int64" for "long" on CBool, and using constructor on the operators instead setting the value manually * Added indexer to "FilePathLists" * Changed all "var" for explicit types on "Utf8Buffer" * New "GetRandomSequence" method overloads in "Raylib.Utils" acepting "int" and "float" * Added new extension "byte.Lerp" * Added new extension "Log" for "TraceLogLevel" * Constructors on Color no longer just truncate the float value, but also round it (+ 0.5f) * New static method on Color, "Color.Lerp" * Added static method "FromHSV" to Color * Added new getter method "GetHSV" on Color * Added index security on the FilePathList indexer * Added Rectangle extension * Added "MoveTowards" extensions to RaylibExtensions * Added "TranslateLocal" and "TranslateGlobal" to Transform * Removed unnecessary "partial" declarations * Updating calls and docs * Moved the "AudioCallback" delegate into the "AudioMixed.cs" File * Properties and structs marked as read-only on the "Model.cs" file * Updated the "README.md" to mentions Raylib-cs targets net6.0 and net8.0 (and also explicitly added that the "STAThread" attribute comes from the "System" namespace) * Added a few sizing utils to "Rectangle" * Added "GetScreenCenter" to "Raylib.Utils"
91 lines
1.4 KiB
C#
91 lines
1.4 KiB
C#
using System.Runtime.InteropServices;
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namespace Raylib_cs;
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/// <summary>
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/// Shader location index
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/// </summary>
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public enum ShaderLocationIndex
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{
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VertexPosition = 0,
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VertexTexcoord01,
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VertexTexcoord02,
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VertexNormal,
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VertexTangent,
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VertexColor,
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MatrixMvp,
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MatrixView,
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MatrixProjection,
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MatrixModel,
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MatrixNormal,
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VectorView,
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ColorDiffuse,
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ColorSpecular,
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ColorAmbient,
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MapAlbedo,
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MapMetalness,
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MapNormal,
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MapRoughness,
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MapOcclusion,
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MapEmission,
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MapHeight,
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MapCubemap,
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MapIrradiance,
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MapPrefilter,
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MapBrdf,
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VertexBoneIds,
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VertexBoneWeights,
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BoneMatrices,
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MapDiffuse = MapAlbedo,
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MapSpecular = MapMetalness,
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}
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/// <summary>
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/// Shader attribute data types
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/// </summary>
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public enum ShaderAttributeDataType
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{
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Float = 0,
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Vec2,
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Vec3,
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Vec4
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}
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/// <summary>
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/// Shader uniform data type
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/// </summary>
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public enum ShaderUniformDataType
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{
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Float = 0,
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Vec2,
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Vec3,
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Vec4,
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Int,
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IVec2,
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IVec3,
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IVec4,
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UInt,
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UIVec2,
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UIVec3,
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UIVec4,
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Sampler2D
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}
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/// <summary>
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/// Shader type (generic)
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/// </summary>
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[StructLayout(LayoutKind.Sequential)]
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public unsafe struct Shader
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{
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/// <summary>
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/// Shader program id
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/// </summary>
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public uint Id;
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/// <summary>
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/// Shader locations array (MAX_SHADER_LOCATIONS, int *)
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/// </summary>
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public int* Locs;
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}
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