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@@ -166,6 +166,9 @@
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#define MOUSE_MIDDLE_BUTTON 2
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#define MOUSE_MIDDLE_BUTTON 2
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#endif
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#endif
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+// Touch points registered
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+#define MAX_TOUCH_POINTS 2
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+
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// Gamepad Number
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// Gamepad Number
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#define GAMEPAD_PLAYER1 0
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#define GAMEPAD_PLAYER1 0
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#define GAMEPAD_PLAYER2 1
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#define GAMEPAD_PLAYER2 1
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@@ -348,9 +351,6 @@ typedef struct Shader {
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// Uniforms
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// Uniforms
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int mvpLoc; // ModelView-Projection matrix uniform location point (vertex shader)
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int mvpLoc; // ModelView-Projection matrix uniform location point (vertex shader)
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-
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- int modelLoc; // Model transformation matrix uniform location point (vertex shader)
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- int viewLoc; // View transformation matrix uniform location point (vertex shader)
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int tintColorLoc; // Color uniform location point (fragment shader)
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int tintColorLoc; // Color uniform location point (fragment shader)
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int mapDiffuseLoc; // Diffuse map texture uniform location point (fragment shader)
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int mapDiffuseLoc; // Diffuse map texture uniform location point (fragment shader)
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@@ -448,15 +448,16 @@ typedef enum {
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GESTURE_PINCH_OUT = 512
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GESTURE_PINCH_OUT = 512
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} Gestures;
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} Gestures;
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+// Touch action (fingers or mouse)
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typedef enum { TOUCH_UP, TOUCH_DOWN, TOUCH_MOVE } TouchAction;
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typedef enum { TOUCH_UP, TOUCH_DOWN, TOUCH_MOVE } TouchAction;
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// Gesture events
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// Gesture events
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-// NOTE: MAX_TOUCH_POINTS fixed to 4
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+// NOTE: MAX_TOUCH_POINTS fixed to 2
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typedef struct {
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typedef struct {
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int touchAction;
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int touchAction;
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int pointCount;
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int pointCount;
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- int pointerId[4];
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- Vector2 position[4];
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+ int pointerId[MAX_TOUCH_POINTS];
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+ Vector2 position[MAX_TOUCH_POINTS];
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} GestureEvent;
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} GestureEvent;
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// Camera system modes
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// Camera system modes
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@@ -798,6 +799,7 @@ bool IsPosproShaderEnabled(void); // Check if
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int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location
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int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location
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void SetShaderValue(Shader shader, int uniformLoc, float *value, int size); // Set shader uniform value (float)
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void SetShaderValue(Shader shader, int uniformLoc, float *value, int size); // Set shader uniform value (float)
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void SetShaderValuei(Shader shader, int uniformLoc, int *value, int size); // Set shader uniform value (int)
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void SetShaderValuei(Shader shader, int uniformLoc, int *value, int size); // Set shader uniform value (int)
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+void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat); // Set shader uniform value (matrix 4x4)
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void SetShaderMapDiffuse(Shader *shader, Texture2D texture); // Default diffuse shader map texture assignment
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void SetShaderMapDiffuse(Shader *shader, Texture2D texture); // Default diffuse shader map texture assignment
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void SetShaderMapNormal(Shader *shader, const char *uniformName, Texture2D texture); // Normal map texture shader assignment
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void SetShaderMapNormal(Shader *shader, const char *uniformName, Texture2D texture); // Normal map texture shader assignment
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void SetShaderMapSpecular(Shader *shader, const char *uniformName, Texture2D texture); // Specular map texture shader assignment
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void SetShaderMapSpecular(Shader *shader, const char *uniformName, Texture2D texture); // Specular map texture shader assignment
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