Updated raylib-cpp header files

This commit is contained in:
2025-09-08 22:06:21 -04:00
parent a0a658ca8a
commit fff611cc72
45 changed files with 2533 additions and 2382 deletions

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#ifndef RAYLIB_CPP_INCLUDE_UNMANAGEDSHADER_HPP_
#define RAYLIB_CPP_INCLUDE_UNMANAGEDSHADER_HPP_
#include "./raylib-cpp-utils.hpp"
#include "./raylib.hpp"
#include <rlgl.h>
#include <string>
namespace raylib {
/**
* Shader type (generic), not managed by C++ RAII.
*/
class ShaderUnmanaged : public ::Shader {
public:
ShaderUnmanaged() : ::Shader{rlGetShaderIdDefault(), rlGetShaderLocsDefault()} {}
ShaderUnmanaged(const ::Shader& shader) : ::Shader(shader) { }
ShaderUnmanaged(unsigned int id, int* locs = nullptr) : ::Shader{id, locs} {}
ShaderUnmanaged(const std::string& vsFileName, const std::string& fsFileName) {
set(::LoadShader(vsFileName.c_str(), fsFileName.c_str()));
}
ShaderUnmanaged(const char* vsFileName, const char* fsFileName) { set(::LoadShader(vsFileName, fsFileName)); }
/**
* Load shader from files and bind default locations.
*
* @see ::LoadShader
*/
static ::Shader Load(const std::string& vsFileName, const std::string& fsFileName) {
return ::LoadShader(vsFileName.c_str(), fsFileName.c_str());
}
static ::Shader Load(const char* vsFileName, const char* fsFileName) {
return ::LoadShader(vsFileName, fsFileName);
}
/**
* Load a shader from memory.
*
* @see ::LoadShaderFromMemory
*/
static ::Shader LoadFromMemory(const std::string& vsCode, const std::string& fsCode) {
return ::LoadShaderFromMemory(vsCode.c_str(), fsCode.c_str());
}
static ::Shader LoadFromMemory(const char* vsCode, const char* fsCode) {
return ::LoadShaderFromMemory(vsCode, fsCode);
}
GETTER(unsigned int, Id, id)
GETTER(int*, Locs, locs)
ShaderUnmanaged& operator=(const ::Shader& shader) {
set(shader);
return *this;
}
/**
* Begin custom shader drawing.
*/
ShaderUnmanaged& BeginMode() {
::BeginShaderMode(*this);
return *this;
}
/**
* End custom shader drawing (use default shader).
*/
ShaderUnmanaged& EndMode() {
::EndShaderMode();
return *this;
}
/**
* Get shader uniform location
*
* @see GetShaderLocation()
*/
[[nodiscard]] int GetLocation(const std::string& uniformName) const { return ::GetShaderLocation(*this, uniformName.c_str()); }
/**
* Get shader attribute location
*
* @see GetShaderLocationAttrib()
*/
[[nodiscard]] int GetLocationAttrib(const std::string& attribName) const {
return ::GetShaderLocationAttrib(*this, attribName.c_str());
}
/**
* Set shader uniform value
*
* @see SetShaderValue()
*/
ShaderUnmanaged& SetValue(int uniformLoc, const void* value, int uniformType) {
::SetShaderValue(*this, uniformLoc, value, uniformType);
return *this;
}
/**
* Set shader uniform value vector
*
* @see SetShaderValueV()
*/
ShaderUnmanaged& SetValue(int uniformLoc, const void* value, int uniformType, int count) {
::SetShaderValueV(*this, uniformLoc, value, uniformType, count);
return *this;
}
/**
* Set shader uniform value (matrix 4x4)
*
* @see SetShaderValueMatrix()
*/
ShaderUnmanaged& SetValue(int uniformLoc, const ::Matrix& mat) {
::SetShaderValueMatrix(*this, uniformLoc, mat);
return *this;
}
/**
* Set shader uniform value for texture
*
* @see SetShaderValueTexture()
*/
ShaderUnmanaged& SetValue(int uniformLoc, const ::Texture2D& texture) {
::SetShaderValueTexture(*this, uniformLoc, texture);
return *this;
}
/**
* Retrieves whether or not the shader is ready.
*/
[[nodiscard]] bool IsValid() const { return ::IsShaderValid(*this); }
protected:
void set(const ::Shader& shader) {
id = shader.id;
locs = shader.locs;
}
};
} // namespace raylib
using RShaderUnmanaged = raylib::ShaderUnmanaged;
#endif // RAYLIB_CPP_INCLUDE_UNMANAGEDSHADER_HPP_