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Copy file name to clipboardExpand all lines: headers/extras/r3d.h
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/*
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/*
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* Copyright (c) 2025 Le Juez Victor
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*
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* This software is provided "as-is", without any express or implied warranty. In no event
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*
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* These flags control various aspects of the rendering pipeline.
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*/
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typedefenum {
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R3D_FLAG_NONE=0, ///< No special rendering flags.
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R3D_FLAG_FXAA=1 << 0, ///< Enables Fast Approximate Anti-Aliasing (FXAA).
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R3D_FLAG_BLIT_LINEAR=1 << 1, ///< Uses linear filtering when blitting the final image.
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R3D_FLAG_ASPECT_KEEP=1 << 2, ///< Maintains the aspect ratio when rendering.
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R3D_FLAG_STENCIL_TEST=1 << 3, ///< Performs a stencil test on each rendering pass affecting geometry, useful for outdoor scenes where the sky is dominant.
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R3D_FLAG_DEPTH_PREPASS=1 << 4, ///< Performs a depth pre-pass before forward rendering, improving desktop GPU performance but unnecessary on mobile.
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} R3D_Flags;
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typedefunsigned intR3D_Flags;
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#defineR3D_FLAG_NONE 0 /*< No special rendering flags */
#defineR3D_FLAG_BLIT_LINEAR (1 << 1) /*< Uses linear filtering when blitting the final image */
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#defineR3D_FLAG_ASPECT_KEEP (1 << 2) /*< Maintains the aspect ratio of the internal resolution when blitting the final image */
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#defineR3D_FLAG_STENCIL_TEST (1 << 3) /*< Performs a stencil test on each rendering pass affecting geometry */
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#defineR3D_FLAG_DEPTH_PREPASS (1 << 4) /*< Performs a depth pre-pass before forward rendering, improving desktop GPU performance but unnecessary on mobile */
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#defineR3D_FLAG_8_BIT_NORMALS (1 << 5) /*< Use 8-bit precision for the normals buffer (deferred); default is 16-bit float */
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/**
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* @brief Defines the rendering mode used in the pipeline.
RAYGUIAPIintGuiTextBox(Rectanglebounds, char*text, inttextSize, booleditMode); // Text Box control, updates input text
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RAYGUIAPIintGuiSlider(Rectanglebounds, constchar*textLeft, constchar*textRight, float*value, floatminValue, floatmaxValue); // Slider control
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RAYGUIAPIintGuiSliderPro(Rectanglebounds, constchar*textLeft, constchar*textRight, float*value, floatminValue, floatmaxValue, intsliderWidth); // Slider control with extended parameters
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RAYGUIAPIintGuiSliderBar(Rectanglebounds, constchar*textLeft, constchar*textRight, float*value, floatminValue, floatmaxValue); // Slider Bar control
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RAYGUIAPIintGuiProgressBar(Rectanglebounds, constchar*textLeft, constchar*textRight, float*value, floatminValue, floatmaxValue); // Progress Bar control
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RAYGUIAPIintGuiStatusBar(Rectanglebounds, constchar*text); // Status Bar control, shows info text
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ICON_MLAYERS=226,
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ICON_MAPS=227,
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ICON_HOT=228,
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ICON_229=229,
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ICON_230=230,
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ICON_231=231,
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ICON_232=232,
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ICON_233=233,
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ICON_LABEL=229,
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ICON_NAME_ID=230,
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ICON_SLICING=231,
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ICON_MANUAL_CONTROL=232,
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ICON_COLLISION=233,
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ICON_234=234,
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ICON_235=235,
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ICON_236=236,
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Copy file name to clipboardExpand all lines: source/extras/r3d.pas
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type
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R3D_Flags = Integer;
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const
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R3D_FLAG_NONE = R3D_Flags(0); //< No special rendering flags.
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R3D_FLAG_FXAA = R3D_Flags(1shl0); //< Enables Fast Approximate Anti-Aliasing (FXAA).
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R3D_FLAG_BLIT_LINEAR = R3D_Flags(1shl1); //< Uses linear filtering when blitting the final image.
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R3D_FLAG_ASPECT_KEEP = R3D_Flags(1shl2); //< Maintains the aspect ratio when rendering.
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R3D_FLAG_STENCIL_TEST = R3D_Flags(1shl3); //< Performs a stencil test on each rendering pass affecting geometry, useful for outdoor scenes where the sky is dominant.
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R3D_FLAG_DEPTH_PREPASS = R3D_Flags(1shl4); //< Performs a depth pre-pass before forward rendering, improving desktop GPU performance but unnecessary on mobile.
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R3D_FLAG_NONE = R3D_Flags(0); // No special rendering flags
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R3D_FLAG_FXAA = R3D_Flags(1shl0); // Enables Fast Approximate Anti-Aliasing (FXAA)
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R3D_FLAG_BLIT_LINEAR = R3D_Flags(1shl1); // Uses linear filtering when blitting the final image
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R3D_FLAG_ASPECT_KEEP = R3D_Flags(1shl2); // Maintains the aspect ratio of the internal resolution when blitting the final image
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R3D_FLAG_STENCIL_TEST = R3D_Flags(1shl3); // Performs a stencil test on each rendering pass affecting geometry
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R3D_FLAG_DEPTH_PREPASS = R3D_Flags(1shl4); // Performs a depth pre-pass before forward rendering, improving desktop GPU performance but unnecessary on mobile
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R3D_FLAG_8_BIT_NORMALS = R3D_Flags(1shl5); // Use 8-bit precision for the normals buffer (deferred); default is 16-bit float
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