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authorraysan5 <raysan5@gmail.com>2016-05-03 19:20:25 +0200
committerraysan5 <raysan5@gmail.com>2016-05-03 19:20:25 +0200
commit8301980ba8f917dd445b346332c48ec3b2447511 (patch)
tree580e6fbc19693561891e0aeb05d64a5260f6645f /src
parent5f73850fa675530d6933d85a6d80684106beff69 (diff)
downloadraylib-8301980ba8f917dd445b346332c48ec3b2447511.tar.gz
raylib-8301980ba8f917dd445b346332c48ec3b2447511.zip
Clean up and consistency review
- Renamed some functions for consistency (default buffers) - Removed mystrdup() function (implemented inline) - Renamed TextFileRead() to ReadTextFile()
Diffstat (limited to 'src')
-rw-r--r--src/rlgl.c299
-rw-r--r--src/rlgl.h16
2 files changed, 158 insertions, 157 deletions
diff --git a/src/rlgl.c b/src/rlgl.c
index e021e726..9112e47e 100644
--- a/src/rlgl.c
+++ b/src/rlgl.c
@@ -196,23 +196,20 @@ static DrawMode currentDrawMode;
static float currentDepth = -1.0f;
-// Vertex arrays for lines, triangles and quads
+// Default vertex buffers for lines, triangles and quads
static VertexPositionColorBuffer lines; // No texture support
static VertexPositionColorBuffer triangles; // No texture support
static VertexPositionColorTextureIndexBuffer quads;
-// Shader Programs
-static Shader defaultShader;
-static Shader currentShader; // By default, defaultShader
-
-// Vertex Array Objects (VAO)
+// Default vertex buffers VAOs (if supported)
static GLuint vaoLines, vaoTriangles, vaoQuads;
-// Vertex Buffer Objects (VBO)
-static GLuint linesBuffer[2];
-static GLuint trianglesBuffer[2];
-static GLuint quadsBuffer[4];
+// Default vertex buffers VBOs
+static GLuint linesBuffer[2]; // Lines buffers (position, color)
+static GLuint trianglesBuffer[2]; // Triangles buffers (position, color)
+static GLuint quadsBuffer[4]; // Quads buffers (position, texcoord, color, index)
+// Default buffers draw calls
static DrawCall *draws;
static int drawsCounter;
@@ -221,11 +218,14 @@ static Vector3 *tempBuffer;
static int tempBufferCount = 0;
static bool useTempBuffer = false;
+// Shader Programs
+static Shader defaultShader;
+static Shader currentShader; // By default, defaultShader
+
// Flags for supported extensions
static bool vaoSupported = false; // VAO support (OpenGL ES2 could not support VAO extension)
// Compressed textures support flags
-//static bool texCompDXTSupported = false; // DDS texture compression support
static bool texCompETC1Supported = false; // ETC1 texture compression support
static bool texCompETC2Supported = false; // ETC2/EAC texture compression support
static bool texCompPVRTSupported = false; // PVR texture compression support
@@ -233,8 +233,8 @@ static bool texCompASTCSupported = false; // ASTC texture compression support
#endif
// Compressed textures support flags
-static bool texCompDXTSupported = false; // DDS texture compression support
-static bool npotSupported = false; // NPOT textures full support
+static bool texCompDXTSupported = false; // DDS texture compression support
+static bool npotSupported = false; // NPOT textures full support
#if defined(GRAPHICS_API_OPENGL_ES2)
// NOTE: VAO functionality is exposed through extensions (OES)
@@ -254,14 +254,17 @@ unsigned int whiteTexture;
// Module specific Functions Declaration
//----------------------------------------------------------------------------------
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+static void LoadCompressedTexture(unsigned char *data, int width, int height, int mipmapCount, int compressedFormat);
+
static Shader LoadDefaultShader(void);
static void LoadDefaultShaderLocations(Shader *shader);
-static void InitializeBuffers(void);
-static void InitializeBuffersGPU(void);
-static void UpdateBuffers(void);
-static char *TextFileRead(char *fn);
+static void UnloadDefaultShader(void);
-static void LoadCompressedTexture(unsigned char *data, int width, int height, int mipmapCount, int compressedFormat);
+static void LoadDefaultBuffers(void);
+static void UpdateDefaultBuffers(void);
+static void UnloadDefaultBuffers(void);
+
+static char *ReadTextFile(const char *fileName);
#endif
#if defined(GRAPHICS_API_OPENGL_11)
@@ -274,20 +277,6 @@ static void TraceLog(int msgType, const char *text, ...);
float *MatrixToFloat(Matrix mat); // Converts Matrix to float array
#endif
-#if defined(GRAPHICS_API_OPENGL_ES2)
-// NOTE: strdup() functions replacement (not C99, POSIX function, not available on emscripten)
-// Duplicates a string, returning an identical malloc'd string
-char *mystrdup(const char *str)
-{
- size_t len = strlen(str) + 1;
- void *newstr = malloc(len);
-
- if (newstr == NULL) return NULL;
-
- return (char *)memcpy(newstr, str, len);
-}
-#endif
-
//----------------------------------------------------------------------------------
// Module Functions Definition - Matrix operations
//----------------------------------------------------------------------------------
@@ -919,13 +908,18 @@ void rlglInit(void)
// NOTE: We have to duplicate string because glGetString() returns a const value
// If not duplicated, it fails in some systems (Raspberry Pi)
- char *extensionsDup = mystrdup(extensions);
+ // Equivalent to function: char *strdup(const char *str)
+ char *extensionsDup;
+ size_t len = strlen(extensions) + 1;
+ void *newstr = malloc(len);
+ if (newstr == NULL) extensionsDup = NULL;
+ extensionsDup = (char *)memcpy(newstr, extensions, len);
// NOTE: String could be splitted using strtok() function (string.h)
// NOTE: strtok() modifies the received string, it can not be const
char *extList[512]; // Allocate 512 strings pointers (2 KB)
-
+
extList[numExt] = strtok(extensionsDup, " ");
while (extList[numExt] != NULL)
@@ -1024,12 +1018,9 @@ void rlglInit(void)
// Init default Shader (customized for GL 3.3 and ES2)
defaultShader = LoadDefaultShader();
- //customShader = LoadShader("custom.vs", "custom.fs"); // Works ok
-
currentShader = defaultShader;
- InitializeBuffers(); // Init vertex arrays
- InitializeBuffersGPU(); // Init VBO and VAO
+ LoadDefaultBuffers(); // Initialize default vertex arrays buffers (lines, triangles, quads)
// Init temp vertex buffer, used when transformation required (translate, rotate, scale)
tempBuffer = (Vector3 *)malloc(sizeof(Vector3)*TEMP_VERTEX_BUFFER_SIZE);
@@ -1054,54 +1045,10 @@ void rlglInit(void)
void rlglClose(void)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- // Unbind everything
- if (vaoSupported) glBindVertexArray(0);
- glDisableVertexAttribArray(0);
- glDisableVertexAttribArray(1);
- glDisableVertexAttribArray(2);
- glDisableVertexAttribArray(3);
- glBindBuffer(GL_ARRAY_BUFFER, 0);
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
-
- glUseProgram(0);
-
- // Delete VBOs
- glDeleteBuffers(1, &linesBuffer[0]);
- glDeleteBuffers(1, &linesBuffer[1]);
- glDeleteBuffers(1, &trianglesBuffer[0]);
- glDeleteBuffers(1, &trianglesBuffer[1]);
- glDeleteBuffers(1, &quadsBuffer[0]);
- glDeleteBuffers(1, &quadsBuffer[1]);
- glDeleteBuffers(1, &quadsBuffer[2]);
- glDeleteBuffers(1, &quadsBuffer[3]);
-
- if (vaoSupported)
- {
- // Delete VAOs
- glDeleteVertexArrays(1, &vaoLines);
- glDeleteVertexArrays(1, &vaoTriangles);
- glDeleteVertexArrays(1, &vaoQuads);
- }
-
- //glDetachShader(defaultShaderProgram, vertexShader);
- //glDetachShader(defaultShaderProgram, fragmentShader);
- //glDeleteShader(vertexShader); // Already deleted on shader compilation
- //glDeleteShader(fragmentShader); // Already deleted on sahder compilation
- glDeleteProgram(defaultShader.id);
-
- // Free vertex arrays memory
- free(lines.vertices);
- free(lines.colors);
-
- free(triangles.vertices);
- free(triangles.colors);
-
- free(quads.vertices);
- free(quads.texcoords);
- free(quads.colors);
- free(quads.indices);
-
- // Free GPU texture
+ UnloadDefaultShader();
+ UnloadDefaultBuffers();
+
+ // Delete default white texture
glDeleteTextures(1, &whiteTexture);
TraceLog(INFO, "[TEX ID %i] Unloaded texture data (base white texture) from VRAM", whiteTexture);
@@ -1113,7 +1060,7 @@ void rlglClose(void)
void rlglDraw(void)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- UpdateBuffers();
+ UpdateDefaultBuffers();
if ((lines.vCounter > 0) || (triangles.vCounter > 0) || (quads.vCounter > 0))
{
@@ -1846,7 +1793,9 @@ void rlglGenerateMipmaps(Texture2D texture)
// NOTE: Once mipmaps have been generated and data has been uploaded to GPU VRAM, we can discard RAM data
free(data);
-#elif defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+#endif
+
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
glGenerateMipmap(GL_TEXTURE_2D); // Generate mipmaps automatically
TraceLog(INFO, "[TEX ID %i] Mipmaps generated automatically", texture.id);
@@ -2116,8 +2065,8 @@ Shader LoadShader(char *vsFileName, char *fsFileName)
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
// Shaders loading from external text file
- char *vShaderStr = TextFileRead(vsFileName);
- char *fShaderStr = TextFileRead(fsFileName);
+ char *vShaderStr = ReadTextFile(vsFileName);
+ char *fShaderStr = ReadTextFile(fsFileName);
if ((vShaderStr != NULL) && (fShaderStr != NULL))
{
@@ -2418,7 +2367,7 @@ static void LoadCompressedTexture(unsigned char *data, int width, int height, in
}
}
-// Load Shader (Vertex and Fragment)
+// Load default shader (Vertex and Fragment)
// NOTE: This shader program is used for batch buffers (lines, triangles, quads)
static Shader LoadDefaultShader(void)
{
@@ -2503,43 +2452,24 @@ static void LoadDefaultShaderLocations(Shader *shader)
shader->mapSpecularLoc = glGetUniformLocation(shader->id, "texture2");
}
-// Read text file
-// NOTE: text chars array should be freed manually
-static char *TextFileRead(char *fileName)
+// Unload default shader
+static void UnloadDefaultShader(void)
{
- FILE *textFile;
- char *text = NULL;
-
- int count = 0;
-
- if (fileName != NULL)
- {
- textFile = fopen(fileName,"rt");
-
- if (textFile != NULL)
- {
- fseek(textFile, 0, SEEK_END);
- count = ftell(textFile);
- rewind(textFile);
-
- if (count > 0)
- {
- text = (char *)malloc(sizeof(char)*(count + 1));
- count = fread(text, sizeof(char), count, textFile);
- text[count] = '\0';
- }
-
- fclose(textFile);
- }
- else TraceLog(WARNING, "[%s] Text file could not be opened", fileName);
- }
+ glUseProgram(0);
- return text;
+ //glDetachShader(defaultShaderProgram, vertexShader);
+ //glDetachShader(defaultShaderProgram, fragmentShader);
+ //glDeleteShader(vertexShader); // Already deleted on shader compilation
+ //glDeleteShader(fragmentShader); // Already deleted on sahder compilation
+ glDeleteProgram(defaultShader.id);
}
-// Allocate and initialize float array buffers to store vertex data (lines, triangles, quads)
-static void InitializeBuffers(void)
+// Load default internal buffers (lines, triangles, quads)
+static void LoadDefaultBuffers(void)
{
+ // [CPU] Allocate and initialize float array buffers to store vertex data (lines, triangles, quads)
+ //--------------------------------------------------------------------------------------------
+
// Initialize lines arrays (vertex position and color data)
lines.vertices = (float *)malloc(sizeof(float)*3*2*MAX_LINES_BATCH); // 3 float by vertex, 2 vertex by line
lines.colors = (unsigned char *)malloc(sizeof(unsigned char)*4*2*MAX_LINES_BATCH); // 4 float by color, 2 colors by line
@@ -2593,13 +2523,14 @@ static void InitializeBuffers(void)
quads.tcCounter = 0;
quads.cCounter = 0;
- TraceLog(INFO, "CPU buffers (lines, triangles, quads) initialized successfully");
-}
-
-// Initialize Vertex Array Objects (Contain VBO)
-// NOTE: lines, triangles and quads buffers use currentShader
-static void InitializeBuffersGPU(void)
-{
+ TraceLog(INFO, "Default buffers initialized successfully in CPU (lines, triangles, quads)");
+ //--------------------------------------------------------------------------------------------
+
+ // [GPU] Upload vertex data and initialize VAOs/VBOs (lines, triangles, quads)
+ // NOTE: Default buffers are linked to use currentShader (defaultShader)
+ //--------------------------------------------------------------------------------------------
+
+ // Upload and link lines vertex buffers
if (vaoSupported)
{
// Initialize Lines VAO
@@ -2622,10 +2553,10 @@ static void InitializeBuffersGPU(void)
glEnableVertexAttribArray(currentShader.colorLoc);
glVertexAttribPointer(currentShader.colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
- if (vaoSupported) TraceLog(INFO, "[VAO ID %i] Lines VAO initialized successfully", vaoLines);
- else TraceLog(INFO, "[VBO ID %i][VBO ID %i] Lines VBOs initialized successfully", linesBuffer[0], linesBuffer[1]);
- //--------------------------------------------------------------
+ if (vaoSupported) TraceLog(INFO, "[VAO ID %i] Default buffers (lines) VAO initialized successfully", vaoLines);
+ else TraceLog(INFO, "[VBO ID %i][VBO ID %i] Default buffers (lines) VBOs initialized successfully", linesBuffer[0], linesBuffer[1]);
+ // Upload and link triangles vertex buffers
if (vaoSupported)
{
// Initialize Triangles VAO
@@ -2647,10 +2578,10 @@ static void InitializeBuffersGPU(void)
glEnableVertexAttribArray(currentShader.colorLoc);
glVertexAttribPointer(currentShader.colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
- if (vaoSupported) TraceLog(INFO, "[VAO ID %i] Triangles VAO initialized successfully", vaoTriangles);
- else TraceLog(INFO, "[VBO ID %i][VBO ID %i] Triangles VBOs initialized successfully", trianglesBuffer[0], trianglesBuffer[1]);
- //--------------------------------------------------------------
+ if (vaoSupported) TraceLog(INFO, "[VAO ID %i] Default buffers (triangles) VAO initialized successfully", vaoTriangles);
+ else TraceLog(INFO, "[VBO ID %i][VBO ID %i] Default buffers (triangles) VBOs initialized successfully", trianglesBuffer[0], trianglesBuffer[1]);
+ // Upload and link quads vertex buffers
if (vaoSupported)
{
// Initialize Quads VAO
@@ -2685,18 +2616,20 @@ static void InitializeBuffersGPU(void)
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(short)*6*MAX_QUADS_BATCH, quads.indices, GL_STATIC_DRAW);
#endif
- if (vaoSupported) TraceLog(INFO, "[VAO ID %i] Quads VAO initialized successfully", vaoQuads);
- else TraceLog(INFO, "[VBO ID %i][VBO ID %i][VBO ID %i][VBO ID %i] Quads VBOs initialized successfully", quadsBuffer[0], quadsBuffer[1], quadsBuffer[2], quadsBuffer[3]);
+ if (vaoSupported) TraceLog(INFO, "[VAO ID %i] Default buffers (quads) VAO initialized successfully", vaoQuads);
+ else TraceLog(INFO, "[VBO ID %i][VBO ID %i][VBO ID %i][VBO ID %i] Default buffers (quads) VBOs initialized successfully", quadsBuffer[0], quadsBuffer[1], quadsBuffer[2], quadsBuffer[3]);
// Unbind the current VAO
if (vaoSupported) glBindVertexArray(0);
+ //--------------------------------------------------------------------------------------------
}
-// Update VBOs with vertex array data
+// Update default buffers (VAOs/VBOs) with vertex array data
// NOTE: If there is not vertex data, buffers doesn't need to be updated (vertexCount > 0)
-// TODO: If no data changed on the CPU arrays --> No need to update GPU arrays (change flag required)
-static void UpdateBuffers(void)
+// TODO: If no data changed on the CPU arrays --> No need to re-update GPU arrays (change flag required)
+static void UpdateDefaultBuffers(void)
{
+ // Update lines vertex buffers
if (lines.vCounter > 0)
{
// Activate Lines VAO
@@ -2712,8 +2645,8 @@ static void UpdateBuffers(void)
//glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*2*MAX_LINES_BATCH, lines.colors, GL_DYNAMIC_DRAW);
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(unsigned char)*4*lines.cCounter, lines.colors);
}
- //--------------------------------------------------------------
+ // Update triangles vertex buffers
if (triangles.vCounter > 0)
{
// Activate Triangles VAO
@@ -2729,8 +2662,8 @@ static void UpdateBuffers(void)
//glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*3*MAX_TRIANGLES_BATCH, triangles.colors, GL_DYNAMIC_DRAW);
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(unsigned char)*4*triangles.cCounter, triangles.colors);
}
- //--------------------------------------------------------------
+ // Update quads vertex buffers
if (quads.vCounter > 0)
{
// Activate Quads VAO
@@ -2752,7 +2685,7 @@ static void UpdateBuffers(void)
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(unsigned char)*4*quads.vCounter, quads.colors);
// Another option would be using buffer mapping...
- //triangles.vertices = glMapBuffer(GL_ARRAY_BUFFER, GL_READ_WRITE);
+ //quads.vertices = glMapBuffer(GL_ARRAY_BUFFER, GL_READ_WRITE);
// Now we can modify vertices
//glUnmapBuffer(GL_ARRAY_BUFFER);
}
@@ -2761,6 +2694,83 @@ static void UpdateBuffers(void)
// Unbind the current VAO
if (vaoSupported) glBindVertexArray(0);
}
+
+// Unload default buffers vertex data from CPU and GPU
+static void UnloadDefaultBuffers(void)
+{
+ // Unbind everything
+ if (vaoSupported) glBindVertexArray(0);
+ glDisableVertexAttribArray(0);
+ glDisableVertexAttribArray(1);
+ glDisableVertexAttribArray(2);
+ glDisableVertexAttribArray(3);
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
+
+ // Delete VBOs from GPU (VRAM)
+ glDeleteBuffers(1, &linesBuffer[0]);
+ glDeleteBuffers(1, &linesBuffer[1]);
+ glDeleteBuffers(1, &trianglesBuffer[0]);
+ glDeleteBuffers(1, &trianglesBuffer[1]);
+ glDeleteBuffers(1, &quadsBuffer[0]);
+ glDeleteBuffers(1, &quadsBuffer[1]);
+ glDeleteBuffers(1, &quadsBuffer[2]);
+ glDeleteBuffers(1, &quadsBuffer[3]);
+
+ if (vaoSupported)
+ {
+ // Delete VAOs from GPU (VRAM)
+ glDeleteVertexArrays(1, &vaoLines);
+ glDeleteVertexArrays(1, &vaoTriangles);
+ glDeleteVertexArrays(1, &vaoQuads);
+ }
+
+ // Free vertex arrays memory from CPU (RAM)
+ free(lines.vertices);
+ free(lines.colors);
+
+ free(triangles.vertices);
+ free(triangles.colors);
+
+ free(quads.vertices);
+ free(quads.texcoords);
+ free(quads.colors);
+ free(quads.indices);
+}
+
+// Read text data from file
+// NOTE: text chars array should be freed manually
+static char *ReadTextFile(const char *fileName)
+{
+ FILE *textFile;
+ char *text = NULL;
+
+ int count = 0;
+
+ if (fileName != NULL)
+ {
+ textFile = fopen(fileName,"rt");
+
+ if (textFile != NULL)
+ {
+ fseek(textFile, 0, SEEK_END);
+ count = ftell(textFile);
+ rewind(textFile);
+
+ if (count > 0)
+ {
+ text = (char *)malloc(sizeof(char)*(count + 1));
+ count = fread(text, sizeof(char), count, textFile);
+ text[count] = '\0';
+ }
+
+ fclose(textFile);
+ }
+ else TraceLog(WARNING, "[%s] Text file could not be opened", fileName);
+ }
+
+ return text;
+}
#endif //defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
#if defined(GRAPHICS_API_OPENGL_11)
@@ -2891,7 +2901,6 @@ static Color *GenNextMipmap(Color *srcData, int srcWidth, int srcHeight)
#endif
#if defined(RLGL_STANDALONE)
-
// Output a trace log message
// NOTE: Expected msgType: (0)Info, (1)Error, (2)Warning
static void TraceLog(int msgType, const char *text, ...)
diff --git a/src/rlgl.h b/src/rlgl.h
index 714961e1..cd8e6d1d 100644
--- a/src/rlgl.h
+++ b/src/rlgl.h
@@ -292,11 +292,6 @@ Vector3 rlglUnproject(Vector3 source, Matrix proj, Matrix view); // Get world
unsigned char *rlglReadScreenPixels(int width, int height); // Read screen pixel data (color buffer)
void *rlglReadTexturePixels(Texture2D texture); // Read texture pixel data
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
-void PrintProjectionMatrix(void); // DEBUG: Print projection matrix
-void PrintModelviewMatrix(void); // DEBUG: Print modelview matrix
-#endif
-
#if defined(RLGL_STANDALONE)
//------------------------------------------------------------------------------------
// Shaders System Functions (Module: rlgl)
@@ -309,13 +304,10 @@ void SetCustomShader(Shader shader); // Set custo
void SetDefaultShader(void); // Set default shader to be used in batch draw
void SetModelShader(Model *model, Shader shader); // Link a shader to a model
-int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location
-void SetShaderValue(Shader shader, int uniformLoc, float *value, int size); // Set shader uniform value (float)
-void SetShaderValuei(Shader shader, int uniformLoc, int *value, int size); // Set shader uniform value (int)
-void SetShaderMapDiffuse(Shader *shader, Texture2D texture); // Default diffuse shader map texture assignment
-void SetShaderMapNormal(Shader *shader, const char *uniformName, Texture2D texture); // Normal map texture shader assignment
-void SetShaderMapSpecular(Shader *shader, const char *uniformName, Texture2D texture); // Specular map texture shader assignment
-void SetShaderMap(Shader *shader, int mapLocation, Texture2D texture, int textureUnit); // TODO: Generic shader map assignment
+int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location
+void SetShaderValue(Shader shader, int uniformLoc, float *value, int size); // Set shader uniform value (float)
+void SetShaderValuei(Shader shader, int uniformLoc, int *value, int size); // Set shader uniform value (int)
+void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat); // Set shader uniform value (matrix 4x4)
void SetBlendMode(int mode); // Set blending mode (alpha, additive, multiplied)
#endif