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| author | Joshua Reisenauer <[email protected]> | 2016-06-01 20:17:39 -0700 |
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| committer | Joshua Reisenauer <[email protected]> | 2016-06-01 20:17:39 -0700 |
| commit | ae6adb173b0a89abd5185436029691ae33c1a727 (patch) | |
| tree | 1e5932f1df42368983844ca16f2c2ddba9cd4b3d /src/raylib.h | |
| parent | 90e1ed2b5e54a9b6c69be3dd2b71d1e4f3632c33 (diff) | |
| parent | 17878550b1e2dde44fcd1e668c92ca2d96680a28 (diff) | |
| download | raylib-ae6adb173b0a89abd5185436029691ae33c1a727.tar.gz raylib-ae6adb173b0a89abd5185436029691ae33c1a727.zip | |
Merge remote-tracking branch 'refs/remotes/raysan5/develop' into develop
Diffstat (limited to 'src/raylib.h')
| -rw-r--r-- | src/raylib.h | 105 |
1 files changed, 52 insertions, 53 deletions
diff --git a/src/raylib.h b/src/raylib.h index 59266a0c..47dd5d5b 100644 --- a/src/raylib.h +++ b/src/raylib.h @@ -350,7 +350,7 @@ typedef struct Camera { Vector3 position; // Camera position Vector3 target; // Camera target it looks-at Vector3 up; // Camera up vector (rotation over its axis) - float fovy; // Field-Of-View apperture in Y (degrees) + float fovy; // Camera field-of-view apperture in Y (degrees) } Camera; // Camera2D type, defines a 2d camera @@ -363,87 +363,84 @@ typedef struct Camera2D { // Bounding box type typedef struct BoundingBox { - Vector3 min; - Vector3 max; + Vector3 min; // minimum vertex box-corner + Vector3 max; // maximum vertex box-corner } BoundingBox; // Vertex data definning a mesh typedef struct Mesh { - int vertexCount; // number of vertices stored in arrays - int triangleCount; // number of triangles stored (indexed or not) - float *vertices; // vertex position (XYZ - 3 components per vertex) (shader-location = 0) - float *texcoords; // vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1) - float *texcoords2; // vertex second texture coordinates (useful for lightmaps) (shader-location = 5) - float *normals; // vertex normals (XYZ - 3 components per vertex) (shader-location = 2) - float *tangents; // vertex tangents (XYZ - 3 components per vertex) (shader-location = 4) - unsigned char *colors; // vertex colors (RGBA - 4 components per vertex) (shader-location = 3) - unsigned short *indices; // vertex indices (in case vertex data comes indexed) - - BoundingBox bounds; // mesh limits defined by min and max points - - unsigned int vaoId; // OpenGL Vertex Array Object id - unsigned int vboId[7]; // OpenGL Vertex Buffer Objects id (7 types of vertex data) + int vertexCount; // number of vertices stored in arrays + int triangleCount; // number of triangles stored (indexed or not) + float *vertices; // vertex position (XYZ - 3 components per vertex) (shader-location = 0) + float *texcoords; // vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1) + float *texcoords2; // vertex second texture coordinates (useful for lightmaps) (shader-location = 5) + float *normals; // vertex normals (XYZ - 3 components per vertex) (shader-location = 2) + float *tangents; // vertex tangents (XYZ - 3 components per vertex) (shader-location = 4) + unsigned char *colors; // vertex colors (RGBA - 4 components per vertex) (shader-location = 3) + unsigned short *indices;// vertex indices (in case vertex data comes indexed) + + unsigned int vaoId; // OpenGL Vertex Array Object id + unsigned int vboId[7]; // OpenGL Vertex Buffer Objects id (7 types of vertex data) } Mesh; // Shader type (generic shader) typedef struct Shader { - unsigned int id; // Shader program id + unsigned int id; // Shader program id // Vertex attributes locations (default locations) - int vertexLoc; // Vertex attribute location point (default-location = 0) - int texcoordLoc; // Texcoord attribute location point (default-location = 1) - int texcoord2Loc; // Texcoord2 attribute location point (default-location = 5) - int normalLoc; // Normal attribute location point (default-location = 2) - int tangentLoc; // Tangent attribute location point (default-location = 4) - int colorLoc; // Color attibute location point (default-location = 3) + int vertexLoc; // Vertex attribute location point (default-location = 0) + int texcoordLoc; // Texcoord attribute location point (default-location = 1) + int texcoord2Loc; // Texcoord2 attribute location point (default-location = 5) + int normalLoc; // Normal attribute location point (default-location = 2) + int tangentLoc; // Tangent attribute location point (default-location = 4) + int colorLoc; // Color attibute location point (default-location = 3) // Uniform locations - int mvpLoc; // ModelView-Projection matrix uniform location point (vertex shader) - int tintColorLoc; // Diffuse color uniform location point (fragment shader) + int mvpLoc; // ModelView-Projection matrix uniform location point (vertex shader) + int tintColorLoc; // Diffuse color uniform location point (fragment shader) // Texture map locations (generic for any kind of map) - int mapTexture0Loc; // Map texture uniform location point (default-texture-unit = 0) - int mapTexture1Loc; // Map texture uniform location point (default-texture-unit = 1) - int mapTexture2Loc; // Map texture uniform location point (default-texture-unit = 2) + int mapTexture0Loc; // Map texture uniform location point (default-texture-unit = 0) + int mapTexture1Loc; // Map texture uniform location point (default-texture-unit = 1) + int mapTexture2Loc; // Map texture uniform location point (default-texture-unit = 2) } Shader; // Material type typedef struct Material { - Shader shader; // Standard shader (supports 3 map textures) + Shader shader; // Standard shader (supports 3 map textures) - Texture2D texDiffuse; // Diffuse texture (binded to shader mapTexture0Loc) - Texture2D texNormal; // Normal texture (binded to shader mapTexture1Loc) - Texture2D texSpecular; // Specular texture (binded to shader mapTexture2Loc) + Texture2D texDiffuse; // Diffuse texture (binded to shader mapTexture0Loc) + Texture2D texNormal; // Normal texture (binded to shader mapTexture1Loc) + Texture2D texSpecular; // Specular texture (binded to shader mapTexture2Loc) - Color colTint; // Tint color - Color colDiffuse; // Diffuse color - Color colAmbient; // Ambient color - Color colSpecular; // Specular color + Color colDiffuse; // Diffuse color + Color colAmbient; // Ambient color + Color colSpecular; // Specular color - float glossiness; // Glossiness level (Ranges from 0 to 1000) + float glossiness; // Glossiness level (Ranges from 0 to 1000) } Material; // Model type typedef struct Model { - Mesh mesh; // Vertex data buffers (RAM and VRAM) - Matrix transform; // Local transform matrix - Material material; // Shader and textures data + Mesh mesh; // Vertex data buffers (RAM and VRAM) + Matrix transform; // Local transform matrix + Material material; // Shader and textures data } Model; // Light type typedef struct LightData { - unsigned int id; // Light id - int type; // Light type: LIGHT_POINT, LIGHT_DIRECTIONAL, LIGHT_SPOT - bool enabled; // Light enabled + unsigned int id; // Light unique id + int type; // Light type: LIGHT_POINT, LIGHT_DIRECTIONAL, LIGHT_SPOT + bool enabled; // Light enabled - Vector3 position; // Light position - Vector3 target; // Light target: LIGHT_DIRECTIONAL and LIGHT_SPOT (cone direction target) - float radius; // Light attenuation radius light intensity reduced with distance (world distance) + Vector3 position; // Light position + Vector3 target; // Light target: LIGHT_DIRECTIONAL and LIGHT_SPOT (cone direction target) + float radius; // Light attenuation radius light intensity reduced with distance (world distance) - Color diffuse; // Light diffuse color - float intensity; // Light intensity level + Color diffuse; // Light diffuse color + float intensity; // Light intensity level - float coneAngle; // Light cone max angle: LIGHT_SPOT + float coneAngle; // Light cone max angle: LIGHT_SPOT } LightData, *Light; // Light types @@ -861,8 +858,7 @@ Vector3 ResolveCollisionCubicmap(Image cubicmap, Vector3 mapPosition, Vector3 *p //------------------------------------------------------------------------------------ Shader LoadShader(char *vsFileName, char *fsFileName); // Load a custom shader and bind default locations void UnloadShader(Shader shader); // Unload a custom shader from memory -void SetDefaultShader(void); // Set default shader to be used in batch draw -void SetCustomShader(Shader shader); // Set custom shader to be used in batch draw + Shader GetDefaultShader(void); // Get default shader Shader GetStandardShader(void); // Get default shader Texture2D GetDefaultTexture(void); // Get default texture @@ -872,7 +868,10 @@ void SetShaderValue(Shader shader, int uniformLoc, float *value, int size); // S 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) +void BeginShaderMode(Shader shader); // Begin custom shader drawing +void EndShaderMode(void); // End custom shader drawing (use default shader) +void BeginBlendMode(int mode); // Begin blending mode (alpha, additive, multiplied) +void EndBlendMode(void); // End blending mode (reset to default: alpha blending) Light CreateLight(int type, Vector3 position, Color diffuse); // Create a new light, initialize it and add to pool void DestroyLight(Light light); // Destroy a light and take it out of the list |
