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authorRay <[email protected]>2019-02-04 13:27:36 +0100
committerRay <[email protected]>2019-02-04 13:27:36 +0100
commitfce48e85f441215192d188011b48a0f35828e4b3 (patch)
tree33f7b761f995993ac7e4a0f8f70c51f26e7f2be9 /src/raylib.h
parent5755c5e310e6d77cd280a91d5a99a4f10a4c8ab3 (diff)
downloadraylib-fce48e85f441215192d188011b48a0f35828e4b3.tar.gz
raylib-fce48e85f441215192d188011b48a0f35828e4b3.zip
ADDED: LoadTextureCubemap()
Probably uncomplete, not tested yet...
Diffstat (limited to 'src/raylib.h')
-rw-r--r--src/raylib.h14
1 files changed, 14 insertions, 0 deletions
diff --git a/src/raylib.h b/src/raylib.h
index 55ecbcd5..94c91484 100644
--- a/src/raylib.h
+++ b/src/raylib.h
@@ -222,6 +222,9 @@ typedef struct Texture2D {
// Texture type, same as Texture2D
typedef Texture2D Texture;
+// TextureCubemap type, actually, same as Texture2D
+typedef Texture2D TextureCubemap;
+
// RenderTexture2D type, for texture rendering
typedef struct RenderTexture2D {
unsigned int id; // OpenGL Framebuffer Object (FBO) id
@@ -749,6 +752,16 @@ typedef enum {
FILTER_ANISOTROPIC_16X, // Anisotropic filtering 16x
} TextureFilterMode;
+// Cubemap layout type
+typedef enum {
+ CUBEMAP_AUTO_DETECT = 0, // Automatically detect layout type
+ CUBEMAP_LINE_VERTICAL, // Layout is defined by a vertical line with faces
+ CUBEMAP_LINE_HORIZONTAL, // Layout is defined by an horizontal line with faces
+ CUBEMAP_CROSS_THREE_BY_FOUR, // Layout is defined by a 3x4 cross with cubemap faces
+ CUBEMAP_CROSS_FOUR_BY_THREE, // Layout is defined by a 4x3 cross with cubemap faces
+ CUBEMAP_PANORAMA // Layout is defined by a panorama image (equirectangular map)
+} CubemapLayoutType;
+
// Texture parameters: wrap mode
typedef enum {
WRAP_REPEAT = 0, // Repeats texture in tiled mode
@@ -1049,6 +1062,7 @@ RLAPI void ExportImage(Image image, const char *fileName);
RLAPI void ExportImageAsCode(Image image, const char *fileName); // Export image as code file defining an array of bytes
RLAPI Texture2D LoadTexture(const char *fileName); // Load texture from file into GPU memory (VRAM)
RLAPI Texture2D LoadTextureFromImage(Image image); // Load texture from image data
+RLAPI TextureCubemap LoadTextureCubemap(Image image, int layoutType); // Load cubemap from image, multiple image cubemap layouts supported
RLAPI RenderTexture2D LoadRenderTexture(int width, int height); // Load texture for rendering (framebuffer)
RLAPI void UnloadImage(Image image); // Unload image from CPU memory (RAM)
RLAPI void UnloadTexture(Texture2D texture); // Unload texture from GPU memory (VRAM)