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authorraysan5 <[email protected]>2017-07-19 18:55:26 +0200
committerraysan5 <[email protected]>2017-07-19 18:55:32 +0200
commit76c6f0b1e695b4090fd1e98d7f2d7ff7dea25641 (patch)
treef5055ea7986f6440fdeec3cab0c192eb361d584b /src/raylib.h
parente8b65422c45cab6505a2ec717e46010144496c5c (diff)
downloadraylib-76c6f0b1e695b4090fd1e98d7f2d7ff7dea25641.tar.gz
raylib-76c6f0b1e695b4090fd1e98d7f2d7ff7dea25641.zip
Working on PBR system
Moved PBR material loading to example, right decision?
Diffstat (limited to 'src/raylib.h')
-rw-r--r--src/raylib.h14
1 files changed, 7 insertions, 7 deletions
diff --git a/src/raylib.h b/src/raylib.h
index 8d93a214..22ef06cb 100644
--- a/src/raylib.h
+++ b/src/raylib.h
@@ -996,10 +996,9 @@ RLAPI Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize);
// Material loading/unloading functions
RLAPI Material LoadMaterial(const char *fileName); // Load material from file
RLAPI Material LoadMaterialDefault(void); // Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps)
-RLAPI Material LoadMaterialPBR(Texture2D cubemap, Color albedo, float metalness, float roughness); // Load PBR material (Supports: ALBEDO, NORMAL, METALNESS, ROUGHNESS...)
RLAPI void UnloadMaterial(Material material); // Unload material from GPU memory (VRAM)
-RLAPI void SetMaterialTexture(Material *mat, int texmapType, Texture2D texture); // Set material texture
-RLAPI void UnsetMaterialTexture(Material *mat, int texmapType); // Unset texture from material and unload it from GPU
+RLAPI void SetMaterialTexture(Material *mat, int mapType, Texture2D texture); // Set material texture
+RLAPI void UnsetMaterialTexture(Material *mat, int mapType); // Unset texture from material and unload it from GPU
// Model drawing functions
RLAPI void DrawModel(Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set)
@@ -1048,10 +1047,11 @@ RLAPI void SetMatrixProjection(Matrix proj); // Set
RLAPI void SetMatrixModelview(Matrix view); // Set a custom modelview matrix (replaces internal modelview matrix)
// Texture maps generation (PBR)
-RLAPI Texture2D GenTextureCubemap(Texture2D skyHDR, int size); // Generate cubemap texture from HDR texture
-RLAPI Texture2D GenTextureIrradiance(Texture2D cubemap, int size); // Generate irradiance texture using cubemap data
-RLAPI Texture2D GenTexturePrefilter(Texture2D cubemap, int size); // Generate prefilter texture using cubemap data
-RLAPI Texture2D GenTextureBRDF(Texture2D cubemap, int size); // Generate BRDF texture using cubemap data
+// NOTE: Required shaders should be provided
+RLAPI Texture2D GenTextureCubemap(Shader shader, Texture2D skyHDR, int size); // Generate cubemap texture from HDR texture
+RLAPI Texture2D GenTextureIrradiance(Shader shader, Texture2D cubemap, int size); // Generate irradiance texture using cubemap data
+RLAPI Texture2D GenTexturePrefilter(Shader shader, Texture2D cubemap, int size); // Generate prefilter texture using cubemap data
+RLAPI Texture2D GenTextureBRDF(Shader shader, Texture2D cubemap, int size); // Generate BRDF texture using cubemap data
// Shading begin/end functions
RLAPI void BeginShaderMode(Shader shader); // Begin custom shader drawing