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| author | raysan5 <[email protected]> | 2017-07-19 18:55:26 +0200 |
|---|---|---|
| committer | raysan5 <[email protected]> | 2017-07-19 18:55:32 +0200 |
| commit | 76c6f0b1e695b4090fd1e98d7f2d7ff7dea25641 (patch) | |
| tree | f5055ea7986f6440fdeec3cab0c192eb361d584b /src/raylib.h | |
| parent | e8b65422c45cab6505a2ec717e46010144496c5c (diff) | |
| download | raylib-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.h | 14 |
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 |
