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authorraysan5 <raysan5@gmail.com>2016-05-07 18:07:15 +0200
committerraysan5 <raysan5@gmail.com>2016-05-07 18:07:15 +0200
commit7ab008878afa202b4f2e579567be7a7d87242661 (patch)
tree6512c79a39b68a5dec93919c46772b5d7efa48fb /src/raylib.h
parentec72a8868e61507a3dfdc83bfe30c7110fc3051f (diff)
downloadraylib-7ab008878afa202b4f2e579567be7a7d87242661.tar.gz
raylib-7ab008878afa202b4f2e579567be7a7d87242661.zip
Library redesign to accomodate materials system
Diffstat (limited to 'src/raylib.h')
-rw-r--r--src/raylib.h31
1 files changed, 17 insertions, 14 deletions
diff --git a/src/raylib.h b/src/raylib.h
index 8af7d2fb..c88a60f4 100644
--- a/src/raylib.h
+++ b/src/raylib.h
@@ -387,10 +387,10 @@ typedef struct Shader {
unsigned int id; // Shader program id
// Variable attributes locations
- int vertexLoc; // Vertex attribute location point (vertex shader)
- int texcoordLoc; // Texcoord attribute location point (vertex shader)
- int normalLoc; // Normal attribute location point (vertex shader)
- int colorLoc; // Color attibute location point (vertex shader)
+ int vertexLoc; // Vertex attribute location point (default-location = 0)
+ int texcoordLoc; // Texcoord attribute location point (default-location = 1)
+ int normalLoc; // Normal attribute location point (default-location = 2)
+ int colorLoc; // Color attibute location point (default-location = 3)
// Uniform locations
int mvpLoc; // ModelView-Projection matrix uniform location point (vertex shader)
@@ -801,17 +801,20 @@ void DrawGizmo(Vector3 position);
//------------------------------------------------------------------------------------
// Model 3d Loading and Drawing Functions (Module: models)
//------------------------------------------------------------------------------------
-Model LoadModel(const char *fileName); // Load a 3d model (.OBJ)
-Model LoadModelEx(Mesh data); // Load a 3d model (from mesh data)
-//Model LoadModelFromRES(const char *rresName, int resId); // TODO: Load a 3d model from rRES file (raylib Resource)
-Model LoadHeightmap(Image heightmap, Vector3 size); // Load a heightmap image as a 3d model
-Model LoadCubicmap(Image cubicmap); // Load a map image as a 3d model (cubes based)
-void UnloadModel(Model model); // Unload 3d model from memory
-void SetModelTexture(Model *model, Texture2D texture); // Link a texture to a model
+Model LoadModel(const char *fileName); // Load a 3d model (.OBJ)
+Model LoadModelEx(Mesh data); // Load a 3d model (from mesh data)
+//Model LoadModelFromRES(const char *rresName, int resId); // TODO: Load a 3d model from rRES file (raylib Resource)
+Model LoadHeightmap(Image heightmap, Vector3 size); // Load a heightmap image as a 3d model
+Model LoadCubicmap(Image cubicmap); // Load a map image as a 3d model (cubes based)
+void UnloadModel(Model model); // Unload 3d model from memory
+void SetModelTexture(Model *model, Texture2D texture); // Link a texture to a model
+
+Material LoadMaterial(const char *fileName); // Load material data (from file)
+Material LoadDefaultMaterial(void); // Load default material (uses default models shader)
void DrawModel(Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set)
void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model with extended parameters
-void DrawModelWires(Model model, Vector3 position, float scale, Color color); // Draw a model wires (with texture if set)
+void DrawModelWires(Model model, Vector3 position, float scale, Color tint); // Draw a model wires (with texture if set)
void DrawModelWiresEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model wires (with texture if set) with extended parameters
void DrawBoundingBox(BoundingBox box, Color color); // Draw bounding box (wires)
@@ -832,11 +835,11 @@ Vector3 ResolveCollisionCubicmap(Image cubicmap, Vector3 mapPosition, Vector3 *p
// NOTE: This functions are useless when using OpenGL 1.1
//------------------------------------------------------------------------------------
Shader LoadShader(char *vsFileName, char *fsFileName); // Load a custom shader and bind default locations
-unsigned int LoadShaderProgram(char *vShaderStr, char *fShaderStr); // Load custom shaders strings and return program id
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
-void SetModelShader(Model *model, Shader shader); // Link a shader to a model
+Shader GetDefaultShader(void); // Get default shader
+Texture2D GetDefaultTexture(void); // Get default texture
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)