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authorraysan5 <raysan5@gmail.com>2015-03-01 16:00:52 +0100
committerraysan5 <raysan5@gmail.com>2015-03-01 16:00:52 +0100
commitc062f8d4fe3b600ea63a7a7f783963cf3d6aca84 (patch)
treebe3e4eb5e73c66a3bc26cc5b8c3c2da07afdbf2c /src/raylib.h
parentee4b553c2a7bb0784b53583988c60e023f340220 (diff)
downloadraylib-c062f8d4fe3b600ea63a7a7f783963cf3d6aca84.tar.gz
raylib-c062f8d4fe3b600ea63a7a7f783963cf3d6aca84.zip
Redesign shader system and more
Shader system has been completely redesigned Added support for multiple texture color modes
Diffstat (limited to 'src/raylib.h')
-rw-r--r--src/raylib.h36
1 files changed, 24 insertions, 12 deletions
diff --git a/src/raylib.h b/src/raylib.h
index c480802c..3b6f9320 100644
--- a/src/raylib.h
+++ b/src/raylib.h
@@ -266,22 +266,34 @@ typedef struct VertexData {
unsigned char *colors; // 4 components per vertex
} VertexData;
+// Shader type
+typedef struct Shader {
+ unsigned int id; // Shader program id
+
+ // Variable attributes
+ unsigned int vertexLoc; // Vertex attribute location point (vertex shader)
+ unsigned int texcoordLoc; // Texcoord attribute location point (vertex shader)
+ unsigned int normalLoc; // Normal attribute location point (vertex shader)
+ unsigned int colorLoc; // Color attibute location point (vertex shader)
+
+ // Uniforms
+ unsigned int projectionLoc; // Projection matrix uniform location point (vertex shader)
+ unsigned int modelviewLoc; // ModeView matrix uniform location point (vertex shader)
+ unsigned int textureLoc; // Texture uniform location point (fragment shader)
+ unsigned int tintColorLoc; // Color uniform location point (fragment shader)
+} Shader;
+
// 3d Model type
// NOTE: If using OpenGL 1.1, loaded in CPU (mesh); if OpenGL 3.3+ loaded in GPU (vaoId)
typedef struct Model {
VertexData mesh;
unsigned int vaoId;
unsigned int vboId[4];
- unsigned int textureId;
- unsigned int shaderId;
+ Texture2D texture;
+ Shader shader;
//Matrix transform;
} Model;
-// Shader type
-typedef struct Shader {
- unsigned int id;
-} Shader;
-
// Sound source type
typedef struct Sound {
unsigned int source;
@@ -343,13 +355,13 @@ int GetRandomValue(int min, int max); // Returns a random
Color Fade(Color color, float alpha); // Color fade-in or fade-out, alpha goes from 0.0f to 1.0f
void SetCameraMode(int mode); // Multiple camera modes available
-void UpdateCamera(Vector3 *playerPosition);
+void UpdateCamera(Vector3 *playerPosition); // Update camera with player position (when using internal camera)
void SetConfigFlags(char flags); // Enable some window configurations
void ShowLogo(void); // Activates raylib logo at startup (can be done with flags)
-void InitPostShader(void);
-void SetPostShader(unsigned int shader);
+void InitPostShader(void); // Initialize fullscreen postproduction shaders system
+void SetPostShader(unsigned int shader); // Set fullscreen postproduction shader
//------------------------------------------------------------------------------------
// Input Handling Functions (Module: core)
@@ -487,7 +499,7 @@ Model LoadHeightmap(Image heightmap, float maxHeight);
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
-void SetModelShader(Model *model, unsigned int shader);
+void SetModelShader(Model *model, Shader shader); // Link a shader to a model (not available on OpenGL 1.1)
void DrawModel(Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set)
void DrawModelEx(Model model, Vector3 position, Vector3 rotation, Vector3 scale, Color tint); // Draw a model with extended parameters
@@ -496,7 +508,7 @@ void DrawModelWires(Model model, Vector3 position, float scale, Color color);
void DrawBillboard(Camera camera, Texture2D texture, Vector3 center, float size, Color tint); // Draw a billboard texture
void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRec, Vector3 center, float size, Color tint); // Draw a billboard texture defined by sourceRec
-unsigned int LoadCustomShader(char *vsFileName, char *fsFileName); // Load a custom shader (vertex shader + fragment shader)
+Shader LoadShader(char *vsFileName, char *fsFileName); // Load a custom shader (vertex shader + fragment shader)
bool CheckCollisionSpheres(Vector3 centerA, float radiusA, Vector3 centerB, float radiusB);
bool CheckCollisionBoxes(Vector3 minBBox1, Vector3 maxBBox1, Vector3 minBBox2, Vector3 maxBBox2);