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| author | Joshua Reisenauer <kd7tck@msn.com> | 2016-05-01 20:00:51 -0700 |
|---|---|---|
| committer | Joshua Reisenauer <kd7tck@msn.com> | 2016-05-01 20:00:51 -0700 |
| commit | 289a53221d1c0e51247d09cee0708a1ea9ec32c5 (patch) | |
| tree | 9180334f7cbc4a053f657a49da9180f4d3f873bb /src/raylib.h | |
| parent | a2a3d3aeb60dd117b02fc8c7c85ec428175a5f83 (diff) | |
| parent | 17732fa9c493bffb8e05cb5db45d998d2b151cb9 (diff) | |
| download | raylib-289a53221d1c0e51247d09cee0708a1ea9ec32c5.tar.gz raylib-289a53221d1c0e51247d09cee0708a1ea9ec32c5.zip | |
merge fix
Diffstat (limited to 'src/raylib.h')
| -rw-r--r-- | src/raylib.h | 24 |
1 files changed, 11 insertions, 13 deletions
diff --git a/src/raylib.h b/src/raylib.h index f4ea875e..ade581d3 100644 --- a/src/raylib.h +++ b/src/raylib.h @@ -355,7 +355,7 @@ typedef struct Camera { // Camera2D type, defines a 2d camera typedef struct Camera2D { Vector2 offset; // Camera offset (displacement from target) - Vector2 target; // Camera target (for rotation and zoom) + Vector2 target; // Camera target (rotation and zoom origin) float rotation; // Camera rotation in degrees float zoom; // Camera zoom (scaling), should be 1.0f by default } Camera2D; @@ -386,16 +386,17 @@ typedef struct Mesh { typedef struct Shader { unsigned int id; // Shader program id - // Variable attributes + // 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) - // Uniforms + // Uniform locations int mvpLoc; // ModelView-Projection matrix uniform location point (vertex shader) int tintColorLoc; // Color uniform location point (fragment shader) + // Texture map locations int mapDiffuseLoc; // Diffuse map texture uniform location point (fragment shader) int mapNormalLoc; // Normal map texture uniform location point (fragment shader) int mapSpecularLoc; // Specular map texture uniform location point (fragment shader) @@ -575,9 +576,10 @@ void DisableCursor(void); // Disables cursor void ClearBackground(Color color); // Sets Background Color void BeginDrawing(void); // Setup drawing canvas to start drawing -void BeginDrawingEx(Camera2D camera); // Setup drawing canvas with 2d camera void EndDrawing(void); // End canvas drawing and Swap Buffers (Double Buffering) +void Begin2dMode(Camera2D camera); // Initialize 2D mode with custom camera +void End2dMode(void); // Ends 2D mode custom camera usage void Begin3dMode(Camera camera); // Initializes 3D mode for drawing (Camera setup) void End3dMode(void); // Ends 3D mode and returns to default 2D orthographic mode void BeginTextureMode(RenderTexture2D target); // Initializes render texture for drawing @@ -832,18 +834,14 @@ Vector3 ResolveCollisionCubicmap(Image cubicmap, Vector3 mapPosition, Vector3 *p 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 SetCustomShader(Shader shader); // Set custom shader to be used in batch draw 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 -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) -void SetShaderValuei(Shader shader, int uniformLoc, int *value, int size); // Set shader uniform value (int) -void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat); // Set shader uniform value (matrix 4x4) -//void SetShaderMapDiffuse(Shader *shader, Texture2D texture); // Default diffuse shader map texture assignment -//void SetShaderMapNormal(Shader *shader, const char *uniformName, Texture2D texture); // Normal map texture shader assignment -//void SetShaderMapSpecular(Shader *shader, const char *uniformName, Texture2D texture); // Specular map texture shader assignment -//void SetShaderMap(Shader *shader, int mapLocation, Texture2D texture, int textureUnit); // TODO: Generic shader map assignment +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) +void SetShaderValuei(Shader shader, int uniformLoc, int *value, int size); // Set shader uniform value (int) +void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat); // Set shader uniform value (matrix 4x4) void SetBlendMode(int mode); // Set blending mode (alpha, additive, multiplied) |
