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| author | victorfisac <victorfisac@gmail.com> | 2016-05-20 17:18:07 +0200 |
|---|---|---|
| committer | victorfisac <victorfisac@gmail.com> | 2016-05-20 17:18:07 +0200 |
| commit | 30c8058fca39e4d6566b2fc06ae2498c48c00717 (patch) | |
| tree | ddb098820e68445b85939df2dffb16786b31295d /src/raylib.h | |
| parent | c60cc9ee182dfcb090a2d4f3ab7ac6b397b53e9b (diff) | |
| download | raylib-30c8058fca39e4d6566b2fc06ae2498c48c00717.tar.gz raylib-30c8058fca39e4d6566b2fc06ae2498c48c00717.zip | |
Add standard lighting (1/3)
- Ambient and lambert lighting added.
- Ambient and diffuse colors linked to standard shader.
- Single light linked to standard shader.
- LoadStandardMaterial() and depending functions added.
Diffstat (limited to 'src/raylib.h')
| -rw-r--r-- | src/raylib.h | 9 |
1 files changed, 4 insertions, 5 deletions
diff --git a/src/raylib.h b/src/raylib.h index d98a0797..48534fd6 100644 --- a/src/raylib.h +++ b/src/raylib.h @@ -398,7 +398,7 @@ typedef struct Shader { // Uniform locations int mvpLoc; // ModelView-Projection matrix uniform location point (vertex shader) - int tintColorLoc; // Color uniform location point (fragment shader) + int tintColorLoc; // Diffuse color uniform location point (fragment shader) // Texture map locations int mapDiffuseLoc; // Diffuse map texture uniform location point (fragment shader) @@ -444,11 +444,8 @@ typedef struct LightData { float intensity; Color specular; - //float specFactor; // Specular intensity ? - - //Color ambient; // Required? - float coneAngle; // SpotLight + float coneAngle; // SpotLight } LightData, *Light; // Light types @@ -836,6 +833,7 @@ void SetModelTexture(Model *model, Texture2D texture); // Link a textur Material LoadMaterial(const char *fileName); // Load material data (from file) Material LoadDefaultMaterial(void); // Load default material (uses default models shader) +Material LoadStandardMaterial(void); // Load standard material (uses material attributes and lighting shader) void UnloadMaterial(Material material); // Unload material textures from VRAM void DrawModel(Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set) @@ -865,6 +863,7 @@ void UnloadShader(Shader shader); // Unload a 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 Shader GetDefaultShader(void); // Get default shader +Shader GetStandardShader(void); // Get default shader Texture2D GetDefaultTexture(void); // Get default texture int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location |
