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authorvictorfisac <victorfisac@gmail.com>2015-12-21 16:42:13 +0100
committervictorfisac <victorfisac@gmail.com>2015-12-21 16:42:13 +0100
commit4db2da91850fcc55ec08df253e533e236eb91451 (patch)
tree83042caf6816073f29e69c0b6d46de88fb3c3c19 /src/raylib.h
parent1b39b2e2612dfd7613e3bfb6948e8d27472ab8c1 (diff)
downloadraylib-4db2da91850fcc55ec08df253e533e236eb91451.tar.gz
raylib-4db2da91850fcc55ec08df253e533e236eb91451.zip
Added new matrix location points and extra functions
- New model and view transformation matrix added, useful for shaders. Modelview matrix not deleted to keep opengl 1.1 pipeline compatibility. - New extra function added DrawModelWiresEx() to set a rotation and scale transformations to a wire model drawing. - Other writing and little audio.c bug fixed.
Diffstat (limited to 'src/raylib.h')
-rw-r--r--src/raylib.h5
1 files changed, 4 insertions, 1 deletions
diff --git a/src/raylib.h b/src/raylib.h
index daf8133c..cf401cca 100644
--- a/src/raylib.h
+++ b/src/raylib.h
@@ -329,7 +329,9 @@ typedef struct Shader {
// Uniforms
int projectionLoc; // Projection matrix uniform location point (vertex shader)
- int modelviewLoc; // ModeView matrix uniform location point (vertex shader)
+ int modelviewLoc; // ModelView matrix uniform location point (vertex shader)
+ int modelLoc; // Model transformation matrix uniform location point (vertex shader)
+ int viewLoc; // View transformation matrix uniform location point (vertex shader)
int tintColorLoc; // Color uniform location point (fragment shader)
int mapDiffuseLoc; // Diffuse map texture uniform location point (fragment shader)
@@ -666,6 +668,7 @@ void SetModelTexture(Model *model, Texture2D texture);
void DrawModel(Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set)
void DrawModelEx(Model model, Vector3 position, float rotationAngle, Vector3 rotationAxis, 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 DrawModelWiresEx(Model model, Vector3 position, float rotationAngle, Vector3 rotationAxis, Vector3 scale, Color tint); // Draw a model wires (with texture if set) with extended parameters
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