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authorraysan5 <raysan5@gmail.com>2016-05-11 19:25:51 +0200
committerraysan5 <raysan5@gmail.com>2016-05-11 19:25:51 +0200
commit4d78d27bd956f7f7592a9efc453b954436d57297 (patch)
tree2238abf2c9b2225402bdc262bc8f477e1ac743e1 /src
parent6acfda599e5353b1c90bb11329ce50632851b1f5 (diff)
downloadraylib-4d78d27bd956f7f7592a9efc453b954436d57297.tar.gz
raylib-4d78d27bd956f7f7592a9efc453b954436d57297.zip
Updated structs Mesh and Shader
Diffstat (limited to 'src')
-rw-r--r--src/rlgl.h51
1 files changed, 24 insertions, 27 deletions
diff --git a/src/rlgl.h b/src/rlgl.h
index afc2ab96..6e694dae 100644
--- a/src/rlgl.h
+++ b/src/rlgl.h
@@ -137,37 +137,41 @@ typedef enum { OPENGL_11 = 1, OPENGL_33, OPENGL_ES_20 } GlVersion;
Vector3 max;
} BoundingBox;
- // Mesh with vertex data type
- // NOTE: If using OpenGL 1.1, data loaded in CPU; if OpenGL 3.3+ data loaded in GPU (vaoId)
+ // Vertex data definning a mesh
typedef struct Mesh {
- int vertexCount; // num vertices
- float *vertices; // vertex position (XYZ - 3 components per vertex)
- float *texcoords; // vertex texture coordinates (UV - 2 components per vertex)
- float *texcoords2; // vertex second texture coordinates (useful for lightmaps)
- float *normals; // vertex normals (XYZ - 3 components per vertex)
- float *tangents; // vertex tangents (XYZ - 3 components per vertex)
- unsigned char *colors; // vertex colors (RGBA - 4 components per vertex)
+ int vertexCount; // number of vertices stored in arrays
+ float *vertices; // vertex position (XYZ - 3 components per vertex) (shader-location = 0)
+ float *texcoords; // vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1)
+ float *texcoords2; // vertex second texture coordinates (useful for lightmaps) (shader-location = 5)
+ float *normals; // vertex normals (XYZ - 3 components per vertex) (shader-location = 2)
+ float *tangents; // vertex tangents (XYZ - 3 components per vertex) (shader-location = 4)
+ unsigned char *colors; // vertex colors (RGBA - 4 components per vertex) (shader-location = 3)
+ unsigned short *indices; // vertex indices (in case vertex data comes indexed)
+ int triangleCount; // number of triangles to draw
BoundingBox bounds; // mesh limits defined by min and max points
unsigned int vaoId; // OpenGL Vertex Array Object id
- unsigned int vboId[6]; // OpenGL Vertex Buffer Objects id (6 types of vertex data)
+ unsigned int vboId[7]; // OpenGL Vertex Buffer Objects id (7 types of vertex data)
} Mesh;
- // Shader type
+ // Shader type (generic shader)
typedef struct Shader {
- unsigned int id; // Shader program id
-
- // Variable attributes
- 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
+ unsigned int id; // Shader program id
+
+ // Vertex attributes locations (default locations)
+ 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)
+ int tangentLoc; // Tangent attribute location point (default-location = 4)
+ int texcoord2Loc; // Texcoord2 attribute location point (default-location = 5)
+
+ // 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)
@@ -205,13 +209,6 @@ typedef enum { OPENGL_11 = 1, OPENGL_33, OPENGL_ES_20 } GlVersion;
float glossiness;
float normalDepth;
} Material;
-
- // 3d Model type
- typedef struct Model {
- Mesh mesh;
- Matrix transform;
- Material material;
- } Model;
// Color blending modes (pre-defined)
typedef enum { BLEND_ALPHA = 0, BLEND_ADDITIVE, BLEND_MULTIPLIED } BlendMode;