diff options
Diffstat (limited to 'src/raylib.h')
| -rw-r--r-- | src/raylib.h | 22 |
1 files changed, 10 insertions, 12 deletions
diff --git a/src/raylib.h b/src/raylib.h index d98a0797..9cd02fd8 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) @@ -418,7 +418,7 @@ typedef struct Material { Color colAmbient; // Ambient color Color colSpecular; // Specular color - float glossiness; // Glossiness level + float glossiness; // Glossiness level (Ranges from 0 to 1000) float normalDepth; // Normal map depth } Material; @@ -430,25 +430,19 @@ typedef struct Model { } Model; // Light type -// TODO: Review contained data to support different light types and features typedef struct LightData { int id; int type; // LIGHT_POINT, LIGHT_DIRECTIONAL, LIGHT_SPOT bool enabled; Vector3 position; - Vector3 direction; // Used on LIGHT_DIRECTIONAL and LIGHT_SPOT (cone direction) - float attenuation; // Lost of light intensity with distance (use radius?) + Vector3 target; // Used on LIGHT_DIRECTIONAL and LIGHT_SPOT (cone direction target) + float attenuation; // Lost of light intensity with distance (world distance) - Color diffuse; // Use Vector3 diffuse (including intensities)? + Color diffuse; // Use Vector3 diffuse float intensity; - Color specular; - //float specFactor; // Specular intensity ? - - //Color ambient; // Required? - - float coneAngle; // SpotLight + float coneAngle; // Spot light max angle } LightData, *Light; // Light types @@ -808,6 +802,7 @@ const char *SubText(const char *text, int position, int length); //------------------------------------------------------------------------------------ // Basic 3d Shapes Drawing Functions (Module: models) //------------------------------------------------------------------------------------ +void Draw3DLine(Vector3 startPos, Vector3 endPos, Color color); // Draw a line in 3D world space void DrawCube(Vector3 position, float width, float height, float lenght, Color color); // Draw cube void DrawCubeV(Vector3 position, Vector3 size, Color color); // Draw cube (Vector version) void DrawCubeWires(Vector3 position, float width, float height, float lenght, Color color); // Draw cube wires @@ -836,6 +831,7 @@ 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 +861,7 @@ 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 @@ -875,6 +872,7 @@ void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat); // S void SetBlendMode(int mode); // Set blending mode (alpha, additive, multiplied) Light CreateLight(int type, Vector3 position, Color diffuse); // Create a new light, initialize it and add to pool +void DrawLights(void); // Draw all created lights in 3D world void DestroyLight(Light light); // Destroy a light and take it out of the list //---------------------------------------------------------------------------------- |
