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-rw-r--r--src/raylib.h15
1 files changed, 7 insertions, 8 deletions
diff --git a/src/raylib.h b/src/raylib.h
index 48534fd6..9cd02fd8 100644
--- a/src/raylib.h
+++ b/src/raylib.h
@@ -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;
@@ -430,22 +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 coneAngle; // SpotLight
+ float coneAngle; // Spot light max angle
} LightData, *Light;
// Light types
@@ -805,6 +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
@@ -874,6 +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
//----------------------------------------------------------------------------------