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-rw-r--r--src/raylib.h96
1 files changed, 47 insertions, 49 deletions
diff --git a/src/raylib.h b/src/raylib.h
index 271c0e42..1ef0a98e 100644
--- a/src/raylib.h
+++ b/src/raylib.h
@@ -349,7 +349,7 @@ typedef struct Camera {
Vector3 position; // Camera position
Vector3 target; // Camera target it looks-at
Vector3 up; // Camera up vector (rotation over its axis)
- float fovy; // Field-Of-View apperture in Y (degrees)
+ float fovy; // Camera field-of-view apperture in Y (degrees)
} Camera;
// Camera2D type, defines a 2d camera
@@ -362,86 +362,84 @@ typedef struct Camera2D {
// Bounding box type
typedef struct BoundingBox {
- Vector3 min;
- Vector3 max;
+ Vector3 min; // minimum vertex box-corner
+ Vector3 max; // maximum vertex box-corner
} BoundingBox;
// Vertex data definning a mesh
typedef struct Mesh {
- int vertexCount; // number of vertices stored in arrays
- int triangleCount; // number of triangles stored (indexed or not)
- 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)
-
- BoundingBox bounds; // mesh limits defined by min and max points
-
- unsigned int vaoId; // OpenGL Vertex Array Object id
- unsigned int vboId[7]; // OpenGL Vertex Buffer Objects id (7 types of vertex data)
+ int vertexCount; // number of vertices stored in arrays
+ int triangleCount; // number of triangles stored (indexed or not)
+ 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)
+
+ unsigned int vaoId; // OpenGL Vertex Array Object id
+ unsigned int vboId[7]; // OpenGL Vertex Buffer Objects id (7 types of vertex data)
} Mesh;
// Shader type (generic shader)
typedef struct Shader {
- unsigned int id; // Shader program id
+ 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 texcoord2Loc; // Texcoord2 attribute location point (default-location = 5)
- int normalLoc; // Normal attribute location point (default-location = 2)
- int tangentLoc; // Tangent attribute location point (default-location = 4)
- int colorLoc; // Color attibute location point (default-location = 3)
+ int vertexLoc; // Vertex attribute location point (default-location = 0)
+ int texcoordLoc; // Texcoord attribute location point (default-location = 1)
+ int texcoord2Loc; // Texcoord2 attribute location point (default-location = 5)
+ int normalLoc; // Normal attribute location point (default-location = 2)
+ int tangentLoc; // Tangent attribute location point (default-location = 4)
+ int colorLoc; // Color attibute location point (default-location = 3)
// Uniform locations
- int mvpLoc; // ModelView-Projection matrix uniform location point (vertex shader)
- int tintColorLoc; // Diffuse color uniform location point (fragment shader)
+ int mvpLoc; // ModelView-Projection matrix uniform location point (vertex shader)
+ int tintColorLoc; // Diffuse color uniform location point (fragment shader)
// Texture map locations (generic for any kind of map)
- int mapTexture0Loc; // Map texture uniform location point (default-texture-unit = 0)
- int mapTexture1Loc; // Map texture uniform location point (default-texture-unit = 1)
- int mapTexture2Loc; // Map texture uniform location point (default-texture-unit = 2)
+ int mapTexture0Loc; // Map texture uniform location point (default-texture-unit = 0)
+ int mapTexture1Loc; // Map texture uniform location point (default-texture-unit = 1)
+ int mapTexture2Loc; // Map texture uniform location point (default-texture-unit = 2)
} Shader;
// Material type
typedef struct Material {
- Shader shader; // Standard shader (supports 3 map textures)
+ Shader shader; // Standard shader (supports 3 map textures)
- Texture2D texDiffuse; // Diffuse texture (binded to shader mapTexture0Loc)
- Texture2D texNormal; // Normal texture (binded to shader mapTexture1Loc)
- Texture2D texSpecular; // Specular texture (binded to shader mapTexture2Loc)
+ Texture2D texDiffuse; // Diffuse texture (binded to shader mapTexture0Loc)
+ Texture2D texNormal; // Normal texture (binded to shader mapTexture1Loc)
+ Texture2D texSpecular; // Specular texture (binded to shader mapTexture2Loc)
- Color colDiffuse; // Diffuse color
- Color colAmbient; // Ambient color
- Color colSpecular; // Specular color
+ Color colDiffuse; // Diffuse color
+ Color colAmbient; // Ambient color
+ Color colSpecular; // Specular color
- float glossiness; // Glossiness level (Ranges from 0 to 1000)
+ float glossiness; // Glossiness level (Ranges from 0 to 1000)
} Material;
// Model type
typedef struct Model {
- Mesh mesh; // Vertex data buffers (RAM and VRAM)
- Matrix transform; // Local transform matrix
- Material material; // Shader and textures data
+ Mesh mesh; // Vertex data buffers (RAM and VRAM)
+ Matrix transform; // Local transform matrix
+ Material material; // Shader and textures data
} Model;
// Light type
typedef struct LightData {
- unsigned int id; // Light id
- int type; // Light type: LIGHT_POINT, LIGHT_DIRECTIONAL, LIGHT_SPOT
- bool enabled; // Light enabled
+ unsigned int id; // Light unique id
+ int type; // Light type: LIGHT_POINT, LIGHT_DIRECTIONAL, LIGHT_SPOT
+ bool enabled; // Light enabled
- Vector3 position; // Light position
- Vector3 target; // Light target: LIGHT_DIRECTIONAL and LIGHT_SPOT (cone direction target)
- float radius; // Light attenuation radius light intensity reduced with distance (world distance)
+ Vector3 position; // Light position
+ Vector3 target; // Light target: LIGHT_DIRECTIONAL and LIGHT_SPOT (cone direction target)
+ float radius; // Light attenuation radius light intensity reduced with distance (world distance)
- Color diffuse; // Light diffuse color
- float intensity; // Light intensity level
+ Color diffuse; // Light diffuse color
+ float intensity; // Light intensity level
- float coneAngle; // Light cone max angle: LIGHT_SPOT
+ float coneAngle; // Light cone max angle: LIGHT_SPOT
} LightData, *Light;
// Light types