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@ -355,7 +355,7 @@ typedef struct Camera { |
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// Camera2D type, defines a 2d camera |
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typedef struct Camera2D { |
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Vector2 offset; // Camera offset (displacement from target) |
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Vector2 target; // Camera target (k">for rotation and zoom) |
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Vector2 target; // Camera target (rotation and zoom origin) |
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float rotation; // Camera rotation in degrees |
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float zoom; // Camera zoom (scaling), should be 1.0f by default |
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} Camera2D; |
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@ -386,16 +386,17 @@ typedef struct Mesh { |
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typedef struct Shader { |
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unsigned int id; // Shader program id |
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// Variable attributes |
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// Variable attributes locations |
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int vertexLoc; // Vertex attribute location point (vertex shader) |
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int texcoordLoc; // Texcoord attribute location point (vertex shader) |
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int normalLoc; // Normal attribute location point (vertex shader) |
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int colorLoc; // Color attibute location point (vertex shader) |
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// Uniforms |
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// Uniform locations |
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int mvpLoc; // ModelView-Projection matrix uniform location point (vertex shader) |
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int tintColorLoc; // Color uniform location point (fragment shader) |
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// Texture map locations |
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int mapDiffuseLoc; // Diffuse map texture uniform location point (fragment shader) |
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int mapNormalLoc; // Normal map texture uniform location point (fragment shader) |
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int mapSpecularLoc; // Specular map texture uniform location point (fragment shader) |
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@ -832,18 +833,14 @@ Vector3 ResolveCollisionCubicmap(Image cubicmap, Vector3 mapPosition, Vector3 *p |
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Shader LoadShader(char *vsFileName, char *fsFileName); // Load a custom shader and bind default locations |
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unsigned int LoadShaderProgram(char *vShaderStr, char *fShaderStr); // Load custom shaders strings and return program id |
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void UnloadShader(Shader shader); // Unload a custom shader from memory |
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void SetCustomShader(Shader shader); // Set custom shader to be used in batch draw |
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void SetDefaultShader(void); // Set default shader to be used in batch draw |
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void SetCustomShader(Shader shader); // Set custom shader to be used in batch draw |
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void SetModelShader(Model *model, Shader shader); // Link a shader to a model |
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int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location |
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void SetShaderValue(Shader shader, int uniformLoc, float *value, int size); // Set shader uniform value (float) |
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void SetShaderValuei(Shader shader, int uniformLoc, int *value, int size); // Set shader uniform value (int) |
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void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat); // Set shader uniform value (matrix 4x4) |
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//void SetShaderMapDiffuse(Shader *shader, Texture2D texture); // Default diffuse shader map texture assignment |
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//void SetShaderMapNormal(Shader *shader, const char *uniformName, Texture2D texture); // Normal map texture shader assignment |
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//void SetShaderMapSpecular(Shader *shader, const char *uniformName, Texture2D texture); // Specular map texture shader assignment |
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//void SetShaderMap(Shader *shader, int mapLocation, Texture2D texture, int textureUnit); // TODO: Generic shader map assignment |
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int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location |
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void SetShaderValue(Shader shader, int uniformLoc, float *value, int size); // Set shader uniform value (float) |
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void SetShaderValuei(Shader shader, int uniformLoc, int *value, int size); // Set shader uniform value (int) |
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void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat); // Set shader uniform value (matrix 4x4) |
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void SetBlendMode(int mode); // Set blending mode (alpha, additive, multiplied) |
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