diff --git a/src/raylib.h b/src/raylib.h index 9cd02fd8..d0231be2 100644 --- a/src/raylib.h +++ b/src/raylib.h @@ -369,6 +369,7 @@ typedef struct 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) @@ -376,8 +377,7 @@ typedef struct Mesh { 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 stored (indexed or not) - + BoundingBox bounds; // mesh limits defined by min and max points unsigned int vaoId; // OpenGL Vertex Array Object id @@ -389,30 +389,30 @@ typedef struct Shader { 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 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) - // 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) + // 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) } Shader; // Material type typedef struct Material { - Shader shader; // Standard shader (supports 3 map types: diffuse, normal, specular) + Shader shader; // Standard shader (supports 3 map textures) - Texture2D texDiffuse; // Diffuse texture - Texture2D texNormal; // Normal texture - Texture2D texSpecular; // Specular texture + 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 @@ -439,8 +439,8 @@ typedef struct LightData { 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 - float intensity; + Color diffuse; // Light color + float intensity; // Light intensity level float coneAngle; // Spot light max angle } LightData, *Light;