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@ -174,6 +174,7 @@ void PBRSetAmbient(Shader shader, Color color, float intensity); |
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PBRModel PBRModelLoad(const char *fileName); |
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void PBRLoadTextures(PBRMaterial *pbrMat,PBRTexType pbrTexType,const char *fileName); |
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void UnloadPBRMaterial(PBRMaterial pbrMat) |
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void PBRSetColor(PBRMaterial *pbrMat,PBRColorType pbrColorType,Color color); |
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void PBRSetVec2(PBRMaterial *pbrMat,PBRVec2Type type,Vector2 value); |
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void PBRSetFloat(PBRMaterial *pbrMat, PBRFloatType pbrParamType, float value); |
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@ -334,6 +335,13 @@ void PBRLoadTextures(PBRMaterial *pbrMat,PBRTexType pbrTexType,const char *fileN |
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} |
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} |
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void UnloadPBRMaterial(PBRMaterial pbrMat){ |
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if(pbrMat.useTexAlbedo == 1) UnloadTexture(pbrMat.texAlbedo); |
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if(pbrMat.useTexNormal == 1) UnloadTexture(pbrMat.texNormal); |
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if(pbrMat.useTexMRA == 1) UnloadTexture(pbrMat.texMRA); |
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if(pbrMat.useTexEmissive == 1) UnloadTexture(pbrMat.texEmissive); |
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} |
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void PBRSetColor(PBRMaterial *pbrMat,PBRColorType pbrColorType,Color color){ |
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if(pbrMat == NULL) return; |
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switch(pbrColorType){ |
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