Updated some files
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@ -7,10 +7,10 @@
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* Features:
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* Library written in plain C code (C99)
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* Uses C# PascalCase/camelCase notation
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* Hardware accelerated with OpenGL (1.1, 3.3+ or ES2)
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* Hardware accelerated with OpenGL (1.1, 3.3 or ES2)
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* Unique OpenGL abstraction layer [rlgl]
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* Powerful fonts module with SpriteFonts support
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* Multiple textures support, including DDS and mipmaps generation
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* Powerful fonts module with SpriteFonts support (including AngelCode fonts and TTF)
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* Multiple textures support, including compressed formats and mipmaps generation
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* Basic 3d support for Shapes, Models, Heightmaps and Billboards
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* Powerful math module for Vector and Matrix operations [raymath]
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* Audio loading and playing with streaming support (WAV and OGG)
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@ -18,20 +18,21 @@
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*
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* Used external libs:
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* GLFW3 (www.glfw.org) for window/context management and input
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* GLEW for OpenGL extensions loading (3.3+ and ES2)
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* GLAD for OpenGL extensions loading (3.3 Core profile, only PLATFORM_DESKTOP)
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* stb_image (Sean Barret) for images loading (JPEG, PNG, BMP, TGA, PSD, GIF, HDR, PIC)
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* stb_image_write (Sean Barret) for image writting (PNG)
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* stb_vorbis (Sean Barret) for ogg audio loading
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* stb_truetype (Sean Barret) for ttf fonts loading
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* OpenAL Soft for audio device/context management
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* tinfl for data decompression (DEFLATE algorithm)
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*
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* Some design decisions:
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* 32bit Colors - All defined color are always RGBA
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* SpriteFonts - All loaded sprite-font images are converted to RGBA and POT textures
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* 32bit Colors - All defined color are always RGBA (struct Color is 4 byte)
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* One custom default font is loaded automatically when InitWindow()
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* If using OpenGL 3.3+ or ES2, one default shader is loaded automatically (internally defined)
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* If using OpenGL 3.3 or ES2, several vertex buffers (VAO/VBO) are created to manage lines-triangles-quads
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* If using OpenGL 3.3 or ES2, two default shaders are loaded automatically (internally defined)
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*
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* -- LICENSE (raylib v1.2, September 2014) --
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* -- LICENSE --
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*
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* raylib is licensed under an unmodified zlib/libpng license, which is an OSI-certified,
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* BSD-like license that allows static linking with closed source software:
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@ -80,8 +81,8 @@
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#define PI 3.14159265358979323846
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#endif
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#define DEG2RAD (PI / 180.0f)
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#define RAD2DEG (180.0f / PI)
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#define DEG2RAD (PI/180.0f)
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#define RAD2DEG (180.0f/PI)
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// raylib Config Flags
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#define FLAG_FULLSCREEN_MODE 1
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@ -110,6 +111,8 @@
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#define KEY_F8 297
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#define KEY_F9 298
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#define KEY_F10 299
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#define KEY_F11 300
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#define KEY_F12 301
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#define KEY_LEFT_SHIFT 340
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#define KEY_LEFT_CONTROL 341
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#define KEY_LEFT_ALT 342
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@ -117,7 +120,7 @@
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#define KEY_RIGHT_CONTROL 345
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#define KEY_RIGHT_ALT 346
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// Keyboard Alhpa Numeric Keys
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// Keyboard Alpha Numeric Keys
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#define KEY_ZERO 48
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#define KEY_ONE 49
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#define KEY_TWO 50
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@ -165,6 +168,9 @@
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#define MOUSE_MIDDLE_BUTTON 2
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#endif
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// Touch points registered
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#define MAX_TOUCH_POINTS 2
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// Gamepad Number
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#define GAMEPAD_PLAYER1 0
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#define GAMEPAD_PLAYER2 1
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@ -308,17 +314,27 @@ typedef struct Camera {
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Vector3 up;
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} Camera;
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// Bounding box type
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typedef struct BoundingBox {
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Vector3 min;
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Vector3 max;
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} BoundingBox;
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// Vertex data definning a mesh
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// NOTE: If using OpenGL 1.1, data loaded in CPU; if OpenGL 3.3+ data loaded in GPU (vaoId)
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typedef struct VertexData {
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int vertexCount;
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float *vertices; // 3 components per vertex
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float *texcoords; // 2 components per vertex
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float *normals; // 3 components per vertex
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unsigned char *colors; // 4 components per vertex
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unsigned int vaoId;
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unsigned int vboId[4];
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} VertexData;
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typedef struct Mesh {
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int vertexCount; // num vertices
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float *vertices; // vertex position (XYZ - 3 components per vertex)
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float *texcoords; // vertex texture coordinates (UV - 2 components per vertex)
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float *texcoords2; // vertex second texture coordinates (useful for lightmaps)
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float *normals; // vertex normals (XYZ - 3 components per vertex)
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float *tangents; // vertex tangents (XYZ - 3 components per vertex)
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unsigned char *colors; // vertex colors (RGBA - 4 components per vertex)
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BoundingBox bounds; // mesh limits defined by min and max points
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unsigned int vaoId; // OpenGL Vertex Array Object id
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unsigned int vboId[6]; // OpenGL Vertex Buffer Objects id (6 types of vertex data)
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} Mesh;
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// Shader type (generic shader)
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typedef struct Shader {
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@ -336,10 +352,7 @@ typedef struct Shader {
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int colorLoc; // Color attibute location point (vertex shader)
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// Uniforms
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int projectionLoc; // Projection matrix uniform location point (vertex shader)
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int modelviewLoc; // ModelView matrix uniform location point (vertex shader)
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int modelLoc; // Model transformation matrix uniform location point (vertex shader)
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int viewLoc; // View transformation matrix uniform location point (vertex shader)
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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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int mapDiffuseLoc; // Diffuse map texture uniform location point (fragment shader)
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@ -347,12 +360,31 @@ typedef struct Shader {
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int mapSpecularLoc; // Specular map texture uniform location point (fragment shader)
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} Shader;
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// Material type
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// TODO: Redesign material-shaders-textures system
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typedef struct Material {
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//Shader shader;
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//Texture2D texDiffuse; // Diffuse texture
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//Texture2D texNormal; // Normal texture
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//Texture2D texSpecular; // Specular texture
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Color colDiffuse;
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Color colAmbient;
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Color colSpecular;
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float glossiness;
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float normalDepth;
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} Material;
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// 3d Model type
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// TODO: Replace shader/testure by material
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typedef struct Model {
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VertexData mesh;
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Mesh mesh;
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Matrix transform;
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Texture2D texture; // Only for OpenGL 1.1, on newer versions this should be in the shader
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Shader shader;
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//Material material;
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} Model;
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// Ray type (useful for raycast)
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@ -376,26 +408,6 @@ typedef struct Wave {
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short channels;
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} Wave;
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// Light type
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typedef struct Light {
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float position[3];
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float rotation[3];
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float intensity[1];
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float ambientColor[3];
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float diffuseColor[3];
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float specularColor[3];
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float specularIntensity[1];
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} Light;
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// Material type
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typedef struct Material {
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float ambientColor[3];
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float diffuseColor[3];
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float specularColor[3];
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float glossiness[1];
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float normalDepth[1];
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} Material;
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// Texture formats
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// NOTE: Support depends on OpenGL version and platform
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typedef enum {
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@ -425,42 +437,36 @@ typedef enum { BLEND_ALPHA = 0, BLEND_ADDITIVE, BLEND_MULTIPLIED } BlendMode;
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// Gestures type
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// NOTE: It could be used as flags to enable only some gestures
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typedef enum {
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GESTURE_NONE = 1,
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GESTURE_TAP = 2,
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GESTURE_DOUBLETAP = 4,
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GESTURE_HOLD = 8,
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GESTURE_DRAG = 16,
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GESTURE_SWIPE_RIGHT = 32,
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GESTURE_SWIPE_LEFT = 64,
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GESTURE_SWIPE_UP = 128,
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GESTURE_SWIPE_DOWN = 256,
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GESTURE_PINCH_IN = 512,
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GESTURE_PINCH_OUT = 1024
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GESTURE_NONE = 0,
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GESTURE_TAP = 1,
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GESTURE_DOUBLETAP = 2,
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GESTURE_HOLD = 4,
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GESTURE_DRAG = 8,
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GESTURE_SWIPE_RIGHT = 16,
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GESTURE_SWIPE_LEFT = 32,
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GESTURE_SWIPE_UP = 64,
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GESTURE_SWIPE_DOWN = 128,
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GESTURE_PINCH_IN = 256,
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GESTURE_PINCH_OUT = 512
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} Gestures;
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// Touch action (fingers or mouse)
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typedef enum { TOUCH_UP, TOUCH_DOWN, TOUCH_MOVE } TouchAction;
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// Gesture events
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// NOTE: MAX_TOUCH_POINTS fixed to 4
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// NOTE: MAX_TOUCH_POINTS fixed to 2
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typedef struct {
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int touchAction;
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int pointCount;
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int pointerId[4];
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Vector2 position[4];
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int pointerId[MAX_TOUCH_POINTS];
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Vector2 position[MAX_TOUCH_POINTS];
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} GestureEvent;
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// Camera system modes
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typedef enum { CAMERA_CUSTOM = 0, CAMERA_FREE, CAMERA_ORBITAL, CAMERA_FIRST_PERSON, CAMERA_THIRD_PERSON } CameraMode;
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// Collider types
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typedef enum { RectangleCollider, CircleCollider } ColliderType;
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// Physics struct
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typedef struct Physics {
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bool enabled;
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bool debug; // Should be used by programmer for testing purposes
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Vector2 gravity;
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} Physics;
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typedef enum { COLLIDER_CIRCLE, COLLIDER_RECTANGLE, COLLIDER_CAPSULE } ColliderType;
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// Transform struct
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typedef struct Transform {
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@ -486,8 +492,8 @@ typedef struct Rigidbody {
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typedef struct Collider {
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bool enabled;
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ColliderType type;
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Rectangle bounds; // Just used for RectangleCollider type
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int radius; // Just used for CircleCollider type
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Rectangle bounds; // Used for COLLIDER_RECTANGLE and COLLIDER_CAPSULE
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int radius; // Used for COLLIDER_CIRCLE and COLLIDER_CAPSULE
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} Collider;
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#ifdef __cplusplus
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@ -524,10 +530,12 @@ void BeginDrawing(void); // Setup drawing can
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void BeginDrawingEx(int blendMode, Shader shader, Matrix transform); // Setup drawing canvas with extended parameters
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void EndDrawing(void); // End canvas drawing and Swap Buffers (Double Buffering)
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void Begin3dMode(Camera cam); // Initializes 3D mode for drawing (Camera setup)
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void Begin3dMode(Camera camera); // Initializes 3D mode for drawing (Camera setup)
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void End3dMode(void); // Ends 3D mode and returns to default 2D orthographic mode
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Ray GetMouseRay(Vector2 mousePosition, Camera camera); // TODO: Returns a ray trace from mouse position
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Ray GetMouseRay(Vector2 mousePosition, Camera camera); // Returns a ray trace from mouse position
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Vector2 WorldToScreen(Vector3 position, Camera camera); // Returns the screen space position from a 3d world space position
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Matrix GetCameraMatrix(Camera camera); // Returns camera transform matrix (view matrix)
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void SetTargetFPS(int fps); // Set target FPS (maximum)
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float GetFPS(void); // Returns current FPS
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@ -535,6 +543,9 @@ float GetFrameTime(void); // Returns time in s
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Color GetColor(int hexValue); // Returns a Color struct from hexadecimal value
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int GetHexValue(Color color); // Returns hexadecimal value for a Color
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float *ColorToFloat(Color color); // Converts Color to float array and normalizes
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float *VectorToFloat(Vector3 vec); // Converts Vector3 to float array
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float *MatrixToFloat(Matrix mat); // Converts Matrix to float array
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int GetRandomValue(int min, int max); // Returns a random value between min and max (both included)
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Color Fade(Color color, float alpha); // Color fade-in or fade-out, alpha goes from 0.0f to 1.0f
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@ -571,10 +582,10 @@ int GetMouseWheelMove(void); // Returns mouse wheel m
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void ShowCursor(void); // Shows cursor
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void HideCursor(void); // Hides cursor
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void EnableCursor(void); // Enables cursor
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void DisableCursor(void); // Disables cursor
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bool IsCursorHidden(void); // Returns true if cursor is not visible
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#endif
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#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
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bool IsGamepadAvailable(int gamepad); // Detect if a gamepad is available
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Vector2 GetGamepadMovement(int gamepad); // Return axis movement vector for a gamepad
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bool IsGamepadButtonPressed(int gamepad, int button); // Detect if a gamepad button has been pressed once
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@ -583,30 +594,31 @@ bool IsGamepadButtonReleased(int gamepad, int button); // Detect if a gamepad b
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bool IsGamepadButtonUp(int gamepad, int button); // Detect if a gamepad button is NOT being pressed
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#endif
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#if defined(PLATFORM_ANDROID) || defined(PLATFORM_WEB)
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int GetTouchX(void); // Returns touch position X (relative to screen size)
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int GetTouchY(void); // Returns touch position Y (relative to screen size)
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Vector2 GetTouchPosition(void); // Returns touch position XY (relative to screen size)
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int GetTouchX(void); // Returns touch position X for touch point 0 (relative to screen size)
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int GetTouchY(void); // Returns touch position Y for touch point 0 (relative to screen size)
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Vector2 GetTouchPosition(int index); // Returns touch position XY for a touch point index (relative to screen size)
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#if defined(PLATFORM_ANDROID)
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bool IsButtonPressed(int button); // Detect if an android physic button has been pressed
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bool IsButtonDown(int button); // Detect if an android physic button is being pressed
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bool IsButtonReleased(int button); // Detect if an android physic button has been released
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#endif
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//------------------------------------------------------------------------------------
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// Gestures and Touch Handling Functions (Module: gestures)
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//------------------------------------------------------------------------------------
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void ProcessGestureEvent(GestureEvent event); // Process gesture event and translate it into gestures
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void UpdateGestures(void); // Update gestures detected (must be called every frame)
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bool IsGestureDetected(void); // Check if a gesture have been detected
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int GetGestureType(void); // Get latest detected gesture
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void SetGesturesEnabled(unsigned int gestureFlags); // Enable a set of gestures using flags
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void ProcessGestureEvent(GestureEvent event); // Process gesture event and translate it into gestures
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int GetTouchPointsCount(void); // Get touch points count
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float GetGestureDragIntensity(void); // Get gesture drag intensity
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float GetGestureDragAngle(void); // Get gesture drag angle
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float GetGestureHoldDuration(void); // Get gesture hold time in milliseconds
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Vector2 GetGestureDragVector(void); // Get gesture drag vector
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int GetGestureHoldDuration(void); // Get gesture hold time in frames
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float GetGesturePinchDelta(void); // Get gesture pinch delta
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float GetGestureDragAngle(void); // Get gesture drag angle
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Vector2 GetGesturePinchVector(void); // Get gesture pinch delta
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float GetGesturePinchAngle(void); // Get gesture pinch angle
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#endif
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//------------------------------------------------------------------------------------
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// Camera System Functions (Module: camera)
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@ -738,27 +750,31 @@ void DrawGizmo(Vector3 position);
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// Model 3d Loading and Drawing Functions (Module: models)
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//------------------------------------------------------------------------------------
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Model LoadModel(const char *fileName); // Load a 3d model (.OBJ)
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Model LoadModelEx(VertexData data); // Load a 3d model (from vertex data)
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Model LoadModelEx(Mesh data); // Load a 3d model (from vertex data)
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//Model LoadModelFromRES(const char *rresName, int resId); // TODO: Load a 3d model from rRES file (raylib Resource)
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Model LoadHeightmap(Image heightmap, float maxHeight); // Load a heightmap image as a 3d model
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Model LoadHeightmap(Image heightmap, Vector3 size); // Load a heightmap image as a 3d model
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Model LoadCubicmap(Image cubicmap); // Load a map image as a 3d model (cubes based)
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void UnloadModel(Model model); // Unload 3d model from memory
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void SetModelTexture(Model *model, Texture2D texture); // Link a texture to a model
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void DrawModel(Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set)
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void DrawModelEx(Model model, Vector3 position, float rotationAngle, Vector3 rotationAxis, Vector3 scale, Color tint); // Draw a model with extended parameters
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void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model with extended parameters
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void DrawModelWires(Model model, Vector3 position, float scale, Color color); // Draw a model wires (with texture if set)
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void DrawModelWiresEx(Model model, Vector3 position, float rotationAngle, Vector3 rotationAxis, Vector3 scale, Color tint); // Draw a model wires (with texture if set) with extended parameters
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void DrawModelWiresEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model wires (with texture if set) with extended parameters
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void DrawBoundingBox(BoundingBox box); // Draw bounding box (wires)
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void DrawBillboard(Camera camera, Texture2D texture, Vector3 center, float size, Color tint); // Draw a billboard texture
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void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRec, Vector3 center, float size, Color tint); // Draw a billboard texture defined by sourceRec
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BoundingBox CalculateBoundingBox(Mesh mesh); // Calculate mesh bounding box limits
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bool CheckCollisionSpheres(Vector3 centerA, float radiusA, Vector3 centerB, float radiusB); // Detect collision between two spheres
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bool CheckCollisionBoxes(Vector3 minBBox1, Vector3 maxBBox1, Vector3 minBBox2, Vector3 maxBBox2); // Detect collision between two boxes
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bool CheckCollisionBoxSphere(Vector3 minBBox, Vector3 maxBBox, Vector3 centerSphere, float radiusSphere); // Detect collision between box and sphere
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bool CheckCollisionRaySphere(Ray ray, Vector3 spherePosition, float sphereRadius); // Detect collision between ray and sphere
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bool CheckCollisionRaySphereEx(Ray ray, Vector3 spherePosition, float sphereRadius, Vector3 *collisionPoint); // Detect collision between ray and sphere with extended parameters and collision point detection
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bool CheckCollisionRayBox(Ray ray, Vector3 minBBox, Vector3 maxBBox); // Detect collision between ray and box
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Vector3 ResolveCollisionCubicmap(Image cubicmap, Vector3 mapPosition, Vector3 *playerPosition, float radius); // Detect collision of player radius with cubicmap
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// NOTE: Return the normal vector of the impacted surface
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//------------------------------------------------------------------------------------
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// Shaders System Functions (Module: rlgl)
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// NOTE: This functions are useless when using OpenGL 1.1
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@ -775,6 +791,7 @@ bool IsPosproShaderEnabled(void); // Check if
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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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@ -783,30 +800,10 @@ void SetShaderMap(Shader *shader, int mapLocation, Texture2D texture, int textur
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void SetBlendMode(int mode); // Set blending mode (alpha, additive, multiplied)
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//----------------------------------------------------------------------------------
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// Lighting System Functions (engine-module: lighting)
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// NOTE: light and material structs uses float pointers instead of vectors to be compatible with SetShaderValue()
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// Physics System Functions (engine-module: physac)
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//----------------------------------------------------------------------------------
|
||||
// Lights functions
|
||||
void SetLightPosition(Light *light, Vector3 position); // Set light position converting position vector to float pointer
|
||||
void SetLightRotation(Light *light, Vector3 rotation); // Set light rotation converting rotation vector to float pointer
|
||||
void SetLightIntensity(Light *light, float intensity); // Set light intensity value
|
||||
void SetLightAmbientColor(Light *light, Vector3 color); // Set light ambient color value (it will be multiplied by material ambient color)
|
||||
void SetLightDiffuseColor(Light *light, Vector3 color); // Set light diffuse color (light color)
|
||||
void SetLightSpecularColor(Light *light, Vector3 color); // Set light specular color (it will be multiplied by material specular color)
|
||||
void SetLightSpecIntensity(Light *light, float specIntensity); // Set light specular intensity (specular color scalar multiplier)
|
||||
|
||||
// Materials functions
|
||||
void SetMaterialAmbientColor(Material *material, Vector3 color); // Set material ambient color value (it will be multiplied by light ambient color)
|
||||
void SetMaterialDiffuseColor(Material *material, Vector3 color); // Set material diffuse color (material color, should use DrawModel() tint parameter)
|
||||
void SetMaterialSpecularColor(Material *material, Vector3 color); // Set material specular color (it will be multiplied by light specular color)
|
||||
void SetMaterialGlossiness(Material *material, float glossiness); // Set material glossiness value (recommended values: 0 - 100)
|
||||
void SetMaterialNormalDepth(Material *material, float depth); // Set normal map depth (B component from RGB type map scalar multiplier)
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Physics System Functions (engine-module: physics)
|
||||
//----------------------------------------------------------------------------------
|
||||
void InitPhysics(void); // Initialize all internal physics values
|
||||
void SetPhysics(Physics settings); // Set physics settings values using Physics data type to overwrite internal physics settings
|
||||
void InitPhysics(int maxPhysicElements); // Initialize all internal physics values
|
||||
void UnloadPhysics(); // Unload physic elements arrays
|
||||
|
||||
void AddRigidbody(int index, Rigidbody rigidbody); // Initialize a new rigidbody with parameters to internal index slot
|
||||
void AddCollider(int index, Collider collider); // Initialize a new Collider with parameters to internal index slot
|
||||
|
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Reference in New Issue
Block a user