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@@ -409,10 +409,11 @@ typedef struct BoundingBox {
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} BoundingBox;
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} BoundingBox;
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// Vertex data definning a mesh
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// Vertex data definning a mesh
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+// NOTE: Data stored in CPU memory (and GPU)
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typedef struct Mesh {
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typedef struct Mesh {
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int vertexCount; // Number of vertices stored in arrays
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int vertexCount; // Number of vertices stored in arrays
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int triangleCount; // Number of triangles stored (indexed or not)
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int triangleCount; // Number of triangles stored (indexed or not)
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-
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+
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float *vertices; // Vertex position (XYZ - 3 components per vertex) (shader-location = 0)
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float *vertices; // Vertex position (XYZ - 3 components per vertex) (shader-location = 0)
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float *texcoords; // Vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1)
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float *texcoords; // Vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1)
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float *texcoords2; // Vertex second texture coordinates (useful for lightmaps) (shader-location = 5)
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float *texcoords2; // Vertex second texture coordinates (useful for lightmaps) (shader-location = 5)
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@@ -981,15 +982,19 @@ RLAPI void DrawGizmo(Vector3 position);
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// Model loading/unloading functions
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// Model loading/unloading functions
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RLAPI Model LoadModel(const char *fileName); // Load model from files (mesh and material)
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RLAPI Model LoadModel(const char *fileName); // Load model from files (mesh and material)
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-RLAPI Model LoadModelFromMesh(Mesh mesh, bool dynamic); // Load model from generated mesh
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+RLAPI Model LoadModelFromMesh(Mesh mesh); // Load model from generated mesh
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RLAPI void UnloadModel(Model model); // Unload model from memory (RAM and/or VRAM)
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RLAPI void UnloadModel(Model model); // Unload model from memory (RAM and/or VRAM)
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// Mesh loading/unloading functions
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// Mesh loading/unloading functions
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RLAPI Mesh LoadMesh(const char *fileName); // Load mesh from file
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RLAPI Mesh LoadMesh(const char *fileName); // Load mesh from file
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-//RLAPI void UpdateMesh(Mesh *mesh, int type, void *data); // Update mesh data (CPU and GPU)
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RLAPI void UnloadMesh(Mesh *mesh); // Unload mesh from memory (RAM and/or VRAM)
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RLAPI void UnloadMesh(Mesh *mesh); // Unload mesh from memory (RAM and/or VRAM)
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+//RLAPI Mesh GenMeshPlane(float width, float length, int resX, int resZ); // Generate plane mesh (with desired subdivisions)
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RLAPI Mesh GenMeshCube(float width, float height, float length); // Generate cuboid mesh
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RLAPI Mesh GenMeshCube(float width, float height, float length); // Generate cuboid mesh
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+//RLAPI Mesh GenMeshSphere(float radius, int rings, int slices); // Generate sphere mesh (standard sphere)
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+//RLAPI Mesh GenMeshCylinder(float radiusTop, float radiusBottom, float height, int slices); // Generate cylinder mesh
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+//RLAPI Mesh GenMeshTorus(float radius1, float radius2, int radSeg, int sides); // Generate torus mesh
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+//RLAPI Mesh GenMeshTube(float radius1, float radius2, float height, int sides); // Generate tube mesh
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RLAPI Mesh GenMeshHeightmap(Image heightmap, Vector3 size); // Generate heightmap mesh from image data
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RLAPI Mesh GenMeshHeightmap(Image heightmap, Vector3 size); // Generate heightmap mesh from image data
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RLAPI Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize); // Generate cubes-based map mesh from image data
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RLAPI Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize); // Generate cubes-based map mesh from image data
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@@ -997,8 +1002,6 @@ RLAPI Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize);
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RLAPI Material LoadMaterial(const char *fileName); // Load material from file
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RLAPI Material LoadMaterial(const char *fileName); // Load material from file
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RLAPI Material LoadMaterialDefault(void); // Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps)
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RLAPI Material LoadMaterialDefault(void); // Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps)
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RLAPI void UnloadMaterial(Material material); // Unload material from GPU memory (VRAM)
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RLAPI void UnloadMaterial(Material material); // Unload material from GPU memory (VRAM)
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-RLAPI void SetMaterialTexture(Material *mat, int mapType, Texture2D texture); // Set material texture
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-RLAPI void UnsetMaterialTexture(Material *mat, int mapType); // Unset texture from material and unload it from GPU
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// Model drawing functions
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// Model drawing functions
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RLAPI void DrawModel(Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set)
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RLAPI void DrawModel(Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set)
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