Updated structs Mesh and Shader
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1 changed files with 23 additions and 26 deletions
47
src/rlgl.h
47
src/rlgl.h
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@ -137,37 +137,41 @@ typedef enum { OPENGL_11 = 1, OPENGL_33, OPENGL_ES_20 } GlVersion;
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Vector3 max;
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} BoundingBox;
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// Mesh with vertex data type
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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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// Vertex data definning a mesh
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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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int vertexCount; // number of vertices stored in arrays
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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 *texcoords2; // vertex second texture coordinates (useful for lightmaps) (shader-location = 5)
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float *normals; // vertex normals (XYZ - 3 components per vertex) (shader-location = 2)
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float *tangents; // vertex tangents (XYZ - 3 components per vertex) (shader-location = 4)
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unsigned char *colors; // vertex colors (RGBA - 4 components per vertex) (shader-location = 3)
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unsigned short *indices; // vertex indices (in case vertex data comes indexed)
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int triangleCount; // number of triangles to draw
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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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unsigned int vboId[7]; // OpenGL Vertex Buffer Objects id (7 types of vertex data)
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} Mesh;
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// Shader type
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// Shader type (generic shader)
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typedef struct Shader {
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unsigned int id; // Shader program id
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unsigned int id; // Shader program id
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// Variable attributes
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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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// Vertex attributes locations (default locations)
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int vertexLoc; // Vertex attribute location point (default-location = 0)
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int texcoordLoc; // Texcoord attribute location point (default-location = 1)
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int normalLoc; // Normal attribute location point (default-location = 2)
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int colorLoc; // Color attibute location point (default-location = 3)
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int tangentLoc; // Tangent attribute location point (default-location = 4)
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int texcoord2Loc; // Texcoord2 attribute location point (default-location = 5)
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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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@ -206,13 +210,6 @@ typedef enum { OPENGL_11 = 1, OPENGL_33, OPENGL_ES_20 } GlVersion;
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float normalDepth;
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} Material;
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// 3d Model type
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typedef struct Model {
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Mesh mesh;
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Matrix transform;
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Material material;
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} Model;
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// Color blending modes (pre-defined)
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typedef enum { BLEND_ALPHA = 0, BLEND_ADDITIVE, BLEND_MULTIPLIED } BlendMode;
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#endif
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