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Working on PBR system
Moved PBR material loading to example, right decision?
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14
src/raylib.h
14
src/raylib.h
@@ -996,10 +996,9 @@ RLAPI Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize);
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// Material loading/unloading functions
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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 LoadMaterialPBR(Texture2D cubemap, Color albedo, float metalness, float roughness); // Load PBR material (Supports: ALBEDO, NORMAL, METALNESS, ROUGHNESS...)
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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 texmapType, Texture2D texture); // Set material texture
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RLAPI void UnsetMaterialTexture(Material *mat, int texmapType); // Unset texture from material and unload it from GPU
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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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RLAPI void DrawModel(Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set)
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@@ -1048,10 +1047,11 @@ RLAPI void SetMatrixProjection(Matrix proj); // Set
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RLAPI void SetMatrixModelview(Matrix view); // Set a custom modelview matrix (replaces internal modelview matrix)
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// Texture maps generation (PBR)
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RLAPI Texture2D GenTextureCubemap(Texture2D skyHDR, int size); // Generate cubemap texture from HDR texture
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RLAPI Texture2D GenTextureIrradiance(Texture2D cubemap, int size); // Generate irradiance texture using cubemap data
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RLAPI Texture2D GenTexturePrefilter(Texture2D cubemap, int size); // Generate prefilter texture using cubemap data
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RLAPI Texture2D GenTextureBRDF(Texture2D cubemap, int size); // Generate BRDF texture using cubemap data
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// NOTE: Required shaders should be provided
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RLAPI Texture2D GenTextureCubemap(Shader shader, Texture2D skyHDR, int size); // Generate cubemap texture from HDR texture
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RLAPI Texture2D GenTextureIrradiance(Shader shader, Texture2D cubemap, int size); // Generate irradiance texture using cubemap data
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RLAPI Texture2D GenTexturePrefilter(Shader shader, Texture2D cubemap, int size); // Generate prefilter texture using cubemap data
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RLAPI Texture2D GenTextureBRDF(Shader shader, Texture2D cubemap, int size); // Generate BRDF texture using cubemap data
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// Shading begin/end functions
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RLAPI void BeginShaderMode(Shader shader); // Begin custom shader drawing
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