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Rename VertexData struct to Mesh
Reviewed vertex type variables
This commit is contained in:
34
src/raylib.h
34
src/raylib.h
@@ -308,17 +308,27 @@ 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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@@ -349,7 +359,7 @@ typedef struct Shader {
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// 3d Model type
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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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@@ -742,7 +752,7 @@ 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 LoadCubicmap(Image cubicmap); // Load a map image as a 3d model (cubes based)
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