Removed colTint, tint color is colDiffuse

Tint color could be applied to colDiffuse... but what's the best way?
Replace it? Multiply by? A point to think about...
This commit is contained in:
raysan5
2016-05-31 18:15:53 +02:00
parent cac2a66deb
commit 302ec438dd
7 changed files with 19 additions and 26 deletions

View File

@ -779,8 +779,7 @@ Material LoadDefaultMaterial(void)
material.texDiffuse = GetDefaultTexture(); // White texture (1x1 pixel)
//material.texNormal; // NOTE: By default, not set
//material.texSpecular; // NOTE: By default, not set
material.colTint = WHITE; // Tint color
material.colDiffuse = WHITE; // Diffuse color
material.colAmbient = WHITE; // Ambient color
material.colSpecular = WHITE; // Specular color
@ -1298,7 +1297,7 @@ void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, float rota
//Matrix matModel = MatrixMultiply(model.transform, matTransform); // Transform to world-space coordinates
model.transform = MatrixMultiply(MatrixMultiply(matScale, matRotation), matTranslation);
model.material.colTint = tint;
model.material.colDiffuse = tint; // TODO: Multiply tint color by diffuse color?
rlglDrawMesh(model.mesh, model.material, model.transform);
}

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@ -414,7 +414,6 @@ typedef struct Material {
Texture2D texNormal; // Normal texture (binded to shader mapTexture1Loc)
Texture2D texSpecular; // Specular texture (binded to shader mapTexture2Loc)
Color colTint; // Tint color
Color colDiffuse; // Diffuse color
Color colAmbient; // Ambient color
Color colSpecular; // Specular color

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@ -1800,9 +1800,6 @@ void rlglDrawMesh(Mesh mesh, Material material, Matrix transform)
// Setup shader uniforms for lights
SetShaderLights(material.shader);
// Upload to shader material.colSpecular
glUniform4f(glGetUniformLocation(material.shader.id, "colTint"), (float)material.colTint.r/255, (float)material.colTint.g/255, (float)material.colTint.b/255, (float)material.colTint.a/255);
// Upload to shader material.colAmbient
glUniform4f(glGetUniformLocation(material.shader.id, "colAmbient"), (float)material.colAmbient.r/255, (float)material.colAmbient.g/255, (float)material.colAmbient.b/255, (float)material.colAmbient.a/255);

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@ -201,8 +201,7 @@ typedef enum { OPENGL_11 = 1, OPENGL_33, OPENGL_ES_20 } GlVersion;
Texture2D texDiffuse; // Diffuse texture
Texture2D texNormal; // Normal texture
Texture2D texSpecular; // Specular texture
Color colTint; // Tint color
Color colDiffuse; // Diffuse color
Color colAmbient; // Ambient color
Color colSpecular; // Specular color
@ -212,18 +211,18 @@ typedef enum { OPENGL_11 = 1, OPENGL_33, OPENGL_ES_20 } GlVersion;
// Light type
typedef struct LightData {
int id;
int type; // LIGHT_POINT, LIGHT_DIRECTIONAL, LIGHT_SPOT
bool enabled;
unsigned int id; // Light id
int type; // Light type: LIGHT_POINT, LIGHT_DIRECTIONAL, LIGHT_SPOT
bool enabled; // Light enabled
Vector3 position;
Vector3 target; // Used on LIGHT_DIRECTIONAL and LIGHT_SPOT (cone direction target)
float radius; // Lost of light intensity with distance (world distance)
Vector3 position; // Light position
Vector3 target; // Light target: LIGHT_DIRECTIONAL and LIGHT_SPOT (cone direction target)
float radius; // Light attenuation radius light intensity reduced with distance (world distance)
Color diffuse; // Use Vector3 diffuse
float intensity;
Color diffuse; // Light diffuse color
float intensity; // Light intensity level
float coneAngle; // Spot light max angle
float coneAngle; // Light cone max angle: LIGHT_SPOT
} LightData, *Light;
// Color blending modes (pre-defined)