rlgl functions renaming
Keep working on PBR
This commit is contained in:
parent
a7c1850af1
commit
007cbf85b0
10
src/core.c
10
src/core.c
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@ -809,7 +809,7 @@ void EndDrawing(void)
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{
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{
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// Get image data for the current frame (from backbuffer)
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// Get image data for the current frame (from backbuffer)
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// NOTE: This process is very slow... :(
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// NOTE: This process is very slow... :(
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unsigned char *screenData = rlglReadScreenPixels(screenWidth, screenHeight);
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unsigned char *screenData = rlReadScreenPixels(screenWidth, screenHeight);
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GifWriteFrame(screenData, screenWidth, screenHeight, 10, 8, false);
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GifWriteFrame(screenData, screenWidth, screenHeight, 10, 8, false);
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free(screenData); // Free image data
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free(screenData); // Free image data
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@ -994,10 +994,10 @@ Ray GetMouseRay(Vector2 mousePosition, Camera camera)
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MatrixTranspose(&matView);
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MatrixTranspose(&matView);
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//#define USE_RLGL_UNPROJECT
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//#define USE_RLGL_UNPROJECT
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#if defined(USE_RLGL_UNPROJECT) // OPTION 1: Use rlglUnproject()
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#if defined(USE_RLGL_UNPROJECT) // OPTION 1: Use rlUnproject()
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Vector3 nearPoint = rlglUnproject((Vector3){ deviceCoords.x, deviceCoords.y, 0.0f }, matProj, matView);
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Vector3 nearPoint = rlUnproject((Vector3){ deviceCoords.x, deviceCoords.y, 0.0f }, matProj, matView);
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Vector3 farPoint = rlglUnproject((Vector3){ deviceCoords.x, deviceCoords.y, 1.0f }, matProj, matView);
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Vector3 farPoint = rlUnproject((Vector3){ deviceCoords.x, deviceCoords.y, 1.0f }, matProj, matView);
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#else // OPTION 2: Compute unprojection directly here
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#else // OPTION 2: Compute unprojection directly here
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@ -1201,7 +1201,7 @@ void SetConfigFlags(char flags)
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void TakeScreenshot(const char *fileName)
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void TakeScreenshot(const char *fileName)
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{
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{
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#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI)
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#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI)
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unsigned char *imgData = rlglReadScreenPixels(renderWidth, renderHeight);
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unsigned char *imgData = rlReadScreenPixels(renderWidth, renderHeight);
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SavePNG(fileName, imgData, renderWidth, renderHeight, 4); // Save image as PNG
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SavePNG(fileName, imgData, renderWidth, renderHeight, 4); // Save image as PNG
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free(imgData);
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free(imgData);
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34
src/models.c
34
src/models.c
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@ -620,7 +620,7 @@ Mesh LoadMesh(const char *fileName)
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#endif
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#endif
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if (mesh.vertexCount == 0) TraceLog(WARNING, "Mesh could not be loaded");
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if (mesh.vertexCount == 0) TraceLog(WARNING, "Mesh could not be loaded");
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else rlglLoadMesh(&mesh, false); // Upload vertex data to GPU (static mesh)
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else rlLoadMesh(&mesh, false); // Upload vertex data to GPU (static mesh)
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// TODO: Initialize default mesh data in case loading fails, maybe a cube?
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// TODO: Initialize default mesh data in case loading fails, maybe a cube?
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@ -644,7 +644,7 @@ Mesh LoadMeshEx(int vertexCount, float *vData, float *vtData, float *vnData, Col
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mesh.colors = (unsigned char *)cData;
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mesh.colors = (unsigned char *)cData;
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mesh.indices = NULL;
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mesh.indices = NULL;
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rlglLoadMesh(&mesh, false); // Upload vertex data to GPU (static mesh)
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rlLoadMesh(&mesh, false); // Upload vertex data to GPU (static mesh)
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return mesh;
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return mesh;
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}
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}
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@ -656,7 +656,7 @@ Mesh LoadMeshHeightmap(Image heightmap, Vector3 size)
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{
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{
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Mesh mesh = GenMeshHeightmap(heightmap, size);
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Mesh mesh = GenMeshHeightmap(heightmap, size);
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rlglLoadMesh(&mesh, false); // Upload vertex data to GPU (static model)
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rlLoadMesh(&mesh, false); // Upload vertex data to GPU (static model)
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return mesh;
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return mesh;
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}
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}
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@ -666,7 +666,7 @@ Mesh LoadMeshCubicmap(Image cubicmap)
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{
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{
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Mesh mesh = GenMeshCubicmap(cubicmap, (Vector3){ 1.0f, 1.5f, 1.0f });
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Mesh mesh = GenMeshCubicmap(cubicmap, (Vector3){ 1.0f, 1.5f, 1.0f });
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rlglLoadMesh(&mesh, false); // Upload vertex data to GPU (static model)
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rlLoadMesh(&mesh, false); // Upload vertex data to GPU (static model)
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return mesh;
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return mesh;
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}
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}
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@ -674,7 +674,7 @@ Mesh LoadMeshCubicmap(Image cubicmap)
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// Unload mesh from memory (RAM and/or VRAM)
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// Unload mesh from memory (RAM and/or VRAM)
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void UnloadMesh(Mesh *mesh)
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void UnloadMesh(Mesh *mesh)
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{
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{
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rlglUnloadMesh(mesh);
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rlUnloadMesh(mesh);
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}
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}
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// Load material data (from file)
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// Load material data (from file)
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@ -696,8 +696,8 @@ Material LoadMaterialDefault(void)
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{
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{
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Material material = { 0 };
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Material material = { 0 };
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material.shader = GetDefaultShader();
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material.shader = GetShaderDefault();
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material.maps[TEXMAP_DIFFUSE].tex = GetDefaultTexture(); // White texture (1x1 pixel)
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material.maps[TEXMAP_DIFFUSE].tex = GetTextureDefault(); // White texture (1x1 pixel)
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//material.maps[TEXMAP_NORMAL].tex; // NOTE: By default, not set
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//material.maps[TEXMAP_NORMAL].tex; // NOTE: By default, not set
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//material.maps[TEXMAP_SPECULAR].tex; // NOTE: By default, not set
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//material.maps[TEXMAP_SPECULAR].tex; // NOTE: By default, not set
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@ -747,10 +747,10 @@ Material LoadMaterialPBR(Texture2D cubemap, Color albedo, int metalness, int rou
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mat.maps[TEXMAP_HEIGHT].value = 0.0f; //(Color){ 0, 0, 0, 0 };
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mat.maps[TEXMAP_HEIGHT].value = 0.0f; //(Color){ 0, 0, 0, 0 };
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// Set up environment materials cubemap
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// Set up environment materials cubemap
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mat.maps[TEXMAP_CUBEMAP].tex = cubemap;
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mat.maps[TEXMAP_CUBEMAP].tex = cubemap; // Texture2D rlGenMapCubemap(Shader shader, Texture2D cubemap, int size);
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//mat.maps[TEXMAP_IRRADIANCE] = env.maps[TEXMAP_IRRADIANCE];
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//mat.maps[TEXMAP_IRRADIANCE] = env.maps[TEXMAP_IRRADIANCE]; // Texture2D GenMapIrradiance(Texture2D cubemap, int size);
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//mat.maps[TEXMAP_PREFILTER] = env.maps[TEXMAP_PREFILTER];
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//mat.maps[TEXMAP_PREFILTER] = env.maps[TEXMAP_PREFILTER]; // Texture2D GenMapPrefilter(Texture2D cubemap, int size);
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//mat.maps[TEXMAP_BRDF] = env.maps[TEXMAP_BRDF];
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//mat.maps[TEXMAP_BRDF] = env.maps[TEXMAP_BRDF]; // Texture2D GenMapBRDF(Texture2D cubemap, int size);
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// NOTE: All maps textures are set to { 0 }
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// NOTE: All maps textures are set to { 0 }
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@ -785,6 +785,9 @@ Material LoadMaterialEnv(const char *filename, int cubemapSize, int irradianceSi
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// Set up shaders constant values
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// Set up shaders constant values
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SetShaderValuei(env.shader, GetShaderLocation(env.shader, "cubeMap"), (int[1]){ 0 }, 1);
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SetShaderValuei(env.shader, GetShaderLocation(env.shader, "cubeMap"), (int[1]){ 0 }, 1);
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// Load HDR environment texture
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Texture2D skyTex = LoadTexture(filename);
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// Generate texture: CUBEMAP
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// Generate texture: CUBEMAP
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//----------------------------------------
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//----------------------------------------
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@ -803,11 +806,9 @@ Material LoadMaterialEnv(const char *filename, int cubemapSize, int irradianceSi
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glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS);
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glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS);
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glLineWidth(2);
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glLineWidth(2);
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// Load HDR environment texture
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Texture2D skyTex = LoadTexture(filename);
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// Set up framebuffer for skybox
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// Set up framebuffer for skybox
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unsigned int captureFBO, captureRBO;
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unsigned int captureFBO, captureRBO;
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glGenFramebuffers(1, &captureFBO);
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glGenFramebuffers(1, &captureFBO);
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glGenRenderbuffers(1, &captureRBO);
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glGenRenderbuffers(1, &captureRBO);
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glBindFramebuffer(GL_FRAMEBUFFER, captureFBO);
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glBindFramebuffer(GL_FRAMEBUFFER, captureFBO);
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@ -981,7 +982,7 @@ Material LoadMaterialEnv(const char *filename, int cubemapSize, int irradianceSi
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// Generate texture: BRDF
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// Generate texture: BRDF
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//----------------------------------------
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//----------------------------------------
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Shader brdfShader = LoadShader(PATH_BRDF_VS, PATH_BRDF_FS);
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Shader brdfShader = LoadShader(PATH_BRDF_VS, PATH_BRDF_FS);
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/*
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RenderTexture2D brdfMap = LoadRenderTexture(brdfSize, brdfSize);
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RenderTexture2D brdfMap = LoadRenderTexture(brdfSize, brdfSize);
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BeginDrawing();
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BeginDrawing();
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@ -996,6 +997,7 @@ Material LoadMaterialEnv(const char *filename, int cubemapSize, int irradianceSi
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EndDrawing();
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EndDrawing();
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UnloadRenderTexture(brdfMap);
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UnloadRenderTexture(brdfMap);
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*/
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/*
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/*
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// Generate BRDF convolution texture
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// Generate BRDF convolution texture
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glGenTextures(1, &env.maps[TEXMAP_BRDF].tex.id);
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glGenTextures(1, &env.maps[TEXMAP_BRDF].tex.id);
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@ -1553,7 +1555,7 @@ void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, float rota
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model.transform = MatrixMultiply(model.transform, matTransform);
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model.transform = MatrixMultiply(model.transform, matTransform);
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model.material.maps[TEXMAP_DIFFUSE].color = tint; // TODO: Multiply tint color by diffuse color?
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model.material.maps[TEXMAP_DIFFUSE].color = tint; // TODO: Multiply tint color by diffuse color?
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rlglDrawMesh(model.mesh, model.material, model.transform);
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rlDrawMesh(model.mesh, model.material, model.transform);
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}
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}
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// Draw a model wires (with texture if set)
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// Draw a model wires (with texture if set)
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@ -1028,8 +1028,8 @@ RLAPI char *LoadText(const char *fileName); // Loa
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RLAPI Shader LoadShader(char *vsFileName, char *fsFileName); // Load shader from files and bind default locations
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RLAPI Shader LoadShader(char *vsFileName, char *fsFileName); // Load shader from files and bind default locations
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RLAPI void UnloadShader(Shader shader); // Unload shader from GPU memory (VRAM)
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RLAPI void UnloadShader(Shader shader); // Unload shader from GPU memory (VRAM)
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RLAPI Shader GetDefaultShader(void); // Get default shader
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RLAPI Shader GetShaderDefault(void); // Get default shader
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RLAPI Texture2D GetDefaultTexture(void); // Get default texture
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RLAPI Texture2D GetTextureDefault(void); // Get default texture
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// Shader configuration functions
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// Shader configuration functions
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RLAPI int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location
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RLAPI int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location
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139
src/rlgl.c
139
src/rlgl.c
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@ -1183,7 +1183,7 @@ void rlglInit(int width, int height)
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// Init default white texture
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// Init default white texture
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unsigned char pixels[4] = { 255, 255, 255, 255 }; // 1 pixel RGBA (4 bytes)
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unsigned char pixels[4] = { 255, 255, 255, 255 }; // 1 pixel RGBA (4 bytes)
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whiteTexture = rlglLoadTexture(pixels, 1, 1, UNCOMPRESSED_R8G8B8A8, 1);
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whiteTexture = rlLoadTexture(pixels, 1, 1, UNCOMPRESSED_R8G8B8A8, 1);
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if (whiteTexture != 0) TraceLog(INFO, "[TEX ID %i] Base white texture loaded successfully", whiteTexture);
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if (whiteTexture != 0) TraceLog(INFO, "[TEX ID %i] Base white texture loaded successfully", whiteTexture);
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else TraceLog(WARNING, "Base white texture could not be loaded");
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else TraceLog(WARNING, "Base white texture could not be loaded");
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@ -1277,7 +1277,7 @@ void rlglDraw(void)
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{
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{
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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// NOTE: In a future version, models could be stored in a stack...
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// NOTE: In a future version, models could be stored in a stack...
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//for (int i = 0; i < modelsCount; i++) rlglDrawMesh(models[i]->mesh, models[i]->material, models[i]->transform);
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//for (int i = 0; i < modelsCount; i++) rlDrawMesh(models[i]->mesh, models[i]->material, models[i]->transform);
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// NOTE: Default buffers upload and draw
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// NOTE: Default buffers upload and draw
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UpdateDefaultBuffers();
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UpdateDefaultBuffers();
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@ -1309,7 +1309,7 @@ void rlglLoadExtensions(void *loader)
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}
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}
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// Get world coordinates from screen coordinates
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// Get world coordinates from screen coordinates
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Vector3 rlglUnproject(Vector3 source, Matrix proj, Matrix view)
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Vector3 rlUnproject(Vector3 source, Matrix proj, Matrix view)
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{
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{
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Vector3 result = { 0.0f, 0.0f, 0.0f };
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Vector3 result = { 0.0f, 0.0f, 0.0f };
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@ -1332,7 +1332,7 @@ Vector3 rlglUnproject(Vector3 source, Matrix proj, Matrix view)
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}
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}
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// Convert image data to OpenGL texture (returns OpenGL valid Id)
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// Convert image data to OpenGL texture (returns OpenGL valid Id)
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unsigned int rlglLoadTexture(void *data, int width, int height, int format, int mipmapCount)
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unsigned int rlLoadTexture(void *data, int width, int height, int format, int mipmapCount)
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{
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{
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glBindTexture(GL_TEXTURE_2D, 0); // Free any old binding
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glBindTexture(GL_TEXTURE_2D, 0); // Free any old binding
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@ -1515,7 +1515,7 @@ unsigned int rlglLoadTexture(void *data, int width, int height, int format, int
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}
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}
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// Load a texture to be used for rendering (fbo with color and depth attachments)
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// Load a texture to be used for rendering (fbo with color and depth attachments)
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RenderTexture2D rlglLoadRenderTexture(int width, int height)
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RenderTexture2D rlLoadRenderTexture(int width, int height)
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{
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{
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RenderTexture2D target;
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RenderTexture2D target;
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@ -1610,7 +1610,7 @@ RenderTexture2D rlglLoadRenderTexture(int width, int height)
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}
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}
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// Update already loaded texture in GPU with new data
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// Update already loaded texture in GPU with new data
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void rlglUpdateTexture(unsigned int id, int width, int height, int format, const void *data)
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void rlUpdateTexture(unsigned int id, int width, int height, int format, const void *data)
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{
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{
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glBindTexture(GL_TEXTURE_2D, id);
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glBindTexture(GL_TEXTURE_2D, id);
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@ -1642,8 +1642,14 @@ void rlglUpdateTexture(unsigned int id, int width, int height, int format, const
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#endif
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#endif
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}
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}
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// Unload texture from GPU memory
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void rlUnloadTexture(unsigned int id)
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{
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if (id > 0) glDeleteTextures(1, &id);
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}
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// Generate mipmap data for selected texture
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// Generate mipmap data for selected texture
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void rlglGenerateMipmaps(Texture2D *texture)
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void rlGenerateMipmaps(Texture2D *texture)
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{
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{
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glBindTexture(GL_TEXTURE_2D, texture->id);
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glBindTexture(GL_TEXTURE_2D, texture->id);
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@ -1657,7 +1663,7 @@ void rlglGenerateMipmaps(Texture2D *texture)
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{
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{
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#if defined(GRAPHICS_API_OPENGL_11)
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#if defined(GRAPHICS_API_OPENGL_11)
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// Compute required mipmaps
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// Compute required mipmaps
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void *data = rlglReadTexturePixels(*texture);
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void *data = rlReadTexturePixels(*texture);
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// NOTE: data size is reallocated to fit mipmaps data
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// NOTE: data size is reallocated to fit mipmaps data
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// NOTE: CPU mipmap generation only supports RGBA 32bit data
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// NOTE: CPU mipmap generation only supports RGBA 32bit data
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@ -1709,7 +1715,7 @@ void rlglGenerateMipmaps(Texture2D *texture)
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}
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}
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// Upload vertex data into a VAO (if supported) and VBO
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// Upload vertex data into a VAO (if supported) and VBO
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void rlglLoadMesh(Mesh *mesh, bool dynamic)
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void rlLoadMesh(Mesh *mesh, bool dynamic)
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{
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{
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mesh->vaoId = 0; // Vertex Array Object
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mesh->vaoId = 0; // Vertex Array Object
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mesh->vboId[0] = 0; // Vertex positions VBO
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mesh->vboId[0] = 0; // Vertex positions VBO
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@ -1846,7 +1852,7 @@ void rlglLoadMesh(Mesh *mesh, bool dynamic)
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}
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}
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// Update vertex data on GPU (upload new data to one buffer)
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// Update vertex data on GPU (upload new data to one buffer)
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void rlglUpdateMesh(Mesh mesh, int buffer, int numVertex)
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void rlUpdateMesh(Mesh mesh, int buffer, int numVertex)
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{
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{
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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// Activate mesh VAO
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// Activate mesh VAO
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@ -1908,7 +1914,7 @@ void rlglUpdateMesh(Mesh mesh, int buffer, int numVertex)
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}
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}
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// Draw a 3d mesh with material and transform
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// Draw a 3d mesh with material and transform
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void rlglDrawMesh(Mesh mesh, Material material, Matrix transform)
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void rlDrawMesh(Mesh mesh, Material material, Matrix transform)
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{
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{
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#if defined(GRAPHICS_API_OPENGL_11)
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#if defined(GRAPHICS_API_OPENGL_11)
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glEnable(GL_TEXTURE_2D);
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glEnable(GL_TEXTURE_2D);
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@ -1943,7 +1949,16 @@ void rlglDrawMesh(Mesh mesh, Material material, Matrix transform)
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#endif
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#endif
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|
||||||
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
||||||
glUseProgram(material.shader.id);
|
glUseProgram(material.shader.id); // Bind shader program
|
||||||
|
|
||||||
|
/*
|
||||||
|
// Calculate and send to shader model matrix
|
||||||
|
Matrix matScale = MatrixScale(scale.x, scale.y, scale.z);
|
||||||
|
Matrix matRotation = MatrixRotate(rotationAxis, rotationAngle*DEG2RAD);
|
||||||
|
Matrix matTranslation = MatrixTranslate(position.x, position.y, position.z);
|
||||||
|
Matrix transform = MatrixMultiply(MatrixMultiply(matScale, matRotation), matTranslation);
|
||||||
|
SetShaderValueMatrix(mat.shader, GetShaderLocation(mat.shader, "mMatrix"), transform);
|
||||||
|
*/
|
||||||
|
|
||||||
// Upload to shader material.colDiffuse
|
// Upload to shader material.colDiffuse
|
||||||
glUniform4f(material.shader.locs[LOC_TEXTURE_COLOR01], (float)material.maps[TEXMAP_DIFFUSE].color.r/255, (float)material.maps[TEXMAP_DIFFUSE].color.g/255, (float)material.maps[TEXMAP_DIFFUSE].color.b/255, (float)material.maps[TEXMAP_DIFFUSE].color.a/255);
|
glUniform4f(material.shader.locs[LOC_TEXTURE_COLOR01], (float)material.maps[TEXMAP_DIFFUSE].color.r/255, (float)material.maps[TEXMAP_DIFFUSE].color.g/255, (float)material.maps[TEXMAP_DIFFUSE].color.b/255, (float)material.maps[TEXMAP_DIFFUSE].color.a/255);
|
||||||
|
|
@ -1962,56 +1977,20 @@ void rlglDrawMesh(Mesh mesh, Material material, Matrix transform)
|
||||||
// Calculate model-view matrix combining matModel and matView
|
// Calculate model-view matrix combining matModel and matView
|
||||||
Matrix matModelView = MatrixMultiply(transform, matView); // Transform to camera-space coordinates
|
Matrix matModelView = MatrixMultiply(transform, matView); // Transform to camera-space coordinates
|
||||||
|
|
||||||
// If not using default shader, we check for some additional location points
|
|
||||||
// NOTE: This method is quite inefficient... it's a temporal solution while looking for a better one
|
// Active required texture maps if available
|
||||||
if (material.shader.id != defaultShader.id)
|
for (int i = 0; i < MAX_MATERIAL_TEXTURE_MAPS; i++)
|
||||||
{
|
{
|
||||||
// Check if model matrix is located in shader and upload value
|
if (material.maps[i].tex.id > 0)
|
||||||
int modelMatrixLoc = glGetUniformLocation(material.shader.id, "modelMatrix");
|
|
||||||
if (modelMatrixLoc != -1)
|
|
||||||
{
|
{
|
||||||
// Transpose and inverse model transformations matrix for fragment normal calculations
|
glActiveTexture(GL_TEXTURE0 + i);
|
||||||
Matrix transInvTransform = transform;
|
if ((i == TEXMAP_IRRADIANCE) || (i == TEXMAP_PREFILTER) || (i == TEXMAP_CUBEMAP))
|
||||||
MatrixTranspose(&transInvTransform);
|
{
|
||||||
MatrixInvert(&transInvTransform);
|
glBindTexture(GL_TEXTURE_CUBE_MAP, material.maps[i].tex.id);
|
||||||
|
}
|
||||||
// Send model transformations matrix to shader
|
else glBindTexture(GL_TEXTURE_2D, material.maps[i].tex.id);
|
||||||
glUniformMatrix4fv(modelMatrixLoc, 1, false, MatrixToFloat(transInvTransform));
|
glUniform1i(material.shader.locs[LOC_TEXTURE_MAP01 + i], i);
|
||||||
}
|
}
|
||||||
|
|
||||||
// Check if view direction is located in shader and upload value
|
|
||||||
// NOTE: View matrix values m8, m9 and m10 are view direction vector axis (target - position)
|
|
||||||
int viewDirLoc = glGetUniformLocation(material.shader.id, "viewDir");
|
|
||||||
if (viewDirLoc != -1) glUniform3f(viewDirLoc, matView.m8, matView.m9, matView.m10);
|
|
||||||
|
|
||||||
// TODO: Check if glossiness is located in shader and upload value
|
|
||||||
int glossinessLoc = glGetUniformLocation(material.shader.id, "glossiness");
|
|
||||||
//if (glossinessLoc != -1) glUniform1f(glossinessLoc, material.glossiness);
|
|
||||||
}
|
|
||||||
|
|
||||||
// Set shader textures (diffuse, normal, specular)
|
|
||||||
glActiveTexture(GL_TEXTURE0);
|
|
||||||
glBindTexture(GL_TEXTURE_2D, material.maps[TEXMAP_DIFFUSE].tex.id);
|
|
||||||
glUniform1i(material.shader.locs[LOC_TEXTURE_MAP01], 0); // Diffuse texture fits in active texture unit 0
|
|
||||||
|
|
||||||
if ((material.maps[TEXMAP_NORMAL].tex.id != 0) && (material.shader.locs[LOC_TEXTURE_MAP01] != -1))
|
|
||||||
{
|
|
||||||
// Upload to shader specular map flag
|
|
||||||
glUniform1i(glGetUniformLocation(material.shader.id, "useNormal"), 1);
|
|
||||||
|
|
||||||
glActiveTexture(GL_TEXTURE1);
|
|
||||||
glBindTexture(GL_TEXTURE_2D, material.maps[TEXMAP_NORMAL].tex.id);
|
|
||||||
glUniform1i(material.shader.locs[LOC_TEXTURE_MAP01], 1); // Normal texture fits in active texture unit 1
|
|
||||||
}
|
|
||||||
|
|
||||||
if ((material.maps[TEXMAP_SPECULAR].tex.id != 0) && (material.shader.locs[LOC_TEXTURE_MAP02] != -1))
|
|
||||||
{
|
|
||||||
// Upload to shader specular map flag
|
|
||||||
glUniform1i(glGetUniformLocation(material.shader.id, "useSpecular"), 1);
|
|
||||||
|
|
||||||
glActiveTexture(GL_TEXTURE2);
|
|
||||||
glBindTexture(GL_TEXTURE_2D, material.maps[TEXMAP_SPECULAR].tex.id);
|
|
||||||
glUniform1i(material.shader.locs[LOC_TEXTURE_MAP02], 2); // Specular texture fits in active texture unit 2
|
|
||||||
}
|
}
|
||||||
|
|
||||||
if (vaoSupported)
|
if (vaoSupported)
|
||||||
|
|
@ -2020,6 +1999,8 @@ void rlglDrawMesh(Mesh mesh, Material material, Matrix transform)
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
|
// TODO: Simplify VBO binding into a for loop
|
||||||
|
|
||||||
// Bind mesh VBO data: vertex position (shader-location = 0)
|
// Bind mesh VBO data: vertex position (shader-location = 0)
|
||||||
glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[0]);
|
glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[0]);
|
||||||
glVertexAttribPointer(material.shader.locs[LOC_VERTEX_POSITION], 3, GL_FLOAT, 0, 0, 0);
|
glVertexAttribPointer(material.shader.locs[LOC_VERTEX_POSITION], 3, GL_FLOAT, 0, 0, 0);
|
||||||
|
|
@ -2098,25 +2079,21 @@ void rlglDrawMesh(Mesh mesh, Material material, Matrix transform)
|
||||||
else glDrawArrays(GL_TRIANGLES, 0, mesh.vertexCount);
|
else glDrawArrays(GL_TRIANGLES, 0, mesh.vertexCount);
|
||||||
}
|
}
|
||||||
|
|
||||||
if (material.maps[TEXMAP_NORMAL].tex.id != 0)
|
// Unbind all binded texture maps
|
||||||
|
for (int i = 0; i < MAX_MATERIAL_TEXTURE_MAPS; i++)
|
||||||
{
|
{
|
||||||
glActiveTexture(GL_TEXTURE1);
|
if (material.maps[i].tex.id > 0)
|
||||||
glBindTexture(GL_TEXTURE_2D, 0);
|
{
|
||||||
|
glActiveTexture(GL_TEXTURE0 + i); // Set shader active texture
|
||||||
|
if ((i == TEXMAP_IRRADIANCE) || (i == TEXMAP_PREFILTER) || (i == TEXMAP_CUBEMAP)) glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
|
||||||
|
else glBindTexture(GL_TEXTURE_2D, 0); // Unbind current active texture
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
if (material.maps[TEXMAP_SPECULAR].tex.id != 0)
|
if (vaoSupported) glBindVertexArray(0); // Unbind VAO
|
||||||
{
|
|
||||||
glActiveTexture(GL_TEXTURE2);
|
|
||||||
glBindTexture(GL_TEXTURE_2D, 0);
|
|
||||||
}
|
|
||||||
|
|
||||||
glActiveTexture(GL_TEXTURE0); // Set shader active texture to default 0
|
|
||||||
glBindTexture(GL_TEXTURE_2D, 0); // Unbind textures
|
|
||||||
|
|
||||||
if (vaoSupported) glBindVertexArray(0); // Unbind VAO
|
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
glBindBuffer(GL_ARRAY_BUFFER, 0); // Unbind VBOs
|
glBindBuffer(GL_ARRAY_BUFFER, 0); // Unbind VBOs
|
||||||
if (mesh.indices != NULL) glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
|
if (mesh.indices != NULL) glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
@ -2129,7 +2106,7 @@ void rlglDrawMesh(Mesh mesh, Material material, Matrix transform)
|
||||||
}
|
}
|
||||||
|
|
||||||
// Unload mesh data from CPU and GPU
|
// Unload mesh data from CPU and GPU
|
||||||
void rlglUnloadMesh(Mesh *mesh)
|
void rlUnloadMesh(Mesh *mesh)
|
||||||
{
|
{
|
||||||
if (mesh->vertices != NULL) free(mesh->vertices);
|
if (mesh->vertices != NULL) free(mesh->vertices);
|
||||||
if (mesh->texcoords != NULL) free(mesh->texcoords);
|
if (mesh->texcoords != NULL) free(mesh->texcoords);
|
||||||
|
|
@ -2151,7 +2128,7 @@ void rlglUnloadMesh(Mesh *mesh)
|
||||||
}
|
}
|
||||||
|
|
||||||
// Read screen pixel data (color buffer)
|
// Read screen pixel data (color buffer)
|
||||||
unsigned char *rlglReadScreenPixels(int width, int height)
|
unsigned char *rlReadScreenPixels(int width, int height)
|
||||||
{
|
{
|
||||||
unsigned char *screenData = (unsigned char *)calloc(width*height*4, sizeof(unsigned char));
|
unsigned char *screenData = (unsigned char *)calloc(width*height*4, sizeof(unsigned char));
|
||||||
|
|
||||||
|
|
@ -2182,7 +2159,7 @@ unsigned char *rlglReadScreenPixels(int width, int height)
|
||||||
// Read texture pixel data
|
// Read texture pixel data
|
||||||
// NOTE: glGetTexImage() is not available on OpenGL ES 2.0
|
// NOTE: glGetTexImage() is not available on OpenGL ES 2.0
|
||||||
// Texture2D width and height are required on OpenGL ES 2.0. There is no way to get it from texture id.
|
// Texture2D width and height are required on OpenGL ES 2.0. There is no way to get it from texture id.
|
||||||
void *rlglReadTexturePixels(Texture2D texture)
|
void *rlReadTexturePixels(Texture2D texture)
|
||||||
{
|
{
|
||||||
void *pixels = NULL;
|
void *pixels = NULL;
|
||||||
|
|
||||||
|
|
@ -2235,7 +2212,7 @@ void *rlglReadTexturePixels(Texture2D texture)
|
||||||
|
|
||||||
#if defined(GRAPHICS_API_OPENGL_ES2)
|
#if defined(GRAPHICS_API_OPENGL_ES2)
|
||||||
|
|
||||||
RenderTexture2D fbo = rlglLoadRenderTexture(texture.width, texture.height);
|
RenderTexture2D fbo = rlLoadRenderTexture(texture.width, texture.height);
|
||||||
|
|
||||||
// NOTE: Two possible Options:
|
// NOTE: Two possible Options:
|
||||||
// 1 - Bind texture to color fbo attachment and glReadPixels()
|
// 1 - Bind texture to color fbo attachment and glReadPixels()
|
||||||
|
|
@ -2328,7 +2305,7 @@ void rlglRecordDraw(void)
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
|
|
||||||
// Get default internal texture (white texture)
|
// Get default internal texture (white texture)
|
||||||
Texture2D GetDefaultTexture(void)
|
Texture2D GetTextureDefault(void)
|
||||||
{
|
{
|
||||||
Texture2D texture;
|
Texture2D texture;
|
||||||
|
|
||||||
|
|
@ -2438,7 +2415,7 @@ void EndShaderMode(void)
|
||||||
}
|
}
|
||||||
|
|
||||||
// Get default shader
|
// Get default shader
|
||||||
Shader GetDefaultShader(void)
|
Shader GetShaderDefault(void)
|
||||||
{
|
{
|
||||||
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
||||||
return defaultShader;
|
return defaultShader;
|
||||||
|
|
@ -2609,7 +2586,7 @@ void InitVrSimulator(int vrDevice)
|
||||||
|
|
||||||
// Initialize framebuffer and textures for stereo rendering
|
// Initialize framebuffer and textures for stereo rendering
|
||||||
// NOTE: screen size should match HMD aspect ratio
|
// NOTE: screen size should match HMD aspect ratio
|
||||||
vrConfig.stereoFbo = rlglLoadRenderTexture(screenWidth, screenHeight);
|
vrConfig.stereoFbo = rlLoadRenderTexture(screenWidth, screenHeight);
|
||||||
|
|
||||||
#if defined(SUPPORT_DISTORTION_SHADER)
|
#if defined(SUPPORT_DISTORTION_SHADER)
|
||||||
// Load distortion shader (initialized by default with Oculus Rift CV1 parameters)
|
// Load distortion shader (initialized by default with Oculus Rift CV1 parameters)
|
||||||
|
|
@ -2727,7 +2704,7 @@ void EndVrDrawing(void)
|
||||||
// Draw RenderTexture (stereoFbo) using distortion shader
|
// Draw RenderTexture (stereoFbo) using distortion shader
|
||||||
currentShader = vrConfig.distortionShader;
|
currentShader = vrConfig.distortionShader;
|
||||||
#else
|
#else
|
||||||
currentShader = GetDefaultShader();
|
currentShader = GetShaderDefault();
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
rlEnableTexture(vrConfig.stereoFbo.texture.id);
|
rlEnableTexture(vrConfig.stereoFbo.texture.id);
|
||||||
|
|
|
||||||
67
src/rlgl.h
67
src/rlgl.h
|
|
@ -400,24 +400,22 @@ void rlglClose(void); // De-init rlgl
|
||||||
void rlglDraw(void); // Draw VAO/VBO
|
void rlglDraw(void); // Draw VAO/VBO
|
||||||
void rlglLoadExtensions(void *loader); // Load OpenGL extensions
|
void rlglLoadExtensions(void *loader); // Load OpenGL extensions
|
||||||
|
|
||||||
unsigned int rlglLoadTexture(void *data, int width, int height, int format, int mipmapCount); // Load texture in GPU
|
// Textures data management
|
||||||
RenderTexture2D rlglLoadRenderTexture(int width, int height); // Load a texture to be used for rendering (fbo with color and depth attachments)
|
unsigned int rlLoadTexture(void *data, int width, int height, int format, int mipmapCount); // Load texture in GPU
|
||||||
void rlglUpdateTexture(unsigned int id, int width, int height, int format, const void *data); // Update GPU texture with new data
|
void rlUpdateTexture(unsigned int id, int width, int height, int format, const void *data); // Update GPU texture with new data
|
||||||
void rlglGenerateMipmaps(Texture2D *texture); // Generate mipmap data for selected texture
|
void rlUnloadTexture(unsigned int id);
|
||||||
|
void rlGenerateMipmaps(Texture2D *texture); // Generate mipmap data for selected texture
|
||||||
|
void *rlReadTexturePixels(Texture2D texture); // Read texture pixel data
|
||||||
|
unsigned char *rlReadScreenPixels(int width, int height); // Read screen pixel data (color buffer)
|
||||||
|
RenderTexture2D rlLoadRenderTexture(int width, int height); // Load a texture to be used for rendering (fbo with color and depth attachments)
|
||||||
|
|
||||||
void rlglLoadMesh(Mesh *mesh, bool dynamic); // Upload vertex data into GPU and provided VAO/VBO ids
|
// Vertex data management
|
||||||
void rlglUpdateMesh(Mesh mesh, int buffer, int numVertex); // Update vertex data on GPU (upload new data to one buffer)
|
void rlLoadMesh(Mesh *mesh, bool dynamic); // Upload vertex data into GPU and provided VAO/VBO ids
|
||||||
void rlglDrawMesh(Mesh mesh, Material material, Matrix transform); // Draw a 3d mesh with material and transform
|
void rlUpdateMesh(Mesh mesh, int buffer, int numVertex); // Update vertex data on GPU (upload new data to one buffer)
|
||||||
void rlglUnloadMesh(Mesh *mesh); // Unload mesh data from CPU and GPU
|
void rlDrawMesh(Mesh mesh, Material material, Matrix transform); // Draw a 3d mesh with material and transform
|
||||||
|
void rlUnloadMesh(Mesh *mesh); // Unload mesh data from CPU and GPU
|
||||||
|
|
||||||
Vector3 rlglUnproject(Vector3 source, Matrix proj, Matrix view); // Get world coordinates from screen coordinates
|
Vector3 rlUnproject(Vector3 source, Matrix proj, Matrix view); // Get world coordinates from screen coordinates
|
||||||
|
|
||||||
unsigned char *rlglReadScreenPixels(int width, int height); // Read screen pixel data (color buffer)
|
|
||||||
void *rlglReadTexturePixels(Texture2D texture); // Read texture pixel data
|
|
||||||
|
|
||||||
// VR functions exposed to core module but not to raylib users
|
|
||||||
void BeginVrDrawing(void); // Begin VR drawing configuration
|
|
||||||
void EndVrDrawing(void); // End VR drawing process (and desktop mirror)
|
|
||||||
|
|
||||||
// NOTE: There is a set of shader related functions that are available to end user,
|
// NOTE: There is a set of shader related functions that are available to end user,
|
||||||
// to avoid creating function wrappers through core module, they have been directly declared in raylib.h
|
// to avoid creating function wrappers through core module, they have been directly declared in raylib.h
|
||||||
|
|
@ -427,35 +425,34 @@ void EndVrDrawing(void); // End VR drawing process (and deskt
|
||||||
// Shaders System Functions (Module: rlgl)
|
// Shaders System Functions (Module: rlgl)
|
||||||
// NOTE: This functions are useless when using OpenGL 1.1
|
// NOTE: This functions are useless when using OpenGL 1.1
|
||||||
//------------------------------------------------------------------------------------
|
//------------------------------------------------------------------------------------
|
||||||
Shader LoadShader(char *vsFileName, char *fsFileName); // Load a custom shader and bind default locations
|
Shader LoadShader(char *vsFileName, char *fsFileName); // Load a custom shader and bind default locations
|
||||||
void UnloadShader(Shader shader); // Unload a custom shader from memory
|
void UnloadShader(Shader shader); // Unload a custom shader from memory
|
||||||
|
|
||||||
Shader GetDefaultShader(void); // Get default shader
|
Shader GetShaderDefault(void); // Get default shader
|
||||||
Shader GetStandardShader(void); // Get default shader
|
Texture2D GetTextureDefault(void); // Get default texture
|
||||||
Texture2D GetDefaultTexture(void); // Get default texture
|
|
||||||
|
|
||||||
int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location
|
int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location
|
||||||
void SetShaderValue(Shader shader, int uniformLoc, float *value, int size); // Set shader uniform value (float)
|
void SetShaderValue(Shader shader, int uniformLoc, float *value, int size); // Set shader uniform value (float)
|
||||||
void SetShaderValuei(Shader shader, int uniformLoc, int *value, int size); // Set shader uniform value (int)
|
void SetShaderValuei(Shader shader, int uniformLoc, int *value, int size); // Set shader uniform value (int)
|
||||||
void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat); // Set shader uniform value (matrix 4x4)
|
void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat); // Set shader uniform value (matrix 4x4)
|
||||||
|
|
||||||
void SetMatrixProjection(Matrix proj); // Set a custom projection matrix (replaces internal projection matrix)
|
void SetMatrixProjection(Matrix proj); // Set a custom projection matrix (replaces internal projection matrix)
|
||||||
void SetMatrixModelview(Matrix view); // Set a custom modelview matrix (replaces internal modelview matrix)
|
void SetMatrixModelview(Matrix view); // Set a custom modelview matrix (replaces internal modelview matrix)
|
||||||
|
|
||||||
void BeginShaderMode(Shader shader); // Begin custom shader drawing
|
void BeginShaderMode(Shader shader); // Begin custom shader drawing
|
||||||
void EndShaderMode(void); // End custom shader drawing (use default shader)
|
void EndShaderMode(void); // End custom shader drawing (use default shader)
|
||||||
void BeginBlendMode(int mode); // Begin blending mode (alpha, additive, multiplied)
|
void BeginBlendMode(int mode); // Begin blending mode (alpha, additive, multiplied)
|
||||||
void EndBlendMode(void); // End blending mode (reset to default: alpha blending)
|
void EndBlendMode(void); // End blending mode (reset to default: alpha blending)
|
||||||
|
|
||||||
void TraceLog(int msgType, const char *text, ...);
|
void InitVrSimulator(int vrDevice); // Init VR simulator for selected device
|
||||||
float *MatrixToFloat(Matrix mat);
|
void CloseVrSimulator(void); // Close VR simulator for current device
|
||||||
|
void UpdateVrTracking(Camera *camera); // Update VR tracking (position and orientation) and camera
|
||||||
|
void ToggleVrMode(void); // Enable/Disable VR experience (device or simulator)
|
||||||
|
void BeginVrDrawing(void); // Begin VR stereo rendering
|
||||||
|
void EndVrDrawing(void); // End VR stereo rendering
|
||||||
|
|
||||||
void InitVrSimulator(int vrDevice); // Init VR simulator for selected device
|
void TraceLog(int msgType, const char *text, ...); // Show trace log messages (LOG_INFO, LOG_WARNING, LOG_ERROR, LOG_DEBUG)
|
||||||
void CloseVrSimulator(void); // Close VR simulator for current device
|
float *MatrixToFloat(Matrix mat); // Converts Matrix to float array
|
||||||
void UpdateVrTracking(Camera *camera); // Update VR tracking (position and orientation) and camera
|
|
||||||
void ToggleVrMode(void); // Enable/Disable VR experience (device or simulator)
|
|
||||||
void BeginVrDrawing(void); // Begin VR stereo rendering
|
|
||||||
void EndVrDrawing(void); // End VR stereo rendering
|
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
#ifdef __cplusplus
|
#ifdef __cplusplus
|
||||||
|
|
|
||||||
10
src/shapes.c
10
src/shapes.c
|
|
@ -119,7 +119,7 @@ void DrawLineEx(Vector2 startPos, Vector2 endPos, float thick, Color color)
|
||||||
float d = sqrtf(dx*dx + dy*dy);
|
float d = sqrtf(dx*dx + dy*dy);
|
||||||
float angle = asinf(dy/d);
|
float angle = asinf(dy/d);
|
||||||
|
|
||||||
rlEnableTexture(GetDefaultTexture().id);
|
rlEnableTexture(GetTextureDefault().id);
|
||||||
|
|
||||||
rlPushMatrix();
|
rlPushMatrix();
|
||||||
rlTranslatef((float)startPos.x, (float)startPos.y, 0);
|
rlTranslatef((float)startPos.x, (float)startPos.y, 0);
|
||||||
|
|
@ -203,7 +203,7 @@ void DrawCircleV(Vector2 center, float radius, Color color)
|
||||||
}
|
}
|
||||||
else if ((rlGetVersion() == OPENGL_21) || (rlGetVersion() == OPENGL_33) || (rlGetVersion() == OPENGL_ES_20))
|
else if ((rlGetVersion() == OPENGL_21) || (rlGetVersion() == OPENGL_33) || (rlGetVersion() == OPENGL_ES_20))
|
||||||
{
|
{
|
||||||
rlEnableTexture(GetDefaultTexture().id); // Default white texture
|
rlEnableTexture(GetTextureDefault().id); // Default white texture
|
||||||
|
|
||||||
rlBegin(RL_QUADS);
|
rlBegin(RL_QUADS);
|
||||||
for (int i = 0; i < 360; i += 20)
|
for (int i = 0; i < 360; i += 20)
|
||||||
|
|
@ -253,7 +253,7 @@ void DrawRectangleRec(Rectangle rec, Color color)
|
||||||
|
|
||||||
void DrawRectanglePro(Rectangle rec, Vector2 origin, float rotation, Color color)
|
void DrawRectanglePro(Rectangle rec, Vector2 origin, float rotation, Color color)
|
||||||
{
|
{
|
||||||
rlEnableTexture(GetDefaultTexture().id);
|
rlEnableTexture(GetTextureDefault().id);
|
||||||
|
|
||||||
rlPushMatrix();
|
rlPushMatrix();
|
||||||
rlTranslatef((float)rec.x, (float)rec.y, 0);
|
rlTranslatef((float)rec.x, (float)rec.y, 0);
|
||||||
|
|
@ -309,7 +309,7 @@ void DrawRectangleV(Vector2 position, Vector2 size, Color color)
|
||||||
}
|
}
|
||||||
else if ((rlGetVersion() == OPENGL_21) || (rlGetVersion() == OPENGL_33) || (rlGetVersion() == OPENGL_ES_20))
|
else if ((rlGetVersion() == OPENGL_21) || (rlGetVersion() == OPENGL_33) || (rlGetVersion() == OPENGL_ES_20))
|
||||||
{
|
{
|
||||||
rlEnableTexture(GetDefaultTexture().id); // Default white texture
|
rlEnableTexture(GetTextureDefault().id); // Default white texture
|
||||||
|
|
||||||
rlBegin(RL_QUADS);
|
rlBegin(RL_QUADS);
|
||||||
rlColor4ub(color.r, color.g, color.b, color.a);
|
rlColor4ub(color.r, color.g, color.b, color.a);
|
||||||
|
|
@ -376,7 +376,7 @@ void DrawTriangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color)
|
||||||
}
|
}
|
||||||
else if ((rlGetVersion() == OPENGL_21) || (rlGetVersion() == OPENGL_33) || (rlGetVersion() == OPENGL_ES_20))
|
else if ((rlGetVersion() == OPENGL_21) || (rlGetVersion() == OPENGL_33) || (rlGetVersion() == OPENGL_ES_20))
|
||||||
{
|
{
|
||||||
rlEnableTexture(GetDefaultTexture().id); // Default white texture
|
rlEnableTexture(GetTextureDefault().id); // Default white texture
|
||||||
|
|
||||||
rlBegin(RL_QUADS);
|
rlBegin(RL_QUADS);
|
||||||
rlColor4ub(color.r, color.g, color.b, color.a);
|
rlColor4ub(color.r, color.g, color.b, color.a);
|
||||||
|
|
|
||||||
|
|
@ -63,8 +63,8 @@
|
||||||
#include <string.h> // Required for: strcmp(), strrchr(), strncmp()
|
#include <string.h> // Required for: strcmp(), strrchr(), strncmp()
|
||||||
|
|
||||||
#include "rlgl.h" // raylib OpenGL abstraction layer to OpenGL 1.1, 3.3 or ES2
|
#include "rlgl.h" // raylib OpenGL abstraction layer to OpenGL 1.1, 3.3 or ES2
|
||||||
// Required for: rlglLoadTexture() rlDeleteTextures(),
|
// Required for: rlLoadTexture() rlDeleteTextures(),
|
||||||
// rlglGenerateMipmaps(), some funcs for DrawTexturePro()
|
// rlGenerateMipmaps(), some funcs for DrawTexturePro()
|
||||||
|
|
||||||
#include "utils.h" // Required for: fopen() Android mapping
|
#include "utils.h" // Required for: fopen() Android mapping
|
||||||
|
|
||||||
|
|
@ -381,7 +381,7 @@ Texture2D LoadTextureFromImage(Image image)
|
||||||
{
|
{
|
||||||
Texture2D texture = { 0 };
|
Texture2D texture = { 0 };
|
||||||
|
|
||||||
texture.id = rlglLoadTexture(image.data, image.width, image.height, image.format, image.mipmaps);
|
texture.id = rlLoadTexture(image.data, image.width, image.height, image.format, image.mipmaps);
|
||||||
|
|
||||||
texture.width = image.width;
|
texture.width = image.width;
|
||||||
texture.height = image.height;
|
texture.height = image.height;
|
||||||
|
|
@ -396,7 +396,7 @@ Texture2D LoadTextureFromImage(Image image)
|
||||||
// Load texture for rendering (framebuffer)
|
// Load texture for rendering (framebuffer)
|
||||||
RenderTexture2D LoadRenderTexture(int width, int height)
|
RenderTexture2D LoadRenderTexture(int width, int height)
|
||||||
{
|
{
|
||||||
RenderTexture2D target = rlglLoadRenderTexture(width, height);
|
RenderTexture2D target = rlLoadRenderTexture(width, height);
|
||||||
|
|
||||||
return target;
|
return target;
|
||||||
}
|
}
|
||||||
|
|
@ -522,7 +522,7 @@ Image GetTextureData(Texture2D texture)
|
||||||
|
|
||||||
if (texture.format < 8)
|
if (texture.format < 8)
|
||||||
{
|
{
|
||||||
image.data = rlglReadTexturePixels(texture);
|
image.data = rlReadTexturePixels(texture);
|
||||||
|
|
||||||
if (image.data != NULL)
|
if (image.data != NULL)
|
||||||
{
|
{
|
||||||
|
|
@ -550,7 +550,7 @@ Image GetTextureData(Texture2D texture)
|
||||||
// NOTE: pixels data must match texture.format
|
// NOTE: pixels data must match texture.format
|
||||||
void UpdateTexture(Texture2D texture, const void *pixels)
|
void UpdateTexture(Texture2D texture, const void *pixels)
|
||||||
{
|
{
|
||||||
rlglUpdateTexture(texture.id, texture.width, texture.height, texture.format, pixels);
|
rlUpdateTexture(texture.id, texture.width, texture.height, texture.format, pixels);
|
||||||
}
|
}
|
||||||
|
|
||||||
// Convert image data to desired format
|
// Convert image data to desired format
|
||||||
|
|
@ -1444,9 +1444,9 @@ void GenTextureMipmaps(Texture2D *texture)
|
||||||
{
|
{
|
||||||
TraceLog(WARNING, "Limited NPOT support, no mipmaps available for NPOT textures");
|
TraceLog(WARNING, "Limited NPOT support, no mipmaps available for NPOT textures");
|
||||||
}
|
}
|
||||||
else rlglGenerateMipmaps(texture);
|
else rlGenerateMipmaps(texture);
|
||||||
#else
|
#else
|
||||||
rlglGenerateMipmaps(texture);
|
rlGenerateMipmaps(texture);
|
||||||
#endif
|
#endif
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
||||||
Loading…
Reference in New Issue
Block a user