Merge remote-tracking branch 'upstream/master'

This commit is contained in:
Chris 2019-06-20 15:02:55 +01:00
commit 57fcb49744
4 changed files with 32 additions and 32 deletions

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@ -301,7 +301,7 @@ static int renderOffsetX = 0; // Offset X from render area (mu
static int renderOffsetY = 0; // Offset Y from render area (must be divided by 2) static int renderOffsetY = 0; // Offset Y from render area (must be divided by 2)
static bool fullscreen = false; // Fullscreen mode (useful only for PLATFORM_DESKTOP) static bool fullscreen = false; // Fullscreen mode (useful only for PLATFORM_DESKTOP)
static bool alwaysRun = false; // Keep window update/draw running on minimized static bool alwaysRun = false; // Keep window update/draw running on minimized
static Matrix screenScaling; // Matrix to scale screen (framebuffer rendering) static Matrix screenScaling = { 0 }; // Matrix to scale screen (framebuffer rendering)
#if defined(PLATFORM_RPI) #if defined(PLATFORM_RPI)
static EGL_DISPMANX_WINDOW_T nativeWindow; // Native window (graphic device) static EGL_DISPMANX_WINDOW_T nativeWindow; // Native window (graphic device)
@ -312,7 +312,7 @@ static EGLDisplay display; // Native display device (physic
static EGLSurface surface; // Surface to draw on, framebuffers (connected to context) static EGLSurface surface; // Surface to draw on, framebuffers (connected to context)
static EGLContext context; // Graphic context, mode in which drawing can be done static EGLContext context; // Graphic context, mode in which drawing can be done
static EGLConfig config; // Graphic config static EGLConfig config; // Graphic config
static uint64_t baseTime; // Base time measure for hi-res timer static uint64_t baseTime = 0; // Base time measure for hi-res timer
static bool windowShouldClose = false; // Flag to set window for closing static bool windowShouldClose = false; // Flag to set window for closing
#endif #endif
@ -342,7 +342,7 @@ static int exitKey = KEY_ESCAPE; // Default exit key (ESC)
#if defined(PLATFORM_RPI) #if defined(PLATFORM_RPI)
// NOTE: For keyboard we will use the standard input (but reconfigured...) // NOTE: For keyboard we will use the standard input (but reconfigured...)
static struct termios defaultKeyboardSettings; // Used to store default keyboard settings static struct termios defaultKeyboardSettings; // Used to store default keyboard settings
static int defaultKeyboardMode; // Used to store default keyboard mode static int defaultKeyboardMode = 0; // Used to store default keyboard mode
#endif #endif
// Mouse states // Mouse states
@ -384,7 +384,7 @@ typedef struct{
char Tail; char Tail;
} KeyEventFifo; } KeyEventFifo;
static KeyEventFifo lastKeyPressedEvdev; // Buffer for holding keydown events as they arrive (Needed due to multitreading of event workers) static KeyEventFifo lastKeyPressedEvdev = { 0 }; // Buffer for holding keydown events as they arrive (Needed due to multitreading of event workers)
static char currentKeyStateEvdev[512] = { 0 }; // Registers current frame key state from event based driver (Needs to be seperate because the legacy console based method clears keys on every frame) static char currentKeyStateEvdev[512] = { 0 }; // Registers current frame key state from event based driver (Needs to be seperate because the legacy console based method clears keys on every frame)
#endif #endif

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@ -782,14 +782,14 @@ static DrawCall *draws = NULL;
static int drawsCounter = 0; static int drawsCounter = 0;
// Default texture (1px white) useful for plain color polys (required by shader) // Default texture (1px white) useful for plain color polys (required by shader)
static unsigned int defaultTextureId; static unsigned int defaultTextureId = 0;
// Default shaders // Default shaders
static unsigned int defaultVShaderId; // Default vertex shader id (used by default shader program) static unsigned int defaultVShaderId = 0; // Default vertex shader id (used by default shader program)
static unsigned int defaultFShaderId; // Default fragment shader Id (used by default shader program) static unsigned int defaultFShaderId = 0; // Default fragment shader Id (used by default shader program)
static Shader defaultShader; // Basic shader, support vertex color and diffuse texture static Shader defaultShader = { 0 }; // Basic shader, support vertex color and diffuse texture
static Shader currentShader; // Shader to be used on rendering (by default, defaultShader) static Shader currentShader = { 0 }; // Shader to be used on rendering (by default, defaultShader)
// Extension supported flag: VAO // Extension supported flag: VAO
static bool vaoSupported = false; // VAO support (OpenGL ES2 could not support VAO extension) static bool vaoSupported = false; // VAO support (OpenGL ES2 could not support VAO extension)
@ -827,7 +827,7 @@ static PFNGLDELETEVERTEXARRAYSOESPROC glDeleteVertexArrays;
#if defined(SUPPORT_VR_SIMULATOR) #if defined(SUPPORT_VR_SIMULATOR)
// VR global variables // VR global variables
static VrStereoConfig vrConfig = { 0 }; // VR stereo configuration for simulator static VrStereoConfig vrConfig = { 0 }; // VR stereo configuration for simulator
static RenderTexture2D stereoFbo; // VR stereo rendering framebuffer static RenderTexture2D stereoFbo = { 0 }; // VR stereo rendering framebuffer
static bool vrSimulatorReady = false; // VR simulator ready flag static bool vrSimulatorReady = false; // VR simulator ready flag
static bool vrStereoRender = false; // VR stereo rendering enabled/disabled flag static bool vrStereoRender = false; // VR stereo rendering enabled/disabled flag
// NOTE: This flag is useful to render data over stereo image (i.e. FPS) // NOTE: This flag is useful to render data over stereo image (i.e. FPS)
@ -838,8 +838,8 @@ static bool vrStereoRender = false; // VR stereo rendering enabled/disab
static int blendMode = 0; // Track current blending mode static int blendMode = 0; // Track current blending mode
// Default framebuffer size // Default framebuffer size
static int screenWidth; // Default framebuffer width static int framebufferWidth = 0; // Default framebuffer width
static int screenHeight; // Default framebuffer height static int framebufferHeight = 0; // Default framebuffer height
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
// Module specific Functions Declaration // Module specific Functions Declaration
@ -1019,7 +1019,7 @@ void rlOrtho(double left, double right, double bottom, double top, double znear,
#endif #endif
// Set the viewport area (transformation from normalized device coordinates to window coordinates) // Set the viewport area (transformation from normalized device coordinates to window coordinates)
// NOTE: Updates global variables: screenWidth, screenHeight // NOTE: Updates global variables: framebufferWidth, framebufferHeight
void rlViewport(int x, int y, int width, int height) void rlViewport(int x, int y, int width, int height)
{ {
glViewport(x, y, width, height); glViewport(x, y, width, height);
@ -1714,8 +1714,8 @@ void rlglInit(int width, int height)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear color and depth buffers (depth buffer required for 3D) glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear color and depth buffers (depth buffer required for 3D)
// Store screen size into global variables // Store screen size into global variables
screenWidth = width; framebufferWidth = width;
screenHeight = height; framebufferHeight = height;
TraceLog(LOG_INFO, "OpenGL default states initialized successfully"); TraceLog(LOG_INFO, "OpenGL default states initialized successfully");
} }
@ -3235,7 +3235,7 @@ Texture2D GenTextureCubemap(Shader shader, Texture2D skyHDR, int size)
glBindFramebuffer(GL_FRAMEBUFFER, 0); glBindFramebuffer(GL_FRAMEBUFFER, 0);
// Reset viewport dimensions to default // Reset viewport dimensions to default
glViewport(0, 0, screenWidth, screenHeight); glViewport(0, 0, framebufferWidth, framebufferHeight);
//glEnable(GL_CULL_FACE); //glEnable(GL_CULL_FACE);
// NOTE: Texture2D is a GL_TEXTURE_CUBE_MAP, not a GL_TEXTURE_2D! // NOTE: Texture2D is a GL_TEXTURE_CUBE_MAP, not a GL_TEXTURE_2D!
@ -3313,7 +3313,7 @@ Texture2D GenTextureIrradiance(Shader shader, Texture2D cubemap, int size)
glBindFramebuffer(GL_FRAMEBUFFER, 0); glBindFramebuffer(GL_FRAMEBUFFER, 0);
// Reset viewport dimensions to default // Reset viewport dimensions to default
glViewport(0, 0, screenWidth, screenHeight); glViewport(0, 0, framebufferWidth, framebufferHeight);
irradiance.width = size; irradiance.width = size;
irradiance.height = size; irradiance.height = size;
@ -3408,7 +3408,7 @@ Texture2D GenTexturePrefilter(Shader shader, Texture2D cubemap, int size)
glBindFramebuffer(GL_FRAMEBUFFER, 0); glBindFramebuffer(GL_FRAMEBUFFER, 0);
// Reset viewport dimensions to default // Reset viewport dimensions to default
glViewport(0, 0, screenWidth, screenHeight); glViewport(0, 0, framebufferWidth, framebufferHeight);
prefilter.width = size; prefilter.width = size;
prefilter.height = size; prefilter.height = size;
@ -3465,7 +3465,7 @@ Texture2D GenTextureBRDF(Shader shader, int size)
glDeleteFramebuffers(1, &fbo); glDeleteFramebuffers(1, &fbo);
// Reset viewport dimensions to default // Reset viewport dimensions to default
glViewport(0, 0, screenWidth, screenHeight); glViewport(0, 0, framebufferWidth, framebufferHeight);
brdf.width = size; brdf.width = size;
brdf.height = size; brdf.height = size;
@ -3508,7 +3508,7 @@ void BeginScissorMode(int x, int y, int width, int height)
rlglDraw(); // Force drawing elements rlglDraw(); // Force drawing elements
glEnable(GL_SCISSOR_TEST); glEnable(GL_SCISSOR_TEST);
glScissor(x, screenHeight - (y + height), width, height); glScissor(x, framebufferHeight - (y + height), width, height);
} }
// End scissor mode // End scissor mode
@ -3527,7 +3527,7 @@ void InitVrSimulator(void)
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
// 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
stereoFbo = rlLoadRenderTexture(screenWidth, screenHeight, UNCOMPRESSED_R8G8B8A8, 24, false); stereoFbo = rlLoadRenderTexture(framebufferWidth, framebufferHeight, UNCOMPRESSED_R8G8B8A8, 24, false);
vrSimulatorReady = true; vrSimulatorReady = true;
#else #else
@ -3655,8 +3655,8 @@ void ToggleVrMode(void)
vrStereoRender = false; vrStereoRender = false;
// Reset viewport and default projection-modelview matrices // Reset viewport and default projection-modelview matrices
rlViewport(0, 0, screenWidth, screenHeight); rlViewport(0, 0, framebufferWidth, framebufferHeight);
projection = MatrixOrtho(0.0, screenWidth, screenHeight, 0.0, 0.0, 1.0); projection = MatrixOrtho(0.0, framebufferWidth, framebufferHeight, 0.0, 0.0, 1.0);
modelview = MatrixIdentity(); modelview = MatrixIdentity();
} }
else vrStereoRender = true; else vrStereoRender = true;
@ -3694,12 +3694,12 @@ void EndVrDrawing(void)
rlClearScreenBuffers(); // Clear current framebuffer rlClearScreenBuffers(); // Clear current framebuffer
// Set viewport to default framebuffer size (screen size) // Set viewport to default framebuffer size (screen size)
rlViewport(0, 0, screenWidth, screenHeight); rlViewport(0, 0, framebufferWidth, framebufferHeight);
// Let rlgl reconfigure internal matrices // Let rlgl reconfigure internal matrices
rlMatrixMode(RL_PROJECTION); // Enable internal projection matrix rlMatrixMode(RL_PROJECTION); // Enable internal projection matrix
rlLoadIdentity(); // Reset internal projection matrix rlLoadIdentity(); // Reset internal projection matrix
rlOrtho(0.0, screenWidth, screenHeight, 0.0, 0.0, 1.0); // Recalculate internal projection matrix rlOrtho(0.0, framebufferWidth, framebufferHeight, 0.0, 0.0, 1.0); // Recalculate internal projection matrix
rlMatrixMode(RL_MODELVIEW); // Enable internal modelview matrix rlMatrixMode(RL_MODELVIEW); // Enable internal modelview matrix
rlLoadIdentity(); // Reset internal modelview matrix rlLoadIdentity(); // Reset internal modelview matrix
@ -3742,8 +3742,8 @@ void EndVrDrawing(void)
currentShader = defaultShader; currentShader = defaultShader;
// Reset viewport and default projection-modelview matrices // Reset viewport and default projection-modelview matrices
rlViewport(0, 0, screenWidth, screenHeight); rlViewport(0, 0, framebufferWidth, framebufferHeight);
projection = MatrixOrtho(0.0, screenWidth, screenHeight, 0.0, 0.0, 1.0); projection = MatrixOrtho(0.0, framebufferWidth, framebufferHeight, 0.0, 0.0, 1.0);
modelview = MatrixIdentity(); modelview = MatrixIdentity();
rlDisableDepthTest(); rlDisableDepthTest();
@ -4409,7 +4409,7 @@ static void SetStereoView(int eye, Matrix matProjection, Matrix matModelView)
Matrix eyeModelView = matModelView; Matrix eyeModelView = matModelView;
// Setup viewport and projection/modelview matrices using tracking data // Setup viewport and projection/modelview matrices using tracking data
rlViewport(eye*screenWidth/2, 0, screenWidth/2, screenHeight); rlViewport(eye*framebufferWidth/2, 0, framebufferWidth/2, framebufferHeight);
// Apply view offset to modelview matrix // Apply view offset to modelview matrix
eyeModelView = MatrixMultiply(matModelView, vrConfig.eyesViewOffset[eye]); eyeModelView = MatrixMultiply(matModelView, vrConfig.eyesViewOffset[eye]);

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@ -74,7 +74,7 @@
// Global variables // Global variables
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
#if defined(SUPPORT_DEFAULT_FONT) #if defined(SUPPORT_DEFAULT_FONT)
static Font defaultFont; // Default font provided by raylib static Font defaultFont = { 0 }; // Default font provided by raylib
// NOTE: defaultFont is loaded on InitWindow and disposed on CloseWindow [module: core] // NOTE: defaultFont is loaded on InitWindow and disposed on CloseWindow [module: core]
#endif #endif

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@ -62,7 +62,7 @@ static int logTypeExit = LOG_ERROR;
static TraceLogCallback logCallback = NULL; static TraceLogCallback logCallback = NULL;
#if defined(PLATFORM_ANDROID) #if defined(PLATFORM_ANDROID)
AAssetManager *assetManager; AAssetManager *assetManager = NULL;
#endif #endif
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------