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@ -28,7 +28,7 @@ |
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#include "rlgl.h" |
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#include "rlgl.h" |
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#include <stdio.h> // Standard input / output lib |
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#include <stdio.h> // Required for: fopen(), fclose(), fread()... [Used only on ReadTextFile()] |
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#include <stdlib.h> // Required for: malloc(), free(), rand() |
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#include <stdlib.h> // Required for: malloc(), free(), rand() |
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#include <string.h> // Required for: strcmp(), strlen(), strtok() |
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#include <string.h> // Required for: strcmp(), strlen(), strtok() |
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@ -59,8 +59,8 @@ |
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#endif |
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#endif |
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#if defined(RLGL_STANDALONE) |
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#if defined(RLGL_STANDALONE) |
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#include <stdarg.h> // Required for: va_list, va_start(), vfprintf(), va_end() |
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#endif // NOTE: Used on TraceLog() |
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#include <stdarg.h> // Required for: va_list, va_start(), vfprintf(), va_end() [Used only on TraceLog()] |
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#endif |
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//---------------------------------------------------------------------------------- |
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//---------------------------------------------------------------------------------- |
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// Defines and Macros |
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// Defines and Macros |
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@ -355,7 +355,6 @@ void rlRotatef(float angleDeg, float x, float y, float z) |
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Vector3 axis = (Vector3){ x, y, z }; |
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Vector3 axis = (Vector3){ x, y, z }; |
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VectorNormalize(&axis); |
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VectorNormalize(&axis); |
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matRotation = MatrixRotate(axis, angleDeg*DEG2RAD); |
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matRotation = MatrixRotate(axis, angleDeg*DEG2RAD); |
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MatrixTranspose(&matRotation); |
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MatrixTranspose(&matRotation); |
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*currentMatrix = MatrixMultiply(*currentMatrix, matRotation); |
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*currentMatrix = MatrixMultiply(*currentMatrix, matRotation); |
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@ -2153,7 +2152,7 @@ void UnloadShader(Shader shader) |
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} |
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} |
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} |
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} |
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// Set custom shader to be used on batch draw |
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// Begin custom shader mode |
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void BeginShaderMode(Shader shader) |
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void BeginShaderMode(Shader shader) |
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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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@ -2165,7 +2164,7 @@ void BeginShaderMode(Shader shader) |
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#endif |
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#endif |
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} |
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} |
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// Set default shader to be used in batch draw |
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// End custom shader mode (returns to default shader) |
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void EndShaderMode(void) |
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void EndShaderMode(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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@ -2251,6 +2250,18 @@ void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat) |
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#endif |
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#endif |
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} |
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} |
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// Set a custom projection matrix (replaces internal projection matrix) |
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void SetMatrixProjection(Matrix proj) |
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{ |
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projection = proj; |
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} |
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// Set a custom modelview matrix (replaces internal modelview matrix) |
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void SetMatrixModelview(Matrix view) |
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{ |
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modelview = view; |
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} |
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// Begin blending mode (alpha, additive, multiplied) |
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// Begin blending mode (alpha, additive, multiplied) |
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// NOTE: Only 3 blending modes supported, default blend mode is alpha |
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// NOTE: Only 3 blending modes supported, default blend mode is alpha |
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void BeginBlendMode(int mode) |
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void BeginBlendMode(int mode) |
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@ -3068,7 +3079,7 @@ static void UnloadDefaultBuffers(void) |
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free(quads.indices); |
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free(quads.indices); |
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} |
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} |
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// Sets shader uniform values for lights array |
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// Setup shader uniform values for lights array |
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// NOTE: It would be far easier with shader UBOs but are not supported on OpenGL ES 2.0f |
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// NOTE: It would be far easier with shader UBOs but are not supported on OpenGL ES 2.0f |
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static void SetShaderLights(Shader shader) |
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static void SetShaderLights(Shader shader) |
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{ |
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{ |
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