Bladeren bron

REVIEWED: rlgl_standalone usage

pull/1673/head
Ray 3 jaren geleden
bovenliggende
commit
6f5a4a9351
2 gewijzigde bestanden met toevoegingen van 27 en 17 verwijderingen
  1. +17
    -8
      examples/others/rlgl_standalone.c
  2. +10
    -9
      src/rlgl.h

+ 17
- 8
examples/others/rlgl_standalone.c Bestand weergeven

@ -65,6 +65,15 @@
#define RAYWHITE (Color){ 245, 245, 245, 255 } // My own White (raylib logo)
#define DARKGRAY (Color){ 80, 80, 80, 255 } // Dark Gray
// Camera type, defines a camera position/orientation in 3d space
typedef struct Camera {
Vector3 position; // Camera position
Vector3 target; // Camera target it looks-at
Vector3 up; // Camera up vector (rotation over its axis)
float fovy; // Camera field-of-view apperture in Y (degrees) in perspective, used as near plane width in orthographic
int projection; // Camera projection: CAMERA_PERSPECTIVE or CAMERA_ORTHOGRAPHIC
} Camera;
//----------------------------------------------------------------------------------
// Module specific Functions Declaration
//----------------------------------------------------------------------------------
@ -170,15 +179,15 @@ int main(void)
Matrix matProj = MatrixPerspective(camera.fovy*DEG2RAD, (double)screenWidth/(double)screenHeight, 0.01, 1000.0);
Matrix matView = MatrixLookAt(camera.position, camera.target, camera.up);
SetMatrixModelview(matView); // Set internal modelview matrix (default shader)
SetMatrixProjection(matProj); // Set internal projection matrix (default shader)
rlSetMatrixModelview(matView); // Set internal modelview matrix (default shader)
rlSetMatrixProjection(matProj); // Set internal projection matrix (default shader)
DrawCube(cubePosition, 2.0f, 2.0f, 2.0f, RED);
DrawCubeWires(cubePosition, 2.0f, 2.0f, 2.0f, RAYWHITE);
DrawGrid(10, 1.0f);
// l">NOTE: Internal buffers drawing (3D data)
rlglDraw();
// ">Draw internal render batch buffers (3D data)
rlDrawRenderBatchActive();
//-----------------------------------------------
// Draw '2D' elements in the scene (GUI)
@ -188,8 +197,8 @@ int main(void)
matProj = MatrixOrtho(0.0, screenWidth, screenHeight, 0.0, 0.0, 1.0);
matView = MatrixIdentity();
SetMatrixModelview(matView); // Set internal modelview matrix (default shader)
SetMatrixProjection(matProj); // Set internal projection matrix (default shader)
rlSetMatrixModelview(matView); // Set internal modelview matrix (default shader)
rlSetMatrixProjection(matProj); // Set internal projection matrix (default shader)
#else // Let rlgl generate and multiply matrix internally
@ -201,8 +210,8 @@ int main(void)
#endif
DrawRectangleV((Vector2){ 10.0f, 10.0f }, (Vector2){ 780.0f, 20.0f }, DARKGRAY);
// l">NOTE: Internal buffers drawing (2D data)
rlglDraw();
// ">Draw internal render batch buffers (3D data)
rlDrawRenderBatchActive();
//-----------------------------------------------
glfwSwapBuffers(window);

+ 10
- 9
src/rlgl.h Bestand weergeven

@ -3248,12 +3248,12 @@ void rlDrawMesh(Mesh mesh, Material material, Matrix transform)
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
// Bind shader program
glUseProgram(material.shader.id);
rlEnableShader(material.shader.id);
// Matrices and other values required by shader
//-----------------------------------------------------
// Calculate and send to shader model matrix (used by PBR shader)
if (material.shader.locs[SHADER_LOC_MATRIX_MODEL] != -1) SetShaderValueMatrix(material.shader, material.shader.locs[SHADER_LOC_MATRIX_MODEL], transform);
// Calculate and send to shader model matrix
if (material.shader.locs[SHADER_LOC_MATRIX_MODEL] != -1) rlSetUniformMatrix(material.shader.locs[SHADER_LOC_MATRIX_MODEL], transform);
// Upload to shader material.colDiffuse
if (material.shader.locs[SHADER_LOC_COLOR_DIFFUSE] != -1)
@ -3269,8 +3269,8 @@ void rlDrawMesh(Mesh mesh, Material material, Matrix transform)
(float)material.maps[MATERIAL_MAP_SPECULAR].color.b/255.0f,
(float)material.maps[MATERIAL_MAP_SPECULAR].color.a/255.0f);
if (material.shader.locs[SHADER_LOC_MATRIX_VIEW] != -1) SetShaderValueMatrix(material.shader, material.shader.locs[SHADER_LOC_MATRIX_VIEW], RLGL.State.modelview);
if (material.shader.locs[SHADER_LOC_MATRIX_PROJECTION] != -1) SetShaderValueMatrix(material.shader, material.shader.locs[SHADER_LOC_MATRIX_PROJECTION], RLGL.State.projection);
if (material.shader.locs[SHADER_LOC_MATRIX_VIEW] != -1) rlSetUniformMatrix(material.shader.locs[SHADER_LOC_MATRIX_VIEW], RLGL.State.modelview);
if (material.shader.locs[SHADER_LOC_MATRIX_PROJECTION] != -1) rlSetUniformMatrix(material.shader.locs[SHADER_LOC_MATRIX_PROJECTION], RLGL.State.projection);
// At this point the modelview matrix just contains the view matrix (camera)
// That's because BeginMode3D() sets it an no model-drawing function modifies it, all use rlPushMatrix() and rlPopMatrix()
@ -4036,7 +4036,8 @@ TextureCubemap rlGenTexturePrefilter(Shader shader, TextureCubemap cubemap, int
// Define projection matrix and send it to shader
Matrix fboProjection = MatrixPerspective(90.0*DEG2RAD, 1.0, RL_CULL_DISTANCE_NEAR, RL_CULL_DISTANCE_FAR);
SetShaderValueMatrix(shader, shader.locs[SHADER_LOC_MATRIX_PROJECTION], fboProjection);
rlEnableShader(shader.id);
rlSetUniformMatrix(shader.locs[SHADER_LOC_MATRIX_PROJECTION], fboProjection);
// Define view matrix for every side of the cubemap
Matrix fboViews[6] = {
@ -4048,12 +4049,11 @@ TextureCubemap rlGenTexturePrefilter(Shader shader, TextureCubemap cubemap, int
MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, -1.0f }, (Vector3){ 0.0f, -1.0f, 0.0f })
};
rlEnableShader(shader.id);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_CUBE_MAP, cubemap.id);
// TODO: Locations should be taken out of this function... too shader dependant...
int roughnessLoc = GetShaderLocation(shader, "roughness");
int roughnessLoc = rlGetLocationUniform(shader.id, "roughness");
rlEnableFramebuffer(fbo);
@ -4075,7 +4075,8 @@ TextureCubemap rlGenTexturePrefilter(Shader shader, TextureCubemap cubemap, int
for (int i = 0; i < 6; i++)
{
SetShaderValueMatrix(shader, shader.locs[SHADER_LOC_MATRIX_VIEW], fboViews[i]);
//rlEnableShader(shader.id);
rlSetUniformMatrix(shader.locs[SHADER_LOC_MATRIX_VIEW], fboViews[i]);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, prefilter.id, mip);
//rlFramebufferAttach(fbo, irradiance.id, RL_ATTACHMENT_COLOR_CHANNEL0, RL_ATTACHMENT_CUBEMAP_POSITIVE_X + i); // TODO: Support mip levels?

Laden…
Annuleren
Opslaan