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Simplified texture flip and added comments

pull/109/head
raysan5 9 years ago
parent
commit
aa22d97983
4 changed files with 13 additions and 5 deletions
  1. +1
    -1
      examples/shaders_custom_uniform.c
  2. +1
    -1
      examples/shaders_postprocessing.c
  3. +7
    -3
      src/rlgl.c
  4. +4
    -0
      src/textures.c

+ 1
- 1
examples/shaders_custom_uniform.c View File

@ -94,7 +94,7 @@ int main()
SetCustomShader(shader);
// NOTE: Render texture must be y-flipped due to default OpenGL coordinates (left-bottom)
DrawTextureRec(target.texture, (Rectangle){ 0, n">target.texture.height, target.texture.width, -target.texture.height }, (Vector2){ 0, 0 }, WHITE);
DrawTextureRec(target.texture, (Rectangle){ 0, mi">0, target.texture.width, -target.texture.height }, (Vector2){ 0, 0 }, WHITE);
SetDefaultShader();
DrawText("(c) Dwarf 3D model by David Moreno", screenWidth - 200, screenHeight - 20, 10, GRAY);

+ 1
- 1
examples/shaders_postprocessing.c View File

@ -82,7 +82,7 @@ int main()
SetCustomShader(shader);
// NOTE: Render texture must be y-flipped due to default OpenGL coordinates (left-bottom)
DrawTextureRec(target.texture, (Rectangle){ 0, n">target.texture.height, target.texture.width, -target.texture.height }, (Vector2){ 0, 0 }, WHITE);
DrawTextureRec(target.texture, (Rectangle){ 0, mi">0, target.texture.width, -target.texture.height }, (Vector2){ 0, 0 }, WHITE);
SetDefaultShader();
DrawText("(c) Dwarf 3D model by David Moreno", screenWidth - 200, screenHeight - 20, 10, DARKGRAY);

+ 7
- 3
src/rlgl.c View File

@ -1897,6 +1897,9 @@ Model rlglLoadModel(Mesh mesh)
// Create buffers for our vertex data (positions, texcoords, normals)
glGenBuffers(3, vertexBuffer);
// NOTE: Default shader is assigned to model, so vbo buffers are properly linked to vertex attribs
// If model shader is changed, vbo buffers must be re-assigned to new location points (previously loaded)
// Enable vertex attributes: position
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer[0]);
@ -2489,13 +2492,14 @@ static Shader LoadDefaultShader(void)
}
// Get location handlers to for shader attributes and uniforms
// NOTE: If any location is not found, loc point becomes -1
static void LoadDefaultShaderLocations(Shader *shader)
{
// Get handles to GLSL input attibute locations
shader->vertexLoc = glGetAttribLocation(shader->id, "vertexPosition");
shader->texcoordLoc = glGetAttribLocation(shader->id, "vertexTexCoord");
shader->normalLoc = glGetAttribLocation(shader->id, "vertexNormal");
shader->colorLoc = glGetAttribLocation(shader->id, "vertexColor"); // -1 if not found
shader->colorLoc = glGetAttribLocation(shader->id, "vertexColor");
// Get handles to GLSL uniform locations (vertex shader)
shader->mvpLoc = glGetUniformLocation(shader->id, "mvpMatrix");
@ -2503,8 +2507,8 @@ static void LoadDefaultShaderLocations(Shader *shader)
// Get handles to GLSL uniform locations (fragment shader)
shader->tintColorLoc = glGetUniformLocation(shader->id, "fragTintColor");
shader->mapDiffuseLoc = glGetUniformLocation(shader->id, "texture0");
shader->mapNormalLoc = glGetUniformLocation(shader->id, "texture1"); // -1 if not found
shader->mapSpecularLoc = glGetUniformLocation(shader->id, "texture2"); // -1 if not found
shader->mapNormalLoc = glGetUniformLocation(shader->id, "texture1");
shader->mapSpecularLoc = glGetUniformLocation(shader->id, "texture2");
}
// Read text file

+ 4
- 0
src/textures.c View File

@ -1385,6 +1385,10 @@ void DrawTextureEx(Texture2D texture, Vector2 position, float rotation, float sc
void DrawTextureRec(Texture2D texture, Rectangle sourceRec, Vector2 position, Color tint)
{
Rectangle destRec = { (int)position.x, (int)position.y, abs(sourceRec.width), abs(sourceRec.height) };
if (sourceRec.width < 0) sourceRec.x -= sourceRec.width;
if (sourceRec.height < 0) sourceRec.y -= sourceRec.height;
Vector2 origin = { 0, 0 };
DrawTexturePro(texture, sourceRec, destRec, origin, 0.0f, tint);

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