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| author | raysan5 <[email protected]> | 2016-05-04 20:25:32 +0200 |
|---|---|---|
| committer | raysan5 <[email protected]> | 2016-05-04 20:25:32 +0200 |
| commit | ba60918eaae142598fc84ee7e2af06b3ddc26ba1 (patch) | |
| tree | e7329b262a31293eb9aad1352bbf56e46c21013c /examples/oculus_glfw_sample/rlgl.h | |
| parent | fd67e31f630476980eb09e49177958703db5b3d3 (diff) | |
| download | raylib-ba60918eaae142598fc84ee7e2af06b3ddc26ba1.tar.gz raylib-ba60918eaae142598fc84ee7e2af06b3ddc26ba1.zip | |
Updated Oculus sample
Now GLFW3 windows/context creation works ok and a sample red rectangle
has been drawn using rlgl. Next step is working in tracking
position/orientation maths and try to get a simple 3d scene...
Diffstat (limited to 'examples/oculus_glfw_sample/rlgl.h')
| -rw-r--r-- | examples/oculus_glfw_sample/rlgl.h | 18 |
1 files changed, 5 insertions, 13 deletions
diff --git a/examples/oculus_glfw_sample/rlgl.h b/examples/oculus_glfw_sample/rlgl.h index 714961e1..99427929 100644 --- a/examples/oculus_glfw_sample/rlgl.h +++ b/examples/oculus_glfw_sample/rlgl.h @@ -273,7 +273,7 @@ int rlGetVersion(void); // Returns current OpenGL versio //------------------------------------------------------------------------------------ void rlglInit(void); // Initialize rlgl (shaders, VAO, VBO...) void rlglClose(void); // De-init rlgl -void rlglDraw(void); // Draw VAO/VBO +void rlglDraw(Matrix mvp); // Draw VAO/VBO void rlglInitGraphics(int offsetX, int offsetY, int width, int height); // Initialize Graphics (OpenGL stuff) unsigned int rlglLoadTexture(void *data, int width, int height, int textureFormat, int mipmapCount); // Load texture in GPU @@ -292,11 +292,6 @@ Vector3 rlglUnproject(Vector3 source, Matrix proj, Matrix view); // Get world unsigned char *rlglReadScreenPixels(int width, int height); // Read screen pixel data (color buffer) void *rlglReadTexturePixels(Texture2D texture); // Read texture pixel data -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) -void PrintProjectionMatrix(void); // DEBUG: Print projection matrix -void PrintModelviewMatrix(void); // DEBUG: Print modelview matrix -#endif - #if defined(RLGL_STANDALONE) //------------------------------------------------------------------------------------ // Shaders System Functions (Module: rlgl) @@ -309,13 +304,10 @@ void SetCustomShader(Shader shader); // Set custo void SetDefaultShader(void); // Set default shader to be used in batch draw void SetModelShader(Model *model, Shader shader); // Link a shader to a model -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 SetShaderValuei(Shader shader, int uniformLoc, int *value, int size); // Set shader uniform value (int) -void SetShaderMapDiffuse(Shader *shader, Texture2D texture); // Default diffuse shader map texture assignment -void SetShaderMapNormal(Shader *shader, const char *uniformName, Texture2D texture); // Normal map texture shader assignment -void SetShaderMapSpecular(Shader *shader, const char *uniformName, Texture2D texture); // Specular map texture shader assignment -void SetShaderMap(Shader *shader, int mapLocation, Texture2D texture, int textureUnit); // TODO: Generic shader map assignment +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 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 SetBlendMode(int mode); // Set blending mode (alpha, additive, multiplied) #endif |
