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| author | Ray <[email protected]> | 2015-12-24 12:42:48 +0100 |
|---|---|---|
| committer | Ray <[email protected]> | 2015-12-24 12:42:48 +0100 |
| commit | e8c79f53a67d3477a9780ac348410f1502467176 (patch) | |
| tree | f51d6412b2064c555dcb1426d1775fb3b2d49558 /src/rlgl.c | |
| parent | 1b39b2e2612dfd7613e3bfb6948e8d27472ab8c1 (diff) | |
| parent | e683fe88b9ab0fde76521a0367cdff4c229ac60c (diff) | |
| download | raylib-e8c79f53a67d3477a9780ac348410f1502467176.tar.gz raylib-e8c79f53a67d3477a9780ac348410f1502467176.zip | |
Merge pull request #66 from victorfisac/develop
New matrix location points, lighting and physics engine modules with examples
Diffstat (limited to 'src/rlgl.c')
| -rw-r--r-- | src/rlgl.c | 17 |
1 files changed, 16 insertions, 1 deletions
@@ -1094,6 +1094,7 @@ void rlglInit(void) // Modifies global variables: postproFbo, postproQuad void rlglInitPostpro(void) { +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) postproFbo = rlglLoadFBO(screenWidth, screenHeight); if (postproFbo.id > 0) @@ -1120,6 +1121,7 @@ void rlglInitPostpro(void) // NOTE: postproFbo.colorTextureId must be assigned to postproQuad model shader } +#endif } // Load a framebuffer object @@ -1195,11 +1197,13 @@ FBO rlglLoadFBO(int width, int height) // Unload framebuffer object void rlglUnloadFBO(FBO fbo) { +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) glDeleteFramebuffers(1, &fbo.id); glDeleteTextures(1, &fbo.colorTextureId); glDeleteTextures(1, &fbo.depthTextureId); TraceLog(INFO, "[FBO ID %i] Unloaded framebuffer object successfully", fbo.id); +#endif } // Vertex Buffer Object deinitialization (memory free) @@ -1498,6 +1502,8 @@ void rlglDrawModel(Model model, Vector3 position, float rotationAngle, Vector3 r glUseProgram(model.shader.id); // Apply transformation provided in model.transform matrix + // TODO: review if at this point the modelview matrix just contains view matrix values + Matrix viewworld = modelview; // Store view matrix before applying model transformations Matrix modelviewworld = MatrixMultiply(model.transform, modelview); // World-space transformation // Apply transformations provided in function @@ -1513,6 +1519,8 @@ void rlglDrawModel(Model model, Vector3 position, float rotationAngle, Vector3 r // NOTE: Drawing in OpenGL 3.3+, transform is passed to shader glUniformMatrix4fv(model.shader.projectionLoc, 1, false, GetMatrixVector(projection)); + glUniformMatrix4fv(model.shader.modelLoc, 1, false, GetMatrixVector(transform)); + glUniformMatrix4fv(model.shader.viewLoc, 1, false, GetMatrixVector(viewworld)); glUniformMatrix4fv(model.shader.modelviewLoc, 1, false, GetMatrixVector(modelviewworld)); // Apply color tinting to model @@ -1935,7 +1943,8 @@ void rlglGenerateMipmaps(unsigned int textureId) { #if defined(GRAPHICS_API_OPENGL_11) // Compute required mipmaps - void *data = rlglReadTexturePixels(textureId, UNCOMPRESSED_R8G8B8A8); // TODO: Detect internal format + // TODO: rlglReadTexturePixels() needs Texture2D type parameter, not unsigned int parameter + void *data; // = rlglReadTexturePixels(textureId, UNCOMPRESSED_R8G8B8A8); // TODO: Detect internal format // NOTE: data size is reallocated to fit mipmaps data int mipmapCount = GenerateMipmaps(data, width, height); @@ -2242,6 +2251,8 @@ Shader LoadShader(char *vsFileName, char *fsFileName) // Get handles to GLSL uniform locations (vertex shader) shader.modelviewLoc = glGetUniformLocation(shader.id, "modelviewMatrix"); + shader.modelLoc = glGetUniformLocation(shader.id, "modelMatrix"); + shader.viewLoc = glGetUniformLocation(shader.id, "viewMatrix"); shader.projectionLoc = glGetUniformLocation(shader.id, "projectionMatrix"); // Get handles to GLSL uniform locations (fragment shader) @@ -2781,6 +2792,8 @@ static Shader LoadDefaultShader(void) // Get handles to GLSL uniform locations (vertex shader) shader.modelviewLoc = glGetUniformLocation(shader.id, "modelviewMatrix"); + shader.modelLoc = glGetUniformLocation(shader.id, "modelMatrix"); + shader.viewLoc = glGetUniformLocation(shader.id, "viewMatrix"); shader.projectionLoc = glGetUniformLocation(shader.id, "projectionMatrix"); // Get handles to GLSL uniform locations (fragment shader) @@ -2861,6 +2874,8 @@ static Shader LoadSimpleShader(void) // Get handles to GLSL uniform locations (vertex shader) shader.modelviewLoc = glGetUniformLocation(shader.id, "modelviewMatrix"); + shader.modelLoc = glGetUniformLocation(shader.id, "modelMatrix"); + shader.viewLoc = glGetUniformLocation(shader.id, "viewMatrix"); shader.projectionLoc = glGetUniformLocation(shader.id, "projectionMatrix"); // Get handles to GLSL uniform locations (fragment shader) |
