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authorraysan5 <[email protected]>2020-04-05 17:50:37 +0200
committerraysan5 <[email protected]>2020-04-05 17:50:37 +0200
commit4ceb4d3bf3780a8a1c85b89415879799bf81d422 (patch)
tree8e8f9d95849b2a5cecc621dc6612ff55a67cd739 /src/rlgl.h
parent9c280bc7afcca1e3c813fc5620d9a0074e5a9db9 (diff)
downloadraylib-4ceb4d3bf3780a8a1c85b89415879799bf81d422.tar.gz
raylib-4ceb4d3bf3780a8a1c85b89415879799bf81d422.zip
Some code tweaks, comments and defines
Diffstat (limited to 'src/rlgl.h')
-rw-r--r--src/rlgl.h22
1 files changed, 11 insertions, 11 deletions
diff --git a/src/rlgl.h b/src/rlgl.h
index 2560f363..261e792f 100644
--- a/src/rlgl.h
+++ b/src/rlgl.h
@@ -144,17 +144,17 @@
#define MAX_MATRIX_STACK_SIZE 32 // Max size of Matrix stack
#define MAX_DRAWCALL_REGISTERED 256 // Max draws by state changes (mode, texture)
-#ifndef DEFAULT_NEAR_CULL_DISTANCE
- #define DEFAULT_NEAR_CULL_DISTANCE 0.01 // Default near cull distance
-#endif
-#ifndef DEFAULT_FAR_CULL_DISTANCE
- #define DEFAULT_FAR_CULL_DISTANCE 1000.0 // Default far cull distance
-#endif
-
// Shader and material limits
#define MAX_SHADER_LOCATIONS 32 // Maximum number of predefined locations stored in shader struct
#define MAX_MATERIAL_MAPS 12 // Maximum number of texture maps stored in shader struct
+#ifndef RL_NEAR_CULL_DISTANCE
+ #define RL_NEAR_CULL_DISTANCE 0.01 // Default near cull distance
+#endif
+#ifndef RL_FAR_CULL_DISTANCE
+ #define RL_FAR_CULL_DISTANCE 1000.0 // Default far cull distance
+#endif
+
// Texture parameters (equivalent to OpenGL defines)
#define RL_TEXTURE_WRAP_S 0x2802 // GL_TEXTURE_WRAP_S
#define RL_TEXTURE_WRAP_T 0x2803 // GL_TEXTURE_WRAP_T
@@ -3267,7 +3267,7 @@ Texture2D GenTextureCubemap(Shader shader, Texture2D map, int size)
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
// Create projection and different views for each face
- Matrix fboProjection = MatrixPerspective(90.0*DEG2RAD, 1.0, DEFAULT_NEAR_CULL_DISTANCE, DEFAULT_FAR_CULL_DISTANCE);
+ Matrix fboProjection = MatrixPerspective(90.0*DEG2RAD, 1.0, RL_NEAR_CULL_DISTANCE, RL_FAR_CULL_DISTANCE);
Matrix fboViews[6] = {
MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ -1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
@@ -3345,7 +3345,7 @@ Texture2D GenTextureIrradiance(Shader shader, Texture2D cubemap, int size)
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
// Create projection (transposed) and different views for each face
- Matrix fboProjection = MatrixPerspective(90.0*DEG2RAD, 1.0, DEFAULT_NEAR_CULL_DISTANCE, DEFAULT_FAR_CULL_DISTANCE);
+ Matrix fboProjection = MatrixPerspective(90.0*DEG2RAD, 1.0, RL_NEAR_CULL_DISTANCE, RL_FAR_CULL_DISTANCE);
Matrix fboViews[6] = {
MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ -1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
@@ -3426,7 +3426,7 @@ Texture2D GenTexturePrefilter(Shader shader, Texture2D cubemap, int size)
glGenerateMipmap(GL_TEXTURE_CUBE_MAP);
// Create projection (transposed) and different views for each face
- Matrix fboProjection = MatrixPerspective(90.0*DEG2RAD, 1.0, DEFAULT_NEAR_CULL_DISTANCE, DEFAULT_FAR_CULL_DISTANCE);
+ Matrix fboProjection = MatrixPerspective(90.0*DEG2RAD, 1.0, RL_NEAR_CULL_DISTANCE, RL_FAR_CULL_DISTANCE);
Matrix fboViews[6] = {
MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ -1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
@@ -3647,7 +3647,7 @@ void SetVrConfiguration(VrDeviceInfo hmd, Shader distortion)
// Compute camera projection matrices
float projOffset = 4.0f*lensShift; // Scaled to projection space coordinates [-1..1]
- Matrix proj = MatrixPerspective(fovy, aspect, DEFAULT_NEAR_CULL_DISTANCE, DEFAULT_FAR_CULL_DISTANCE);
+ Matrix proj = MatrixPerspective(fovy, aspect, RL_NEAR_CULL_DISTANCE, RL_FAR_CULL_DISTANCE);
RLGL.Vr.config.eyesProjection[0] = MatrixMultiply(proj, MatrixTranslate(projOffset, 0.0f, 0.0f));
RLGL.Vr.config.eyesProjection[1] = MatrixMultiply(proj, MatrixTranslate(-projOffset, 0.0f, 0.0f));