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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
parent9c280bc7afcca1e3c813fc5620d9a0074e5a9db9 (diff)
downloadraylib-4ceb4d3bf3780a8a1c85b89415879799bf81d422.tar.gz
raylib-4ceb4d3bf3780a8a1c85b89415879799bf81d422.zip
Some code tweaks, comments and defines
Diffstat (limited to 'src')
-rw-r--r--src/core.c64
-rw-r--r--src/rlgl.h22
-rw-r--r--src/textures.c1
3 files changed, 43 insertions, 44 deletions
diff --git a/src/core.c b/src/core.c
index b3010ce4..df4a401a 100644
--- a/src/core.c
+++ b/src/core.c
@@ -866,7 +866,7 @@ bool IsWindowResized(void)
bool IsWindowHidden(void)
{
#if defined(PLATFORM_DESKTOP)
- return (glfwGetWindowAttrib(CORE.Window.handle, GLFW_VISIBLE) == GL_FALSE);
+ return (glfwGetWindowAttrib(CORE.Window.handle, GLFW_VISIBLE) == GLFW_FALSE);
#endif
return false;
}
@@ -1255,7 +1255,7 @@ void BeginDrawing(void)
CORE.Time.update = CORE.Time.current - CORE.Time.previous;
CORE.Time.previous = CORE.Time.current;
- rlLoadIdentity(); // Reset current matrix (MODELVIEW)
+ rlLoadIdentity(); // Reset current matrix (modelview)
rlMultMatrixf(MatrixToFloat(CORE.Window.screenScale)); // Apply screen scaling
//rlTranslatef(0.375, 0.375, 0); // HACK to have 2D pixel-perfect drawing on OpenGL 1.1
@@ -1333,7 +1333,7 @@ void BeginMode2D(Camera2D camera)
{
rlglDraw(); // Draw Buffers (Only OpenGL 3+ and ES2)
- rlLoadIdentity(); // Reset current matrix (MODELVIEW)
+ rlLoadIdentity(); // Reset current matrix (modelview)
// Apply 2d camera transformation to modelview
rlMultMatrixf(MatrixToFloat(GetCameraMatrix2D(camera)));
@@ -1347,7 +1347,7 @@ void EndMode2D(void)
{
rlglDraw(); // Draw Buffers (Only OpenGL 3+ and ES2)
- rlLoadIdentity(); // Reset current matrix (MODELVIEW)
+ rlLoadIdentity(); // Reset current matrix (modelview)
rlMultMatrixf(MatrixToFloat(CORE.Window.screenScale)); // Apply screen scaling if required
}
@@ -1358,7 +1358,7 @@ void BeginMode3D(Camera3D camera)
rlMatrixMode(RL_PROJECTION); // Switch to projection matrix
rlPushMatrix(); // Save previous matrix, which contains the settings for the 2d ortho projection
- rlLoadIdentity(); // Reset current matrix (PROJECTION)
+ rlLoadIdentity(); // Reset current matrix (projection)
float aspect = (float)CORE.Window.currentFbo.width/(float)CORE.Window.currentFbo.height;
@@ -1368,7 +1368,7 @@ void BeginMode3D(Camera3D camera)
double top = 0.01*tan(camera.fovy*0.5*DEG2RAD);
double right = top*aspect;
- rlFrustum(-right, right, -top, top, DEFAULT_NEAR_CULL_DISTANCE, DEFAULT_FAR_CULL_DISTANCE);
+ rlFrustum(-right, right, -top, top, RL_NEAR_CULL_DISTANCE, RL_FAR_CULL_DISTANCE);
}
else if (camera.type == CAMERA_ORTHOGRAPHIC)
{
@@ -1376,17 +1376,17 @@ void BeginMode3D(Camera3D camera)
double top = camera.fovy/2.0;
double right = top*aspect;
- rlOrtho(-right, right, -top,top, DEFAULT_NEAR_CULL_DISTANCE, DEFAULT_FAR_CULL_DISTANCE);
+ rlOrtho(-right, right, -top,top, RL_NEAR_CULL_DISTANCE, RL_FAR_CULL_DISTANCE);
}
// NOTE: zNear and zFar values are important when computing depth buffer values
rlMatrixMode(RL_MODELVIEW); // Switch back to modelview matrix
- rlLoadIdentity(); // Reset current matrix (MODELVIEW)
+ rlLoadIdentity(); // Reset current matrix (modelview)
// Setup Camera view
Matrix matView = MatrixLookAt(camera.position, camera.target, camera.up);
- rlMultMatrixf(MatrixToFloat(matView)); // Multiply MODELVIEW matrix by view matrix (camera)
+ rlMultMatrixf(MatrixToFloat(matView)); // Multiply modelview matrix by view matrix (camera)
rlEnableDepthTest(); // Enable DEPTH_TEST for 3D
}
@@ -1397,10 +1397,10 @@ void EndMode3D(void)
rlglDraw(); // Process internal buffers (update + draw)
rlMatrixMode(RL_PROJECTION); // Switch to projection matrix
- rlPopMatrix(); // Restore previous matrix (PROJECTION) from matrix stack
+ rlPopMatrix(); // Restore previous matrix (projection) from matrix stack
- rlMatrixMode(RL_MODELVIEW); // Get back to modelview matrix
- rlLoadIdentity(); // Reset current matrix (MODELVIEW)
+ rlMatrixMode(RL_MODELVIEW); // Switch back to modelview matrix
+ rlLoadIdentity(); // Reset current matrix (modelview)
rlMultMatrixf(MatrixToFloat(CORE.Window.screenScale)); // Apply screen scaling if required
@@ -1417,15 +1417,15 @@ void BeginTextureMode(RenderTexture2D target)
// Set viewport to framebuffer size
rlViewport(0, 0, target.texture.width, target.texture.height);
- rlMatrixMode(RL_PROJECTION); // Switch to PROJECTION matrix
- rlLoadIdentity(); // Reset current matrix (PROJECTION)
+ rlMatrixMode(RL_PROJECTION); // Switch to projection matrix
+ rlLoadIdentity(); // Reset current matrix (projection)
// Set orthographic projection to current framebuffer size
// NOTE: Configured top-left corner as (0, 0)
rlOrtho(0, target.texture.width, target.texture.height, 0, 0.0f, 1.0f);
- rlMatrixMode(RL_MODELVIEW); // Switch back to MODELVIEW matrix
- rlLoadIdentity(); // Reset current matrix (MODELVIEW)
+ rlMatrixMode(RL_MODELVIEW); // Switch back to modelview matrix
+ rlLoadIdentity(); // Reset current matrix (modelview)
//rlScalef(0.0f, -1.0f, 0.0f); // Flip Y-drawing (?)
@@ -1489,7 +1489,7 @@ Ray GetMouseRay(Vector2 mouse, Camera camera)
if (camera.type == CAMERA_PERSPECTIVE)
{
// Calculate projection matrix from perspective
- matProj = MatrixPerspective(camera.fovy*DEG2RAD, ((double)GetScreenWidth()/(double)GetScreenHeight()), DEFAULT_NEAR_CULL_DISTANCE, DEFAULT_FAR_CULL_DISTANCE);
+ matProj = MatrixPerspective(camera.fovy*DEG2RAD, ((double)GetScreenWidth()/(double)GetScreenHeight()), RL_NEAR_CULL_DISTANCE, RL_FAR_CULL_DISTANCE);
}
else if (camera.type == CAMERA_ORTHOGRAPHIC)
{
@@ -1573,7 +1573,7 @@ Vector2 GetWorldToScreenEx(Vector3 position, Camera camera, int width, int heigh
if (camera.type == CAMERA_PERSPECTIVE)
{
// Calculate projection matrix from perspective
- matProj = MatrixPerspective(camera.fovy * DEG2RAD, ((double)width/(double)height), DEFAULT_NEAR_CULL_DISTANCE, DEFAULT_FAR_CULL_DISTANCE);
+ matProj = MatrixPerspective(camera.fovy * DEG2RAD, ((double)width/(double)height), RL_NEAR_CULL_DISTANCE, RL_FAR_CULL_DISTANCE);
}
else if (camera.type == CAMERA_ORTHOGRAPHIC)
{
@@ -1582,7 +1582,7 @@ Vector2 GetWorldToScreenEx(Vector3 position, Camera camera, int width, int heigh
double right = top*aspect;
// Calculate projection matrix from orthographic
- matProj = MatrixOrtho(-right, right, -top, top, DEFAULT_NEAR_CULL_DISTANCE, DEFAULT_FAR_CULL_DISTANCE);
+ matProj = MatrixOrtho(-right, right, -top, top, RL_NEAR_CULL_DISTANCE, RL_FAR_CULL_DISTANCE);
}
// Calculate view matrix from camera look at (and transpose it)
@@ -2772,13 +2772,13 @@ static bool InitGraphicsDevice(int width, int height)
#endif
// Check some Window creation flags
- if (CORE.Window.flags & FLAG_WINDOW_HIDDEN) glfwWindowHint(GLFW_VISIBLE, GL_FALSE); // Visible window
- else glfwWindowHint(GLFW_VISIBLE, GL_TRUE); // Window initially hidden
+ if (CORE.Window.flags & FLAG_WINDOW_HIDDEN) glfwWindowHint(GLFW_VISIBLE, GLFW_FALSE); // Visible window
+ else glfwWindowHint(GLFW_VISIBLE, GLFW_TRUE); // Window initially hidden
- if (CORE.Window.flags & FLAG_WINDOW_RESIZABLE) glfwWindowHint(GLFW_RESIZABLE, GL_TRUE); // Resizable window
- else glfwWindowHint(GLFW_RESIZABLE, GL_FALSE); // Avoid window being resizable
+ if (CORE.Window.flags & FLAG_WINDOW_RESIZABLE) glfwWindowHint(GLFW_RESIZABLE, GLFW_TRUE); // Resizable window
+ else glfwWindowHint(GLFW_RESIZABLE, GLFW_FALSE); // Avoid window being resizable
- if (CORE.Window.flags & FLAG_WINDOW_UNDECORATED) glfwWindowHint(GLFW_DECORATED, GLFW_FALSE); // Border and buttons on Window
+ if (CORE.Window.flags & FLAG_WINDOW_UNDECORATED) glfwWindowHint(GLFW_DECORATED, GLFW_FALSE); // Border and buttons on Window
else glfwWindowHint(GLFW_DECORATED, GLFW_TRUE); // Decorated window
// FLAG_WINDOW_TRANSPARENT not supported on HTML5 and not included in any released GLFW version yet
#if defined(GLFW_TRANSPARENT_FRAMEBUFFER)
@@ -3315,15 +3315,15 @@ static void SetupViewport(int width, int height)
// render area does not match full display area (this situation is only applicable on fullscreen mode)
rlViewport(CORE.Window.renderOffset.x/2, CORE.Window.renderOffset.y/2, CORE.Window.render.width - CORE.Window.renderOffset.x, CORE.Window.render.height - CORE.Window.renderOffset.y);
- rlMatrixMode(RL_PROJECTION); // Switch to PROJECTION matrix
- rlLoadIdentity(); // Reset current matrix (PROJECTION)
+ rlMatrixMode(RL_PROJECTION); // Switch to projection matrix
+ rlLoadIdentity(); // Reset current matrix (projection)
// Set orthographic projection to current framebuffer size
// NOTE: Configured top-left corner as (0, 0)
rlOrtho(0, CORE.Window.render.width, CORE.Window.render.height, 0, 0.0f, 1.0f);
- rlMatrixMode(RL_MODELVIEW); // Switch back to MODELVIEW matrix
- rlLoadIdentity(); // Reset current matrix (MODELVIEW)
+ rlMatrixMode(RL_MODELVIEW); // Switch back to modelview matrix
+ rlLoadIdentity(); // Reset current matrix (modelview)
}
// Compute framebuffer size relative to screen size and display size
@@ -3724,11 +3724,11 @@ static void PollInputEvents(void)
// If window is resized, viewport and projection matrix needs to be re-calculated
rlViewport(0, 0, CORE.Window.screen.width, CORE.Window.screen.height); // Set viewport width and height
- rlMatrixMode(RL_PROJECTION); // Switch to PROJECTION matrix
- rlLoadIdentity(); // Reset current matrix (PROJECTION)
+ rlMatrixMode(RL_PROJECTION); // Switch to projection matrix
+ rlLoadIdentity(); // Reset current matrix (projection)
rlOrtho(0, CORE.Window.screen.width, CORE.Window.screen.height, 0, 0.0f, 1.0f); // Orthographic projection mode with top-left corner at (0,0)
- rlMatrixMode(RL_MODELVIEW); // Switch back to MODELVIEW matrix
- rlLoadIdentity(); // Reset current matrix (MODELVIEW)
+ rlMatrixMode(RL_MODELVIEW); // Switch back to modelview matrix
+ rlLoadIdentity(); // Reset current matrix (modelview)
rlClearScreenBuffers(); // Clear screen buffers (color and depth)
// Window size must be updated to be used on 3D mode to get new aspect ratio (BeginMode3D())
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));
diff --git a/src/textures.c b/src/textures.c
index 1bf086b5..0f7f60ce 100644
--- a/src/textures.c
+++ b/src/textures.c
@@ -3042,7 +3042,6 @@ void DrawTextureNPatch(Texture2D texture, NPatchInfo nPatchInfo, Rectangle destR
rlPopMatrix();
rlDisableTexture();
-
}
}