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-rw-r--r--examples/others/rlgl_standalone.c25
-rw-r--r--src/rlgl.h19
2 files changed, 27 insertions, 17 deletions
diff --git a/examples/others/rlgl_standalone.c b/examples/others/rlgl_standalone.c
index b1e2e735..5282aaa8 100644
--- a/examples/others/rlgl_standalone.c
+++ b/examples/others/rlgl_standalone.c
@@ -65,6 +65,15 @@
#define RAYWHITE (Color){ 245, 245, 245, 255 } // My own White (raylib logo)
#define DARKGRAY (Color){ 80, 80, 80, 255 } // Dark Gray
+// Camera type, defines a camera position/orientation in 3d space
+typedef struct Camera {
+ Vector3 position; // Camera position
+ Vector3 target; // Camera target it looks-at
+ Vector3 up; // Camera up vector (rotation over its axis)
+ float fovy; // Camera field-of-view apperture in Y (degrees) in perspective, used as near plane width in orthographic
+ int projection; // Camera projection: CAMERA_PERSPECTIVE or CAMERA_ORTHOGRAPHIC
+} Camera;
+
//----------------------------------------------------------------------------------
// Module specific Functions Declaration
//----------------------------------------------------------------------------------
@@ -170,15 +179,15 @@ int main(void)
Matrix matProj = MatrixPerspective(camera.fovy*DEG2RAD, (double)screenWidth/(double)screenHeight, 0.01, 1000.0);
Matrix matView = MatrixLookAt(camera.position, camera.target, camera.up);
- SetMatrixModelview(matView); // Set internal modelview matrix (default shader)
- SetMatrixProjection(matProj); // Set internal projection matrix (default shader)
+ rlSetMatrixModelview(matView); // Set internal modelview matrix (default shader)
+ rlSetMatrixProjection(matProj); // Set internal projection matrix (default shader)
DrawCube(cubePosition, 2.0f, 2.0f, 2.0f, RED);
DrawCubeWires(cubePosition, 2.0f, 2.0f, 2.0f, RAYWHITE);
DrawGrid(10, 1.0f);
- // NOTE: Internal buffers drawing (3D data)
- rlglDraw();
+ // Draw internal render batch buffers (3D data)
+ rlDrawRenderBatchActive();
//-----------------------------------------------
// Draw '2D' elements in the scene (GUI)
@@ -188,8 +197,8 @@ int main(void)
matProj = MatrixOrtho(0.0, screenWidth, screenHeight, 0.0, 0.0, 1.0);
matView = MatrixIdentity();
- SetMatrixModelview(matView); // Set internal modelview matrix (default shader)
- SetMatrixProjection(matProj); // Set internal projection matrix (default shader)
+ rlSetMatrixModelview(matView); // Set internal modelview matrix (default shader)
+ rlSetMatrixProjection(matProj); // Set internal projection matrix (default shader)
#else // Let rlgl generate and multiply matrix internally
@@ -201,8 +210,8 @@ int main(void)
#endif
DrawRectangleV((Vector2){ 10.0f, 10.0f }, (Vector2){ 780.0f, 20.0f }, DARKGRAY);
- // NOTE: Internal buffers drawing (2D data)
- rlglDraw();
+ // Draw internal render batch buffers (3D data)
+ rlDrawRenderBatchActive();
//-----------------------------------------------
glfwSwapBuffers(window);
diff --git a/src/rlgl.h b/src/rlgl.h
index 82895d06..26dea9ed 100644
--- a/src/rlgl.h
+++ b/src/rlgl.h
@@ -3248,12 +3248,12 @@ void rlDrawMesh(Mesh mesh, Material material, Matrix transform)
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
// Bind shader program
- glUseProgram(material.shader.id);
+ rlEnableShader(material.shader.id);
// Matrices and other values required by shader
//-----------------------------------------------------
- // Calculate and send to shader model matrix (used by PBR shader)
- if (material.shader.locs[SHADER_LOC_MATRIX_MODEL] != -1) SetShaderValueMatrix(material.shader, material.shader.locs[SHADER_LOC_MATRIX_MODEL], transform);
+ // Calculate and send to shader model matrix
+ if (material.shader.locs[SHADER_LOC_MATRIX_MODEL] != -1) rlSetUniformMatrix(material.shader.locs[SHADER_LOC_MATRIX_MODEL], transform);
// Upload to shader material.colDiffuse
if (material.shader.locs[SHADER_LOC_COLOR_DIFFUSE] != -1)
@@ -3269,8 +3269,8 @@ void rlDrawMesh(Mesh mesh, Material material, Matrix transform)
(float)material.maps[MATERIAL_MAP_SPECULAR].color.b/255.0f,
(float)material.maps[MATERIAL_MAP_SPECULAR].color.a/255.0f);
- if (material.shader.locs[SHADER_LOC_MATRIX_VIEW] != -1) SetShaderValueMatrix(material.shader, material.shader.locs[SHADER_LOC_MATRIX_VIEW], RLGL.State.modelview);
- if (material.shader.locs[SHADER_LOC_MATRIX_PROJECTION] != -1) SetShaderValueMatrix(material.shader, material.shader.locs[SHADER_LOC_MATRIX_PROJECTION], RLGL.State.projection);
+ if (material.shader.locs[SHADER_LOC_MATRIX_VIEW] != -1) rlSetUniformMatrix(material.shader.locs[SHADER_LOC_MATRIX_VIEW], RLGL.State.modelview);
+ if (material.shader.locs[SHADER_LOC_MATRIX_PROJECTION] != -1) rlSetUniformMatrix(material.shader.locs[SHADER_LOC_MATRIX_PROJECTION], RLGL.State.projection);
// At this point the modelview matrix just contains the view matrix (camera)
// That's because BeginMode3D() sets it an no model-drawing function modifies it, all use rlPushMatrix() and rlPopMatrix()
@@ -4036,7 +4036,8 @@ TextureCubemap rlGenTexturePrefilter(Shader shader, TextureCubemap cubemap, int
// Define projection matrix and send it to shader
Matrix fboProjection = MatrixPerspective(90.0*DEG2RAD, 1.0, RL_CULL_DISTANCE_NEAR, RL_CULL_DISTANCE_FAR);
- SetShaderValueMatrix(shader, shader.locs[SHADER_LOC_MATRIX_PROJECTION], fboProjection);
+ rlEnableShader(shader.id);
+ rlSetUniformMatrix(shader.locs[SHADER_LOC_MATRIX_PROJECTION], fboProjection);
// Define view matrix for every side of the cubemap
Matrix fboViews[6] = {
@@ -4048,12 +4049,11 @@ TextureCubemap rlGenTexturePrefilter(Shader shader, TextureCubemap cubemap, int
MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, -1.0f }, (Vector3){ 0.0f, -1.0f, 0.0f })
};
- rlEnableShader(shader.id);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_CUBE_MAP, cubemap.id);
// TODO: Locations should be taken out of this function... too shader dependant...
- int roughnessLoc = GetShaderLocation(shader, "roughness");
+ int roughnessLoc = rlGetLocationUniform(shader.id, "roughness");
rlEnableFramebuffer(fbo);
@@ -4075,7 +4075,8 @@ TextureCubemap rlGenTexturePrefilter(Shader shader, TextureCubemap cubemap, int
for (int i = 0; i < 6; i++)
{
- SetShaderValueMatrix(shader, shader.locs[SHADER_LOC_MATRIX_VIEW], fboViews[i]);
+ //rlEnableShader(shader.id);
+ rlSetUniformMatrix(shader.locs[SHADER_LOC_MATRIX_VIEW], fboViews[i]);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, prefilter.id, mip);
//rlFramebufferAttach(fbo, irradiance.id, RL_ATTACHMENT_COLOR_CHANNEL0, RL_ATTACHMENT_CUBEMAP_POSITIVE_X + i); // TODO: Support mip levels?