diff options
Diffstat (limited to 'examples/oculus_glfw_sample/rlgl.h')
| -rw-r--r-- | examples/oculus_glfw_sample/rlgl.h | 11 |
1 files changed, 7 insertions, 4 deletions
diff --git a/examples/oculus_glfw_sample/rlgl.h b/examples/oculus_glfw_sample/rlgl.h index e7e60036..2a578a1f 100644 --- a/examples/oculus_glfw_sample/rlgl.h +++ b/examples/oculus_glfw_sample/rlgl.h @@ -32,15 +32,15 @@ //#define RLGL_STANDALONE // NOTE: To use rlgl as standalone lib, just uncomment this line #ifndef RLGL_STANDALONE - #include "raylib.h" // Required for typedef(s): Model, Shader, Texture2D - #include "utils.h" // Required for function TraceLog() + #include "raylib.h" // Required for: Model, Shader, Texture2D + #include "utils.h" // Required for: TraceLog() #endif #ifdef RLGL_STANDALONE #define RAYMATH_STANDALONE #endif -#include "raymath.h" // Required for types: Vector3, Matrix +#include "raymath.h" // Required for: Vector3, Matrix // Select desired OpenGL version // NOTE: Those preprocessor defines are only used on rlgl module, @@ -291,7 +291,7 @@ int rlGetVersion(void); // Returns current OpenGL versio //------------------------------------------------------------------------------------ void rlglInit(void); // Initialize rlgl (shaders, VAO, VBO...) void rlglClose(void); // De-init rlgl -void rlglDraw(Matrix mvp); // Draw VAO/VBO +void rlglDraw(void); // 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 @@ -329,6 +329,9 @@ void SetShaderValue(Shader shader, int uniformLoc, float *value, int size); // S 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 SetMatrixProjection(Matrix proj); // Set a custom projection matrix (replaces internal projection matrix) +void SetMatrixModelview(Matrix view); // Set a custom modelview matrix (replaces internal modelview matrix) + void BeginShaderMode(Shader shader); // Begin custom shader drawing void EndShaderMode(void); // End custom shader drawing (use default shader) void BeginBlendMode(int mode); // Begin blending mode (alpha, additive, multiplied) |
