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Some code tweaks, comments and defines
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22
src/rlgl.h
22
src/rlgl.h
@@ -144,17 +144,17 @@
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#define MAX_MATRIX_STACK_SIZE 32 // Max size of Matrix stack
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#define MAX_DRAWCALL_REGISTERED 256 // Max draws by state changes (mode, texture)
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#ifndef DEFAULT_NEAR_CULL_DISTANCE
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#define DEFAULT_NEAR_CULL_DISTANCE 0.01 // Default near cull distance
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#endif
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#ifndef DEFAULT_FAR_CULL_DISTANCE
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#define DEFAULT_FAR_CULL_DISTANCE 1000.0 // Default far cull distance
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#endif
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// Shader and material limits
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#define MAX_SHADER_LOCATIONS 32 // Maximum number of predefined locations stored in shader struct
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#define MAX_MATERIAL_MAPS 12 // Maximum number of texture maps stored in shader struct
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#ifndef RL_NEAR_CULL_DISTANCE
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#define RL_NEAR_CULL_DISTANCE 0.01 // Default near cull distance
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#endif
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#ifndef RL_FAR_CULL_DISTANCE
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#define RL_FAR_CULL_DISTANCE 1000.0 // Default far cull distance
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#endif
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// Texture parameters (equivalent to OpenGL defines)
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#define RL_TEXTURE_WRAP_S 0x2802 // GL_TEXTURE_WRAP_S
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#define RL_TEXTURE_WRAP_T 0x2803 // GL_TEXTURE_WRAP_T
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@@ -3267,7 +3267,7 @@ Texture2D GenTextureCubemap(Shader shader, Texture2D map, int size)
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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// Create projection and different views for each face
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Matrix fboProjection = MatrixPerspective(90.0*DEG2RAD, 1.0, DEFAULT_NEAR_CULL_DISTANCE, DEFAULT_FAR_CULL_DISTANCE);
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Matrix fboProjection = MatrixPerspective(90.0*DEG2RAD, 1.0, RL_NEAR_CULL_DISTANCE, RL_FAR_CULL_DISTANCE);
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Matrix fboViews[6] = {
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MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
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MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ -1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
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@@ -3345,7 +3345,7 @@ Texture2D GenTextureIrradiance(Shader shader, Texture2D cubemap, int size)
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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// Create projection (transposed) and different views for each face
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Matrix fboProjection = MatrixPerspective(90.0*DEG2RAD, 1.0, DEFAULT_NEAR_CULL_DISTANCE, DEFAULT_FAR_CULL_DISTANCE);
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Matrix fboProjection = MatrixPerspective(90.0*DEG2RAD, 1.0, RL_NEAR_CULL_DISTANCE, RL_FAR_CULL_DISTANCE);
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Matrix fboViews[6] = {
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MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
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MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ -1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
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@@ -3426,7 +3426,7 @@ Texture2D GenTexturePrefilter(Shader shader, Texture2D cubemap, int size)
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glGenerateMipmap(GL_TEXTURE_CUBE_MAP);
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// Create projection (transposed) and different views for each face
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Matrix fboProjection = MatrixPerspective(90.0*DEG2RAD, 1.0, DEFAULT_NEAR_CULL_DISTANCE, DEFAULT_FAR_CULL_DISTANCE);
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Matrix fboProjection = MatrixPerspective(90.0*DEG2RAD, 1.0, RL_NEAR_CULL_DISTANCE, RL_FAR_CULL_DISTANCE);
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Matrix fboViews[6] = {
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MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
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MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ -1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
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@@ -3647,7 +3647,7 @@ void SetVrConfiguration(VrDeviceInfo hmd, Shader distortion)
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// Compute camera projection matrices
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float projOffset = 4.0f*lensShift; // Scaled to projection space coordinates [-1..1]
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Matrix proj = MatrixPerspective(fovy, aspect, DEFAULT_NEAR_CULL_DISTANCE, DEFAULT_FAR_CULL_DISTANCE);
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Matrix proj = MatrixPerspective(fovy, aspect, RL_NEAR_CULL_DISTANCE, RL_FAR_CULL_DISTANCE);
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RLGL.Vr.config.eyesProjection[0] = MatrixMultiply(proj, MatrixTranslate(projOffset, 0.0f, 0.0f));
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RLGL.Vr.config.eyesProjection[1] = MatrixMultiply(proj, MatrixTranslate(-projOffset, 0.0f, 0.0f));
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