mirror of
https://github.com/raysan5/raylib.git
synced 2025-09-21 18:58:14 +00:00
Remove end-line spaces
This commit is contained in:
114
src/rlgl.h
114
src/rlgl.h
@@ -356,7 +356,7 @@ typedef unsigned char byte;
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LOC_MAP_PREFILTER,
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LOC_MAP_BRDF
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} ShaderLocationIndex;
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// Shader uniform data types
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typedef enum {
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UNIFORM_FLOAT = 0,
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@@ -993,14 +993,14 @@ void rlPushMatrix(void)
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// Pop lattest inserted matrix from stack
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void rlPopMatrix(void)
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{
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{
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if (stackCounter > 0)
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{
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Matrix mat = stack[stackCounter - 1];
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*currentMatrix = mat;
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stackCounter--;
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}
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if ((stackCounter == 0) && (currentMatrixMode == RL_MODELVIEW))
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{
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currentMatrix = &modelview;
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@@ -1141,7 +1141,7 @@ void rlEnd(void)
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// Make sure vertexCount is the same for vertices, texcoords, colors and normals
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// NOTE: In OpenGL 1.1, one glColor call can be made for all the subsequent glVertex calls
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// Make sure colors count match vertex count
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if (vertexData[currentBuffer].vCounter != vertexData[currentBuffer].cCounter)
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{
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@@ -1156,7 +1156,7 @@ void rlEnd(void)
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vertexData[currentBuffer].cCounter++;
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}
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}
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// Make sure texcoords count match vertex count
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if (vertexData[currentBuffer].vCounter != vertexData[currentBuffer].tcCounter)
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{
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@@ -1194,10 +1194,10 @@ void rlEnd(void)
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void rlVertex3f(float x, float y, float z)
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{
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Vector3 vec = { x, y, z };
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// Transform provided vector if required
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if (useTransformMatrix) vec = Vector3Transform(vec, transformMatrix);
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// Verify that MAX_BATCH_ELEMENTS limit not reached
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if (vertexData[currentBuffer].vCounter < (MAX_BATCH_ELEMENTS*4))
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{
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@@ -1499,7 +1499,7 @@ void rlglInit(int width, int height)
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//for (int i = 0; i < numComp; i++) TraceLog(LOG_INFO, "Supported compressed format: 0x%x", format[i]);
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// NOTE: We don't need that much data on screen... right now...
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// TODO: Automatize extensions loading using rlLoadExtensions() and GLAD
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// Actually, when rlglInit() is called in InitWindow() in core.c,
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// OpenGL required extensions have already been loaded (PLATFORM_DESKTOP)
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@@ -1512,7 +1512,7 @@ void rlglInit(int width, int height)
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// NOTE: On OpenGL 3.3 VAO and NPOT are supported by default
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vaoSupported = true;
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// Multiple texture extensions supported by default
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texNPOTSupported = true;
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texFloatSupported = true;
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@@ -1585,11 +1585,11 @@ void rlglInit(int width, int height)
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// Check texture float support
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if (strcmp(extList[i], (const char *)"GL_OES_texture_float") == 0) texFloatSupported = true;
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// Check depth texture support
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if ((strcmp(extList[i], (const char *)"GL_OES_depth_texture") == 0) ||
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(strcmp(extList[i], (const char *)"GL_WEBGL_depth_texture") == 0)) texDepthSupported = true;
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if (strcmp(extList[i], (const char *)"GL_OES_depth24") == 0) maxDepthBits = 24;
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if (strcmp(extList[i], (const char *)"GL_OES_depth32") == 0) maxDepthBits = 32;
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#endif
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@@ -1648,8 +1648,8 @@ void rlglInit(int width, int height)
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if (debugMarkerSupported) TraceLog(LOG_INFO, "[EXTENSION] Debug Marker supported");
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// Initialize buffers, default shaders and default textures
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//----------------------------------------------------------
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@@ -1666,7 +1666,7 @@ void rlglInit(int width, int height)
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// Init default vertex arrays buffers
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LoadBuffersDefault();
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// Init transformations matrix accumulator
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transformMatrix = MatrixIdentity();
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@@ -1995,9 +1995,9 @@ unsigned int rlLoadTextureDepth(int width, int height, int bits, bool useRenderB
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{
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unsigned int id = 0;
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unsigned int glInternalFormat = GL_DEPTH_COMPONENT16;
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if ((bits != 16) && (bits != 24) && (bits != 32)) bits = 16;
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if (bits == 24)
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{
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#if defined(GRAPHICS_API_OPENGL_33)
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@@ -2006,7 +2006,7 @@ unsigned int rlLoadTextureDepth(int width, int height, int bits, bool useRenderB
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if (maxDepthBits >= 24) glInternalFormat = GL_DEPTH_COMPONENT24_OES;
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#endif
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}
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if (bits == 32)
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{
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#if defined(GRAPHICS_API_OPENGL_33)
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@@ -2021,7 +2021,7 @@ unsigned int rlLoadTextureDepth(int width, int height, int bits, bool useRenderB
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glGenTextures(1, &id);
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glBindTexture(GL_TEXTURE_2D, id);
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glTexImage2D(GL_TEXTURE_2D, 0, glInternalFormat, width, height, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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@@ -2036,10 +2036,10 @@ unsigned int rlLoadTextureDepth(int width, int height, int bits, bool useRenderB
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glGenRenderbuffers(1, &id);
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glBindRenderbuffer(GL_RENDERBUFFER, id);
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glRenderbufferStorage(GL_RENDERBUFFER, glInternalFormat, width, height);
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glBindRenderbuffer(GL_RENDERBUFFER, 0);
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}
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return id;
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}
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@@ -2053,7 +2053,7 @@ unsigned int rlLoadTextureCubemap(void *data, int size, int format)
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glGenTextures(1, &cubemapId);
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glBindTexture(GL_TEXTURE_CUBE_MAP, cubemapId);
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unsigned int glInternalFormat, glFormat, glType;
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rlGetGlTextureFormats(format, &glInternalFormat, &glFormat, &glType);
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@@ -2084,7 +2084,7 @@ unsigned int rlLoadTextureCubemap(void *data, int size, int format)
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#endif
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}
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}
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// Set cubemap texture sampling parameters
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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@@ -2178,14 +2178,14 @@ void rlUnloadTexture(unsigned int id)
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RenderTexture2D rlLoadRenderTexture(int width, int height, int format, int depthBits, bool useDepthTexture)
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{
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RenderTexture2D target = { 0 };
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if (useDepthTexture && texDepthSupported) target.depthTexture = true;
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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// Create the framebuffer object
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glGenFramebuffers(1, &target.id);
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glBindFramebuffer(GL_FRAMEBUFFER, target.id);
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// Create fbo color texture attachment
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//-----------------------------------------------------------------------------------------------------
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if ((format != -1) && (format < COMPRESSED_DXT1_RGB))
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@@ -2198,7 +2198,7 @@ RenderTexture2D rlLoadRenderTexture(int width, int height, int format, int depth
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target.texture.mipmaps = 1;
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}
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//-----------------------------------------------------------------------------------------------------
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// Create fbo depth renderbuffer/texture
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//-----------------------------------------------------------------------------------------------------
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if (depthBits > 0)
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@@ -2210,7 +2210,7 @@ RenderTexture2D rlLoadRenderTexture(int width, int height, int format, int depth
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target.depth.mipmaps = 1;
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}
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//-----------------------------------------------------------------------------------------------------
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// Attach color texture and depth renderbuffer to FBO
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//-----------------------------------------------------------------------------------------------------
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rlRenderTextureAttach(target, target.texture.id, 0); // COLOR attachment
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@@ -2235,12 +2235,12 @@ void rlRenderTextureAttach(RenderTexture2D target, unsigned int id, int attachTy
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glBindFramebuffer(GL_FRAMEBUFFER, target.id);
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if (attachType == 0) glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, id, 0);
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else if (attachType == 1)
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else if (attachType == 1)
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{
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if (target.depthTexture) glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, id, 0);
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else glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, id);
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}
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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}
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@@ -2248,7 +2248,7 @@ void rlRenderTextureAttach(RenderTexture2D target, unsigned int id, int attachTy
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bool rlRenderTextureComplete(RenderTexture target)
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{
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glBindFramebuffer(GL_FRAMEBUFFER, target.id);
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GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
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if (status != GL_FRAMEBUFFER_COMPLETE)
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@@ -2264,9 +2264,9 @@ bool rlRenderTextureComplete(RenderTexture target)
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default: break;
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}
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}
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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return (status == GL_FRAMEBUFFER_COMPLETE);
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}
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@@ -2349,7 +2349,7 @@ void rlLoadMesh(Mesh *mesh, bool dynamic)
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TraceLog(LOG_WARNING, "Trying to re-load an already loaded mesh");
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return;
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}
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mesh->vaoId = 0; // Vertex Array Object
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mesh->vboId[0] = 0; // Vertex positions VBO
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mesh->vboId[1] = 0; // Vertex texcoords VBO
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@@ -2766,7 +2766,7 @@ unsigned char *rlReadScreenPixels(int width, int height)
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for (int x = 0; x < (width*4); x++)
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{
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imgData[((height - 1) - y)*width*4 + x] = screenData[(y*width*4) + x]; // Flip line
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// Set alpha component value to 255 (no trasparent image retrieval)
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// NOTE: Alpha value has already been applied to RGB in framebuffer, we don't need it!
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if (((x + 1)%4) == 0) imgData[((height - 1) - y)*width*4 + x] = 255;
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@@ -2822,7 +2822,7 @@ void *rlReadTexturePixels(Texture2D texture)
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// We are using Option 1, just need to care for texture format on retrieval
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// NOTE: This behaviour could be conditioned by graphic driver...
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RenderTexture2D fbo = rlLoadRenderTexture(texture.width, texture.height, UNCOMPRESSED_R8G8B8A8, 16, false);
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glBindFramebuffer(GL_FRAMEBUFFER, fbo.id);
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glBindTexture(GL_TEXTURE_2D, 0);
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@@ -2836,7 +2836,7 @@ void *rlReadTexturePixels(Texture2D texture)
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// Get OpenGL internal formats and data type from our texture format
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unsigned int glInternalFormat, glFormat, glType;
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rlGetGlTextureFormats(texture.format, &glInternalFormat, &glFormat, &glType);
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// NOTE: We read data as RGBA because FBO texture is configured as RGBA, despite binding a RGB texture...
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glReadPixels(0, 0, texture.width, texture.height, glFormat, glType, pixels);
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@@ -3064,7 +3064,7 @@ void SetShaderValueV(Shader shader, int uniformLoc, const void *value, int unifo
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case UNIFORM_SAMPLER2D: glUniform1iv(uniformLoc, count, (int *)value); break;
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default: TraceLog(LOG_WARNING, "Shader uniform could not be set data type not recognized");
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}
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//glUseProgram(0); // Avoid reseting current shader program, in case other uniforms are set
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#endif
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}
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@@ -3143,7 +3143,7 @@ Texture2D GenTextureCubemap(Shader shader, Texture2D skyHDR, int size)
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// NOTE: Faces are stored as 32 bit floating point values
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glGenTextures(1, &cubemap.id);
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glBindTexture(GL_TEXTURE_CUBE_MAP, cubemap.id);
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for (unsigned int i = 0; i < 6; i++)
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for (unsigned int i = 0; i < 6; i++)
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{
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#if defined(GRAPHICS_API_OPENGL_33)
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glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGB32F, size, size, 0, GL_RGB, GL_FLOAT, NULL);
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@@ -3151,7 +3151,7 @@ Texture2D GenTextureCubemap(Shader shader, Texture2D skyHDR, int size)
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if (texFloatSupported) glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGB, size, size, 0, GL_RGB, GL_FLOAT, NULL);
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#endif
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}
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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#if defined(GRAPHICS_API_OPENGL_33)
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@@ -3231,7 +3231,7 @@ Texture2D GenTextureIrradiance(Shader shader, Texture2D cubemap, int size)
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{
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glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGB16F, size, size, 0, GL_RGB, GL_FLOAT, NULL);
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}
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
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@@ -3309,7 +3309,7 @@ Texture2D GenTexturePrefilter(Shader shader, Texture2D cubemap, int size)
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{
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glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGB16F, size, size, 0, GL_RGB, GL_FLOAT, NULL);
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}
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
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@@ -3417,7 +3417,7 @@ Texture2D GenTextureBRDF(Shader shader, int size)
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// Unbind framebuffer and textures
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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// Unload framebuffer but keep color texture
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glDeleteRenderbuffers(1, &rbo);
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glDeleteFramebuffers(1, &fbo);
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@@ -3464,7 +3464,7 @@ void EndBlendMode(void)
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void BeginScissorMode(int x, int y, int width, int height)
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{
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rlglDraw(); // Force drawing elements
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glEnable(GL_SCISSOR_TEST);
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glScissor(x, screenHeight - (y + height), width, height);
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}
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@@ -3473,7 +3473,7 @@ void BeginScissorMode(int x, int y, int width, int height)
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void EndScissorMode(void)
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{
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rlglDraw(); // Force drawing elements
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glDisable(GL_SCISSOR_TEST);
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}
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@@ -4050,7 +4050,7 @@ static void LoadBuffersDefault(void)
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(short)*6*MAX_BATCH_ELEMENTS, vertexData[i].indices, GL_STATIC_DRAW);
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#endif
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}
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TraceLog(LOG_INFO, "Internal buffers uploaded successfully (GPU)");
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// Unbind the current VAO
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@@ -4073,7 +4073,7 @@ static void UpdateBuffersDefault(void)
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glBindBuffer(GL_ARRAY_BUFFER, vertexData[currentBuffer].vboId[0]);
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glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*3*vertexData[currentBuffer].vCounter, vertexData[currentBuffer].vertices);
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//glBufferData(GL_ARRAY_BUFFER, sizeof(float)*3*4*MAX_BATCH_ELEMENTS, vertexData[currentBuffer].vertices, GL_DYNAMIC_DRAW); // Update all buffer
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// Texture coordinates buffer
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glBindBuffer(GL_ARRAY_BUFFER, vertexData[currentBuffer].vboId[1]);
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glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float)*2*vertexData[currentBuffer].vCounter, vertexData[currentBuffer].texcoords);
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@@ -4083,13 +4083,13 @@ static void UpdateBuffersDefault(void)
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glBindBuffer(GL_ARRAY_BUFFER, vertexData[currentBuffer].vboId[2]);
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glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(unsigned char)*4*vertexData[currentBuffer].vCounter, vertexData[currentBuffer].colors);
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//glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*4*MAX_BATCH_ELEMENTS, vertexData[currentBuffer].colors, GL_DYNAMIC_DRAW); // Update all buffer
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// NOTE: glMapBuffer() causes sync issue.
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// If GPU is working with this buffer, glMapBuffer() will wait(stall) until GPU to finish its job.
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// If GPU is working with this buffer, glMapBuffer() will wait(stall) until GPU to finish its job.
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// To avoid waiting (idle), you can call first glBufferData() with NULL pointer before glMapBuffer().
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// If you do that, the previous data in PBO will be discarded and glMapBuffer() returns a new
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// allocated pointer immediately even if GPU is still working with the previous data.
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// Another option: map the buffer object into client's memory
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// Probably this code could be moved somewhere else...
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// vertexData[currentBuffer].vertices = (float *)glMapBuffer(GL_ARRAY_BUFFER, GL_READ_WRITE);
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@@ -4135,7 +4135,7 @@ static void DrawBuffersDefault(void)
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glUniform1i(currentShader.locs[LOC_MAP_DIFFUSE], 0);
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// NOTE: Additional map textures not considered for default buffers drawing
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||||
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int vertexOffset = 0;
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if (vaoSupported) glBindVertexArray(vertexData[currentBuffer].vaoId);
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@@ -4160,7 +4160,7 @@ static void DrawBuffersDefault(void)
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}
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glActiveTexture(GL_TEXTURE0);
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for (int i = 0; i < drawsCounter; i++)
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{
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glBindTexture(GL_TEXTURE_2D, draws[i].textureId);
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@@ -4170,7 +4170,7 @@ static void DrawBuffersDefault(void)
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{
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#if defined(GRAPHICS_API_OPENGL_33)
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// We need to define the number of indices to be processed: quadsCount*6
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// NOTE: The final parameter tells the GPU the offset in bytes from the
|
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// NOTE: The final parameter tells the GPU the offset in bytes from the
|
||||
// start of the index buffer to the location of the first index to process
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||||
glDrawElements(GL_TRIANGLES, draws[i].vertexCount/4*6, GL_UNSIGNED_INT, (GLvoid *)(sizeof(GLuint)*vertexOffset/4*6));
|
||||
#elif defined(GRAPHICS_API_OPENGL_ES2)
|
||||
@@ -4216,7 +4216,7 @@ static void DrawBuffersDefault(void)
|
||||
}
|
||||
|
||||
drawsCounter = 1;
|
||||
|
||||
|
||||
// Change to next buffer in the list
|
||||
currentBuffer++;
|
||||
if (currentBuffer >= MAX_BATCH_BUFFERING) currentBuffer = 0;
|
||||
@@ -4369,14 +4369,14 @@ static void GenDrawCube(void)
|
||||
static VrStereoConfig SetStereoConfig(VrDeviceInfo hmd, Shader distortion)
|
||||
{
|
||||
VrStereoConfig config = { 0 };
|
||||
|
||||
|
||||
// Initialize framebuffer and textures for stereo rendering
|
||||
// NOTE: Screen size should match HMD aspect ratio
|
||||
config.stereoFbo = rlLoadRenderTexture(screenWidth, screenHeight, UNCOMPRESSED_R8G8B8A8, 24, false);
|
||||
|
||||
|
||||
// Assign distortion shader
|
||||
config.distortionShader = distortion;
|
||||
|
||||
|
||||
// Compute aspect ratio
|
||||
float aspect = ((float)hmd.hResolution*0.5f)/(float)hmd.vResolution;
|
||||
|
||||
@@ -4442,7 +4442,7 @@ static VrStereoConfig SetStereoConfig(VrDeviceInfo hmd, Shader distortion)
|
||||
SetShaderValue(config.distortionShader, GetShaderLocation(config.distortionShader, "hmdWarpParam"), hmd.lensDistortionValues, UNIFORM_VEC4);
|
||||
SetShaderValue(config.distortionShader, GetShaderLocation(config.distortionShader, "chromaAbParam"), hmd.chromaAbCorrection, UNIFORM_VEC4);
|
||||
#endif
|
||||
|
||||
|
||||
return config;
|
||||
}
|
||||
|
||||
|
Reference in New Issue
Block a user