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REVIEWED: rlgl_standalone usage
This commit is contained in:
19
src/rlgl.h
19
src/rlgl.h
@@ -3248,12 +3248,12 @@ void rlDrawMesh(Mesh mesh, Material material, Matrix transform)
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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// Bind shader program
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glUseProgram(material.shader.id);
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rlEnableShader(material.shader.id);
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// Matrices and other values required by shader
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//-----------------------------------------------------
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// Calculate and send to shader model matrix (used by PBR shader)
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if (material.shader.locs[SHADER_LOC_MATRIX_MODEL] != -1) SetShaderValueMatrix(material.shader, material.shader.locs[SHADER_LOC_MATRIX_MODEL], transform);
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// Calculate and send to shader model matrix
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if (material.shader.locs[SHADER_LOC_MATRIX_MODEL] != -1) rlSetUniformMatrix(material.shader.locs[SHADER_LOC_MATRIX_MODEL], transform);
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// Upload to shader material.colDiffuse
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if (material.shader.locs[SHADER_LOC_COLOR_DIFFUSE] != -1)
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@@ -3269,8 +3269,8 @@ void rlDrawMesh(Mesh mesh, Material material, Matrix transform)
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(float)material.maps[MATERIAL_MAP_SPECULAR].color.b/255.0f,
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(float)material.maps[MATERIAL_MAP_SPECULAR].color.a/255.0f);
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if (material.shader.locs[SHADER_LOC_MATRIX_VIEW] != -1) SetShaderValueMatrix(material.shader, material.shader.locs[SHADER_LOC_MATRIX_VIEW], RLGL.State.modelview);
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if (material.shader.locs[SHADER_LOC_MATRIX_PROJECTION] != -1) SetShaderValueMatrix(material.shader, material.shader.locs[SHADER_LOC_MATRIX_PROJECTION], RLGL.State.projection);
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if (material.shader.locs[SHADER_LOC_MATRIX_VIEW] != -1) rlSetUniformMatrix(material.shader.locs[SHADER_LOC_MATRIX_VIEW], RLGL.State.modelview);
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if (material.shader.locs[SHADER_LOC_MATRIX_PROJECTION] != -1) rlSetUniformMatrix(material.shader.locs[SHADER_LOC_MATRIX_PROJECTION], RLGL.State.projection);
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// At this point the modelview matrix just contains the view matrix (camera)
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// That's because BeginMode3D() sets it an no model-drawing function modifies it, all use rlPushMatrix() and rlPopMatrix()
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@@ -4036,7 +4036,8 @@ TextureCubemap rlGenTexturePrefilter(Shader shader, TextureCubemap cubemap, int
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// Define projection matrix and send it to shader
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Matrix fboProjection = MatrixPerspective(90.0*DEG2RAD, 1.0, RL_CULL_DISTANCE_NEAR, RL_CULL_DISTANCE_FAR);
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SetShaderValueMatrix(shader, shader.locs[SHADER_LOC_MATRIX_PROJECTION], fboProjection);
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rlEnableShader(shader.id);
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rlSetUniformMatrix(shader.locs[SHADER_LOC_MATRIX_PROJECTION], fboProjection);
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// Define view matrix for every side of the cubemap
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Matrix fboViews[6] = {
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@@ -4048,12 +4049,11 @@ TextureCubemap rlGenTexturePrefilter(Shader shader, TextureCubemap cubemap, int
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MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, -1.0f }, (Vector3){ 0.0f, -1.0f, 0.0f })
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};
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rlEnableShader(shader.id);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_CUBE_MAP, cubemap.id);
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// TODO: Locations should be taken out of this function... too shader dependant...
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int roughnessLoc = GetShaderLocation(shader, "roughness");
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int roughnessLoc = rlGetLocationUniform(shader.id, "roughness");
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rlEnableFramebuffer(fbo);
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@@ -4075,7 +4075,8 @@ TextureCubemap rlGenTexturePrefilter(Shader shader, TextureCubemap cubemap, int
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for (int i = 0; i < 6; i++)
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{
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SetShaderValueMatrix(shader, shader.locs[SHADER_LOC_MATRIX_VIEW], fboViews[i]);
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//rlEnableShader(shader.id);
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rlSetUniformMatrix(shader.locs[SHADER_LOC_MATRIX_VIEW], fboViews[i]);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, prefilter.id, mip);
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//rlFramebufferAttach(fbo, irradiance.id, RL_ATTACHMENT_COLOR_CHANNEL0, RL_ATTACHMENT_CUBEMAP_POSITIVE_X + i); // TODO: Support mip levels?
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