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rlgl usable as standalone library
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16
src/rlgl.c
16
src/rlgl.c
@@ -2548,7 +2548,7 @@ Texture2D GenTextureCubemap(Shader shader, Texture2D skyHDR, 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, 1.0, 0.01, 1000.0);
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Matrix fboProjection = MatrixPerspective(90.0*DEG2RAD, 1.0, 0.01, 1000.0);
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MatrixTranspose(&fboProjection);
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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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@@ -2581,7 +2581,7 @@ Texture2D GenTextureCubemap(Shader shader, Texture2D skyHDR, int size)
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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// Reset viewport dimensions to default
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glViewport(0, 0, GetScreenWidth(), GetScreenHeight());
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glViewport(0, 0, screenWidth, screenHeight);
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//glEnable(GL_CULL_FACE);
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cubemap.width = size;
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@@ -2620,7 +2620,7 @@ 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, 1.0, 0.01, 1000.0);
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Matrix fboProjection = MatrixPerspective(90.0*DEG2RAD, 1.0, 0.01, 1000.0);
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MatrixTranspose(&fboProjection);
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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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@@ -2653,7 +2653,7 @@ Texture2D GenTextureIrradiance(Shader shader, Texture2D cubemap, int size)
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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// Reset viewport dimensions to default
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glViewport(0, 0, GetScreenWidth(), GetScreenHeight());
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glViewport(0, 0, screenWidth, screenHeight);
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irradiance.width = size;
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irradiance.height = size;
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@@ -2696,7 +2696,7 @@ 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, 1.0, 0.01, 1000.0);
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Matrix fboProjection = MatrixPerspective(90.0*DEG2RAD, 1.0, 0.01, 1000.0);
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MatrixTranspose(&fboProjection);
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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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@@ -2743,7 +2743,7 @@ Texture2D GenTexturePrefilter(Shader shader, Texture2D cubemap, int size)
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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// Reset viewport dimensions to default
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glViewport(0, 0, GetScreenWidth(), GetScreenHeight());
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glViewport(0, 0, screenWidth, screenHeight);
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prefilter.width = size;
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prefilter.height = size;
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@@ -2783,7 +2783,7 @@ Texture2D GenTextureBRDF(Shader shader, Texture2D cubemap, int size)
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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// Reset viewport dimensions to default
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glViewport(0, 0, GetScreenWidth(), GetScreenHeight());
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glViewport(0, 0, screenWidth, screenHeight);
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brdf.width = size;
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brdf.height = size;
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@@ -3985,7 +3985,7 @@ static void SetStereoConfig(VrDeviceInfo hmd)
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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, 0.01, 1000.0);
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Matrix proj = MatrixPerspective(fovy*DEG2RAD, aspect, 0.01, 1000.0);
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vrConfig.eyesProjection[0] = MatrixMultiply(proj, MatrixTranslate(projOffset, 0.0f, 0.0f));
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vrConfig.eyesProjection[1] = MatrixMultiply(proj, MatrixTranslate(-projOffset, 0.0f, 0.0f));
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