rlgl usable as standalone library

This commit is contained in:
raysan5
2017-07-21 10:42:57 +02:00
parent 84aff31973
commit 980d9d4cd4
3 changed files with 18 additions and 17 deletions

View File

@@ -2548,7 +2548,7 @@ Texture2D GenTextureCubemap(Shader shader, Texture2D skyHDR, int size)
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
// Create projection (transposed) and different views for each face
Matrix fboProjection = MatrixPerspective(90.0, 1.0, 0.01, 1000.0);
Matrix fboProjection = MatrixPerspective(90.0*DEG2RAD, 1.0, 0.01, 1000.0);
MatrixTranspose(&fboProjection);
Matrix fboViews[6] = {
MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
@@ -2581,7 +2581,7 @@ Texture2D GenTextureCubemap(Shader shader, Texture2D skyHDR, int size)
glBindFramebuffer(GL_FRAMEBUFFER, 0);
// Reset viewport dimensions to default
glViewport(0, 0, GetScreenWidth(), GetScreenHeight());
glViewport(0, 0, screenWidth, screenHeight);
//glEnable(GL_CULL_FACE);
cubemap.width = size;
@@ -2620,7 +2620,7 @@ Texture2D GenTextureIrradiance(Shader shader, Texture2D cubemap, int size)
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
// Create projection (transposed) and different views for each face
Matrix fboProjection = MatrixPerspective(90.0, 1.0, 0.01, 1000.0);
Matrix fboProjection = MatrixPerspective(90.0*DEG2RAD, 1.0, 0.01, 1000.0);
MatrixTranspose(&fboProjection);
Matrix fboViews[6] = {
MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
@@ -2653,7 +2653,7 @@ Texture2D GenTextureIrradiance(Shader shader, Texture2D cubemap, int size)
glBindFramebuffer(GL_FRAMEBUFFER, 0);
// Reset viewport dimensions to default
glViewport(0, 0, GetScreenWidth(), GetScreenHeight());
glViewport(0, 0, screenWidth, screenHeight);
irradiance.width = size;
irradiance.height = size;
@@ -2696,7 +2696,7 @@ Texture2D GenTexturePrefilter(Shader shader, Texture2D cubemap, int size)
glGenerateMipmap(GL_TEXTURE_CUBE_MAP);
// Create projection (transposed) and different views for each face
Matrix fboProjection = MatrixPerspective(90.0, 1.0, 0.01, 1000.0);
Matrix fboProjection = MatrixPerspective(90.0*DEG2RAD, 1.0, 0.01, 1000.0);
MatrixTranspose(&fboProjection);
Matrix fboViews[6] = {
MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
@@ -2743,7 +2743,7 @@ Texture2D GenTexturePrefilter(Shader shader, Texture2D cubemap, int size)
glBindFramebuffer(GL_FRAMEBUFFER, 0);
// Reset viewport dimensions to default
glViewport(0, 0, GetScreenWidth(), GetScreenHeight());
glViewport(0, 0, screenWidth, screenHeight);
prefilter.width = size;
prefilter.height = size;
@@ -2783,7 +2783,7 @@ Texture2D GenTextureBRDF(Shader shader, Texture2D cubemap, int size)
glBindFramebuffer(GL_FRAMEBUFFER, 0);
// Reset viewport dimensions to default
glViewport(0, 0, GetScreenWidth(), GetScreenHeight());
glViewport(0, 0, screenWidth, screenHeight);
brdf.width = size;
brdf.height = size;
@@ -3985,7 +3985,7 @@ static void SetStereoConfig(VrDeviceInfo hmd)
// Compute camera projection matrices
float projOffset = 4.0f*lensShift; // Scaled to projection space coordinates [-1..1]
Matrix proj = MatrixPerspective(fovy, aspect, 0.01, 1000.0);
Matrix proj = MatrixPerspective(fovy*DEG2RAD, aspect, 0.01, 1000.0);
vrConfig.eyesProjection[0] = MatrixMultiply(proj, MatrixTranslate(projOffset, 0.0f, 0.0f));
vrConfig.eyesProjection[1] = MatrixMultiply(proj, MatrixTranslate(-projOffset, 0.0f, 0.0f));