Added functions to customize internal matrix

Internal modelview and projection matrices can be replaced before
drawing.
This commit is contained in:
raysan5 2016-06-02 20:23:09 +02:00
parent 2168d8aa1a
commit 0bc71d84f8
4 changed files with 26 additions and 10 deletions

View File

@ -868,6 +868,9 @@ void SetShaderValue(Shader shader, int uniformLoc, float *value, int size); // S
void SetShaderValuei(Shader shader, int uniformLoc, int *value, int size); // Set shader uniform value (int)
void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat); // Set shader uniform value (matrix 4x4)
void SetMatrixProjection(Matrix proj); // Set a custom projection matrix (replaces internal projection matrix)
void SetMatrixModelview(Matrix view); // Set a custom modelview matrix (replaces internal modelview matrix)
void BeginShaderMode(Shader shader); // Begin custom shader drawing
void EndShaderMode(void); // End custom shader drawing (use default shader)
void BeginBlendMode(int mode); // Begin blending mode (alpha, additive, multiplied)

View File

@ -339,15 +339,14 @@ RMDEF Vector3 VectorReflect(Vector3 vector, Vector3 normal)
return result;
}
// Transforms a Vector3 with a given Matrix
// Transforms a Vector3 by a given Matrix
// TODO: Review math (matrix transpose required?)
RMDEF void VectorTransform(Vector3 *v, Matrix mat)
{
float x = v->x;
float y = v->y;
float z = v->z;
//MatrixTranspose(&mat);
v->x = mat.m0*x + mat.m4*y + mat.m8*z + mat.m12;
v->y = mat.m1*x + mat.m5*y + mat.m9*z + mat.m13;
v->z = mat.m2*x + mat.m6*y + mat.m10*z + mat.m14;

View File

@ -28,7 +28,7 @@
#include "rlgl.h"
#include <stdio.h> // Standard input / output lib
#include <stdio.h> // Required for: fopen(), fclose(), fread()... [Used only on ReadTextFile()]
#include <stdlib.h> // Required for: malloc(), free(), rand()
#include <string.h> // Required for: strcmp(), strlen(), strtok()
@ -59,8 +59,8 @@
#endif
#if defined(RLGL_STANDALONE)
#include <stdarg.h> // Required for: va_list, va_start(), vfprintf(), va_end()
#endif // NOTE: Used on TraceLog()
#include <stdarg.h> // Required for: va_list, va_start(), vfprintf(), va_end() [Used only on TraceLog()]
#endif
//----------------------------------------------------------------------------------
// Defines and Macros
@ -355,7 +355,6 @@ void rlRotatef(float angleDeg, float x, float y, float z)
Vector3 axis = (Vector3){ x, y, z };
VectorNormalize(&axis);
matRotation = MatrixRotate(axis, angleDeg*DEG2RAD);
MatrixTranspose(&matRotation);
*currentMatrix = MatrixMultiply(*currentMatrix, matRotation);
@ -2153,7 +2152,7 @@ void UnloadShader(Shader shader)
}
}
// Set custom shader to be used on batch draw
// Begin custom shader mode
void BeginShaderMode(Shader shader)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
@ -2165,7 +2164,7 @@ void BeginShaderMode(Shader shader)
#endif
}
// Set default shader to be used in batch draw
// End custom shader mode (returns to default shader)
void EndShaderMode(void)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
@ -2251,6 +2250,18 @@ void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat)
#endif
}
// Set a custom projection matrix (replaces internal projection matrix)
void SetMatrixProjection(Matrix proj)
{
projection = proj;
}
// Set a custom modelview matrix (replaces internal modelview matrix)
void SetMatrixModelview(Matrix view)
{
modelview = view;
}
// Begin blending mode (alpha, additive, multiplied)
// NOTE: Only 3 blending modes supported, default blend mode is alpha
void BeginBlendMode(int mode)
@ -3068,7 +3079,7 @@ static void UnloadDefaultBuffers(void)
free(quads.indices);
}
// Sets shader uniform values for lights array
// Setup shader uniform values for lights array
// NOTE: It would be far easier with shader UBOs but are not supported on OpenGL ES 2.0f
static void SetShaderLights(Shader shader)
{

View File

@ -329,6 +329,9 @@ void SetShaderValue(Shader shader, int uniformLoc, float *value, int size); // S
void SetShaderValuei(Shader shader, int uniformLoc, int *value, int size); // Set shader uniform value (int)
void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat); // Set shader uniform value (matrix 4x4)
void SetMatrixProjection(Matrix proj); // Set a custom projection matrix (replaces internal projection matrix)
void SetMatrixModelview(Matrix view); // Set a custom modelview matrix (replaces internal modelview matrix)
void BeginShaderMode(Shader shader); // Begin custom shader drawing
void EndShaderMode(void); // End custom shader drawing (use default shader)
void BeginBlendMode(int mode); // Begin blending mode (alpha, additive, multiplied)