Reviewed latest PR formating and variables naming #2741
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1 changed files with 26 additions and 22 deletions
48
src/rlgl.h
48
src/rlgl.h
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@ -596,7 +596,7 @@ RLAPI void rlClearScreenBuffers(void); // Clear used screen buf
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RLAPI void rlCheckErrors(void); // Check and log OpenGL error codes
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RLAPI void rlSetBlendMode(int mode); // Set blending mode
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RLAPI void rlSetBlendFactors(int glSrcFactor, int glDstFactor, int glEquation); // Set blending mode factor and equation (using OpenGL factors)
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RLAPI void rlSetBlendFactorsSeparate(int srgb, int drgb, int salpha, int dalpha, int ergb, int ealpha); // Set blending mode factors and equations separately (using OpenGL factors)
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RLAPI void rlSetBlendFactorsSeparate(int glSrcRGB, int glDstRGB, int glSrcAlpha, int glDstAlpha, int glEqRGB, int glEqAlpha); // Set blending mode factors and equations separately (using OpenGL factors)
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//------------------------------------------------------------------------------------
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// Functions Declaration - rlgl functionality
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@ -928,6 +928,7 @@ typedef struct rlglData {
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Matrix projectionStereo[2]; // VR stereo rendering eyes projection matrices
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Matrix viewOffsetStereo[2]; // VR stereo rendering eyes view offset matrices
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// Blending variables
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int currentBlendMode; // Blending mode active
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int glBlendSrcFactor; // Blending source factor
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int glBlendDstFactor; // Blending destination factor
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@ -1813,14 +1814,15 @@ void rlSetBlendMode(int mode)
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{
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// NOTE: Using GL blend src/dst factors and GL equation configured with rlSetBlendFactors()
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glBlendFunc(RLGL.State.glBlendSrcFactor, RLGL.State.glBlendDstFactor); glBlendEquation(RLGL.State.glBlendEquation);
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} break;
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case RL_BLEND_CUSTOM_SEPARATE:
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{
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// NOTE: Using GL blend src/dst factors and GL equation configured with rlSetBlendFactorsSeparate()
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glBlendFuncSeparate(RLGL.State.glBlendSrcFactorRGB, RLGL.State.glBlendDestFactorRGB, RLGL.State.glBlendSrcFactorAlpha, RLGL.State.glBlendDestFactorAlpha);
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glBlendEquationSeparate(RLGL.State.glBlendEquationRGB, RLGL.State.glBlendEquationAlpha);
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break;
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}
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} break;
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default: break;
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}
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@ -1831,20 +1833,23 @@ void rlSetBlendMode(int mode)
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}
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// Set blending mode factor and equation used by glBlendFuncSeparate and glBlendEquationSeparate
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void rlSetBlendFactorsSeparate(int srcRGB, int dstRGB, int srcAlpha, int dstAlpha, int modeRGB, int modeAlpha) {
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void rlSetBlendFactorsSeparate(int glSrcRGB, int glDstRGB, int glSrcAlpha, int glDstAlpha, int glEqRGB, int glEqAlpha)
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{
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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if (RLGL.State.glBlendSrcFactorRGB == srcRGB
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&& RLGL.State.glBlendDestFactorRGB == dstRGB
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&& RLGL.State.glBlendSrcFactorAlpha == srcAlpha
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&& RLGL.State.glBlendDestFactorAlpha == destAlpha
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&& RLGL.State.glBlendEquationRGB == modeRGB
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&& RLGL.State.glBlendEquationAlpha == modeAlpha) return;
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RLGL.State.glBlendSrcFactorRGB = srcRGB;
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RLGL.State.glBlendDestFactorRGB = destRGB;
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RLGL.State.glBlendSrcFactorAlpha = srcAlpha;
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RLGL.State.glBlendDestFactorAlpha = dstAlpha;
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RLGL.State.glBlendEquationRGB = modeRGB;
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RLGL.State.glBlendEquationAlpha = modeAlpha;
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if ((RLGL.State.glBlendSrcFactorRGB == glSrcRGB) &&
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(RLGL.State.glBlendDestFactorRGB == glDstRGB) &&
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(RLGL.State.glBlendSrcFactorAlpha == glSrcAlpha) &&
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(RLGL.State.glBlendDestFactorAlpha == glDstAlpha) &&
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(RLGL.State.glBlendEquationRGB == glEqRGB) &&
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(RLGL.State.glBlendEquationAlpha == glEqAlpha)) return;
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RLGL.State.glBlendSrcFactorRGB = glSrcRGB;
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RLGL.State.glBlendDestFactorRGB = glDstRGB;
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RLGL.State.glBlendSrcFactorAlpha = glSrcAlpha;
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RLGL.State.glBlendDestFactorAlpha = glDstAlpha;
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RLGL.State.glBlendEquationRGB = glEqRGB;
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RLGL.State.glBlendEquationAlpha = glEqAlpha;
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RLGL.State.glCustomBlendModeModified = true;
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#endif
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}
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@ -1853,12 +1858,14 @@ void rlSetBlendFactorsSeparate(int srcRGB, int dstRGB, int srcAlpha, int dstAlph
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void rlSetBlendFactors(int glSrcFactor, int glDstFactor, int glEquation)
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{
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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if (RLGL.State.glBlendSrcFactor == glSrcFactor
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&& RLGL.State.glBlendDstFactor == glDstFactor
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&& RLGL.State.glBlendEquation == glEquation) return;
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if ((RLGL.State.glBlendSrcFactor == glSrcFactor) &&
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(RLGL.State.glBlendDstFactor == glDstFactor) &&
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(RLGL.State.glBlendEquation == glEquation)) return;
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RLGL.State.glBlendSrcFactor = glSrcFactor;
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RLGL.State.glBlendDstFactor = glDstFactor;
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RLGL.State.glBlendEquation = glEquation;
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RLGL.State.glCustomBlendModeModified = true;
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#endif
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}
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@ -2009,9 +2016,6 @@ void rlglInit(int width, int height)
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//----------------------------------------------------------
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#endif
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// Init state: custom blend factor and equation modification flag
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RLGL.State.glCustomBlendModeModified = false;
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// Init state: Color/Depth buffers clear
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glClearColor(0.0f, 0.0f, 0.0f, 1.0f); // Set clear color (black)
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glClearDepth(1.0f); // Set clear depth value (default)
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