added possibility to get modelview matrix from rlgl to be able to send it to shaders
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2 changed files with 8 additions and 0 deletions
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@ -2539,6 +2539,12 @@ void SetMatrixModelview(Matrix view)
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#endif
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#endif
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}
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}
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Matrix GetMatrixModelview() {
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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return modelview;
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#endif
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}
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// Generate cubemap texture from HDR texture
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// Generate cubemap texture from HDR texture
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// TODO: OpenGL ES 2.0 does not support GL_RGB16F texture format, neither GL_DEPTH_COMPONENT24
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// TODO: OpenGL ES 2.0 does not support GL_RGB16F texture format, neither GL_DEPTH_COMPONENT24
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Texture2D GenTextureCubemap(Shader shader, Texture2D skyHDR, int size)
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Texture2D GenTextureCubemap(Shader shader, Texture2D skyHDR, int size)
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@ -461,6 +461,8 @@ void SetShaderValuei(Shader shader, int uniformLoc, const int *value, int size);
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void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat); // Set shader uniform value (matrix 4x4)
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void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat); // Set shader uniform value (matrix 4x4)
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void SetMatrixProjection(Matrix proj); // Set a custom projection matrix (replaces internal projection matrix)
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void SetMatrixProjection(Matrix proj); // Set a custom projection matrix (replaces internal projection matrix)
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void SetMatrixModelview(Matrix view); // Set a custom modelview matrix (replaces internal modelview matrix)
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void SetMatrixModelview(Matrix view); // Set a custom modelview matrix (replaces internal modelview matrix)
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Matrix GetMatrixModelview();
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// Texture maps generation (PBR)
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// Texture maps generation (PBR)
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// NOTE: Required shaders should be provided
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// NOTE: Required shaders should be provided
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