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@@ -557,6 +557,7 @@ RLAPI void rlEnableSmoothLines(void); // Enable line aliasing
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RLAPI void rlDisableSmoothLines(void); // Disable line aliasing
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RLAPI void rlEnableStereoRender(void); // Enable stereo rendering
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RLAPI void rlDisableStereoRender(void); // Disable stereo rendering
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+RLAPI bool rlIsStereoRenderEnabled(void); // Check if stereo render is enabled
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RLAPI void rlClearColor(unsigned char r, unsigned char g, unsigned char b, unsigned char a); // Clear color buffer with color
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RLAPI void rlClearScreenBuffers(void); // Clear used screen buffers (color and depth)
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@@ -572,6 +573,8 @@ RLAPI void rlglInit(int width, int height); // Initialize rlgl (buffer
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RLAPI void rlglClose(void); // De-inititialize rlgl (buffers, shaders, textures)
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RLAPI void rlLoadExtensions(void* loader); // Load OpenGL extensions (loader function pointer required)
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RLAPI int rlGetVersion(void); // Returns current OpenGL version
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+RLAPI int rlGetFramebufferWidth(void); // Get default framebuffer width
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+RLAPI int rlGetFramebufferHeight(void); // Get default framebuffer height
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RLAPI Shader rlGetShaderDefault(void); // Get default shader
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RLAPI Texture2D rlGetTextureDefault(void); // Get default texture
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@@ -640,6 +643,8 @@ RLAPI void rlSetShader(Shader shader); // Set
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RLAPI Matrix rlGetMatrixModelview(void); // Get internal modelview matrix
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RLAPI Matrix rlGetMatrixProjection(void); // Get internal projection matrix
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RLAPI Matrix rlGetMatrixTransform(void); // Get internal accumulated transform matrix
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+RLAPI Matrix rlGetMatrixProjectionStereo(int eye); // Get internal projection matrix for stereo render (selected eye)
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+RLAPI Matrix rlGetMatrixViewOffsetStereo(int eye); // Get internal view offset matrix for stereo render (selected eye)
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RLAPI void rlSetMatrixProjection(Matrix proj); // Set a custom projection matrix (replaces internal projection matrix)
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RLAPI void rlSetMatrixModelview(Matrix view); // Set a custom modelview matrix (replaces internal modelview matrix)
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RLAPI void rlSetMatrixProjectionStereo(Matrix right, Matrix left); // Set eyes projection matrices for stereo rendering
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@@ -841,8 +846,8 @@ typedef struct rlglData {
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Shader currentShader; // Shader to be used on rendering (by default, defaultShader)
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bool stereoRender; // Stereo rendering flag
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- Matrix projectionStereo[2]; // VR stereo rendering eyes projection matrices
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- Matrix offsetStereo[2]; // VR stereo rendering eyes view offset matrices
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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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int currentBlendMode; // Blending mode active
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int glBlendSrcFactor; // Blending source factor
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@@ -1516,6 +1521,16 @@ void rlDisableStereoRender(void)
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#endif
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}
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+// Check if stereo render is enabled
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+bool rlIsStereoRenderEnabled(void)
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+{
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+#if (defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2))
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+ return RLGL.State.stereoRender;
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+#else
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+ return false;
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+#endif
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+}
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+
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// Clear color buffer with color
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void rlClearColor(unsigned char r, unsigned char g, unsigned char b, unsigned char a)
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{
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@@ -1914,6 +1929,26 @@ int rlGetVersion(void)
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#endif
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}
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+// Get default framebuffer width
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+int rlGetFramebufferWidth(void)
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+{
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+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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+ return RLGL.State.framebufferWidth;
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+#else
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+ return 0;
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+#endif
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+}
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+
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+// Get default framebuffer height
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+int rlGetFramebufferHeight(void)
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+{
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+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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+ return RLGL.State.framebufferHeight;
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+#else
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+ return 0;
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+#endif
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+}
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+
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// Get default internal shader (simple texture + tint color)
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Shader rlGetShaderDefault(void)
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{
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@@ -2201,7 +2236,7 @@ void rlDrawRenderBatch(RenderBatch *batch)
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rlViewport(eye*RLGL.State.framebufferWidth/2, 0, RLGL.State.framebufferWidth/2, RLGL.State.framebufferHeight);
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// Set current eye view offset to modelview matrix
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- rlSetMatrixModelview(MatrixMultiply(matModelView, RLGL.State.offsetStereo[eye]));
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+ rlSetMatrixModelview(MatrixMultiply(matModelView, RLGL.State.viewOffsetStereo[eye]));
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// Set current eye projection matrix
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rlSetMatrixProjection(RLGL.State.projectionStereo[eye]);
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}
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@@ -3514,6 +3549,26 @@ Matrix rlGetMatrixTransform(void)
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return mat;
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}
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+// Get internal projection matrix for stereo render (selected eye)
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+RLAPI Matrix rlGetMatrixProjectionStereo(int eye)
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+{
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+ Matrix mat = MatrixIdentity();
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+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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+ mat = RLGL.State.projectionStereo[eye];
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+#endif
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+ return mat;
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+}
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+
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+// Get internal view offset matrix for stereo render (selected eye)
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+RLAPI Matrix rlGetMatrixViewOffsetStereo(int eye)
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+{
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+ Matrix mat = MatrixIdentity();
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+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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+ mat = RLGL.State.viewOffsetStereo[eye];
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+#endif
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+ return mat;
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+}
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+
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// Set a custom modelview matrix (replaces internal modelview matrix)
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void rlSetMatrixModelview(Matrix view)
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{
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@@ -3543,8 +3598,8 @@ void rlSetMatrixProjectionStereo(Matrix right, Matrix left)
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void rlSetMatrixViewOffsetStereo(Matrix right, Matrix left)
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{
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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- RLGL.State.offsetStereo[0] = right;
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- RLGL.State.offsetStereo[1] = left;
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+ RLGL.State.viewOffsetStereo[0] = right;
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+ RLGL.State.viewOffsetStereo[1] = left;
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#endif
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}
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