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@@ -524,23 +524,6 @@ void BeginDrawing(void)
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// NOTE: Not required with OpenGL 3.3+
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}
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-// Setup drawing canvas with 2d camera
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-void BeginDrawingEx(Camera2D camera)
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-{
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- BeginDrawing();
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-
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- // Camera rotation and scaling is always relative to target
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- Matrix matOrigin = MatrixTranslate(-camera.target.x, -camera.target.y, 0.0f);
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- Matrix matRotation = MatrixRotate((Vector3){ 0.0f, 0.0f, 1.0f }, camera.rotation*DEG2RAD);
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- Matrix matScale = MatrixScale(camera.zoom, camera.zoom, 1.0f);
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-
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- Matrix matTranslation = MatrixTranslate(camera.offset.x + camera.target.x, camera.offset.y + camera.target.y, 0.0f);
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-
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- Matrix matTransform = MatrixMultiply(MatrixMultiply(matOrigin, MatrixMultiply(matScale, matRotation)), matTranslation);
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-
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- rlMultMatrixf(MatrixToFloat(matTransform));
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-}
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-
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// End canvas drawing and Swap Buffers (Double Buffering)
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void EndDrawing(void)
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{
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@@ -569,6 +552,33 @@ void EndDrawing(void)
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}
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}
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+// Initialize 2D mode with custom camera
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+void Begin2dMode(Camera2D camera)
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+{
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+ rlglDraw(); // Draw Buffers (Only OpenGL 3+ and ES2)
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+
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+ rlLoadIdentity(); // Reset current matrix (MODELVIEW)
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+
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+ // Camera rotation and scaling is always relative to target
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+ Matrix matOrigin = MatrixTranslate(-camera.target.x, -camera.target.y, 0.0f);
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+ Matrix matRotation = MatrixRotate((Vector3){ 0.0f, 0.0f, 1.0f }, camera.rotation*DEG2RAD);
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+ Matrix matScale = MatrixScale(camera.zoom, camera.zoom, 1.0f);
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+
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+ Matrix matTranslation = MatrixTranslate(camera.offset.x + camera.target.x, camera.offset.y + camera.target.y, 0.0f);
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+
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+ Matrix matTransform = MatrixMultiply(MatrixMultiply(matOrigin, MatrixMultiply(matScale, matRotation)), matTranslation);
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+
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+ rlMultMatrixf(MatrixToFloat(matTransform));
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+}
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+
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+// Ends 2D mode custom camera usage
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+void End2dMode(void)
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+{
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+ rlglDraw(); // Draw Buffers (Only OpenGL 3+ and ES2)
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+
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+ rlLoadIdentity(); // Reset current matrix (MODELVIEW)
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+}
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+
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// Initializes 3D mode for drawing (Camera setup)
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void Begin3dMode(Camera camera)
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{
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