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| author | raysan5 <raysan5@gmail.com> | 2016-01-11 13:29:55 +0100 |
|---|---|---|
| committer | raysan5 <raysan5@gmail.com> | 2016-01-11 13:29:55 +0100 |
| commit | 5e7686695fcfe32bbf956990ced0a02b7c881af1 (patch) | |
| tree | 534c4b2f488e6cb0e650316fbee2b9d7a4d12664 /src/core.c | |
| parent | e5a56fa98515337c805e5a641cd3787cb6898596 (diff) | |
| download | raylib-5e7686695fcfe32bbf956990ced0a02b7c881af1.tar.gz raylib-5e7686695fcfe32bbf956990ced0a02b7c881af1.zip | |
Review Light/Material system
Simplified for the user (more intuitive and clear)
Removed lighting module dependency
Diffstat (limited to 'src/core.c')
| -rw-r--r-- | src/core.c | 19 |
1 files changed, 16 insertions, 3 deletions
@@ -519,7 +519,7 @@ void BeginDrawing(void) rlLoadIdentity(); // Reset current matrix (MODELVIEW) - rlMultMatrixf(GetMatrixVector(downscaleView)); // If downscale required, apply it here + rlMultMatrixf(MatrixToFloat(downscaleView)); // If downscale required, apply it here //rlTranslatef(0.375, 0.375, 0); // HACK to have 2D pixel-perfect drawing on OpenGL 1.1 // NOTE: Not required with OpenGL 3.3+ @@ -533,7 +533,7 @@ void BeginDrawingEx(int blendMode, Shader shader, Matrix transform) SetBlendMode(blendMode); SetPostproShader(shader); - rlMultMatrixf(GetMatrixVector(transform)); + rlMultMatrixf(MatrixToFloat(transform)); } // End canvas drawing and Swap Buffers (Double Buffering) @@ -588,7 +588,7 @@ void Begin3dMode(Camera camera) // Setup Camera view Matrix matView = MatrixLookAt(camera.position, camera.target, camera.up); - rlMultMatrixf(GetMatrixVector(matView)); // Multiply MODELVIEW matrix by view matrix (camera) + rlMultMatrixf(MatrixToFloat(matView)); // Multiply MODELVIEW matrix by view matrix (camera) } // Ends 3D mode and returns to default 2D orthographic mode @@ -630,6 +630,19 @@ float GetFrameTime(void) return (float)roundedFrameTime; // Time in seconds to run a frame } +// Converts Color to float array and normalizes +float *ColorToFloat(Color color) +{ + static float buffer[4]; + + buffer[0] = (float)color.r/255; + buffer[1] = (float)color.g/255; + buffer[2] = (float)color.b/255; + buffer[3] = (float)color.a/255; + + return buffer; +} + // Returns a Color struct from hexadecimal value Color GetColor(int hexValue) { |
