rm skybox args;

They used to always be necessary, now they are almost never necessary.
This commit is contained in:
bjorn 2019-06-29 21:01:03 -07:00
parent e3e930d6cc
commit 2fb393306c
3 changed files with 3 additions and 11 deletions

View File

@ -914,11 +914,7 @@ static int l_lovrGraphicsSphere(lua_State* L) {
static int l_lovrGraphicsSkybox(lua_State* L) {
Texture* texture = luax_checktype(L, 1, Texture);
float angle = luax_optfloat(L, 2, 0.f);
float ax = luax_optfloat(L, 3, 0.f);
float ay = luax_optfloat(L, 4, 1.f);
float az = luax_optfloat(L, 5, 0.f);
lovrGraphicsSkybox(texture, angle, ax, ay, az);
lovrGraphicsSkybox(texture);
return 0;
}

View File

@ -1145,16 +1145,13 @@ void lovrGraphicsSphere(Material* material, mat4 transform, int segments) {
}
}
void lovrGraphicsSkybox(Texture* texture, float angle, float ax, float ay, float az) {
void lovrGraphicsSkybox(Texture* texture) {
TextureType type = lovrTextureGetType(texture);
lovrAssert(type == TEXTURE_CUBE || type == TEXTURE_2D, "Only 2D and cube textures can be used as skyboxes");
Pipeline pipeline = state.pipeline;
pipeline.winding = WINDING_COUNTERCLOCKWISE;
float transform[16] = MAT4_IDENTITY;
mat4_rotate(transform, angle, ax, ay, az);
float* vertices = NULL;
lovrGraphicsBatch(&(BatchRequest) {
@ -1162,7 +1159,6 @@ void lovrGraphicsSkybox(Texture* texture, float angle, float ax, float ay, float
.topology = DRAW_TRIANGLE_STRIP,
.shader = type == TEXTURE_CUBE ? SHADER_CUBE : SHADER_PANO,
.pipeline = &pipeline,
.transform = transform,
.diffuseTexture = type == TEXTURE_2D ? texture : NULL,
.environmentMap = type == TEXTURE_CUBE ? texture : NULL,
.vertexCount = 4,

View File

@ -167,7 +167,7 @@ void lovrGraphicsArc(DrawStyle style, ArcMode mode, struct Material* material, m
void lovrGraphicsCircle(DrawStyle style, struct Material* material, mat4 transform, int segments);
void lovrGraphicsCylinder(struct Material* material, mat4 transform, float r1, float r2, bool capped, int segments);
void lovrGraphicsSphere(struct Material* material, mat4 transform, int segments);
void lovrGraphicsSkybox(struct Texture* texture, float angle, float ax, float ay, float az);
void lovrGraphicsSkybox(struct Texture* texture);
void lovrGraphicsPrint(const char* str, size_t length, mat4 transform, float wrap, HorizontalAlign halign, VerticalAlign valign);
void lovrGraphicsFill(struct Texture* texture, float u, float v, float w, float h);
void lovrGraphicsDrawMesh(struct Mesh* mesh, mat4 transform, uint32_t instances, float* pose);