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authorraysan5 <raysan5@gmail.com>2016-05-04 20:25:32 +0200
committerraysan5 <raysan5@gmail.com>2016-05-04 20:25:32 +0200
commitba60918eaae142598fc84ee7e2af06b3ddc26ba1 (patch)
treee7329b262a31293eb9aad1352bbf56e46c21013c /examples/oculus_glfw_sample/oculus_glfw_sample.old.c
parentfd67e31f630476980eb09e49177958703db5b3d3 (diff)
downloadraylib-ba60918eaae142598fc84ee7e2af06b3ddc26ba1.tar.gz
raylib-ba60918eaae142598fc84ee7e2af06b3ddc26ba1.zip
Updated Oculus sample
Now GLFW3 windows/context creation works ok and a sample red rectangle has been drawn using rlgl. Next step is working in tracking position/orientation maths and try to get a simple 3d scene...
Diffstat (limited to 'examples/oculus_glfw_sample/oculus_glfw_sample.old.c')
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1 files changed, 498 insertions, 0 deletions
diff --git a/examples/oculus_glfw_sample/oculus_glfw_sample.old.c b/examples/oculus_glfw_sample/oculus_glfw_sample.old.c
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+/*******************************************************************************************
+*
+* raylib Oculus minimum sample (OpenGL 3.3 Core)
+*
+* NOTE: This example requires raylib module [rlgl]
+*
+* Compile rlgl using:
+* gcc -c rlgl.c -Wall -std=c99 -DRLGL_STANDALONE -DRAYMATH_IMPLEMENTATION -DGRAPHICS_API_OPENGL_33
+*
+* Compile example using:
+* gcc -o oculus_glfw_sample.exe oculus_glfw_sample.c rlgl.o glad.o -L. -lLibOVRRT32_1 -lglfw3 -lopengl32 -lgdi32 -std=c99
+*
+* This example has been created using raylib 1.5 (www.raylib.com)
+* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
+*
+* Copyright (c) 2015 Ramon Santamaria (@raysan5)
+*
+********************************************************************************************/
+
+#if defined(_WIN32)
+ #define GLFW_EXPOSE_NATIVE_WIN32
+ #define GLFW_EXPOSE_NATIVE_WGL
+ #define OVR_OS_WIN32
+#elif defined(__APPLE__)
+ #define GLFW_EXPOSE_NATIVE_COCOA
+ #define GLFW_EXPOSE_NATIVE_NSGL
+ #define OVR_OS_MAC
+#elif defined(__linux__)
+ #define GLFW_EXPOSE_NATIVE_X11
+ #define GLFW_EXPOSE_NATIVE_GLX
+ #define OVR_OS_LINUX
+#endif
+
+#include "glad.h" // Extensions loading library
+
+#include <GLFW/glfw3.h>
+#include <GLFW/glfw3native.h>
+
+#include "OculusSDK/LibOVR/Include/OVR_CAPI_GL.h" // Oculus SDK for OpenGL
+
+//#include "GL/CAPI_GLE.h" // stripped-down GLEW/GLAD library to manage extensions (really required?)
+//#include "Extras/OVR_Math.h" // math utilities C++ (really required?)
+
+#define RLGL_STANDALONE
+#include "rlgl.h"
+
+#include <stdlib.h>
+#include <stdio.h>
+
+//----------------------------------------------------------------------------------
+// Types and Structures Definition
+//----------------------------------------------------------------------------------
+typedef struct OculusBuffer {
+ ovrTextureSwapChain textureChain;
+ GLuint depthId;
+ GLuint fboId;
+ int width;
+ int height;
+} OculusBuffer;
+
+typedef enum { LOG_INFO = 0, LOG_ERROR, LOG_WARNING, LOG_DEBUG, LOG_OTHER } TraceLogType;
+
+//----------------------------------------------------------------------------------
+// Module specific Functions Declaration
+//----------------------------------------------------------------------------------
+static OculusBuffer LoadOculusBuffer(ovrSession session, int width, int height);
+static void UnloadOculusBuffer(ovrSession session, OculusBuffer buffer);
+static void SetOculusBuffer(ovrSession session, OculusBuffer buffer);
+static void UnsetOculusBuffer(OculusBuffer buffer);
+
+static void ErrorCallback(int error, const char* description)
+{
+ fputs(description, stderr);
+}
+
+static void KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods)
+{
+ if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
+ {
+ glfwSetWindowShouldClose(window, GL_TRUE);
+ }
+}
+
+static void DrawRectangleV(Vector2 position, Vector2 size, Color color);
+static void TraceLog(int msgType, const char *text, ...);
+
+//----------------------------------------------------------------------------------
+// Main Entry point
+//----------------------------------------------------------------------------------
+int main()
+{
+ // Initialization
+ //--------------------------------------------------------------------------------------
+ ovrSession session;
+ ovrGraphicsLuid luid; // Useless for OpenGL since SDK 0.7
+ ovrHmdDesc hmdDesc;
+
+ ovrResult result = ovr_Initialize(NULL);
+ if (OVR_FAILURE(result)) TraceLog(LOG_ERROR, "OVR: Could not initialize Oculus device");
+
+ result = ovr_Create(&session, &luid);
+ if (OVR_FAILURE(result))
+ {
+ TraceLog(LOG_WARNING, "OVR: Could not create Oculus session");
+ ovr_Shutdown();
+ }
+
+ hmdDesc = ovr_GetHmdDesc(session);
+
+ TraceLog(LOG_INFO, "OVR: Product Name: %s", hmdDesc.ProductName);
+ TraceLog(LOG_INFO, "OVR: Manufacturer: %s", hmdDesc.Manufacturer);
+ TraceLog(LOG_INFO, "OVR: Product ID: %i", hmdDesc.ProductId);
+ TraceLog(LOG_INFO, "OVR: Product Type: %i", hmdDesc.Type);
+ TraceLog(LOG_INFO, "OVR: Serian Number: %s", hmdDesc.SerialNumber);
+ TraceLog(LOG_INFO, "OVR: Resolution: %ix%i", hmdDesc.Resolution.w, hmdDesc.Resolution.h);
+
+ int screenWidth = hmdDesc.Resolution.w/2 + 100; // Added 100 pixels for testing
+ int screenHeight = hmdDesc.Resolution.h/2 + 100; // Added 100 pixels for testing
+
+ // GLFW3 Initialization + OpenGL 3.3 Context + Extensions
+ //--------------------------------------------------------
+ GLFWwindow *window;
+
+ glfwSetErrorCallback(ErrorCallback);
+
+ if (!glfwInit())
+ {
+ TraceLog(LOG_WARNING, "GLFW3: Can not initialize GLFW");
+ exit(EXIT_FAILURE);
+ }
+ else TraceLog(LOG_INFO, "GLFW3: GLFW initialized successfully");
+
+ glfwWindowHint(GLFW_DEPTH_BITS, 16);
+ glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
+ glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
+ //glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
+ glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
+ glfwWindowHint(GLFW_OPENGL_DEBUG_CONTEXT, GL_TRUE);
+ glfwWindowHint(GLFW_DECORATED, GL_FALSE); // Mandatory on Oculus Rift to avoid program crash!
+
+ window = glfwCreateWindow(screenWidth, screenHeight, "rlgl standalone", NULL, NULL);
+
+ if (!window)
+ {
+ glfwTerminate();
+ exit(EXIT_FAILURE);
+ }
+ else TraceLog(LOG_INFO, "GLFW3: Window created successfully");
+
+ glfwSetKeyCallback(window, KeyCallback);
+
+ glfwMakeContextCurrent(window);
+ glfwSwapInterval(0);
+
+ if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
+ {
+ TraceLog(LOG_WARNING, "GLAD: Cannot load OpenGL extensions");
+ exit(1);
+ }
+ else TraceLog(LOG_INFO, "GLAD: OpenGL extensions loaded successfully");
+
+ rlglInit();
+ rlglInitGraphics(0, 0, screenWidth, screenHeight);
+ rlClearColor(245, 245, 245, 255); // Define clear color
+
+ Vector2 position = { screenWidth/2 - 100, screenHeight/2 - 100 };
+ Vector2 size = { 200, 200 };
+ Color color = { 180, 20, 20, 255 };
+ //---------------------------------------------------------------------------
+
+ OculusBuffer eyeRenderBuffer[2];
+
+ GLuint mirrorFBO = 0;
+ ovrMirrorTexture mirrorTexture = NULL;
+
+ bool isVisible = true;
+ long long frameIndex = 0;
+
+ // Make eyes render buffers
+ ovrSizei recommendedTexSizeLeft = ovr_GetFovTextureSize(session, ovrEye_Left, hmdDesc.DefaultEyeFov[0], 1.0f);
+ eyeRenderBuffer[0] = LoadOculusBuffer(session, recommendedTexSizeLeft.w, recommendedTexSizeLeft.h);
+ ovrSizei recommendedTexSizeRight = ovr_GetFovTextureSize(session, ovrEye_Right, hmdDesc.DefaultEyeFov[1], 1.0f);
+ eyeRenderBuffer[1] = LoadOculusBuffer(session, recommendedTexSizeRight.w, recommendedTexSizeRight.h);
+
+ // Note: the mirror window can be any size, for this sample we use 1/2 the HMD resolution
+ ovrSizei windowSize = { hmdDesc.Resolution.w/2, hmdDesc.Resolution.h/2 };
+
+ // Define mirror texture descriptor
+ ovrMirrorTextureDesc mirrorDesc;
+ memset(&mirrorDesc, 0, sizeof(mirrorDesc));
+ mirrorDesc.Width = windowSize.w;
+ mirrorDesc.Height = windowSize.h;
+ mirrorDesc.Format = OVR_FORMAT_R8G8B8A8_UNORM_SRGB;
+
+ // Create mirror texture and an FBO used to copy mirror texture to back buffer
+ result = ovr_CreateMirrorTextureGL(session, &mirrorDesc, &mirrorTexture);
+ if (!OVR_SUCCESS(result)) TraceLog(LOG_WARNING, "OVR: Failed to create mirror texture");
+
+ // Configure the mirror read buffer
+ GLuint texId;
+ ovr_GetMirrorTextureBufferGL(session, mirrorTexture, &texId);
+
+ glGenFramebuffers(1, &mirrorFBO);
+ glBindFramebuffer(GL_READ_FRAMEBUFFER, mirrorFBO);
+ glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texId, 0);
+ glFramebufferRenderbuffer(GL_READ_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, 0);
+ glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
+
+ if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
+ {
+ glDeleteFramebuffers(1, &mirrorFBO);
+ TraceLog(LOG_WARNING, "OVR: Could not initialize mirror framebuffers");
+ }
+
+ glClearColor(1.0f, 0.1f, 0.1f, 0.0f);
+ glEnable(GL_DEPTH_TEST);
+ ovr_RecenterTrackingOrigin(session);
+
+ // FloorLevel will give tracking poses where the floor height is 0
+ ovr_SetTrackingOriginType(session, ovrTrackingOrigin_FloorLevel);
+ //--------------------------------------------------------------------------------------
+
+ // Main loop
+ while (!glfwWindowShouldClose(window))
+ {
+ // Update
+ //----------------------------------------------------------------------------------
+ frameIndex++;
+
+ // TODO: Update game here!
+
+ // Call ovr_GetRenderDesc each frame to get the ovrEyeRenderDesc, as the returned values (e.g. HmdToEyeOffset) may change at runtime.
+ ovrEyeRenderDesc eyeRenderDesc[2];
+ eyeRenderDesc[0] = ovr_GetRenderDesc(session, ovrEye_Left, hmdDesc.DefaultEyeFov[0]);
+ eyeRenderDesc[1] = ovr_GetRenderDesc(session, ovrEye_Right, hmdDesc.DefaultEyeFov[1]);
+
+ // Get eye poses, feeding in correct IPD offset
+ ovrPosef eyeRenderPose[2];
+ ovrVector3f hmdToEyeOffset[2] = { eyeRenderDesc[0].HmdToEyeOffset, eyeRenderDesc[1].HmdToEyeOffset };
+
+ double sensorSampleTime; // sensorSampleTime is fed into the layer later
+ ovr_GetEyePoses(session, frameIndex, ovrTrue, hmdToEyeOffset, eyeRenderPose, &sensorSampleTime);
+ //----------------------------------------------------------------------------------
+
+ // Draw
+ //----------------------------------------------------------------------------------
+
+ // Clear screen to red color
+ glClearColor(1.0f, 0.1f, 0.1f, 0.0f);
+ //glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
+ if (isVisible)
+ {
+ for (int eye = 0; eye < 2; ++eye)
+ {
+ SetOculusBuffer(session, eyeRenderBuffer[eye]);
+
+ // TODO: Get view and projection matrices for the eye
+ // Sample using Oculus OVR_Math.h (C++)
+ /*
+ Matrix4f projection[eye] = Matrix4f(ovrMatrix4f_Projection(eyeRenderDesc[eye].Fov, 0.01f, 10000.0f, ovrProjection_None));
+ Matrix4f eyeOrientation[eye] = Matrix4f(Quatf(eyeRenderPose[eye].Orientation).Inverted());
+ Matrix4f eyePose[eye] = Matrix4f::Translation(-Vector3f(eyeRenderPose[eye].Position));
+ Matrix4f mvp = projection[eye]*eyeOrientation[eye]*eyePose[eye];
+ */
+
+ // Sample using custom raymath.h (C) -INCOMPLETE-
+ /*
+ Matrix projection = MatrixPerspective(eyeRenderDesc[eye].Fov, ((double)screenWidth/(double)screenHeight), 0.01, 1000.0);
+ Matrix eyeOrientation = QuaternionToMatrix((Quaternion){ -eyeRenderPose[eye].Orientation.x, -eyeRenderPose[eye].Orientation.y,
+ -eyeRenderPose[eye].Orientation.z, -eyeRenderPose[eye].Orientation.w });
+ Matrix eyePose = MatrixTranslate(-eyeRenderPose[eye].Position.x, -eyeRenderPose[eye].Position.y, -eyeRenderPose[eye].Position.z);
+ Matrix mvp = MatrixMultiply(projection, MatrixMultiply(eyeOrientation, eyePose));
+ */
+
+ // Render everything
+ // TODO: Pass calculated mvp matrix to default shader to consider projection and orientation!
+ //DrawRectangleV(position, size, color);
+ //rlglDraw();
+
+ UnsetOculusBuffer(eyeRenderBuffer[eye]);
+
+ // Commit changes to the textures so they get picked up frame
+ ovr_CommitTextureSwapChain(session, eyeRenderBuffer[eye].textureChain);
+ }
+ }
+
+ // Set up positional data
+ ovrViewScaleDesc viewScaleDesc;
+ viewScaleDesc.HmdSpaceToWorldScaleInMeters = 1.0f;
+ viewScaleDesc.HmdToEyeOffset[0] = hmdToEyeOffset[0];
+ viewScaleDesc.HmdToEyeOffset[1] = hmdToEyeOffset[1];
+
+ // Create the main eye layer
+ ovrLayerEyeFov eyeLayer;
+ eyeLayer.Header.Type = ovrLayerType_EyeFov;
+ eyeLayer.Header.Flags = ovrLayerFlag_TextureOriginAtBottomLeft; // Because OpenGL
+
+ for (int eye = 0; eye < 2; eye++)
+ {
+ eyeLayer.ColorTexture[eye] = eyeRenderBuffer[eye].textureChain;
+ eyeLayer.Viewport[eye] = (ovrRecti){ eyeRenderBuffer[eye].width, eyeRenderBuffer[eye].height };
+ eyeLayer.Fov[eye] = hmdDesc.DefaultEyeFov[eye];
+ eyeLayer.RenderPose[eye] = eyeRenderPose[eye];
+ eyeLayer.SensorSampleTime = sensorSampleTime;
+ }
+
+ // Append all the layers to global list
+ ovrLayerHeader *layerList = &eyeLayer.Header;
+ ovrResult result = ovr_SubmitFrame(session, frameIndex, NULL, &layerList, 1);
+
+ // exit the rendering loop if submit returns an error, will retry on ovrError_DisplayLost
+ if (!OVR_SUCCESS(result)) return 1;
+
+ isVisible = (result == ovrSuccess);
+
+ // Get session status information
+ ovrSessionStatus sessionStatus;
+ ovr_GetSessionStatus(session, &sessionStatus);
+ if (sessionStatus.ShouldQuit) TraceLog(LOG_WARNING, "OVR: Session should quit.");
+ if (sessionStatus.ShouldRecenter) ovr_RecenterTrackingOrigin(session);
+
+ // Blit mirror texture to back buffer
+ glBindFramebuffer(GL_READ_FRAMEBUFFER, mirrorFBO);
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
+ GLint w = mirrorDesc.Width;
+ GLint h = mirrorDesc.Height;
+ glBlitFramebuffer(0, h, w, 0, 0, 0, w, h, GL_COLOR_BUFFER_BIT, GL_NEAREST);
+ glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
+
+ glfwSwapBuffers(window);
+ glfwPollEvents();
+ //----------------------------------------------------------------------------------
+ }
+
+ // De-Initialization
+ //--------------------------------------------------------------------------------------
+ if (mirrorFBO) glDeleteFramebuffers(1, &mirrorFBO);
+ if (mirrorTexture) ovr_DestroyMirrorTexture(session, mirrorTexture);
+ for (int eye = 0; eye < 2; eye++) UnloadOculusBuffer(session, eyeRenderBuffer[eye]);
+
+ rlglClose();
+
+ glfwDestroyWindow(window);
+ glfwTerminate();
+
+ ovr_Destroy(session); // Must be called after glfwTerminate()
+ ovr_Shutdown();
+ //--------------------------------------------------------------------------------------
+
+ return 0;
+}
+
+//----------------------------------------------------------------------------------
+// Module specific Functions Definitions
+//----------------------------------------------------------------------------------
+
+// Load Oculus required buffers: texture-swap-chain, fbo, texture-depth
+static OculusBuffer LoadOculusBuffer(ovrSession session, int width, int height)
+{
+ OculusBuffer buffer;
+ buffer.width = width;
+ buffer.height = height;
+
+ // Create OVR texture chain
+ ovrTextureSwapChainDesc desc = {};
+ desc.Type = ovrTexture_2D;
+ desc.ArraySize = 1;
+ desc.Width = width;
+ desc.Height = height;
+ desc.MipLevels = 1;
+ desc.Format = OVR_FORMAT_R8G8B8A8_UNORM_SRGB;
+ desc.SampleCount = 1;
+ desc.StaticImage = ovrFalse;
+
+ ovrResult result = ovr_CreateTextureSwapChainGL(session, &desc, &buffer.textureChain);
+
+ int textureCount = 0;
+ ovr_GetTextureSwapChainLength(session, buffer.textureChain, &textureCount);
+
+ if (OVR_SUCCESS(result))
+ {
+ for (int i = 0; i < textureCount; ++i)
+ {
+ GLuint chainTexId;
+ ovr_GetTextureSwapChainBufferGL(session, buffer.textureChain, i, &chainTexId);
+ glBindTexture(GL_TEXTURE_2D, chainTexId);
+
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+ }
+ }
+
+ // Generate framebuffer
+ glGenFramebuffers(1, &buffer.fboId);
+
+ // Create Depth texture
+ glGenTextures(1, &buffer.depthId);
+ glBindTexture(GL_TEXTURE_2D, buffer.depthId);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT16, buffer.width, buffer.height, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
+
+ return buffer;
+}
+
+// Unload texture required buffers
+static void UnloadOculusBuffer(ovrSession session, OculusBuffer buffer)
+{
+ if (buffer.textureChain)
+ {
+ ovr_DestroyTextureSwapChain(session, buffer.textureChain);
+ buffer.textureChain = NULL;
+ }
+
+ if (buffer.depthId)
+ {
+ glDeleteTextures(1, &buffer.depthId);
+ buffer.depthId = 0;
+ }
+
+ if (buffer.fboId)
+ {
+ glDeleteFramebuffers(1, &buffer.fboId);
+ buffer.fboId = 0;
+ }
+}
+
+// Set current Oculus buffer
+static void SetOculusBuffer(ovrSession session, OculusBuffer buffer)
+{
+ GLuint currentTexId;
+ int currentIndex;
+
+ ovr_GetTextureSwapChainCurrentIndex(session, buffer.textureChain, &currentIndex);
+ ovr_GetTextureSwapChainBufferGL(session, buffer.textureChain, currentIndex, &currentTexId);
+
+ glBindFramebuffer(GL_FRAMEBUFFER, buffer.fboId);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, currentTexId, 0);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, buffer.depthId, 0);
+
+ glViewport(0, 0, buffer.width, buffer.height);
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+ glEnable(GL_FRAMEBUFFER_SRGB);
+}
+
+// Unset Oculus buffer
+static void UnsetOculusBuffer(OculusBuffer buffer)
+{
+ glBindFramebuffer(GL_FRAMEBUFFER, buffer.fboId);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
+}
+
+// Draw rectangle using rlgl OpenGL 1.1 style coding (translated to OpenGL 3.3 internally)
+static void DrawRectangleV(Vector2 position, Vector2 size, Color color)
+{
+ rlBegin(RL_TRIANGLES);
+ rlColor4ub(color.r, color.g, color.b, color.a);
+
+ rlVertex2i(position.x, position.y);
+ rlVertex2i(position.x, position.y + size.y);
+ rlVertex2i(position.x + size.x, position.y + size.y);
+
+ rlVertex2i(position.x, position.y);
+ rlVertex2i(position.x + size.x, position.y + size.y);
+ rlVertex2i(position.x + size.x, position.y);
+ rlEnd();
+}
+
+// Output a trace log message
+// NOTE: Expected msgType: (0)Info, (1)Error, (2)Warning
+static void TraceLog(int msgType, const char *text, ...)
+{
+ va_list args;
+ va_start(args, text);
+
+ switch(msgType)
+ {
+ case LOG_INFO: fprintf(stdout, "INFO: "); break;
+ case LOG_ERROR: fprintf(stdout, "ERROR: "); break;
+ case LOG_WARNING: fprintf(stdout, "WARNING: "); break;
+ case LOG_DEBUG: fprintf(stdout, "DEBUG: "); break;
+ default: break;
+ }
+
+ vfprintf(stdout, text, args);
+ fprintf(stdout, "\n");
+
+ va_end(args);
+
+ //if (msgType == LOG_ERROR) exit(1);
+} \ No newline at end of file