diff options
| author | raysan5 <raysan5@gmail.com> | 2016-07-16 19:52:32 +0200 |
|---|---|---|
| committer | raysan5 <raysan5@gmail.com> | 2016-07-16 19:52:32 +0200 |
| commit | 0ba349bdf219fb7789ee90b72c5d6b92be6340cf (patch) | |
| tree | 0fdf1242a5a031def32ca8a37724e4172bc191af /examples/oculus_glfw_sample/rlgl_standalone_stereo.c | |
| parent | 35bda8980f632203f98122b3f9da3d1d984f35c5 (diff) | |
| download | raylib-0ba349bdf219fb7789ee90b72c5d6b92be6340cf.tar.gz raylib-0ba349bdf219fb7789ee90b72c5d6b92be6340cf.zip | |
Removed oculus glfw sample (already on raylib)
Replaced by example rlgl_oculus_rift
Diffstat (limited to 'examples/oculus_glfw_sample/rlgl_standalone_stereo.c')
| -rw-r--r-- | examples/oculus_glfw_sample/rlgl_standalone_stereo.c | 496 |
1 files changed, 0 insertions, 496 deletions
diff --git a/examples/oculus_glfw_sample/rlgl_standalone_stereo.c b/examples/oculus_glfw_sample/rlgl_standalone_stereo.c deleted file mode 100644 index fa7f3e4a..00000000 --- a/examples/oculus_glfw_sample/rlgl_standalone_stereo.c +++ /dev/null @@ -1,496 +0,0 @@ -/******************************************************************************************* -* -* raylib [rlgl] example - Using rlgl module as standalone module -* -* NOTE: This example requires OpenGL 3.3 or ES2 versions for shaders support, -* OpenGL 1.1 does not support shaders but it can also be used. -* -* Compile rlgl module using: -* gcc -c rlgl.c -Wall -std=c99 -DRLGL_STANDALONE -DRAYMATH_IMPLEMENTATION -DGRAPHICS_API_OPENGL_33 -* -* Compile example using: -* gcc -o $(NAME_PART).exe $(FILE_NAME) rlgl.o -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) -* -********************************************************************************************/ - -#include "glad.h" // Extensions loading library -#include <GLFW/glfw3.h> // Windows/Context and inputs management - -#define RLGL_STANDALONE -#include "rlgl.h" // rlgl library: OpenGL 1.1 immediate-mode style coding - -#include <stdlib.h> // Required for: abs() - - -#define RED (Color){ 230, 41, 55, 255 } // Red -#define MAROON (Color){ 190, 33, 55, 255 } // Maroon -#define RAYWHITE (Color){ 245, 245, 245, 255 } // My own White (raylib logo) -#define DARKGRAY (Color){ 80, 80, 80, 255 } // Dark Gray -#define WHITE (Color){ 255, 255, 255, 255 } // White - -//---------------------------------------------------------------------------------- -// Types and Structures Definition -//---------------------------------------------------------------------------------- - -// Rectangle type -typedef struct Rectangle { - int x; - int y; - int width; - int height; -} Rectangle; - -//---------------------------------------------------------------------------------- -// Module specific Functions Declaration -//---------------------------------------------------------------------------------- -static void ErrorCallback(int error, const char* description); -static void KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods); - -// Drawing functions (uses rlgl functionality) -static void DrawGrid(int slices, float spacing); -static void DrawCube(Vector3 position, float width, float height, float length, Color color); -static void DrawCubeWires(Vector3 position, float width, float height, float length, Color color); -static void DrawRectangleV(Vector2 position, Vector2 size, Color color); -static void DrawTextureRec(Texture2D texture, Rectangle sourceRec, Vector2 position, Color tint); -static void DrawTexturePro(Texture2D texture, Rectangle sourceRec, Rectangle destRec, Vector2 origin, float rotation, Color tint); - -//---------------------------------------------------------------------------------- -// Main Entry point -//---------------------------------------------------------------------------------- -int main(void) -{ - // Initialization - //-------------------------------------------------------------------------------------- - const int screenWidth = 1080; - const int screenHeight = 600; - - // GLFW3 Initialization + OpenGL 3.3 Context + Extensions - //-------------------------------------------------------- - glfwSetErrorCallback(ErrorCallback); - - if (!glfwInit()) - { - TraceLog(WARNING, "GLFW3: Can not initialize GLFW"); - return 1; - } - else TraceLog(INFO, "GLFW3: GLFW initialized successfully"); - - glfwWindowHint(GLFW_SAMPLES, 4); - glfwWindowHint(GLFW_DEPTH_BITS, 16); - glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); - glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); - glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); - glfwWindowHint(GLFW_OPENGL_DEBUG_CONTEXT, GL_TRUE); - - GLFWwindow *window = glfwCreateWindow(screenWidth, screenHeight, "rlgl standalone", NULL, NULL); - - if (!window) - { - glfwTerminate(); - return 2; - } - else TraceLog(INFO, "GLFW3: Window created successfully"); - - glfwSetKeyCallback(window, KeyCallback); - - glfwMakeContextCurrent(window); - glfwSwapInterval(1); - - // Load OpenGL 3.3 extensions - if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) - { - TraceLog(WARNING, "GLAD: Cannot load OpenGL extensions"); - return 3; - } - else TraceLog(INFO, "GLAD: OpenGL extensions loaded successfully"); - //-------------------------------------------------------- - - // Initialize rlgl internal buffers and OpenGL state - rlglInit(); - rlglInitGraphics(0, 0, screenWidth, screenHeight); - rlClearColor(245, 245, 245, 255); // Define clear color - rlEnableDepthTest(); // Enable DEPTH_TEST for 3D - - Shader distortion = LoadShader("base.vs", "distortion.fs"); - - // TODO: Upload to distortion shader configuration parameters (screen size, etc.) - //SetShaderValue(Shader shader, int uniformLoc, float *value, int size); - - // Create a RenderTexture2D to be used for render to texture - RenderTexture2D target = rlglLoadRenderTexture(screenWidth, screenHeight); - - Vector3 cubePosition = { 0.0f, 0.0f, 0.0f }; - - Camera camera; - camera.position = (Vector3){ 5.0f, 5.0f, 5.0f }; // Camera position - camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point - camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target) - camera.fovy = 60.0f; // Camera field-of-view Y - //-------------------------------------------------------------------------------------- - - // Main game loop - while (!glfwWindowShouldClose(window)) - { - // Update - //---------------------------------------------------------------------------------- - // ... - //---------------------------------------------------------------------------------- - - // Draw - //---------------------------------------------------------------------------------- - rlEnableRenderTexture(target.id); // Enable render target - - rlClearScreenBuffers(); // Clear current framebuffer - - for (int i = 0; i < 2; i++) - { - rlViewport(i*screenWidth/2, 0, screenWidth/2, screenHeight); - - // Calculate projection matrix (from perspective) and view matrix from camera look at - // TODO: Consider every eye fovy - Matrix matProj = MatrixPerspective(camera.fovy, (double)(screenWidth/2)/(double)screenHeight, 0.01, 1000.0); - MatrixTranspose(&matProj); - - // TODO: Recalculate view matrix considering IPD (inter-pupillary-distance) - Matrix matView = MatrixLookAt(camera.position, camera.target, camera.up); - - SetMatrixModelview(matView); // Replace internal modelview matrix by a custom one - SetMatrixProjection(matProj); // Replace internal projection matrix by a custom one - - DrawCube(cubePosition, 2.0f, 2.0f, 2.0f, RED); - DrawCubeWires(cubePosition, 2.0f, 2.0f, 2.0f, RAYWHITE); - DrawGrid(10, 1.0f); - - // NOTE: Internal buffers drawing (3D data) - rlglDraw(); - - // Draw '2D' elements in the scene (GUI) -#define RLGL_CREATE_MATRIX_MANUALLY -#if defined(RLGL_CREATE_MATRIX_MANUALLY) - - matProj = MatrixOrtho(0.0, screenWidth/2, screenHeight, 0.0, 0.0, 1.0); - MatrixTranspose(&matProj); - matView = MatrixIdentity(); - - SetMatrixModelview(matView); // Replace internal modelview matrix by a custom one - SetMatrixProjection(matProj); // Replace internal projection matrix by a custom one - -#else // Let rlgl generate and multiply matrix internally - - rlMatrixMode(RL_PROJECTION); // Enable internal projection matrix - rlLoadIdentity(); // Reset internal projection matrix - rlOrtho(0.0, screenWidth/2, screenHeight, 0.0, 0.0, 1.0); // Recalculate internal projection matrix - rlMatrixMode(RL_MODELVIEW); // Enable internal modelview matrix - rlLoadIdentity(); // Reset internal modelview matrix -#endif - // TODO: 2D not drawing properly on stereo rendering - //DrawRectangleV((Vector2){ 10.0f, 10.0f }, (Vector2){ 500.0f, 20.0f }, DARKGRAY); - - // NOTE: Internal buffers drawing (2D data) - rlglDraw(); - } - - rlDisableRenderTexture(); // Disable render target - - // Set viewport to default framebuffer size (screen size) - rlViewport(0, 0, screenWidth, screenHeight); - - // Let rlgl reconfigure internal matrices using OpenGL 1.1 style coding - rlMatrixMode(RL_PROJECTION); // Enable internal projection matrix - rlLoadIdentity(); // Reset internal projection matrix - rlOrtho(0.0, screenWidth, screenHeight, 0.0, 0.0, 1.0); // Recalculate internal projection matrix - rlMatrixMode(RL_MODELVIEW); // Enable internal modelview matrix - rlLoadIdentity(); // Reset internal modelview matrix - - // Draw RenderTexture (fbo) using distortion shader - BeginShaderMode(distortion); - // NOTE: Render texture must be y-flipped due to default OpenGL coordinates (left-bottom) - DrawTextureRec(target.texture, (Rectangle){ 0, 0, target.texture.width, -target.texture.height }, (Vector2){ 0, 0 }, WHITE); - EndShaderMode(); - - glfwSwapBuffers(window); - glfwPollEvents(); - //---------------------------------------------------------------------------------- - } - - // De-Initialization - //-------------------------------------------------------------------------------------- - UnloadShader(distortion); - - rlglClose(); // Unload rlgl internal buffers and default shader/texture - - glfwDestroyWindow(window); - glfwTerminate(); - //-------------------------------------------------------------------------------------- - - return 0; -} - -//---------------------------------------------------------------------------------- -// Module specific Functions Definitions -//---------------------------------------------------------------------------------- - -// GLFW3: Error callback -static void ErrorCallback(int error, const char* description) -{ - TraceLog(ERROR, description); -} - -// GLFW3: Keyboard callback -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); - } -} - -// 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(); -} - -// Draw a grid centered at (0, 0, 0) -static void DrawGrid(int slices, float spacing) -{ - int halfSlices = slices / 2; - - rlBegin(RL_LINES); - for(int i = -halfSlices; i <= halfSlices; i++) - { - if (i == 0) - { - rlColor3f(0.5f, 0.5f, 0.5f); - rlColor3f(0.5f, 0.5f, 0.5f); - rlColor3f(0.5f, 0.5f, 0.5f); - rlColor3f(0.5f, 0.5f, 0.5f); - } - else - { - rlColor3f(0.75f, 0.75f, 0.75f); - rlColor3f(0.75f, 0.75f, 0.75f); - rlColor3f(0.75f, 0.75f, 0.75f); - rlColor3f(0.75f, 0.75f, 0.75f); - } - - rlVertex3f((float)i*spacing, 0.0f, (float)-halfSlices*spacing); - rlVertex3f((float)i*spacing, 0.0f, (float)halfSlices*spacing); - - rlVertex3f((float)-halfSlices*spacing, 0.0f, (float)i*spacing); - rlVertex3f((float)halfSlices*spacing, 0.0f, (float)i*spacing); - } - rlEnd(); -} - -// Draw cube -// NOTE: Cube position is the center position -void DrawCube(Vector3 position, float width, float height, float length, Color color) -{ - float x = 0.0f; - float y = 0.0f; - float z = 0.0f; - - rlPushMatrix(); - - // NOTE: Be careful! Function order matters (rotate -> scale -> translate) - rlTranslatef(position.x, position.y, position.z); - //rlScalef(2.0f, 2.0f, 2.0f); - //rlRotatef(45, 0, 1, 0); - - rlBegin(RL_TRIANGLES); - rlColor4ub(color.r, color.g, color.b, color.a); - - // Front Face ----------------------------------------------------- - rlVertex3f(x-width/2, y-height/2, z+length/2); // Bottom Left - rlVertex3f(x+width/2, y-height/2, z+length/2); // Bottom Right - rlVertex3f(x-width/2, y+height/2, z+length/2); // Top Left - - rlVertex3f(x+width/2, y+height/2, z+length/2); // Top Right - rlVertex3f(x-width/2, y+height/2, z+length/2); // Top Left - rlVertex3f(x+width/2, y-height/2, z+length/2); // Bottom Right - - // Back Face ------------------------------------------------------ - rlVertex3f(x-width/2, y-height/2, z-length/2); // Bottom Left - rlVertex3f(x-width/2, y+height/2, z-length/2); // Top Left - rlVertex3f(x+width/2, y-height/2, z-length/2); // Bottom Right - - rlVertex3f(x+width/2, y+height/2, z-length/2); // Top Right - rlVertex3f(x+width/2, y-height/2, z-length/2); // Bottom Right - rlVertex3f(x-width/2, y+height/2, z-length/2); // Top Left - - // Top Face ------------------------------------------------------- - rlVertex3f(x-width/2, y+height/2, z-length/2); // Top Left - rlVertex3f(x-width/2, y+height/2, z+length/2); // Bottom Left - rlVertex3f(x+width/2, y+height/2, z+length/2); // Bottom Right - - rlVertex3f(x+width/2, y+height/2, z-length/2); // Top Right - rlVertex3f(x-width/2, y+height/2, z-length/2); // Top Left - rlVertex3f(x+width/2, y+height/2, z+length/2); // Bottom Right - - // Bottom Face ---------------------------------------------------- - rlVertex3f(x-width/2, y-height/2, z-length/2); // Top Left - rlVertex3f(x+width/2, y-height/2, z+length/2); // Bottom Right - rlVertex3f(x-width/2, y-height/2, z+length/2); // Bottom Left - - rlVertex3f(x+width/2, y-height/2, z-length/2); // Top Right - rlVertex3f(x+width/2, y-height/2, z+length/2); // Bottom Right - rlVertex3f(x-width/2, y-height/2, z-length/2); // Top Left - - // Right face ----------------------------------------------------- - rlVertex3f(x+width/2, y-height/2, z-length/2); // Bottom Right - rlVertex3f(x+width/2, y+height/2, z-length/2); // Top Right - rlVertex3f(x+width/2, y+height/2, z+length/2); // Top Left - - rlVertex3f(x+width/2, y-height/2, z+length/2); // Bottom Left - rlVertex3f(x+width/2, y-height/2, z-length/2); // Bottom Right - rlVertex3f(x+width/2, y+height/2, z+length/2); // Top Left - - // Left Face ------------------------------------------------------ - rlVertex3f(x-width/2, y-height/2, z-length/2); // Bottom Right - rlVertex3f(x-width/2, y+height/2, z+length/2); // Top Left - rlVertex3f(x-width/2, y+height/2, z-length/2); // Top Right - - rlVertex3f(x-width/2, y-height/2, z+length/2); // Bottom Left - rlVertex3f(x-width/2, y+height/2, z+length/2); // Top Left - rlVertex3f(x-width/2, y-height/2, z-length/2); // Bottom Right - rlEnd(); - rlPopMatrix(); -} - -// Draw cube wires -void DrawCubeWires(Vector3 position, float width, float height, float length, Color color) -{ - float x = 0.0f; - float y = 0.0f; - float z = 0.0f; - - rlPushMatrix(); - - rlTranslatef(position.x, position.y, position.z); - //rlRotatef(45, 0, 1, 0); - - rlBegin(RL_LINES); - rlColor4ub(color.r, color.g, color.b, color.a); - - // Front Face ----------------------------------------------------- - // Bottom Line - rlVertex3f(x-width/2, y-height/2, z+length/2); // Bottom Left - rlVertex3f(x+width/2, y-height/2, z+length/2); // Bottom Right - - // Left Line - rlVertex3f(x+width/2, y-height/2, z+length/2); // Bottom Right - rlVertex3f(x+width/2, y+height/2, z+length/2); // Top Right - - // Top Line - rlVertex3f(x+width/2, y+height/2, z+length/2); // Top Right - rlVertex3f(x-width/2, y+height/2, z+length/2); // Top Left - - // Right Line - rlVertex3f(x-width/2, y+height/2, z+length/2); // Top Left - rlVertex3f(x-width/2, y-height/2, z+length/2); // Bottom Left - - // Back Face ------------------------------------------------------ - // Bottom Line - rlVertex3f(x-width/2, y-height/2, z-length/2); // Bottom Left - rlVertex3f(x+width/2, y-height/2, z-length/2); // Bottom Right - - // Left Line - rlVertex3f(x+width/2, y-height/2, z-length/2); // Bottom Right - rlVertex3f(x+width/2, y+height/2, z-length/2); // Top Right - - // Top Line - rlVertex3f(x+width/2, y+height/2, z-length/2); // Top Right - rlVertex3f(x-width/2, y+height/2, z-length/2); // Top Left - - // Right Line - rlVertex3f(x-width/2, y+height/2, z-length/2); // Top Left - rlVertex3f(x-width/2, y-height/2, z-length/2); // Bottom Left - - // Top Face ------------------------------------------------------- - // Left Line - rlVertex3f(x-width/2, y+height/2, z+length/2); // Top Left Front - rlVertex3f(x-width/2, y+height/2, z-length/2); // Top Left Back - - // Right Line - rlVertex3f(x+width/2, y+height/2, z+length/2); // Top Right Front - rlVertex3f(x+width/2, y+height/2, z-length/2); // Top Right Back - - // Bottom Face --------------------------------------------------- - // Left Line - rlVertex3f(x-width/2, y-height/2, z+length/2); // Top Left Front - rlVertex3f(x-width/2, y-height/2, z-length/2); // Top Left Back - - // Right Line - rlVertex3f(x+width/2, y-height/2, z+length/2); // Top Right Front - rlVertex3f(x+width/2, y-height/2, z-length/2); // Top Right Back - rlEnd(); - rlPopMatrix(); -} - -// Draw a part of a texture (defined by a rectangle) -static void DrawTextureRec(Texture2D texture, Rectangle sourceRec, Vector2 position, Color tint) -{ - Rectangle destRec = { (int)position.x, (int)position.y, abs(sourceRec.width), abs(sourceRec.height) }; - Vector2 origin = { 0, 0 }; - - DrawTexturePro(texture, sourceRec, destRec, origin, 0.0f, tint); -} - -// Draw a part of a texture (defined by a rectangle) with 'pro' parameters -// NOTE: origin is relative to destination rectangle size -static void DrawTexturePro(Texture2D texture, Rectangle sourceRec, Rectangle destRec, Vector2 origin, float rotation, Color tint) -{ - // Check if texture is valid - if (texture.id != 0) - { - if (sourceRec.width < 0) sourceRec.x -= sourceRec.width; - if (sourceRec.height < 0) sourceRec.y -= sourceRec.height; - - rlEnableTexture(texture.id); - - rlPushMatrix(); - rlTranslatef(destRec.x, destRec.y, 0); - rlRotatef(rotation, 0, 0, 1); - rlTranslatef(-origin.x, -origin.y, 0); - - rlBegin(RL_QUADS); - rlColor4ub(tint.r, tint.g, tint.b, tint.a); - rlNormal3f(0.0f, 0.0f, 1.0f); // Normal vector pointing towards viewer - - // Bottom-left corner for texture and quad - rlTexCoord2f((float)sourceRec.x / texture.width, (float)sourceRec.y / texture.height); - rlVertex2f(0.0f, 0.0f); - - // Bottom-right corner for texture and quad - rlTexCoord2f((float)sourceRec.x / texture.width, (float)(sourceRec.y + sourceRec.height) / texture.height); - rlVertex2f(0.0f, destRec.height); - - // Top-right corner for texture and quad - rlTexCoord2f((float)(sourceRec.x + sourceRec.width) / texture.width, (float)(sourceRec.y + sourceRec.height) / texture.height); - rlVertex2f(destRec.width, destRec.height); - - // Top-left corner for texture and quad - rlTexCoord2f((float)(sourceRec.x + sourceRec.width) / texture.width, (float)sourceRec.y / texture.height); - rlVertex2f(destRec.width, 0.0f); - rlEnd(); - rlPopMatrix(); - - rlDisableTexture(); - } -} |
