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authorRay <raysan5@gmail.com>2016-07-15 19:44:18 +0200
committerGitHub <noreply@github.com>2016-07-15 19:44:18 +0200
commita2794379a0e1e2ab1486888aaa710f65d492e0fc (patch)
treeacd8185cf8574ccba8fab46ccdbca30f9a3cd895 /examples
parent1c98e6b698b8002e0c6c769c6d9f23a6e15f3bdf (diff)
parentfc19e24eba4358b3afb052f80425af4947b172d6 (diff)
downloadraylib-a2794379a0e1e2ab1486888aaa710f65d492e0fc.tar.gz
raylib-a2794379a0e1e2ab1486888aaa710f65d492e0fc.zip
Merge pull request #132 from raysan5/develop
Develop branch integration
Diffstat (limited to 'examples')
-rw-r--r--examples/Makefile63
-rw-r--r--examples/audio_music_stream.c12
-rw-r--r--examples/core_2d_camera.c4
-rw-r--r--examples/core_color_select.c4
-rw-r--r--examples/core_oculus_rift.c26
-rw-r--r--examples/core_oculus_rift.pngbin0 -> 154835 bytes
-rw-r--r--examples/core_world_screen.c1
-rw-r--r--examples/models_cubicmap.c2
-rw-r--r--examples/models_heightmap.c2
-rw-r--r--examples/models_obj_loading.c4
-rw-r--r--examples/oculus_glfw_sample/base.vs (renamed from examples/resources/shaders/standard.vs)19
-rw-r--r--examples/oculus_glfw_sample/distortion.fs59
-rw-r--r--examples/oculus_glfw_sample/oculus_glfw_sample.c148
-rw-r--r--examples/oculus_glfw_sample/raylib_OculusRiftCV1_test03.pngbin182957 -> 170926 bytes
-rw-r--r--examples/oculus_glfw_sample/raymath.h39
-rw-r--r--examples/oculus_glfw_sample/rlgl.c509
-rw-r--r--examples/oculus_glfw_sample/rlgl.h17
-rw-r--r--examples/oculus_glfw_sample/rlgl_standalone.c (renamed from examples/oculus_glfw_sample/raylib_rlgl_standalone.c)96
-rw-r--r--examples/oculus_glfw_sample/rlgl_standalone_stereo.c496
-rw-r--r--examples/oculus_glfw_sample/standard_shader.h174
-rw-r--r--examples/physics_basic_rigidbody.c33
-rw-r--r--examples/physics_forces.c35
-rw-r--r--examples/resources/shaders/glsl100/bloom.fs2
-rw-r--r--examples/resources/shaders/glsl100/distortion.fs54
-rw-r--r--examples/resources/shaders/glsl100/grayscale.fs4
-rw-r--r--examples/resources/shaders/glsl100/swirl.fs8
-rw-r--r--examples/resources/shaders/glsl330/distortion.fs56
-rw-r--r--examples/resources/shaders/glsl330/swirl.fs6
-rw-r--r--examples/resources/shaders/standard.fs155
-rw-r--r--examples/shaders_custom_uniform.c2
-rw-r--r--examples/shaders_postprocessing.c2
-rw-r--r--examples/shaders_standard_lighting.c4
32 files changed, 1573 insertions, 463 deletions
diff --git a/examples/Makefile b/examples/Makefile
index 534adee8..d20e229b 100644
--- a/examples/Makefile
+++ b/examples/Makefile
@@ -2,7 +2,7 @@
#
# raylib makefile for desktop platforms, Raspberry Pi and HTML5 (emscripten)
#
-# Copyright (c) 2015 Ramon Santamaria (@raysan5)
+# Copyright (c) 2013-2016 Ramon Santamaria (@raysan5)
#
# This software is provided "as-is", without any express or implied warranty. In no event
# will the authors be held liable for any damages arising from the use of this software.
@@ -78,44 +78,38 @@ endif
#CFLAGSEXTRA = -Wextra -Wmissing-prototypes -Wstrict-prototypes
# define any directories containing required header files
+INCLUDES = -I. -I../src -I../src/external
+
ifeq ($(PLATFORM),PLATFORM_RPI)
- INCLUDES = -I. -I../../src -I/opt/vc/include -I/opt/vc/include/interface/vcos/pthreads
+ INCLUDES += -I/opt/vc/include -I/opt/vc/include/interface/vcos/pthreads
endif
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
# add standard directories for GNU/Linux
ifeq ($(PLATFORM_OS),LINUX)
- INCLUDES = -I. -I../src -I/usr/local/include/raylib/
- else ifeq ($(PLATFORM_OS),OSX)
- INCLUDES = -I. -I../src
- else
- INCLUDES = -I. -I../../src -IC:/raylib/raylib/src
+ INCLUDES += -I/usr/local/include/raylib/
+ else ifeq ($(PLATFORM_OS),WINDOWS)
# external libraries headers
# GLFW3
- INCLUDES += -I../../external/glfw3/include
+ INCLUDES += -I../src/external/glfw3/include
# OpenAL Soft
- INCLUDES += -I../../external/openal_soft/include
+ INCLUDES += -I../src/external/openal_soft/include
endif
endif
# define library paths containing required libs
+LFLAGS = -L. -L../src
+
ifeq ($(PLATFORM),PLATFORM_RPI)
- LFLAGS = -L. -L../../src -L/opt/vc/lib
+ LFLAGS += -L/opt/vc/lib
endif
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
# add standard directories for GNU/Linux
- ifeq ($(PLATFORM_OS),LINUX)
- LFLAGS = -L. -L../../src
- else ifeq ($(PLATFORM_OS),OSX)
- LFLAGS = -L. -L../src
- else
- LFLAGS = -L. -L../../src -LC:/raylib/raylib/src
+ ifeq ($(PLATFORM_OS),WINDOWS)
# external libraries to link with
# GLFW3
- LFLAGS += -L../../external/glfw3/lib/$(LIBPATH)
- ifneq ($(PLATFORM_OS),OSX)
+ LFLAGS += -L../src/external/glfw3/lib/$(LIBPATH)
# OpenAL Soft
- LFLAGS += -L../../external/openal_soft/lib/$(LIBPATH)
- endif
+ LFLAGS += -L../src/external/openal_soft/lib/$(LIBPATH)
endif
endif
@@ -126,8 +120,9 @@ ifeq ($(PLATFORM),PLATFORM_DESKTOP)
# libraries for Debian GNU/Linux desktop compiling
# requires the following packages:
# libglfw3-dev libopenal-dev libegl1-mesa-dev
- LIBS = -lraylib -lglfw3 -lGL -lopenal -lm -pthread -ldl -lX11 \
- -lXrandr -lXinerama -lXi -lXxf86vm -lXcursor
+ LIBS = -lraylib -lglfw3 -lGL -lopenal -lm -pthread -ldl
+ # on XWindow could require also below libraries, just uncomment
+ #LIBS += -lX11 -lXrandr -lXinerama -lXi -lXxf86vm -lXcursor
else
ifeq ($(PLATFORM_OS),OSX)
# libraries for OS X 10.9 desktop compiling
@@ -148,7 +143,7 @@ ifeq ($(PLATFORM),PLATFORM_RPI)
endif
ifeq ($(PLATFORM),PLATFORM_WEB)
# just adjust the correct path to libraylib.bc
- LIBS = ../src/libraylib.bc
+ LIBS = ../release/html5/libraylib.bc
endif
# define additional parameters and flags for windows
@@ -178,6 +173,9 @@ EXAMPLES = \
core_3d_picking \
core_3d_camera_free \
core_3d_camera_first_person \
+ core_2d_camera \
+ core_world_screen \
+ core_oculus_rift \
shapes_logo_raylib \
shapes_basic_shapes \
shapes_colors_palette \
@@ -208,6 +206,7 @@ EXAMPLES = \
shaders_shapes_textures \
shaders_custom_uniform \
shaders_postprocessing \
+ shaders_standard_lighting \
audio_sound_loading \
audio_music_stream \
fix_dylib \
@@ -287,7 +286,19 @@ core_3d_camera_free: core_3d_camera_free.c
# compile [core] example - 3d camera first person
core_3d_camera_first_person: core_3d_camera_first_person.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
+
+# compile [core] example - 2d camera
+core_2d_camera: core_2d_camera.c
+ $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
+# compile [core] example - world screen
+core_world_screen: core_world_screen.c
+ $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
+
+# compile [core] example - oculus rift
+core_oculus_rift: core_oculus_rift.c
+ $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
+
# compile [shapes] example - raylib logo (with basic shapes)
shapes_logo_raylib: shapes_logo_raylib.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
@@ -411,7 +422,11 @@ shaders_custom_uniform: shaders_custom_uniform.c
# compile [shaders] example - postprocessing shader
shaders_postprocessing: shaders_postprocessing.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
-
+
+# compile [shaders] example - standard lighting
+shaders_standard_lighting: shaders_standard_lighting.c
+ $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
+
# compile [audio] example - sound loading and playing (WAV and OGG)
audio_sound_loading: audio_sound_loading.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
diff --git a/examples/audio_music_stream.c b/examples/audio_music_stream.c
index 8c668cce..e135a6e4 100644
--- a/examples/audio_music_stream.c
+++ b/examples/audio_music_stream.c
@@ -24,7 +24,7 @@ int main()
InitAudioDevice(); // Initialize audio device
- PlayMusicStream("resources/audio/guitar_noodling.ogg"); // Play music stream
+ PlayMusicStream(0, "resources/audio/guitar_noodling.ogg"); // Play music stream
int framesCounter = 0;
float timePlayed = 0.0f;
@@ -52,18 +52,18 @@ int main()
{
volume = 1.0;
framesCounter = 0;
- PlayMusicStream("resources/audio/another_file.ogg");
+ PlayMusicStream(1, "resources/audio/another_file.ogg");
}
SetMusicVolume(volume);
}
*/
- if (IsWindowMinimized()) PauseMusicStream();
- else ResumeMusicStream();
+ if (IsWindowMinimized()) PauseMusicStream(0);
+ else ResumeMusicStream(0);
- timePlayed = GetMusicTimePlayed()/GetMusicTimeLength()*100*4; // We scale by 4 to fit 400 pixels
+ timePlayed = GetMusicTimePlayed(0)/GetMusicTimeLength(0)*100*4; // We scale by 4 to fit 400 pixels
- UpdateMusicStream(); // Update music buffer with new stream data
+ UpdateMusicStream(0); // Update music buffer with new stream data
//----------------------------------------------------------------------------------
// Draw
diff --git a/examples/core_2d_camera.c b/examples/core_2d_camera.c
index 73e1d65f..f2f219ef 100644
--- a/examples/core_2d_camera.c
+++ b/examples/core_2d_camera.c
@@ -23,8 +23,8 @@ int main()
InitWindow(screenWidth, screenHeight, "raylib [core] example - 2d camera");
Rectangle player = { 400, 280, 40, 40 };
- Rectangle buildings[MAX_BUILDINGS] = { 0, 0, 0, 0 };
- Color buildColors[MAX_BUILDINGS] = { 80, 80, 80, 255 };
+ Rectangle buildings[MAX_BUILDINGS];
+ Color buildColors[MAX_BUILDINGS];
int spacing = 0;
diff --git a/examples/core_color_select.c b/examples/core_color_select.c
index 118dc88a..002a6931 100644
--- a/examples/core_color_select.c
+++ b/examples/core_color_select.c
@@ -16,7 +16,7 @@ int main()
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
- int screenHeight = 400;
+ int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - color selection (collision detection)");
@@ -30,7 +30,7 @@ int main()
for (int i = 0; i < 21; i++)
{
colorsRecs[i].x = 20 + 100*(i%7) + 10*(i%7);
- colorsRecs[i].y = 40 + 100*(i/7) + 10*(i/7);
+ colorsRecs[i].y = 60 + 100*(i/7) + 10*(i/7);
colorsRecs[i].width = 100;
colorsRecs[i].height = 100;
}
diff --git a/examples/core_oculus_rift.c b/examples/core_oculus_rift.c
index faf15d7f..88e411d4 100644
--- a/examples/core_oculus_rift.c
+++ b/examples/core_oculus_rift.c
@@ -2,6 +2,9 @@
*
* raylib [core] example - Oculus Rift CV1
*
+* Compile example using:
+* gcc -o $(NAME_PART).exe $(FILE_NAME) -L. -L..\src\external\OculusSDK\LibOVR -lLibOVRRT32_1 -lraylib -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)
*
@@ -18,19 +21,22 @@ int main()
int screenWidth = 1080;
int screenHeight = 600;
+ // NOTE: screenWidth/screenHeight should match VR device aspect ratio
+
InitWindow(screenWidth, screenHeight, "raylib [core] example - oculus rift");
- InitOculusDevice();
-
- // Define the camera to look into our 3d world
+ // NOTE: If device is not available, it fallbacks to default device (simulator)
+ InitVrDevice(HMD_OCULUS_RIFT_CV1); // Init VR device (Oculus Rift CV1)
+
+ // Define the camera to look into our 3d world
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 = 45.0f; // Camera field-of-view Y
+ camera.fovy = 60.0f; // Camera field-of-view Y
Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
-
+
SetTargetFPS(90); // Set our game to run at 90 frames-per-second
//--------------------------------------------------------------------------------------
@@ -39,13 +45,15 @@ int main()
{
// Update
//----------------------------------------------------------------------------------
- UpdateOculusTracking();
+ UpdateVrTracking();
+
+ if (IsKeyPressed(KEY_SPACE)) ToggleVrMode();
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
-
+
ClearBackground(RAYWHITE);
Begin3dMode(camera);
@@ -57,13 +65,15 @@ int main()
End3dMode();
+ DrawFPS(10, 10);
+
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
- CloseOculusdevice(); // Close Oculus Rift device
+ CloseVrDevice(); // Close VR device
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
diff --git a/examples/core_oculus_rift.png b/examples/core_oculus_rift.png
new file mode 100644
index 00000000..04a3e067
--- /dev/null
+++ b/examples/core_oculus_rift.png
Binary files differ
diff --git a/examples/core_world_screen.c b/examples/core_world_screen.c
index f3798830..aa9505e8 100644
--- a/examples/core_world_screen.c
+++ b/examples/core_world_screen.c
@@ -63,7 +63,6 @@ int main()
DrawText("Enemy: 100 / 100", cubeScreenPosition.x - MeasureText("Enemy: 100 / 100", 20) / 2, cubeScreenPosition.y, 20, BLACK);
DrawText("Text is always on top of the cube", (screenWidth - MeasureText("Text is always on top of the cube", 20)) / 2, 25, 20, GRAY);
-
EndDrawing();
//----------------------------------------------------------------------------------
diff --git a/examples/models_cubicmap.c b/examples/models_cubicmap.c
index 1ca27dfd..89bc75cf 100644
--- a/examples/models_cubicmap.c
+++ b/examples/models_cubicmap.c
@@ -29,7 +29,7 @@ int main()
// NOTE: By default each cube is mapped to one part of texture atlas
Texture2D texture = LoadTexture("resources/cubicmap_atlas.png"); // Load map texture
- SetModelTexture(&map, texture); // Bind texture to map model
+ map.material.texDiffuse = texture; // Set map diffuse texture
Vector3 mapPosition = { -16.0f, 0.0f, -8.0f }; // Set model position
diff --git a/examples/models_heightmap.c b/examples/models_heightmap.c
index c8e5ff35..90e5f5bb 100644
--- a/examples/models_heightmap.c
+++ b/examples/models_heightmap.c
@@ -26,7 +26,7 @@ int main()
Image image = LoadImage("resources/heightmap.png"); // Load heightmap image (RAM)
Texture2D texture = LoadTextureFromImage(image); // Convert image to texture (VRAM)
Model map = LoadHeightmap(image, (Vector3){ 16, 8, 16 }); // Load heightmap model with defined size
- SetModelTexture(&map, texture); // Bind texture to model
+ map.material.texDiffuse = texture; // Set map diffuse texture
Vector3 mapPosition = { -8.0f, 0.0f, -8.0f }; // Set model position (depends on model scaling!)
UnloadImage(image); // Unload heightmap image from RAM, already uploaded to VRAM
diff --git a/examples/models_obj_loading.c b/examples/models_obj_loading.c
index e8dd0adc..50d42d2e 100644
--- a/examples/models_obj_loading.c
+++ b/examples/models_obj_loading.c
@@ -25,7 +25,7 @@ int main()
Model dwarf = LoadModel("resources/model/dwarf.obj"); // Load OBJ model
Texture2D texture = LoadTexture("resources/model/dwarf_diffuse.png"); // Load model texture
- SetModelTexture(&dwarf, texture); // Bind texture to model
+ dwarf.material.texDiffuse = texture; // Set dwarf model diffuse texture
Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
@@ -49,7 +49,7 @@ int main()
DrawModel(dwarf, position, 2.0f, WHITE); // Draw 3d model with texture
- DrawGrid(10, 1.0f); // Draw a grid
+ DrawGrid(10, 1.0f); // Draw a grid
DrawGizmo(position); // Draw gizmo
diff --git a/examples/resources/shaders/standard.vs b/examples/oculus_glfw_sample/base.vs
index fc0a5ff4..638cb8ae 100644
--- a/examples/resources/shaders/standard.vs
+++ b/examples/oculus_glfw_sample/base.vs
@@ -1,23 +1,26 @@
-#version 330
+#version 330
+// Input vertex attributes
in vec3 vertexPosition;
-in vec3 vertexNormal;
in vec2 vertexTexCoord;
+in vec3 vertexNormal;
in vec4 vertexColor;
-out vec3 fragPosition;
+// Input uniform values
+uniform mat4 mvpMatrix;
+
+// Output vertex attributes (to fragment shader)
out vec2 fragTexCoord;
out vec4 fragColor;
-out vec3 fragNormal;
-uniform mat4 mvpMatrix;
+// NOTE: Add here your custom variables
void main()
{
- fragPosition = vertexPosition;
+ // Send vertex attributes to fragment shader
fragTexCoord = vertexTexCoord;
fragColor = vertexColor;
- fragNormal = vertexNormal;
-
+
+ // Calculate final vertex position
gl_Position = mvpMatrix*vec4(vertexPosition, 1.0);
} \ No newline at end of file
diff --git a/examples/oculus_glfw_sample/distortion.fs b/examples/oculus_glfw_sample/distortion.fs
new file mode 100644
index 00000000..cd5951fe
--- /dev/null
+++ b/examples/oculus_glfw_sample/distortion.fs
@@ -0,0 +1,59 @@
+#version 330
+
+// Input vertex attributes (from vertex shader)
+in vec2 fragTexCoord;
+
+// Input uniform values
+uniform sampler2D texture0;
+
+// Output fragment color
+out vec4 finalColor;
+
+// NOTE: Add here your custom variables
+const vec2 LeftLensCenter = vec2(0.2863248, 0.5);
+const vec2 RightLensCenter = vec2(0.7136753, 0.5);
+const vec2 LeftScreenCenter = vec2(0.25, 0.5);
+const vec2 RightScreenCenter = vec2(0.75, 0.5);
+const vec2 Scale = vec2(0.25, 0.45); //vec2(0.1469278, 0.2350845);
+const vec2 ScaleIn = vec2(4, 2.2222);
+const vec4 HmdWarpParam = vec4(1, 0.22, 0.24, 0);
+
+/*
+// Another set of default values
+ChromaAbCorrection = {1.0, 0.0, 1.0, 0}
+DistortionK = {1.0, 0.22, 0.24, 0}
+Scale = {0.25, 0.5*AspectRatio, 0, 0}
+ScaleIn = {4.0, 2/AspectRatio, 0, 0}
+Left Screen Center = {0.25, 0.5, 0, 0}
+Left Lens Center = {0.287994117, 0.5, 0, 0}
+Right Screen Center = {0.75, 0.5, 0, 0}
+Right Lens Center = {0.712005913, 0.5, 0, 0}
+*/
+
+// Scales input texture coordinates for distortion.
+vec2 HmdWarp(vec2 in01, vec2 LensCenter)
+{
+ vec2 theta = (in01 - LensCenter)*ScaleIn; // Scales to [-1, 1]
+ float rSq = theta.x*theta.x + theta.y*theta.y;
+ vec2 rvector = theta*(HmdWarpParam.x + HmdWarpParam.y*rSq + HmdWarpParam.z*rSq*rSq + HmdWarpParam.w*rSq*rSq*rSq);
+
+ return LensCenter + Scale*rvector;
+}
+
+void main()
+{
+ // SOURCE: http://www.mtbs3d.com/phpbb/viewtopic.php?f=140&t=17081
+
+ // The following two variables need to be set per eye
+ vec2 LensCenter = gl_FragCoord.x < 540 ? LeftLensCenter : RightLensCenter;
+ vec2 ScreenCenter = gl_FragCoord.x < 540 ? LeftScreenCenter : RightScreenCenter;
+
+ vec2 tc = HmdWarp(fragTexCoord, LensCenter);
+
+ if (any(bvec2(clamp(tc,ScreenCenter-vec2(0.25,0.5), ScreenCenter+vec2(0.25,0.5)) - tc))) finalColor = vec4(0.0, 0.0, 0.0, 1.0);
+ else
+ {
+ //tc.x = gl_FragCoord.x < 640 ? (2.0 * tc.x) : (2.0 * (tc.x - 0.5));
+ finalColor = texture2D(texture0, tc);
+ }
+}
diff --git a/examples/oculus_glfw_sample/oculus_glfw_sample.c b/examples/oculus_glfw_sample/oculus_glfw_sample.c
index 54302de8..8fddf5b9 100644
--- a/examples/oculus_glfw_sample/oculus_glfw_sample.c
+++ b/examples/oculus_glfw_sample/oculus_glfw_sample.c
@@ -23,12 +23,11 @@
#include <string.h>
#include <math.h>
-#define GLAD_IMPLEMENTATION
-#include "glad.h" // Extensions loading library
+#include "glad.h"
#include <GLFW/glfw3.h> // Windows/Context and inputs management
#define RLGL_STANDALONE
-#include "rlgl.h"
+#include "rlgl.h" // rlgl library: OpenGL 1.1 immediate-mode style coding
#define PLATFORM_OCULUS
@@ -79,14 +78,11 @@ typedef struct OculusLayer {
} OculusLayer;
#endif
-typedef enum { LOG_INFO = 0, LOG_ERROR, LOG_WARNING, LOG_DEBUG, LOG_OTHER } TraceLogType;
-
//----------------------------------------------------------------------------------
// 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);
-static void TraceLog(int msgType, const char *text, ...);
// Drawing functions (uses rlgl functionality)
static void DrawGrid(int slices, float spacing);
@@ -114,32 +110,10 @@ int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
- int screenWidth = 1080;
- int screenHeight = 600;
+ int screenWidth = 1080; // Mirror screen width (set to hmdDesc.Resolution.w/2)
+ int screenHeight = 600; // Mirror screen height (set to hmdDesc.Resolution.h/2)
-#if defined(PLATFORM_OCULUS)
- 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);
-
- screenWidth = hmdDesc.Resolution.w/2;
- screenHeight = hmdDesc.Resolution.h/2;
-#endif
+ // NOTE: Mirror screen size can be set to any desired resolution!
// GLFW3 Initialization + OpenGL 3.3 Context + Extensions
//--------------------------------------------------------
@@ -147,10 +121,10 @@ int main(void)
if (!glfwInit())
{
- TraceLog(LOG_WARNING, "GLFW3: Can not initialize GLFW");
- exit(EXIT_FAILURE);
+ TraceLog(WARNING, "GLFW3: Can not initialize GLFW");
+ return 1;
}
- else TraceLog(LOG_INFO, "GLFW3: GLFW initialized successfully");
+ else TraceLog(INFO, "GLFW3: GLFW initialized successfully");
glfwWindowHint(GLFW_DEPTH_BITS, 16);
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
@@ -163,9 +137,9 @@ int main(void)
if (!window)
{
glfwTerminate();
- exit(EXIT_FAILURE);
+ return 2;
}
- else TraceLog(LOG_INFO, "GLFW3: Window created successfully");
+ else TraceLog(INFO, "GLFW3: Window created successfully");
glfwSetKeyCallback(window, KeyCallback);
@@ -173,39 +147,55 @@ int main(void)
glfwSwapInterval(0);
// Load OpenGL 3.3 extensions
- if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
- {
- TraceLog(LOG_WARNING, "GLAD: Cannot load OpenGL extensions");
- exit(1);
- }
- else TraceLog(LOG_INFO, "GLAD: OpenGL extensions loaded successfully");
+ rlglLoadExtensions(glfwGetProcAddress);
+
+ // 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
//--------------------------------------------------------
#if defined(PLATFORM_OCULUS)
+ ovrResult result = ovr_Initialize(NULL);
+ if (OVR_FAILURE(result)) TraceLog(ERROR, "OVR: Could not initialize Oculus device");
+
+ result = ovr_Create(&session, &luid);
+ if (OVR_FAILURE(result))
+ {
+ TraceLog(WARNING, "OVR: Could not create Oculus session");
+ ovr_Shutdown();
+ }
+
+ hmdDesc = ovr_GetHmdDesc(session);
+
+ TraceLog(INFO, "OVR: Product Name: %s", hmdDesc.ProductName);
+ TraceLog(INFO, "OVR: Manufacturer: %s", hmdDesc.Manufacturer);
+ TraceLog(INFO, "OVR: Product ID: %i", hmdDesc.ProductId);
+ TraceLog(INFO, "OVR: Product Type: %i", hmdDesc.Type);
+ TraceLog(INFO, "OVR: Serian Number: %s", hmdDesc.SerialNumber);
+ TraceLog(INFO, "OVR: Resolution: %ix%i", hmdDesc.Resolution.w, hmdDesc.Resolution.h);
+
+ //screenWidth = hmdDesc.Resolution.w/2;
+ //screenHeight = hmdDesc.Resolution.h/2;
+
// Initialize Oculus Buffers
OculusLayer layer = InitOculusLayer(session);
OculusBuffer buffer = LoadOculusBuffer(session, layer.width, layer.height);
- OculusMirror mirror = LoadOculusMirror(session, hmdDesc.Resolution.w/2, hmdDesc.Resolution.h/2);
+ OculusMirror mirror = LoadOculusMirror(session, screenWidth, screenHeight);
layer.eyeLayer.ColorTexture[0] = buffer.textureChain; //SetOculusLayerTexture(eyeLayer, buffer.textureChain);
// Recenter OVR tracking origin
ovr_RecenterTrackingOrigin(session);
#endif
-
- // 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
-
- Vector2 size = { 200, 200 };
- 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 = 45.0f; // Camera field-of-view Y
+
+ Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
//--------------------------------------------------------------------------------------
// Main game loop
@@ -257,8 +247,8 @@ int main(void)
Matrix matProj = MatrixPerspective(camera.fovy, (double)screenWidth/(double)screenHeight, 0.01, 1000.0);
MatrixTranspose(&matProj);
- SetMatrixModelview(matView); // Replace internal modelview matrix by a custom one
- SetMatrixProjection(matProj); // Replace internal projection matrix by a custom one
+ SetMatrixModelview(matView); // Replace internal modelview matrix by a custom one
+ SetMatrixProjection(matProj); // Replace internal projection matrix by a custom one
#endif
DrawCube(cubePosition, 2.0f, 2.0f, 2.0f, RED);
DrawCubeWires(cubePosition, 2.0f, 2.0f, 2.0f, RAYWHITE);
@@ -297,7 +287,7 @@ int main(void)
// Get session status information
ovrSessionStatus sessionStatus;
ovr_GetSessionStatus(session, &sessionStatus);
- if (sessionStatus.ShouldQuit) TraceLog(LOG_WARNING, "OVR: Session should quit...");
+ if (sessionStatus.ShouldQuit) TraceLog(WARNING, "OVR: Session should quit...");
if (sessionStatus.ShouldRecenter) ovr_RecenterTrackingOrigin(session);
#endif
@@ -311,17 +301,15 @@ int main(void)
#if defined(PLATFORM_OCULUS)
UnloadOculusMirror(session, mirror); // Unload Oculus mirror buffer
UnloadOculusBuffer(session, buffer); // Unload Oculus texture buffers
+
+ ovr_Destroy(session); // Must be called after glfwTerminate() --> no
+ ovr_Shutdown();
#endif
rlglClose(); // Unload rlgl internal buffers and default shader/texture
glfwDestroyWindow(window);
glfwTerminate();
-
-#if defined(PLATFORM_OCULUS)
- ovr_Destroy(session); // Must be called after glfwTerminate()
- ovr_Shutdown();
-#endif
//--------------------------------------------------------------------------------------
return 0;
@@ -334,7 +322,7 @@ int main(void)
// GLFW3: Error callback
static void ErrorCallback(int error, const char* description)
{
- TraceLog(LOG_ERROR, description);
+ TraceLog(ERROR, description);
}
// GLFW3: Keyboard callback
@@ -346,29 +334,6 @@ static void KeyCallback(GLFWwindow* window, int key, int scancode, int action, i
}
}
-// Output a trace log message
-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);
-}
-
// Draw rectangle using rlgl OpenGL 1.1 style coding (translated to OpenGL 3.3 internally)
static void DrawRectangleV(Vector2 position, Vector2 size, Color color)
{
@@ -610,12 +575,12 @@ static OculusBuffer LoadOculusBuffer(ovrSession session, int width, int height)
ovrResult result = ovr_CreateTextureSwapChainGL(session, &desc, &buffer.textureChain);
- if (!OVR_SUCCESS(result)) TraceLog(LOG_WARNING, "OVR: Failed to create swap textures buffer");
+ if (!OVR_SUCCESS(result)) TraceLog(WARNING, "OVR: Failed to create swap textures buffer");
int textureCount = 0;
ovr_GetTextureSwapChainLength(session, buffer.textureChain, &textureCount);
- if (!OVR_SUCCESS(result) || !textureCount) TraceLog(LOG_WARNING, "OVR: Unable to count swap chain textures");
+ if (!OVR_SUCCESS(result) || !textureCount) TraceLog(WARNING, "OVR: Unable to count swap chain textures");
for (int i = 0; i < textureCount; ++i)
{
@@ -682,10 +647,13 @@ static void SetOculusBuffer(ovrSession session, OculusBuffer buffer)
//glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, buffer.depthId, 0); // Already binded
//glViewport(0, 0, buffer.width, buffer.height); // Useful if rendering to separate framebuffers (every eye)
- //glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+ //glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Same as rlClearScreenBuffers()
- // Required if OculusBuffer format is OVR_FORMAT_R8G8B8A8_UNORM_SRGB
- glEnable(GL_FRAMEBUFFER_SRGB);
+ // NOTE: If your application is configured to treat the texture as a linear format (e.g. GL_RGBA)
+ // and performs linear-to-gamma conversion in GLSL or does not care about gamma-correction, then:
+ // - Require OculusBuffer format to be OVR_FORMAT_R8G8B8A8_UNORM_SRGB
+ // - Do NOT enable GL_FRAMEBUFFER_SRGB
+ //glEnable(GL_FRAMEBUFFER_SRGB);
}
// Unset Oculus buffer
@@ -708,7 +676,7 @@ static OculusMirror LoadOculusMirror(ovrSession session, int width, int height)
mirrorDesc.Width = mirror.width;
mirrorDesc.Height = mirror.height;
- if (!OVR_SUCCESS(ovr_CreateMirrorTextureGL(session, &mirrorDesc, &mirror.texture))) TraceLog(LOG_WARNING, "Could not create mirror texture");
+ if (!OVR_SUCCESS(ovr_CreateMirrorTextureGL(session, &mirrorDesc, &mirror.texture))) TraceLog(WARNING, "Could not create mirror texture");
glGenFramebuffers(1, &mirror.fboId);
diff --git a/examples/oculus_glfw_sample/raylib_OculusRiftCV1_test03.png b/examples/oculus_glfw_sample/raylib_OculusRiftCV1_test03.png
index d2c71795..8ce10495 100644
--- a/examples/oculus_glfw_sample/raylib_OculusRiftCV1_test03.png
+++ b/examples/oculus_glfw_sample/raylib_OculusRiftCV1_test03.png
Binary files differ
diff --git a/examples/oculus_glfw_sample/raymath.h b/examples/oculus_glfw_sample/raymath.h
index 2e055e9f..10eabb6b 100644
--- a/examples/oculus_glfw_sample/raymath.h
+++ b/examples/oculus_glfw_sample/raymath.h
@@ -47,10 +47,16 @@
#include "raylib.h" // Required for structs: Vector3, Matrix
#endif
+#ifdef __cplusplus
+ #define RMEXTERN extern "C" // Functions visible from other files (no name mangling of functions in C++)
+#else
+ #define RMEXTERN extern // Functions visible from other files
+#endif
+
#if defined(RAYMATH_EXTERN_INLINE)
- #define RMDEF extern inline
+ #define RMDEF RMEXTERN inline // Functions are embeded inline (compiler generated code)
#else
- #define RMDEF extern
+ #define RMDEF RMEXTERN
#endif
//----------------------------------------------------------------------------------
@@ -105,10 +111,6 @@ typedef struct Quaternion {
#ifndef RAYMATH_EXTERN_INLINE
-#ifdef __cplusplus
-extern "C" {
-#endif
-
//------------------------------------------------------------------------------------
// Functions Declaration to work with Vector3
//------------------------------------------------------------------------------------
@@ -151,7 +153,6 @@ RMDEF Matrix MatrixFrustum(double left, double right, double bottom, double top,
RMDEF Matrix MatrixPerspective(double fovy, double aspect, double near, double far); // Returns perspective projection matrix
RMDEF Matrix MatrixOrtho(double left, double right, double bottom, double top, double near, double far); // Returns orthographic projection matrix
RMDEF Matrix MatrixLookAt(Vector3 position, Vector3 target, Vector3 up); // Returns camera look-at matrix (view matrix)
-RMDEF void PrintMatrix(Matrix m); // Print matrix utility
//------------------------------------------------------------------------------------
// Functions Declaration to work with Quaternions
@@ -167,10 +168,6 @@ RMDEF Quaternion QuaternionFromAxisAngle(Vector3 axis, float angle); // Returns
RMDEF void QuaternionToAxisAngle(Quaternion q, Vector3 *outAxis, float *outAngle); // Returns the rotation angle and axis for a given quaternion
RMDEF void QuaternionTransform(Quaternion *q, Matrix mat); // Transform a quaternion given a transformation matrix
-#ifdef __cplusplus
-}
-#endif
-
#endif // notdef RAYMATH_EXTERN_INLINE
#endif // RAYMATH_H
@@ -178,9 +175,7 @@ RMDEF void QuaternionTransform(Quaternion *q, Matrix mat); // Transfo
#if defined(RAYMATH_IMPLEMENTATION) || defined(RAYMATH_EXTERN_INLINE)
-#include <stdio.h> // Used only on PrintMatrix()
-#include <math.h> // Standard math libary: sin(), cos(), tan()...
-#include <stdlib.h> // Used for abs()
+#include <math.h> // Required for: sinf(), cosf(), tan(), fabs()
//----------------------------------------------------------------------------------
// Module Functions Definition - Vector3 math
@@ -342,15 +337,14 @@ RMDEF Vector3 VectorReflect(Vector3 vector, Vector3 normal)
return result;
}
-// Transforms a Vector3 with a given Matrix
+// Transforms a Vector3 by a given Matrix
+// TODO: Review math (matrix transpose required?)
RMDEF void VectorTransform(Vector3 *v, Matrix mat)
{
float x = v->x;
float y = v->y;
float z = v->z;
- //MatrixTranspose(&mat);
-
v->x = mat.m0*x + mat.m4*y + mat.m8*z + mat.m12;
v->y = mat.m1*x + mat.m5*y + mat.m9*z + mat.m13;
v->z = mat.m2*x + mat.m6*y + mat.m10*z + mat.m14;
@@ -871,17 +865,6 @@ RMDEF Matrix MatrixLookAt(Vector3 eye, Vector3 target, Vector3 up)
return result;
}
-// Print matrix utility (for debug)
-RMDEF void PrintMatrix(Matrix m)
-{
- printf("----------------------\n");
- printf("%2.2f %2.2f %2.2f %2.2f\n", m.m0, m.m4, m.m8, m.m12);
- printf("%2.2f %2.2f %2.2f %2.2f\n", m.m1, m.m5, m.m9, m.m13);
- printf("%2.2f %2.2f %2.2f %2.2f\n", m.m2, m.m6, m.m10, m.m14);
- printf("%2.2f %2.2f %2.2f %2.2f\n", m.m3, m.m7, m.m11, m.m15);
- printf("----------------------\n");
-}
-
//----------------------------------------------------------------------------------
// Module Functions Definition - Quaternion math
//----------------------------------------------------------------------------------
diff --git a/examples/oculus_glfw_sample/rlgl.c b/examples/oculus_glfw_sample/rlgl.c
index 329ccd6e..1e392889 100644
--- a/examples/oculus_glfw_sample/rlgl.c
+++ b/examples/oculus_glfw_sample/rlgl.c
@@ -48,7 +48,13 @@
#ifdef __APPLE__
#include <OpenGL/gl3.h> // OpenGL 3 library for OSX
#else
- #include "glad.h" // GLAD library, includes OpenGL headers
+ #define GLAD_IMPLEMENTATION
+#if defined(RLGL_STANDALONE)
+ #include "glad.h" // GLAD extensions loading library, includes OpenGL headers
+#else
+ #include "external/glad.h" // GLAD extensions loading library, includes OpenGL headers
+#endif
+
#endif
#endif
@@ -62,6 +68,14 @@
#include <stdarg.h> // Required for: va_list, va_start(), vfprintf(), va_end() [Used only on TraceLog()]
#endif
+#if !defined(GRAPHICS_API_OPENGL_11)
+ #include "standard_shader.h" // Standard shader to embed
+#endif
+
+#if defined(RLGL_OCULUS_SUPPORT)
+ #include "external/OculusSDK/LibOVR/Include/OVR_CAPI_GL.h" // Oculus SDK for OpenGL
+#endif
+
//----------------------------------------------------------------------------------
// Defines and Macros
//----------------------------------------------------------------------------------
@@ -149,13 +163,43 @@ typedef struct {
// Draw call type
// NOTE: Used to track required draw-calls, organized by texture
typedef struct {
- GLuint textureId;
int vertexCount;
- // TODO: Store draw state -> blending mode, shader
+ GLuint vaoId;
+ GLuint textureId;
+ GLuint shaderId;
+
+ Matrix projection;
+ Matrix modelview;
+
+ // TODO: Store additional draw state data
+ //int blendMode;
+ //Guint fboId;
} DrawCall;
-#if defined(RLGL_STANDALONE)
-typedef enum { INFO = 0, ERROR, WARNING, DEBUG, OTHER } TraceLogType;
+#if defined(RLGL_OCULUS_SUPPORT)
+typedef struct OculusBuffer {
+ ovrTextureSwapChain textureChain;
+ GLuint depthId;
+ GLuint fboId;
+ int width;
+ int height;
+} OculusBuffer;
+
+typedef struct OculusMirror {
+ ovrMirrorTexture texture;
+ GLuint fboId;
+ int width;
+ int height;
+} OculusMirror;
+
+typedef struct OculusLayer {
+ ovrViewScaleDesc viewScaleDesc;
+ ovrLayerEyeFov eyeLayer; // layer 0
+ //ovrLayerQuad quadLayer; // TODO: layer 1: '2D' quad for GUI
+ Matrix eyeProjections[2];
+ int width;
+ int height;
+} OculusLayer;
#endif
//----------------------------------------------------------------------------------
@@ -189,26 +233,38 @@ static bool useTempBuffer = false;
// Shader Programs
static Shader defaultShader;
-static Shader standardShader;
-static Shader currentShader; // By default, defaultShader
+static Shader standardShader; // Lazy initialization when GetStandardShader()
+static Shader currentShader; // By default, defaultShader
+static bool standardShaderLoaded = false;
// Flags for supported extensions
-static bool vaoSupported = false; // VAO support (OpenGL ES2 could not support VAO extension)
+static bool vaoSupported = false; // VAO support (OpenGL ES2 could not support VAO extension)
// Compressed textures support flags
-static bool texCompETC1Supported = false; // ETC1 texture compression support
-static bool texCompETC2Supported = false; // ETC2/EAC texture compression support
-static bool texCompPVRTSupported = false; // PVR texture compression support
-static bool texCompASTCSupported = false; // ASTC texture compression support
+static bool texCompETC1Supported = false; // ETC1 texture compression support
+static bool texCompETC2Supported = false; // ETC2/EAC texture compression support
+static bool texCompPVRTSupported = false; // PVR texture compression support
+static bool texCompASTCSupported = false; // ASTC texture compression support
// Lighting data
-static Light lights[MAX_LIGHTS]; // Lights pool
-static int lightsCount; // Counts current enabled physic objects
+static Light lights[MAX_LIGHTS]; // Lights pool
+static int lightsCount; // Counts current enabled physic objects
+#endif
+
+#if defined(RLGL_OCULUS_SUPPORT)
+// OVR device variables
+static ovrSession session; // Oculus session (pointer to ovrHmdStruct)
+static ovrHmdDesc hmdDesc; // Oculus device descriptor parameters
+static ovrGraphicsLuid luid; // Oculus locally unique identifier for the program (64 bit)
+static OculusLayer layer; // Oculus drawing layer (similar to photoshop)
+static OculusBuffer buffer; // Oculus internal buffers (texture chain and fbo)
+static OculusMirror mirror; // Oculus mirror texture and fbo
+static unsigned int frameIndex = 0; // Oculus frames counter, used to discard frames from chain
#endif
// Compressed textures support flags
-static bool texCompDXTSupported = false; // DDS texture compression support
-static bool npotSupported = false; // NPOT textures full support
+static bool texCompDXTSupported = false; // DDS texture compression support
+static bool npotSupported = false; // NPOT textures full support
#if defined(GRAPHICS_API_OPENGL_ES2)
// NOTE: VAO functionality is exposed through extensions (OES)
@@ -221,15 +277,14 @@ static PFNGLDELETEVERTEXARRAYSOESPROC glDeleteVertexArrays;
static int blendMode = 0;
// White texture useful for plain color polys (required by shader)
-// NOTE: It's required in shapes and models modules!
-unsigned int whiteTexture;
+static unsigned int whiteTexture;
//----------------------------------------------------------------------------------
// Module specific Functions Declaration
//----------------------------------------------------------------------------------
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
static void LoadCompressedTexture(unsigned char *data, int width, int height, int mipmapCount, int compressedFormat);
-static unsigned int LoadShaderProgram(char *vShaderStr, char *fShaderStr); // Load custom shader strings and return program id
+static unsigned int LoadShaderProgram(const char *vShaderStr, const char *fShaderStr); // Load custom shader strings and return program id
static Shader LoadDefaultShader(void); // Load default shader (just vertex positioning and texture coloring)
static Shader LoadStandardShader(void); // Load standard shader (support materials and lighting)
@@ -247,13 +302,22 @@ static void SetShaderLights(Shader shader); // Sets shader uniform values for li
static char *ReadTextFile(const char *fileName);
#endif
+#if defined(RLGL_OCULUS_SUPPORT) // Oculus Rift functions
+static OculusBuffer LoadOculusBuffer(ovrSession session, int width, int height); // Load Oculus required buffers
+static void UnloadOculusBuffer(ovrSession session, OculusBuffer buffer); // Unload texture required buffers
+static OculusMirror LoadOculusMirror(ovrSession session, int width, int height); // Load Oculus mirror buffers
+static void UnloadOculusMirror(ovrSession session, OculusMirror mirror); // Unload Oculus mirror buffers
+static void BlitOculusMirror(ovrSession session, OculusMirror mirror); // Copy Oculus screen buffer to mirror texture
+static OculusLayer InitOculusLayer(ovrSession session); // Init Oculus layer (similar to photoshop)
+static Matrix FromOvrMatrix(ovrMatrix4f ovrM); // Convert from Oculus ovrMatrix4f struct to raymath Matrix struct
+#endif
+
#if defined(GRAPHICS_API_OPENGL_11)
static int GenerateMipmaps(unsigned char *data, int baseWidth, int baseHeight);
static Color *GenNextMipmap(Color *srcData, int srcWidth, int srcHeight);
#endif
#if defined(RLGL_STANDALONE)
-static void TraceLog(int msgType, const char *text, ...);
float *MatrixToFloat(Matrix mat); // Converts Matrix to float array
#endif
@@ -355,7 +419,6 @@ void rlRotatef(float angleDeg, float x, float y, float z)
Vector3 axis = (Vector3){ x, y, z };
VectorNormalize(&axis);
matRotation = MatrixRotate(axis, angleDeg*DEG2RAD);
-
MatrixTranspose(&matRotation);
*currentMatrix = MatrixMultiply(*currentMatrix, matRotation);
@@ -1032,7 +1095,6 @@ void rlglInit(void)
// Init default Shader (customized for GL 3.3 and ES2)
defaultShader = LoadDefaultShader();
- standardShader = LoadStandardShader();
currentShader = defaultShader;
LoadDefaultBuffers(); // Initialize default vertex arrays buffers (lines, triangles, quads)
@@ -1142,6 +1204,23 @@ void rlglInitGraphics(int offsetX, int offsetY, int width, int height)
TraceLog(INFO, "OpenGL graphic device initialized successfully");
}
+// Load OpenGL extensions
+// NOTE: External loader function could be passed as a pointer
+void rlglLoadExtensions(void *loader)
+{
+#if defined(GRAPHICS_API_OPENGL_33)
+ // NOTE: glad is generated and contains only required OpenGL 3.3 Core extensions
+ if (!gladLoadGLLoader((GLADloadproc)loader)) TraceLog(WARNING, "GLAD: Cannot load OpenGL extensions");
+ else TraceLog(INFO, "GLAD: OpenGL extensions loaded successfully");
+
+ if (GLAD_GL_VERSION_3_3) TraceLog(INFO, "OpenGL 3.3 Core profile supported");
+ else TraceLog(ERROR, "OpenGL 3.3 Core profile not supported");
+
+ // With GLAD, we can check if an extension is supported using the GLAD_GL_xxx booleans
+ //if (GLAD_GL_ARB_vertex_array_object) // Use GL_ARB_vertex_array_object
+#endif
+}
+
// Get world coordinates from screen coordinates
Vector3 rlglUnproject(Vector3 source, Matrix proj, Matrix view)
{
@@ -1173,11 +1252,13 @@ unsigned int rlglLoadTexture(void *data, int width, int height, int textureForma
GLuint id = 0;
// Check texture format support by OpenGL 1.1 (compressed textures not supported)
- if ((rlGetVersion() == OPENGL_11) && (textureFormat >= 8))
+#if defined(GRAPHICS_API_OPENGL_11)
+ if (textureFormat >= 8)
{
TraceLog(WARNING, "OpenGL 1.1 does not support GPU compressed texture formats");
return id;
}
+#endif
if ((!texCompDXTSupported) && ((textureFormat == COMPRESSED_DXT1_RGB) || (textureFormat == COMPRESSED_DXT1_RGBA) ||
(textureFormat == COMPRESSED_DXT3_RGBA) || (textureFormat == COMPRESSED_DXT5_RGBA)))
@@ -1791,8 +1872,13 @@ void rlglDrawMesh(Mesh mesh, Material material, Matrix transform)
// NOTE: standard shader specific locations are got at render time to keep Shader struct as simple as possible (with just default shader locations)
if (material.shader.id == standardShader.id)
{
+ // Transpose and inverse model transformations matrix for fragment normal calculations
+ Matrix transInvTransform = transform;
+ MatrixTranspose(&transInvTransform);
+ MatrixInvert(&transInvTransform);
+
// Send model transformations matrix to shader
- glUniformMatrix4fv(glGetUniformLocation(material.shader.id, "modelMatrix"), 1, false, MatrixToFloat(transform));
+ glUniformMatrix4fv(glGetUniformLocation(material.shader.id, "modelMatrix"), 1, false, MatrixToFloat(transInvTransform));
// Send view transformation matrix to shader. View matrix 8, 9 and 10 are view direction vector axis values (target - position)
glUniform3f(glGetUniformLocation(material.shader.id, "viewDir"), matView.m8, matView.m9, matView.m10);
@@ -2091,6 +2177,24 @@ void *rlglReadTexturePixels(Texture2D texture)
return pixels;
}
+/*
+// TODO: Record draw calls to be processed in batch
+// NOTE: Global state must be kept
+void rlglRecordDraw(void)
+{
+ // TODO: Before adding a new draw, check if anything changed from last stored draw
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ draws[drawsCounter].vaoId = currentState.vaoId; // lines.id, trangles.id, quads.id?
+ draws[drawsCounter].textureId = currentState.textureId; // whiteTexture?
+ draws[drawsCounter].shaderId = currentState.shaderId; // defaultShader.id
+ draws[drawsCounter].projection = projection;
+ draws[drawsCounter].modelview = modelview;
+ draws[drawsCounter].vertexCount = currentState.vertexCount;
+
+ drawsCounter++;
+#endif
+}
+*/
//----------------------------------------------------------------------------------
// Module Functions Definition - Shaders Functions
@@ -2185,14 +2289,22 @@ Shader GetDefaultShader(void)
}
// Get default shader
+// NOTE: Inits global variable standardShader
Shader GetStandardShader(void)
{
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- return standardShader;
-#else
Shader shader = { 0 };
- return shader;
+
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ if (standardShaderLoaded) shader = standardShader;
+ else
+ {
+ // Lazy initialization of standard shader
+ standardShader = LoadStandardShader();
+ shader = standardShader;
+ }
#endif
+
+ return shader;
}
// Get shader uniform location
@@ -2254,13 +2366,17 @@ void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat)
// Set a custom projection matrix (replaces internal projection matrix)
void SetMatrixProjection(Matrix proj)
{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
projection = proj;
+#endif
}
// Set a custom modelview matrix (replaces internal modelview matrix)
void SetMatrixModelview(Matrix view)
{
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
modelview = view;
+#endif
}
// Begin blending mode (alpha, additive, multiplied)
@@ -2345,6 +2461,130 @@ void DestroyLight(Light light)
#endif
}
+#if defined(RLGL_OCULUS_SUPPORT)
+// Init Oculus Rift device
+// NOTE: Device initialization should be done before window creation?
+void InitOculusDevice(void)
+{
+ // Initialize Oculus device
+ ovrResult result = ovr_Initialize(NULL);
+ if (OVR_FAILURE(result)) TraceLog(WARNING, "OVR: Could not initialize Oculus device");
+
+ result = ovr_Create(&session, &luid);
+ if (OVR_FAILURE(result))
+ {
+ TraceLog(WARNING, "OVR: Could not create Oculus session");
+ ovr_Shutdown();
+ }
+
+ hmdDesc = ovr_GetHmdDesc(session);
+
+ TraceLog(INFO, "OVR: Product Name: %s", hmdDesc.ProductName);
+ TraceLog(INFO, "OVR: Manufacturer: %s", hmdDesc.Manufacturer);
+ TraceLog(INFO, "OVR: Product ID: %i", hmdDesc.ProductId);
+ TraceLog(INFO, "OVR: Product Type: %i", hmdDesc.Type);
+ //TraceLog(INFO, "OVR: Serial Number: %s", hmdDesc.SerialNumber);
+ TraceLog(INFO, "OVR: Resolution: %ix%i", hmdDesc.Resolution.w, hmdDesc.Resolution.h);
+
+ // NOTE: Oculus mirror is set to defined screenWidth and screenHeight...
+ // ...ideally, it should be (hmdDesc.Resolution.w/2, hmdDesc.Resolution.h/2)
+
+ // Initialize Oculus Buffers
+ layer = InitOculusLayer(session);
+ buffer = LoadOculusBuffer(session, layer.width, layer.height);
+ mirror = LoadOculusMirror(session, hmdDesc.Resolution.w/2, hmdDesc.Resolution.h/2); // NOTE: hardcoded...
+ layer.eyeLayer.ColorTexture[0] = buffer.textureChain; //SetOculusLayerTexture(eyeLayer, buffer.textureChain);
+
+ // Recenter OVR tracking origin
+ ovr_RecenterTrackingOrigin(session);
+}
+
+// Close Oculus Rift device
+void CloseOculusDevice(void)
+{
+ UnloadOculusMirror(session, mirror); // Unload Oculus mirror buffer
+ UnloadOculusBuffer(session, buffer); // Unload Oculus texture buffers
+
+ ovr_Destroy(session); // Free Oculus session data
+ ovr_Shutdown(); // Close Oculus device connection
+}
+
+// Update Oculus Rift tracking (position and orientation)
+void UpdateOculusTracking(void)
+{
+ frameIndex++;
+
+ ovrPosef eyePoses[2];
+ ovr_GetEyePoses(session, frameIndex, ovrTrue, layer.viewScaleDesc.HmdToEyeOffset, eyePoses, &layer.eyeLayer.SensorSampleTime);
+
+ layer.eyeLayer.RenderPose[0] = eyePoses[0];
+ layer.eyeLayer.RenderPose[1] = eyePoses[1];
+}
+
+void SetOculusMatrix(int eye)
+{
+ rlViewport(layer.eyeLayer.Viewport[eye].Pos.x, layer.eyeLayer.Viewport[eye].Pos.y, layer.eyeLayer.Viewport[eye].Size.w, layer.eyeLayer.Viewport[eye].Size.h);
+
+ Quaternion eyeRPose = (Quaternion){ layer.eyeLayer.RenderPose[eye].Orientation.x,
+ layer.eyeLayer.RenderPose[eye].Orientation.y,
+ layer.eyeLayer.RenderPose[eye].Orientation.z,
+ layer.eyeLayer.RenderPose[eye].Orientation.w };
+ QuaternionInvert(&eyeRPose);
+ Matrix eyeOrientation = QuaternionToMatrix(eyeRPose);
+ Matrix eyeTranslation = MatrixTranslate(-layer.eyeLayer.RenderPose[eye].Position.x,
+ -layer.eyeLayer.RenderPose[eye].Position.y,
+ -layer.eyeLayer.RenderPose[eye].Position.z);
+
+ Matrix eyeView = MatrixMultiply(eyeTranslation, eyeOrientation);
+ Matrix modelEyeView = MatrixMultiply(modelview, eyeView); // Using internal camera modelview matrix
+
+ SetMatrixModelview(modelEyeView);
+ SetMatrixProjection(layer.eyeProjections[eye]);
+}
+
+void BeginOculusDrawing(void)
+{
+ GLuint currentTexId;
+ int currentIndex;
+
+ ovr_GetTextureSwapChainCurrentIndex(session, buffer.textureChain, &currentIndex);
+ ovr_GetTextureSwapChainBufferGL(session, buffer.textureChain, currentIndex, &currentTexId);
+
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, buffer.fboId);
+ glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, currentTexId, 0);
+ //glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, buffer.depthId, 0); // Already binded
+
+ //glViewport(0, 0, buffer.width, buffer.height); // Useful if rendering to separate framebuffers (every eye)
+ //glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Same as rlClearScreenBuffers()
+
+ // NOTE: If your application is configured to treat the texture as a linear format (e.g. GL_RGBA)
+ // and performs linear-to-gamma conversion in GLSL or does not care about gamma-correction, then:
+ // - Require OculusBuffer format to be OVR_FORMAT_R8G8B8A8_UNORM_SRGB
+ // - Do NOT enable GL_FRAMEBUFFER_SRGB
+ //glEnable(GL_FRAMEBUFFER_SRGB);
+}
+
+void EndOculusDrawing(void)
+{
+ glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
+
+ ovr_CommitTextureSwapChain(session, buffer.textureChain);
+
+ ovrLayerHeader *layers = &layer.eyeLayer.Header;
+ ovr_SubmitFrame(session, frameIndex, &layer.viewScaleDesc, &layers, 1);
+
+ // Blit mirror texture to back buffer
+ BlitOculusMirror(session, mirror);
+
+ // Get session status information
+ ovrSessionStatus sessionStatus;
+ ovr_GetSessionStatus(session, &sessionStatus);
+ if (sessionStatus.ShouldQuit) TraceLog(WARNING, "OVR: Session should quit...");
+ if (sessionStatus.ShouldRecenter) ovr_RecenterTrackingOrigin(session);
+}
+#endif
+
//----------------------------------------------------------------------------------
// Module specific Functions Definition
//----------------------------------------------------------------------------------
@@ -2387,7 +2627,7 @@ static void LoadCompressedTexture(unsigned char *data, int width, int height, in
}
// Load custom shader strings and return program id
-static unsigned int LoadShaderProgram(char *vShaderStr, char *fShaderStr)
+static unsigned int LoadShaderProgram(const char *vShaderStr, const char *fShaderStr)
{
unsigned int program = 0;
@@ -2564,18 +2804,28 @@ static Shader LoadDefaultShader(void)
// Load standard shader
// NOTE: This shader supports:
-// - Up to 3 different maps: diffuse, normal, specular
-// - Material properties: colAmbient, colDiffuse, colSpecular, glossiness
-// - Up to 8 lights: Point, Directional or Spot
+// - Up to 3 different maps: diffuse, normal, specular
+// - Material properties: colAmbient, colDiffuse, colSpecular, glossiness
+// - Up to 8 lights: Point, Directional or Spot
static Shader LoadStandardShader(void)
{
- // Load standard shader (TODO: rewrite as char pointers)
- Shader shader = { 0 }; //LoadShader("resources/shaders/standard.vs", "resources/shaders/standard.fs");
-
- if (shader.id != 0) TraceLog(INFO, "[SHDR ID %i] Standard shader loaded successfully", shader.id);
- else TraceLog(WARNING, "[SHDR ID %i] Standard shader could not be loaded", shader.id);
+ Shader shader;
+
+ // Load standard shader (embeded in standard_shader.h)
+ shader.id = LoadShaderProgram(vStandardShaderStr, fStandardShaderStr);
- if (shader.id != 0) LoadDefaultShaderLocations(&shader);
+ if (shader.id != 0)
+ {
+ LoadDefaultShaderLocations(&shader);
+ TraceLog(INFO, "[SHDR ID %i] Standard shader loaded successfully", shader.id);
+
+ standardShaderLoaded = true;
+ }
+ else
+ {
+ TraceLog(WARNING, "[SHDR ID %i] Standard shader could not be loaded, using default shader", shader.id);
+ shader = GetDefaultShader();
+ }
return shader;
}
@@ -3315,10 +3565,191 @@ static Color *GenNextMipmap(Color *srcData, int srcWidth, int srcHeight)
}
#endif
+#if defined(RLGL_OCULUS_SUPPORT)
+// 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; // Requires glEnable(GL_FRAMEBUFFER_SRGB);
+ desc.SampleCount = 1;
+ desc.StaticImage = ovrFalse;
+
+ ovrResult result = ovr_CreateTextureSwapChainGL(session, &desc, &buffer.textureChain);
+
+ if (!OVR_SUCCESS(result)) TraceLog(WARNING, "OVR: Failed to create swap textures buffer");
+
+ int textureCount = 0;
+ ovr_GetTextureSwapChainLength(session, buffer.textureChain, &textureCount);
+
+ if (!OVR_SUCCESS(result) || !textureCount) TraceLog(WARNING, "OVR: Unable to count swap chain textures");
+
+ 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);
+ }
+
+ glBindTexture(GL_TEXTURE_2D, 0);
+
+ /*
+ // Setup framebuffer object (using depth texture)
+ glGenFramebuffers(1, &buffer.fboId);
+ 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);
+ */
+
+ // Setup framebuffer object (using depth renderbuffer)
+ glGenFramebuffers(1, &buffer.fboId);
+ glGenRenderbuffers(1, &buffer.depthId);
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, buffer.fboId);
+ glBindRenderbuffer(GL_RENDERBUFFER, buffer.depthId);
+ glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, buffer.width, buffer.height);
+ glBindRenderbuffer(GL_RENDERBUFFER, 0);
+ glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, buffer.depthId);
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
+
+ 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 != 0) glDeleteTextures(1, &buffer.depthId);
+ if (buffer.fboId != 0) glDeleteFramebuffers(1, &buffer.fboId);
+}
+
+// Load Oculus mirror buffers
+static OculusMirror LoadOculusMirror(ovrSession session, int width, int height)
+{
+ OculusMirror mirror;
+ mirror.width = width;
+ mirror.height = height;
+
+ ovrMirrorTextureDesc mirrorDesc;
+ memset(&mirrorDesc, 0, sizeof(mirrorDesc));
+ mirrorDesc.Format = OVR_FORMAT_R8G8B8A8_UNORM_SRGB;
+ mirrorDesc.Width = mirror.width;
+ mirrorDesc.Height = mirror.height;
+
+ if (!OVR_SUCCESS(ovr_CreateMirrorTextureGL(session, &mirrorDesc, &mirror.texture))) TraceLog(WARNING, "Could not create mirror texture");
+
+ glGenFramebuffers(1, &mirror.fboId);
+
+ return mirror;
+}
+
+// Unload Oculus mirror buffers
+static void UnloadOculusMirror(ovrSession session, OculusMirror mirror)
+{
+ if (mirror.fboId != 0) glDeleteFramebuffers(1, &mirror.fboId);
+ if (mirror.texture) ovr_DestroyMirrorTexture(session, mirror.texture);
+}
+
+// Copy Oculus screen buffer to mirror texture
+static void BlitOculusMirror(ovrSession session, OculusMirror mirror)
+{
+ GLuint mirrorTextureId;
+
+ ovr_GetMirrorTextureBufferGL(session, mirror.texture, &mirrorTextureId);
+
+ glBindFramebuffer(GL_READ_FRAMEBUFFER, mirror.fboId);
+ glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mirrorTextureId, 0);
+ glBlitFramebuffer(0, 0, mirror.width, mirror.height, 0, mirror.height, mirror.width, 0, GL_COLOR_BUFFER_BIT, GL_NEAREST);
+ glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
+}
+
+// Init Oculus layer (similar to photoshop)
+static OculusLayer InitOculusLayer(ovrSession session)
+{
+ OculusLayer layer = { 0 };
+
+ layer.viewScaleDesc.HmdSpaceToWorldScaleInMeters = 1.0f;
+
+ memset(&layer.eyeLayer, 0, sizeof(ovrLayerEyeFov));
+ layer.eyeLayer.Header.Type = ovrLayerType_EyeFov;
+ layer.eyeLayer.Header.Flags = ovrLayerFlag_TextureOriginAtBottomLeft;
+
+ ovrEyeRenderDesc eyeRenderDescs[2];
+
+ for (int eye = 0; eye < 2; eye++)
+ {
+ eyeRenderDescs[eye] = ovr_GetRenderDesc(session, eye, hmdDesc.DefaultEyeFov[eye]);
+ ovrMatrix4f ovrPerspectiveProjection = ovrMatrix4f_Projection(eyeRenderDescs[eye].Fov, 0.01f, 10000.0f, ovrProjection_None); //ovrProjection_ClipRangeOpenGL);
+ layer.eyeProjections[eye] = FromOvrMatrix(ovrPerspectiveProjection); // NOTE: struct ovrMatrix4f { float M[4][4] } --> struct Matrix
+
+ layer.viewScaleDesc.HmdToEyeOffset[eye] = eyeRenderDescs[eye].HmdToEyeOffset;
+ layer.eyeLayer.Fov[eye] = eyeRenderDescs[eye].Fov;
+
+ ovrSizei eyeSize = ovr_GetFovTextureSize(session, eye, layer.eyeLayer.Fov[eye], 1.0f);
+ layer.eyeLayer.Viewport[eye].Size = eyeSize;
+ layer.eyeLayer.Viewport[eye].Pos.x = layer.width;
+ layer.eyeLayer.Viewport[eye].Pos.y = 0;
+
+ layer.height = eyeSize.h; //std::max(renderTargetSize.y, (uint32_t)eyeSize.h);
+ layer.width += eyeSize.w;
+ }
+
+ return layer;
+}
+
+// Convert from Oculus ovrMatrix4f struct to raymath Matrix struct
+static Matrix FromOvrMatrix(ovrMatrix4f ovrmat)
+{
+ Matrix rmat;
+
+ rmat.m0 = ovrmat.M[0][0];
+ rmat.m1 = ovrmat.M[1][0];
+ rmat.m2 = ovrmat.M[2][0];
+ rmat.m3 = ovrmat.M[3][0];
+ rmat.m4 = ovrmat.M[0][1];
+ rmat.m5 = ovrmat.M[1][1];
+ rmat.m6 = ovrmat.M[2][1];
+ rmat.m7 = ovrmat.M[3][1];
+ rmat.m8 = ovrmat.M[0][2];
+ rmat.m9 = ovrmat.M[1][2];
+ rmat.m10 = ovrmat.M[2][2];
+ rmat.m11 = ovrmat.M[3][2];
+ rmat.m12 = ovrmat.M[0][3];
+ rmat.m13 = ovrmat.M[1][3];
+ rmat.m14 = ovrmat.M[2][3];
+ rmat.m15 = ovrmat.M[3][3];
+
+ MatrixTranspose(&rmat);
+
+ return rmat;
+}
+#endif
+
#if defined(RLGL_STANDALONE)
// Output a trace log message
// NOTE: Expected msgType: (0)Info, (1)Error, (2)Warning
-static void TraceLog(int msgType, const char *text, ...)
+void TraceLog(int msgType, const char *text, ...)
{
va_list args;
va_start(args, text);
diff --git a/examples/oculus_glfw_sample/rlgl.h b/examples/oculus_glfw_sample/rlgl.h
index 2a578a1f..93e155b7 100644
--- a/examples/oculus_glfw_sample/rlgl.h
+++ b/examples/oculus_glfw_sample/rlgl.h
@@ -48,7 +48,7 @@
// Choose opengl version here or just define it at compile time: -DGRAPHICS_API_OPENGL_33
//#define GRAPHICS_API_OPENGL_11 // Only available on PLATFORM_DESKTOP
-//#define GRAPHICS_API_OPENGL_33 // Only available on PLATFORM_DESKTOP
+//#define GRAPHICS_API_OPENGL_33 // Only available on PLATFORM_DESKTOP or Oculus Rift CV1
//#define GRAPHICS_API_OPENGL_ES2 // Only available on PLATFORM_ANDROID or PLATFORM_RPI or PLATFORM_WEB
// Security check in case no GRAPHICS_API_OPENGL_* defined
@@ -230,6 +230,9 @@ typedef enum { OPENGL_11 = 1, OPENGL_33, OPENGL_ES_20 } GlVersion;
// Color blending modes (pre-defined)
typedef enum { BLEND_ALPHA = 0, BLEND_ADDITIVE, BLEND_MULTIPLIED } BlendMode;
+
+ // TraceLog message types
+ typedef enum { INFO = 0, ERROR, WARNING, DEBUG, OTHER } TraceLogType;
#endif
#ifdef __cplusplus
@@ -293,6 +296,7 @@ void rlglInit(void); // Initialize rlgl (shaders, VAO
void rlglClose(void); // De-init rlgl
void rlglDraw(void); // Draw VAO/VBO
void rlglInitGraphics(int offsetX, int offsetY, int width, int height); // Initialize Graphics (OpenGL stuff)
+void rlglLoadExtensions(void *loader); // Load OpenGL extensions
unsigned int rlglLoadTexture(void *data, int width, int height, int textureFormat, int mipmapCount); // Load texture in GPU
RenderTexture2D rlglLoadRenderTexture(int width, int height); // Load a texture to be used for rendering (fbo with color and depth attachments)
@@ -339,6 +343,17 @@ void EndBlendMode(void); // End blend
Light CreateLight(int type, Vector3 position, Color diffuse); // Create a new light, initialize it and add to pool
void DestroyLight(Light light); // Destroy a light and take it out of the list
+
+void TraceLog(int msgType, const char *text, ...);
+#endif
+
+#if defined(RLGL_OCULUS_SUPPORT)
+void InitOculusDevice(void); // Init Oculus Rift device
+void CloseOculusDevice(void); // Close Oculus Rift device
+void UpdateOculusTracking(void); // Update Oculus Rift tracking (position and orientation)
+void SetOculusMatrix(int eye); // Set internal projection and modelview matrix depending on eyes tracking data
+void BeginOculusDrawing(void); // Begin Oculus drawing configuration
+void EndOculusDrawing(void); // End Oculus drawing process (and desktop mirror)
#endif
#ifdef __cplusplus
diff --git a/examples/oculus_glfw_sample/raylib_rlgl_standalone.c b/examples/oculus_glfw_sample/rlgl_standalone.c
index 288418a1..33e91631 100644
--- a/examples/oculus_glfw_sample/raylib_rlgl_standalone.c
+++ b/examples/oculus_glfw_sample/rlgl_standalone.c
@@ -18,30 +18,23 @@
*
********************************************************************************************/
-#define GLAD_IMPLEMENTATION
#include "glad.h" // Extensions loading library
#include <GLFW/glfw3.h> // Windows/Context and inputs management
#define RLGL_STANDALONE
-#include "rlgl.h"
+#include "rlgl.h" // rlgl library: OpenGL 1.1 immediate-mode style coding
-#include <stdlib.h>
-#include <stdio.h>
-#include <stdarg.h>
#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
-//----------------------------------------------------------------------------------
-typedef enum { LOG_INFO = 0, LOG_ERROR, LOG_WARNING, LOG_DEBUG, LOG_OTHER } TraceLogType;
//----------------------------------------------------------------------------------
// 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);
-static void TraceLog(int msgType, const char *text, ...);
// Drawing functions (uses rlgl functionality)
static void DrawGrid(int slices, float spacing);
@@ -66,10 +59,10 @@ int main(void)
if (!glfwInit())
{
- TraceLog(LOG_WARNING, "GLFW3: Can not initialize GLFW");
- exit(EXIT_FAILURE);
+ TraceLog(WARNING, "GLFW3: Can not initialize GLFW");
+ return 1;
}
- else TraceLog(LOG_INFO, "GLFW3: GLFW initialized successfully");
+ else TraceLog(INFO, "GLFW3: GLFW initialized successfully");
glfwWindowHint(GLFW_SAMPLES, 4);
glfwWindowHint(GLFW_DEPTH_BITS, 16);
@@ -83,9 +76,9 @@ int main(void)
if (!window)
{
glfwTerminate();
- exit(EXIT_FAILURE);
+ return 2;
}
- else TraceLog(LOG_INFO, "GLFW3: Window created successfully");
+ else TraceLog(INFO, "GLFW3: Window created successfully");
glfwSetKeyCallback(window, KeyCallback);
@@ -95,20 +88,27 @@ int main(void)
// Load OpenGL 3.3 extensions
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
{
- TraceLog(LOG_WARNING, "GLAD: Cannot load OpenGL extensions");
- exit(1);
+ TraceLog(WARNING, "GLAD: Cannot load OpenGL extensions");
+ return 3;
}
- else TraceLog(LOG_INFO, "GLAD: OpenGL extensions loaded successfully");
+ 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
- Vector2 size = { 200, 200 };
- Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
+ // Initialize viewport and internal projection/modelview matrices
+ rlViewport(0, 0, screenWidth, screenHeight);
+ rlMatrixMode(RL_PROJECTION); // Switch to PROJECTION matrix
+ rlLoadIdentity(); // Reset current matrix (PROJECTION)
+ rlOrtho(0, screenWidth, screenHeight, 0, 0.0f, 1.0f); // Orthographic projection with top-left corner at (0,0)
+ rlMatrixMode(RL_MODELVIEW); // Switch back to MODELVIEW matrix
+ rlLoadIdentity(); // Reset current matrix (MODELVIEW)
+
+ rlClearColor(245, 245, 245, 255); // Define clear color
+ rlEnableDepthTest(); // Enable DEPTH_TEST for 3D
+
+ Vector3 cubePosition = { 0.0f, 0.0f, 0.0f }; // Cube default position (center)
Camera camera;
camera.position = (Vector3){ 5.0f, 5.0f, 5.0f }; // Camera position
@@ -128,29 +128,45 @@ int main(void)
// Draw
//----------------------------------------------------------------------------------
rlClearScreenBuffers(); // Clear current framebuffer
+
// Calculate projection matrix (from perspective) and view matrix from camera look at
Matrix matProj = MatrixPerspective(camera.fovy, (double)screenWidth/(double)screenHeight, 0.01, 1000.0);
MatrixTranspose(&matProj);
Matrix matView = MatrixLookAt(camera.position, camera.target, camera.up);
- Matrix mvp = MatrixMultiply(matView, matProj);
+
+ 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(mvp);
+ rlglDraw();
+ // Draw '2D' elements in the scene (GUI)
+#define RLGL_CREATE_MATRIX_MANUALLY
+#if defined(RLGL_CREATE_MATRIX_MANUALLY)
+
matProj = MatrixOrtho(0.0, screenWidth, screenHeight, 0.0, 0.0, 1.0);
MatrixTranspose(&matProj);
matView = MatrixIdentity();
- mvp = MatrixMultiply(matView, matProj);
- // TODO: 2D drawing on Oculus Rift: requires an ovrLayerQuad layer
- DrawRectangleV((Vector2){ 10.0f, 10.0f }, (Vector2){ 300.0f, 20.0f }, DARKGRAY);
+ 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, screenHeight, 0.0, 0.0, 1.0); // Recalculate internal projection matrix
+ rlMatrixMode(RL_MODELVIEW); // Enable internal modelview matrix
+ rlLoadIdentity(); // Reset internal modelview matrix
+#endif
+ DrawRectangleV((Vector2){ 10.0f, 10.0f }, (Vector2){ 600.0f, 20.0f }, DARKGRAY);
// NOTE: Internal buffers drawing (2D data)
- rlglDraw(mvp);
+ rlglDraw();
glfwSwapBuffers(window);
glfwPollEvents();
@@ -163,7 +179,6 @@ int main(void)
glfwDestroyWindow(window);
glfwTerminate();
-
//--------------------------------------------------------------------------------------
return 0;
@@ -176,7 +191,7 @@ int main(void)
// GLFW3: Error callback
static void ErrorCallback(int error, const char* description)
{
- TraceLog(LOG_ERROR, description);
+ TraceLog(ERROR, description);
}
// GLFW3: Keyboard callback
@@ -188,29 +203,6 @@ static void KeyCallback(GLFWwindow* window, int key, int scancode, int action, i
}
}
-// Output a trace log message
-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);
-}
-
// Draw rectangle using rlgl OpenGL 1.1 style coding (translated to OpenGL 3.3 internally)
static void DrawRectangleV(Vector2 position, Vector2 size, Color color)
{
diff --git a/examples/oculus_glfw_sample/rlgl_standalone_stereo.c b/examples/oculus_glfw_sample/rlgl_standalone_stereo.c
new file mode 100644
index 00000000..fa7f3e4a
--- /dev/null
+++ b/examples/oculus_glfw_sample/rlgl_standalone_stereo.c
@@ -0,0 +1,496 @@
+/*******************************************************************************************
+*
+* 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();
+ }
+}
diff --git a/examples/oculus_glfw_sample/standard_shader.h b/examples/oculus_glfw_sample/standard_shader.h
new file mode 100644
index 00000000..a4bc9694
--- /dev/null
+++ b/examples/oculus_glfw_sample/standard_shader.h
@@ -0,0 +1,174 @@
+
+// Vertex shader definition to embed, no external file required
+static const char vStandardShaderStr[] =
+#if defined(GRAPHICS_API_OPENGL_21)
+"#version 120 \n"
+#elif defined(GRAPHICS_API_OPENGL_ES2)
+"#version 100 \n"
+#endif
+#if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21)
+"attribute vec3 vertexPosition; \n"
+"attribute vec3 vertexNormal; \n"
+"attribute vec2 vertexTexCoord; \n"
+"attribute vec4 vertexColor; \n"
+"varying vec3 fragPosition; \n"
+"varying vec3 fragNormal; \n"
+"varying vec2 fragTexCoord; \n"
+"varying vec4 fragColor; \n"
+#elif defined(GRAPHICS_API_OPENGL_33)
+"#version 330 \n"
+"in vec3 vertexPosition; \n"
+"in vec3 vertexNormal; \n"
+"in vec2 vertexTexCoord; \n"
+"in vec4 vertexColor; \n"
+"out vec3 fragPosition; \n"
+"out vec3 fragNormal; \n"
+"out vec2 fragTexCoord; \n"
+"out vec4 fragColor; \n"
+#endif
+"uniform mat4 mvpMatrix; \n"
+"void main() \n"
+"{ \n"
+" fragPosition = vertexPosition; \n"
+" fragNormal = vertexNormal; \n"
+" fragTexCoord = vertexTexCoord; \n"
+" fragColor = vertexColor; \n"
+" gl_Position = mvpMatrix*vec4(vertexPosition, 1.0); \n"
+"} \n";
+
+// Fragment shader definition to embed, no external file required
+static const char fStandardShaderStr[] =
+#if defined(GRAPHICS_API_OPENGL_21)
+"#version 120 \n"
+#elif defined(GRAPHICS_API_OPENGL_ES2)
+"#version 100 \n"
+"precision mediump float; \n" // precision required for OpenGL ES2 (WebGL)
+#endif
+#if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21)
+"varying vec3 fragPosition; \n"
+"varying vec3 fragNormal; \n"
+"varying vec2 fragTexCoord; \n"
+"varying vec4 fragColor; \n"
+#elif defined(GRAPHICS_API_OPENGL_33)
+"#version 330 \n"
+"in vec3 fragPosition; \n"
+"in vec3 fragNormal; \n"
+"in vec2 fragTexCoord; \n"
+"in vec4 fragColor; \n"
+"out vec4 finalColor; \n"
+#endif
+"uniform sampler2D texture0; \n"
+"uniform sampler2D texture1; \n"
+"uniform sampler2D texture2; \n"
+"uniform vec4 colAmbient; \n"
+"uniform vec4 colDiffuse; \n"
+"uniform vec4 colSpecular; \n"
+"uniform float glossiness; \n"
+"uniform int useNormal; \n"
+"uniform int useSpecular; \n"
+"uniform mat4 modelMatrix; \n"
+"uniform vec3 viewDir; \n"
+"struct Light { \n"
+" int enabled; \n"
+" int type; \n"
+" vec3 position; \n"
+" vec3 direction; \n"
+" vec4 diffuse; \n"
+" float intensity; \n"
+" float radius; \n"
+" float coneAngle; }; \n"
+"const int maxLights = 8; \n"
+"uniform int lightsCount; \n"
+"uniform Light lights[maxLights]; \n"
+"\n"
+"vec3 CalcPointLight(Light l, vec3 n, vec3 v, float s) \n"
+"{\n"
+" vec3 surfacePos = vec3(modelMatrix*vec4(fragPosition, 1));\n"
+" vec3 surfaceToLight = l.position - surfacePos;\n"
+" float brightness = clamp(float(dot(n, surfaceToLight)/(length(surfaceToLight)*length(n))), 0.0, 1.0);\n"
+" float diff = 1.0/dot(surfaceToLight/l.radius, surfaceToLight/l.radius)*brightness*l.intensity;\n"
+" float spec = 0.0;\n"
+" if (diff > 0.0)\n"
+" {\n"
+" vec3 h = normalize(-l.direction + v);\n"
+" spec = pow(dot(n, h), 3.0 + glossiness)*s;\n"
+" }\n"
+" return (diff*l.diffuse.rgb + spec*colSpecular.rgb);\n"
+"}\n"
+"\n"
+"vec3 CalcDirectionalLight(Light l, vec3 n, vec3 v, float s)\n"
+"{\n"
+" vec3 lightDir = normalize(-l.direction);\n"
+" float diff = clamp(float(dot(n, lightDir)), 0.0, 1.0)*l.intensity;\n"
+" float spec = 0.0;\n"
+" if (diff > 0.0)\n"
+" {\n"
+" vec3 h = normalize(lightDir + v);\n"
+" spec = pow(dot(n, h), 3.0 + glossiness)*s;\n"
+" }\n"
+" return (diff*l.intensity*l.diffuse.rgb + spec*colSpecular.rgb);\n"
+"}\n"
+"\n"
+"vec3 CalcSpotLight(Light l, vec3 n, vec3 v, float s)\n"
+"{\n"
+" vec3 surfacePos = vec3(modelMatrix*vec4(fragPosition, 1.0));\n"
+" vec3 lightToSurface = normalize(surfacePos - l.position);\n"
+" vec3 lightDir = normalize(-l.direction);\n"
+" float diff = clamp(float(dot(n, lightDir)), 0.0, 1.0)*l.intensity;\n"
+" float attenuation = clamp(float(dot(n, lightToSurface)), 0.0, 1.0);\n"
+" attenuation = dot(lightToSurface, -lightDir);\n"
+" float lightToSurfaceAngle = degrees(acos(attenuation));\n"
+" if (lightToSurfaceAngle > l.coneAngle) attenuation = 0.0;\n"
+" float falloff = (l.coneAngle - lightToSurfaceAngle)/l.coneAngle;\n"
+" float diffAttenuation = diff*attenuation;\n"
+" float spec = 0.0;\n"
+" if (diffAttenuation > 0.0)\n"
+" {\n"
+" vec3 h = normalize(lightDir + v);\n"
+" spec = pow(dot(n, h), 3.0 + glossiness)*s;\n"
+" }\n"
+" return (falloff*(diffAttenuation*l.diffuse.rgb + spec*colSpecular.rgb));\n"
+"}\n"
+"\n"
+"void main()\n"
+"{\n"
+" mat3 normalMatrix = mat3(modelMatrix);\n"
+" vec3 normal = normalize(normalMatrix*fragNormal);\n"
+" vec3 n = normalize(normal);\n"
+" vec3 v = normalize(viewDir);\n"
+#if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21)
+" vec4 texelColor = texture2D(texture0, fragTexCoord);\n"
+#elif defined(GRAPHICS_API_OPENGL_33)
+" vec4 texelColor = texture(texture0, fragTexCoord);\n"
+#endif
+" vec3 lighting = colAmbient.rgb;\n"
+" if (useNormal == 1)\n"
+" {\n"
+#if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21)
+" n *= texture2D(texture1, fragTexCoord).rgb;\n"
+#elif defined(GRAPHICS_API_OPENGL_33)
+" n *= texture(texture1, fragTexCoord).rgb;\n"
+#endif
+" n = normalize(n);\n"
+" }\n"
+" float spec = 1.0;\n"
+#if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21)
+" if (useSpecular == 1) spec *= normalize(texture2D(texture2, fragTexCoord).r);\n"
+#elif defined(GRAPHICS_API_OPENGL_33)
+" if (useSpecular == 1) spec *= normalize(texture(texture2, fragTexCoord).r);\n"
+#endif
+" for (int i = 0; i < lightsCount; i++)\n"
+" {\n"
+" if (lights[i].enabled == 1)\n"
+" {\n"
+" if(lights[i].type == 0) lighting += CalcPointLight(lights[i], n, v, spec);\n"
+" else if(lights[i].type == 1) lighting += CalcDirectionalLight(lights[i], n, v, spec);\n"
+" else if(lights[i].type == 2) lighting += CalcSpotLight(lights[i], n, v, spec);\n"
+" }\n"
+" }\n"
+#if defined(GRAPHICS_API_OPENGL_33)
+" finalColor = vec4(texelColor.rgb*lighting*colDiffuse.rgb, texelColor.a*colDiffuse.a); \n"
+#elif defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21)
+" gl_FragColor = vec4(texelColor.rgb*lighting*colDiffuse.rgb, texelColor.a*colDiffuse.a); \n"
+#endif
+"}\n";
diff --git a/examples/physics_basic_rigidbody.c b/examples/physics_basic_rigidbody.c
index cd09f070..75720c97 100644
--- a/examples/physics_basic_rigidbody.c
+++ b/examples/physics_basic_rigidbody.c
@@ -5,12 +5,19 @@
* 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)
*
+*
+* Compile example using:
+* cmd /c IF NOT EXIST pthreadGC2.dll copy C:\raylib\raylib\src\external\pthread\pthreadGC2.dll $(CURRENT_DIRECTORY) /Y
+*
* Copyright (c) 2016 Victor Fisac and Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
+#define PHYSAC_IMPLEMENTATION
+#include "physac.h"
+
#define MOVE_VELOCITY 5
#define JUMP_VELOCITY 30
@@ -24,44 +31,41 @@ int main()
InitWindow(screenWidth, screenHeight, "raylib [physac] example - basic rigidbody");
InitPhysics((Vector2){ 0.0f, -9.81f/2 }); // Initialize physics module
- SetTargetFPS(60);
-
// Debug variables
bool isDebug = false;
// Create rectangle physic object
- PhysicObject rectangle = CreatePhysicObject((Vector2){ screenWidth*0.25f, screenHeight/2 }, 0.0f, (Vector2){ 75, 50 });
+ PhysicBody rectangle = CreatePhysicBody((Vector2){ screenWidth*0.25f, screenHeight/2 }, 0.0f, (Vector2){ 75, 50 });
rectangle->rigidbody.enabled = true; // Enable physic object rigidbody behaviour
rectangle->rigidbody.applyGravity = true;
rectangle->rigidbody.friction = 0.1f;
rectangle->rigidbody.bounciness = 6.0f;
// Create square physic object
- PhysicObject square = CreatePhysicObject((Vector2){ screenWidth*0.75f, screenHeight/2 }, 0.0f, (Vector2){ 50, 50 });
+ PhysicBody square = CreatePhysicBody((Vector2){ screenWidth*0.75f, screenHeight/2 }, 0.0f, (Vector2){ 50, 50 });
square->rigidbody.enabled = true; // Enable physic object rigidbody behaviour
square->rigidbody.applyGravity = true;
square->rigidbody.friction = 0.1f;
// Create walls physic objects
- PhysicObject floor = CreatePhysicObject((Vector2){ screenWidth/2, screenHeight*0.95f }, 0.0f, (Vector2){ screenWidth*0.9f, 100 });
- PhysicObject leftWall = CreatePhysicObject((Vector2){ 0.0f, screenHeight/2 }, 0.0f, (Vector2){ screenWidth*0.1f, screenHeight });
- PhysicObject rightWall = CreatePhysicObject((Vector2){ screenWidth, screenHeight/2 }, 0.0f, (Vector2){ screenWidth*0.1f, screenHeight });
- PhysicObject roof = CreatePhysicObject((Vector2){ screenWidth/2, screenHeight*0.05f }, 0.0f, (Vector2){ screenWidth*0.9f, 100 });
+ PhysicBody floor = CreatePhysicBody((Vector2){ screenWidth/2, screenHeight*0.95f }, 0.0f, (Vector2){ screenWidth*0.9f, 100 });
+ PhysicBody leftWall = CreatePhysicBody((Vector2){ 0.0f, screenHeight/2 }, 0.0f, (Vector2){ screenWidth*0.1f, screenHeight });
+ PhysicBody rightWall = CreatePhysicBody((Vector2){ screenWidth, screenHeight/2 }, 0.0f, (Vector2){ screenWidth*0.1f, screenHeight });
+ PhysicBody roof = CreatePhysicBody((Vector2){ screenWidth/2, screenHeight*0.05f }, 0.0f, (Vector2){ screenWidth*0.9f, 100 });
// Create pplatform physic object
- PhysicObject platform = CreatePhysicObject((Vector2){ screenWidth/2, screenHeight*0.7f }, 0.0f, (Vector2){ screenWidth*0.25f, 20 });
+ PhysicBody platform = CreatePhysicBody((Vector2){ screenWidth/2, screenHeight*0.7f }, 0.0f, (Vector2){ screenWidth*0.25f, 20 });
+ SetTargetFPS(60);
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
- //----------------------------------------------------------------------------------
- UpdatePhysics(); // Update all created physic objects
-
+ //----------------------------------------------------------------------------------
// Check rectangle movement inputs
- if (IsKeyDown('W') && rectangle->rigidbody.isGrounded) rectangle->rigidbody.velocity.y = JUMP_VELOCITY;
+ if (IsKeyPressed('W')) rectangle->rigidbody.velocity.y = JUMP_VELOCITY;
if (IsKeyDown('A')) rectangle->rigidbody.velocity.x = -MOVE_VELOCITY;
else if (IsKeyDown('D')) rectangle->rigidbody.velocity.x = MOVE_VELOCITY;
@@ -108,6 +112,8 @@ int main()
// Draw help message
DrawText("Use WASD to move rectangle and ARROWS to move square", screenWidth/2 - MeasureText("Use WASD to move rectangle and ARROWS to move square", 20)/2, screenHeight*0.075f, 20, LIGHTGRAY);
+ DrawFPS(10, 10);
+
EndDrawing();
//----------------------------------------------------------------------------------
}
@@ -115,7 +121,6 @@ int main()
// De-Initialization
//--------------------------------------------------------------------------------------
ClosePhysics(); // Unitialize physics (including all loaded objects)
-
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
diff --git a/examples/physics_forces.c b/examples/physics_forces.c
index f4eefa05..efe8e240 100644
--- a/examples/physics_forces.c
+++ b/examples/physics_forces.c
@@ -5,20 +5,25 @@
* 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)
*
+* NOTE: This example requires raylib module [rlgl]
+*
+* Compile example using:
+* cmd /c IF NOT EXIST pthreadGC2.dll copy C:\raylib\raylib\src\external\pthread\pthreadGC2.dll $(CURRENT_DIRECTORY) /Y
+*
* Copyright (c) 2016 Victor Fisac and Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
-#include "math.h"
+
+#define PHYSAC_IMPLEMENTATION
+#include "physac.h"
#define FORCE_AMOUNT 5.0f
#define FORCE_RADIUS 150
#define LINE_LENGTH 75
#define TRIANGLE_LENGTH 12
-void DrawRigidbodyCircle(PhysicObject obj, Color color);
-
int main()
{
// Initialization
@@ -29,27 +34,25 @@ int main()
InitWindow(screenWidth, screenHeight, "raylib [physac] example - forces");
InitPhysics((Vector2){ 0.0f, -9.81f/2 }); // Initialize physics module
- SetTargetFPS(60);
-
// Global variables
Vector2 mousePosition;
bool isDebug = false;
// Create rectangle physic objects
- PhysicObject rectangles[3];
+ PhysicBody rectangles[3];
for (int i = 0; i < 3; i++)
{
- rectangles[i] = CreatePhysicObject((Vector2){ screenWidth/4*(i+1), (((i % 2) == 0) ? (screenHeight/3) : (screenHeight/1.5f)) }, 0.0f, (Vector2){ 50, 50 });
+ rectangles[i] = CreatePhysicBody((Vector2){ screenWidth/4*(i+1), (((i % 2) == 0) ? (screenHeight/3) : (screenHeight/1.5f)) }, 0.0f, (Vector2){ 50, 50 });
rectangles[i]->rigidbody.enabled = true; // Enable physic object rigidbody behaviour
rectangles[i]->rigidbody.friction = 0.1f;
}
// Create circles physic objects
// NOTE: when creating circle physic objects, transform.scale must be { 0, 0 } and object radius must be defined in collider.radius and use this value to draw the circle.
- PhysicObject circles[3];
+ PhysicBody circles[3];
for (int i = 0; i < 3; i++)
{
- circles[i] = CreatePhysicObject((Vector2){ screenWidth/4*(i+1), (((i % 2) == 0) ? (screenHeight/1.5f) : (screenHeight/4)) }, 0.0f, (Vector2){ 0, 0 });
+ circles[i] = CreatePhysicBody((Vector2){ screenWidth/4*(i+1), (((i % 2) == 0) ? (screenHeight/1.5f) : (screenHeight/4)) }, 0.0f, (Vector2){ 0, 0 });
circles[i]->rigidbody.enabled = true; // Enable physic object rigidbody behaviour
circles[i]->rigidbody.friction = 0.1f;
circles[i]->collider.type = COLLIDER_CIRCLE;
@@ -57,11 +60,12 @@ int main()
}
// Create walls physic objects
- PhysicObject leftWall = CreatePhysicObject((Vector2){ -25, screenHeight/2 }, 0.0f, (Vector2){ 50, screenHeight });
- PhysicObject rightWall = CreatePhysicObject((Vector2){ screenWidth + 25, screenHeight/2 }, 0.0f, (Vector2){ 50, screenHeight });
- PhysicObject topWall = CreatePhysicObject((Vector2){ screenWidth/2, -25 }, 0.0f, (Vector2){ screenWidth, 50 });
- PhysicObject bottomWall = CreatePhysicObject((Vector2){ screenWidth/2, screenHeight + 25 }, 0.0f, (Vector2){ screenWidth, 50 });
+ PhysicBody leftWall = CreatePhysicBody((Vector2){ -25, screenHeight/2 }, 0.0f, (Vector2){ 50, screenHeight });
+ PhysicBody rightWall = CreatePhysicBody((Vector2){ screenWidth + 25, screenHeight/2 }, 0.0f, (Vector2){ 50, screenHeight });
+ PhysicBody topWall = CreatePhysicBody((Vector2){ screenWidth/2, -25 }, 0.0f, (Vector2){ screenWidth, 50 });
+ PhysicBody bottomWall = CreatePhysicBody((Vector2){ screenWidth/2, screenHeight + 25 }, 0.0f, (Vector2){ screenWidth, 50 });
+ SetTargetFPS(60);
//--------------------------------------------------------------------------------------
// Main game loop
@@ -69,7 +73,6 @@ int main()
{
// Update
//----------------------------------------------------------------------------------
- UpdatePhysics(); // Update all created physic objects
// Update mouse position value
mousePosition = GetMousePosition();
@@ -166,7 +169,9 @@ int main()
// Draw help messages
DrawText("Use LEFT MOUSE BUTTON to apply a force", screenWidth/2 - MeasureText("Use LEFT MOUSE BUTTON to apply a force", 20)/2, screenHeight*0.075f, 20, LIGHTGRAY);
- DrawText("Use R to reset objects position", screenWidth/2 - MeasureText("Use R to reset objects position", 20)/2, screenHeight*0.875f, 20, GRAY);
+ DrawText("Use R to reset objects position", screenWidth/2 - MeasureText("Use R to reset objects position", 20)/2, screenHeight*0.875f, 20, GRAY);
+
+ DrawFPS(10, 10);
EndDrawing();
//----------------------------------------------------------------------------------
diff --git a/examples/resources/shaders/glsl100/bloom.fs b/examples/resources/shaders/glsl100/bloom.fs
index 280d2fb6..128736f2 100644
--- a/examples/resources/shaders/glsl100/bloom.fs
+++ b/examples/resources/shaders/glsl100/bloom.fs
@@ -26,7 +26,7 @@ void main()
}
// Texel color fetching from texture sampler
- vec4 texelColor = texture(texture0, fragTexCoord);
+ vec4 texelColor = texture2D(texture0, fragTexCoord);
// Calculate final fragment color
if (texelColor.r < 0.3) tc = sum*sum*0.012 + texelColor;
diff --git a/examples/resources/shaders/glsl100/distortion.fs b/examples/resources/shaders/glsl100/distortion.fs
new file mode 100644
index 00000000..50116ce0
--- /dev/null
+++ b/examples/resources/shaders/glsl100/distortion.fs
@@ -0,0 +1,54 @@
+#version 100
+
+precision mediump float;
+
+// Input vertex attributes (from vertex shader)
+varying vec2 fragTexCoord;
+
+// Input uniform values
+uniform sampler2D texture0;
+
+// NOTE: Default parameters for Oculus Rift DK2 device
+const vec2 LeftLensCenter = vec2(0.2863248, 0.5);
+const vec2 RightLensCenter = vec2(0.7136753, 0.5);
+const vec2 LeftScreenCenter = vec2(0.25, 0.5);
+const vec2 RightScreenCenter = vec2(0.75, 0.5);
+const vec2 Scale = vec2(0.25, 0.45);
+const vec2 ScaleIn = vec2(4.0, 2.5);
+const vec4 HmdWarpParam = vec4(1.0, 0.22, 0.24, 0.0);
+const vec4 ChromaAbParam = vec4(0.996, -0.004, 1.014, 0.0);
+
+void main()
+{
+ // The following two variables need to be set per eye
+ vec2 LensCenter = fragTexCoord.x < 0.5 ? LeftLensCenter : RightLensCenter;
+ vec2 ScreenCenter = fragTexCoord.x < 0.5 ? LeftScreenCenter : RightScreenCenter;
+
+ // Scales input texture coordinates for distortion: vec2 HmdWarp(vec2 fragTexCoord, vec2 LensCenter)
+ vec2 theta = (fragTexCoord - LensCenter)*ScaleIn; // Scales to [-1, 1]
+ float rSq = theta.x*theta.x + theta.y*theta.y;
+ vec2 theta1 = theta*(HmdWarpParam.x + HmdWarpParam.y*rSq + HmdWarpParam.z*rSq*rSq + HmdWarpParam.w*rSq*rSq*rSq);
+ //vec2 tc = LensCenter + Scale*theta1;
+
+ // Detect whether blue texture coordinates are out of range since these will scaled out the furthest
+ vec2 thetaBlue = theta1*(ChromaAbParam.z + ChromaAbParam.w*rSq);
+ vec2 tcBlue = LensCenter + Scale*thetaBlue;
+
+ if (any(bvec2(clamp(tcBlue, ScreenCenter - vec2(0.25, 0.5), ScreenCenter + vec2(0.25, 0.5)) - tcBlue))) gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);
+ else
+ {
+ // Do blue texture lookup
+ float blue = texture2D(texture0, tcBlue).b;
+
+ // Do green lookup (no scaling)
+ vec2 tcGreen = LensCenter + Scale*theta1;
+ float green = texture2D(texture0, tcGreen).g;
+
+ // Do red scale and lookup
+ vec2 thetaRed = theta1*(ChromaAbParam.x + ChromaAbParam.y*rSq);
+ vec2 tcRed = LensCenter + Scale*thetaRed;
+ float red = texture2D(texture0, tcRed).r;
+
+ gl_FragColor = vec4(red, green, blue, 1.0);
+ }
+}
diff --git a/examples/resources/shaders/glsl100/grayscale.fs b/examples/resources/shaders/glsl100/grayscale.fs
index f92ec335..15174ea5 100644
--- a/examples/resources/shaders/glsl100/grayscale.fs
+++ b/examples/resources/shaders/glsl100/grayscale.fs
@@ -8,14 +8,14 @@ varying vec4 fragColor;
// Input uniform values
uniform sampler2D texture0;
-uniform vec4 fragTintColor;
+uniform vec4 colDiffuse;
// NOTE: Add here your custom variables
void main()
{
// Texel color fetching from texture sampler
- vec4 texelColor = texture(texture0, fragTexCoord)*fragTintColor*fragColor;
+ vec4 texelColor = texture2D(texture0, fragTexCoord)*colDiffuse*fragColor;
// Convert texel color to grayscale using NTSC conversion weights
float gray = dot(texelColor.rgb, vec3(0.299, 0.587, 0.114));
diff --git a/examples/resources/shaders/glsl100/swirl.fs b/examples/resources/shaders/glsl100/swirl.fs
index 0d6d24f2..ca7668b2 100644
--- a/examples/resources/shaders/glsl100/swirl.fs
+++ b/examples/resources/shaders/glsl100/swirl.fs
@@ -8,7 +8,7 @@ varying vec4 fragColor;
// Input uniform values
uniform sampler2D texture0;
-uniform vec4 fragTintColor;
+uniform vec4 colDiffuse;
// NOTE: Add here your custom variables
@@ -18,7 +18,7 @@ const float renderHeight = 480.0; // Use uniforms instead...
float radius = 250.0;
float angle = 0.8;
-uniform vec2 center = vec2(200.0, 200.0);
+uniform vec2 center;
void main()
{
@@ -39,7 +39,7 @@ void main()
}
tc += center;
- vec3 color = texture2D(texture0, tc/texSize).rgb;
+ vec4 color = texture2D(texture0, tc/texSize)*colDiffuse*fragColor;;
- gl_FragColor = vec4(color, 1.0);;
+ gl_FragColor = vec4(color.rgb, 1.0);;
} \ No newline at end of file
diff --git a/examples/resources/shaders/glsl330/distortion.fs b/examples/resources/shaders/glsl330/distortion.fs
new file mode 100644
index 00000000..cb4be8fc
--- /dev/null
+++ b/examples/resources/shaders/glsl330/distortion.fs
@@ -0,0 +1,56 @@
+#version 330
+
+// Input vertex attributes (from vertex shader)
+in vec2 fragTexCoord;
+
+// Input uniform values
+uniform sampler2D texture0;
+
+// Output fragment color
+out vec4 finalColor;
+
+// NOTE: Default parameters for Oculus Rift DK2 device
+const vec2 LeftLensCenter = vec2(0.2863248, 0.5);
+const vec2 RightLensCenter = vec2(0.7136753, 0.5);
+const vec2 LeftScreenCenter = vec2(0.25, 0.5);
+const vec2 RightScreenCenter = vec2(0.75, 0.5);
+const vec2 Scale = vec2(0.25, 0.45);
+const vec2 ScaleIn = vec2(4.0, 2.5);
+const vec4 HmdWarpParam = vec4(1.0, 0.22, 0.24, 0.0);
+const vec4 ChromaAbParam = vec4(0.996, -0.004, 1.014, 0.0);
+
+void main()
+{
+ // The following two variables need to be set per eye
+ vec2 LensCenter = fragTexCoord.x < 0.5 ? LeftLensCenter : RightLensCenter;
+ vec2 ScreenCenter = fragTexCoord.x < 0.5 ? LeftScreenCenter : RightScreenCenter;
+
+ // Scales input texture coordinates for distortion: vec2 HmdWarp(vec2 fragTexCoord, vec2 LensCenter)
+ vec2 theta = (fragTexCoord - LensCenter)*ScaleIn; // Scales to [-1, 1]
+ float rSq = theta.x*theta.x + theta.y*theta.y;
+ vec2 theta1 = theta*(HmdWarpParam.x + HmdWarpParam.y*rSq + HmdWarpParam.z*rSq*rSq + HmdWarpParam.w*rSq*rSq*rSq);
+ //vec2 tc = LensCenter + Scale*theta1;
+
+ // Detect whether blue texture coordinates are out of range since these will scaled out the furthest
+ vec2 thetaBlue = theta1*(ChromaAbParam.z + ChromaAbParam.w*rSq);
+ vec2 tcBlue = LensCenter + Scale*thetaBlue;
+
+ if (any(bvec2(clamp(tcBlue, ScreenCenter - vec2(0.25, 0.5), ScreenCenter + vec2(0.25, 0.5)) - tcBlue))) finalColor = vec4(0.0, 0.0, 0.0, 1.0);
+ else
+ {
+ // Do blue texture lookup
+ float blue = texture(texture0, tcBlue).b;
+
+ // Do green lookup (no scaling)
+ vec2 tcGreen = LensCenter + Scale*theta1;
+ float green = texture(texture0, tcGreen).g;
+
+ // Do red scale and lookup
+ vec2 thetaRed = theta1*(ChromaAbParam.x + ChromaAbParam.y*rSq);
+ vec2 tcRed = LensCenter + Scale*thetaRed;
+ float red = texture(texture0, tcRed).r;
+
+ finalColor = vec4(red, green, blue, 1.0);
+ }
+}
+
diff --git a/examples/resources/shaders/glsl330/swirl.fs b/examples/resources/shaders/glsl330/swirl.fs
index 80c16cc9..5d238ac9 100644
--- a/examples/resources/shaders/glsl330/swirl.fs
+++ b/examples/resources/shaders/glsl330/swirl.fs
@@ -6,7 +6,7 @@ in vec4 fragColor;
// Input uniform values
uniform sampler2D texture0;
-uniform vec4 fragTintColor;
+uniform vec4 colDiffuse;
// Output fragment color
out vec4 finalColor;
@@ -40,7 +40,7 @@ void main()
}
tc += center;
- vec3 color = texture(texture0, tc/texSize).rgb;
+ vec4 color = texture2D(texture0, tc/texSize)*colDiffuse*fragColor;;
- finalColor = vec4(color, 1.0);;
+ finalColor = vec4(color.rgb, 1.0);;
} \ No newline at end of file
diff --git a/examples/resources/shaders/standard.fs b/examples/resources/shaders/standard.fs
deleted file mode 100644
index e5a6d1bc..00000000
--- a/examples/resources/shaders/standard.fs
+++ /dev/null
@@ -1,155 +0,0 @@
-#version 330
-
-in vec3 fragPosition;
-in vec2 fragTexCoord;
-in vec4 fragColor;
-in vec3 fragNormal;
-
-out vec4 finalColor;
-
-uniform sampler2D texture0;
-uniform sampler2D texture1;
-uniform sampler2D texture2;
-
-uniform vec4 colAmbient;
-uniform vec4 colDiffuse;
-uniform vec4 colSpecular;
-uniform float glossiness;
-
-uniform int useNormal;
-uniform int useSpecular;
-
-uniform mat4 modelMatrix;
-uniform vec3 viewDir;
-
-struct Light {
- int enabled;
- int type;
- vec3 position;
- vec3 direction;
- vec4 diffuse;
- float intensity;
- float radius;
- float coneAngle;
-};
-
-const int maxLights = 8;
-uniform int lightsCount;
-uniform Light lights[maxLights];
-
-vec3 CalcPointLight(Light l, vec3 n, vec3 v, float s)
-{
- vec3 surfacePos = vec3(modelMatrix*vec4(fragPosition, 1));
- vec3 surfaceToLight = l.position - surfacePos;
-
- // Diffuse shading
- float brightness = clamp(dot(n, surfaceToLight)/(length(surfaceToLight)*length(n)), 0, 1);
- float diff = 1.0/dot(surfaceToLight/l.radius, surfaceToLight/l.radius)*brightness*l.intensity;
-
- // Specular shading
- float spec = 0.0;
- if (diff > 0.0)
- {
- vec3 h = normalize(-l.direction + v);
- spec = pow(dot(n, h), 3 + glossiness)*s;
- }
-
- return (diff*l.diffuse.rgb + spec*colSpecular.rgb);
-}
-
-vec3 CalcDirectionalLight(Light l, vec3 n, vec3 v, float s)
-{
- vec3 lightDir = normalize(-l.direction);
-
- // Diffuse shading
- float diff = clamp(dot(n, lightDir), 0.0, 1.0)*l.intensity;
-
- // Specular shading
- float spec = 0.0;
- if (diff > 0.0)
- {
- vec3 h = normalize(lightDir + v);
- spec = pow(dot(n, h), 3 + glossiness)*s;
- }
-
- // Combine results
- return (diff*l.intensity*l.diffuse.rgb + spec*colSpecular.rgb);
-}
-
-vec3 CalcSpotLight(Light l, vec3 n, vec3 v, float s)
-{
- vec3 surfacePos = vec3(modelMatrix*vec4(fragPosition, 1));
- vec3 lightToSurface = normalize(surfacePos - l.position);
- vec3 lightDir = normalize(-l.direction);
-
- // Diffuse shading
- float diff = clamp(dot(n, lightDir), 0.0, 1.0)*l.intensity;
-
- // Spot attenuation
- float attenuation = clamp(dot(n, lightToSurface), 0.0, 1.0);
- attenuation = dot(lightToSurface, -lightDir);
-
- float lightToSurfaceAngle = degrees(acos(attenuation));
- if (lightToSurfaceAngle > l.coneAngle) attenuation = 0.0;
-
- float falloff = (l.coneAngle - lightToSurfaceAngle)/l.coneAngle;
-
- // Combine diffuse and attenuation
- float diffAttenuation = diff*attenuation;
-
- // Specular shading
- float spec = 0.0;
- if (diffAttenuation > 0.0)
- {
- vec3 h = normalize(lightDir + v);
- spec = pow(dot(n, h), 3 + glossiness)*s;
- }
-
- return (falloff*(diffAttenuation*l.diffuse.rgb + spec*colSpecular.rgb));
-}
-
-void main()
-{
- // Calculate fragment normal in screen space
- // NOTE: important to multiply model matrix by fragment normal to apply model transformation (rotation and scale)
- mat3 normalMatrix = transpose(inverse(mat3(modelMatrix)));
- vec3 normal = normalize(normalMatrix*fragNormal);
-
- // Normalize normal and view direction vectors
- vec3 n = normalize(normal);
- vec3 v = normalize(viewDir);
-
- // Calculate diffuse texture color fetching
- vec4 texelColor = texture(texture0, fragTexCoord);
- vec3 lighting = colAmbient.rgb;
-
- // Calculate normal texture color fetching or set to maximum normal value by default
- if (useNormal == 1)
- {
- n *= texture(texture1, fragTexCoord).rgb;
- n = normalize(n);
- }
-
- // Calculate specular texture color fetching or set to maximum specular value by default
- float spec = 1.0;
- if (useSpecular == 1) spec *= normalize(texture(texture2, fragTexCoord).r);
-
- for (int i = 0; i < lightsCount; i++)
- {
- // Check if light is enabled
- if (lights[i].enabled == 1)
- {
- // Calculate lighting based on light type
- switch (lights[i].type)
- {
- case 0: lighting += CalcPointLight(lights[i], n, v, spec); break;
- case 1: lighting += CalcDirectionalLight(lights[i], n, v, spec); break;
- case 2: lighting += CalcSpotLight(lights[i], n, v, spec); break;
- default: break;
- }
- }
- }
-
- // Calculate final fragment color
- finalColor = vec4(texelColor.rgb*lighting*colDiffuse.rgb, texelColor.a*colDiffuse.a);
-}
diff --git a/examples/shaders_custom_uniform.c b/examples/shaders_custom_uniform.c
index 516d5087..c4f87259 100644
--- a/examples/shaders_custom_uniform.c
+++ b/examples/shaders_custom_uniform.c
@@ -34,7 +34,7 @@ int main()
Model dwarf = LoadModel("resources/model/dwarf.obj"); // Load OBJ model
Texture2D texture = LoadTexture("resources/model/dwarf_diffuse.png"); // Load model texture (diffuse map)
- SetModelTexture(&dwarf, texture); // Bind texture to model
+ dwarf.material.texDiffuse = texture; // Set dwarf model diffuse texture
Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
diff --git a/examples/shaders_postprocessing.c b/examples/shaders_postprocessing.c
index 5e8b5a80..43d21e08 100644
--- a/examples/shaders_postprocessing.c
+++ b/examples/shaders_postprocessing.c
@@ -34,7 +34,7 @@ int main()
Model dwarf = LoadModel("resources/model/dwarf.obj"); // Load OBJ model
Texture2D texture = LoadTexture("resources/model/dwarf_diffuse.png"); // Load model texture (diffuse map)
- SetModelTexture(&dwarf, texture); // Bind texture to model
+ dwarf.material.texDiffuse = texture; // Set dwarf model diffuse texture
Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
diff --git a/examples/shaders_standard_lighting.c b/examples/shaders_standard_lighting.c
index ccbe74ca..f2b35171 100644
--- a/examples/shaders_standard_lighting.c
+++ b/examples/shaders_standard_lighting.c
@@ -22,8 +22,8 @@ int main()
{
// Initialization
//--------------------------------------------------------------------------------------
- int screenWidth = 1280;
- int screenHeight = 720;
+ int screenWidth = 800;
+ int screenHeight = 450;
SetConfigFlags(FLAG_MSAA_4X_HINT); // Enable Multi Sampling Anti Aliasing 4x (if available)