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authorRay <raysan5@gmail.com>2016-06-07 23:44:53 +0200
committerRay <raysan5@gmail.com>2016-06-07 23:44:53 +0200
commitee795150fa21f239533d4c9ffadf56366c89a8ca (patch)
tree2879d0b48e5a125bd3f204382225111c1d4de2e9 /examples
parent5631f822bd9195d494915d3b2bb80caf47a65068 (diff)
downloadraylib-ee795150fa21f239533d4c9ffadf56366c89a8ca.tar.gz
raylib-ee795150fa21f239533d4c9ffadf56366c89a8ca.zip
Updated some code
Diffstat (limited to 'examples')
-rw-r--r--examples/oculus_glfw_sample/oculus_glfw_sample.c51
-rw-r--r--examples/oculus_glfw_sample/raylib_rlgl_standalone.c80
-rw-r--r--examples/oculus_glfw_sample/raymath.h21
-rw-r--r--examples/oculus_glfw_sample/rlgl.c92
-rw-r--r--examples/oculus_glfw_sample/rlgl.h5
-rw-r--r--examples/oculus_glfw_sample/standard_shader.h166
6 files changed, 277 insertions, 138 deletions
diff --git a/examples/oculus_glfw_sample/oculus_glfw_sample.c b/examples/oculus_glfw_sample/oculus_glfw_sample.c
index e0740f66..73f19883 100644
--- a/examples/oculus_glfw_sample/oculus_glfw_sample.c
+++ b/examples/oculus_glfw_sample/oculus_glfw_sample.c
@@ -28,7 +28,7 @@
#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 +79,11 @@ 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);
@@ -125,10 +122,10 @@ 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);
@@ -141,9 +138,9 @@ 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);
@@ -153,10 +150,10 @@ 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");
//--------------------------------------------------------
#if defined(PLATFORM_OCULUS)
@@ -198,7 +195,6 @@ int main(void)
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;
@@ -257,8 +253,8 @@ 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);
@@ -332,7 +328,7 @@ int main(void)
// GLFW3: Error callback
static void ErrorCallback(int error, const char* description)
{
- TraceLog(LOG_ERROR, description);
+ TraceLog(ERROR, description);
}
// GLFW3: Keyboard callback
@@ -344,29 +340,6 @@ 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/raylib_rlgl_standalone.c b/examples/oculus_glfw_sample/raylib_rlgl_standalone.c
index 288418a1..4728160a 100644
--- a/examples/oculus_glfw_sample/raylib_rlgl_standalone.c
+++ b/examples/oculus_glfw_sample/raylib_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);
@@ -95,10 +88,10 @@ 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
@@ -107,7 +100,6 @@ int main(void)
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;
@@ -128,29 +120,45 @@ 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 +171,6 @@ int main(void)
glfwDestroyWindow(window);
glfwTerminate();
-
//--------------------------------------------------------------------------------------
return 0;
@@ -176,7 +183,7 @@ 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 +195,6 @@ 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/raymath.h b/examples/oculus_glfw_sample/raymath.h
index 2e055e9f..4075a1a9 100644
--- a/examples/oculus_glfw_sample/raymath.h
+++ b/examples/oculus_glfw_sample/raymath.h
@@ -151,7 +151,6 @@ 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
@@ -178,9 +177,7 @@ 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 +339,14 @@ 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 +867,6 @@ 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..72225634 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 +68,10 @@
#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
+
//----------------------------------------------------------------------------------
// Defines and Macros
//----------------------------------------------------------------------------------
@@ -154,10 +164,6 @@ typedef struct {
// TODO: Store draw state -> blending mode, shader
} DrawCall;
-#if defined(RLGL_STANDALONE)
-typedef enum { INFO = 0, ERROR, WARNING, DEBUG, OTHER } TraceLogType;
-#endif
-
//----------------------------------------------------------------------------------
// Global Variables Definition
//----------------------------------------------------------------------------------
@@ -189,26 +195,27 @@ 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
// 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)
@@ -253,7 +260,6 @@ 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 +361,6 @@ 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 +1037,6 @@ 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)
@@ -2185,14 +2189,22 @@ 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 +2266,17 @@ 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)
@@ -2564,18 +2580,28 @@ 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;
}
@@ -3318,7 +3344,7 @@ static Color *GenNextMipmap(Color *srcData, int srcWidth, int srcHeight)
#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..9c25f710 100644
--- a/examples/oculus_glfw_sample/rlgl.h
+++ b/examples/oculus_glfw_sample/rlgl.h
@@ -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
@@ -339,6 +342,8 @@ 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
#ifdef __cplusplus
diff --git a/examples/oculus_glfw_sample/standard_shader.h b/examples/oculus_glfw_sample/standard_shader.h
new file mode 100644
index 00000000..956b5c32
--- /dev/null
+++ b/examples/oculus_glfw_sample/standard_shader.h
@@ -0,0 +1,166 @@
+
+// Vertex shader definition to embed, no external file required
+const static unsigned 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
+const static unsigned 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(dot(n, surfaceToLight)/(length(surfaceToLight)*length(n)), 0, 1);\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 + 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(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 + 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));\n"
+" vec3 lightToSurface = normalize(surfacePos - l.position);\n"
+" vec3 lightDir = normalize(-l.direction);\n"
+" float diff = clamp(dot(n, lightDir), 0.0, 1.0)*l.intensity;\n"
+" float attenuation = clamp(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 + glossiness)*s;\n"
+" }\n"
+" return (falloff*(diffAttenuation*l.diffuse.rgb + spec*colSpecular.rgb));\n"
+"}\n"
+"\n"
+"void main()\n"
+"{\n"
+" mat3 normalMatrix = transpose(inverse(mat3(modelMatrix)));\n"
+" vec3 normal = normalize(normalMatrix*fragNormal);\n"
+" vec3 n = normalize(normal);\n"
+" vec3 v = normalize(viewDir);\n"
+" vec4 texelColor = texture(texture0, fragTexCoord);\n"
+" vec3 lighting = colAmbient.rgb;\n"
+" if (useNormal == 1)\n"
+" {\n"
+" n *= texture(texture1, fragTexCoord).rgb;\n"
+" n = normalize(n);\n"
+" }\n"
+" float spec = 1.0;\n"
+" if (useSpecular == 1) spec *= normalize(texture(texture2, fragTexCoord).r);\n"
+" for (int i = 0; i < lightsCount; i++)\n"
+" {\n"
+" if (lights[i].enabled == 1)\n"
+" {\n"
+" switch (lights[i].type)\n"
+" {\n"
+" case 0: lighting += CalcPointLight(lights[i], n, v, spec); break;\n"
+" case 1: lighting += CalcDirectionalLight(lights[i], n, v, spec); break;\n"
+" case 2: lighting += CalcSpotLight(lights[i], n, v, spec); break;\n"
+" default: break;\n"
+" }\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"; \ No newline at end of file