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authorvictorfisac <victorfisac@gmail.com>2016-07-05 11:57:05 +0200
committervictorfisac <victorfisac@gmail.com>2016-07-05 11:57:05 +0200
commit1aecd5be072083e27e4289499865b5681f1ea656 (patch)
tree808159aa95df9b2be5509d83791aa6cad4ddf6b8 /src
parent1b0996fb0bcf68e2a14bc6260c6f2c5366ab033f (diff)
parent2ff2096b36d80078cbda5e61ff77d7fedeeeaeb5 (diff)
downloadraylib-1aecd5be072083e27e4289499865b5681f1ea656.tar.gz
raylib-1aecd5be072083e27e4289499865b5681f1ea656.zip
Merge remote-tracking branch 'refs/remotes/raysan5/develop' into develop
Diffstat (limited to 'src')
-rw-r--r--src/Makefile1
-rw-r--r--src/core.c154
-rw-r--r--src/external/OculusSDK/LibOVR/Include/Extras/OVR_Math.h21
-rw-r--r--src/external/OculusSDK/LibOVR/Include/OVR_CAPI.h102
-rw-r--r--src/external/OculusSDK/LibOVR/Include/OVR_CAPI_Audio.h4
-rw-r--r--src/external/OculusSDK/LibOVR/Include/OVR_CAPI_D3D.h4
-rw-r--r--src/external/OculusSDK/LibOVR/Include/OVR_CAPI_GL.h4
-rw-r--r--src/external/OculusSDK/LibOVR/Include/OVR_ErrorCode.h80
-rw-r--r--src/external/OculusSDK/LibOVR/Include/OVR_Version.h2
-rw-r--r--src/external/OculusSDK/LibOVR/LibOVRRT32_1.dllbin964048 -> 1018320 bytes
-rw-r--r--src/models.c78
-rw-r--r--src/raylib.h4
-rw-r--r--src/rlgl.c981
-rw-r--r--src/rlgl.h22
-rw-r--r--src/shapes.c6
-rw-r--r--src/standard_shader.h6
-rw-r--r--src/textures.c7
17 files changed, 883 insertions, 593 deletions
diff --git a/src/Makefile b/src/Makefile
index ce703c3a..33b666b4 100644
--- a/src/Makefile
+++ b/src/Makefile
@@ -51,6 +51,7 @@ ifeq ($(PLATFORM),PLATFORM_RPI)
else
# define raylib graphics api to use (OpenGL 1.1 by default)
GRAPHICS ?= GRAPHICS_API_OPENGL_11
+ #GRAPHICS = GRAPHICS_API_OPENGL_21 # Uncomment to use OpenGL 2.1
#GRAPHICS = GRAPHICS_API_OPENGL_33 # Uncomment to use OpenGL 3.3
endif
ifeq ($(PLATFORM),PLATFORM_WEB)
diff --git a/src/core.c b/src/core.c
index fb71af21..f8a83e25 100644
--- a/src/core.c
+++ b/src/core.c
@@ -238,8 +238,7 @@ extern void UnloadDefaultFont(void); // [Module: text] Unloads default fo
//----------------------------------------------------------------------------------
// Module specific Functions Declaration
//----------------------------------------------------------------------------------
-static void InitDisplay(int width, int height); // Initialize display device and framebuffer
-static void InitGraphics(void); // Initialize OpenGL graphics
+static void InitGraphicsDevice(int width, int height); // Initialize graphics device
static void SetupFramebufferSize(int displayWidth, int displayHeight);
static void InitTimer(void); // Initialize timer
static double GetTime(void); // Returns time since InitTimer() was run
@@ -300,11 +299,8 @@ void InitWindow(int width, int height, const char *title)
// Store window title (could be useful...)
windowTitle = title;
- // Init device display (monitor, LCD, ...)
- InitDisplay(width, height);
-
- // Init OpenGL graphics
- InitGraphics();
+ // Init graphics device (display device and OpenGL context)
+ InitGraphicsDevice(width, height);
// Load default font for convenience
// NOTE: External function (defined in module: text)
@@ -444,7 +440,15 @@ void CloseWindow(void)
eglTerminate(display);
display = EGL_NO_DISPLAY;
- }
+ }
+#endif
+
+#if defined(PLATFORM_RPI)
+ // Wait for mouse and gamepad threads to finish before closing
+ // NOTE: Those threads should already have finished at this point
+ // because they are controlled by windowShouldClose variable
+ pthread_join(mouseThreadId, NULL);
+ pthread_join(gamepadThreadId, NULL);
#endif
TraceLog(INFO, "Window closed successfully");
@@ -476,16 +480,14 @@ bool IsWindowMinimized(void)
}
// Fullscreen toggle
-// TODO: When destroying window context is lost and resources too, take care!
void ToggleFullscreen(void)
{
#if defined(PLATFORM_DESKTOP)
fullscreen = !fullscreen; // Toggle fullscreen flag
- rlglClose(); // De-init rlgl
- glfwDestroyWindow(window); // Destroy the current window (we will recreate it!)
-
- InitWindow(screenWidth, screenHeight, windowTitle);
+ // NOTE: glfwSetWindowMonitor() doesn't work properly (bugs)
+ if (fullscreen) glfwSetWindowMonitor(window, glfwGetPrimaryMonitor(), 0, 0, screenWidth, screenHeight, GLFW_DONT_CARE);
+ else glfwSetWindowMonitor(window, NULL, 0, 0, screenWidth, screenHeight, GLFW_DONT_CARE);
#endif
#if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI)
@@ -518,6 +520,8 @@ void BeginDrawing(void)
currentTime = GetTime(); // Number of elapsed seconds since InitTimer() was called
updateTime = currentTime - previousTime;
previousTime = currentTime;
+
+ //if (IsOculusReady()) BeginOculusDrawing();
rlClearScreenBuffers(); // Clear current framebuffers
rlLoadIdentity(); // Reset current matrix (MODELVIEW)
@@ -531,6 +535,8 @@ void BeginDrawing(void)
void EndDrawing(void)
{
rlglDraw(); // Draw Buffers (Only OpenGL 3+ and ES2)
+
+ //if (IsOculusReady()) EndOculusDrawing();
SwapBuffers(); // Copy back buffer to front buffer
PollInputEvents(); // Poll user events
@@ -610,8 +616,8 @@ void Begin3dMode(Camera camera)
// Ends 3D mode and returns to default 2D orthographic mode
void End3dMode(void)
-{
- rlglDraw(); // Draw Buffers (Only OpenGL 3+ and ES2)
+{
+ rlglDraw(); // Process internal buffers (update + draw)
rlMatrixMode(RL_PROJECTION); // Switch to projection matrix
rlPopMatrix(); // Restore previous matrix (PROJECTION) from matrix stack
@@ -1433,7 +1439,7 @@ bool IsButtonReleased(int button)
// Initialize display device and framebuffer
// NOTE: width and height represent the screen (framebuffer) desired size, not actual display size
// If width or height are 0, default display size will be used for framebuffer size
-static void InitDisplay(int width, int height)
+static void InitGraphicsDevice(int width, int height)
{
screenWidth = width; // User desired width
screenHeight = height; // User desired height
@@ -1480,16 +1486,21 @@ static void InitDisplay(int width, int height)
// NOTE: When asking for an OpenGL context version, most drivers provide highest supported version
// with forward compatibility to older OpenGL versions.
// For example, if using OpenGL 1.1, driver can provide a 3.3 context fordward compatible.
-
- // Check selection OpenGL version (not initialized yet!)
- if (rlGetVersion() == OPENGL_33)
+
+ if (configFlags & FLAG_MSAA_4X_HINT)
{
- if (configFlags & FLAG_MSAA_4X_HINT)
- {
- glfwWindowHint(GLFW_SAMPLES, 4); // Enables multisampling x4 (MSAA), default is 0
- TraceLog(INFO, "Trying to enable MSAA x4");
- }
+ glfwWindowHint(GLFW_SAMPLES, 4); // Enables multisampling x4 (MSAA), default is 0
+ TraceLog(INFO, "Trying to enable MSAA x4");
+ }
+ // Check selection OpenGL version
+ if (rlGetVersion() == OPENGL_21)
+ {
+ glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2); // Choose OpenGL major version (just hint)
+ glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 1); // Choose OpenGL minor version (just hint)
+ }
+ else if (rlGetVersion() == OPENGL_33)
+ {
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); // Choose OpenGL major version (just hint)
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); // Choose OpenGL minor version (just hint)
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // Profiles Hint: Only 3.3 and above!
@@ -1504,25 +1515,40 @@ static void InitDisplay(int width, int height)
if (fullscreen)
{
- // At this point we need to manage render size vs screen size
- // NOTE: This function uses and modifies global module variables:
- // screenWidth/screenHeight - renderWidth/renderHeight - downscaleView
- SetupFramebufferSize(displayWidth, displayHeight);
-
- // TODO: SetupFramebufferSize() does not consider properly display video modes.
- // It setups a renderWidth/renderHeight with black bars that could not match a valid video mode,
- // and so, framebuffer is not scaled properly to some monitors.
-
+ // Obtain recommended displayWidth/displayHeight from a valid videomode for the monitor
int count;
const GLFWvidmode *modes = glfwGetVideoModes(glfwGetPrimaryMonitor(), &count);
+ // Get closest videomode to desired screenWidth/screenHeight
for (int i = 0; i < count; i++)
{
- // TODO: Check modes[i]->width;
- // TODO: Check modes[i]->height;
+ if (modes[i].width >= screenWidth)
+ {
+ if (modes[i].height >= screenHeight)
+ {
+ displayWidth = modes[i].width;
+ displayHeight = modes[i].height;
+ break;
+ }
+ }
}
- window = glfwCreateWindow(screenWidth, screenHeight, windowTitle, glfwGetPrimaryMonitor(), NULL);
+ TraceLog(WARNING, "Closest fullscreen videomode: %i x %i", displayWidth, displayHeight);
+
+ // NOTE: ISSUE: Closest videomode could not match monitor aspect-ratio, for example,
+ // for a desired screen size of 800x450 (16:9), closest supported videomode is 800x600 (4:3),
+ // framebuffer is rendered correctly but once displayed on a 16:9 monitor, it gets stretched
+ // by the sides to fit all monitor space...
+
+ // At this point we need to manage render size vs screen size
+ // NOTE: This function uses and modifies global module variables:
+ // screenWidth/screenHeight - renderWidth/renderHeight - downscaleView
+ SetupFramebufferSize(displayWidth, displayHeight);
+
+ window = glfwCreateWindow(displayWidth, displayHeight, windowTitle, glfwGetPrimaryMonitor(), NULL);
+
+ // NOTE: Full-screen change, not working properly...
+ //glfwSetWindowMonitor(window, glfwGetPrimaryMonitor(), 0, 0, screenWidth, screenHeight, GLFW_DONT_CARE);
}
else
{
@@ -1738,29 +1764,33 @@ static void InitDisplay(int width, int height)
TraceLog(INFO, "Viewport offsets: %i, %i", renderOffsetX, renderOffsetY);
}
#endif // defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI)
-}
-// Initialize OpenGL graphics
-static void InitGraphics(void)
-{
- rlglInit(); // Init rlgl
- rlglInitGraphics(renderOffsetX, renderOffsetY, renderWidth, renderHeight); // Init graphics (OpenGL stuff)
+ // Initialize OpenGL context (states and resources)
+ rlglInit(screenWidth, screenHeight);
+
+ // Initialize screen viewport (area of the screen that you will actually draw to)
+ // NOTE: Viewport must be recalculated if screen is resized
+ rlViewport(renderOffsetX/2, renderOffsetY/2, renderWidth - renderOffsetX, renderHeight - renderOffsetY);
+
+ // Initialize internal projection and modelview matrices
+ // NOTE: Default to orthographic projection mode with top-left corner at (0,0)
+ rlMatrixMode(RL_PROJECTION); // Switch to PROJECTION matrix
+ rlLoadIdentity(); // Reset current matrix (PROJECTION)
+ rlOrtho(0, renderWidth - renderOffsetX, renderHeight - renderOffsetY, 0, 0.0f, 1.0f);
+ rlMatrixMode(RL_MODELVIEW); // Switch back to MODELVIEW matrix
+ rlLoadIdentity(); // Reset current matrix (MODELVIEW)
ClearBackground(RAYWHITE); // Default background color for raylib games :P
#if defined(PLATFORM_ANDROID)
- windowReady = true; // IMPORTANT!
+ windowReady = true; // IMPORTANT!
#endif
}
// Compute framebuffer size relative to screen size and display size
-// NOTE: Global variables renderWidth/renderHeight can be modified
+// NOTE: Global variables renderWidth/renderHeight and renderOffsetX/renderOffsetY can be modified
static void SetupFramebufferSize(int displayWidth, int displayHeight)
-{
- // TODO: SetupFramebufferSize() does not consider properly display video modes.
- // It setups a renderWidth/renderHeight with black bars that could not match a valid video mode,
- // and so, framebuffer is not scaled properly to some monitors.
-
+{
// Calculate renderWidth and renderHeight, we have the display size (input params) and the desired screen size (global var)
if ((screenWidth > displayWidth) || (screenHeight > displayHeight))
{
@@ -2109,8 +2139,14 @@ static void CursorEnterCallback(GLFWwindow *window, int enter)
// NOTE: Window resizing not allowed by default
static void WindowSizeCallback(GLFWwindow *window, int width, int height)
{
- // If window is resized, graphics device is re-initialized (but only ortho mode)
- rlglInitGraphics(0, 0, width, height);
+ // If window is resized, viewport and projection matrix needs to be re-calculated
+ rlViewport(0, 0, width, height); // Set viewport width and height
+ rlMatrixMode(RL_PROJECTION); // Switch to PROJECTION matrix
+ rlLoadIdentity(); // Reset current matrix (PROJECTION)
+ rlOrtho(0, width, height, 0, 0.0f, 1.0f); // Orthographic projection mode with top-left corner at (0,0)
+ rlMatrixMode(RL_MODELVIEW); // Switch back to MODELVIEW matrix
+ rlLoadIdentity(); // Reset current matrix (MODELVIEW)
+ rlClearScreenBuffers(); // Clear screen buffers (color and depth)
// Window size must be updated to be used on 3D mode to get new aspect ratio (Begin3dMode())
screenWidth = width;
@@ -2119,9 +2155,6 @@ static void WindowSizeCallback(GLFWwindow *window, int width, int height)
renderHeight = height;
// NOTE: Postprocessing texture is not scaled to new size
-
- // Background must be also re-cleared
- ClearBackground(RAYWHITE);
}
// GLFW3 WindowIconify Callback, runs when window is minimized/restored
@@ -2188,11 +2221,8 @@ static void AndroidCommandCallback(struct android_app *app, int32_t cmd)
}
else
{
- // Init device display (monitor, LCD, ...)
- InitDisplay(screenWidth, screenHeight);
-
- // Init OpenGL graphics
- InitGraphics();
+ // Init graphics device (display device and OpenGL context)
+ InitGraphicsDevice(screenWidth, screenHeight);
// Load default font for convenience
// NOTE: External function (defined in module: text)
@@ -2645,7 +2675,7 @@ static void *MouseThread(void *arg)
int mouseRelX = 0;
int mouseRelY = 0;
- while(1)
+ while (!windowShouldClose)
{
if (read(mouseStream, &mouse, sizeof(MouseEvent)) == (int)sizeof(MouseEvent))
{
@@ -2735,7 +2765,7 @@ static void *GamepadThread(void *arg)
// Read gamepad event
struct js_event gamepadEvent;
- while (1)
+ while (!windowShouldClose)
{
for (int i = 0; i < MAX_GAMEPADS; i++)
{
@@ -2770,7 +2800,7 @@ static void *GamepadThread(void *arg)
return NULL;
}
-#endif
+#endif // PLATFORM_RPI
// Plays raylib logo appearing animation
static void LogoAnimation(void)
diff --git a/src/external/OculusSDK/LibOVR/Include/Extras/OVR_Math.h b/src/external/OculusSDK/LibOVR/Include/Extras/OVR_Math.h
index c182ed5b..718c21cb 100644
--- a/src/external/OculusSDK/LibOVR/Include/Extras/OVR_Math.h
+++ b/src/external/OculusSDK/LibOVR/Include/Extras/OVR_Math.h
@@ -1487,6 +1487,25 @@ public:
}
}
+ // Decompose a quat into quat = swing * twist, where twist is a rotation about axis,
+ // and swing is a rotation perpendicular to axis.
+ Quat GetSwingTwist(const Vector3<T>& axis, Quat* twist) const
+ {
+ OVR_MATH_ASSERT(twist);
+ OVR_MATH_ASSERT(axis.IsNormalized());
+
+ // Create a normalized quaternion from projection of (x,y,z) onto axis
+ T d = axis.Dot(Vector3<T>(x, y, z));
+ *twist = Quat(axis.x*d, axis.y*d, axis.z*d, w);
+ T len = twist->Length();
+ if (len == 0)
+ twist->w = T(1); // identity
+ else
+ twist /= len; // normalize
+
+ return *this * twist.Inverted();
+ }
+
// Normalized linear interpolation of quaternions
// NOTE: This function is a bad approximation of Slerp()
// when the angle between the *this and b is large.
@@ -1500,7 +1519,7 @@ public:
Quat Slerp(const Quat& b, T s) const
{
Vector3<T> delta = (b * this->Inverted()).ToRotationVector();
- return FromRotationVector(delta * s) * *this;
+ return (FromRotationVector(delta * s) * *this).Normalized(); // normalize so errors don't accumulate
}
// Spherical linear interpolation: much faster for small rotations, accurate for large rotations. See FastTo/FromRotationVector
diff --git a/src/external/OculusSDK/LibOVR/Include/OVR_CAPI.h b/src/external/OculusSDK/LibOVR/Include/OVR_CAPI.h
index b1ec3cc0..cf7aab62 100644
--- a/src/external/OculusSDK/LibOVR/Include/OVR_CAPI.h
+++ b/src/external/OculusSDK/LibOVR/Include/OVR_CAPI.h
@@ -493,7 +493,7 @@ typedef enum ovrStatusBits_
/// Specifies the description of a single sensor.
///
-/// \see ovrGetTrackerDesc
+/// \see ovr_GetTrackerDesc
///
typedef struct OVR_ALIGNAS(OVR_PTR_SIZE) ovrTrackerDesc_
{
@@ -665,6 +665,18 @@ typedef enum ovrTextureFormat_
OVR_FORMAT_D32_FLOAT,
OVR_FORMAT_D32_FLOAT_S8X24_UINT,
+ // Added in 1.5 compressed formats can be used for static layers
+ OVR_FORMAT_BC1_UNORM,
+ OVR_FORMAT_BC1_UNORM_SRGB,
+ OVR_FORMAT_BC2_UNORM,
+ OVR_FORMAT_BC2_UNORM_SRGB,
+ OVR_FORMAT_BC3_UNORM,
+ OVR_FORMAT_BC3_UNORM_SRGB,
+ OVR_FORMAT_BC6H_UF16,
+ OVR_FORMAT_BC6H_SF16,
+ OVR_FORMAT_BC7_UNORM,
+ OVR_FORMAT_BC7_UNORM_SRGB,
+
OVR_FORMAT_ENUMSIZE = 0x7fffffff ///< \internal Force type int32_t.
} ovrTextureFormat;
@@ -779,18 +791,20 @@ typedef enum ovrTouch_
ovrTouch_A = ovrButton_A,
ovrTouch_B = ovrButton_B,
ovrTouch_RThumb = ovrButton_RThumb,
+ ovrTouch_RThumbRest = 0x00000008,
ovrTouch_RIndexTrigger = 0x00000010,
// Bit mask of all the button touches on the right controller
- ovrTouch_RButtonMask = ovrTouch_A | ovrTouch_B | ovrTouch_RThumb | ovrTouch_RIndexTrigger,
+ ovrTouch_RButtonMask = ovrTouch_A | ovrTouch_B | ovrTouch_RThumb | ovrTouch_RThumbRest | ovrTouch_RIndexTrigger,
ovrTouch_X = ovrButton_X,
ovrTouch_Y = ovrButton_Y,
ovrTouch_LThumb = ovrButton_LThumb,
+ ovrTouch_LThumbRest = 0x00000800,
ovrTouch_LIndexTrigger = 0x00001000,
// Bit mask of all the button touches on the left controller
- ovrTouch_LButtonMask = ovrTouch_X | ovrTouch_Y | ovrTouch_LThumb | ovrTouch_LIndexTrigger,
+ ovrTouch_LButtonMask = ovrTouch_X | ovrTouch_Y | ovrTouch_LThumb | ovrTouch_LThumbRest | ovrTouch_LIndexTrigger,
// Finger pose state
// Derived internally based on distance, proximity to sensors and filtering.
@@ -959,36 +973,6 @@ extern "C" {
// -----------------------------------------------------------------------------------
// ***** API Interfaces
-// Overview of the API
-//
-// Setup:
-// - ovr_Initialize().
-// - ovr_Create(&hmd, &graphicsId).
-// - Use hmd members and ovr_GetFovTextureSize() to determine graphics configuration
-// and ovr_GetRenderDesc() to get per-eye rendering parameters.
-// - Allocate texture swap chains with ovr_CreateTextureSwapChainDX() or
-// ovr_CreateTextureSwapChainGL(). Create any associated render target views or
-// frame buffer objects.
-//
-// Application Loop:
-// - Call ovr_GetPredictedDisplayTime() to get the current frame timing information.
-// - Call ovr_GetTrackingState() and ovr_CalcEyePoses() to obtain the predicted
-// rendering pose for each eye based on timing.
-// - Render the scene content into the current buffer of the texture swapchains
-// for each eye and layer you plan to update this frame. If you render into a
-// texture swap chain, you must call ovr_CommitTextureSwapChain() on it to commit
-// the changes before you reference the chain this frame (otherwise, your latest
-// changes won't be picked up).
-// - Call ovr_SubmitFrame() to render the distorted layers to and present them on the HMD.
-// If ovr_SubmitFrame returns ovrSuccess_NotVisible, there is no need to render the scene
-// for the next loop iteration. Instead, just call ovr_SubmitFrame again until it returns
-// ovrSuccess.
-//
-// Shutdown:
-// - ovr_Destroy().
-// - ovr_Shutdown().
-
-
/// Initializes LibOVR
///
/// Initialize LibOVR for application usage. This includes finding and loading the LibOVRRT
@@ -1097,6 +1081,35 @@ OVR_PUBLIC_FUNCTION(const char*) ovr_GetVersionString();
OVR_PUBLIC_FUNCTION(int) ovr_TraceMessage(int level, const char* message);
+/// Identify client application info.
+///
+/// The string is one or more newline-delimited lines of optional info
+/// indicating engine name, engine version, engine plugin name, engine plugin
+/// version, engine editor. The order of the lines is not relevant. Individual
+/// lines are optional. A newline is not necessary at the end of the last line.
+/// Call after ovr_Initialize and before the first call to ovr_Create.
+/// Each value is limited to 20 characters. Key names such as 'EngineName:'
+/// 'EngineVersion:' do not count towards this limit.
+///
+/// \param[in] identity Specifies one or more newline-delimited lines of optional info:
+/// EngineName: %s\n
+/// EngineVersion: %s\n
+/// EnginePluginName: %s\n
+/// EnginePluginVersion: %s\n
+/// EngineEditor: <boolean> ('true' or 'false')\n
+///
+/// <b>Example code</b>
+/// \code{.cpp}
+/// ovr_IdentifyClient("EngineName: Unity\n"
+/// "EngineVersion: 5.3.3\n"
+/// "EnginePluginName: OVRPlugin\n"
+/// "EnginePluginVersion: 1.2.0\n"
+/// "EngineEditor: true");
+/// \endcode
+///
+OVR_PUBLIC_FUNCTION(ovrResult) ovr_IdentifyClient(const char* identity);
+
+
//-------------------------------------------------------------------------------------
/// @name HMD Management
///
@@ -1153,7 +1166,7 @@ OVR_PUBLIC_FUNCTION(ovrTrackerDesc) ovr_GetTrackerDesc(ovrSession session, unsig
/// Creates a handle to a VR session.
///
/// Upon success the returned ovrSession must be eventually freed with ovr_Destroy when it is no longer needed.
-/// A second call to ovr_Create will result in an error return value if the previous Hmd has not been destroyed.
+/// A second call to ovr_Create will result in an error return value if the previous session has not been destroyed.
///
/// \param[out] pSession Provides a pointer to an ovrSession which will be written to upon success.
/// \param[out] luid Provides a system specific graphics adapter identifier that locates which
@@ -1161,7 +1174,7 @@ OVR_PUBLIC_FUNCTION(ovrTrackerDesc) ovr_GetTrackerDesc(ovrSession session, unsig
/// or no rendering output will be possible. This is important for stability on multi-adapter systems. An
/// application that simply chooses the default adapter will not run reliably on multi-adapter systems.
/// \return Returns an ovrResult indicating success or failure. Upon failure
-/// the returned pHmd will be NULL.
+/// the returned ovrSession will be NULL.
///
/// <b>Example code</b>
/// \code{.cpp}
@@ -1177,7 +1190,7 @@ OVR_PUBLIC_FUNCTION(ovrTrackerDesc) ovr_GetTrackerDesc(ovrSession session, unsig
OVR_PUBLIC_FUNCTION(ovrResult) ovr_Create(ovrSession* pSession, ovrGraphicsLuid* pLuid);
-/// Destroys the HMD.
+/// Destroys the session.
///
/// \param[in] session Specifies an ovrSession previously returned by ovr_Create.
/// \see ovr_Create
@@ -1304,7 +1317,7 @@ OVR_PUBLIC_FUNCTION(void) ovr_ClearShouldRecenterFlag(ovrSession session);
/// ovrTrackingState value. Use 0 to request the most recent tracking state.
/// \param[in] latencyMarker Specifies that this call is the point in time where
/// the "App-to-Mid-Photon" latency timer starts from. If a given ovrLayer
-/// provides "SensorSampleTimestamp", that will override the value stored here.
+/// provides "SensorSampleTime", that will override the value stored here.
/// \return Returns the ovrTrackingState that is predicted for the given absTime.
///
/// \see ovrTrackingState, ovr_GetEyePoses, ovr_GetTimeInSeconds
@@ -1363,11 +1376,10 @@ OVR_PUBLIC_FUNCTION(unsigned int) ovr_GetConnectedControllerTypes(ovrSession ses
///
/// \see ovrControllerType
///
-OVR_PUBLIC_FUNCTION(ovrResult) ovr_SetControllerVibration(ovrSession session, ovrControllerType controllerType,
- float frequency, float amplitude);
+OVR_PUBLIC_FUNCTION(ovrResult) ovr_SetControllerVibration(ovrSession session, ovrControllerType controllerType, float frequency, float amplitude);
-///@}
+///@}
//-------------------------------------------------------------------------------------
// @name Layers
@@ -1768,7 +1780,7 @@ OVR_PUBLIC_FUNCTION(ovrEyeRenderDesc) ovr_GetRenderDesc(ovrSession session,
/// ovrLayerQuad layer1;
/// ...
/// ovrLayerHeader* layers[2] = { &layer0.Header, &layer1.Header };
-/// ovrResult result = ovr_SubmitFrame(hmd, frameIndex, nullptr, layers, 2);
+/// ovrResult result = ovr_SubmitFrame(session, frameIndex, nullptr, layers, 2);
/// \endcode
///
/// \return Returns an ovrResult for which OVR_SUCCESS(result) is false upon error and true
@@ -1844,7 +1856,7 @@ OVR_PUBLIC_FUNCTION(double) ovr_GetTimeInSeconds();
/// App can toggle performance HUD modes as such:
/// \code{.cpp}
/// ovrPerfHudMode PerfHudMode = ovrPerfHud_LatencyTiming;
-/// ovr_SetInt(Hmd, OVR_PERF_HUD_MODE, (int)PerfHudMode);
+/// ovr_SetInt(session, OVR_PERF_HUD_MODE, (int)PerfHudMode);
/// \endcode
///
typedef enum ovrPerfHudMode_
@@ -1864,7 +1876,7 @@ typedef enum ovrPerfHudMode_
/// App can toggle layer HUD modes as such:
/// \code{.cpp}
/// ovrLayerHudMode LayerHudMode = ovrLayerHud_Info;
-/// ovr_SetInt(Hmd, OVR_LAYER_HUD_MODE, (int)LayerHudMode);
+/// ovr_SetInt(session, OVR_LAYER_HUD_MODE, (int)LayerHudMode);
/// \endcode
///
typedef enum ovrLayerHudMode_
@@ -1885,7 +1897,7 @@ typedef enum ovrLayerHudMode_
/// App can toggle the debug HUD modes as such:
/// \code{.cpp}
/// ovrDebugHudStereoMode DebugHudMode = ovrDebugHudStereo_QuadWithCrosshair;
-/// ovr_SetInt(Hmd, OVR_DEBUG_HUD_STEREO_MODE, (int)DebugHudMode);
+/// ovr_SetInt(session, OVR_DEBUG_HUD_STEREO_MODE, (int)DebugHudMode);
/// \endcode
///
/// The app can modify the visual properties of the stereo guide (i.e. quad, crosshair)
@@ -2004,7 +2016,7 @@ OVR_PUBLIC_FUNCTION(ovrBool) ovr_SetFloatArray(ovrSession session, const char* p
/// \param[in] defaultVal Specifes the value to return if the property couldn't be read.
/// \return Returns the string property if it exists. Otherwise returns defaultVal, which can be specified as NULL.
/// The return memory is guaranteed to be valid until next call to ovr_GetString or
-/// until the HMD is destroyed, whichever occurs first.
+/// until the session is destroyed, whichever occurs first.
OVR_PUBLIC_FUNCTION(const char*) ovr_GetString(ovrSession session, const char* propertyName,
const char* defaultVal);
diff --git a/src/external/OculusSDK/LibOVR/Include/OVR_CAPI_Audio.h b/src/external/OculusSDK/LibOVR/Include/OVR_CAPI_Audio.h
index c5344813..930dfcbe 100644
--- a/src/external/OculusSDK/LibOVR/Include/OVR_CAPI_Audio.h
+++ b/src/external/OculusSDK/LibOVR/Include/OVR_CAPI_Audio.h
@@ -9,6 +9,10 @@
#define OVR_CAPI_Audio_h
#ifdef _WIN32
+// Prevents <Windows.h> from defining min() and max() macro symbols.
+#ifndef NOMINMAX
+#define NOMINMAX
+#endif
#include <windows.h>
#include "OVR_CAPI.h"
#define OVR_AUDIO_MAX_DEVICE_STR_SIZE 128
diff --git a/src/external/OculusSDK/LibOVR/Include/OVR_CAPI_D3D.h b/src/external/OculusSDK/LibOVR/Include/OVR_CAPI_D3D.h
index 50806bca..982af8f0 100644
--- a/src/external/OculusSDK/LibOVR/Include/OVR_CAPI_D3D.h
+++ b/src/external/OculusSDK/LibOVR/Include/OVR_CAPI_D3D.h
@@ -25,7 +25,7 @@
/// \param[in] desc Specifies requested texture properties. See notes for more info about texture format.
/// \param[in] bindFlags Specifies what ovrTextureBindFlags the application requires for this texture chain.
/// \param[out] out_TextureSwapChain Returns the created ovrTextureSwapChain, which will be valid upon a successful return value, else it will be NULL.
-/// This texture chain must be eventually destroyed via ovr_DestroyTextureSwapChain before destroying the HMD with ovr_Destroy.
+/// This texture chain must be eventually destroyed via ovr_DestroyTextureSwapChain before destroying the session with ovr_Destroy.
///
/// \return Returns an ovrResult indicating success or failure. In the case of failure, use
/// ovr_GetLastErrorInfo to get more information.
@@ -88,7 +88,7 @@ OVR_PUBLIC_FUNCTION(ovrResult) ovr_GetTextureSwapChainBufferDX(ovrSession sessio
/// which must be the same one the application renders to the textures with.
/// \param[in] desc Specifies requested texture properties. See notes for more info about texture format.
/// \param[out] out_MirrorTexture Returns the created ovrMirrorTexture, which will be valid upon a successful return value, else it will be NULL.
-/// This texture must be eventually destroyed via ovr_DestroyMirrorTexture before destroying the HMD with ovr_Destroy.
+/// This texture must be eventually destroyed via ovr_DestroyMirrorTexture before destroying the session with ovr_Destroy.
///
/// \return Returns an ovrResult indicating success or failure. In the case of failure, use
/// ovr_GetLastErrorInfo to get more information.
diff --git a/src/external/OculusSDK/LibOVR/Include/OVR_CAPI_GL.h b/src/external/OculusSDK/LibOVR/Include/OVR_CAPI_GL.h
index 1658ca57..81487947 100644
--- a/src/external/OculusSDK/LibOVR/Include/OVR_CAPI_GL.h
+++ b/src/external/OculusSDK/LibOVR/Include/OVR_CAPI_GL.h
@@ -15,7 +15,7 @@
/// \param[in] desc Specifies the requested texture properties. See notes for more info about texture format.
/// \param[out] out_TextureSwapChain Returns the created ovrTextureSwapChain, which will be valid upon
/// a successful return value, else it will be NULL. This texture swap chain must be eventually
-/// destroyed via ovr_DestroyTextureSwapChain before destroying the HMD with ovr_Destroy.
+/// destroyed via ovr_DestroyTextureSwapChain before destroying the session with ovr_Destroy.
///
/// \return Returns an ovrResult indicating success or failure. In the case of failure, use
/// ovr_GetLastErrorInfo to get more information.
@@ -64,7 +64,7 @@ OVR_PUBLIC_FUNCTION(ovrResult) ovr_GetTextureSwapChainBufferGL(ovrSession sessio
/// \param[in] session Specifies an ovrSession previously returned by ovr_Create.
/// \param[in] desc Specifies the requested mirror texture description.
/// \param[out] out_MirrorTexture Specifies the created ovrMirrorTexture, which will be valid upon a successful return value, else it will be NULL.
-/// This texture must be eventually destroyed via ovr_DestroyMirrorTexture before destroying the HMD with ovr_Destroy.
+/// This texture must be eventually destroyed via ovr_DestroyMirrorTexture before destroying the session with ovr_Destroy.
///
/// \return Returns an ovrResult indicating success or failure. In the case of failure, use
/// ovr_GetLastErrorInfo to get more information.
diff --git a/src/external/OculusSDK/LibOVR/Include/OVR_ErrorCode.h b/src/external/OculusSDK/LibOVR/Include/OVR_ErrorCode.h
index ed0be0e7..9fc527c7 100644
--- a/src/external/OculusSDK/LibOVR/Include/OVR_ErrorCode.h
+++ b/src/external/OculusSDK/LibOVR/Include/OVR_ErrorCode.h
@@ -14,9 +14,6 @@
-
-
-
#ifndef OVR_RESULT_DEFINED
#define OVR_RESULT_DEFINED ///< Allows ovrResult to be independently defined.
/// API call results are represented at the highest level by a single ovrResult.
@@ -59,27 +56,26 @@ typedef enum ovrSuccessType_
{
/// This is a general success result. Use OVR_SUCCESS to test for success.
ovrSuccess = 0,
+} ovrSuccessType;
+#endif
+// Public success types
+// Success is a value greater or equal to 0, while all error types are negative values.
+typedef enum ovrSuccessTypes_
+{
/// Returned from a call to SubmitFrame. The call succeeded, but what the app
/// rendered will not be visible on the HMD. Ideally the app should continue
/// calling SubmitFrame, but not do any rendering. When the result becomes
/// ovrSuccess, rendering should continue as usual.
ovrSuccess_NotVisible = 1000,
- ovrSuccess_HMDFirmwareMismatch = 4100, ///< The HMD Firmware is out of date but is acceptable.
- ovrSuccess_TrackerFirmwareMismatch = 4101, ///< The Tracker Firmware is out of date but is acceptable.
- ovrSuccess_ControllerFirmwareMismatch = 4104, ///< The controller firmware is out of date but is acceptable.
- ovrSuccess_TrackerDriverNotFound = 4105, ///< The tracker driver interface was not found. Can be a temporary error
-
-} ovrSuccessType;
-#endif
-
+} ovrSuccessTypes;
+// Public error types
typedef enum ovrErrorType_
{
/* General errors */
ovrError_MemoryAllocationFailure = -1000, ///< Failure to allocate memory.
- ovrError_SocketCreationFailure = -1001, ///< Failure to create a socket.
ovrError_InvalidSession = -1002, ///< Invalid ovrSession parameter provided.
ovrError_Timeout = -1003, ///< The operation timed out.
ovrError_NotInitialized = -1004, ///< The system or component has not been initialized.
@@ -94,10 +90,8 @@ typedef enum ovrErrorType_
ovrError_ServiceDeadlockDetected = -1014, ///< The service watchdog discovered a deadlock.
/* Audio error range, reserved for Audio errors. */
- ovrError_AudioReservedBegin = -2000, ///< First Audio error.
ovrError_AudioDeviceNotFound = -2001, ///< Failure to find the specified audio device.
ovrError_AudioComError = -2002, ///< Generic COM error.
- ovrError_AudioReservedEnd = -2999, ///< Last Audio error.
/* Initialization errors. */
ovrError_Initialize = -3000, ///< Generic initialization error.
@@ -122,51 +116,6 @@ typedef enum ovrErrorType_
ovrError_DisplayManagerInit = -3019, ///< Initialization of the DisplayManager failed.
ovrError_TrackerDriverInit = -3020, ///< Failed to get the interface for an attached tracker
- /* Hardware errors */
- ovrError_InvalidBundleAdjustment = -4000, ///< Headset has no bundle adjustment data.
- ovrError_USBBandwidth = -4001, ///< The USB hub cannot handle the camera frame bandwidth.
- ovrError_USBEnumeratedSpeed = -4002, ///< The USB camera is not enumerating at the correct device speed.
- ovrError_ImageSensorCommError = -4003, ///< Unable to communicate with the image sensor.
- ovrError_GeneralTrackerFailure = -4004, ///< We use this to report various sensor issues that don't fit in an easily classifiable bucket.
- ovrError_ExcessiveFrameTruncation = -4005, ///< A more than acceptable number of frames are coming back truncated.
- ovrError_ExcessiveFrameSkipping = -4006, ///< A more than acceptable number of frames have been skipped.
- ovrError_SyncDisconnected = -4007, ///< The sensor is not receiving the sync signal (cable disconnected?).
- ovrError_TrackerMemoryReadFailure = -4008, ///< Failed to read memory from the sensor.
- ovrError_TrackerMemoryWriteFailure = -4009, ///< Failed to write memory from the sensor.
- ovrError_TrackerFrameTimeout = -4010, ///< Timed out waiting for a camera frame.
- ovrError_TrackerTruncatedFrame = -4011, ///< Truncated frame returned from sensor.
- ovrError_TrackerDriverFailure = -4012, ///< The sensor driver has encountered a problem.
- ovrError_TrackerNRFFailure = -4013, ///< The sensor wireless subsystem has encountered a problem.
- ovrError_HardwareGone = -4014, ///< The hardware has been unplugged
- ovrError_NordicEnabledNoSync = -4015, ///< The nordic indicates that sync is enabled but it is not sending sync pulses
- ovrError_NordicSyncNoFrames = -4016, ///< It looks like we're getting a sync signal, but no camera frames have been received
- ovrError_CatastrophicFailure = -4017, ///< A catastrophic failure has occurred. We will attempt to recover by resetting the device
- ovrError_CatastrophicTimeout = -4018, ///< The catastrophic recovery has timed out.
- ovrError_RepeatCatastrophicFail = -4019, ///< Catastrophic failure has repeated too many times.
- ovrError_USBOpenDeviceFailure = -4020, ///< Could not open handle for Rift device (likely already in use by another process).
- ovrError_HMDGeneralFailure = -4021, ///< Unexpected HMD issues that don't fit a specific bucket.
-
- ovrError_HMDFirmwareMismatch = -4100, ///< The HMD Firmware is out of date and is unacceptable.
- ovrError_TrackerFirmwareMismatch = -4101, ///< The sensor Firmware is out of date and is unacceptable.
- ovrError_BootloaderDeviceDetected = -4102, ///< A bootloader HMD is detected by the service.
- ovrError_TrackerCalibrationError = -4103, ///< The sensor calibration is missing or incorrect.
- ovrError_ControllerFirmwareMismatch = -4104, ///< The controller firmware is out of date and is unacceptable.
- ovrError_DevManDeviceDetected = -4105, ///< A DeviceManagement mode HMD is detected by the service.
- ovrError_RebootedBootloaderDevice = -4106, ///< Had to reboot bootloader device, which succeeded.
- ovrError_FailedRebootBootloaderDev = -4107, ///< Had to reboot bootloader device, which failed. Device is stuck in bootloader mode.
-
- ovrError_IMUTooManyLostSamples = -4200, ///< Too many lost IMU samples.
- ovrError_IMURateError = -4201, ///< IMU rate is outside of the expected range.
- ovrError_FeatureReportFailure = -4202, ///< A feature report has failed.
- ovrError_HMDWirelessTimeout = -4203, ///< HMD wireless interface never returned from busy state.
-
- ovrError_BootloaderAssertLog = -4300, ///< HMD Bootloader Assert Log was not empty.
- ovrError_AppAssertLog = -4301, ///< HMD App Assert Log was not empty.
-
- /* Synchronization errors */
- ovrError_Incomplete = -5000, ///< Requested async work not yet complete.
- ovrError_Abandoned = -5001, ///< Requested async work was abandoned and result is incomplete.
-
/* Rendering errors */
ovrError_DisplayLost = -6000, ///< In the event of a system-wide graphics reset or cable unplug this is returned to the app.
ovrError_TextureSwapChainFull = -6001, ///< ovr_CommitTextureSwapChain was called too many times on a texture swapchain without calling submit to use the chain.
@@ -182,18 +131,6 @@ typedef enum ovrErrorType_
ovrError_RuntimeException = -7000, ///< A runtime exception occurred. The application is required to shutdown LibOVR and re-initialize it before this error state will be cleared.
- ovrError_MetricsUnknownApp = -90000,
- ovrError_MetricsDuplicateApp = -90001,
- ovrError_MetricsNoEvents = -90002,
- ovrError_MetricsRuntime = -90003,
- ovrError_MetricsFile = -90004,
- ovrError_MetricsNoClientInfo = -90005,
- ovrError_MetricsNoAppMetaData = -90006,
- ovrError_MetricsNoApp = -90007,
- ovrError_MetricsOafFailure = -90008,
- ovrError_MetricsSessionAlreadyActive = -90009,
- ovrError_MetricsSessionNotActive = -90010,
-
} ovrErrorType;
@@ -206,4 +143,5 @@ typedef struct ovrErrorInfo_
char ErrorString[512]; ///< A UTF8-encoded null-terminated English string describing the problem. The format of this string is subject to change in future versions.
} ovrErrorInfo;
+
#endif /* OVR_ErrorCode_h */
diff --git a/src/external/OculusSDK/LibOVR/Include/OVR_Version.h b/src/external/OculusSDK/LibOVR/Include/OVR_Version.h
index dbfe4deb..376fa7d5 100644
--- a/src/external/OculusSDK/LibOVR/Include/OVR_Version.h
+++ b/src/external/OculusSDK/LibOVR/Include/OVR_Version.h
@@ -19,7 +19,7 @@
// Master version numbers
#define OVR_PRODUCT_VERSION 1 // Product version doesn't participate in semantic versioning.
#define OVR_MAJOR_VERSION 1 // If you change these values then you need to also make sure to change LibOVR/Projects/Windows/LibOVR.props in parallel.
-#define OVR_MINOR_VERSION 4 //
+#define OVR_MINOR_VERSION 5 //
#define OVR_PATCH_VERSION 0
#define OVR_BUILD_NUMBER 0
diff --git a/src/external/OculusSDK/LibOVR/LibOVRRT32_1.dll b/src/external/OculusSDK/LibOVR/LibOVRRT32_1.dll
index 70f63f70..8553ce11 100644
--- a/src/external/OculusSDK/LibOVR/LibOVRRT32_1.dll
+++ b/src/external/OculusSDK/LibOVR/LibOVRRT32_1.dll
Binary files differ
diff --git a/src/models.c b/src/models.c
index 8deabcb0..b194a0db 100644
--- a/src/models.c
+++ b/src/models.c
@@ -40,7 +40,7 @@
//----------------------------------------------------------------------------------
// Defines and Macros
//----------------------------------------------------------------------------------
-#define CUBIC_MAP_HALF_BLOCK_SIZE 0.5
+// ...
//----------------------------------------------------------------------------------
// Types and Structures Definition
@@ -808,13 +808,6 @@ void UnloadMaterial(Material material)
rlDeleteTextures(material.texSpecular.id);
}
-// Link a texture to a model
-void SetModelTexture(Model *model, Texture2D texture)
-{
- if (texture.id <= 0) model->material.texDiffuse = GetDefaultTexture(); // Use default white texture
- else model->material.texDiffuse = texture;
-}
-
// Generate a mesh from heightmap
static Mesh GenMeshHeightmap(Image heightmap, Vector3 size)
{
@@ -1549,8 +1542,11 @@ BoundingBox CalculateBoundingBox(Mesh mesh)
// Detect and resolve cubicmap collisions
// NOTE: player position (or camera) is modified inside this function
+// TODO: This functions needs to be completely reviewed!
Vector3 ResolveCollisionCubicmap(Image cubicmap, Vector3 mapPosition, Vector3 *playerPosition, float radius)
{
+ #define CUBIC_MAP_HALF_BLOCK_SIZE 0.5
+
Color *cubicmapPixels = GetImageData(cubicmap);
// Detect the cell where the player is located
@@ -1562,15 +1558,15 @@ Vector3 ResolveCollisionCubicmap(Image cubicmap, Vector3 mapPosition, Vector3 *p
locationCellX = floor(playerPosition->x - mapPosition.x + CUBIC_MAP_HALF_BLOCK_SIZE);
locationCellY = floor(playerPosition->z - mapPosition.z + CUBIC_MAP_HALF_BLOCK_SIZE);
- if (locationCellX >= 0 && locationCellY >= 0 && locationCellX < cubicmap.width && locationCellY < cubicmap.height)
+ if ((locationCellX >= 0) && (locationCellY >= 0) && (locationCellX < cubicmap.width) && (locationCellY < cubicmap.height))
{
// Multiple Axis --------------------------------------------------------------------------------------------
// Axis x-, y-
- if (locationCellX > 0 && locationCellY > 0)
+ if ((locationCellX > 0) && (locationCellY > 0))
{
- if ((cubicmapPixels[locationCellY * cubicmap.width + (locationCellX - 1)].r != 0) &&
- (cubicmapPixels[(locationCellY - 1) * cubicmap.width + (locationCellX)].r != 0))
+ if ((cubicmapPixels[locationCellY*cubicmap.width + (locationCellX - 1)].r != 0) &&
+ (cubicmapPixels[(locationCellY - 1)*cubicmap.width + (locationCellX)].r != 0))
{
if (((playerPosition->x - mapPosition.x + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellX < radius) &&
((playerPosition->z - mapPosition.z + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellY < radius))
@@ -1583,10 +1579,10 @@ Vector3 ResolveCollisionCubicmap(Image cubicmap, Vector3 mapPosition, Vector3 *p
}
// Axis x-, y+
- if (locationCellX > 0 && locationCellY < cubicmap.height - 1)
+ if ((locationCellX > 0) && (locationCellY < cubicmap.height - 1))
{
- if ((cubicmapPixels[locationCellY * cubicmap.width + (locationCellX - 1)].r != 0) &&
- (cubicmapPixels[(locationCellY + 1) * cubicmap.width + (locationCellX)].r != 0))
+ if ((cubicmapPixels[locationCellY*cubicmap.width + (locationCellX - 1)].r != 0) &&
+ (cubicmapPixels[(locationCellY + 1)*cubicmap.width + (locationCellX)].r != 0))
{
if (((playerPosition->x - mapPosition.x + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellX < radius) &&
((playerPosition->z - mapPosition.z + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellY > 1 - radius))
@@ -1599,10 +1595,10 @@ Vector3 ResolveCollisionCubicmap(Image cubicmap, Vector3 mapPosition, Vector3 *p
}
// Axis x+, y-
- if (locationCellX < cubicmap.width - 1 && locationCellY > 0)
+ if ((locationCellX < cubicmap.width - 1) && (locationCellY > 0))
{
- if ((cubicmapPixels[locationCellY * cubicmap.width + (locationCellX + 1)].r != 0) &&
- (cubicmapPixels[(locationCellY - 1) * cubicmap.width + (locationCellX)].r != 0))
+ if ((cubicmapPixels[locationCellY*cubicmap.width + (locationCellX + 1)].r != 0) &&
+ (cubicmapPixels[(locationCellY - 1)*cubicmap.width + (locationCellX)].r != 0))
{
if (((playerPosition->x - mapPosition.x + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellX > 1 - radius) &&
((playerPosition->z - mapPosition.z + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellY < radius))
@@ -1615,10 +1611,10 @@ Vector3 ResolveCollisionCubicmap(Image cubicmap, Vector3 mapPosition, Vector3 *p
}
// Axis x+, y+
- if (locationCellX < cubicmap.width - 1 && locationCellY < cubicmap.height - 1)
+ if ((locationCellX < cubicmap.width - 1) && (locationCellY < cubicmap.height - 1))
{
- if ((cubicmapPixels[locationCellY * cubicmap.width + (locationCellX + 1)].r != 0) &&
- (cubicmapPixels[(locationCellY + 1) * cubicmap.width + (locationCellX)].r != 0))
+ if ((cubicmapPixels[locationCellY*cubicmap.width + (locationCellX + 1)].r != 0) &&
+ (cubicmapPixels[(locationCellY + 1)*cubicmap.width + (locationCellX)].r != 0))
{
if (((playerPosition->x - mapPosition.x + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellX > 1 - radius) &&
((playerPosition->z - mapPosition.z + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellY > 1 - radius))
@@ -1635,7 +1631,7 @@ Vector3 ResolveCollisionCubicmap(Image cubicmap, Vector3 mapPosition, Vector3 *p
// Axis x-
if (locationCellX > 0)
{
- if (cubicmapPixels[locationCellY * cubicmap.width + (locationCellX - 1)].r != 0)
+ if (cubicmapPixels[locationCellY*cubicmap.width + (locationCellX - 1)].r != 0)
{
if ((playerPosition->x - mapPosition.x + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellX < radius)
{
@@ -1647,7 +1643,7 @@ Vector3 ResolveCollisionCubicmap(Image cubicmap, Vector3 mapPosition, Vector3 *p
// Axis x+
if (locationCellX < cubicmap.width - 1)
{
- if (cubicmapPixels[locationCellY * cubicmap.width + (locationCellX + 1)].r != 0)
+ if (cubicmapPixels[locationCellY*cubicmap.width + (locationCellX + 1)].r != 0)
{
if ((playerPosition->x - mapPosition.x + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellX > 1 - radius)
{
@@ -1659,7 +1655,7 @@ Vector3 ResolveCollisionCubicmap(Image cubicmap, Vector3 mapPosition, Vector3 *p
// Axis y-
if (locationCellY > 0)
{
- if (cubicmapPixels[(locationCellY - 1) * cubicmap.width + (locationCellX)].r != 0)
+ if (cubicmapPixels[(locationCellY - 1)*cubicmap.width + (locationCellX)].r != 0)
{
if ((playerPosition->z - mapPosition.z + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellY < radius)
{
@@ -1671,7 +1667,7 @@ Vector3 ResolveCollisionCubicmap(Image cubicmap, Vector3 mapPosition, Vector3 *p
// Axis y+
if (locationCellY < cubicmap.height - 1)
{
- if (cubicmapPixels[(locationCellY + 1) * cubicmap.width + (locationCellX)].r != 0)
+ if (cubicmapPixels[(locationCellY + 1)*cubicmap.width + (locationCellX)].r != 0)
{
if ((playerPosition->z - mapPosition.z + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellY > 1 - radius)
{
@@ -1684,11 +1680,11 @@ Vector3 ResolveCollisionCubicmap(Image cubicmap, Vector3 mapPosition, Vector3 *p
// Diagonals -------------------------------------------------------------------------------------------------------
// Axis x-, y-
- if (locationCellX > 0 && locationCellY > 0)
+ if ((locationCellX > 0) && (locationCellY > 0))
{
- if ((cubicmapPixels[locationCellY * cubicmap.width + (locationCellX - 1)].r == 0) &&
- (cubicmapPixels[(locationCellY - 1) * cubicmap.width + (locationCellX)].r == 0) &&
- (cubicmapPixels[(locationCellY - 1) * cubicmap.width + (locationCellX - 1)].r != 0))
+ if ((cubicmapPixels[locationCellY*cubicmap.width + (locationCellX - 1)].r == 0) &&
+ (cubicmapPixels[(locationCellY - 1)*cubicmap.width + (locationCellX)].r == 0) &&
+ (cubicmapPixels[(locationCellY - 1)*cubicmap.width + (locationCellX - 1)].r != 0))
{
if (((playerPosition->x - mapPosition.x + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellX < radius) &&
((playerPosition->z - mapPosition.z + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellY < radius))
@@ -1707,11 +1703,11 @@ Vector3 ResolveCollisionCubicmap(Image cubicmap, Vector3 mapPosition, Vector3 *p
}
// Axis x-, y+
- if (locationCellX > 0 && locationCellY < cubicmap.height - 1)
+ if ((locationCellX > 0) && (locationCellY < cubicmap.height - 1))
{
- if ((cubicmapPixels[locationCellY * cubicmap.width + (locationCellX - 1)].r == 0) &&
- (cubicmapPixels[(locationCellY + 1) * cubicmap.width + (locationCellX)].r == 0) &&
- (cubicmapPixels[(locationCellY + 1) * cubicmap.width + (locationCellX - 1)].r != 0))
+ if ((cubicmapPixels[locationCellY*cubicmap.width + (locationCellX - 1)].r == 0) &&
+ (cubicmapPixels[(locationCellY + 1)*cubicmap.width + (locationCellX)].r == 0) &&
+ (cubicmapPixels[(locationCellY + 1)*cubicmap.width + (locationCellX - 1)].r != 0))
{
if (((playerPosition->x - mapPosition.x + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellX < radius) &&
((playerPosition->z - mapPosition.z + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellY > 1 - radius))
@@ -1730,11 +1726,11 @@ Vector3 ResolveCollisionCubicmap(Image cubicmap, Vector3 mapPosition, Vector3 *p
}
// Axis x+, y-
- if (locationCellX < cubicmap.width - 1 && locationCellY > 0)
+ if ((locationCellX < cubicmap.width - 1) && (locationCellY > 0))
{
- if ((cubicmapPixels[locationCellY * cubicmap.width + (locationCellX + 1)].r == 0) &&
- (cubicmapPixels[(locationCellY - 1) * cubicmap.width + (locationCellX)].r == 0) &&
- (cubicmapPixels[(locationCellY - 1) * cubicmap.width + (locationCellX + 1)].r != 0))
+ if ((cubicmapPixels[locationCellY*cubicmap.width + (locationCellX + 1)].r == 0) &&
+ (cubicmapPixels[(locationCellY - 1)*cubicmap.width + (locationCellX)].r == 0) &&
+ (cubicmapPixels[(locationCellY - 1)*cubicmap.width + (locationCellX + 1)].r != 0))
{
if (((playerPosition->x - mapPosition.x + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellX > 1 - radius) &&
((playerPosition->z - mapPosition.z + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellY < radius))
@@ -1753,11 +1749,11 @@ Vector3 ResolveCollisionCubicmap(Image cubicmap, Vector3 mapPosition, Vector3 *p
}
// Axis x+, y+
- if (locationCellX < cubicmap.width - 1 && locationCellY < cubicmap.height - 1)
+ if ((locationCellX < cubicmap.width - 1) && (locationCellY < cubicmap.height - 1))
{
- if ((cubicmapPixels[locationCellY * cubicmap.width + (locationCellX + 1)].r == 0) &&
- (cubicmapPixels[(locationCellY + 1) * cubicmap.width + (locationCellX)].r == 0) &&
- (cubicmapPixels[(locationCellY + 1) * cubicmap.width + (locationCellX + 1)].r != 0))
+ if ((cubicmapPixels[locationCellY*cubicmap.width + (locationCellX + 1)].r == 0) &&
+ (cubicmapPixels[(locationCellY + 1)*cubicmap.width + (locationCellX)].r == 0) &&
+ (cubicmapPixels[(locationCellY + 1)*cubicmap.width + (locationCellX + 1)].r != 0))
{
if (((playerPosition->x - mapPosition.x + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellX > 1 - radius) &&
((playerPosition->z - mapPosition.z + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellY > 1 - radius))
diff --git a/src/raylib.h b/src/raylib.h
index 0c9f0280..89fc457f 100644
--- a/src/raylib.h
+++ b/src/raylib.h
@@ -794,7 +794,6 @@ Model LoadModelFromRES(const char *rresName, int resId); // Load a 3d mod
Model LoadHeightmap(Image heightmap, Vector3 size); // Load a heightmap image as a 3d model
Model LoadCubicmap(Image cubicmap); // Load a map image as a 3d model (cubes based)
void UnloadModel(Model model); // Unload 3d model from memory
-void SetModelTexture(Model *model, Texture2D texture); // Link a texture to a model
Material LoadMaterial(const char *fileName); // Load material data (from file)
Material LoadDefaultMaterial(void); // Load default material (uses default models shader)
@@ -853,9 +852,10 @@ void DestroyLight(Light light); // Destroy a
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)
+bool IsOculusReady(void); // Detect if oculus device (or simulator) is ready
+void ToggleVR(void); // Enable/Disable VR experience (Oculus device or simulator)
//------------------------------------------------------------------------------------
// Audio Loading and Playing Functions (Module: audio)
diff --git a/src/rlgl.c b/src/rlgl.c
index 5d6fd9d7..af2d57cb 100644
--- a/src/rlgl.c
+++ b/src/rlgl.c
@@ -31,6 +31,7 @@
#include <stdio.h> // Required for: fopen(), fclose(), fread()... [Used only on ReadTextFile()]
#include <stdlib.h> // Required for: malloc(), free(), rand()
#include <string.h> // Required for: strcmp(), strlen(), strtok()
+#include <math.h> // Required for: atan()
#ifndef RLGL_STANDALONE
#include "raymath.h" // Required for Vector3 and Matrix functions
@@ -44,6 +45,10 @@
#endif
#endif
+#if defined(GRAPHICS_API_OPENGL_21)
+ #define GRAPHICS_API_OPENGL_33
+#endif
+
#if defined(GRAPHICS_API_OPENGL_33)
#ifdef __APPLE__
#include <OpenGL/gl3.h> // OpenGL 3 library for OSX
@@ -68,10 +73,11 @@
#include <stdarg.h> // Required for: va_list, va_start(), vfprintf(), va_end() [Used only on TraceLog()]
#endif
-#if !defined(GRAPHICS_API_OPENGL_11)
+#if !defined(GRAPHICS_API_OPENGL_11) && !defined(RLGL_NO_STANDARD_SHADER)
#include "standard_shader.h" // Standard shader to embed
#endif
+//#define RLGL_OCULUS_SUPPORT // Enable Oculus Rift code
#if defined(RLGL_OCULUS_SUPPORT)
#include "external/OculusSDK/LibOVR/Include/OVR_CAPI_GL.h" // Oculus SDK for OpenGL
#endif
@@ -130,6 +136,12 @@
#define GL_UNSIGNED_SHORT_4_4_4_4 0x8033
#endif
+#if defined(GRAPHICS_API_OPENGL_ES2)
+ #define glClearDepth glClearDepthf
+ #define GL_READ_FRAMEBUFFER GL_FRAMEBUFFER
+ #define GL_DRAW_FRAMEBUFFER GL_FRAMEBUFFER
+#endif
+
// Default vertex attribute names on shader to set location points
#define DEFAULT_ATTRIB_POSITION_NAME "vertexPosition" // shader-location = 0
#define DEFAULT_ATTRIB_TEXCOORD_NAME "vertexTexCoord" // shader-location = 1
@@ -235,7 +247,7 @@ static bool useTempBuffer = false;
static Shader defaultShader;
static Shader standardShader; // Lazy initialization when GetStandardShader()
static Shader currentShader; // By default, defaultShader
-static bool standardShaderLoaded = false;
+static bool standardShaderLoaded = false; // Flag to track if standard shader has been loaded
// Flags for supported extensions
static bool vaoSupported = false; // VAO support (OpenGL ES2 could not support VAO extension)
@@ -262,6 +274,14 @@ static OculusMirror mirror; // Oculus mirror texture and fbo
static unsigned int frameIndex = 0; // Oculus frames counter, used to discard frames from chain
#endif
+static bool oculusReady = false; // Oculus device ready flag
+static bool oculusSimulator = false; // Oculus device simulator
+static bool vrEnabled = false; // VR experience enabled (Oculus device or simulator)
+static bool vrControl = true; // VR controlled by user code, instead of internally
+
+static RenderTexture2D stereoFbo;
+static Shader distortionShader;
+
// Compressed textures support flags
static bool texCompDXTSupported = false; // DDS texture compression support
static bool npotSupported = false; // NPOT textures full support
@@ -274,11 +294,15 @@ static PFNGLDELETEVERTEXARRAYSOESPROC glDeleteVertexArrays;
//static PFNGLISVERTEXARRAYOESPROC glIsVertexArray; // NOTE: Fails in WebGL, omitted
#endif
-static int blendMode = 0;
+static int blendMode = 0; // Track current blending mode
// White texture useful for plain color polys (required by shader)
static unsigned int whiteTexture;
+// Default framebuffer size (required by Oculus device)
+static int screenWidth; // Default framebuffer width
+static int screenHeight; // Default framebuffer height
+
//----------------------------------------------------------------------------------
// Module specific Functions Declaration
//----------------------------------------------------------------------------------
@@ -294,15 +318,18 @@ static void UnloadStandardShader(void); // Unload standard shader
static void LoadDefaultBuffers(void); // Load default internal buffers (lines, triangles, quads)
static void UpdateDefaultBuffers(void); // Update default internal buffers (VAOs/VBOs) with vertex data
-static void DrawDefaultBuffers(void); // Draw default internal buffers vertex data
+static void DrawDefaultBuffers(int eyesCount); // Draw default internal buffers vertex data
static void UnloadDefaultBuffers(void); // Unload default internal buffers vertex data from CPU and GPU
+// Set internal projection and modelview matrix depending on eyes tracking data
+static void SetOculusView(int eye, Matrix matProjection, Matrix matModelView);
+
static void SetShaderLights(Shader shader); // Sets shader uniform values for lights array
static char *ReadTextFile(const char *fileName);
#endif
-#if defined(RLGL_OCULUS_SUPPORT) // Oculus Rift functions
+#if defined(RLGL_OCULUS_SUPPORT)
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
@@ -465,7 +492,8 @@ void rlOrtho(double left, double right, double bottom, double top, double near,
#endif
-// Set the viewport area (trasnformation from normalized device coordinates to window coordinates)
+// Set the viewport area (transformation from normalized device coordinates to window coordinates)
+// NOTE: Updates global variables: screenWidth, screenHeight
void rlViewport(int x, int y, int width, int height)
{
glViewport(x, y, width, height);
@@ -857,6 +885,8 @@ void rlDeleteRenderTextures(RenderTexture2D target)
if (target.id != 0) glDeleteFramebuffers(1, &target.id);
if (target.texture.id != 0) glDeleteTextures(1, &target.texture.id);
if (target.depth.id != 0) glDeleteTextures(1, &target.depth.id);
+
+ TraceLog(INFO, "[FBO ID %i] Unloaded render texture data from VRAM (GPU)", target.id);
#endif
}
@@ -916,6 +946,8 @@ int rlGetVersion(void)
{
#if defined(GRAPHICS_API_OPENGL_11)
return OPENGL_11;
+#elif defined(GRAPHICS_API_OPENGL_21)
+ return OPENGL_21;
#elif defined(GRAPHICS_API_OPENGL_33)
return OPENGL_33;
#elif defined(GRAPHICS_API_OPENGL_ES2)
@@ -927,8 +959,8 @@ int rlGetVersion(void)
// Module Functions Definition - rlgl Functions
//----------------------------------------------------------------------------------
-// Init OpenGL 3.3+ required data
-void rlglInit(void)
+// Initialize rlgl: OpenGL extensions, default buffers/shaders/textures, OpenGL states
+void rlglInit(int width, int height)
{
// Check OpenGL information and capabilities
//------------------------------------------------------------------------------
@@ -1074,18 +1106,7 @@ void rlglInit(void)
// Initialize buffers, default shaders and default textures
//----------------------------------------------------------
- // Set default draw mode
- currentDrawMode = RL_TRIANGLES;
-
- // Reset projection and modelview matrices
- projection = MatrixIdentity();
- modelview = MatrixIdentity();
- currentMatrix = &modelview;
-
- // Initialize matrix stack
- for (int i = 0; i < MATRIX_STACK_SIZE; i++) stack[i] = MatrixIdentity();
-
- // Create default white texture for plain colors (required by shader)
+ // Init default white texture
unsigned char pixels[4] = { 255, 255, 255, 255 }; // 1 pixel RGBA (4 bytes)
whiteTexture = rlglLoadTexture(pixels, 1, 1, UNCOMPRESSED_R8G8B8A8, 1);
@@ -1097,7 +1118,8 @@ void rlglInit(void)
defaultShader = LoadDefaultShader();
currentShader = defaultShader;
- LoadDefaultBuffers(); // Initialize default vertex arrays buffers (lines, triangles, quads)
+ // Init default vertex arrays buffers (lines, triangles, quads)
+ LoadDefaultBuffers();
// Init temp vertex buffer, used when transformation required (translate, rotate, scale)
tempBuffer = (Vector3 *)malloc(sizeof(Vector3)*TEMP_VERTEX_BUFFER_SIZE);
@@ -1115,7 +1137,50 @@ void rlglInit(void)
drawsCounter = 1;
draws[drawsCounter - 1].textureId = whiteTexture;
+ currentDrawMode = RL_TRIANGLES; // Set default draw mode
+
+ // Init internal matrix stack (emulating OpenGL 1.1)
+ for (int i = 0; i < MATRIX_STACK_SIZE; i++) stack[i] = MatrixIdentity();
+
+ // Init internal projection and modelview matrices
+ projection = MatrixIdentity();
+ modelview = MatrixIdentity();
+ currentMatrix = &modelview;
+#endif // defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+
+ // Initialize OpenGL default states
+ //----------------------------------------------------------
+
+ // Init state: Depth test
+ glDepthFunc(GL_LEQUAL); // Type of depth testing to apply
+ glDisable(GL_DEPTH_TEST); // Disable depth testing for 2D (only used for 3D)
+
+ // Init state: Blending mode
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // Color blending function (how colors are mixed)
+ glEnable(GL_BLEND); // Enable color blending (required to work with transparencies)
+
+ // Init state: Culling
+ // NOTE: All shapes/models triangles are drawn CCW
+ glCullFace(GL_BACK); // Cull the back face (default)
+ glFrontFace(GL_CCW); // Front face are defined counter clockwise (default)
+ glEnable(GL_CULL_FACE); // Enable backface culling
+
+#if defined(GRAPHICS_API_OPENGL_11)
+ // Init state: Color hints (deprecated in OpenGL 3.0+)
+ glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Improve quality of color and texture coordinate interpolation
+ glShadeModel(GL_SMOOTH); // Smooth shading between vertex (vertex colors interpolation)
#endif
+
+ // Init state: Color/Depth buffers clear
+ glClearColor(0.0f, 0.0f, 0.0f, 1.0f); // Set clear color (black)
+ glClearDepth(1.0f); // Set clear depth value (default)
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear color and depth buffers (depth buffer required for 3D)
+
+ // Store screen size into global variables
+ screenWidth = width;
+ screenHeight = height;
+
+ TraceLog(INFO, "OpenGL default states initialized successfully");
}
// Vertex Buffer Object deinitialization (memory free)
@@ -1145,76 +1210,32 @@ void rlglClose(void)
void rlglDraw(void)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
-/*
- for (int i = 0; i < modelsCount; i++)
- {
- rlglDrawMesh(models[i]->mesh, models[i]->material, models[i]->transform);
- }
-*/
- // NOTE: Default buffers always drawn at the end
- UpdateDefaultBuffers();
- DrawDefaultBuffers();
-#endif
-}
-
-// Initialize Graphics Device (OpenGL stuff)
-// NOTE: Stores global variables screenWidth and screenHeight
-void rlglInitGraphics(int offsetX, int offsetY, int width, int height)
-{
- // NOTE: Required! viewport must be recalculated if screen resized!
- glViewport(offsetX/2, offsetY/2, width - offsetX, height - offsetY); // Set viewport width and height
-
- // NOTE: Don't confuse glViewport with the transformation matrix
- // NOTE: glViewport just defines the area of the context that you will actually draw to.
-
- glClearColor(0.0f, 0.0f, 0.0f, 1.0f); // Set clear color (black)
- //glClearDepth(1.0f); // Clear depth buffer (default)
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear used buffers, depth buffer is used for 3D
-
- glDisable(GL_DEPTH_TEST); // Disable depth testing for 2D (only used for 3D)
- glDepthFunc(GL_LEQUAL); // Type of depth testing to apply
-
- glEnable(GL_BLEND); // Enable color blending (required to work with transparencies)
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // Color blending function (how colors are mixed)
-
-#if defined(GRAPHICS_API_OPENGL_11)
- glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Improve quality of color and texture coordinate interpolation (Deprecated in OGL 3.0)
- // Other options: GL_FASTEST, GL_DONT_CARE (default)
-#endif
-
- rlMatrixMode(RL_PROJECTION); // Switch to PROJECTION matrix
- rlLoadIdentity(); // Reset current matrix (PROJECTION)
-
- rlOrtho(0, width - offsetX, height - offsetY, 0, 0.0f, 1.0f); // Config orthographic mode: top-left corner --> (0,0)
-
- rlMatrixMode(RL_MODELVIEW); // Switch back to MODELVIEW matrix
- rlLoadIdentity(); // Reset current matrix (MODELVIEW)
-
- // NOTE: All shapes/models triangles are drawn CCW
-
- glEnable(GL_CULL_FACE); // Enable backface culling (Disabled by default)
- //glCullFace(GL_BACK); // Cull the Back face (default)
- //glFrontFace(GL_CCW); // Front face are defined counter clockwise (default)
+ // NOTE: In a future version, models could be stored in a stack...
+ //for (int i = 0; i < modelsCount; i++) rlglDrawMesh(models[i]->mesh, models[i]->material, models[i]->transform);
-#if defined(GRAPHICS_API_OPENGL_11)
- glShadeModel(GL_SMOOTH); // Smooth shading between vertex (vertex colors interpolation) (Deprecated on OpenGL 3.3+)
- // Possible options: GL_SMOOTH (Color interpolation) or GL_FLAT (no interpolation)
+ // NOTE: Default buffers upload and draw
+ UpdateDefaultBuffers();
+
+ if (vrEnabled && vrControl) DrawDefaultBuffers(2);
+ else DrawDefaultBuffers(1);
#endif
-
- 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 defined(GRAPHICS_API_OPENGL_21) || defined(GRAPHICS_API_OPENGL_33)
+ // NOTE: glad is generated and contains only required OpenGL 3.3 Core extensions (and lower versions)
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");
+
+#if defined(GRAPHICS_API_OPENGL_21)
+ if (GLAD_GL_VERSION_2_1) TraceLog(INFO, "OpenGL 2.1 profile supported");
+#elif defined(GRAPHICS_API_OPENGL_33)
+ if(GLAD_GL_VERSION_3_3) TraceLog(INFO, "OpenGL 3.3 Core profile supported");
else TraceLog(ERROR, "OpenGL 3.3 Core profile not supported");
+#endif
// 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
@@ -1628,8 +1649,8 @@ void rlglLoadMesh(Mesh *mesh, bool dynamic)
int drawHint = GL_STATIC_DRAW;
if (dynamic) drawHint = GL_DYNAMIC_DRAW;
- GLuint vaoId = 0; // Vertex Array Objects (VAO)
- GLuint vboId[7]; // Vertex Buffer Objects (VBOs)
+ GLuint vaoId = 0; // Vertex Array Objects (VAO)
+ GLuint vboId[7] = { 0 }; // Vertex Buffer Objects (VBOs)
if (vaoSupported)
{
@@ -1725,7 +1746,6 @@ void rlglLoadMesh(Mesh *mesh, bool dynamic)
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(unsigned short)*mesh->triangleCount*3, mesh->indices, GL_STATIC_DRAW);
}
-
mesh->vboId[0] = vboId[0]; // Vertex position VBO
mesh->vboId[1] = vboId[1]; // Texcoords VBO
mesh->vboId[2] = vboId[2]; // Normals VBO
@@ -1848,26 +1868,23 @@ void rlglDrawMesh(Mesh mesh, Material material, Matrix transform)
#endif
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ int eyesCount = 1;
+ if (vrEnabled) eyesCount = 2;
+
glUseProgram(material.shader.id);
+ // Upload to shader material.colDiffuse
+ float vColorDiffuse[4] = { (float)material.colDiffuse.r/255, (float)material.colDiffuse.g/255, (float)material.colDiffuse.b/255, (float)material.colDiffuse.a/255 };
+ glUniform4fv(material.shader.tintColorLoc, 1, vColorDiffuse);
+
// At this point the modelview matrix just contains the view matrix (camera)
// That's because Begin3dMode() sets it an no model-drawing function modifies it, all use rlPushMatrix() and rlPopMatrix()
Matrix matView = modelview; // View matrix (camera)
Matrix matProjection = projection; // Projection matrix (perspective)
-
+
// Calculate model-view matrix combining matModel and matView
Matrix matModelView = MatrixMultiply(transform, matView); // Transform to camera-space coordinates
- // Calculate model-view-projection matrix (MVP)
- Matrix matMVP = MatrixMultiply(matModelView, matProjection); // Transform to screen-space coordinates
-
- // Send combined model-view-projection matrix to shader
- glUniformMatrix4fv(material.shader.mvpLoc, 1, false, MatrixToFloat(matMVP));
-
- // Upload to shader material.colDiffuse
- float vColorDiffuse[4] = { (float)material.colDiffuse.r/255, (float)material.colDiffuse.g/255, (float)material.colDiffuse.b/255, (float)material.colDiffuse.a/255 };
- glUniform4fv(material.shader.tintColorLoc, 1, vColorDiffuse);
-
// Check if using standard shader to get location points
// 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)
@@ -1895,12 +1912,12 @@ void rlglDrawMesh(Mesh mesh, Material material, Matrix transform)
// Upload to shader glossiness
glUniform1f(glGetUniformLocation(material.shader.id, "glossiness"), material.glossiness);
}
-
+
// Set shader textures (diffuse, normal, specular)
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, material.texDiffuse.id);
glUniform1i(material.shader.mapTexture0Loc, 0); // Diffuse texture fits in active texture unit 0
-
+
if ((material.texNormal.id != 0) && (material.shader.mapTexture1Loc != -1))
{
// Upload to shader specular map flag
@@ -1920,7 +1937,7 @@ void rlglDrawMesh(Mesh mesh, Material material, Matrix transform)
glBindTexture(GL_TEXTURE_2D, material.texSpecular.id);
glUniform1i(material.shader.mapTexture2Loc, 2); // Specular texture fits in active texture unit 2
}
-
+
if (vaoSupported)
{
glBindVertexArray(mesh.vaoId);
@@ -1945,12 +1962,22 @@ void rlglDrawMesh(Mesh mesh, Material material, Matrix transform)
glEnableVertexAttribArray(material.shader.normalLoc);
}
- // Bind mesh VBO data: vertex colors (shader-location = 3, if available) , tangents, texcoords2 (if available)
+ // Bind mesh VBO data: vertex colors (shader-location = 3, if available)
if (material.shader.colorLoc != -1)
{
- glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[3]);
- glVertexAttribPointer(material.shader.colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
- glEnableVertexAttribArray(material.shader.colorLoc);
+ if (mesh.vboId[3] != 0)
+ {
+ glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[3]);
+ glVertexAttribPointer(material.shader.colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
+ glEnableVertexAttribArray(material.shader.colorLoc);
+ }
+ else
+ {
+ // Set default value for unused attribute
+ // NOTE: Required when using default shader and no VAO support
+ glVertexAttrib4f(material.shader.colorLoc, 1.0f, 1.0f, 1.0f, 1.0f);
+ glDisableVertexAttribArray(material.shader.colorLoc);
+ }
}
// Bind mesh VBO data: vertex tangents (shader-location = 4, if available)
@@ -1972,9 +1999,21 @@ void rlglDrawMesh(Mesh mesh, Material material, Matrix transform)
if (mesh.indices != NULL) glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, quads.vboId[3]);
}
- // Draw call!
- if (mesh.indices != NULL) glDrawElements(GL_TRIANGLES, mesh.triangleCount*3, GL_UNSIGNED_SHORT, 0); // Indexed vertices draw
- else glDrawArrays(GL_TRIANGLES, 0, mesh.vertexCount);
+ for (int eye = 0; eye < eyesCount; eye++)
+ {
+ if (eyesCount == 2) SetOculusView(eye, matProjection, matModelView);
+ else modelview = matModelView;
+
+ // Calculate model-view-projection matrix (MVP)
+ Matrix matMVP = MatrixMultiply(modelview, projection); // Transform to screen-space coordinates
+
+ // Send combined model-view-projection matrix to shader
+ glUniformMatrix4fv(material.shader.mvpLoc, 1, false, MatrixToFloat(matMVP));
+
+ // Draw call!
+ if (mesh.indices != NULL) glDrawElements(GL_TRIANGLES, mesh.triangleCount*3, GL_UNSIGNED_SHORT, 0); // Indexed vertices draw
+ else glDrawArrays(GL_TRIANGLES, 0, mesh.vertexCount);
+ }
if (material.texNormal.id != 0)
{
@@ -1999,6 +2038,10 @@ void rlglDrawMesh(Mesh mesh, Material material, Matrix transform)
}
glUseProgram(0); // Unbind shader program
+
+ // Restore projection/modelview matrices
+ projection = matProjection;
+ modelview = matView;
#endif
}
@@ -2293,7 +2336,7 @@ Shader GetDefaultShader(void)
Shader GetStandardShader(void)
{
Shader shader = { 0 };
-
+
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
if (standardShaderLoaded) shader = standardShader;
else
@@ -2314,7 +2357,7 @@ int GetShaderLocation(Shader shader, const char *uniformName)
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
location = glGetUniformLocation(shader.id, uniformName);
- if (location == -1) TraceLog(WARNING, "[SHDR ID %i] Shader location for %s could not be found", shader.id, uniformName);
+ if (location == -1) TraceLog(DEBUG, "[SHDR ID %i] Shader location for %s could not be found", shader.id, uniformName);
#endif
return location;
}
@@ -2461,131 +2504,348 @@ void DestroyLight(Light light)
#endif
}
-#if defined(RLGL_OCULUS_SUPPORT)
-// Init Oculus Rift device
-// NOTE: Device initialization should be done before window creation?
+// Init Oculus Rift device (or Oculus device simulator)
void InitOculusDevice(void)
{
+#if defined(RLGL_OCULUS_SUPPORT)
// 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();
+ TraceLog(WARNING, "OVR: Could not initialize Oculus device");
+ oculusReady = false;
}
+ else
+ {
+ result = ovr_Create(&session, &luid);
+ if (OVR_FAILURE(result))
+ {
+ TraceLog(WARNING, "OVR: Could not create Oculus session");
+ ovr_Shutdown();
+ oculusReady = false;
+ }
+ else
+ {
+ 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);
+
+ oculusReady = true;
+ vrEnabled = true;
+ }
+ }
+#else
+ oculusReady = false;
+#endif
- 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);
+ if (!oculusReady)
+ {
+ TraceLog(WARNING, "VR: Initializing Oculus simulator");
+
+ // Initialize framebuffer and textures for stereo rendering
+ stereoFbo = rlglLoadRenderTexture(screenWidth, screenHeight);
+
+ // Load oculus-distortion shader (oculus parameters setup internally)
+ // TODO: Embed coulus distortion shader (in this function like default shader?)
+ distortionShader = LoadShader("resources/shaders/glsl330/base.vs", "resources/shaders/glsl330/distortion.fs");
+
+ oculusSimulator = true;
+ vrEnabled = true;
+ }
}
-// Close Oculus Rift device
+// Close Oculus Rift device (or Oculus device simulator)
void CloseOculusDevice(void)
{
- UnloadOculusMirror(session, mirror); // Unload Oculus mirror buffer
- UnloadOculusBuffer(session, buffer); // Unload Oculus texture buffers
+#if defined(RLGL_OCULUS_SUPPORT)
+ if (oculusReady)
+ {
+ 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
+ }
+ else
+#endif
+ {
+ // Unload stereo framebuffer and texture
+ rlDeleteRenderTextures(stereoFbo);
+
+ // Unload oculus-distortion shader
+ UnloadShader(distortionShader);
+ }
+
+ oculusReady = false;
+}
+
+// Detect if oculus device is available
+bool IsOculusReady(void)
+{
+ return (oculusReady || oculusSimulator) && vrEnabled;
+}
- ovr_Destroy(session); // Free Oculus session data
- ovr_Shutdown(); // Close Oculus device connection
+// Enable/Disable VR experience (Oculus device or simulator)
+void ToggleVR(void)
+{
+ vrEnabled = !vrEnabled;
}
// Update Oculus Rift tracking (position and orientation)
void UpdateOculusTracking(void)
{
- frameIndex++;
+#if defined(RLGL_OCULUS_SUPPORT)
+ if (oculusReady)
+ {
+ 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];
+ 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];
+
+ // 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);
+ //if (sessionStatus.HmdPresent) // HMD is present.
+ //if (sessionStatus.DisplayLost) // HMD was unplugged or the display driver was manually disabled or encountered a TDR.
+ //if (sessionStatus.HmdMounted) // HMD is on the user's head.
+ //if (sessionStatus.IsVisible) // the game or experience has VR focus and is visible in the HMD.
+ }
+ else
+#endif
+ {
+ // TODO: Use alternative inputs (mouse, keyboard) to simulate tracking data (eyes position/orientation)
+ }
}
-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);
+// Set internal projection and modelview matrix depending on eyes tracking data
+static void SetOculusView(int eye, Matrix matProjection, Matrix matModelView)
+{
+ if (vrEnabled)
+ {
+ Matrix eyeProjection = matProjection;
+ Matrix eyeModelView = matModelView;
+
+#if defined(RLGL_OCULUS_SUPPORT)
+ if (oculusReady)
+ {
+ 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 eyeRenderPose = (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(&eyeRenderPose);
+ Matrix eyeOrientation = QuaternionToMatrix(eyeRenderPose);
+ 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 containing eye-head movement
+ eyeModelView = MatrixMultiply(matModelView, eyeView); // Combine internal camera matrix (modelview) wih eye-head movement
+
+ eyeProjection = layer.eyeProjections[eye];
+ }
+ else
+#endif
+ {
+ // Setup viewport and projection/modelview matrices using tracking data
+ rlViewport(eye*screenWidth/2, 0, screenWidth/2, screenHeight);
+
+ static float IPD = 0.064f; // InterpupillaryDistance
+ float HScreenSize = 0.14976f;
+ float VScreenSize = 0.0936f; // HScreenSize/(1280.0f/800.0f)
+ float VScreenCenter = 0.04675f;
+ float EyeToScreenDistance = 0.041f;
+ float LensSeparationDistance = 0.064f; //0.0635f (DK1)
+
+ // NOTE: fovy value obtained from device parameters (Oculus Rift CV1)
+ float halfScreenDistance = VScreenSize/2.0f;
+ float fovy = 2.0f*atan(halfScreenDistance/EyeToScreenDistance)*RAD2DEG;
+
+ float viewCenter = (float)HScreenSize*0.25f;
+ float eyeProjectionShift = viewCenter - LensSeparationDistance*0.5f;
+ float projectionCenterOffset = eyeProjectionShift/(float)HScreenSize; //4.0f*eyeProjectionShift/(float)HScreenSize;
+/*
+ static float scale[2] = { 0.25, 0.45 };
+
+ if (IsKeyDown(KEY_RIGHT)) scale[0] += 0.01;
+ else if (IsKeyDown(KEY_LEFT)) scale[0] -= 0.01;
+ else if (IsKeyDown(KEY_UP)) scale[1] += 0.01;
+ else if (IsKeyDown(KEY_DOWN)) scale[1] -= 0.01;
+
+ SetShaderValue(distortionShader, GetShaderLocation(distortionShader, "Scale"), scale, 2);
+
+ if (IsKeyDown(KEY_N)) IPD += 0.02;
+ else if (IsKeyDown(KEY_M)) IPD -= 0.02;
+*/
+ // The matrixes for offsetting the projection and view for each eye, to achieve stereo effect
+ Vector3 projectionOffset = { -projectionCenterOffset, 0.0f, 0.0f };
+
+ // Camera movement might seem more natural if we model the head.
+ // Our axis of rotation is the base of our head, so we might want to add
+ // some y (base of head to eye level) and -z (center of head to eye protrusion) to the camera positions.
+ Vector3 viewOffset = { -IPD/2.0f, 0.075f, 0.045f };
+
+ // Negate the left eye versions
+ if (eye == 0)
+ {
+ projectionOffset.x *= -1.0f;
+ viewOffset.x *= -1.0f;
+ }
- 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);
+ // Adjust the view and projection matrixes
+ // View matrix is translated based on the eye offset
+ Matrix projCenter = MatrixPerspective(fovy, (double)((float)screenWidth*0.5f)/(double)screenHeight, 0.01, 1000.0);
- Matrix eyeView = MatrixMultiply(eyeTranslation, eyeOrientation);
- Matrix modelEyeView = MatrixMultiply(modelview, eyeView); // Using internal camera modelview matrix
+ Matrix projTranslation = MatrixTranslate(projectionOffset.x, projectionOffset.y, projectionOffset.z);
+ Matrix viewTranslation = MatrixTranslate(viewOffset.x, viewOffset.y, viewOffset.z);
- SetMatrixModelview(modelEyeView);
- SetMatrixProjection(layer.eyeProjections[eye]);
+ eyeProjection = MatrixMultiply(projCenter, projTranslation); // projection
+ eyeModelView = MatrixMultiply(matModelView, viewTranslation); // modelview
+
+ MatrixTranspose(&eyeProjection);
+ }
+
+ SetMatrixModelview(eyeModelView); // ERROR! We are modifying modelview for next eye!!!
+ SetMatrixProjection(eyeProjection);
+ }
}
+// Begin Oculus drawing configuration
void BeginOculusDrawing(void)
{
- GLuint currentTexId;
- int currentIndex;
-
- ovr_GetTextureSwapChainCurrentIndex(session, buffer.textureChain, &currentIndex);
- ovr_GetTextureSwapChainBufferGL(session, buffer.textureChain, currentIndex, &currentTexId);
+#if defined(RLGL_OCULUS_SUPPORT)
+ if (oculusReady)
+ {
+ 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
+ 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
+ }
+ else
+#endif
+ {
+ // Setup framebuffer for stereo rendering
+ rlEnableRenderTexture(stereoFbo.id);
+ }
- //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);
+ //glViewport(0, 0, buffer.width, buffer.height); // Useful if rendering to separate framebuffers (every eye)
rlClearScreenBuffers(); // Clear current framebuffer(s)
+
+ vrControl = true;
}
+// End Oculus drawing process (and desktop mirror)
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);
+#if defined(RLGL_OCULUS_SUPPORT)
+ if (oculusReady)
+ {
+ // Unbind current framebuffer (Oculus buffer)
+ 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);
+ // Blit mirror texture to back buffer
+ BlitOculusMirror(session, mirror);
+ }
+ else
+#endif
+ {
+ // Unbind current framebuffer
+ rlDisableRenderTexture();
+
+ rlClearScreenBuffers(); // Clear current framebuffer
+
+ // Set viewport to default framebuffer size (screen size)
+ rlViewport(0, 0, screenWidth, screenHeight);
+
+ // Let rlgl reconfigure internal matrices
+ 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 (stereoFbo) using distortion shader
+ currentShader = distortionShader;
+
+ rlEnableTexture(stereoFbo.texture.id);
+
+ rlPushMatrix();
+ rlBegin(RL_QUADS);
+ rlColor4ub(255, 255, 255, 255);
+ rlNormal3f(0.0f, 0.0f, 1.0f);
+
+ // Bottom-left corner for texture and quad
+ rlTexCoord2f(0.0f, 1.0f);
+ rlVertex2f(0.0f, 0.0f);
+
+ // Bottom-right corner for texture and quad
+ rlTexCoord2f(0.0f, 0.0f);
+ rlVertex2f(0.0f, stereoFbo.texture.height);
- // 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);
+ // Top-right corner for texture and quad
+ rlTexCoord2f(1.0f, 0.0f);
+ rlVertex2f(stereoFbo.texture.width, stereoFbo.texture.height);
+
+ // Top-left corner for texture and quad
+ rlTexCoord2f(1.0f, 1.0f);
+ rlVertex2f(stereoFbo.texture.width, 0.0f);
+ rlEnd();
+ rlPopMatrix();
+
+ rlDisableTexture();
+
+ UpdateDefaultBuffers();
+ DrawDefaultBuffers(1);
+
+ currentShader = defaultShader;
+ }
+
+ rlDisableDepthTest();
+
+ vrControl = false;
}
-#endif
//----------------------------------------------------------------------------------
// Module specific Functions Definition
@@ -2746,55 +3006,65 @@ static Shader LoadDefaultShader(void)
Shader shader;
// Vertex shader directly defined, no external file required
-#if defined(GRAPHICS_API_OPENGL_33)
- char vShaderStr[] = "#version 330 \n"
- "in vec3 vertexPosition; \n"
- "in vec2 vertexTexCoord; \n"
- "in vec4 vertexColor; \n"
- "out vec2 fragTexCoord; \n"
- "out vec4 fragColor; \n"
+ char vDefaultShaderStr[] =
+#if defined(GRAPHICS_API_OPENGL_21)
+ "#version 120 \n"
#elif defined(GRAPHICS_API_OPENGL_ES2)
- char vShaderStr[] = "#version 100 \n"
- "attribute vec3 vertexPosition; \n"
- "attribute vec2 vertexTexCoord; \n"
- "attribute vec4 vertexColor; \n"
- "varying vec2 fragTexCoord; \n"
- "varying vec4 fragColor; \n"
-#endif
- "uniform mat4 mvpMatrix; \n"
- "void main() \n"
- "{ \n"
- " fragTexCoord = vertexTexCoord; \n"
- " fragColor = vertexColor; \n"
- " gl_Position = mvpMatrix*vec4(vertexPosition, 1.0); \n"
- "} \n";
+ "#version 100 \n"
+#endif
+#if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21)
+ "attribute vec3 vertexPosition; \n"
+ "attribute vec2 vertexTexCoord; \n"
+ "attribute vec4 vertexColor; \n"
+ "varying vec2 fragTexCoord; \n"
+ "varying vec4 fragColor; \n"
+#elif defined(GRAPHICS_API_OPENGL_33)
+ "#version 330 \n"
+ "in vec3 vertexPosition; \n"
+ "in vec2 vertexTexCoord; \n"
+ "in vec4 vertexColor; \n"
+ "out vec2 fragTexCoord; \n"
+ "out vec4 fragColor; \n"
+#endif
+ "uniform mat4 mvpMatrix; \n"
+ "void main() \n"
+ "{ \n"
+ " fragTexCoord = vertexTexCoord; \n"
+ " fragColor = vertexColor; \n"
+ " gl_Position = mvpMatrix*vec4(vertexPosition, 1.0); \n"
+ "} \n";
// Fragment shader directly defined, no external file required
-#if defined(GRAPHICS_API_OPENGL_33)
- char fShaderStr[] = "#version 330 \n"
- "in vec2 fragTexCoord; \n"
- "in vec4 fragColor; \n"
- "out vec4 finalColor; \n"
+ char fDefaultShaderStr[] =
+#if defined(GRAPHICS_API_OPENGL_21)
+ "#version 120 \n"
#elif defined(GRAPHICS_API_OPENGL_ES2)
- char fShaderStr[] = "#version 100 \n"
- "precision mediump float; \n" // precision required for OpenGL ES2 (WebGL)
- "varying vec2 fragTexCoord; \n"
- "varying vec4 fragColor; \n"
-#endif
- "uniform sampler2D texture0; \n"
- "uniform vec4 colDiffuse; \n"
- "void main() \n"
- "{ \n"
-#if defined(GRAPHICS_API_OPENGL_33)
- " vec4 texelColor = texture(texture0, fragTexCoord); \n"
- " finalColor = texelColor*colDiffuse*fragColor; \n"
-#elif defined(GRAPHICS_API_OPENGL_ES2)
- " vec4 texelColor = texture2D(texture0, fragTexCoord); \n" // NOTE: texture2D() is deprecated on OpenGL 3.3 and ES 3.0
- " gl_FragColor = texelColor*colDiffuse*fragColor; \n"
+ "#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 vec2 fragTexCoord; \n"
+ "varying vec4 fragColor; \n"
+#elif defined(GRAPHICS_API_OPENGL_33)
+ "#version 330 \n"
+ "in vec2 fragTexCoord; \n"
+ "in vec4 fragColor; \n"
+ "out vec4 finalColor; \n"
+#endif
+ "uniform sampler2D texture0; \n"
+ "uniform vec4 colDiffuse; \n"
+ "void main() \n"
+ "{ \n"
+#if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21)
+ " vec4 texelColor = texture2D(texture0, fragTexCoord); \n" // NOTE: texture2D() is deprecated on OpenGL 3.3 and ES 3.0
+ " gl_FragColor = texelColor*colDiffuse*fragColor; \n"
+#elif defined(GRAPHICS_API_OPENGL_33)
+ " vec4 texelColor = texture(texture0, fragTexCoord); \n"
+ " finalColor = texelColor*colDiffuse*fragColor; \n"
#endif
- "} \n";
+ "} \n";
- shader.id = LoadShaderProgram(vShaderStr, fShaderStr);
+ shader.id = LoadShaderProgram(vDefaultShaderStr, fDefaultShaderStr);
if (shader.id != 0) TraceLog(INFO, "[SHDR ID %i] Default shader loaded successfully", shader.id);
else TraceLog(WARNING, "[SHDR ID %i] Default shader could not be loaded", shader.id);
@@ -2813,6 +3083,7 @@ static Shader LoadStandardShader(void)
{
Shader shader;
+#if !defined(RLGL_NO_STANDARD_SHADER)
// Load standard shader (embeded in standard_shader.h)
shader.id = LoadShaderProgram(vStandardShaderStr, fStandardShaderStr);
@@ -2828,6 +3099,10 @@ static Shader LoadStandardShader(void)
TraceLog(WARNING, "[SHDR ID %i] Standard shader could not be loaded, using default shader", shader.id);
shader = GetDefaultShader();
}
+#else
+ shader = defaultShader;
+ TraceLog(WARNING, "[SHDR ID %i] Standard shader not available, using default shader", shader.id);
+#endif
return shader;
}
@@ -2878,12 +3153,13 @@ static void UnloadDefaultShader(void)
static void UnloadStandardShader(void)
{
glUseProgram(0);
-
+#if !defined(RLGL_NO_STANDARD_SHADER)
//glDetachShader(defaultShader, vertexShader);
//glDetachShader(defaultShader, fragmentShader);
//glDeleteShader(vertexShader); // Already deleted on shader compilation
//glDeleteShader(fragmentShader); // Already deleted on shader compilation
glDeleteProgram(standardShader.id);
+#endif
}
@@ -3009,7 +3285,7 @@ static void LoadDefaultBuffers(void)
glVertexAttribPointer(currentShader.colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
if (vaoSupported) TraceLog(INFO, "[VAO ID %i] Default buffers VAO initialized successfully (triangles)", triangles.vaoId);
- else TraceLog(INFO, "[VBO ID %i][VBO ID %i] Default buffers VBOs initialized successfully(triangles)", triangles.vboId[0], triangles.vboId[1]);
+ else TraceLog(INFO, "[VBO ID %i][VBO ID %i] Default buffers VBOs initialized successfully (triangles)", triangles.vboId[0], triangles.vboId[1]);
// Upload and link quads vertex buffers
if (vaoSupported)
@@ -3131,146 +3407,154 @@ static void UpdateDefaultBuffers(void)
// Draw default internal buffers vertex data
// NOTE: We draw in this order: lines, triangles, quads
-static void DrawDefaultBuffers(void)
+static void DrawDefaultBuffers(int eyesCount)
{
- // Set current shader and upload current MVP matrix
- if ((lines.vCounter > 0) || (triangles.vCounter > 0) || (quads.vCounter > 0))
- {
- glUseProgram(currentShader.id);
-
- // Create modelview-projection matrix
- Matrix matMVP = MatrixMultiply(modelview, projection);
-
- glUniformMatrix4fv(currentShader.mvpLoc, 1, false, MatrixToFloat(matMVP));
- glUniform4f(currentShader.tintColorLoc, 1.0f, 1.0f, 1.0f, 1.0f);
- glUniform1i(currentShader.mapTexture0Loc, 0);
-
- // NOTE: Additional map textures not considered for default buffers drawing
- }
-
- // Draw lines buffers
- if (lines.vCounter > 0)
+ Matrix matProjection = projection;
+ Matrix matModelView = modelview;
+
+ for (int eye = 0; eye < eyesCount; eye++)
{
- glBindTexture(GL_TEXTURE_2D, whiteTexture);
+ if (eyesCount == 2) SetOculusView(eye, matProjection, matModelView);
- if (vaoSupported)
+ // Set current shader and upload current MVP matrix
+ if ((lines.vCounter > 0) || (triangles.vCounter > 0) || (quads.vCounter > 0))
{
- glBindVertexArray(lines.vaoId);
+ glUseProgram(currentShader.id);
+
+ // Create modelview-projection matrix
+ Matrix matMVP = MatrixMultiply(modelview, projection);
+
+ glUniformMatrix4fv(currentShader.mvpLoc, 1, false, MatrixToFloat(matMVP));
+ glUniform4f(currentShader.tintColorLoc, 1.0f, 1.0f, 1.0f, 1.0f);
+ glUniform1i(currentShader.mapTexture0Loc, 0);
+
+ // NOTE: Additional map textures not considered for default buffers drawing
}
- else
+
+ // Draw lines buffers
+ if (lines.vCounter > 0)
{
- // Bind vertex attrib: position (shader-location = 0)
- glBindBuffer(GL_ARRAY_BUFFER, lines.vboId[0]);
- glVertexAttribPointer(currentShader.vertexLoc, 3, GL_FLOAT, 0, 0, 0);
- glEnableVertexAttribArray(currentShader.vertexLoc);
-
- // Bind vertex attrib: color (shader-location = 3)
- glBindBuffer(GL_ARRAY_BUFFER, lines.vboId[1]);
- glVertexAttribPointer(currentShader.colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
- glEnableVertexAttribArray(currentShader.colorLoc);
- }
+ glBindTexture(GL_TEXTURE_2D, whiteTexture);
- glDrawArrays(GL_LINES, 0, lines.vCounter);
-
- if (!vaoSupported) glBindBuffer(GL_ARRAY_BUFFER, 0);
- glBindTexture(GL_TEXTURE_2D, 0);
- }
+ if (vaoSupported)
+ {
+ glBindVertexArray(lines.vaoId);
+ }
+ else
+ {
+ // Bind vertex attrib: position (shader-location = 0)
+ glBindBuffer(GL_ARRAY_BUFFER, lines.vboId[0]);
+ glVertexAttribPointer(currentShader.vertexLoc, 3, GL_FLOAT, 0, 0, 0);
+ glEnableVertexAttribArray(currentShader.vertexLoc);
+
+ // Bind vertex attrib: color (shader-location = 3)
+ glBindBuffer(GL_ARRAY_BUFFER, lines.vboId[1]);
+ glVertexAttribPointer(currentShader.colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
+ glEnableVertexAttribArray(currentShader.colorLoc);
+ }
- // Draw triangles buffers
- if (triangles.vCounter > 0)
- {
- glBindTexture(GL_TEXTURE_2D, whiteTexture);
+ glDrawArrays(GL_LINES, 0, lines.vCounter);
- if (vaoSupported)
- {
- glBindVertexArray(triangles.vaoId);
- }
- else
- {
- // Bind vertex attrib: position (shader-location = 0)
- glBindBuffer(GL_ARRAY_BUFFER, triangles.vboId[0]);
- glVertexAttribPointer(currentShader.vertexLoc, 3, GL_FLOAT, 0, 0, 0);
- glEnableVertexAttribArray(currentShader.vertexLoc);
-
- // Bind vertex attrib: color (shader-location = 3)
- glBindBuffer(GL_ARRAY_BUFFER, triangles.vboId[1]);
- glVertexAttribPointer(currentShader.colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
- glEnableVertexAttribArray(currentShader.colorLoc);
+ if (!vaoSupported) glBindBuffer(GL_ARRAY_BUFFER, 0);
+ glBindTexture(GL_TEXTURE_2D, 0);
}
- glDrawArrays(GL_TRIANGLES, 0, triangles.vCounter);
+ // Draw triangles buffers
+ if (triangles.vCounter > 0)
+ {
+ glBindTexture(GL_TEXTURE_2D, whiteTexture);
- if (!vaoSupported) glBindBuffer(GL_ARRAY_BUFFER, 0);
- glBindTexture(GL_TEXTURE_2D, 0);
- }
+ if (vaoSupported)
+ {
+ glBindVertexArray(triangles.vaoId);
+ }
+ else
+ {
+ // Bind vertex attrib: position (shader-location = 0)
+ glBindBuffer(GL_ARRAY_BUFFER, triangles.vboId[0]);
+ glVertexAttribPointer(currentShader.vertexLoc, 3, GL_FLOAT, 0, 0, 0);
+ glEnableVertexAttribArray(currentShader.vertexLoc);
+
+ // Bind vertex attrib: color (shader-location = 3)
+ glBindBuffer(GL_ARRAY_BUFFER, triangles.vboId[1]);
+ glVertexAttribPointer(currentShader.colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
+ glEnableVertexAttribArray(currentShader.colorLoc);
+ }
- // Draw quads buffers
- if (quads.vCounter > 0)
- {
- int quadsCount = 0;
- int numIndicesToProcess = 0;
- int indicesOffset = 0;
+ glDrawArrays(GL_TRIANGLES, 0, triangles.vCounter);
- if (vaoSupported)
- {
- glBindVertexArray(quads.vaoId);
+ if (!vaoSupported) glBindBuffer(GL_ARRAY_BUFFER, 0);
+ glBindTexture(GL_TEXTURE_2D, 0);
}
- else
+
+ // Draw quads buffers
+ if (quads.vCounter > 0)
{
- // Bind vertex attrib: position (shader-location = 0)
- glBindBuffer(GL_ARRAY_BUFFER, quads.vboId[0]);
- glVertexAttribPointer(currentShader.vertexLoc, 3, GL_FLOAT, 0, 0, 0);
- glEnableVertexAttribArray(currentShader.vertexLoc);
-
- // Bind vertex attrib: texcoord (shader-location = 1)
- glBindBuffer(GL_ARRAY_BUFFER, quads.vboId[1]);
- glVertexAttribPointer(currentShader.texcoordLoc, 2, GL_FLOAT, 0, 0, 0);
- glEnableVertexAttribArray(currentShader.texcoordLoc);
-
- // Bind vertex attrib: color (shader-location = 3)
- glBindBuffer(GL_ARRAY_BUFFER, quads.vboId[2]);
- glVertexAttribPointer(currentShader.colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
- glEnableVertexAttribArray(currentShader.colorLoc);
-
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, quads.vboId[3]);
- }
+ int quadsCount = 0;
+ int numIndicesToProcess = 0;
+ int indicesOffset = 0;
- //TraceLog(DEBUG, "Draws required per frame: %i", drawsCounter);
+ if (vaoSupported)
+ {
+ glBindVertexArray(quads.vaoId);
+ }
+ else
+ {
+ // Bind vertex attrib: position (shader-location = 0)
+ glBindBuffer(GL_ARRAY_BUFFER, quads.vboId[0]);
+ glVertexAttribPointer(currentShader.vertexLoc, 3, GL_FLOAT, 0, 0, 0);
+ glEnableVertexAttribArray(currentShader.vertexLoc);
+
+ // Bind vertex attrib: texcoord (shader-location = 1)
+ glBindBuffer(GL_ARRAY_BUFFER, quads.vboId[1]);
+ glVertexAttribPointer(currentShader.texcoordLoc, 2, GL_FLOAT, 0, 0, 0);
+ glEnableVertexAttribArray(currentShader.texcoordLoc);
+
+ // Bind vertex attrib: color (shader-location = 3)
+ glBindBuffer(GL_ARRAY_BUFFER, quads.vboId[2]);
+ glVertexAttribPointer(currentShader.colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
+ glEnableVertexAttribArray(currentShader.colorLoc);
+
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, quads.vboId[3]);
+ }
- for (int i = 0; i < drawsCounter; i++)
- {
- quadsCount = draws[i].vertexCount/4;
- numIndicesToProcess = quadsCount*6; // Get number of Quads * 6 index by Quad
+ //TraceLog(DEBUG, "Draws required per frame: %i", drawsCounter);
- //TraceLog(DEBUG, "Quads to render: %i - Vertex Count: %i", quadsCount, draws[i].vertexCount);
+ for (int i = 0; i < drawsCounter; i++)
+ {
+ quadsCount = draws[i].vertexCount/4;
+ numIndicesToProcess = quadsCount*6; // Get number of Quads * 6 index by Quad
- glBindTexture(GL_TEXTURE_2D, draws[i].textureId);
+ //TraceLog(DEBUG, "Quads to render: %i - Vertex Count: %i", quadsCount, draws[i].vertexCount);
- // NOTE: The final parameter tells the GPU the offset in bytes from the start of the index buffer to the location of the first index to process
-#if defined(GRAPHICS_API_OPENGL_33)
- glDrawElements(GL_TRIANGLES, numIndicesToProcess, GL_UNSIGNED_INT, (GLvoid *)(sizeof(GLuint)*indicesOffset));
-#elif defined(GRAPHICS_API_OPENGL_ES2)
- glDrawElements(GL_TRIANGLES, numIndicesToProcess, GL_UNSIGNED_SHORT, (GLvoid *)(sizeof(GLushort)*indicesOffset));
-#endif
- //GLenum err;
- //if ((err = glGetError()) != GL_NO_ERROR) TraceLog(INFO, "OpenGL error: %i", (int)err); //GL_INVALID_ENUM!
+ glBindTexture(GL_TEXTURE_2D, draws[i].textureId);
- indicesOffset += draws[i].vertexCount/4*6;
- }
+ // NOTE: The final parameter tells the GPU the offset in bytes from the start of the index buffer to the location of the first index to process
+ #if defined(GRAPHICS_API_OPENGL_33)
+ glDrawElements(GL_TRIANGLES, numIndicesToProcess, GL_UNSIGNED_INT, (GLvoid *)(sizeof(GLuint)*indicesOffset));
+ #elif defined(GRAPHICS_API_OPENGL_ES2)
+ glDrawElements(GL_TRIANGLES, numIndicesToProcess, GL_UNSIGNED_SHORT, (GLvoid *)(sizeof(GLushort)*indicesOffset));
+ #endif
+ //GLenum err;
+ //if ((err = glGetError()) != GL_NO_ERROR) TraceLog(INFO, "OpenGL error: %i", (int)err); //GL_INVALID_ENUM!
- if (!vaoSupported)
- {
- glBindBuffer(GL_ARRAY_BUFFER, 0);
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
- }
+ indicesOffset += draws[i].vertexCount/4*6;
+ }
- glBindTexture(GL_TEXTURE_2D, 0); // Unbind textures
- }
+ if (!vaoSupported)
+ {
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
+ }
- if (vaoSupported) glBindVertexArray(0); // Unbind VAO
+ glBindTexture(GL_TEXTURE_2D, 0); // Unbind textures
+ }
- glUseProgram(0); // Unbind shader program
+ if (vaoSupported) glBindVertexArray(0); // Unbind VAO
+ glUseProgram(0); // Unbind shader program
+ }
+
// Reset draws counter
drawsCounter = 1;
draws[0].textureId = whiteTexture;
@@ -3287,6 +3571,10 @@ static void DrawDefaultBuffers(void)
// Reset depth for next draw
currentDepth = -1.0f;
+
+ // Restore projection/modelview matrices
+ projection = matProjection;
+ modelview = matModelView;
}
// Unload default internal buffers vertex data from CPU and GPU
@@ -3682,7 +3970,10 @@ static void BlitOculusMirror(ovrSession session, OculusMirror mirror)
glBindFramebuffer(GL_READ_FRAMEBUFFER, mirror.fboId);
glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mirrorTextureId, 0);
+#if defined(GRAPHICS_API_OPENGL_33)
+ // NOTE: glBlitFramebuffer() requires extension: GL_EXT_framebuffer_blit (not available in OpenGL ES 2.0)
glBlitFramebuffer(0, 0, mirror.width, mirror.height, 0, mirror.height, mirror.width, 0, GL_COLOR_BUFFER_BIT, GL_NEAREST);
+#endif
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
}
diff --git a/src/rlgl.h b/src/rlgl.h
index 1e77b771..f52af6f9 100644
--- a/src/rlgl.h
+++ b/src/rlgl.h
@@ -48,25 +48,31 @@
// 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 or PLATFORM_OCULUS
+//#define GRAPHICS_API_OPENGL_33 // Only available on PLATFORM_DESKTOP and RLGL_OCULUS_SUPPORT
//#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
-#if !defined(GRAPHICS_API_OPENGL_11) && !defined(GRAPHICS_API_OPENGL_33) && !defined(GRAPHICS_API_OPENGL_ES2)
+#if !defined(GRAPHICS_API_OPENGL_11) && !defined(GRAPHICS_API_OPENGL_21) && !defined(GRAPHICS_API_OPENGL_33) && !defined(GRAPHICS_API_OPENGL_ES2)
#define GRAPHICS_API_OPENGL_11
#endif
// Security check in case multiple GRAPHICS_API_OPENGL_* defined
#if defined(GRAPHICS_API_OPENGL_11)
+ #if defined(GRAPHICS_API_OPENGL_21)
+ #undef GRAPHICS_API_OPENGL_21
+ #endif
#if defined(GRAPHICS_API_OPENGL_33)
#undef GRAPHICS_API_OPENGL_33
#endif
-
#if defined(GRAPHICS_API_OPENGL_ES2)
#undef GRAPHICS_API_OPENGL_ES2
#endif
#endif
+#if defined(GRAPHICS_API_OPENGL_21)
+ #define GRAPHICS_API_OPENGL_33
+#endif
+
//----------------------------------------------------------------------------------
// Defines and Macros
//----------------------------------------------------------------------------------
@@ -90,7 +96,7 @@ typedef enum { RL_PROJECTION, RL_MODELVIEW, RL_TEXTURE } MatrixMode;
typedef enum { RL_LINES, RL_TRIANGLES, RL_QUADS } DrawMode;
-typedef enum { OPENGL_11 = 1, OPENGL_33, OPENGL_ES_20 } GlVersion;
+typedef enum { OPENGL_11 = 1, OPENGL_21, OPENGL_33, OPENGL_ES_20 } GlVersion;
#if defined(RLGL_STANDALONE)
#ifndef __cplusplus
@@ -292,10 +298,9 @@ int rlGetVersion(void); // Returns current OpenGL versio
//------------------------------------------------------------------------------------
// Functions Declaration - rlgl functionality
//------------------------------------------------------------------------------------
-void rlglInit(void); // Initialize rlgl (shaders, VAO, VBO...)
+void rlglInit(int width, int height); // Initialize rlgl (buffers, shaders, textures, states)
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
@@ -347,14 +352,13 @@ void DestroyLight(Light light); // Destroy a
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
+bool IsOculusReady(void); // Detect if oculus device (or simulator) is ready
+void ToggleVR(void); // Enable/Disable VR experience (Oculus device or simulator)
#ifdef __cplusplus
}
diff --git a/src/shapes.c b/src/shapes.c
index 3ccfd660..2a4e19c2 100644
--- a/src/shapes.c
+++ b/src/shapes.c
@@ -135,7 +135,7 @@ void DrawCircleV(Vector2 center, float radius, Color color)
}
rlEnd();
}
- else if ((rlGetVersion() == OPENGL_33) || (rlGetVersion() == OPENGL_ES_20))
+ else if ((rlGetVersion() == OPENGL_21) || (rlGetVersion() == OPENGL_33) || (rlGetVersion() == OPENGL_ES_20))
{
rlEnableTexture(GetDefaultTexture().id); // Default white texture
@@ -218,7 +218,7 @@ void DrawRectangleV(Vector2 position, Vector2 size, Color color)
rlVertex2i(position.x + size.x, position.y);
rlEnd();
}
- else if ((rlGetVersion() == OPENGL_33) || (rlGetVersion() == OPENGL_ES_20))
+ else if ((rlGetVersion() == OPENGL_21) || (rlGetVersion() == OPENGL_33) || (rlGetVersion() == OPENGL_ES_20))
{
rlEnableTexture(GetDefaultTexture().id); // Default white texture
@@ -264,7 +264,7 @@ void DrawRectangleLines(int posX, int posY, int width, int height, Color color)
rlVertex2i(posX + 1, posY + 1);
rlEnd();
}
- else if ((rlGetVersion() == OPENGL_33) || (rlGetVersion() == OPENGL_ES_20))
+ else if ((rlGetVersion() == OPENGL_21) || (rlGetVersion() == OPENGL_33) || (rlGetVersion() == OPENGL_ES_20))
{
DrawRectangle(posX, posY, width, 1, color);
DrawRectangle(posX + width - 1, posY + 1, 1, height - 2, color);
diff --git a/src/standard_shader.h b/src/standard_shader.h
index a4bc9694..e1668ae7 100644
--- a/src/standard_shader.h
+++ b/src/standard_shader.h
@@ -166,9 +166,9 @@ static const char fStandardShaderStr[] =
" 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)
+#if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21)
" gl_FragColor = vec4(texelColor.rgb*lighting*colDiffuse.rgb, texelColor.a*colDiffuse.a); \n"
+#elif defined(GRAPHICS_API_OPENGL_33)
+" finalColor = vec4(texelColor.rgb*lighting*colDiffuse.rgb, texelColor.a*colDiffuse.a); \n"
#endif
"}\n";
diff --git a/src/textures.c b/src/textures.c
index 518348f4..f5523a3e 100644
--- a/src/textures.c
+++ b/src/textures.c
@@ -422,12 +422,7 @@ void UnloadTexture(Texture2D texture)
// Unload render texture from GPU memory
void UnloadRenderTexture(RenderTexture2D target)
{
- if (target.id != 0)
- {
- rlDeleteRenderTextures(target);
-
- TraceLog(INFO, "[FBO ID %i] Unloaded render texture data from VRAM (GPU)", target.id);
- }
+ if (target.id != 0) rlDeleteRenderTextures(target);
}
// Get pixel data from image in the form of Color struct array