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authorRay <raysan5@gmail.com>2016-07-04 01:29:23 +0200
committerRay <raysan5@gmail.com>2016-07-04 01:29:23 +0200
commitee72654b557202a673f042484c83d3020ae618b8 (patch)
tree3479ad33ec4feafe25b7b32ee8c9df973d5f1a3f /src
parent164ead03c9f4d8af6d2e2e0eabcf40a60ad47cb3 (diff)
downloadraylib-ee72654b557202a673f042484c83d3020ae618b8.tar.gz
raylib-ee72654b557202a673f042484c83d3020ae618b8.zip
Redesigned stereo rendering mechanism
Now it's easier for the user! Just init Oculus device and get stereo rendering!
Diffstat (limited to 'src')
-rw-r--r--src/core.c18
-rw-r--r--src/raylib.h2
-rw-r--r--src/rlgl.c443
-rw-r--r--src/rlgl.h4
4 files changed, 244 insertions, 223 deletions
diff --git a/src/core.c b/src/core.c
index 47ce5cea..a8557831 100644
--- a/src/core.c
+++ b/src/core.c
@@ -520,6 +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)
@@ -533,6 +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
@@ -608,15 +612,11 @@ void Begin3dMode(Camera camera)
rlMultMatrixf(MatrixToFloat(cameraView)); // Multiply MODELVIEW matrix by view matrix (camera)
rlEnableDepthTest(); // Enable DEPTH_TEST for 3D
-
- if (IsOculusReady()) BeginOculusDrawing();
}
// Ends 3D mode and returns to default 2D orthographic mode
void End3dMode(void)
-{
- if (IsOculusReady()) EndOculusDrawing();
-
+{
rlglDraw(); // Process internal buffers (update + draw)
rlMatrixMode(RL_PROJECTION); // Switch to projection matrix
@@ -1021,14 +1021,6 @@ Matrix GetCameraMatrix(Camera camera)
return MatrixLookAt(camera.position, camera.target, camera.up);
}
-// Update and draw default buffers vertex data
-// NOTE: This data has been stored dynamically during frame on each Draw*() call
-void DrawDefaultBuffers(void)
-{
- rlglUpdateDefaultBuffers(); // Upload frame vertex data to GPU
- rlglDrawDefaultBuffers(); // Draw vertex data into framebuffer
-}
-
//----------------------------------------------------------------------------------
// Module Functions Definition - Input (Keyboard, Mouse, Gamepad) Functions
//----------------------------------------------------------------------------------
diff --git a/src/raylib.h b/src/raylib.h
index 6bacfc67..89fc457f 100644
--- a/src/raylib.h
+++ b/src/raylib.h
@@ -572,7 +572,6 @@ void EndTextureMode(void); // Ends drawing to r
Ray GetMouseRay(Vector2 mousePosition, Camera camera); // Returns a ray trace from mouse position
Vector2 GetWorldToScreen(Vector3 position, Camera camera); // Returns the screen space position from a 3d world space position
Matrix GetCameraMatrix(Camera camera); // Returns camera transform matrix (view matrix)
-void DrawDefaultBuffers(void); // Update and draw default buffers vertex data (stored dynamically in frame)
void SetTargetFPS(int fps); // Set target FPS (maximum)
float GetFPS(void); // Returns current FPS
@@ -853,7 +852,6 @@ 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 SetOculusView(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
diff --git a/src/rlgl.c b/src/rlgl.c
index d3ffdd8b..57e6b894 100644
--- a/src/rlgl.c
+++ b/src/rlgl.c
@@ -276,9 +276,10 @@ static unsigned int frameIndex = 0; // Oculus frames counter, used to discar
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 distortion;
+static Shader distortionShader;
// Compressed textures support flags
static bool texCompDXTSupported = false; // DDS texture compression support
@@ -315,10 +316,13 @@ static void UnloadDefaultShader(void); // Unload default shader
static void UnloadStandardShader(void); // Unload standard shader
static void LoadDefaultBuffers(void); // Load default internal buffers (lines, triangles, quads)
-void rlglUpdateDefaultBuffers(void); // Update default internal buffers (VAOs/VBOs) with vertex data
-void rlglDrawDefaultBuffers(void); // Draw default internal buffers vertex data
+static void UpdateDefaultBuffers(void); // Update default internal buffers (VAOs/VBOs) with 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);
@@ -1205,15 +1209,14 @@ 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
- rlglUpdateDefaultBuffers();
- rlglDrawDefaultBuffers();
+ // 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);
+
+ // NOTE: Default buffers upload and draw
+ UpdateDefaultBuffers();
+
+ if (vrEnabled && vrControl) DrawDefaultBuffers(2);
+ else DrawDefaultBuffers(1);
#endif
}
@@ -1865,26 +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)
@@ -1989,9 +1989,20 @@ 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);
+
+ // 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)
{
@@ -2016,6 +2027,10 @@ void rlglDrawMesh(Mesh mesh, Material material, Matrix transform)
}
glUseProgram(0); // Unbind shader program
+
+ // Restore projection/modelview matrices
+ projection = matProjection;
+ modelview = matView;
#endif
}
@@ -2538,7 +2553,7 @@ void InitOculusDevice(void)
// Load oculus-distortion shader (oculus parameters setup internally)
// TODO: Embed coulus distortion shader (in this function like default shader?)
- distortion = LoadShader("resources/shaders/glsl330/base.vs", "resources/shaders/glsl330/distortion.fs");
+ distortionShader = LoadShader("resources/shaders/glsl330/base.vs", "resources/shaders/glsl330/distortion.fs");
oculusSimulator = true;
vrEnabled = true;
@@ -2564,7 +2579,7 @@ void CloseOculusDevice(void)
rlDeleteRenderTextures(stereoFbo);
// Unload oculus-distortion shader
- UnloadShader(distortion);
+ UnloadShader(distortionShader);
}
oculusReady = false;
@@ -2615,13 +2630,13 @@ void UpdateOculusTracking(void)
}
// Set internal projection and modelview matrix depending on eyes tracking data
-void SetOculusView(int eye)
-{
- Matrix eyeProjection;
- Matrix eyeModelView;
-
+static void SetOculusView(int eye, Matrix matProjection, Matrix matModelView)
+{
if (vrEnabled)
{
+ Matrix eyeProjection = matProjection;
+ Matrix eyeModelView = matModelView;
+
#if defined(RLGL_OCULUS_SUPPORT)
if (oculusReady)
{
@@ -2639,10 +2654,8 @@ void SetOculusView(int eye)
-layer.eyeLayer.RenderPose[eye].Position.z);
Matrix eyeView = MatrixMultiply(eyeTranslation, eyeOrientation); // Matrix containing eye-head movement
- eyeModelView = MatrixMultiply(modelview, eyeView); // Combine internal camera matrix (modelview) wih eye-head movement
+ eyeModelView = MatrixMultiply(matModelView, eyeView); // Combine internal camera matrix (modelview) wih eye-head movement
- // TODO: Find a better way to get camera view matrix (instead of using internal modelview)
-
eyeProjection = layer.eyeProjections[eye];
}
else
@@ -2651,28 +2664,43 @@ void SetOculusView(int eye)
// Setup viewport and projection/modelview matrices using tracking data
rlViewport(eye*screenWidth/2, 0, screenWidth/2, screenHeight);
- float hmdIPD = 0.064f;
- float hmdHScreenSize = 0.14976f;
- float hmdVScreenSize = 0.0936f;
- //float hmdVScreenCenter = 0.04675f;
- float hmdEyeToScreenDistance = 0.041f;
- float hmdLensSeparationDistance = 0.064f;
+ 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 hardcoded to 60 degrees (Oculus Rift CV1 vertical FOV is 100 degrees)
- //float halfScreenDistance = hmdVScreenSize/2.0f;
- //float yfov = 2.0f*atan(halfScreenDistance/hmdEyeToScreenDistance);
-
- float viewCenter = (float)hmdHScreenSize*0.25f;
- float eyeProjectionShift = viewCenter - hmdLensSeparationDistance*0.5f;
- float projectionCenterOffset = 4.0f*eyeProjectionShift/(float)hmdHScreenSize;
-
+ // 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 = 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 };
- Vector3 viewOffset = { -hmdIPD/2.0f, 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 == 1)
+ if (eye == 0)
{
projectionOffset.x *= -1.0f;
viewOffset.x *= -1.0f;
@@ -2680,29 +2708,18 @@ void SetOculusView(int eye)
// Adjust the view and projection matrixes
// View matrix is translated based on the eye offset
- Matrix projCenter = MatrixPerspective(60.0, (double)((float)screenWidth*0.5f)/(double)screenHeight, 0.01, 1000.0);
+ Matrix projCenter = MatrixPerspective(fovy, (double)((float)screenWidth*0.5f)/(double)screenHeight, 0.01, 1000.0);
Matrix projTranslation = MatrixTranslate(projectionOffset.x, projectionOffset.y, projectionOffset.z);
Matrix viewTranslation = MatrixTranslate(viewOffset.x, viewOffset.y, viewOffset.z);
eyeProjection = MatrixMultiply(projCenter, projTranslation); // projection
- eyeModelView = MatrixMultiply(modelview, viewTranslation); // modelview
+ eyeModelView = MatrixMultiply(matModelView, viewTranslation); // modelview
MatrixTranspose(&eyeProjection);
-
- /*
- // NOTE: fovy value hardcoded to 60 degrees (Oculus Rift CV1 vertical FOV is 100 degrees)
- eyeProjection = MatrixPerspective(60.0, (double)(screenWidth/2)/(double)screenHeight, 0.01, 1000.0);
- MatrixTranspose(&eyeProjection);
-
- // TODO: Compute eyes IPD and apply to current modelview matrix (camera)
- Matrix eyeView = MatrixIdentity();
-
- eyeModelView = MatrixMultiply(modelview, eyeView);
- */
}
- SetMatrixModelview(eyeModelView);
+ SetMatrixModelview(eyeModelView); // ERROR! We are modifying modelview for next eye!!!
SetMatrixProjection(eyeProjection);
}
}
@@ -2738,6 +2755,8 @@ void BeginOculusDrawing(void)
//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)
@@ -2777,40 +2796,44 @@ void EndOculusDrawing(void)
rlLoadIdentity(); // Reset internal modelview matrix
// Draw RenderTexture (stereoFbo) using distortion shader
- BeginShaderMode(distortion);
+ currentShader = distortionShader;
- rlEnableTexture(stereoFbo.texture.id);
+ rlEnableTexture(stereoFbo.texture.id);
- rlPushMatrix();
- rlBegin(RL_QUADS);
- rlColor4ub(255, 255, 255, 255);
- rlNormal3f(0.0f, 0.0f, 1.0f);
+ 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-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);
+ // Bottom-right corner for texture and quad
+ rlTexCoord2f(0.0f, 0.0f);
+ rlVertex2f(0.0f, stereoFbo.texture.height);
- // Top-right corner for texture and quad
- rlTexCoord2f(1.0f, 0.0f);
- rlVertex2f(stereoFbo.texture.width, stereoFbo.texture.height);
+ // 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();
+ // Top-left corner for texture and quad
+ rlTexCoord2f(1.0f, 1.0f);
+ rlVertex2f(stereoFbo.texture.width, 0.0f);
+ rlEnd();
+ rlPopMatrix();
- rlDisableTexture();
-
- //rlglDraw();
- EndShaderMode();
+ rlDisableTexture();
+
+ UpdateDefaultBuffers();
+ DrawDefaultBuffers(1);
+
+ currentShader = defaultShader;
}
rlDisableDepthTest();
+
+ vrControl = false;
}
//----------------------------------------------------------------------------------
@@ -3303,7 +3326,7 @@ static void LoadDefaultBuffers(void)
// Update default internal buffers (VAOs/VBOs) with vertex array data
// NOTE: If there is not vertex data, buffers doesn't need to be updated (vertexCount > 0)
// TODO: If no data changed on the CPU arrays --> No need to re-update GPU arrays (change flag required)
-void rlglUpdateDefaultBuffers(void)
+static void UpdateDefaultBuffers(void)
{
// Update lines vertex buffers
if (lines.vCounter > 0)
@@ -3373,146 +3396,154 @@ void rlglUpdateDefaultBuffers(void)
// Draw default internal buffers vertex data
// NOTE: We draw in this order: lines, triangles, quads
-void rlglDrawDefaultBuffers(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;
@@ -3529,6 +3560,10 @@ void rlglDrawDefaultBuffers(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
diff --git a/src/rlgl.h b/src/rlgl.h
index 675bb74f..f52af6f9 100644
--- a/src/rlgl.h
+++ b/src/rlgl.h
@@ -303,9 +303,6 @@ void rlglClose(void); // De-init rlgl
void rlglDraw(void); // Draw VAO/VBO
void rlglLoadExtensions(void *loader); // Load OpenGL extensions
-void rlglUpdateDefaultBuffers(void); // Update default internal buffers (VAOs/VBOs) with vertex data
-void rlglDrawDefaultBuffers(void); // Draw default internal buffers vertex data
-
unsigned int rlglLoadTexture(void *data, int width, int height, int textureFormat, int mipmapCount); // Load texture in GPU
RenderTexture2D rlglLoadRenderTexture(int width, int height); // Load a texture to be used for rendering (fbo with color and depth attachments)
void rlglUpdateTexture(unsigned int id, int width, int height, int format, void *data); // Update GPU texture with new data
@@ -358,7 +355,6 @@ void TraceLog(int msgType, const char *text, ...);
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 SetOculusView(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