diff --git a/examples/oculus_glfw_sample/oculus_glfw_sample.c b/examples/oculus_glfw_sample/oculus_glfw_sample.c index e0740f66..73f19883 100644 --- a/examples/oculus_glfw_sample/oculus_glfw_sample.c +++ b/examples/oculus_glfw_sample/oculus_glfw_sample.c @@ -28,7 +28,7 @@ #include // Windows/Context and inputs management #define RLGL_STANDALONE -#include "rlgl.h" +#include "rlgl.h" // rlgl library: OpenGL 1.1 immediate-mode style coding #define PLATFORM_OCULUS @@ -79,14 +79,11 @@ typedef struct OculusLayer { } OculusLayer; #endif -typedef enum { LOG_INFO = 0, LOG_ERROR, LOG_WARNING, LOG_DEBUG, LOG_OTHER } TraceLogType; - //---------------------------------------------------------------------------------- // Module specific Functions Declaration //---------------------------------------------------------------------------------- static void ErrorCallback(int error, const char* description); static void KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods); -static void TraceLog(int msgType, const char *text, ...); // Drawing functions (uses rlgl functionality) static void DrawGrid(int slices, float spacing); @@ -125,10 +122,10 @@ int main(void) if (!glfwInit()) { - TraceLog(LOG_WARNING, "GLFW3: Can not initialize GLFW"); - exit(EXIT_FAILURE); + TraceLog(WARNING, "GLFW3: Can not initialize GLFW"); + return 1; } - else TraceLog(LOG_INFO, "GLFW3: GLFW initialized successfully"); + else TraceLog(INFO, "GLFW3: GLFW initialized successfully"); glfwWindowHint(GLFW_DEPTH_BITS, 16); glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); @@ -141,9 +138,9 @@ int main(void) if (!window) { glfwTerminate(); - exit(EXIT_FAILURE); + return 2; } - else TraceLog(LOG_INFO, "GLFW3: Window created successfully"); + else TraceLog(INFO, "GLFW3: Window created successfully"); glfwSetKeyCallback(window, KeyCallback); @@ -153,10 +150,10 @@ int main(void) // Load OpenGL 3.3 extensions if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) { - TraceLog(LOG_WARNING, "GLAD: Cannot load OpenGL extensions"); - exit(1); + TraceLog(WARNING, "GLAD: Cannot load OpenGL extensions"); + return 3; } - else TraceLog(LOG_INFO, "GLAD: OpenGL extensions loaded successfully"); + else TraceLog(INFO, "GLAD: OpenGL extensions loaded successfully"); //-------------------------------------------------------- #if defined(PLATFORM_OCULUS) @@ -198,7 +195,6 @@ int main(void) rlClearColor(245, 245, 245, 255); // Define clear color rlEnableDepthTest(); // Enable DEPTH_TEST for 3D - Vector2 size = { 200, 200 }; Vector3 cubePosition = { 0.0f, 0.0f, 0.0f }; Camera camera; @@ -257,8 +253,8 @@ int main(void) Matrix matProj = MatrixPerspective(camera.fovy, (double)screenWidth/(double)screenHeight, 0.01, 1000.0); MatrixTranspose(&matProj); - SetMatrixModelview(matView); // Replace internal modelview matrix by a custom one - SetMatrixProjection(matProj); // Replace internal projection matrix by a custom one + SetMatrixModelview(matView); // Replace internal modelview matrix by a custom one + SetMatrixProjection(matProj); // Replace internal projection matrix by a custom one #endif DrawCube(cubePosition, 2.0f, 2.0f, 2.0f, RED); DrawCubeWires(cubePosition, 2.0f, 2.0f, 2.0f, RAYWHITE); @@ -332,7 +328,7 @@ int main(void) // GLFW3: Error callback static void ErrorCallback(int error, const char* description) { - TraceLog(LOG_ERROR, description); + TraceLog(ERROR, description); } // GLFW3: Keyboard callback @@ -344,29 +340,6 @@ static void KeyCallback(GLFWwindow* window, int key, int scancode, int action, i } } -// Output a trace log message -static void TraceLog(int msgType, const char *text, ...) -{ - va_list args; - va_start(args, text); - - switch(msgType) - { - case LOG_INFO: fprintf(stdout, "INFO: "); break; - case LOG_ERROR: fprintf(stdout, "ERROR: "); break; - case LOG_WARNING: fprintf(stdout, "WARNING: "); break; - case LOG_DEBUG: fprintf(stdout, "DEBUG: "); break; - default: break; - } - - vfprintf(stdout, text, args); - fprintf(stdout, "\n"); - - va_end(args); - - //if (msgType == LOG_ERROR) exit(1); -} - // Draw rectangle using rlgl OpenGL 1.1 style coding (translated to OpenGL 3.3 internally) static void DrawRectangleV(Vector2 position, Vector2 size, Color color) { diff --git a/examples/oculus_glfw_sample/raylib_OculusRiftCV1_test03.png b/examples/oculus_glfw_sample/raylib_OculusRiftCV1_test03.png index d2c71795..8ce10495 100644 Binary files a/examples/oculus_glfw_sample/raylib_OculusRiftCV1_test03.png and b/examples/oculus_glfw_sample/raylib_OculusRiftCV1_test03.png differ diff --git a/examples/oculus_glfw_sample/raylib_rlgl_standalone.c b/examples/oculus_glfw_sample/raylib_rlgl_standalone.c index 288418a1..4728160a 100644 --- a/examples/oculus_glfw_sample/raylib_rlgl_standalone.c +++ b/examples/oculus_glfw_sample/raylib_rlgl_standalone.c @@ -18,30 +18,23 @@ * ********************************************************************************************/ -#define GLAD_IMPLEMENTATION #include "glad.h" // Extensions loading library #include // Windows/Context and inputs management #define RLGL_STANDALONE -#include "rlgl.h" +#include "rlgl.h" // rlgl library: OpenGL 1.1 immediate-mode style coding -#include -#include -#include #define RED (Color){ 230, 41, 55, 255 } // Red #define MAROON (Color){ 190, 33, 55, 255 } // Maroon #define RAYWHITE (Color){ 245, 245, 245, 255 } // My own White (raylib logo) #define DARKGRAY (Color){ 80, 80, 80, 255 } // Dark Gray -//---------------------------------------------------------------------------------- -typedef enum { LOG_INFO = 0, LOG_ERROR, LOG_WARNING, LOG_DEBUG, LOG_OTHER } TraceLogType; //---------------------------------------------------------------------------------- // Module specific Functions Declaration //---------------------------------------------------------------------------------- static void ErrorCallback(int error, const char* description); static void KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods); -static void TraceLog(int msgType, const char *text, ...); // Drawing functions (uses rlgl functionality) static void DrawGrid(int slices, float spacing); @@ -66,10 +59,10 @@ int main(void) if (!glfwInit()) { - TraceLog(LOG_WARNING, "GLFW3: Can not initialize GLFW"); - exit(EXIT_FAILURE); + TraceLog(WARNING, "GLFW3: Can not initialize GLFW"); + return 1; } - else TraceLog(LOG_INFO, "GLFW3: GLFW initialized successfully"); + else TraceLog(INFO, "GLFW3: GLFW initialized successfully"); glfwWindowHint(GLFW_SAMPLES, 4); glfwWindowHint(GLFW_DEPTH_BITS, 16); @@ -83,9 +76,9 @@ int main(void) if (!window) { glfwTerminate(); - exit(EXIT_FAILURE); + return 2; } - else TraceLog(LOG_INFO, "GLFW3: Window created successfully"); + else TraceLog(INFO, "GLFW3: Window created successfully"); glfwSetKeyCallback(window, KeyCallback); @@ -95,10 +88,10 @@ int main(void) // Load OpenGL 3.3 extensions if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) { - TraceLog(LOG_WARNING, "GLAD: Cannot load OpenGL extensions"); - exit(1); + TraceLog(WARNING, "GLAD: Cannot load OpenGL extensions"); + return 3; } - else TraceLog(LOG_INFO, "GLAD: OpenGL extensions loaded successfully"); + else TraceLog(INFO, "GLAD: OpenGL extensions loaded successfully"); //-------------------------------------------------------- // Initialize rlgl internal buffers and OpenGL state @@ -107,7 +100,6 @@ int main(void) rlClearColor(245, 245, 245, 255); // Define clear color rlEnableDepthTest(); // Enable DEPTH_TEST for 3D - Vector2 size = { 200, 200 }; Vector3 cubePosition = { 0.0f, 0.0f, 0.0f }; Camera camera; @@ -128,29 +120,45 @@ int main(void) // Draw //---------------------------------------------------------------------------------- rlClearScreenBuffers(); // Clear current framebuffer + // Calculate projection matrix (from perspective) and view matrix from camera look at Matrix matProj = MatrixPerspective(camera.fovy, (double)screenWidth/(double)screenHeight, 0.01, 1000.0); MatrixTranspose(&matProj); Matrix matView = MatrixLookAt(camera.position, camera.target, camera.up); - Matrix mvp = MatrixMultiply(matView, matProj); + + SetMatrixModelview(matView); // Replace internal modelview matrix by a custom one + SetMatrixProjection(matProj); // Replace internal projection matrix by a custom one DrawCube(cubePosition, 2.0f, 2.0f, 2.0f, RED); DrawCubeWires(cubePosition, 2.0f, 2.0f, 2.0f, RAYWHITE); DrawGrid(10, 1.0f); // NOTE: Internal buffers drawing (3D data) - rlglDraw(mvp); + rlglDraw(); + // Draw '2D' elements in the scene (GUI) +#define RLGL_CREATE_MATRIX_MANUALLY +#if defined(RLGL_CREATE_MATRIX_MANUALLY) + matProj = MatrixOrtho(0.0, screenWidth, screenHeight, 0.0, 0.0, 1.0); MatrixTranspose(&matProj); matView = MatrixIdentity(); - mvp = MatrixMultiply(matView, matProj); - // TODO: 2D drawing on Oculus Rift: requires an ovrLayerQuad layer - DrawRectangleV((Vector2){ 10.0f, 10.0f }, (Vector2){ 300.0f, 20.0f }, DARKGRAY); + SetMatrixModelview(matView); // Replace internal modelview matrix by a custom one + SetMatrixProjection(matProj); // Replace internal projection matrix by a custom one + +#else // Let rlgl generate and multiply matrix internally + + rlMatrixMode(RL_PROJECTION); // Enable internal projection matrix + rlLoadIdentity(); // Reset internal projection matrix + rlOrtho(0.0, screenWidth, screenHeight, 0.0, 0.0, 1.0); // Recalculate internal projection matrix + rlMatrixMode(RL_MODELVIEW); // Enable internal modelview matrix + rlLoadIdentity(); // Reset internal modelview matrix +#endif + DrawRectangleV((Vector2){ 10.0f, 10.0f }, (Vector2){ 600.0f, 20.0f }, DARKGRAY); // NOTE: Internal buffers drawing (2D data) - rlglDraw(mvp); + rlglDraw(); glfwSwapBuffers(window); glfwPollEvents(); @@ -163,7 +171,6 @@ int main(void) glfwDestroyWindow(window); glfwTerminate(); - //-------------------------------------------------------------------------------------- return 0; @@ -176,7 +183,7 @@ int main(void) // GLFW3: Error callback static void ErrorCallback(int error, const char* description) { - TraceLog(LOG_ERROR, description); + TraceLog(ERROR, description); } // GLFW3: Keyboard callback @@ -188,29 +195,6 @@ static void KeyCallback(GLFWwindow* window, int key, int scancode, int action, i } } -// Output a trace log message -static void TraceLog(int msgType, const char *text, ...) -{ - va_list args; - va_start(args, text); - - switch(msgType) - { - case LOG_INFO: fprintf(stdout, "INFO: "); break; - case LOG_ERROR: fprintf(stdout, "ERROR: "); break; - case LOG_WARNING: fprintf(stdout, "WARNING: "); break; - case LOG_DEBUG: fprintf(stdout, "DEBUG: "); break; - default: break; - } - - vfprintf(stdout, text, args); - fprintf(stdout, "\n"); - - va_end(args); - - //if (msgType == LOG_ERROR) exit(1); -} - // Draw rectangle using rlgl OpenGL 1.1 style coding (translated to OpenGL 3.3 internally) static void DrawRectangleV(Vector2 position, Vector2 size, Color color) { diff --git a/examples/oculus_glfw_sample/raymath.h b/examples/oculus_glfw_sample/raymath.h index 2e055e9f..4075a1a9 100644 --- a/examples/oculus_glfw_sample/raymath.h +++ b/examples/oculus_glfw_sample/raymath.h @@ -151,7 +151,6 @@ RMDEF Matrix MatrixFrustum(double left, double right, double bottom, double top, RMDEF Matrix MatrixPerspective(double fovy, double aspect, double near, double far); // Returns perspective projection matrix RMDEF Matrix MatrixOrtho(double left, double right, double bottom, double top, double near, double far); // Returns orthographic projection matrix RMDEF Matrix MatrixLookAt(Vector3 position, Vector3 target, Vector3 up); // Returns camera look-at matrix (view matrix) -RMDEF void PrintMatrix(Matrix m); // Print matrix utility //------------------------------------------------------------------------------------ // Functions Declaration to work with Quaternions @@ -178,9 +177,7 @@ RMDEF void QuaternionTransform(Quaternion *q, Matrix mat); // Transfo #if defined(RAYMATH_IMPLEMENTATION) || defined(RAYMATH_EXTERN_INLINE) -#include // Used only on PrintMatrix() -#include // Standard math libary: sin(), cos(), tan()... -#include // Used for abs() +#include // Required for: sinf(), cosf(), tan(), fabs() //---------------------------------------------------------------------------------- // Module Functions Definition - Vector3 math @@ -342,15 +339,14 @@ RMDEF Vector3 VectorReflect(Vector3 vector, Vector3 normal) return result; } -// Transforms a Vector3 with a given Matrix +// Transforms a Vector3 by a given Matrix +// TODO: Review math (matrix transpose required?) RMDEF void VectorTransform(Vector3 *v, Matrix mat) { float x = v->x; float y = v->y; float z = v->z; - //MatrixTranspose(&mat); - v->x = mat.m0*x + mat.m4*y + mat.m8*z + mat.m12; v->y = mat.m1*x + mat.m5*y + mat.m9*z + mat.m13; v->z = mat.m2*x + mat.m6*y + mat.m10*z + mat.m14; @@ -871,17 +867,6 @@ RMDEF Matrix MatrixLookAt(Vector3 eye, Vector3 target, Vector3 up) return result; } -// Print matrix utility (for debug) -RMDEF void PrintMatrix(Matrix m) -{ - printf("----------------------\n"); - printf("%2.2f %2.2f %2.2f %2.2f\n", m.m0, m.m4, m.m8, m.m12); - printf("%2.2f %2.2f %2.2f %2.2f\n", m.m1, m.m5, m.m9, m.m13); - printf("%2.2f %2.2f %2.2f %2.2f\n", m.m2, m.m6, m.m10, m.m14); - printf("%2.2f %2.2f %2.2f %2.2f\n", m.m3, m.m7, m.m11, m.m15); - printf("----------------------\n"); -} - //---------------------------------------------------------------------------------- // Module Functions Definition - Quaternion math //---------------------------------------------------------------------------------- diff --git a/examples/oculus_glfw_sample/rlgl.c b/examples/oculus_glfw_sample/rlgl.c index 329ccd6e..72225634 100644 --- a/examples/oculus_glfw_sample/rlgl.c +++ b/examples/oculus_glfw_sample/rlgl.c @@ -48,7 +48,13 @@ #ifdef __APPLE__ #include // OpenGL 3 library for OSX #else - #include "glad.h" // GLAD library, includes OpenGL headers + #define GLAD_IMPLEMENTATION +#if defined(RLGL_STANDALONE) + #include "glad.h" // GLAD extensions loading library, includes OpenGL headers +#else + #include "external/glad.h" // GLAD extensions loading library, includes OpenGL headers +#endif + #endif #endif @@ -62,6 +68,10 @@ #include // Required for: va_list, va_start(), vfprintf(), va_end() [Used only on TraceLog()] #endif +#if !defined(GRAPHICS_API_OPENGL_11) + #include "standard_shader.h" // Standard shader to embed +#endif + //---------------------------------------------------------------------------------- // Defines and Macros //---------------------------------------------------------------------------------- @@ -154,10 +164,6 @@ typedef struct { // TODO: Store draw state -> blending mode, shader } DrawCall; -#if defined(RLGL_STANDALONE) -typedef enum { INFO = 0, ERROR, WARNING, DEBUG, OTHER } TraceLogType; -#endif - //---------------------------------------------------------------------------------- // Global Variables Definition //---------------------------------------------------------------------------------- @@ -189,26 +195,27 @@ static bool useTempBuffer = false; // Shader Programs static Shader defaultShader; -static Shader standardShader; -static Shader currentShader; // By default, defaultShader +static Shader standardShader; // Lazy initialization when GetStandardShader() +static Shader currentShader; // By default, defaultShader +static bool standardShaderLoaded = false; // Flags for supported extensions -static bool vaoSupported = false; // VAO support (OpenGL ES2 could not support VAO extension) +static bool vaoSupported = false; // VAO support (OpenGL ES2 could not support VAO extension) // Compressed textures support flags -static bool texCompETC1Supported = false; // ETC1 texture compression support -static bool texCompETC2Supported = false; // ETC2/EAC texture compression support -static bool texCompPVRTSupported = false; // PVR texture compression support -static bool texCompASTCSupported = false; // ASTC texture compression support +static bool texCompETC1Supported = false; // ETC1 texture compression support +static bool texCompETC2Supported = false; // ETC2/EAC texture compression support +static bool texCompPVRTSupported = false; // PVR texture compression support +static bool texCompASTCSupported = false; // ASTC texture compression support // Lighting data -static Light lights[MAX_LIGHTS]; // Lights pool -static int lightsCount; // Counts current enabled physic objects +static Light lights[MAX_LIGHTS]; // Lights pool +static int lightsCount; // Counts current enabled physic objects #endif // Compressed textures support flags -static bool texCompDXTSupported = false; // DDS texture compression support -static bool npotSupported = false; // NPOT textures full support +static bool texCompDXTSupported = false; // DDS texture compression support +static bool npotSupported = false; // NPOT textures full support #if defined(GRAPHICS_API_OPENGL_ES2) // NOTE: VAO functionality is exposed through extensions (OES) @@ -253,7 +260,6 @@ static Color *GenNextMipmap(Color *srcData, int srcWidth, int srcHeight); #endif #if defined(RLGL_STANDALONE) -static void TraceLog(int msgType, const char *text, ...); float *MatrixToFloat(Matrix mat); // Converts Matrix to float array #endif @@ -355,7 +361,6 @@ void rlRotatef(float angleDeg, float x, float y, float z) Vector3 axis = (Vector3){ x, y, z }; VectorNormalize(&axis); matRotation = MatrixRotate(axis, angleDeg*DEG2RAD); - MatrixTranspose(&matRotation); *currentMatrix = MatrixMultiply(*currentMatrix, matRotation); @@ -1032,7 +1037,6 @@ void rlglInit(void) // Init default Shader (customized for GL 3.3 and ES2) defaultShader = LoadDefaultShader(); - standardShader = LoadStandardShader(); currentShader = defaultShader; LoadDefaultBuffers(); // Initialize default vertex arrays buffers (lines, triangles, quads) @@ -2185,14 +2189,22 @@ Shader GetDefaultShader(void) } // Get default shader +// NOTE: Inits global variable standardShader Shader GetStandardShader(void) { -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - return standardShader; -#else Shader shader = { 0 }; - return shader; + +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + if (standardShaderLoaded) shader = standardShader; + else + { + // Lazy initialization of standard shader + standardShader = LoadStandardShader(); + shader = standardShader; + } #endif + + return shader; } // Get shader uniform location @@ -2254,13 +2266,17 @@ void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat) // Set a custom projection matrix (replaces internal projection matrix) void SetMatrixProjection(Matrix proj) { +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) projection = proj; +#endif } // Set a custom modelview matrix (replaces internal modelview matrix) void SetMatrixModelview(Matrix view) { +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) modelview = view; +#endif } // Begin blending mode (alpha, additive, multiplied) @@ -2564,18 +2580,28 @@ static Shader LoadDefaultShader(void) // Load standard shader // NOTE: This shader supports: -// - Up to 3 different maps: diffuse, normal, specular -// - Material properties: colAmbient, colDiffuse, colSpecular, glossiness -// - Up to 8 lights: Point, Directional or Spot +// - Up to 3 different maps: diffuse, normal, specular +// - Material properties: colAmbient, colDiffuse, colSpecular, glossiness +// - Up to 8 lights: Point, Directional or Spot static Shader LoadStandardShader(void) { - // Load standard shader (TODO: rewrite as char pointers) - Shader shader = { 0 }; //LoadShader("resources/shaders/standard.vs", "resources/shaders/standard.fs"); + Shader shader; + + // Load standard shader (embeded in standard_shader.h) + shader.id = LoadShaderProgram(vStandardShaderStr, fStandardShaderStr); - if (shader.id != 0) TraceLog(INFO, "[SHDR ID %i] Standard shader loaded successfully", shader.id); - else TraceLog(WARNING, "[SHDR ID %i] Standard shader could not be loaded", shader.id); - - if (shader.id != 0) LoadDefaultShaderLocations(&shader); + if (shader.id != 0) + { + LoadDefaultShaderLocations(&shader); + TraceLog(INFO, "[SHDR ID %i] Standard shader loaded successfully", shader.id); + + standardShaderLoaded = true; + } + else + { + TraceLog(WARNING, "[SHDR ID %i] Standard shader could not be loaded, using default shader", shader.id); + shader = GetDefaultShader(); + } return shader; } @@ -3318,7 +3344,7 @@ static Color *GenNextMipmap(Color *srcData, int srcWidth, int srcHeight) #if defined(RLGL_STANDALONE) // Output a trace log message // NOTE: Expected msgType: (0)Info, (1)Error, (2)Warning -static void TraceLog(int msgType, const char *text, ...) +void TraceLog(int msgType, const char *text, ...) { va_list args; va_start(args, text); diff --git a/examples/oculus_glfw_sample/rlgl.h b/examples/oculus_glfw_sample/rlgl.h index 2a578a1f..9c25f710 100644 --- a/examples/oculus_glfw_sample/rlgl.h +++ b/examples/oculus_glfw_sample/rlgl.h @@ -230,6 +230,9 @@ typedef enum { OPENGL_11 = 1, OPENGL_33, OPENGL_ES_20 } GlVersion; // Color blending modes (pre-defined) typedef enum { BLEND_ALPHA = 0, BLEND_ADDITIVE, BLEND_MULTIPLIED } BlendMode; + + // TraceLog message types + typedef enum { INFO = 0, ERROR, WARNING, DEBUG, OTHER } TraceLogType; #endif #ifdef __cplusplus @@ -339,6 +342,8 @@ void EndBlendMode(void); // End blend Light CreateLight(int type, Vector3 position, Color diffuse); // Create a new light, initialize it and add to pool void DestroyLight(Light light); // Destroy a light and take it out of the list + +void TraceLog(int msgType, const char *text, ...); #endif #ifdef __cplusplus diff --git a/examples/oculus_glfw_sample/rlgl_standalone_stereo.c b/examples/oculus_glfw_sample/rlgl_standalone_stereo.c new file mode 100644 index 00000000..8582adb4 --- /dev/null +++ b/examples/oculus_glfw_sample/rlgl_standalone_stereo.c @@ -0,0 +1,394 @@ +/******************************************************************************************* +* +* raylib [rlgl] example - Using rlgl module as standalone module +* +* NOTE: This example requires OpenGL 3.3 or ES2 versions for shaders support, +* OpenGL 1.1 does not support shaders but it can also be used. +* +* Compile rlgl module using: +* gcc -c rlgl.c -Wall -std=c99 -DRLGL_STANDALONE -DRAYMATH_IMPLEMENTATION -DGRAPHICS_API_OPENGL_33 +* +* Compile example using: +* gcc -o $(NAME_PART).exe $(FILE_NAME) rlgl.o -lglfw3 -lopengl32 -lgdi32 -std=c99 +* +* This example has been created using raylib 1.5 (www.raylib.com) +* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) +* +* Copyright (c) 2015 Ramon Santamaria (@raysan5) +* +********************************************************************************************/ + +#include "glad.h" // Extensions loading library +#include // Windows/Context and inputs management + +#define RLGL_STANDALONE +#include "rlgl.h" // rlgl library: OpenGL 1.1 immediate-mode style coding + + +#define RED (Color){ 230, 41, 55, 255 } // Red +#define MAROON (Color){ 190, 33, 55, 255 } // Maroon +#define RAYWHITE (Color){ 245, 245, 245, 255 } // My own White (raylib logo) +#define DARKGRAY (Color){ 80, 80, 80, 255 } // Dark Gray + +//---------------------------------------------------------------------------------- +// Module specific Functions Declaration +//---------------------------------------------------------------------------------- +static void ErrorCallback(int error, const char* description); +static void KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods); + +// Drawing functions (uses rlgl functionality) +static void DrawGrid(int slices, float spacing); +static void DrawCube(Vector3 position, float width, float height, float length, Color color); +static void DrawCubeWires(Vector3 position, float width, float height, float length, Color color); +static void DrawRectangleV(Vector2 position, Vector2 size, Color color); + +//---------------------------------------------------------------------------------- +// Main Entry point +//---------------------------------------------------------------------------------- +int main(void) +{ + // Initialization + //-------------------------------------------------------------------------------------- + const int screenWidth = 1080; + const int screenHeight = 600; + + + // GLFW3 Initialization + OpenGL 3.3 Context + Extensions + //-------------------------------------------------------- + glfwSetErrorCallback(ErrorCallback); + + if (!glfwInit()) + { + TraceLog(WARNING, "GLFW3: Can not initialize GLFW"); + return 1; + } + else TraceLog(INFO, "GLFW3: GLFW initialized successfully"); + + glfwWindowHint(GLFW_SAMPLES, 4); + glfwWindowHint(GLFW_DEPTH_BITS, 16); + glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); + glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); + glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); + glfwWindowHint(GLFW_OPENGL_DEBUG_CONTEXT, GL_TRUE); + + GLFWwindow *window = glfwCreateWindow(screenWidth, screenHeight, "rlgl standalone", NULL, NULL); + + if (!window) + { + glfwTerminate(); + return 2; + } + else TraceLog(INFO, "GLFW3: Window created successfully"); + + glfwSetKeyCallback(window, KeyCallback); + + glfwMakeContextCurrent(window); + glfwSwapInterval(1); + + // Load OpenGL 3.3 extensions + if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) + { + TraceLog(WARNING, "GLAD: Cannot load OpenGL extensions"); + return 3; + } + else TraceLog(INFO, "GLAD: OpenGL extensions loaded successfully"); + //-------------------------------------------------------- + + // Initialize rlgl internal buffers and OpenGL state + rlglInit(); + rlglInitGraphics(0, 0, screenWidth, screenHeight); + rlClearColor(245, 245, 245, 255); // Define clear color + rlEnableDepthTest(); // Enable DEPTH_TEST for 3D + + Vector3 cubePosition = { 0.0f, 0.0f, 0.0f }; + + Camera camera; + camera.position = (Vector3){ 5.0f, 5.0f, 5.0f }; // Camera position + camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point + camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target) + camera.fovy = 60.0f; // Camera field-of-view Y + //-------------------------------------------------------------------------------------- + + // Main game loop + while (!glfwWindowShouldClose(window)) + { + // Update + //---------------------------------------------------------------------------------- + // ... + //---------------------------------------------------------------------------------- + + // Draw + //---------------------------------------------------------------------------------- + rlClearScreenBuffers(); // Clear current framebuffer + + for (int i = 0; i < 2; i++) + { + rlViewport(i*screenWidth/2, 0, screenWidth/2, screenHeight); + + // Calculate projection matrix (from perspective) and view matrix from camera look at + Matrix matProj = MatrixPerspective(camera.fovy, (double)(screenWidth/2)/(double)screenHeight, 0.01, 1000.0); + MatrixTranspose(&matProj); + Matrix matView = MatrixLookAt(camera.position, camera.target, camera.up); + + SetMatrixModelview(matView); // Replace internal modelview matrix by a custom one + SetMatrixProjection(matProj); // Replace internal projection matrix by a custom one + + DrawCube(cubePosition, 2.0f, 2.0f, 2.0f, RED); + DrawCubeWires(cubePosition, 2.0f, 2.0f, 2.0f, RAYWHITE); + DrawGrid(10, 1.0f); + + // NOTE: Internal buffers drawing (3D data) + rlglDraw(); + + // Draw '2D' elements in the scene (GUI) + #define RLGL_CREATE_MATRIX_MANUALLY + #if defined(RLGL_CREATE_MATRIX_MANUALLY) + + matProj = MatrixOrtho(0.0, screenWidth/2, screenHeight, 0.0, 0.0, 1.0); + MatrixTranspose(&matProj); + matView = MatrixIdentity(); + + SetMatrixModelview(matView); // Replace internal modelview matrix by a custom one + SetMatrixProjection(matProj); // Replace internal projection matrix by a custom one + + #else // Let rlgl generate and multiply matrix internally + + rlMatrixMode(RL_PROJECTION); // Enable internal projection matrix + rlLoadIdentity(); // Reset internal projection matrix + rlOrtho(0.0, screenWidth, screenHeight, 0.0, 0.0, 1.0); // Recalculate internal projection matrix + rlMatrixMode(RL_MODELVIEW); // Enable internal modelview matrix + rlLoadIdentity(); // Reset internal modelview matrix + #endif + DrawRectangleV((Vector2){ 10.0f, 10.0f }, (Vector2){ 600.0f, 20.0f }, DARKGRAY); + + // NOTE: Internal buffers drawing (2D data) + rlglDraw(); + } + + glfwSwapBuffers(window); + glfwPollEvents(); + //---------------------------------------------------------------------------------- + } + + // De-Initialization + //-------------------------------------------------------------------------------------- + rlglClose(); // Unload rlgl internal buffers and default shader/texture + + glfwDestroyWindow(window); + glfwTerminate(); + //-------------------------------------------------------------------------------------- + + return 0; +} + +//---------------------------------------------------------------------------------- +// Module specific Functions Definitions +//---------------------------------------------------------------------------------- + +// GLFW3: Error callback +static void ErrorCallback(int error, const char* description) +{ + TraceLog(ERROR, description); +} + +// GLFW3: Keyboard callback +static void KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods) +{ + if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS) + { + glfwSetWindowShouldClose(window, GL_TRUE); + } +} + +// Draw rectangle using rlgl OpenGL 1.1 style coding (translated to OpenGL 3.3 internally) +static void DrawRectangleV(Vector2 position, Vector2 size, Color color) +{ + rlBegin(RL_TRIANGLES); + rlColor4ub(color.r, color.g, color.b, color.a); + + rlVertex2i(position.x, position.y); + rlVertex2i(position.x, position.y + size.y); + rlVertex2i(position.x + size.x, position.y + size.y); + + rlVertex2i(position.x, position.y); + rlVertex2i(position.x + size.x, position.y + size.y); + rlVertex2i(position.x + size.x, position.y); + rlEnd(); +} + +// Draw a grid centered at (0, 0, 0) +static void DrawGrid(int slices, float spacing) +{ + int halfSlices = slices / 2; + + rlBegin(RL_LINES); + for(int i = -halfSlices; i <= halfSlices; i++) + { + if (i == 0) + { + rlColor3f(0.5f, 0.5f, 0.5f); + rlColor3f(0.5f, 0.5f, 0.5f); + rlColor3f(0.5f, 0.5f, 0.5f); + rlColor3f(0.5f, 0.5f, 0.5f); + } + else + { + rlColor3f(0.75f, 0.75f, 0.75f); + rlColor3f(0.75f, 0.75f, 0.75f); + rlColor3f(0.75f, 0.75f, 0.75f); + rlColor3f(0.75f, 0.75f, 0.75f); + } + + rlVertex3f((float)i*spacing, 0.0f, (float)-halfSlices*spacing); + rlVertex3f((float)i*spacing, 0.0f, (float)halfSlices*spacing); + + rlVertex3f((float)-halfSlices*spacing, 0.0f, (float)i*spacing); + rlVertex3f((float)halfSlices*spacing, 0.0f, (float)i*spacing); + } + rlEnd(); +} + +// Draw cube +// NOTE: Cube position is the center position +void DrawCube(Vector3 position, float width, float height, float length, Color color) +{ + float x = 0.0f; + float y = 0.0f; + float z = 0.0f; + + rlPushMatrix(); + + // NOTE: Be careful! Function order matters (rotate -> scale -> translate) + rlTranslatef(position.x, position.y, position.z); + //rlScalef(2.0f, 2.0f, 2.0f); + //rlRotatef(45, 0, 1, 0); + + rlBegin(RL_TRIANGLES); + rlColor4ub(color.r, color.g, color.b, color.a); + + // Front Face ----------------------------------------------------- + rlVertex3f(x-width/2, y-height/2, z+length/2); // Bottom Left + rlVertex3f(x+width/2, y-height/2, z+length/2); // Bottom Right + rlVertex3f(x-width/2, y+height/2, z+length/2); // Top Left + + rlVertex3f(x+width/2, y+height/2, z+length/2); // Top Right + rlVertex3f(x-width/2, y+height/2, z+length/2); // Top Left + rlVertex3f(x+width/2, y-height/2, z+length/2); // Bottom Right + + // Back Face ------------------------------------------------------ + rlVertex3f(x-width/2, y-height/2, z-length/2); // Bottom Left + rlVertex3f(x-width/2, y+height/2, z-length/2); // Top Left + rlVertex3f(x+width/2, y-height/2, z-length/2); // Bottom Right + + rlVertex3f(x+width/2, y+height/2, z-length/2); // Top Right + rlVertex3f(x+width/2, y-height/2, z-length/2); // Bottom Right + rlVertex3f(x-width/2, y+height/2, z-length/2); // Top Left + + // Top Face ------------------------------------------------------- + rlVertex3f(x-width/2, y+height/2, z-length/2); // Top Left + rlVertex3f(x-width/2, y+height/2, z+length/2); // Bottom Left + rlVertex3f(x+width/2, y+height/2, z+length/2); // Bottom Right + + rlVertex3f(x+width/2, y+height/2, z-length/2); // Top Right + rlVertex3f(x-width/2, y+height/2, z-length/2); // Top Left + rlVertex3f(x+width/2, y+height/2, z+length/2); // Bottom Right + + // Bottom Face ---------------------------------------------------- + rlVertex3f(x-width/2, y-height/2, z-length/2); // Top Left + rlVertex3f(x+width/2, y-height/2, z+length/2); // Bottom Right + rlVertex3f(x-width/2, y-height/2, z+length/2); // Bottom Left + + rlVertex3f(x+width/2, y-height/2, z-length/2); // Top Right + rlVertex3f(x+width/2, y-height/2, z+length/2); // Bottom Right + rlVertex3f(x-width/2, y-height/2, z-length/2); // Top Left + + // Right face ----------------------------------------------------- + rlVertex3f(x+width/2, y-height/2, z-length/2); // Bottom Right + rlVertex3f(x+width/2, y+height/2, z-length/2); // Top Right + rlVertex3f(x+width/2, y+height/2, z+length/2); // Top Left + + rlVertex3f(x+width/2, y-height/2, z+length/2); // Bottom Left + rlVertex3f(x+width/2, y-height/2, z-length/2); // Bottom Right + rlVertex3f(x+width/2, y+height/2, z+length/2); // Top Left + + // Left Face ------------------------------------------------------ + rlVertex3f(x-width/2, y-height/2, z-length/2); // Bottom Right + rlVertex3f(x-width/2, y+height/2, z+length/2); // Top Left + rlVertex3f(x-width/2, y+height/2, z-length/2); // Top Right + + rlVertex3f(x-width/2, y-height/2, z+length/2); // Bottom Left + rlVertex3f(x-width/2, y+height/2, z+length/2); // Top Left + rlVertex3f(x-width/2, y-height/2, z-length/2); // Bottom Right + rlEnd(); + rlPopMatrix(); +} + +// Draw cube wires +void DrawCubeWires(Vector3 position, float width, float height, float length, Color color) +{ + float x = 0.0f; + float y = 0.0f; + float z = 0.0f; + + rlPushMatrix(); + + rlTranslatef(position.x, position.y, position.z); + //rlRotatef(45, 0, 1, 0); + + rlBegin(RL_LINES); + rlColor4ub(color.r, color.g, color.b, color.a); + + // Front Face ----------------------------------------------------- + // Bottom Line + rlVertex3f(x-width/2, y-height/2, z+length/2); // Bottom Left + rlVertex3f(x+width/2, y-height/2, z+length/2); // Bottom Right + + // Left Line + rlVertex3f(x+width/2, y-height/2, z+length/2); // Bottom Right + rlVertex3f(x+width/2, y+height/2, z+length/2); // Top Right + + // Top Line + rlVertex3f(x+width/2, y+height/2, z+length/2); // Top Right + rlVertex3f(x-width/2, y+height/2, z+length/2); // Top Left + + // Right Line + rlVertex3f(x-width/2, y+height/2, z+length/2); // Top Left + rlVertex3f(x-width/2, y-height/2, z+length/2); // Bottom Left + + // Back Face ------------------------------------------------------ + // Bottom Line + rlVertex3f(x-width/2, y-height/2, z-length/2); // Bottom Left + rlVertex3f(x+width/2, y-height/2, z-length/2); // Bottom Right + + // Left Line + rlVertex3f(x+width/2, y-height/2, z-length/2); // Bottom Right + rlVertex3f(x+width/2, y+height/2, z-length/2); // Top Right + + // Top Line + rlVertex3f(x+width/2, y+height/2, z-length/2); // Top Right + rlVertex3f(x-width/2, y+height/2, z-length/2); // Top Left + + // Right Line + rlVertex3f(x-width/2, y+height/2, z-length/2); // Top Left + rlVertex3f(x-width/2, y-height/2, z-length/2); // Bottom Left + + // Top Face ------------------------------------------------------- + // Left Line + rlVertex3f(x-width/2, y+height/2, z+length/2); // Top Left Front + rlVertex3f(x-width/2, y+height/2, z-length/2); // Top Left Back + + // Right Line + rlVertex3f(x+width/2, y+height/2, z+length/2); // Top Right Front + rlVertex3f(x+width/2, y+height/2, z-length/2); // Top Right Back + + // Bottom Face --------------------------------------------------- + // Left Line + rlVertex3f(x-width/2, y-height/2, z+length/2); // Top Left Front + rlVertex3f(x-width/2, y-height/2, z-length/2); // Top Left Back + + // Right Line + rlVertex3f(x+width/2, y-height/2, z+length/2); // Top Right Front + rlVertex3f(x+width/2, y-height/2, z-length/2); // Top Right Back + rlEnd(); + rlPopMatrix(); +} diff --git a/examples/oculus_glfw_sample/standard_shader.h b/examples/oculus_glfw_sample/standard_shader.h new file mode 100644 index 00000000..956b5c32 --- /dev/null +++ b/examples/oculus_glfw_sample/standard_shader.h @@ -0,0 +1,166 @@ + +// Vertex shader definition to embed, no external file required +const static unsigned char vStandardShaderStr[] = +#if defined(GRAPHICS_API_OPENGL_21) +"#version 120 \n" +#elif defined(GRAPHICS_API_OPENGL_ES2) +"#version 100 \n" +#endif +#if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21) +"attribute vec3 vertexPosition; \n" +"attribute vec3 vertexNormal; \n" +"attribute vec2 vertexTexCoord; \n" +"attribute vec4 vertexColor; \n" +"varying vec3 fragPosition; \n" +"varying vec3 fragNormal; \n" +"varying vec2 fragTexCoord; \n" +"varying vec4 fragColor; \n" +#elif defined(GRAPHICS_API_OPENGL_33) +"#version 330 \n" +"in vec3 vertexPosition; \n" +"in vec3 vertexNormal; \n" +"in vec2 vertexTexCoord; \n" +"in vec4 vertexColor; \n" +"out vec3 fragPosition; \n" +"out vec3 fragNormal; \n" +"out vec2 fragTexCoord; \n" +"out vec4 fragColor; \n" +#endif +"uniform mat4 mvpMatrix; \n" +"void main() \n" +"{ \n" +" fragPosition = vertexPosition; \n" +" fragNormal = vertexNormal; \n" +" fragTexCoord = vertexTexCoord; \n" +" fragColor = vertexColor; \n" +" gl_Position = mvpMatrix*vec4(vertexPosition, 1.0); \n" +"} \n"; + +// Fragment shader definition to embed, no external file required +const static unsigned char fStandardShaderStr[] = +#if defined(GRAPHICS_API_OPENGL_21) +"#version 120 \n" +#elif defined(GRAPHICS_API_OPENGL_ES2) +"#version 100 \n" +"precision mediump float; \n" // precision required for OpenGL ES2 (WebGL) +#endif +#if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21) +"varying vec3 fragPosition; \n" +"varying vec3 fragNormal; \n" +"varying vec2 fragTexCoord; \n" +"varying vec4 fragColor; \n" +#elif defined(GRAPHICS_API_OPENGL_33) +"#version 330 \n" +"in vec3 fragPosition; \n" +"in vec3 fragNormal; \n" +"in vec2 fragTexCoord; \n" +"in vec4 fragColor; \n" +"out vec4 finalColor; \n" +#endif +"uniform sampler2D texture0; \n" +"uniform sampler2D texture1; \n" +"uniform sampler2D texture2; \n" +"uniform vec4 colAmbient; \n" +"uniform vec4 colDiffuse; \n" +"uniform vec4 colSpecular; \n" +"uniform float glossiness; \n" +"uniform int useNormal; \n" +"uniform int useSpecular; \n" +"uniform mat4 modelMatrix; \n" +"uniform vec3 viewDir; \n" +"struct Light { \n" +" int enabled; \n" +" int type; \n" +" vec3 position; \n" +" vec3 direction; \n" +" vec4 diffuse; \n" +" float intensity; \n" +" float radius; \n" +" float coneAngle; }; \n" +"const int maxLights = 8; \n" +"uniform int lightsCount; \n" +"uniform Light lights[maxLights]; \n" +"\n" +"vec3 CalcPointLight(Light l, vec3 n, vec3 v, float s) \n" +"{\n" +" vec3 surfacePos = vec3(modelMatrix*vec4(fragPosition, 1));\n" +" vec3 surfaceToLight = l.position - surfacePos;\n" +" float brightness = clamp(dot(n, surfaceToLight)/(length(surfaceToLight)*length(n)), 0, 1);\n" +" float diff = 1.0/dot(surfaceToLight/l.radius, surfaceToLight/l.radius)*brightness*l.intensity;\n" +" float spec = 0.0;\n" +" if (diff > 0.0)\n" +" {\n" +" vec3 h = normalize(-l.direction + v);\n" +" spec = pow(dot(n, h), 3 + glossiness)*s;\n" +" }\n" +" return (diff*l.diffuse.rgb + spec*colSpecular.rgb);\n" +"}\n" +"\n" +"vec3 CalcDirectionalLight(Light l, vec3 n, vec3 v, float s)\n" +"{\n" +" vec3 lightDir = normalize(-l.direction);\n" +" float diff = clamp(dot(n, lightDir), 0.0, 1.0)*l.intensity;\n" +" float spec = 0.0;\n" +" if (diff > 0.0)\n" +" {\n" +" vec3 h = normalize(lightDir + v);\n" +" spec = pow(dot(n, h), 3 + glossiness)*s;\n" +" }\n" +" return (diff*l.intensity*l.diffuse.rgb + spec*colSpecular.rgb);\n" +"}\n" +"\n" +"vec3 CalcSpotLight(Light l, vec3 n, vec3 v, float s)\n" +"{\n" +" vec3 surfacePos = vec3(modelMatrix*vec4(fragPosition, 1));\n" +" vec3 lightToSurface = normalize(surfacePos - l.position);\n" +" vec3 lightDir = normalize(-l.direction);\n" +" float diff = clamp(dot(n, lightDir), 0.0, 1.0)*l.intensity;\n" +" float attenuation = clamp(dot(n, lightToSurface), 0.0, 1.0);\n" +" attenuation = dot(lightToSurface, -lightDir);\n" +" float lightToSurfaceAngle = degrees(acos(attenuation));\n" +" if (lightToSurfaceAngle > l.coneAngle) attenuation = 0.0;\n" +" float falloff = (l.coneAngle - lightToSurfaceAngle)/l.coneAngle;\n" +" float diffAttenuation = diff*attenuation;\n" +" float spec = 0.0;\n" +" if (diffAttenuation > 0.0)\n" +" {\n" +" vec3 h = normalize(lightDir + v);\n" +" spec = pow(dot(n, h), 3 + glossiness)*s;\n" +" }\n" +" return (falloff*(diffAttenuation*l.diffuse.rgb + spec*colSpecular.rgb));\n" +"}\n" +"\n" +"void main()\n" +"{\n" +" mat3 normalMatrix = transpose(inverse(mat3(modelMatrix)));\n" +" vec3 normal = normalize(normalMatrix*fragNormal);\n" +" vec3 n = normalize(normal);\n" +" vec3 v = normalize(viewDir);\n" +" vec4 texelColor = texture(texture0, fragTexCoord);\n" +" vec3 lighting = colAmbient.rgb;\n" +" if (useNormal == 1)\n" +" {\n" +" n *= texture(texture1, fragTexCoord).rgb;\n" +" n = normalize(n);\n" +" }\n" +" float spec = 1.0;\n" +" if (useSpecular == 1) spec *= normalize(texture(texture2, fragTexCoord).r);\n" +" for (int i = 0; i < lightsCount; i++)\n" +" {\n" +" if (lights[i].enabled == 1)\n" +" {\n" +" switch (lights[i].type)\n" +" {\n" +" case 0: lighting += CalcPointLight(lights[i], n, v, spec); break;\n" +" case 1: lighting += CalcDirectionalLight(lights[i], n, v, spec); break;\n" +" case 2: lighting += CalcSpotLight(lights[i], n, v, spec); break;\n" +" default: break;\n" +" }\n" +" }\n" +" }\n" +#if defined(GRAPHICS_API_OPENGL_33) +" finalColor = vec4(texelColor.rgb*lighting*colDiffuse.rgb, texelColor.a*colDiffuse.a); \n" +#elif defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21) +" gl_FragColor = vec4(texelColor.rgb*lighting*colDiffuse.rgb, texelColor.a*colDiffuse.a); \n" +#endif +"} \n"; \ No newline at end of file diff --git a/src/android/jni/Android.mk b/src/android/jni/Android.mk index a9178dac..66851d08 100644 --- a/src/android/jni/Android.mk +++ b/src/android/jni/Android.mk @@ -46,7 +46,7 @@ LOCAL_SRC_FILES :=\ ../../models.c \ ../../utils.c \ ../../audio.c \ - ../../stb_vorbis.c \ + ../../external/stb_vorbis.c \ # Required includes paths (.h) LOCAL_C_INCLUDES := $(LOCAL_PATH) $(LOCAL_PATH)/include $(LOCAL_PATH)/../.. diff --git a/src/rlgl.c b/src/rlgl.c index 6b99bf19..72225634 100644 --- a/src/rlgl.c +++ b/src/rlgl.c @@ -48,8 +48,13 @@ #ifdef __APPLE__ #include // OpenGL 3 library for OSX #else - #define GLAD_IMPLEMENTATION - #include "external/glad.h" // GLAD extensions loading library, includes OpenGL headers + #define GLAD_IMPLEMENTATION +#if defined(RLGL_STANDALONE) + #include "glad.h" // GLAD extensions loading library, includes OpenGL headers +#else + #include "external/glad.h" // GLAD extensions loading library, includes OpenGL headers +#endif + #endif #endif @@ -159,10 +164,6 @@ typedef struct { // TODO: Store draw state -> blending mode, shader } DrawCall; -#if defined(RLGL_STANDALONE) -typedef enum { INFO = 0, ERROR, WARNING, DEBUG, OTHER } TraceLogType; -#endif - //---------------------------------------------------------------------------------- // Global Variables Definition //---------------------------------------------------------------------------------- @@ -259,7 +260,6 @@ static Color *GenNextMipmap(Color *srcData, int srcWidth, int srcHeight); #endif #if defined(RLGL_STANDALONE) -static void TraceLog(int msgType, const char *text, ...); float *MatrixToFloat(Matrix mat); // Converts Matrix to float array #endif @@ -3344,7 +3344,7 @@ static Color *GenNextMipmap(Color *srcData, int srcWidth, int srcHeight) #if defined(RLGL_STANDALONE) // Output a trace log message // NOTE: Expected msgType: (0)Info, (1)Error, (2)Warning -static void TraceLog(int msgType, const char *text, ...) +void TraceLog(int msgType, const char *text, ...) { va_list args; va_start(args, text); diff --git a/src/rlgl.h b/src/rlgl.h index 2a578a1f..9c25f710 100644 --- a/src/rlgl.h +++ b/src/rlgl.h @@ -230,6 +230,9 @@ typedef enum { OPENGL_11 = 1, OPENGL_33, OPENGL_ES_20 } GlVersion; // Color blending modes (pre-defined) typedef enum { BLEND_ALPHA = 0, BLEND_ADDITIVE, BLEND_MULTIPLIED } BlendMode; + + // TraceLog message types + typedef enum { INFO = 0, ERROR, WARNING, DEBUG, OTHER } TraceLogType; #endif #ifdef __cplusplus @@ -339,6 +342,8 @@ void EndBlendMode(void); // End blend Light CreateLight(int type, Vector3 position, Color diffuse); // Create a new light, initialize it and add to pool void DestroyLight(Light light); // Destroy a light and take it out of the list + +void TraceLog(int msgType, const char *text, ...); #endif #ifdef __cplusplus