Merge remote-tracking branch 'refs/remotes/raysan5/develop' into develop
This commit is contained in:
commit
0ae486f07c
@ -28,7 +28,7 @@
|
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#include <GLFW/glfw3.h> // Windows/Context and inputs management
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#define RLGL_STANDALONE
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#include "rlgl.h"
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#include "rlgl.h" // rlgl library: OpenGL 1.1 immediate-mode style coding
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#define PLATFORM_OCULUS
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@ -79,14 +79,11 @@ typedef struct OculusLayer {
|
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} OculusLayer;
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#endif
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typedef enum { LOG_INFO = 0, LOG_ERROR, LOG_WARNING, LOG_DEBUG, LOG_OTHER } TraceLogType;
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//----------------------------------------------------------------------------------
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// Module specific Functions Declaration
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||||
//----------------------------------------------------------------------------------
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static void ErrorCallback(int error, const char* description);
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static void KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods);
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static void TraceLog(int msgType, const char *text, ...);
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// Drawing functions (uses rlgl functionality)
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static void DrawGrid(int slices, float spacing);
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@ -125,10 +122,10 @@ int main(void)
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if (!glfwInit())
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{
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TraceLog(LOG_WARNING, "GLFW3: Can not initialize GLFW");
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exit(EXIT_FAILURE);
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TraceLog(WARNING, "GLFW3: Can not initialize GLFW");
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return 1;
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}
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else TraceLog(LOG_INFO, "GLFW3: GLFW initialized successfully");
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else TraceLog(INFO, "GLFW3: GLFW initialized successfully");
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glfwWindowHint(GLFW_DEPTH_BITS, 16);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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@ -141,9 +138,9 @@ int main(void)
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if (!window)
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{
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glfwTerminate();
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exit(EXIT_FAILURE);
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return 2;
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}
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else TraceLog(LOG_INFO, "GLFW3: Window created successfully");
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else TraceLog(INFO, "GLFW3: Window created successfully");
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glfwSetKeyCallback(window, KeyCallback);
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@ -153,10 +150,10 @@ int main(void)
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// Load OpenGL 3.3 extensions
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if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
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{
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TraceLog(LOG_WARNING, "GLAD: Cannot load OpenGL extensions");
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exit(1);
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TraceLog(WARNING, "GLAD: Cannot load OpenGL extensions");
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return 3;
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}
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else TraceLog(LOG_INFO, "GLAD: OpenGL extensions loaded successfully");
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else TraceLog(INFO, "GLAD: OpenGL extensions loaded successfully");
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//--------------------------------------------------------
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#if defined(PLATFORM_OCULUS)
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@ -198,7 +195,6 @@ int main(void)
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rlClearColor(245, 245, 245, 255); // Define clear color
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rlEnableDepthTest(); // Enable DEPTH_TEST for 3D
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Vector2 size = { 200, 200 };
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Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
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Camera camera;
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@ -332,7 +328,7 @@ int main(void)
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// GLFW3: Error callback
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static void ErrorCallback(int error, const char* description)
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{
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TraceLog(LOG_ERROR, description);
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TraceLog(ERROR, description);
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}
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|
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// GLFW3: Keyboard callback
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@ -344,29 +340,6 @@ static void KeyCallback(GLFWwindow* window, int key, int scancode, int action, i
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}
|
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}
|
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|
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// Output a trace log message
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static void TraceLog(int msgType, const char *text, ...)
|
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{
|
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va_list args;
|
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va_start(args, text);
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|
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switch(msgType)
|
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{
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case LOG_INFO: fprintf(stdout, "INFO: "); break;
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case LOG_ERROR: fprintf(stdout, "ERROR: "); break;
|
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case LOG_WARNING: fprintf(stdout, "WARNING: "); break;
|
||||
case LOG_DEBUG: fprintf(stdout, "DEBUG: "); break;
|
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default: break;
|
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}
|
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|
||||
vfprintf(stdout, text, args);
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fprintf(stdout, "\n");
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|
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va_end(args);
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|
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//if (msgType == LOG_ERROR) exit(1);
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}
|
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|
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// Draw rectangle using rlgl OpenGL 1.1 style coding (translated to OpenGL 3.3 internally)
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static void DrawRectangleV(Vector2 position, Vector2 size, Color color)
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{
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|
Binary file not shown.
Before Width: | Height: | Size: 179 KiB After Width: | Height: | Size: 167 KiB |
@ -18,30 +18,23 @@
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*
|
||||
********************************************************************************************/
|
||||
|
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#define GLAD_IMPLEMENTATION
|
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#include "glad.h" // Extensions loading library
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#include <GLFW/glfw3.h> // Windows/Context and inputs management
|
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|
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#define RLGL_STANDALONE
|
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#include "rlgl.h"
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#include "rlgl.h" // rlgl library: OpenGL 1.1 immediate-mode style coding
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|
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#include <stdlib.h>
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#include <stdio.h>
|
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#include <stdarg.h>
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|
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#define RED (Color){ 230, 41, 55, 255 } // Red
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#define MAROON (Color){ 190, 33, 55, 255 } // Maroon
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#define RAYWHITE (Color){ 245, 245, 245, 255 } // My own White (raylib logo)
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#define DARKGRAY (Color){ 80, 80, 80, 255 } // Dark Gray
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//----------------------------------------------------------------------------------
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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, ...);
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||||
|
||||
// Drawing functions (uses rlgl functionality)
|
||||
static void DrawGrid(int slices, float spacing);
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@ -66,10 +59,10 @@ int main(void)
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|
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if (!glfwInit())
|
||||
{
|
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TraceLog(LOG_WARNING, "GLFW3: Can not initialize GLFW");
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exit(EXIT_FAILURE);
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TraceLog(WARNING, "GLFW3: Can not initialize GLFW");
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||||
return 1;
|
||||
}
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else TraceLog(LOG_INFO, "GLFW3: GLFW initialized successfully");
|
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else TraceLog(INFO, "GLFW3: GLFW initialized successfully");
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|
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glfwWindowHint(GLFW_SAMPLES, 4);
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glfwWindowHint(GLFW_DEPTH_BITS, 16);
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||||
@ -83,9 +76,9 @@ int main(void)
|
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if (!window)
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||||
{
|
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glfwTerminate();
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exit(EXIT_FAILURE);
|
||||
return 2;
|
||||
}
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||||
else TraceLog(LOG_INFO, "GLFW3: Window created successfully");
|
||||
else TraceLog(INFO, "GLFW3: Window created successfully");
|
||||
|
||||
glfwSetKeyCallback(window, KeyCallback);
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||||
|
||||
@ -95,10 +88,10 @@ int main(void)
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// Load OpenGL 3.3 extensions
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if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
|
||||
{
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||||
TraceLog(LOG_WARNING, "GLAD: Cannot load OpenGL extensions");
|
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exit(1);
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TraceLog(WARNING, "GLAD: Cannot load OpenGL extensions");
|
||||
return 3;
|
||||
}
|
||||
else TraceLog(LOG_INFO, "GLAD: OpenGL extensions loaded successfully");
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||||
else TraceLog(INFO, "GLAD: OpenGL extensions loaded successfully");
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||||
//--------------------------------------------------------
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||||
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// Initialize rlgl internal buffers and OpenGL state
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||||
@ -107,7 +100,6 @@ int main(void)
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rlClearColor(245, 245, 245, 255); // Define clear color
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||||
rlEnableDepthTest(); // Enable DEPTH_TEST for 3D
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||||
|
||||
Vector2 size = { 200, 200 };
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Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
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||||
|
||||
Camera camera;
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||||
@ -128,29 +120,45 @@ int main(void)
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||||
// Draw
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//----------------------------------------------------------------------------------
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||||
rlClearScreenBuffers(); // Clear current framebuffer
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||||
|
||||
// Calculate projection matrix (from perspective) and view matrix from camera look at
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||||
Matrix matProj = MatrixPerspective(camera.fovy, (double)screenWidth/(double)screenHeight, 0.01, 1000.0);
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||||
MatrixTranspose(&matProj);
|
||||
Matrix matView = MatrixLookAt(camera.position, camera.target, camera.up);
|
||||
Matrix mvp = MatrixMultiply(matView, matProj);
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SetMatrixModelview(matView); // Replace internal modelview matrix by a custom one
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SetMatrixProjection(matProj); // Replace internal projection matrix by a custom one
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DrawCube(cubePosition, 2.0f, 2.0f, 2.0f, RED);
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DrawCubeWires(cubePosition, 2.0f, 2.0f, 2.0f, RAYWHITE);
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DrawGrid(10, 1.0f);
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// NOTE: Internal buffers drawing (3D data)
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rlglDraw(mvp);
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rlglDraw();
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// Draw '2D' elements in the scene (GUI)
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#define RLGL_CREATE_MATRIX_MANUALLY
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#if defined(RLGL_CREATE_MATRIX_MANUALLY)
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matProj = MatrixOrtho(0.0, screenWidth, screenHeight, 0.0, 0.0, 1.0);
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MatrixTranspose(&matProj);
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matView = MatrixIdentity();
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mvp = MatrixMultiply(matView, matProj);
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|
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// TODO: 2D drawing on Oculus Rift: requires an ovrLayerQuad layer
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DrawRectangleV((Vector2){ 10.0f, 10.0f }, (Vector2){ 300.0f, 20.0f }, DARKGRAY);
|
||||
SetMatrixModelview(matView); // Replace internal modelview matrix by a custom one
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SetMatrixProjection(matProj); // Replace internal projection matrix by a custom one
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#else // Let rlgl generate and multiply matrix internally
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rlMatrixMode(RL_PROJECTION); // Enable internal projection matrix
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rlLoadIdentity(); // Reset internal projection matrix
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rlOrtho(0.0, screenWidth, screenHeight, 0.0, 0.0, 1.0); // Recalculate internal projection matrix
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rlMatrixMode(RL_MODELVIEW); // Enable internal modelview matrix
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rlLoadIdentity(); // Reset internal modelview matrix
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#endif
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DrawRectangleV((Vector2){ 10.0f, 10.0f }, (Vector2){ 600.0f, 20.0f }, DARKGRAY);
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|
||||
// NOTE: Internal buffers drawing (2D data)
|
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rlglDraw(mvp);
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rlglDraw();
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|
||||
glfwSwapBuffers(window);
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||||
glfwPollEvents();
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@ -163,7 +171,6 @@ int main(void)
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||||
|
||||
glfwDestroyWindow(window);
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||||
glfwTerminate();
|
||||
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
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@ -176,7 +183,7 @@ int main(void)
|
||||
// GLFW3: Error callback
|
||||
static void ErrorCallback(int error, const char* description)
|
||||
{
|
||||
TraceLog(LOG_ERROR, description);
|
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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)
|
||||
{
|
||||
|
@ -151,7 +151,6 @@ RMDEF Matrix MatrixFrustum(double left, double right, double bottom, double top,
|
||||
RMDEF Matrix MatrixPerspective(double fovy, double aspect, double near, double far); // Returns perspective projection matrix
|
||||
RMDEF Matrix MatrixOrtho(double left, double right, double bottom, double top, double near, double far); // Returns orthographic projection matrix
|
||||
RMDEF Matrix MatrixLookAt(Vector3 position, Vector3 target, Vector3 up); // Returns camera look-at matrix (view matrix)
|
||||
RMDEF void PrintMatrix(Matrix m); // Print matrix utility
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Functions Declaration to work with Quaternions
|
||||
@ -178,9 +177,7 @@ RMDEF void QuaternionTransform(Quaternion *q, Matrix mat); // Transfo
|
||||
|
||||
#if defined(RAYMATH_IMPLEMENTATION) || defined(RAYMATH_EXTERN_INLINE)
|
||||
|
||||
#include <stdio.h> // Used only on PrintMatrix()
|
||||
#include <math.h> // Standard math libary: sin(), cos(), tan()...
|
||||
#include <stdlib.h> // Used for abs()
|
||||
#include <math.h> // Required for: sinf(), cosf(), tan(), fabs()
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Module Functions Definition - Vector3 math
|
||||
@ -342,15 +339,14 @@ RMDEF Vector3 VectorReflect(Vector3 vector, Vector3 normal)
|
||||
return result;
|
||||
}
|
||||
|
||||
// Transforms a Vector3 with a given Matrix
|
||||
// Transforms a Vector3 by a given Matrix
|
||||
// TODO: Review math (matrix transpose required?)
|
||||
RMDEF void VectorTransform(Vector3 *v, Matrix mat)
|
||||
{
|
||||
float x = v->x;
|
||||
float y = v->y;
|
||||
float z = v->z;
|
||||
|
||||
//MatrixTranspose(&mat);
|
||||
|
||||
v->x = mat.m0*x + mat.m4*y + mat.m8*z + mat.m12;
|
||||
v->y = mat.m1*x + mat.m5*y + mat.m9*z + mat.m13;
|
||||
v->z = mat.m2*x + mat.m6*y + mat.m10*z + mat.m14;
|
||||
@ -871,17 +867,6 @@ RMDEF Matrix MatrixLookAt(Vector3 eye, Vector3 target, Vector3 up)
|
||||
return result;
|
||||
}
|
||||
|
||||
// Print matrix utility (for debug)
|
||||
RMDEF void PrintMatrix(Matrix m)
|
||||
{
|
||||
printf("----------------------\n");
|
||||
printf("%2.2f %2.2f %2.2f %2.2f\n", m.m0, m.m4, m.m8, m.m12);
|
||||
printf("%2.2f %2.2f %2.2f %2.2f\n", m.m1, m.m5, m.m9, m.m13);
|
||||
printf("%2.2f %2.2f %2.2f %2.2f\n", m.m2, m.m6, m.m10, m.m14);
|
||||
printf("%2.2f %2.2f %2.2f %2.2f\n", m.m3, m.m7, m.m11, m.m15);
|
||||
printf("----------------------\n");
|
||||
}
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Module Functions Definition - Quaternion math
|
||||
//----------------------------------------------------------------------------------
|
||||
|
@ -48,7 +48,13 @@
|
||||
#ifdef __APPLE__
|
||||
#include <OpenGL/gl3.h> // OpenGL 3 library for OSX
|
||||
#else
|
||||
#include "glad.h" // GLAD library, includes OpenGL headers
|
||||
#define GLAD_IMPLEMENTATION
|
||||
#if defined(RLGL_STANDALONE)
|
||||
#include "glad.h" // GLAD extensions loading library, includes OpenGL headers
|
||||
#else
|
||||
#include "external/glad.h" // GLAD extensions loading library, includes OpenGL headers
|
||||
#endif
|
||||
|
||||
#endif
|
||||
#endif
|
||||
|
||||
@ -62,6 +68,10 @@
|
||||
#include <stdarg.h> // Required for: va_list, va_start(), vfprintf(), va_end() [Used only on TraceLog()]
|
||||
#endif
|
||||
|
||||
#if !defined(GRAPHICS_API_OPENGL_11)
|
||||
#include "standard_shader.h" // Standard shader to embed
|
||||
#endif
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Defines and Macros
|
||||
//----------------------------------------------------------------------------------
|
||||
@ -154,10 +164,6 @@ typedef struct {
|
||||
// TODO: Store draw state -> blending mode, shader
|
||||
} DrawCall;
|
||||
|
||||
#if defined(RLGL_STANDALONE)
|
||||
typedef enum { INFO = 0, ERROR, WARNING, DEBUG, OTHER } TraceLogType;
|
||||
#endif
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Global Variables Definition
|
||||
//----------------------------------------------------------------------------------
|
||||
@ -189,8 +195,9 @@ static bool useTempBuffer = false;
|
||||
|
||||
// Shader Programs
|
||||
static Shader defaultShader;
|
||||
static Shader standardShader;
|
||||
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)
|
||||
@ -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)
|
||||
@ -2569,13 +2585,23 @@ static Shader LoadDefaultShader(void)
|
||||
// - 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;
|
||||
|
||||
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);
|
||||
// Load standard shader (embeded in standard_shader.h)
|
||||
shader.id = LoadShaderProgram(vStandardShaderStr, fStandardShaderStr);
|
||||
|
||||
if (shader.id != 0) LoadDefaultShaderLocations(&shader);
|
||||
if (shader.id != 0)
|
||||
{
|
||||
LoadDefaultShaderLocations(&shader);
|
||||
TraceLog(INFO, "[SHDR ID %i] Standard shader loaded successfully", shader.id);
|
||||
|
||||
standardShaderLoaded = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
TraceLog(WARNING, "[SHDR ID %i] Standard shader could not be loaded, using default shader", shader.id);
|
||||
shader = GetDefaultShader();
|
||||
}
|
||||
|
||||
return shader;
|
||||
}
|
||||
@ -3318,7 +3344,7 @@ static Color *GenNextMipmap(Color *srcData, int srcWidth, int srcHeight)
|
||||
#if defined(RLGL_STANDALONE)
|
||||
// Output a trace log message
|
||||
// NOTE: Expected msgType: (0)Info, (1)Error, (2)Warning
|
||||
static void TraceLog(int msgType, const char *text, ...)
|
||||
void TraceLog(int msgType, const char *text, ...)
|
||||
{
|
||||
va_list args;
|
||||
va_start(args, text);
|
||||
|
@ -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
|
||||
|
394
examples/oculus_glfw_sample/rlgl_standalone_stereo.c
Normal file
394
examples/oculus_glfw_sample/rlgl_standalone_stereo.c
Normal file
@ -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 <GLFW/glfw3.h> // 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();
|
||||
}
|
166
examples/oculus_glfw_sample/standard_shader.h
Normal file
166
examples/oculus_glfw_sample/standard_shader.h
Normal file
@ -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";
|
@ -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)/../..
|
||||
|
12
src/rlgl.c
12
src/rlgl.c
@ -49,7 +49,12 @@
|
||||
#include <OpenGL/gl3.h> // OpenGL 3 library for OSX
|
||||
#else
|
||||
#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);
|
||||
|
@ -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
|
||||
|
Loading…
Reference in New Issue
Block a user