Working on examples...
|
@ -42,6 +42,7 @@ Thumbs.db
|
|||
*.sbr
|
||||
*.sdf
|
||||
obj/
|
||||
[Rr]elease/
|
||||
[Rr]elease.win32/
|
||||
_ReSharper*/
|
||||
[Tt]est[Rr]esult*
|
||||
|
|
|
@ -238,15 +238,12 @@ EXAMPLES = \
|
|||
textures_srcrec_dstrec \
|
||||
textures_to_image \
|
||||
textures_raw_data \
|
||||
textures_formats_loading \
|
||||
textures_particles_trail_blending \
|
||||
textures_image_processing \
|
||||
textures_image_drawing \
|
||||
text_sprite_fonts \
|
||||
text_bmfont_ttf \
|
||||
text_rbmf_fonts \
|
||||
text_format_text \
|
||||
text_font_select \
|
||||
text_writing_anim \
|
||||
text_ttf_loading \
|
||||
text_bmfont_unordered \
|
||||
|
|
|
@ -238,15 +238,12 @@ EXAMPLES = \
|
|||
textures/textures_srcrec_dstrec \
|
||||
textures/textures_to_image \
|
||||
textures/textures_raw_data \
|
||||
textures/textures_formats_loading \
|
||||
textures/textures_particles_trail_blending \
|
||||
textures/textures_image_processing \
|
||||
textures/textures_image_drawing \
|
||||
text/text_sprite_fonts \
|
||||
text/text_bmfont_ttf \
|
||||
text/text_rbmf_fonts \
|
||||
text/text_format_text \
|
||||
text/text_font_select \
|
||||
text/text_writing_anim \
|
||||
text/text_ttf_loading \
|
||||
text/text_bmfont_unordered \
|
||||
|
@ -261,7 +258,6 @@ EXAMPLES = \
|
|||
shaders/shaders_shapes_textures \
|
||||
shaders/shaders_custom_uniform \
|
||||
shaders/shaders_postprocessing \
|
||||
shaders/shaders_standard_lighting \
|
||||
audio/audio_sound_loading \
|
||||
audio/audio_music_stream \
|
||||
audio/audio_module_playing \
|
||||
|
@ -303,11 +299,7 @@ core/core_mouse_wheel: core/core_mouse_wheel.c
|
|||
|
||||
# compile [core] example - gamepad input
|
||||
core/core_input_gamepad: core/core_input_gamepad.c
|
||||
ifeq ($(PLATFORM), $(filter $(PLATFORM),PLATFORM_DESKTOP PLATFORM_RPI))
|
||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
|
||||
else
|
||||
@echo core_input_gamepad: Example not supported on PLATFORM_ANDROID or PLATFORM_WEB
|
||||
endif
|
||||
|
||||
# compile [core] example - generate random values
|
||||
core/core_random_values: core/core_random_values.c
|
||||
|
@ -405,14 +397,6 @@ textures/textures_to_image: textures/textures_to_image.c
|
|||
textures/textures_raw_data: textures/textures_raw_data.c
|
||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
|
||||
|
||||
# compile [textures] example - texture formats loading
|
||||
textures/textures_formats_loading: textures/textures_formats_loading.c
|
||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
|
||||
|
||||
# compile [textures] example - texture particles trail blending
|
||||
textures/textures_particles_trail_blending: textures/textures_particles_trail_blending.c
|
||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
|
||||
|
||||
# compile [textures] example - texture image processing
|
||||
textures/textures_image_processing: textures/textures_image_processing.c
|
||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
|
||||
|
@ -437,10 +421,6 @@ text/text_rbmf_fonts: text/text_rbmf_fonts.c
|
|||
text/text_format_text: text/text_format_text.c
|
||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
|
||||
|
||||
# compile [text] example - font selection program
|
||||
text/text_font_select: text/text_font_select.c
|
||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
|
||||
|
||||
# compile [text] example - text writing animation
|
||||
text/text_writing_anim: text/text_writing_anim.c
|
||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
|
||||
|
@ -501,10 +481,6 @@ shaders/shaders_custom_uniform: shaders/shaders_custom_uniform.c
|
|||
shaders/shaders_postprocessing: shaders/shaders_postprocessing.c
|
||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
|
||||
|
||||
# compile [shaders] example - standard lighting
|
||||
shaders/shaders_standard_lighting: shaders/shaders_standard_lighting.c
|
||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
|
||||
|
||||
# compile [audio] example - sound loading and playing (WAV and OGG)
|
||||
audio/audio_sound_loading: audio/audio_sound_loading.c
|
||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
|
||||
|
|
|
@ -52,7 +52,7 @@ int main()
|
|||
circles[i].color = colors[GetRandomValue(0, 13)];
|
||||
}
|
||||
|
||||
Music xm = LoadMusicStream("resources/audio/mini1111.xm");
|
||||
Music xm = LoadMusicStream("resources/mini1111.xm");
|
||||
|
||||
PlayMusicStream(xm);
|
||||
|
||||
|
|
|
@ -24,7 +24,7 @@ int main()
|
|||
|
||||
InitAudioDevice(); // Initialize audio device
|
||||
|
||||
Music music = LoadMusicStream("resources/audio/guitar_noodling.ogg");
|
||||
Music music = LoadMusicStream("resources/guitar_noodling.ogg");
|
||||
|
||||
PlayMusicStream(music);
|
||||
|
||||
|
|
|
@ -24,8 +24,8 @@ int main()
|
|||
|
||||
InitAudioDevice(); // Initialize audio device
|
||||
|
||||
Sound fxWav = LoadSound("resources/audio/sound.wav"); // Load WAV audio file
|
||||
Sound fxOgg = LoadSound("resources/audio/tanatana.ogg"); // Load OGG audio file
|
||||
Sound fxWav = LoadSound("resources/sound.wav"); // Load WAV audio file
|
||||
Sound fxOgg = LoadSound("resources/tanatana.ogg"); // Load OGG audio file
|
||||
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
|
|
@ -11,7 +11,7 @@
|
|||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
#include "../src/raymath.h"
|
||||
#include "raymath.h"
|
||||
|
||||
#include <stdio.h>
|
||||
#include <float.h>
|
||||
|
@ -28,19 +28,19 @@ int main()
|
|||
|
||||
// Define the camera to look into our 3d world
|
||||
Camera camera;
|
||||
camera.position = (Vector3){ 10.0f, 8.0f, 10.0f }; // Camera position
|
||||
camera.position = (Vector3){ 10.0f, 8.0f, 10.0f }; // Camera position
|
||||
camera.target = (Vector3){ 0.0f, 2.3f, 0.0f }; // Camera looking at point
|
||||
camera.up = (Vector3){ 0.0f, 1.6f, 0.0f }; // Camera up vector (rotation towards target)
|
||||
camera.fovy = 45.0f; // Camera field-of-view Y
|
||||
|
||||
Ray ray; // Picking line ray
|
||||
|
||||
Model tower = LoadModel("resources/model/lowpoly-tower.obj"); // Load OBJ model
|
||||
Texture2D texture = LoadTexture("resources/model/lowpoly-tower.png"); // Load model texture
|
||||
tower.material.texDiffuse = texture; // Set model diffuse texture
|
||||
Model tower = LoadModel("resources/tower.obj"); // Load OBJ model
|
||||
Texture2D texture = LoadTexture("resources/tower.png"); // Load model texture
|
||||
tower.material.texDiffuse = texture; // Set model diffuse texture
|
||||
|
||||
Vector3 towerPos = { 0.0f, 0.0f, 0.0f }; // Set model position
|
||||
BoundingBox towerBBox = CalculateBoundingBox( tower.mesh );
|
||||
Vector3 towerPos = { 0.0f, 0.0f, 0.0f }; // Set model position
|
||||
BoundingBox towerBBox = CalculateBoundingBox(tower.mesh);
|
||||
bool hitMeshBBox = false;
|
||||
bool hitTriangle = false;
|
||||
|
||||
|
@ -187,7 +187,10 @@ int main()
|
|||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
UnloadModel(tower); // Unload model
|
||||
UnloadTexture(texture); // Unload texture
|
||||
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
|
|
Before Width: | Height: | Size: 24 KiB After Width: | Height: | Size: 24 KiB |
|
@ -84,43 +84,43 @@ int main()
|
|||
|
||||
Texture2D sonic[NUM_TEXTURES];
|
||||
|
||||
sonic[PNG_R8G8B8A8] = LoadTexture("resources/texture_formats/sonic.png");
|
||||
|
||||
sonic[PNG_R8G8B8A8] = LoadTexture("resources/formats/sonic.png");
|
||||
|
||||
// Load UNCOMPRESSED PVR texture data
|
||||
sonic[PVR_GRAYSCALE] = LoadTexture("resources/texture_formats/sonic_GRAYSCALE.pvr");
|
||||
sonic[PVR_GRAY_ALPHA] = LoadTexture("resources/texture_formats/sonic_L8A8.pvr");
|
||||
sonic[PVR_R5G6B5] = LoadTexture("resources/texture_formats/sonic_R5G6B5.pvr");
|
||||
sonic[PVR_R5G5B5A1] = LoadTexture("resources/texture_formats/sonic_R5G5B5A1.pvr");
|
||||
sonic[PVR_R4G4B4A4] = LoadTexture("resources/texture_formats/sonic_R4G4B4A4.pvr");
|
||||
sonic[PVR_GRAYSCALE] = LoadTexture("resources/formats/sonic_GRAYSCALE.pvr");
|
||||
sonic[PVR_GRAY_ALPHA] = LoadTexture("resources/formats/sonic_L8A8.pvr");
|
||||
sonic[PVR_R5G6B5] = LoadTexture("resources/formats/sonic_R5G6B5.pvr");
|
||||
sonic[PVR_R5G5B5A1] = LoadTexture("resources/formats/sonic_R5G5B5A1.pvr");
|
||||
sonic[PVR_R4G4B4A4] = LoadTexture("resources/formats/sonic_R4G4B4A4.pvr");
|
||||
|
||||
// Load UNCOMPRESSED DDS texture data
|
||||
sonic[DDS_R5G6B5] = LoadTexture("resources/texture_formats/sonic_R5G6B5.dds");
|
||||
sonic[DDS_R5G5B5A1] = LoadTexture("resources/texture_formats/sonic_A1R5G5B5.dds");
|
||||
sonic[DDS_R4G4B4A4] = LoadTexture("resources/texture_formats/sonic_A4R4G4B4.dds");
|
||||
sonic[DDS_R8G8B8A8] = LoadTexture("resources/texture_formats/sonic_A8R8G8B8.dds");
|
||||
sonic[DDS_R5G6B5] = LoadTexture("resources/formats/sonic_R5G6B5.dds");
|
||||
sonic[DDS_R5G5B5A1] = LoadTexture("resources/formats/sonic_A1R5G5B5.dds");
|
||||
sonic[DDS_R4G4B4A4] = LoadTexture("resources/formats/sonic_A4R4G4B4.dds");
|
||||
sonic[DDS_R8G8B8A8] = LoadTexture("resources/formats/sonic_A8R8G8B8.dds");
|
||||
|
||||
// Load COMPRESSED DXT DDS texture data (if supported)
|
||||
sonic[DDS_DXT1_RGB] = LoadTexture("resources/texture_formats/sonic_DXT1_RGB.dds");
|
||||
sonic[DDS_DXT1_RGBA] = LoadTexture("resources/texture_formats/sonic_DXT1_RGBA.dds");
|
||||
sonic[DDS_DXT3_RGBA] = LoadTexture("resources/texture_formats/sonic_DXT3_RGBA.dds");
|
||||
sonic[DDS_DXT5_RGBA] = LoadTexture("resources/texture_formats/sonic_DXT5_RGBA.dds");
|
||||
sonic[DDS_DXT1_RGB] = LoadTexture("resources/formats/sonic_DXT1_RGB.dds");
|
||||
sonic[DDS_DXT1_RGBA] = LoadTexture("resources/formats/sonic_DXT1_RGBA.dds");
|
||||
sonic[DDS_DXT3_RGBA] = LoadTexture("resources/formats/sonic_DXT3_RGBA.dds");
|
||||
sonic[DDS_DXT5_RGBA] = LoadTexture("resources/formats/sonic_DXT5_RGBA.dds");
|
||||
|
||||
// Load COMPRESSED ETC texture data (if supported)
|
||||
sonic[PKM_ETC1_RGB] = LoadTexture("resources/texture_formats/sonic_ETC1_RGB.pkm");
|
||||
sonic[PKM_ETC2_RGB] = LoadTexture("resources/texture_formats/sonic_ETC2_RGB.pkm");
|
||||
sonic[PKM_ETC2_EAC_RGBA] = LoadTexture("resources/texture_formats/sonic_ETC2_EAC_RGBA.pkm");
|
||||
sonic[PKM_ETC1_RGB] = LoadTexture("resources/formats/sonic_ETC1_RGB.pkm");
|
||||
sonic[PKM_ETC2_RGB] = LoadTexture("resources/formats/sonic_ETC2_RGB.pkm");
|
||||
sonic[PKM_ETC2_EAC_RGBA] = LoadTexture("resources/formats/sonic_ETC2_EAC_RGBA.pkm");
|
||||
|
||||
sonic[KTX_ETC1_RGB] = LoadTexture("resources/texture_formats/sonic_ETC1_RGB.ktx");
|
||||
sonic[KTX_ETC2_RGB] = LoadTexture("resources/texture_formats/sonic_ETC2_RGB.ktx");
|
||||
sonic[KTX_ETC2_EAC_RGBA] = LoadTexture("resources/texture_formats/sonic_ETC2_EAC_RGBA.ktx");
|
||||
sonic[KTX_ETC1_RGB] = LoadTexture("resources/formats/sonic_ETC1_RGB.ktx");
|
||||
sonic[KTX_ETC2_RGB] = LoadTexture("resources/formats/sonic_ETC2_RGB.ktx");
|
||||
sonic[KTX_ETC2_EAC_RGBA] = LoadTexture("resources/formats/sonic_ETC2_EAC_RGBA.ktx");
|
||||
|
||||
// Load COMPRESSED ASTC texture data (if supported)
|
||||
sonic[ASTC_4x4_LDR] = LoadTexture("resources/texture_formats/sonic_ASTC_4x4_ldr.astc");
|
||||
sonic[ASTC_8x8_LDR] = LoadTexture("resources/texture_formats/sonic_ASTC_8x8_ldr.astc");
|
||||
sonic[ASTC_4x4_LDR] = LoadTexture("resources/formats/sonic_ASTC_4x4_ldr.astc");
|
||||
sonic[ASTC_8x8_LDR] = LoadTexture("resources/formats/sonic_ASTC_8x8_ldr.astc");
|
||||
|
||||
// Load COMPRESSED PVR texture data (if supported)
|
||||
sonic[PVR_PVRT_RGB] = LoadTexture("resources/texture_formats/sonic_PVRT_RGB.pvr");
|
||||
sonic[PVR_PVRT_RGBA] = LoadTexture("resources/texture_formats/sonic_PVRT_RGBA.pvr");
|
||||
sonic[PVR_PVRT_RGB] = LoadTexture("resources/formats/sonic_PVRT_RGB.pvr");
|
||||
sonic[PVR_PVRT_RGBA] = LoadTexture("resources/formats/sonic_PVRT_RGBA.pvr");
|
||||
|
||||
int selectedFormat = PNG_R8G8B8A8;
|
||||
|
|
@ -0,0 +1,538 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [core] example - Oculus Rift CV1
|
||||
*
|
||||
* Compile example using:
|
||||
* gcc -o $(NAME_PART).exe $(FILE_NAME) -I..\src\external -I..\src\external\OculusSDK\LibOVR\Include /
|
||||
* -L. -L..\src\external\OculusSDK\LibOVR -lLibOVRRT32_1 -lraylib -lglfw3 -lopengl32 -lgdi32 -std=c99 /
|
||||
* -Wl,-allow-multiple-definition
|
||||
*
|
||||
* #define SUPPORT_OCULUS_RIFT_CV1 / RLGL_OCULUS_SUPPORT
|
||||
* Enable Oculus Rift CV1 functionality
|
||||
*
|
||||
* 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) 2016 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
|
||||
#include "glad.h" // Required for: OpenGL types and functions declarations
|
||||
#include "raymath.h" // Required for: Vector3, Quaternion and Matrix functionality
|
||||
|
||||
#include <string.h> // Required for: memset()
|
||||
#include <stdlib.h> // Required for: exit()
|
||||
#include <stdio.h> // required for: vfprintf()
|
||||
#include <stdarg.h> // Required for: va_list, va_start(), vfprintf(), va_end()
|
||||
|
||||
#define RLGL_OCULUS_SUPPORT // Enable Oculus Rift code
|
||||
#if defined(RLGL_OCULUS_SUPPORT)
|
||||
#include "OVR_CAPI_GL.h" // Oculus SDK for OpenGL
|
||||
#endif
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Defines and Macros
|
||||
//----------------------------------------------------------------------------------
|
||||
// ...
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Types and Structures Definition
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// TraceLog message types
|
||||
typedef enum { INFO = 0, ERROR, WARNING, DEBUG, OTHER } TraceLogType;
|
||||
|
||||
#if defined(RLGL_OCULUS_SUPPORT)
|
||||
// Oculus buffer type
|
||||
typedef struct OculusBuffer {
|
||||
ovrTextureSwapChain textureChain;
|
||||
GLuint depthId;
|
||||
GLuint fboId;
|
||||
int width;
|
||||
int height;
|
||||
} OculusBuffer;
|
||||
|
||||
// Oculus mirror texture type
|
||||
typedef struct OculusMirror {
|
||||
ovrMirrorTexture texture;
|
||||
GLuint fboId;
|
||||
int width;
|
||||
int height;
|
||||
} OculusMirror;
|
||||
|
||||
// Oculus layer type
|
||||
typedef struct OculusLayer {
|
||||
ovrViewScaleDesc viewScaleDesc;
|
||||
ovrLayerEyeFov eyeLayer; // layer 0
|
||||
//ovrLayerQuad quadLayer; // TODO: layer 1: '2D' quad for GUI
|
||||
Matrix eyeProjections[2];
|
||||
int width;
|
||||
int height;
|
||||
} OculusLayer;
|
||||
#endif
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Global Variables Definition
|
||||
//----------------------------------------------------------------------------------
|
||||
#if defined(RLGL_OCULUS_SUPPORT)
|
||||
// OVR device variables
|
||||
static ovrSession session; // Oculus session (pointer to ovrHmdStruct)
|
||||
static ovrHmdDesc hmdDesc; // Oculus device descriptor parameters
|
||||
static ovrGraphicsLuid luid; // Oculus locally unique identifier for the program (64 bit)
|
||||
static OculusLayer layer; // Oculus drawing layer (similar to photoshop)
|
||||
static OculusBuffer buffer; // Oculus internal buffers (texture chain and fbo)
|
||||
static OculusMirror mirror; // Oculus mirror texture and fbo
|
||||
static unsigned int frameIndex = 0; // Oculus frames counter, used to discard frames from chain
|
||||
#endif
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Module specific Functions Declaration
|
||||
//----------------------------------------------------------------------------------
|
||||
#if defined(RLGL_OCULUS_SUPPORT)
|
||||
static bool InitOculusDevice(void); // Initialize Oculus device (returns true if success)
|
||||
static void CloseOculusDevice(void); // Close Oculus device
|
||||
static void UpdateOculusTracking(Camera *camera); // Update Oculus head position-orientation tracking
|
||||
static void BeginOculusDrawing(void); // Setup Oculus buffers for drawing
|
||||
static void EndOculusDrawing(void); // Finish Oculus drawing and blit framebuffer to mirror
|
||||
|
||||
static OculusBuffer LoadOculusBuffer(ovrSession session, int width, int height); // Load Oculus required buffers
|
||||
static void UnloadOculusBuffer(ovrSession session, OculusBuffer buffer); // Unload texture required buffers
|
||||
static OculusMirror LoadOculusMirror(ovrSession session, int width, int height); // Load Oculus mirror buffers
|
||||
static void UnloadOculusMirror(ovrSession session, OculusMirror mirror); // Unload Oculus mirror buffers
|
||||
static void BlitOculusMirror(ovrSession session, OculusMirror mirror); // Copy Oculus screen buffer to mirror texture
|
||||
static OculusLayer InitOculusLayer(ovrSession session); // Init Oculus layer (similar to photoshop)
|
||||
static Matrix FromOvrMatrix(ovrMatrix4f ovrM); // Convert from Oculus ovrMatrix4f struct to raymath Matrix struct
|
||||
#endif
|
||||
|
||||
static void TraceLog(int msgType, const char *text, ...);
|
||||
|
||||
int main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
int screenWidth = 1080;
|
||||
int screenHeight = 600;
|
||||
|
||||
// NOTE: screenWidth/screenHeight should match VR device aspect ratio
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - oculus rift");
|
||||
|
||||
bool vrDeviceReady = InitOculusDevice(); // Init VR device Oculus Rift CV1
|
||||
|
||||
if (!vrDeviceReady) InitVrSimulator(HMD_OCULUS_RIFT_CV1); // Init VR simulator if device fails
|
||||
|
||||
// Define the camera to look into our 3d world
|
||||
Camera camera;
|
||||
camera.position = (Vector3){ 5.0f, 2.0f, 5.0f }; // Camera position
|
||||
camera.target = (Vector3){ 0.0f, 2.0f, 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
|
||||
|
||||
Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
|
||||
|
||||
SetCameraMode(camera, CAMERA_FIRST_PERSON); // Set first person camera mode
|
||||
|
||||
SetTargetFPS(90); // Set our game to run at 90 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
if (!vrDeviceReady) UpdateCamera(&camera); // Update camera (simulator mode)
|
||||
else UpdateOculusTracking(&camera); // Update camera with device tracking data
|
||||
|
||||
if (IsKeyPressed(KEY_SPACE)) ToggleVrMode(); // Toggle VR mode
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
if (vrDeviceReady) BeginOculusDrawing();
|
||||
else BeginVrDrawing();
|
||||
|
||||
Begin3dMode(camera);
|
||||
|
||||
DrawCube(cubePosition, 2.0f, 2.0f, 2.0f, RED);
|
||||
DrawCubeWires(cubePosition, 2.0f, 2.0f, 2.0f, MAROON);
|
||||
|
||||
DrawGrid(40, 1.0f);
|
||||
|
||||
End3dMode();
|
||||
|
||||
if (vrDeviceReady) EndOculusDrawing();
|
||||
else EndVrDrawing();
|
||||
|
||||
DrawFPS(10, 10);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
if (vrDeviceReady) CloseOculusDevice();
|
||||
else CloseVrSimulator();
|
||||
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Module specific Functions Definition
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
#if defined(RLGL_OCULUS_SUPPORT)
|
||||
// Set internal projection and modelview matrix depending on eyes tracking data
|
||||
static void SetStereoView(int eye, Matrix matProjection, Matrix matModelView)
|
||||
{
|
||||
Matrix eyeProjection = matProjection;
|
||||
Matrix eyeModelView = matModelView;
|
||||
|
||||
glViewport(layer.eyeLayer.Viewport[eye].Pos.x, layer.eyeLayer.Viewport[eye].Pos.y,
|
||||
layer.eyeLayer.Viewport[eye].Size.w, layer.eyeLayer.Viewport[eye].Size.h);
|
||||
|
||||
Quaternion eyeRenderPose = (Quaternion){ layer.eyeLayer.RenderPose[eye].Orientation.x,
|
||||
layer.eyeLayer.RenderPose[eye].Orientation.y,
|
||||
layer.eyeLayer.RenderPose[eye].Orientation.z,
|
||||
layer.eyeLayer.RenderPose[eye].Orientation.w };
|
||||
QuaternionInvert(&eyeRenderPose);
|
||||
Matrix eyeOrientation = QuaternionToMatrix(eyeRenderPose);
|
||||
Matrix eyeTranslation = MatrixTranslate(-layer.eyeLayer.RenderPose[eye].Position.x,
|
||||
-layer.eyeLayer.RenderPose[eye].Position.y,
|
||||
-layer.eyeLayer.RenderPose[eye].Position.z);
|
||||
|
||||
Matrix eyeView = MatrixMultiply(eyeTranslation, eyeOrientation); // Matrix containing eye-head movement
|
||||
eyeModelView = MatrixMultiply(matModelView, eyeView); // Combine internal camera matrix (modelview) wih eye-head movement
|
||||
|
||||
eyeProjection = layer.eyeProjections[eye];
|
||||
}
|
||||
|
||||
// Initialize Oculus device (returns true if success)
|
||||
static bool InitOculusDevice(void)
|
||||
{
|
||||
bool oculusReady = false;
|
||||
|
||||
ovrResult result = ovr_Initialize(NULL);
|
||||
|
||||
if (OVR_FAILURE(result)) TraceLog(WARNING, "OVR: Could not initialize Oculus device");
|
||||
else
|
||||
{
|
||||
result = ovr_Create(&session, &luid);
|
||||
if (OVR_FAILURE(result))
|
||||
{
|
||||
TraceLog(WARNING, "OVR: Could not create Oculus session");
|
||||
ovr_Shutdown();
|
||||
}
|
||||
else
|
||||
{
|
||||
hmdDesc = ovr_GetHmdDesc(session);
|
||||
|
||||
TraceLog(INFO, "OVR: Product Name: %s", hmdDesc.ProductName);
|
||||
TraceLog(INFO, "OVR: Manufacturer: %s", hmdDesc.Manufacturer);
|
||||
TraceLog(INFO, "OVR: Product ID: %i", hmdDesc.ProductId);
|
||||
TraceLog(INFO, "OVR: Product Type: %i", hmdDesc.Type);
|
||||
//TraceLog(INFO, "OVR: Serial Number: %s", hmdDesc.SerialNumber);
|
||||
TraceLog(INFO, "OVR: Resolution: %ix%i", hmdDesc.Resolution.w, hmdDesc.Resolution.h);
|
||||
|
||||
// NOTE: Oculus mirror is set to defined screenWidth and screenHeight...
|
||||
// ...ideally, it should be (hmdDesc.Resolution.w/2, hmdDesc.Resolution.h/2)
|
||||
|
||||
// Initialize Oculus Buffers
|
||||
layer = InitOculusLayer(session);
|
||||
buffer = LoadOculusBuffer(session, layer.width, layer.height);
|
||||
mirror = LoadOculusMirror(session, hmdDesc.Resolution.w/2, hmdDesc.Resolution.h/2); // NOTE: hardcoded...
|
||||
layer.eyeLayer.ColorTexture[0] = buffer.textureChain; //SetOculusLayerTexture(eyeLayer, buffer.textureChain);
|
||||
|
||||
// Recenter OVR tracking origin
|
||||
ovr_RecenterTrackingOrigin(session);
|
||||
|
||||
oculusReady = true;
|
||||
}
|
||||
}
|
||||
|
||||
return oculusReady;
|
||||
}
|
||||
|
||||
// Close Oculus device (and unload buffers)
|
||||
static void CloseOculusDevice(void)
|
||||
{
|
||||
UnloadOculusMirror(session, mirror); // Unload Oculus mirror buffer
|
||||
UnloadOculusBuffer(session, buffer); // Unload Oculus texture buffers
|
||||
|
||||
ovr_Destroy(session); // Free Oculus session data
|
||||
ovr_Shutdown(); // Close Oculus device connection
|
||||
}
|
||||
|
||||
// Update Oculus head position-orientation tracking
|
||||
static void UpdateOculusTracking(Camera *camera)
|
||||
{
|
||||
frameIndex++;
|
||||
|
||||
ovrPosef eyePoses[2];
|
||||
ovr_GetEyePoses(session, frameIndex, ovrTrue, layer.viewScaleDesc.HmdToEyeOffset, eyePoses, &layer.eyeLayer.SensorSampleTime);
|
||||
|
||||
layer.eyeLayer.RenderPose[0] = eyePoses[0];
|
||||
layer.eyeLayer.RenderPose[1] = eyePoses[1];
|
||||
|
||||
// TODO: Update external camera with eyePoses data (position, orientation)
|
||||
// NOTE: We can simplify to simple camera if we consider IPD and HMD device configuration again later
|
||||
// it will be useful for the user to draw, lets say, billboards oriented to camera
|
||||
|
||||
// Get session status information
|
||||
ovrSessionStatus sessionStatus;
|
||||
ovr_GetSessionStatus(session, &sessionStatus);
|
||||
|
||||
if (sessionStatus.ShouldQuit) TraceLog(WARNING, "OVR: Session should quit...");
|
||||
if (sessionStatus.ShouldRecenter) ovr_RecenterTrackingOrigin(session);
|
||||
//if (sessionStatus.HmdPresent) // HMD is present.
|
||||
//if (sessionStatus.DisplayLost) // HMD was unplugged or the display driver was manually disabled or encountered a TDR.
|
||||
//if (sessionStatus.HmdMounted) // HMD is on the user's head.
|
||||
//if (sessionStatus.IsVisible) // the game or experience has VR focus and is visible in the HMD.
|
||||
}
|
||||
|
||||
// Setup Oculus buffers for drawing
|
||||
static void BeginOculusDrawing(void)
|
||||
{
|
||||
GLuint currentTexId;
|
||||
int currentIndex;
|
||||
|
||||
ovr_GetTextureSwapChainCurrentIndex(session, buffer.textureChain, ¤tIndex);
|
||||
ovr_GetTextureSwapChainBufferGL(session, buffer.textureChain, currentIndex, ¤tTexId);
|
||||
|
||||
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, buffer.fboId);
|
||||
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, currentTexId, 0);
|
||||
//glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, buffer.depthId, 0); // Already binded
|
||||
}
|
||||
|
||||
// Finish Oculus drawing and blit framebuffer to mirror
|
||||
static void EndOculusDrawing(void)
|
||||
{
|
||||
// Unbind current framebuffer (Oculus buffer)
|
||||
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
|
||||
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
|
||||
|
||||
ovr_CommitTextureSwapChain(session, buffer.textureChain);
|
||||
|
||||
ovrLayerHeader *layers = &layer.eyeLayer.Header;
|
||||
ovr_SubmitFrame(session, frameIndex, &layer.viewScaleDesc, &layers, 1);
|
||||
|
||||
// Blit mirror texture to back buffer
|
||||
BlitOculusMirror(session, mirror);
|
||||
}
|
||||
|
||||
// Load Oculus required buffers: texture-swap-chain, fbo, texture-depth
|
||||
static OculusBuffer LoadOculusBuffer(ovrSession session, int width, int height)
|
||||
{
|
||||
OculusBuffer buffer;
|
||||
buffer.width = width;
|
||||
buffer.height = height;
|
||||
|
||||
// Create OVR texture chain
|
||||
ovrTextureSwapChainDesc desc = {};
|
||||
desc.Type = ovrTexture_2D;
|
||||
desc.ArraySize = 1;
|
||||
desc.Width = width;
|
||||
desc.Height = height;
|
||||
desc.MipLevels = 1;
|
||||
desc.Format = OVR_FORMAT_R8G8B8A8_UNORM_SRGB; // Requires glEnable(GL_FRAMEBUFFER_SRGB);
|
||||
desc.SampleCount = 1;
|
||||
desc.StaticImage = ovrFalse;
|
||||
|
||||
ovrResult result = ovr_CreateTextureSwapChainGL(session, &desc, &buffer.textureChain);
|
||||
|
||||
if (!OVR_SUCCESS(result)) TraceLog(WARNING, "OVR: Failed to create swap textures buffer");
|
||||
|
||||
int textureCount = 0;
|
||||
ovr_GetTextureSwapChainLength(session, buffer.textureChain, &textureCount);
|
||||
|
||||
if (!OVR_SUCCESS(result) || !textureCount) TraceLog(WARNING, "OVR: Unable to count swap chain textures");
|
||||
|
||||
for (int i = 0; i < textureCount; ++i)
|
||||
{
|
||||
GLuint chainTexId;
|
||||
ovr_GetTextureSwapChainBufferGL(session, buffer.textureChain, i, &chainTexId);
|
||||
glBindTexture(GL_TEXTURE_2D, chainTexId);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||
}
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
|
||||
/*
|
||||
// Setup framebuffer object (using depth texture)
|
||||
glGenFramebuffers(1, &buffer.fboId);
|
||||
glGenTextures(1, &buffer.depthId);
|
||||
glBindTexture(GL_TEXTURE_2D, buffer.depthId);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT16, buffer.width, buffer.height, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
|
||||
*/
|
||||
|
||||
// Setup framebuffer object (using depth renderbuffer)
|
||||
glGenFramebuffers(1, &buffer.fboId);
|
||||
glGenRenderbuffers(1, &buffer.depthId);
|
||||
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, buffer.fboId);
|
||||
glBindRenderbuffer(GL_RENDERBUFFER, buffer.depthId);
|
||||
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, buffer.width, buffer.height);
|
||||
glBindRenderbuffer(GL_RENDERBUFFER, 0);
|
||||
glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, buffer.depthId);
|
||||
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
|
||||
|
||||
return buffer;
|
||||
}
|
||||
|
||||
// Unload texture required buffers
|
||||
static void UnloadOculusBuffer(ovrSession session, OculusBuffer buffer)
|
||||
{
|
||||
if (buffer.textureChain)
|
||||
{
|
||||
ovr_DestroyTextureSwapChain(session, buffer.textureChain);
|
||||
buffer.textureChain = NULL;
|
||||
}
|
||||
|
||||
if (buffer.depthId != 0) glDeleteTextures(1, &buffer.depthId);
|
||||
if (buffer.fboId != 0) glDeleteFramebuffers(1, &buffer.fboId);
|
||||
}
|
||||
|
||||
// Load Oculus mirror buffers
|
||||
static OculusMirror LoadOculusMirror(ovrSession session, int width, int height)
|
||||
{
|
||||
OculusMirror mirror;
|
||||
mirror.width = width;
|
||||
mirror.height = height;
|
||||
|
||||
ovrMirrorTextureDesc mirrorDesc;
|
||||
memset(&mirrorDesc, 0, sizeof(mirrorDesc));
|
||||
mirrorDesc.Format = OVR_FORMAT_R8G8B8A8_UNORM_SRGB;
|
||||
mirrorDesc.Width = mirror.width;
|
||||
mirrorDesc.Height = mirror.height;
|
||||
|
||||
if (!OVR_SUCCESS(ovr_CreateMirrorTextureGL(session, &mirrorDesc, &mirror.texture))) TraceLog(WARNING, "Could not create mirror texture");
|
||||
|
||||
glGenFramebuffers(1, &mirror.fboId);
|
||||
|
||||
return mirror;
|
||||
}
|
||||
|
||||
// Unload Oculus mirror buffers
|
||||
static void UnloadOculusMirror(ovrSession session, OculusMirror mirror)
|
||||
{
|
||||
if (mirror.fboId != 0) glDeleteFramebuffers(1, &mirror.fboId);
|
||||
if (mirror.texture) ovr_DestroyMirrorTexture(session, mirror.texture);
|
||||
}
|
||||
|
||||
// Copy Oculus screen buffer to mirror texture
|
||||
static void BlitOculusMirror(ovrSession session, OculusMirror mirror)
|
||||
{
|
||||
GLuint mirrorTextureId;
|
||||
|
||||
ovr_GetMirrorTextureBufferGL(session, mirror.texture, &mirrorTextureId);
|
||||
|
||||
glBindFramebuffer(GL_READ_FRAMEBUFFER, mirror.fboId);
|
||||
glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mirrorTextureId, 0);
|
||||
#if defined(GRAPHICS_API_OPENGL_33)
|
||||
// NOTE: glBlitFramebuffer() requires extension: GL_EXT_framebuffer_blit (not available in OpenGL ES 2.0)
|
||||
glBlitFramebuffer(0, 0, mirror.width, mirror.height, 0, mirror.height, mirror.width, 0, GL_COLOR_BUFFER_BIT, GL_NEAREST);
|
||||
#endif
|
||||
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
|
||||
}
|
||||
|
||||
// Init Oculus layer (similar to photoshop)
|
||||
static OculusLayer InitOculusLayer(ovrSession session)
|
||||
{
|
||||
OculusLayer layer = { 0 };
|
||||
|
||||
layer.viewScaleDesc.HmdSpaceToWorldScaleInMeters = 1.0f;
|
||||
|
||||
memset(&layer.eyeLayer, 0, sizeof(ovrLayerEyeFov));
|
||||
layer.eyeLayer.Header.Type = ovrLayerType_EyeFov;
|
||||
layer.eyeLayer.Header.Flags = ovrLayerFlag_TextureOriginAtBottomLeft;
|
||||
|
||||
ovrEyeRenderDesc eyeRenderDescs[2];
|
||||
|
||||
for (int eye = 0; eye < 2; eye++)
|
||||
{
|
||||
eyeRenderDescs[eye] = ovr_GetRenderDesc(session, eye, hmdDesc.DefaultEyeFov[eye]);
|
||||
ovrMatrix4f ovrPerspectiveProjection = ovrMatrix4f_Projection(eyeRenderDescs[eye].Fov, 0.01f, 10000.0f, ovrProjection_None); //ovrProjection_ClipRangeOpenGL);
|
||||
layer.eyeProjections[eye] = FromOvrMatrix(ovrPerspectiveProjection); // NOTE: struct ovrMatrix4f { float M[4][4] } --> struct Matrix
|
||||
|
||||
layer.viewScaleDesc.HmdToEyeOffset[eye] = eyeRenderDescs[eye].HmdToEyeOffset;
|
||||
layer.eyeLayer.Fov[eye] = eyeRenderDescs[eye].Fov;
|
||||
|
||||
ovrSizei eyeSize = ovr_GetFovTextureSize(session, eye, layer.eyeLayer.Fov[eye], 1.0f);
|
||||
layer.eyeLayer.Viewport[eye].Size = eyeSize;
|
||||
layer.eyeLayer.Viewport[eye].Pos.x = layer.width;
|
||||
layer.eyeLayer.Viewport[eye].Pos.y = 0;
|
||||
|
||||
layer.height = eyeSize.h; //std::max(renderTargetSize.y, (uint32_t)eyeSize.h);
|
||||
layer.width += eyeSize.w;
|
||||
}
|
||||
|
||||
return layer;
|
||||
}
|
||||
|
||||
// Convert from Oculus ovrMatrix4f struct to raymath Matrix struct
|
||||
static Matrix FromOvrMatrix(ovrMatrix4f ovrmat)
|
||||
{
|
||||
Matrix rmat;
|
||||
|
||||
rmat.m0 = ovrmat.M[0][0];
|
||||
rmat.m1 = ovrmat.M[1][0];
|
||||
rmat.m2 = ovrmat.M[2][0];
|
||||
rmat.m3 = ovrmat.M[3][0];
|
||||
rmat.m4 = ovrmat.M[0][1];
|
||||
rmat.m5 = ovrmat.M[1][1];
|
||||
rmat.m6 = ovrmat.M[2][1];
|
||||
rmat.m7 = ovrmat.M[3][1];
|
||||
rmat.m8 = ovrmat.M[0][2];
|
||||
rmat.m9 = ovrmat.M[1][2];
|
||||
rmat.m10 = ovrmat.M[2][2];
|
||||
rmat.m11 = ovrmat.M[3][2];
|
||||
rmat.m12 = ovrmat.M[0][3];
|
||||
rmat.m13 = ovrmat.M[1][3];
|
||||
rmat.m14 = ovrmat.M[2][3];
|
||||
rmat.m15 = ovrmat.M[3][3];
|
||||
|
||||
MatrixTranspose(&rmat);
|
||||
|
||||
return rmat;
|
||||
}
|
||||
#endif
|
||||
|
||||
// Output a trace log message
|
||||
// NOTE: Expected msgType: (0)Info, (1)Error, (2)Warning
|
||||
static void TraceLog(int msgType, const char *text, ...)
|
||||
{
|
||||
va_list args;
|
||||
va_start(args, text);
|
||||
|
||||
switch (msgType)
|
||||
{
|
||||
case INFO: fprintf(stdout, "INFO: "); break;
|
||||
case ERROR: fprintf(stdout, "ERROR: "); break;
|
||||
case WARNING: fprintf(stdout, "WARNING: "); break;
|
||||
case DEBUG: fprintf(stdout, "DEBUG: "); break;
|
||||
default: break;
|
||||
}
|
||||
|
||||
vfprintf(stdout, text, args);
|
||||
fprintf(stdout, "\n");
|
||||
|
||||
va_end(args);
|
||||
|
||||
if (msgType == ERROR) exit(1);
|
||||
}
|
||||
|
Before Width: | Height: | Size: 114 KiB After Width: | Height: | Size: 114 KiB |
|
@ -1,393 +0,0 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [rlgl] example - Oculus minimum sample
|
||||
*
|
||||
* 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 -DRLGL_OCULUS_SUPPORT
|
||||
*
|
||||
* NOTE 1: rlgl module requires the following header-only files:
|
||||
* external/glad.h - OpenGL extensions loader (stripped to only required extensions)
|
||||
* shader_standard.h - Standard shader for materials and lighting
|
||||
* shader_distortion.h - Distortion shader for VR
|
||||
* raymath.h - Vector and matrix math functions
|
||||
*
|
||||
* NOTE 2: rlgl requires LibOVR (Oculus PC SDK) to support Oculus Rift CV1
|
||||
*
|
||||
* Compile example using:
|
||||
* gcc -o rlgl_oculus_rift.exe rlgl_oculus_rift.c rlgl.o -L. -lLibOVRRT32_1 -lglfw3 -lopengl32 -lgdi32 -std=c99
|
||||
*
|
||||
* NOTE: Example must be linked against LibOVRRT32_1.dll that comes with Oculus Rift runtime.
|
||||
*
|
||||
* 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 <stdlib.h>
|
||||
#include <stdarg.h>
|
||||
#include <stdio.h>
|
||||
#include <string.h>
|
||||
#include <math.h>
|
||||
|
||||
#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 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
|
||||
//--------------------------------------------------------------------------------------
|
||||
int screenWidth = 1080; // Mirror screen width (set to hmdDesc.Resolution.w/2)
|
||||
int screenHeight = 600; // Mirror screen height (set to hmdDesc.Resolution.h/2)
|
||||
|
||||
// NOTE: Mirror screen size can be set to any desired resolution!
|
||||
|
||||
// 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 oculus rift", NULL, NULL);
|
||||
|
||||
if (!window)
|
||||
{
|
||||
glfwTerminate();
|
||||
return 2;
|
||||
}
|
||||
else TraceLog(INFO, "GLFW3: Window created successfully");
|
||||
|
||||
glfwSetKeyCallback(window, KeyCallback);
|
||||
|
||||
glfwMakeContextCurrent(window);
|
||||
glfwSwapInterval(0);
|
||||
|
||||
// Load OpenGL 3.3 supported extensions
|
||||
rlglLoadExtensions(glfwGetProcAddress);
|
||||
//--------------------------------------------------------
|
||||
|
||||
// Initialize OpenGL context (states and resources)
|
||||
rlglInit(screenWidth, screenHeight);
|
||||
|
||||
rlClearColor(245, 245, 245, 255); // Define clear color
|
||||
rlEnableDepthTest(); // Enable DEPTH_TEST for 3D
|
||||
|
||||
// Define custom camera to initialize projection and view matrices
|
||||
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 = 45.0f; // Camera field-of-view Y
|
||||
|
||||
// Initialize viewport and internal projection/modelview matrices
|
||||
rlViewport(0, 0, screenWidth, screenHeight);
|
||||
rlMatrixMode(RL_PROJECTION); // Switch to PROJECTION matrix
|
||||
rlLoadIdentity(); // Reset current matrix (PROJECTION)
|
||||
|
||||
// Setup perspective projection
|
||||
float aspect = (float)screenWidth/(float)screenHeight;
|
||||
double top = 0.01*tan(camera.fovy*PI/360.0);
|
||||
double right = top*aspect;
|
||||
rlFrustum(-right, right, -top, top, 0.01, 1000.0);
|
||||
|
||||
rlMatrixMode(RL_MODELVIEW); // Switch back to MODELVIEW matrix
|
||||
rlLoadIdentity(); // Reset current matrix (MODELVIEW)
|
||||
|
||||
// Setup Camera view
|
||||
Matrix cameraView = MatrixLookAt(camera.position, camera.target, camera.up);
|
||||
rlMultMatrixf(MatrixToFloat(cameraView)); // Multiply MODELVIEW matrix by view matrix (camera)
|
||||
|
||||
InitOculusDevice(); // Initialize Oculus Rift CV1
|
||||
|
||||
Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!glfwWindowShouldClose(window))
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
UpdateOculusTracking(&camera);
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginOculusDrawing();
|
||||
|
||||
rlClearScreenBuffers(); // Clear current framebuffer(s)
|
||||
|
||||
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();
|
||||
|
||||
EndOculusDrawing();
|
||||
|
||||
glfwSwapBuffers(window);
|
||||
glfwPollEvents();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
CloseOculusDevice(); // Close Oculus device and clear resources
|
||||
|
||||
rlglClose(); // Unload rlgl internal buffers and default shader/texture
|
||||
|
||||
glfwDestroyWindow(window); // Close window
|
||||
glfwTerminate(); // Free GLFW3 resources
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
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();
|
||||
}
|
|
@ -101,7 +101,8 @@ int main()
|
|||
|
||||
Material material;// = LoadStandardMaterial();
|
||||
|
||||
material.shader = LoadShader("resources/shaders/glsl330/standard.vs", "resources/shaders/glsl330/standard.fs");
|
||||
material.shader = LoadShader("resources/shaders/glsl330/standard.vs",
|
||||
"resources/shaders/glsl330/standard.fs");
|
||||
|
||||
// Try to get lights location points (if available)
|
||||
GetShaderLightsLocations(material.shader);
|
|
@ -1,456 +0,0 @@
|
|||
# Blender v2.78 (sub 0) OBJ File: 'lowpoly-tower.blend'
|
||||
# www.blender.org
|
||||
o Grid
|
||||
v -4.000000 0.000000 4.000000
|
||||
v -2.327363 0.000000 4.654725
|
||||
v 0.000000 0.000000 4.654725
|
||||
v 2.327363 0.000000 4.654725
|
||||
v 4.000000 0.000000 4.000000
|
||||
v -4.654725 0.955085 2.327363
|
||||
v -2.000000 0.815050 2.000000
|
||||
v 0.000000 0.476341 2.423448
|
||||
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|
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f 47/115/76 68/109/76 48/116/76
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f 42/65/77 35/111/77 33/66/77
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f 43/70/78 51/110/78 42/65/78
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f 44/69/79 50/112/79 43/70/79
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f 45/72/80 78/114/80 77/73/80
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f 46/117/81 48/116/81 45/75/81
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f 44/69/82 78/114/82 49/113/82
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f 49/113/83 82/107/83 69/118/83
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f 82/107/84 74/105/84 69/118/84
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f 83/100/85 54/92/85 74/105/85
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f 79/93/86 59/119/86 54/92/86
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f 80/86/87 64/82/87 59/119/87
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f 64/120/88 77/73/88 44/69/88
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f 35/12/89 40/62/89 25/13/89
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f 7/2/90 36/32/90 37/15/90
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f 35/12/91 26/14/91 17/19/91
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f 25/13/92 40/62/92 39/29/92
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f 38/30/93 16/23/93 12/10/93
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f 8/5/94 41/63/94 36/32/94
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f 38/30/95 33/20/95 17/19/95
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f 26/34/31 25/38/31 13/37/31
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f 22/40/33 32/52/33 31/41/33
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f 6/43/34 11/47/34 28/44/34
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f 15/46/34 29/50/34 28/44/34
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f 21/42/35 31/41/35 30/48/35
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f 20/49/36 30/48/36 29/50/36
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f 39/29/96 41/63/96 8/5/96
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f 38/64/47 66/68/47 42/65/47
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f 65/67/48 43/70/48 42/65/48
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f 65/67/49 64/120/49 44/69/49
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f 81/71/50 63/121/50 45/72/50
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f 62/74/51 46/117/51 45/75/51
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f 37/77/52 61/81/52 66/78/52
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f 60/80/53 65/83/53 66/78/53
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f 60/80/54 59/119/54 64/82/54
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f 58/84/55 63/122/55 81/85/55
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f 57/87/56 62/74/56 63/76/56
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f 56/89/57 61/81/57 37/77/57
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f 55/91/58 60/80/58 61/81/58
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f 54/92/59 59/119/59 60/80/59
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f 79/93/60 53/123/60 58/84/60
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f 52/94/61 57/87/61 58/88/61
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f 76/96/62 56/89/62 36/90/62
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f 75/98/63 55/91/63 56/89/63
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f 73/99/65 53/123/65 79/93/65
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f 73/101/66 72/124/66 52/94/66
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||||
f 71/102/67 76/96/67 41/97/67
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f 70/104/68 75/98/68 76/96/68
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||||
f 68/106/70 73/99/70 83/100/70
|
||||
f 67/108/71 72/124/71 73/101/71
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f 51/110/72 71/102/72 40/103/72
|
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f 50/112/73 70/104/73 71/102/73
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f 49/113/74 69/118/74 70/104/74
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f 78/114/75 48/125/75 68/106/75
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f 47/115/76 67/108/76 68/109/76
|
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f 42/65/77 51/110/77 35/111/77
|
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f 43/70/78 50/112/78 51/110/78
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f 44/69/79 49/113/79 50/112/79
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f 45/72/80 48/125/80 78/114/80
|
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f 46/117/81 47/115/81 48/116/81
|
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f 44/69/82 77/73/82 78/114/82
|
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f 49/113/83 78/114/83 82/107/83
|
||||
f 82/107/84 83/100/84 74/105/84
|
||||
f 83/100/85 79/93/85 54/92/85
|
||||
f 79/93/86 80/86/86 59/119/86
|
||||
f 80/86/87 81/85/87 64/82/87
|
||||
f 64/120/88 81/71/88 77/73/88
|
Before Width: | Height: | Size: 24 KiB |
Before Width: | Height: | Size: 246 KiB |
Before Width: | Height: | Size: 14 KiB After Width: | Height: | Size: 14 KiB |
Before Width: | Height: | Size: 37 KiB After Width: | Height: | Size: 37 KiB |
Before Width: | Height: | Size: 23 KiB After Width: | Height: | Size: 23 KiB |
Before Width: | Height: | Size: 26 KiB After Width: | Height: | Size: 26 KiB |
Before Width: | Height: | Size: 4.4 KiB After Width: | Height: | Size: 4.4 KiB |
|
@ -24,8 +24,8 @@ int main()
|
|||
const char msgTtf[64] = "THIS SPRITE FONT has been GENERATED from a TTF";
|
||||
|
||||
// NOTE: Textures/Fonts MUST be loaded after Window initialization (OpenGL context is required)
|
||||
SpriteFont fontBm = LoadSpriteFont("resources/fonts/bmfont.fnt"); // BMFont (AngelCode)
|
||||
SpriteFont fontTtf = LoadSpriteFont("resources/fonts/pixantiqua.ttf"); // TTF font
|
||||
SpriteFont fontBm = LoadSpriteFont("resources/bmfont.fnt"); // BMFont (AngelCode)
|
||||
SpriteFont fontTtf = LoadSpriteFont("resources/pixantiqua.ttf"); // TTF font
|
||||
|
||||
Vector2 fontPosition;
|
||||
|
||||
|
|
|
@ -25,7 +25,7 @@ int main()
|
|||
const char msg[256] = "ASCII extended characters:\n¡¢£¤¥¦§¨©ª«¬®¯°±²³´µ¶·¸¹º»¼½¾¿ÀÁÂÃÄÅÆ\nÇÈÉÊËÌÍÎÏÐÑÒÓÔÕÖ×ØÙÚÛÜÝÞßàáâãäåæ\nçèéêëìíîïðñòóôõö÷øùúûüýþÿ";
|
||||
|
||||
// NOTE: Loaded font has an unordered list of characters (chars in the range 32..255)
|
||||
SpriteFont font = LoadSpriteFont("resources/fonts/pixantiqua.fnt"); // BMFont (AngelCode)
|
||||
SpriteFont font = LoadSpriteFont("resources/pixantiqua.fnt"); // BMFont (AngelCode)
|
||||
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
|
Before Width: | Height: | Size: 16 KiB |
|
@ -85,10 +85,9 @@ int main()
|
|||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
for (int i = 0; i < 8; i++)
|
||||
{
|
||||
UnloadSpriteFont(fonts[i]); // SpriteFont unloading
|
||||
}
|
||||
|
||||
// SpriteFonts unloading
|
||||
for (int i = 0; i < 8; i++) UnloadSpriteFont(fonts[i]);
|
||||
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
|
|
@ -25,9 +25,9 @@ int main()
|
|||
const char msg3[50] = "...and a THIRD one! GREAT! :D";
|
||||
|
||||
// NOTE: Textures/Fonts MUST be loaded after Window initialization (OpenGL context is required)
|
||||
SpriteFont font1 = LoadSpriteFont("resources/fonts/custom_mecha.png"); // SpriteFont loading
|
||||
SpriteFont font2 = LoadSpriteFont("resources/fonts/custom_alagard.png"); // SpriteFont loading
|
||||
SpriteFont font3 = LoadSpriteFont("resources/fonts/custom_jupiter_crash.png"); // SpriteFont loading
|
||||
SpriteFont font1 = LoadSpriteFont("resources/custom_mecha.png"); // SpriteFont loading
|
||||
SpriteFont font2 = LoadSpriteFont("resources/custom_alagard.png"); // SpriteFont loading
|
||||
SpriteFont font3 = LoadSpriteFont("resources/custom_jupiter_crash.png"); // SpriteFont loading
|
||||
|
||||
Vector2 fontPosition1, fontPosition2, fontPosition3;
|
||||
|
||||
|
|
|
@ -25,7 +25,7 @@ int main()
|
|||
// NOTE: Textures/Fonts MUST be loaded after Window initialization (OpenGL context is required)
|
||||
|
||||
// TTF SpriteFont loading with custom generation parameters
|
||||
SpriteFont font = LoadSpriteFontTTF("resources/fonts/KAISG.ttf", 96, 0, 0);
|
||||
SpriteFont font = LoadSpriteFontTTF("resources/KAISG.ttf", 96, 0, 0);
|
||||
|
||||
// Generate mipmap levels to use trilinear filtering
|
||||
// NOTE: On 2D drawing it won't be noticeable, it looks like FILTER_BILINEAR
|
||||
|
|
Before Width: | Height: | Size: 123 KiB |
Before Width: | Height: | Size: 350 KiB |