merge fix
This commit is contained in:
commit
289a53221d
@ -91,11 +91,12 @@ int main()
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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ovrResult result = ovr_Initialize(NULL);
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if (OVR_FAILURE(result)) TraceLog(LOG_ERROR, "OVR: Could not initialize Oculus device");
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ovrSession session;
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ovrGraphicsLuid luid; // Useless for OpenGL since SDK 0.7
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ovrHmdDesc hmdDesc;
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ovrResult result = ovr_Initialize(NULL);
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if (OVR_FAILURE(result)) TraceLog(LOG_ERROR, "OVR: Could not initialize Oculus device");
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result = ovr_Create(&session, &luid);
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if (OVR_FAILURE(result))
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@ -104,7 +105,7 @@ int main()
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ovr_Shutdown();
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}
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ovrHmdDesc hmdDesc = ovr_GetHmdDesc(session);
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hmdDesc = ovr_GetHmdDesc(session);
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TraceLog(LOG_INFO, "OVR: Product Name: %s", hmdDesc.ProductName);
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TraceLog(LOG_INFO, "OVR: Manufacturer: %s", hmdDesc.Manufacturer);
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@ -129,10 +130,12 @@ int main()
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}
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else TraceLog(LOG_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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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
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glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
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//glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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glfwWindowHint(GLFW_OPENGL_DEBUG_CONTEXT, GL_TRUE);
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glfwWindowHint(GLFW_DECORATED, GL_FALSE); // Mandatory on Oculus Rift to avoid program crash!
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window = glfwCreateWindow(screenWidth, screenHeight, "rlgl standalone", NULL, NULL);
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@ -209,6 +212,10 @@ int main()
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TraceLog(LOG_WARNING, "OVR: Could not initialize mirror framebuffers");
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}
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glClearColor(1.0f, 0.1f, 0.1f, 0.0f);
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glEnable(GL_DEPTH_TEST);
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ovr_RecenterTrackingOrigin(session);
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// FloorLevel will give tracking poses where the floor height is 0
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ovr_SetTrackingOriginType(session, ovrTrackingOrigin_FloorLevel);
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//--------------------------------------------------------------------------------------
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@ -218,6 +225,7 @@ int main()
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{
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// Update
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//----------------------------------------------------------------------------------
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frameIndex++;
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// TODO: Update game here!
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@ -238,8 +246,8 @@ int main()
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//----------------------------------------------------------------------------------
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// Clear screen to red color
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glClearColor(1.0f, 0.1f, 0.1f, 0.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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//glClearColor(1.0f, 0.1f, 0.1f, 0.0f);
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//glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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if (isVisible)
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{
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@ -322,8 +330,6 @@ int main()
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glfwSwapBuffers(window);
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glfwPollEvents();
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//frameIndex++; //?
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//----------------------------------------------------------------------------------
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}
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@ -398,7 +404,7 @@ static OculusBuffer LoadOculusBuffer(ovrSession session, int width, int height)
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, buffer.width, buffer.height, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT16, buffer.width, buffer.height, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
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return buffer;
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}
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280
examples/oculus_glfw_sample/oculus_glfw_sample_new.c
Normal file
280
examples/oculus_glfw_sample/oculus_glfw_sample_new.c
Normal file
@ -0,0 +1,280 @@
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#include <stdio.h>
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#include <stdlib.h>
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#include <string.h>
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#include "glad.h" // Extensions loading library
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#include <GLFW/glfw3.h>
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#include "OculusSDK/LibOVR/Include/OVR_CAPI_GL.h" // Oculus SDK for OpenGL
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#define FAIL(X) printf(X);
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typedef struct Vector2 {
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float x;
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float y;
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} Vector2;
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typedef struct Matrix {
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float m0, m4, m8, m12;
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float m1, m5, m9, m13;
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float m2, m6, m10, m14;
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float m3, m7, m11, m15;
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} Matrix;
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// RiftManagerApp class
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ovrSession session;
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ovrHmdDesc hmdDesc;
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ovrGraphicsLuid luid;
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// RiftApp class
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GLuint fbo = 0;
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GLuint depthBuffer = 0;
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ovrTextureSwapChain eyeTexture;
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GLuint mirrorFbo = 0;
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ovrMirrorTexture mirrorTexture;
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ovrEyeRenderDesc eyeRenderDescs[2];
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Matrix eyeProjections[2];
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ovrLayerEyeFov eyeLayer;
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ovrViewScaleDesc viewScaleDesc;
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Vector2 renderTargetSize;
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Vector2 mirrorSize;
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// GlfwApp class
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GLFWwindow *window = NULL;
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unsigned int frame = 0;
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static void ErrorCallback(int error, const char* description)
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{
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fputs(description, stderr);
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}
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static void KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods)
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{
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if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
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{
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glfwSetWindowShouldClose(window, GL_TRUE);
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}
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}
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// Execute our example class
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int main()
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{
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if (!OVR_SUCCESS(ovr_Initialize(NULL))) FAIL("Failed to initialize the Oculus SDK\n");
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//result = ExampleApp().run(); // class ExampleApp : public RiftApp : public GlfwApp, public RiftManagerApp
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if (!OVR_SUCCESS(ovr_Create(&session, &luid))) FAIL("Unable to create HMD session\n");
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hmdDesc = ovr_GetHmdDesc(session);
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// RiftApp() constructor
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viewScaleDesc.HmdSpaceToWorldScaleInMeters = 1.0f;
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memset(&eyeLayer, 0, sizeof(ovrLayerEyeFov));
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eyeLayer.Header.Type = ovrLayerType_EyeFov;
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eyeLayer.Header.Flags = ovrLayerFlag_TextureOriginAtBottomLeft;
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//ovr::for_each_eye([&](ovrEyeType eye)
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for (int eye = 0; eye < 2; eye++)
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{
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eyeRenderDescs[eye] = ovr_GetRenderDesc(session, eye, hmdDesc.DefaultEyeFov[eye]);
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ovrMatrix4f ovrPerspectiveProjection = ovrMatrix4f_Projection(eyeRenderDescs[eye].Fov, 0.01f, 1000.0f, ovrProjection_ClipRangeOpenGL);
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//eyeProjections[eye] = ovr::toGlm(ovrPerspectiveProjection);
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viewScaleDesc.HmdToEyeOffset[eye] = eyeRenderDescs[eye].HmdToEyeOffset;
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eyeLayer.Fov[eye] = eyeRenderDescs[eye].Fov;
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ovrSizei eyeSize = ovr_GetFovTextureSize(session, eye, eyeLayer.Fov[eye], 1.0f);
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eyeLayer.Viewport[eye].Size = eyeSize;
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eyeLayer.Viewport[eye].Pos.x = renderTargetSize.x;
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eyeLayer.Viewport[eye].Pos.y = 0;
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renderTargetSize.y = renderTargetSize.y; // std::max(renderTargetSize.y, (uint32_t)eyeSize.h);
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renderTargetSize.x += eyeSize.w;
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}
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// Make the on screen window 1/4 the resolution of the render target
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mirrorSize = renderTargetSize;
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mirrorSize.x /= 2;
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mirrorSize.y /= 2;
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// GLFWApp() constructor
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if (!glfwInit()) FAIL("Failed to initialize GLFW\n"); // Initialize the GLFW system for creating and positioning windows
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glfwSetErrorCallback(ErrorCallback);
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////preCreate();
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glfwWindowHint(GLFW_DEPTH_BITS, 16);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 1);
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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glfwWindowHint(GLFW_OPENGL_DEBUG_CONTEXT, GL_TRUE);
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//***************window = createRenderingTarget(windowSize, windowPosition); //GLFWwindow *createRenderingTarget(uvec2 & size, ivec2 & pos) = 0; //glfw::createWindow(_mirrorSize);
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/*
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GLFWwindow *createWindow(const uvec2 &size, const ivec2 &position = ivec2(INT_MIN))
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{
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GLFWwindow *window = glfwCreateWindow(size.x, size.y, "glfw", NULL, NULL); // size = mirrorSize
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if (!window) FAIL("Unable to create rendering window\n");
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if ((position.x > INT_MIN) && (position.y > INT_MIN)) // INT_MIN = -32767 // #define INT_MIN (-2147483647 - 1)
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{
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glfwSetWindowPos(window, position.x, position.y);
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}
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return window;
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}
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*/
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window = glfwCreateWindow(mirrorSize.x, mirrorSize.y, "glfw", NULL, NULL);
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if (!window) FAIL("Unable to create OpenGL window\n");
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////postCreate();
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//glfwSetWindowUserPointer(window, this); //// Useful to hack input callbacks
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glfwSetKeyCallback(window, KeyCallback);
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glfwMakeContextCurrent(window);
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// Initialize the OpenGL extensions
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if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) FAIL("GLAD failed\n");
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/*
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glewExperimental = GL_TRUE;
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if (0 != glewInit()) FAIL("Failed to initialize GLEW\n");
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glGetError();
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if (GLEW_KHR_debug)
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{
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GLint v;
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glGetIntegerv(GL_CONTEXT_FLAGS, &v);
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if (v & GL_CONTEXT_FLAG_DEBUG_BIT) glDebugMessageCallback(glDebugCallbackHandler, this);
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}
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*/
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////initGl();
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{
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// RiftApp::InitGL() ----->
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//GlfwApp::initGl(); // virtual
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// Disable the v-sync for buffer swap
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glfwSwapInterval(0);
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ovrTextureSwapChainDesc desc = {};
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desc.Type = ovrTexture_2D;
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desc.ArraySize = 1;
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desc.Width = renderTargetSize.x;
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desc.Height = renderTargetSize.y;
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desc.MipLevels = 1;
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desc.Format = OVR_FORMAT_R8G8B8A8_UNORM_SRGB;
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desc.SampleCount = 1;
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desc.StaticImage = ovrFalse;
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ovrResult result = ovr_CreateTextureSwapChainGL(session, &desc, &eyeTexture);
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eyeLayer.ColorTexture[0] = eyeTexture;
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if (!OVR_SUCCESS(result)) FAIL("Failed to create swap textures");
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int length = 0;
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result = ovr_GetTextureSwapChainLength(session, eyeTexture, &length);
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if (!OVR_SUCCESS(result) || !length) FAIL("Unable to count swap chain textures");
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for (int i = 0; i < length; ++i)
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{
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GLuint chainTexId;
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ovr_GetTextureSwapChainBufferGL(session, eyeTexture, i, &chainTexId);
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glBindTexture(GL_TEXTURE_2D, chainTexId);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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}
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glBindTexture(GL_TEXTURE_2D, 0);
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// Set up the framebuffer object
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glGenFramebuffers(1, &fbo);
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glGenRenderbuffers(1, &depthBuffer);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo);
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glBindRenderbuffer(GL_RENDERBUFFER, depthBuffer);
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, renderTargetSize.x, renderTargetSize.y);
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glBindRenderbuffer(GL_RENDERBUFFER, 0);
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glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthBuffer);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
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ovrMirrorTextureDesc mirrorDesc;
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memset(&mirrorDesc, 0, sizeof(mirrorDesc));
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mirrorDesc.Format = OVR_FORMAT_R8G8B8A8_UNORM_SRGB;
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mirrorDesc.Width = mirrorSize.x;
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mirrorDesc.Height = mirrorSize.y;
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if (!OVR_SUCCESS(ovr_CreateMirrorTextureGL(session, &mirrorDesc, &mirrorTexture))) FAIL("Could not create mirror texture");
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glGenFramebuffers(1, &mirrorFbo);
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// RiftApp::InitGL() <------
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glClearColor(0.2f, 0.2f, 0.2f, 0.0f);
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glEnable(GL_DEPTH_TEST);
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ovr_RecenterTrackingOrigin(session);
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// TODO: Init cube scene --> cubeScene = std::shared_ptr<ColorCubeScene>(new ColorCubeScene());
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}
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while (!glfwWindowShouldClose(window))
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{
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frame++;
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glfwPollEvents();
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//update();
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//draw(); ------>
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ovrPosef eyePoses[2];
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ovr_GetEyePoses(session, frame, ovrTrue, viewScaleDesc.HmdToEyeOffset, eyePoses, &eyeLayer.SensorSampleTime);
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int curIndex;
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ovr_GetTextureSwapChainCurrentIndex(session, eyeTexture, &curIndex);
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GLuint curTexId;
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ovr_GetTextureSwapChainBufferGL(session, eyeTexture, curIndex, &curTexId);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo);
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, curTexId, 0);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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for (int eye = 0; eye < 2; eye++)
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{
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glViewport(eyeLayer.Viewport[eye].Pos.x, eyeLayer.Viewport[eye].Pos.y,
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eyeLayer.Viewport[eye].Size.w, eyeLayer.Viewport[eye].Size.h);
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eyeLayer.RenderPose[eye] = eyePoses[eye];
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//renderScene(_eyeProjections[eye], ovr::toGlm(eyePoses[eye])); --> cubeScene->render(projection, glm::inverse(headPose));
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}
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
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ovr_CommitTextureSwapChain(session, eyeTexture);
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ovrLayerHeader *headerList = &eyeLayer.Header;
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ovr_SubmitFrame(session, frame, &viewScaleDesc, &headerList, 1);
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GLuint mirrorTextureId;
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ovr_GetMirrorTextureBufferGL(session, mirrorTexture, &mirrorTextureId);
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glBindFramebuffer(GL_READ_FRAMEBUFFER, mirrorFbo);
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glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mirrorTextureId, 0);
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glBlitFramebuffer(0, 0, mirrorSize.x, mirrorSize.y, 0, mirrorSize.y, mirrorSize.x, 0, GL_COLOR_BUFFER_BIT, GL_NEAREST);
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glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
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//draw() <-------------
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glfwSwapBuffers(window); //finishFrame();
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}
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//shutdownGl(); // Delete scene: cubeScene.reset();
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glfwDestroyWindow(window);
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glfwTerminate();
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ovr_Destroy(session);
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ovr_Shutdown();
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return 0;
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}
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44
src/core.c
44
src/core.c
@ -524,23 +524,6 @@ void BeginDrawing(void)
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// NOTE: Not required with OpenGL 3.3+
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}
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// Setup drawing canvas with 2d camera
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void BeginDrawingEx(Camera2D camera)
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{
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BeginDrawing();
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// Camera rotation and scaling is always relative to target
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Matrix matOrigin = MatrixTranslate(-camera.target.x, -camera.target.y, 0.0f);
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Matrix matRotation = MatrixRotate((Vector3){ 0.0f, 0.0f, 1.0f }, camera.rotation*DEG2RAD);
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Matrix matScale = MatrixScale(camera.zoom, camera.zoom, 1.0f);
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Matrix matTranslation = MatrixTranslate(camera.offset.x + camera.target.x, camera.offset.y + camera.target.y, 0.0f);
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Matrix matTransform = MatrixMultiply(MatrixMultiply(matOrigin, MatrixMultiply(matScale, matRotation)), matTranslation);
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rlMultMatrixf(MatrixToFloat(matTransform));
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}
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// End canvas drawing and Swap Buffers (Double Buffering)
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void EndDrawing(void)
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{
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@ -569,6 +552,33 @@ void EndDrawing(void)
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}
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}
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// Initialize 2D mode with custom camera
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void Begin2dMode(Camera2D camera)
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{
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rlglDraw(); // Draw Buffers (Only OpenGL 3+ and ES2)
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rlLoadIdentity(); // Reset current matrix (MODELVIEW)
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// Camera rotation and scaling is always relative to target
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Matrix matOrigin = MatrixTranslate(-camera.target.x, -camera.target.y, 0.0f);
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Matrix matRotation = MatrixRotate((Vector3){ 0.0f, 0.0f, 1.0f }, camera.rotation*DEG2RAD);
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Matrix matScale = MatrixScale(camera.zoom, camera.zoom, 1.0f);
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Matrix matTranslation = MatrixTranslate(camera.offset.x + camera.target.x, camera.offset.y + camera.target.y, 0.0f);
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Matrix matTransform = MatrixMultiply(MatrixMultiply(matOrigin, MatrixMultiply(matScale, matRotation)), matTranslation);
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rlMultMatrixf(MatrixToFloat(matTransform));
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}
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// Ends 2D mode custom camera usage
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void End2dMode(void)
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{
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rlglDraw(); // Draw Buffers (Only OpenGL 3+ and ES2)
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rlLoadIdentity(); // Reset current matrix (MODELVIEW)
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}
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// Initializes 3D mode for drawing (Camera setup)
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void Begin3dMode(Camera camera)
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{
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24
src/raylib.h
24
src/raylib.h
@ -355,7 +355,7 @@ typedef struct Camera {
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// Camera2D type, defines a 2d camera
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typedef struct Camera2D {
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Vector2 offset; // Camera offset (displacement from target)
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Vector2 target; // Camera target (for rotation and zoom)
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Vector2 target; // Camera target (rotation and zoom origin)
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float rotation; // Camera rotation in degrees
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float zoom; // Camera zoom (scaling), should be 1.0f by default
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} Camera2D;
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@ -386,16 +386,17 @@ typedef struct Mesh {
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typedef struct Shader {
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unsigned int id; // Shader program id
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// Variable attributes
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// Variable attributes locations
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int vertexLoc; // Vertex attribute location point (vertex shader)
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int texcoordLoc; // Texcoord attribute location point (vertex shader)
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int normalLoc; // Normal attribute location point (vertex shader)
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int colorLoc; // Color attibute location point (vertex shader)
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// Uniforms
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// Uniform locations
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int mvpLoc; // ModelView-Projection matrix uniform location point (vertex shader)
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int tintColorLoc; // Color uniform location point (fragment shader)
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// Texture map locations
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int mapDiffuseLoc; // Diffuse map texture uniform location point (fragment shader)
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int mapNormalLoc; // Normal map texture uniform location point (fragment shader)
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int mapSpecularLoc; // Specular map texture uniform location point (fragment shader)
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@ -575,9 +576,10 @@ void DisableCursor(void); // Disables cursor
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void ClearBackground(Color color); // Sets Background Color
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void BeginDrawing(void); // Setup drawing canvas to start drawing
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void BeginDrawingEx(Camera2D camera); // Setup drawing canvas with 2d camera
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void EndDrawing(void); // End canvas drawing and Swap Buffers (Double Buffering)
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void Begin2dMode(Camera2D camera); // Initialize 2D mode with custom camera
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void End2dMode(void); // Ends 2D mode custom camera usage
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void Begin3dMode(Camera camera); // Initializes 3D mode for drawing (Camera setup)
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void End3dMode(void); // Ends 3D mode and returns to default 2D orthographic mode
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void BeginTextureMode(RenderTexture2D target); // Initializes render texture for drawing
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@ -832,18 +834,14 @@ Vector3 ResolveCollisionCubicmap(Image cubicmap, Vector3 mapPosition, Vector3 *p
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Shader LoadShader(char *vsFileName, char *fsFileName); // Load a custom shader and bind default locations
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unsigned int LoadShaderProgram(char *vShaderStr, char *fShaderStr); // Load custom shaders strings and return program id
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void UnloadShader(Shader shader); // Unload a custom shader from memory
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void SetCustomShader(Shader shader); // Set custom shader to be used in batch draw
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void SetDefaultShader(void); // Set default shader to be used in batch draw
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void SetCustomShader(Shader shader); // Set custom shader to be used in batch draw
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void SetModelShader(Model *model, Shader shader); // Link a shader to a model
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int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location
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void SetShaderValue(Shader shader, int uniformLoc, float *value, int size); // Set shader uniform value (float)
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void SetShaderValuei(Shader shader, int uniformLoc, int *value, int size); // Set shader uniform value (int)
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void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat); // Set shader uniform value (matrix 4x4)
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//void SetShaderMapDiffuse(Shader *shader, Texture2D texture); // Default diffuse shader map texture assignment
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//void SetShaderMapNormal(Shader *shader, const char *uniformName, Texture2D texture); // Normal map texture shader assignment
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//void SetShaderMapSpecular(Shader *shader, const char *uniformName, Texture2D texture); // Specular map texture shader assignment
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//void SetShaderMap(Shader *shader, int mapLocation, Texture2D texture, int textureUnit); // TODO: Generic shader map assignment
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int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location
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void SetShaderValue(Shader shader, int uniformLoc, float *value, int size); // Set shader uniform value (float)
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void SetShaderValuei(Shader shader, int uniformLoc, int *value, int size); // Set shader uniform value (int)
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void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat); // Set shader uniform value (matrix 4x4)
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void SetBlendMode(int mode); // Set blending mode (alpha, additive, multiplied)
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14
src/rlgl.c
14
src/rlgl.c
@ -1350,14 +1350,14 @@ void rlglDrawModel(Model model, Vector3 position, Vector3 rotationAxis, float ro
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glBindTexture(GL_TEXTURE_2D, model.material.texDiffuse.id);
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glUniform1i(model.material.shader.mapDiffuseLoc, 0); // Texture fits in active texture unit 0
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if (model.material.texNormal.id != 0)
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if ((model.material.texNormal.id != 0) && (model.material.shader.mapNormalLoc != -1))
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{
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, model.material.texNormal.id);
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glUniform1i(model.material.shader.mapNormalLoc, 1); // Texture fits in active texture unit 1
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}
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if (model.material.texSpecular.id != 0)
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if ((model.material.texSpecular.id != 0) && (model.material.shader.mapSpecularLoc != -1))
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{
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glActiveTexture(GL_TEXTURE2);
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glBindTexture(GL_TEXTURE_2D, model.material.texSpecular.id);
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@ -2125,17 +2125,13 @@ Shader LoadShader(char *vsFileName, char *fsFileName)
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// After shader loading, we try to load default location names
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if (shader.id != 0) LoadDefaultShaderLocations(&shader);
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else
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{
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TraceLog(WARNING, "Custom shader could not be loaded");
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shader = defaultShader;
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}
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// Shader strings must be freed
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free(vShaderStr);
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free(fShaderStr);
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}
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else
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if (shader.id == 0)
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{
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TraceLog(WARNING, "Custom shader could not be loaded");
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shader = defaultShader;
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@ -2494,7 +2490,7 @@ static Shader LoadDefaultShader(void)
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if (shader.id != 0) TraceLog(INFO, "[SHDR ID %i] Default shader loaded successfully", shader.id);
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else TraceLog(WARNING, "[SHDR ID %i] Default shader could not be loaded", shader.id);
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LoadDefaultShaderLocations(&shader);
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if (shader.id != 0) LoadDefaultShaderLocations(&shader);
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return shader;
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}
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Reference in New Issue
Block a user