Update Oculus sample (will be moved soon)
This commit is contained in:
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@ -23,8 +23,7 @@
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#include <string.h>
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#include <math.h>
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#define GLAD_IMPLEMENTATION
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#include "glad.h" // Extensions loading library
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#include "glad.h"
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#include <GLFW/glfw3.h> // Windows/Context and inputs management
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#define RLGL_STANDALONE
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@ -148,33 +147,34 @@ int main(void)
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glfwSwapInterval(0);
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// Load OpenGL 3.3 extensions
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if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
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{
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TraceLog(WARNING, "GLAD: Cannot load OpenGL extensions");
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return 3;
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}
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else TraceLog(INFO, "GLAD: OpenGL extensions loaded successfully");
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rlglLoadExtensions(glfwGetProcAddress);
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// Initialize rlgl internal buffers and OpenGL state
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rlglInit();
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rlglInitGraphics(0, 0, screenWidth, screenHeight);
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rlClearColor(245, 245, 245, 255); // Define clear color
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rlEnableDepthTest(); // Enable DEPTH_TEST for 3D
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//--------------------------------------------------------
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#if defined(PLATFORM_OCULUS)
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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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if (OVR_FAILURE(result)) TraceLog(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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{
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TraceLog(LOG_WARNING, "OVR: Could not create Oculus session");
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TraceLog(WARNING, "OVR: Could not create Oculus session");
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ovr_Shutdown();
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}
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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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TraceLog(LOG_INFO, "OVR: Product ID: %i", hmdDesc.ProductId);
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TraceLog(LOG_INFO, "OVR: Product Type: %i", hmdDesc.Type);
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TraceLog(LOG_INFO, "OVR: Serian Number: %s", hmdDesc.SerialNumber);
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TraceLog(LOG_INFO, "OVR: Resolution: %ix%i", hmdDesc.Resolution.w, hmdDesc.Resolution.h);
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TraceLog(INFO, "OVR: Product Name: %s", hmdDesc.ProductName);
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TraceLog(INFO, "OVR: Manufacturer: %s", hmdDesc.Manufacturer);
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TraceLog(INFO, "OVR: Product ID: %i", hmdDesc.ProductId);
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TraceLog(INFO, "OVR: Product Type: %i", hmdDesc.Type);
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TraceLog(INFO, "OVR: Serian Number: %s", hmdDesc.SerialNumber);
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TraceLog(INFO, "OVR: Resolution: %ix%i", hmdDesc.Resolution.w, hmdDesc.Resolution.h);
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//screenWidth = hmdDesc.Resolution.w/2;
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//screenHeight = hmdDesc.Resolution.h/2;
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@ -188,20 +188,14 @@ int main(void)
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// Recenter OVR tracking origin
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ovr_RecenterTrackingOrigin(session);
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#endif
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// Initialize rlgl internal buffers and OpenGL state
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rlglInit();
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rlglInitGraphics(0, 0, screenWidth, screenHeight);
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rlClearColor(245, 245, 245, 255); // Define clear color
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rlEnableDepthTest(); // Enable DEPTH_TEST for 3D
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Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
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Camera camera;
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camera.position = (Vector3){ 5.0f, 5.0f, 5.0f }; // Camera position
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camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point
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camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
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camera.fovy = 45.0f; // Camera field-of-view Y
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Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
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//--------------------------------------------------------------------------------------
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// Main game loop
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@ -293,7 +287,7 @@ int main(void)
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// Get session status information
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ovrSessionStatus sessionStatus;
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ovr_GetSessionStatus(session, &sessionStatus);
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if (sessionStatus.ShouldQuit) TraceLog(LOG_WARNING, "OVR: Session should quit...");
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if (sessionStatus.ShouldQuit) TraceLog(WARNING, "OVR: Session should quit...");
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if (sessionStatus.ShouldRecenter) ovr_RecenterTrackingOrigin(session);
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#endif
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@ -581,12 +575,12 @@ static OculusBuffer LoadOculusBuffer(ovrSession session, int width, int height)
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ovrResult result = ovr_CreateTextureSwapChainGL(session, &desc, &buffer.textureChain);
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if (!OVR_SUCCESS(result)) TraceLog(LOG_WARNING, "OVR: Failed to create swap textures buffer");
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if (!OVR_SUCCESS(result)) TraceLog(WARNING, "OVR: Failed to create swap textures buffer");
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int textureCount = 0;
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ovr_GetTextureSwapChainLength(session, buffer.textureChain, &textureCount);
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if (!OVR_SUCCESS(result) || !textureCount) TraceLog(LOG_WARNING, "OVR: Unable to count swap chain textures");
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if (!OVR_SUCCESS(result) || !textureCount) TraceLog(WARNING, "OVR: Unable to count swap chain textures");
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for (int i = 0; i < textureCount; ++i)
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{
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@ -682,7 +676,7 @@ static OculusMirror LoadOculusMirror(ovrSession session, int width, int height)
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mirrorDesc.Width = mirror.width;
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mirrorDesc.Height = mirror.height;
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if (!OVR_SUCCESS(ovr_CreateMirrorTextureGL(session, &mirrorDesc, &mirror.texture))) TraceLog(LOG_WARNING, "Could not create mirror texture");
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if (!OVR_SUCCESS(ovr_CreateMirrorTextureGL(session, &mirrorDesc, &mirror.texture))) TraceLog(WARNING, "Could not create mirror texture");
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glGenFramebuffers(1, &mirror.fboId);
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@ -47,10 +47,16 @@
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#include "raylib.h" // Required for structs: Vector3, Matrix
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#endif
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#if defined(RAYMATH_EXTERN_INLINE)
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#define RMDEF extern inline
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#ifdef __cplusplus
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#define RMEXTERN extern "C" // Functions visible from other files (no name mangling of functions in C++)
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#else
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#define RMDEF extern
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#define RMEXTERN extern // Functions visible from other files
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#endif
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#if defined(RAYMATH_EXTERN_INLINE)
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#define RMDEF RMEXTERN inline // Functions are embeded inline (compiler generated code)
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#else
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#define RMDEF RMEXTERN
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#endif
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//----------------------------------------------------------------------------------
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@ -105,10 +111,6 @@ typedef struct Quaternion {
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#ifndef RAYMATH_EXTERN_INLINE
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#ifdef __cplusplus
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extern "C" {
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#endif
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//------------------------------------------------------------------------------------
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// Functions Declaration to work with Vector3
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//------------------------------------------------------------------------------------
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@ -166,10 +168,6 @@ RMDEF Quaternion QuaternionFromAxisAngle(Vector3 axis, float angle); // Returns
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RMDEF void QuaternionToAxisAngle(Quaternion q, Vector3 *outAxis, float *outAngle); // Returns the rotation angle and axis for a given quaternion
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RMDEF void QuaternionTransform(Quaternion *q, Matrix mat); // Transform a quaternion given a transformation matrix
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#ifdef __cplusplus
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}
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#endif
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#endif // notdef RAYMATH_EXTERN_INLINE
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#endif // RAYMATH_H
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@ -72,6 +72,10 @@
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#include "standard_shader.h" // Standard shader to embed
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#endif
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#if defined(RLGL_OCULUS_SUPPORT)
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#include "external/OculusSDK/LibOVR/Include/OVR_CAPI_GL.h" // Oculus SDK for OpenGL
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#endif
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//----------------------------------------------------------------------------------
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// Defines and Macros
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//----------------------------------------------------------------------------------
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@ -159,11 +163,45 @@ typedef struct {
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// Draw call type
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// NOTE: Used to track required draw-calls, organized by texture
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typedef struct {
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GLuint textureId;
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int vertexCount;
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// TODO: Store draw state -> blending mode, shader
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GLuint vaoId;
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GLuint textureId;
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GLuint shaderId;
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Matrix projection;
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Matrix modelview;
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// TODO: Store additional draw state data
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//int blendMode;
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//Guint fboId;
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} DrawCall;
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#if defined(RLGL_OCULUS_SUPPORT)
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typedef struct OculusBuffer {
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ovrTextureSwapChain textureChain;
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GLuint depthId;
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GLuint fboId;
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int width;
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int height;
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} OculusBuffer;
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typedef struct OculusMirror {
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ovrMirrorTexture texture;
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GLuint fboId;
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int width;
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int height;
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} OculusMirror;
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typedef struct OculusLayer {
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ovrViewScaleDesc viewScaleDesc;
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ovrLayerEyeFov eyeLayer; // layer 0
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//ovrLayerQuad quadLayer; // TODO: layer 1: '2D' quad for GUI
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Matrix eyeProjections[2];
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int width;
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int height;
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} OculusLayer;
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#endif
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//----------------------------------------------------------------------------------
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// Global Variables Definition
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//----------------------------------------------------------------------------------
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@ -213,6 +251,17 @@ static Light lights[MAX_LIGHTS]; // Lights pool
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static int lightsCount; // Counts current enabled physic objects
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#endif
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#if defined(RLGL_OCULUS_SUPPORT)
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// OVR device variables
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static ovrSession session; // Oculus session (pointer to ovrHmdStruct)
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static ovrHmdDesc hmdDesc; // Oculus device descriptor parameters
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static ovrGraphicsLuid luid; // Oculus locally unique identifier for the program (64 bit)
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static OculusLayer layer; // Oculus drawing layer (similar to photoshop)
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static OculusBuffer buffer; // Oculus internal buffers (texture chain and fbo)
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static OculusMirror mirror; // Oculus mirror texture and fbo
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static unsigned int frameIndex = 0; // Oculus frames counter, used to discard frames from chain
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#endif
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// Compressed textures support flags
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static bool texCompDXTSupported = false; // DDS texture compression support
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static bool npotSupported = false; // NPOT textures full support
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@ -228,15 +277,14 @@ static PFNGLDELETEVERTEXARRAYSOESPROC glDeleteVertexArrays;
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static int blendMode = 0;
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// White texture useful for plain color polys (required by shader)
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// NOTE: It's required in shapes and models modules!
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unsigned int whiteTexture;
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static unsigned int whiteTexture;
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//----------------------------------------------------------------------------------
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// Module specific Functions Declaration
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//----------------------------------------------------------------------------------
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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static void LoadCompressedTexture(unsigned char *data, int width, int height, int mipmapCount, int compressedFormat);
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static unsigned int LoadShaderProgram(char *vShaderStr, char *fShaderStr); // Load custom shader strings and return program id
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static unsigned int LoadShaderProgram(const char *vShaderStr, const char *fShaderStr); // Load custom shader strings and return program id
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static Shader LoadDefaultShader(void); // Load default shader (just vertex positioning and texture coloring)
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static Shader LoadStandardShader(void); // Load standard shader (support materials and lighting)
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@ -254,6 +302,16 @@ static void SetShaderLights(Shader shader); // Sets shader uniform values for li
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static char *ReadTextFile(const char *fileName);
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#endif
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#if defined(RLGL_OCULUS_SUPPORT) // Oculus Rift functions
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static OculusBuffer LoadOculusBuffer(ovrSession session, int width, int height); // Load Oculus required buffers
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static void UnloadOculusBuffer(ovrSession session, OculusBuffer buffer); // Unload texture required buffers
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static OculusMirror LoadOculusMirror(ovrSession session, int width, int height); // Load Oculus mirror buffers
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static void UnloadOculusMirror(ovrSession session, OculusMirror mirror); // Unload Oculus mirror buffers
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static void BlitOculusMirror(ovrSession session, OculusMirror mirror); // Copy Oculus screen buffer to mirror texture
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static OculusLayer InitOculusLayer(ovrSession session); // Init Oculus layer (similar to photoshop)
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static Matrix FromOvrMatrix(ovrMatrix4f ovrM); // Convert from Oculus ovrMatrix4f struct to raymath Matrix struct
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#endif
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#if defined(GRAPHICS_API_OPENGL_11)
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static int GenerateMipmaps(unsigned char *data, int baseWidth, int baseHeight);
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static Color *GenNextMipmap(Color *srcData, int srcWidth, int srcHeight);
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@ -1146,6 +1204,23 @@ void rlglInitGraphics(int offsetX, int offsetY, int width, int height)
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TraceLog(INFO, "OpenGL graphic device initialized successfully");
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}
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// Load OpenGL extensions
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// NOTE: External loader function could be passed as a pointer
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void rlglLoadExtensions(void *loader)
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{
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#if defined(GRAPHICS_API_OPENGL_33)
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// NOTE: glad is generated and contains only required OpenGL 3.3 Core extensions
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if (!gladLoadGLLoader((GLADloadproc)loader)) TraceLog(WARNING, "GLAD: Cannot load OpenGL extensions");
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else TraceLog(INFO, "GLAD: OpenGL extensions loaded successfully");
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if (GLAD_GL_VERSION_3_3) TraceLog(INFO, "OpenGL 3.3 Core profile supported");
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else TraceLog(ERROR, "OpenGL 3.3 Core profile not supported");
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// With GLAD, we can check if an extension is supported using the GLAD_GL_xxx booleans
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//if (GLAD_GL_ARB_vertex_array_object) // Use GL_ARB_vertex_array_object
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#endif
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}
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// Get world coordinates from screen coordinates
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Vector3 rlglUnproject(Vector3 source, Matrix proj, Matrix view)
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{
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@ -1177,11 +1252,13 @@ unsigned int rlglLoadTexture(void *data, int width, int height, int textureForma
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GLuint id = 0;
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// Check texture format support by OpenGL 1.1 (compressed textures not supported)
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if ((rlGetVersion() == OPENGL_11) && (textureFormat >= 8))
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#if defined(GRAPHICS_API_OPENGL_11)
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if (textureFormat >= 8)
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{
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TraceLog(WARNING, "OpenGL 1.1 does not support GPU compressed texture formats");
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return id;
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}
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#endif
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if ((!texCompDXTSupported) && ((textureFormat == COMPRESSED_DXT1_RGB) || (textureFormat == COMPRESSED_DXT1_RGBA) ||
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(textureFormat == COMPRESSED_DXT3_RGBA) || (textureFormat == COMPRESSED_DXT5_RGBA)))
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@ -1795,8 +1872,13 @@ void rlglDrawMesh(Mesh mesh, Material material, Matrix transform)
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// NOTE: standard shader specific locations are got at render time to keep Shader struct as simple as possible (with just default shader locations)
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if (material.shader.id == standardShader.id)
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{
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// Transpose and inverse model transformations matrix for fragment normal calculations
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Matrix transInvTransform = transform;
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MatrixTranspose(&transInvTransform);
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MatrixInvert(&transInvTransform);
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// Send model transformations matrix to shader
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glUniformMatrix4fv(glGetUniformLocation(material.shader.id, "modelMatrix"), 1, false, MatrixToFloat(transform));
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glUniformMatrix4fv(glGetUniformLocation(material.shader.id, "modelMatrix"), 1, false, MatrixToFloat(transInvTransform));
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// Send view transformation matrix to shader. View matrix 8, 9 and 10 are view direction vector axis values (target - position)
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glUniform3f(glGetUniformLocation(material.shader.id, "viewDir"), matView.m8, matView.m9, matView.m10);
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@ -2095,6 +2177,24 @@ void *rlglReadTexturePixels(Texture2D texture)
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return pixels;
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}
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/*
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// TODO: Record draw calls to be processed in batch
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// NOTE: Global state must be kept
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void rlglRecordDraw(void)
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{
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// TODO: Before adding a new draw, check if anything changed from last stored draw
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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draws[drawsCounter].vaoId = currentState.vaoId; // lines.id, trangles.id, quads.id?
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draws[drawsCounter].textureId = currentState.textureId; // whiteTexture?
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draws[drawsCounter].shaderId = currentState.shaderId; // defaultShader.id
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draws[drawsCounter].projection = projection;
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draws[drawsCounter].modelview = modelview;
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draws[drawsCounter].vertexCount = currentState.vertexCount;
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drawsCounter++;
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#endif
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}
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*/
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//----------------------------------------------------------------------------------
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// Module Functions Definition - Shaders Functions
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@ -2361,6 +2461,130 @@ void DestroyLight(Light light)
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#endif
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}
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#if defined(RLGL_OCULUS_SUPPORT)
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// Init Oculus Rift device
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// NOTE: Device initialization should be done before window creation?
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void InitOculusDevice(void)
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{
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// Initialize Oculus device
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ovrResult result = ovr_Initialize(NULL);
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if (OVR_FAILURE(result)) TraceLog(WARNING, "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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{
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TraceLog(WARNING, "OVR: Could not create Oculus session");
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ovr_Shutdown();
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}
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hmdDesc = ovr_GetHmdDesc(session);
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TraceLog(INFO, "OVR: Product Name: %s", hmdDesc.ProductName);
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TraceLog(INFO, "OVR: Manufacturer: %s", hmdDesc.Manufacturer);
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TraceLog(INFO, "OVR: Product ID: %i", hmdDesc.ProductId);
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TraceLog(INFO, "OVR: Product Type: %i", hmdDesc.Type);
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//TraceLog(INFO, "OVR: Serial Number: %s", hmdDesc.SerialNumber);
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TraceLog(INFO, "OVR: Resolution: %ix%i", hmdDesc.Resolution.w, hmdDesc.Resolution.h);
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// NOTE: Oculus mirror is set to defined screenWidth and screenHeight...
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// ...ideally, it should be (hmdDesc.Resolution.w/2, hmdDesc.Resolution.h/2)
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// Initialize Oculus Buffers
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layer = InitOculusLayer(session);
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buffer = LoadOculusBuffer(session, layer.width, layer.height);
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mirror = LoadOculusMirror(session, hmdDesc.Resolution.w/2, hmdDesc.Resolution.h/2); // NOTE: hardcoded...
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layer.eyeLayer.ColorTexture[0] = buffer.textureChain; //SetOculusLayerTexture(eyeLayer, buffer.textureChain);
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// Recenter OVR tracking origin
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ovr_RecenterTrackingOrigin(session);
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}
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// Close Oculus Rift device
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void CloseOculusDevice(void)
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{
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UnloadOculusMirror(session, mirror); // Unload Oculus mirror buffer
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UnloadOculusBuffer(session, buffer); // Unload Oculus texture buffers
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ovr_Destroy(session); // Free Oculus session data
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ovr_Shutdown(); // Close Oculus device connection
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}
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// Update Oculus Rift tracking (position and orientation)
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void UpdateOculusTracking(void)
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{
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frameIndex++;
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ovrPosef eyePoses[2];
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ovr_GetEyePoses(session, frameIndex, ovrTrue, layer.viewScaleDesc.HmdToEyeOffset, eyePoses, &layer.eyeLayer.SensorSampleTime);
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layer.eyeLayer.RenderPose[0] = eyePoses[0];
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layer.eyeLayer.RenderPose[1] = eyePoses[1];
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}
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void SetOculusMatrix(int eye)
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{
|
||||
rlViewport(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 eyeRPose = (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(&eyeRPose);
|
||||
Matrix eyeOrientation = QuaternionToMatrix(eyeRPose);
|
||||
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 modelEyeView = MatrixMultiply(modelview, eyeView); // Using internal camera modelview matrix
|
||||
|
||||
SetMatrixModelview(modelEyeView);
|
||||
SetMatrixProjection(layer.eyeProjections[eye]);
|
||||
}
|
||||
|
||||
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
|
||||
|
||||
//glViewport(0, 0, buffer.width, buffer.height); // Useful if rendering to separate framebuffers (every eye)
|
||||
//glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Same as rlClearScreenBuffers()
|
||||
|
||||
// NOTE: If your application is configured to treat the texture as a linear format (e.g. GL_RGBA)
|
||||
// and performs linear-to-gamma conversion in GLSL or does not care about gamma-correction, then:
|
||||
// - Require OculusBuffer format to be OVR_FORMAT_R8G8B8A8_UNORM_SRGB
|
||||
// - Do NOT enable GL_FRAMEBUFFER_SRGB
|
||||
//glEnable(GL_FRAMEBUFFER_SRGB);
|
||||
}
|
||||
|
||||
void EndOculusDrawing(void)
|
||||
{
|
||||
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);
|
||||
|
||||
// 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);
|
||||
}
|
||||
#endif
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Module specific Functions Definition
|
||||
//----------------------------------------------------------------------------------
|
||||
@ -2403,7 +2627,7 @@ static void LoadCompressedTexture(unsigned char *data, int width, int height, in
|
||||
}
|
||||
|
||||
// Load custom shader strings and return program id
|
||||
static unsigned int LoadShaderProgram(char *vShaderStr, char *fShaderStr)
|
||||
static unsigned int LoadShaderProgram(const char *vShaderStr, const char *fShaderStr)
|
||||
{
|
||||
unsigned int program = 0;
|
||||
|
||||
@ -3341,6 +3565,187 @@ static Color *GenNextMipmap(Color *srcData, int srcWidth, int srcHeight)
|
||||
}
|
||||
#endif
|
||||
|
||||
#if defined(RLGL_OCULUS_SUPPORT)
|
||||
// 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);
|
||||
glBlitFramebuffer(0, 0, mirror.width, mirror.height, 0, mirror.height, mirror.width, 0, GL_COLOR_BUFFER_BIT, GL_NEAREST);
|
||||
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
|
||||
|
||||
#if defined(RLGL_STANDALONE)
|
||||
// Output a trace log message
|
||||
// NOTE: Expected msgType: (0)Info, (1)Error, (2)Warning
|
||||
|
@ -48,7 +48,7 @@
|
||||
|
||||
// Choose opengl version here or just define it at compile time: -DGRAPHICS_API_OPENGL_33
|
||||
//#define GRAPHICS_API_OPENGL_11 // Only available on PLATFORM_DESKTOP
|
||||
//#define GRAPHICS_API_OPENGL_33 // Only available on PLATFORM_DESKTOP
|
||||
//#define GRAPHICS_API_OPENGL_33 // Only available on PLATFORM_DESKTOP or Oculus Rift CV1
|
||||
//#define GRAPHICS_API_OPENGL_ES2 // Only available on PLATFORM_ANDROID or PLATFORM_RPI or PLATFORM_WEB
|
||||
|
||||
// Security check in case no GRAPHICS_API_OPENGL_* defined
|
||||
@ -296,6 +296,7 @@ void rlglInit(void); // Initialize rlgl (shaders, VAO
|
||||
void rlglClose(void); // De-init rlgl
|
||||
void rlglDraw(void); // Draw VAO/VBO
|
||||
void rlglInitGraphics(int offsetX, int offsetY, int width, int height); // Initialize Graphics (OpenGL stuff)
|
||||
void rlglLoadExtensions(void *loader); // Load OpenGL extensions
|
||||
|
||||
unsigned int rlglLoadTexture(void *data, int width, int height, int textureFormat, int mipmapCount); // Load texture in GPU
|
||||
RenderTexture2D rlglLoadRenderTexture(int width, int height); // Load a texture to be used for rendering (fbo with color and depth attachments)
|
||||
@ -346,6 +347,15 @@ void DestroyLight(Light light); // Destroy a
|
||||
void TraceLog(int msgType, const char *text, ...);
|
||||
#endif
|
||||
|
||||
#if defined(RLGL_OCULUS_SUPPORT)
|
||||
void InitOculusDevice(void); // Init Oculus Rift device
|
||||
void CloseOculusDevice(void); // Close Oculus Rift device
|
||||
void UpdateOculusTracking(void); // Update Oculus Rift tracking (position and orientation)
|
||||
void SetOculusMatrix(int eye); // Set internal projection and modelview matrix depending on eyes tracking data
|
||||
void BeginOculusDrawing(void); // Begin Oculus drawing configuration
|
||||
void EndOculusDrawing(void); // End Oculus drawing process (and desktop mirror)
|
||||
#endif
|
||||
|
||||
#ifdef __cplusplus
|
||||
}
|
||||
#endif
|
||||
|
@ -1,6 +1,6 @@
|
||||
|
||||
// Vertex shader definition to embed, no external file required
|
||||
const static unsigned char vStandardShaderStr[] =
|
||||
static const char vStandardShaderStr[] =
|
||||
#if defined(GRAPHICS_API_OPENGL_21)
|
||||
"#version 120 \n"
|
||||
#elif defined(GRAPHICS_API_OPENGL_ES2)
|
||||
@ -37,7 +37,7 @@ const static unsigned char vStandardShaderStr[] =
|
||||
"} \n";
|
||||
|
||||
// Fragment shader definition to embed, no external file required
|
||||
const static unsigned char fStandardShaderStr[] =
|
||||
static const char fStandardShaderStr[] =
|
||||
#if defined(GRAPHICS_API_OPENGL_21)
|
||||
"#version 120 \n"
|
||||
#elif defined(GRAPHICS_API_OPENGL_ES2)
|
||||
@ -85,13 +85,13 @@ const static unsigned char fStandardShaderStr[] =
|
||||
"{\n"
|
||||
" vec3 surfacePos = vec3(modelMatrix*vec4(fragPosition, 1));\n"
|
||||
" vec3 surfaceToLight = l.position - surfacePos;\n"
|
||||
" float brightness = clamp(dot(n, surfaceToLight)/(length(surfaceToLight)*length(n)), 0, 1);\n"
|
||||
" float brightness = clamp(float(dot(n, surfaceToLight)/(length(surfaceToLight)*length(n))), 0.0, 1.0);\n"
|
||||
" float diff = 1.0/dot(surfaceToLight/l.radius, surfaceToLight/l.radius)*brightness*l.intensity;\n"
|
||||
" float spec = 0.0;\n"
|
||||
" if (diff > 0.0)\n"
|
||||
" {\n"
|
||||
" vec3 h = normalize(-l.direction + v);\n"
|
||||
" spec = pow(dot(n, h), 3 + glossiness)*s;\n"
|
||||
" spec = pow(dot(n, h), 3.0 + glossiness)*s;\n"
|
||||
" }\n"
|
||||
" return (diff*l.diffuse.rgb + spec*colSpecular.rgb);\n"
|
||||
"}\n"
|
||||
@ -99,23 +99,23 @@ const static unsigned char fStandardShaderStr[] =
|
||||
"vec3 CalcDirectionalLight(Light l, vec3 n, vec3 v, float s)\n"
|
||||
"{\n"
|
||||
" vec3 lightDir = normalize(-l.direction);\n"
|
||||
" float diff = clamp(dot(n, lightDir), 0.0, 1.0)*l.intensity;\n"
|
||||
" float diff = clamp(float(dot(n, lightDir)), 0.0, 1.0)*l.intensity;\n"
|
||||
" float spec = 0.0;\n"
|
||||
" if (diff > 0.0)\n"
|
||||
" {\n"
|
||||
" vec3 h = normalize(lightDir + v);\n"
|
||||
" spec = pow(dot(n, h), 3 + glossiness)*s;\n"
|
||||
" spec = pow(dot(n, h), 3.0 + glossiness)*s;\n"
|
||||
" }\n"
|
||||
" return (diff*l.intensity*l.diffuse.rgb + spec*colSpecular.rgb);\n"
|
||||
"}\n"
|
||||
"\n"
|
||||
"vec3 CalcSpotLight(Light l, vec3 n, vec3 v, float s)\n"
|
||||
"{\n"
|
||||
" vec3 surfacePos = vec3(modelMatrix*vec4(fragPosition, 1));\n"
|
||||
" vec3 surfacePos = vec3(modelMatrix*vec4(fragPosition, 1.0));\n"
|
||||
" vec3 lightToSurface = normalize(surfacePos - l.position);\n"
|
||||
" vec3 lightDir = normalize(-l.direction);\n"
|
||||
" float diff = clamp(dot(n, lightDir), 0.0, 1.0)*l.intensity;\n"
|
||||
" float attenuation = clamp(dot(n, lightToSurface), 0.0, 1.0);\n"
|
||||
" float diff = clamp(float(dot(n, lightDir)), 0.0, 1.0)*l.intensity;\n"
|
||||
" float attenuation = clamp(float(dot(n, lightToSurface)), 0.0, 1.0);\n"
|
||||
" attenuation = dot(lightToSurface, -lightDir);\n"
|
||||
" float lightToSurfaceAngle = degrees(acos(attenuation));\n"
|
||||
" if (lightToSurfaceAngle > l.coneAngle) attenuation = 0.0;\n"
|
||||
@ -125,37 +125,45 @@ const static unsigned char fStandardShaderStr[] =
|
||||
" if (diffAttenuation > 0.0)\n"
|
||||
" {\n"
|
||||
" vec3 h = normalize(lightDir + v);\n"
|
||||
" spec = pow(dot(n, h), 3 + glossiness)*s;\n"
|
||||
" spec = pow(dot(n, h), 3.0 + glossiness)*s;\n"
|
||||
" }\n"
|
||||
" return (falloff*(diffAttenuation*l.diffuse.rgb + spec*colSpecular.rgb));\n"
|
||||
"}\n"
|
||||
"\n"
|
||||
"void main()\n"
|
||||
"{\n"
|
||||
" mat3 normalMatrix = transpose(inverse(mat3(modelMatrix)));\n"
|
||||
" mat3 normalMatrix = mat3(modelMatrix);\n"
|
||||
" vec3 normal = normalize(normalMatrix*fragNormal);\n"
|
||||
" vec3 n = normalize(normal);\n"
|
||||
" vec3 v = normalize(viewDir);\n"
|
||||
#if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21)
|
||||
" vec4 texelColor = texture2D(texture0, fragTexCoord);\n"
|
||||
#elif defined(GRAPHICS_API_OPENGL_33)
|
||||
" vec4 texelColor = texture(texture0, fragTexCoord);\n"
|
||||
#endif
|
||||
" vec3 lighting = colAmbient.rgb;\n"
|
||||
" if (useNormal == 1)\n"
|
||||
" {\n"
|
||||
#if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21)
|
||||
" n *= texture2D(texture1, fragTexCoord).rgb;\n"
|
||||
#elif defined(GRAPHICS_API_OPENGL_33)
|
||||
" n *= texture(texture1, fragTexCoord).rgb;\n"
|
||||
#endif
|
||||
" n = normalize(n);\n"
|
||||
" }\n"
|
||||
" float spec = 1.0;\n"
|
||||
#if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21)
|
||||
" if (useSpecular == 1) spec *= normalize(texture2D(texture2, fragTexCoord).r);\n"
|
||||
#elif defined(GRAPHICS_API_OPENGL_33)
|
||||
" if (useSpecular == 1) spec *= normalize(texture(texture2, fragTexCoord).r);\n"
|
||||
#endif
|
||||
" for (int i = 0; i < lightsCount; i++)\n"
|
||||
" {\n"
|
||||
" if (lights[i].enabled == 1)\n"
|
||||
" {\n"
|
||||
" switch (lights[i].type)\n"
|
||||
" {\n"
|
||||
" case 0: lighting += CalcPointLight(lights[i], n, v, spec); break;\n"
|
||||
" case 1: lighting += CalcDirectionalLight(lights[i], n, v, spec); break;\n"
|
||||
" case 2: lighting += CalcSpotLight(lights[i], n, v, spec); break;\n"
|
||||
" default: break;\n"
|
||||
" }\n"
|
||||
" if(lights[i].type == 0) lighting += CalcPointLight(lights[i], n, v, spec);\n"
|
||||
" else if(lights[i].type == 1) lighting += CalcDirectionalLight(lights[i], n, v, spec);\n"
|
||||
" else if(lights[i].type == 2) lighting += CalcSpotLight(lights[i], n, v, spec);\n"
|
||||
" }\n"
|
||||
" }\n"
|
||||
#if defined(GRAPHICS_API_OPENGL_33)
|
||||
@ -163,4 +171,4 @@ const static unsigned char fStandardShaderStr[] =
|
||||
#elif defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21)
|
||||
" gl_FragColor = vec4(texelColor.rgb*lighting*colDiffuse.rgb, texelColor.a*colDiffuse.a); \n"
|
||||
#endif
|
||||
"} \n";
|
||||
"}\n";
|
||||
|
Loading…
Reference in New Issue
Block a user