/******************************************************************************************* * * raylib [rlgl] example - Using rlgl module as standalone module * * NOTE: This example requires OpenGL 3.3 or ES2 versions for shaders support, * OpenGL 1.1 does not support shaders but it can also be used. * * Compile rlgl module using: * gcc -c rlgl.c -Wall -std=c99 -DRLGL_STANDALONE -DRAYMATH_IMPLEMENTATION -DGRAPHICS_API_OPENGL_33 * * Compile example using: * gcc -o $(NAME_PART).exe $(FILE_NAME) rlgl.o -lglfw3 -lopengl32 -lgdi32 -std=c99 * * This example has been created using raylib 1.5 (www.raylib.com) * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) * * Copyright (c) 2015 Ramon Santamaria (@raysan5) * ********************************************************************************************/ #include "glad.h" // Extensions loading library #include // Windows/Context and inputs management #define RLGL_STANDALONE #include "rlgl.h" // rlgl library: OpenGL 1.1 immediate-mode style coding #include // Required for: abs() #define RED (Color){ 230, 41, 55, 255 } // Red #define MAROON (Color){ 190, 33, 55, 255 } // Maroon #define RAYWHITE (Color){ 245, 245, 245, 255 } // My own White (raylib logo) #define DARKGRAY (Color){ 80, 80, 80, 255 } // Dark Gray #define WHITE (Color){ 255, 255, 255, 255 } // White //---------------------------------------------------------------------------------- // Types and Structures Definition //---------------------------------------------------------------------------------- // Rectangle type typedef struct Rectangle { int x; int y; int width; int height; } Rectangle; //---------------------------------------------------------------------------------- // Module specific Functions Declaration //---------------------------------------------------------------------------------- static void ErrorCallback(int error, const char* description); static void KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods); // Drawing functions (uses rlgl functionality) static void DrawGrid(int slices, float spacing); static void DrawCube(Vector3 position, float width, float height, float length, Color color); static void DrawCubeWires(Vector3 position, float width, float height, float length, Color color); static void DrawRectangleV(Vector2 position, Vector2 size, Color color); static void DrawTextureRec(Texture2D texture, Rectangle sourceRec, Vector2 position, Color tint); static void DrawTexturePro(Texture2D texture, Rectangle sourceRec, Rectangle destRec, Vector2 origin, float rotation, Color tint); //---------------------------------------------------------------------------------- // Main Entry point //---------------------------------------------------------------------------------- int main(void) { // Initialization //-------------------------------------------------------------------------------------- const int screenWidth = 1080; const int screenHeight = 600; // GLFW3 Initialization + OpenGL 3.3 Context + Extensions //-------------------------------------------------------- glfwSetErrorCallback(ErrorCallback); if (!glfwInit()) { TraceLog(WARNING, "GLFW3: Can not initialize GLFW"); return 1; } else TraceLog(INFO, "GLFW3: GLFW initialized successfully"); glfwWindowHint(GLFW_SAMPLES, 4); glfwWindowHint(GLFW_DEPTH_BITS, 16); glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); glfwWindowHint(GLFW_OPENGL_DEBUG_CONTEXT, GL_TRUE); GLFWwindow *window = glfwCreateWindow(screenWidth, screenHeight, "rlgl standalone", NULL, NULL); if (!window) { glfwTerminate(); return 2; } else TraceLog(INFO, "GLFW3: Window created successfully"); glfwSetKeyCallback(window, KeyCallback); glfwMakeContextCurrent(window); glfwSwapInterval(1); // Load OpenGL 3.3 extensions if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) { TraceLog(WARNING, "GLAD: Cannot load OpenGL extensions"); return 3; } else TraceLog(INFO, "GLAD: OpenGL extensions loaded successfully"); //-------------------------------------------------------- // Initialize rlgl internal buffers and OpenGL state rlglInit(); rlglInitGraphics(0, 0, screenWidth, screenHeight); rlClearColor(245, 245, 245, 255); // Define clear color rlEnableDepthTest(); // Enable DEPTH_TEST for 3D Shader distortion = LoadShader("base.vs", "distortion.fs"); // TODO: Upload to distortion shader configuration parameters (screen size, etc.) //SetShaderValue(Shader shader, int uniformLoc, float *value, int size); // Create a RenderTexture2D to be used for render to texture RenderTexture2D target = rlglLoadRenderTexture(screenWidth, screenHeight); Vector3 cubePosition = { 0.0f, 0.0f, 0.0f }; Camera camera; camera.position = (Vector3){ 5.0f, 5.0f, 5.0f }; // Camera position camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target) camera.fovy = 60.0f; // Camera field-of-view Y //-------------------------------------------------------------------------------------- // Main game loop while (!glfwWindowShouldClose(window)) { // Update //---------------------------------------------------------------------------------- // ... //---------------------------------------------------------------------------------- // Draw //---------------------------------------------------------------------------------- rlEnableRenderTexture(target.id); // Enable render target rlClearScreenBuffers(); // Clear current framebuffer for (int i = 0; i < 2; i++) { rlViewport(i*screenWidth/2, 0, screenWidth/2, screenHeight); // Calculate projection matrix (from perspective) and view matrix from camera look at // TODO: Consider every eye fovy Matrix matProj = MatrixPerspective(camera.fovy, (double)(screenWidth/2)/(double)screenHeight, 0.01, 1000.0); MatrixTranspose(&matProj); // TODO: Recalculate view matrix considering IPD (inter-pupillary-distance) Matrix matView = MatrixLookAt(camera.position, camera.target, camera.up); SetMatrixModelview(matView); // Replace internal modelview matrix by a custom one SetMatrixProjection(matProj); // Replace internal projection matrix by a custom one DrawCube(cubePosition, 2.0f, 2.0f, 2.0f, RED); DrawCubeWires(cubePosition, 2.0f, 2.0f, 2.0f, RAYWHITE); DrawGrid(10, 1.0f); // NOTE: Internal buffers drawing (3D data) rlglDraw(); // Draw '2D' elements in the scene (GUI) #define RLGL_CREATE_MATRIX_MANUALLY #if defined(RLGL_CREATE_MATRIX_MANUALLY) matProj = MatrixOrtho(0.0, screenWidth/2, screenHeight, 0.0, 0.0, 1.0); MatrixTranspose(&matProj); matView = MatrixIdentity(); SetMatrixModelview(matView); // Replace internal modelview matrix by a custom one SetMatrixProjection(matProj); // Replace internal projection matrix by a custom one #else // Let rlgl generate and multiply matrix internally rlMatrixMode(RL_PROJECTION); // Enable internal projection matrix rlLoadIdentity(); // Reset internal projection matrix rlOrtho(0.0, screenWidth, screenHeight, 0.0, 0.0, 1.0); // Recalculate internal projection matrix rlMatrixMode(RL_MODELVIEW); // Enable internal modelview matrix rlLoadIdentity(); // Reset internal modelview matrix #endif // TODO: 2D not drawing properly on stereo rendering //DrawRectangleV((Vector2){ 10.0f, 10.0f }, (Vector2){ 500.0f, 20.0f }, DARKGRAY); // NOTE: Internal buffers drawing (2D data) rlglDraw(); } rlDisableRenderTexture(); // Disable render target // Set viewport to default framebuffer size (screen size) rlViewport(0, 0, screenWidth, screenHeight); // Let rlgl reconfigure internal matrices using OpenGL 1.1 style coding rlMatrixMode(RL_PROJECTION); // Enable internal projection matrix rlLoadIdentity(); // Reset internal projection matrix rlOrtho(0.0, screenWidth, screenHeight, 0.0, 0.0, 1.0); // Recalculate internal projection matrix rlMatrixMode(RL_MODELVIEW); // Enable internal modelview matrix rlLoadIdentity(); // Reset internal modelview matrix // Draw RenderTexture (fbo) using distortion shader BeginShaderMode(distortion); // NOTE: Render texture must be y-flipped due to default OpenGL coordinates (left-bottom) DrawTextureRec(target.texture, (Rectangle){ 0, 0, target.texture.width, -target.texture.height }, (Vector2){ 0, 0 }, WHITE); EndShaderMode(); glfwSwapBuffers(window); glfwPollEvents(); //---------------------------------------------------------------------------------- } // De-Initialization //-------------------------------------------------------------------------------------- UnloadShader(distortion); rlglClose(); // Unload rlgl internal buffers and default shader/texture glfwDestroyWindow(window); glfwTerminate(); //-------------------------------------------------------------------------------------- return 0; } //---------------------------------------------------------------------------------- // Module specific Functions Definitions //---------------------------------------------------------------------------------- // GLFW3: Error callback static void ErrorCallback(int error, const char* description) { TraceLog(ERROR, description); } // GLFW3: Keyboard callback static void KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods) { if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS) { glfwSetWindowShouldClose(window, GL_TRUE); } } // Draw rectangle using rlgl OpenGL 1.1 style coding (translated to OpenGL 3.3 internally) static void DrawRectangleV(Vector2 position, Vector2 size, Color color) { rlBegin(RL_TRIANGLES); rlColor4ub(color.r, color.g, color.b, color.a); rlVertex2i(position.x, position.y); rlVertex2i(position.x, position.y + size.y); rlVertex2i(position.x + size.x, position.y + size.y); rlVertex2i(position.x, position.y); rlVertex2i(position.x + size.x, position.y + size.y); rlVertex2i(position.x + size.x, position.y); rlEnd(); } // Draw a grid centered at (0, 0, 0) static void DrawGrid(int slices, float spacing) { int halfSlices = slices / 2; rlBegin(RL_LINES); for(int i = -halfSlices; i <= halfSlices; i++) { if (i == 0) { rlColor3f(0.5f, 0.5f, 0.5f); rlColor3f(0.5f, 0.5f, 0.5f); rlColor3f(0.5f, 0.5f, 0.5f); rlColor3f(0.5f, 0.5f, 0.5f); } else { rlColor3f(0.75f, 0.75f, 0.75f); rlColor3f(0.75f, 0.75f, 0.75f); rlColor3f(0.75f, 0.75f, 0.75f); rlColor3f(0.75f, 0.75f, 0.75f); } rlVertex3f((float)i*spacing, 0.0f, (float)-halfSlices*spacing); rlVertex3f((float)i*spacing, 0.0f, (float)halfSlices*spacing); rlVertex3f((float)-halfSlices*spacing, 0.0f, (float)i*spacing); rlVertex3f((float)halfSlices*spacing, 0.0f, (float)i*spacing); } rlEnd(); } // Draw cube // NOTE: Cube position is the center position void DrawCube(Vector3 position, float width, float height, float length, Color color) { float x = 0.0f; float y = 0.0f; float z = 0.0f; rlPushMatrix(); // NOTE: Be careful! Function order matters (rotate -> scale -> translate) rlTranslatef(position.x, position.y, position.z); //rlScalef(2.0f, 2.0f, 2.0f); //rlRotatef(45, 0, 1, 0); rlBegin(RL_TRIANGLES); rlColor4ub(color.r, color.g, color.b, color.a); // Front Face ----------------------------------------------------- rlVertex3f(x-width/2, y-height/2, z+length/2); // Bottom Left rlVertex3f(x+width/2, y-height/2, z+length/2); // Bottom Right rlVertex3f(x-width/2, y+height/2, z+length/2); // Top Left rlVertex3f(x+width/2, y+height/2, z+length/2); // Top Right rlVertex3f(x-width/2, y+height/2, z+length/2); // Top Left rlVertex3f(x+width/2, y-height/2, z+length/2); // Bottom Right // Back Face ------------------------------------------------------ rlVertex3f(x-width/2, y-height/2, z-length/2); // Bottom Left rlVertex3f(x-width/2, y+height/2, z-length/2); // Top Left rlVertex3f(x+width/2, y-height/2, z-length/2); // Bottom Right rlVertex3f(x+width/2, y+height/2, z-length/2); // Top Right rlVertex3f(x+width/2, y-height/2, z-length/2); // Bottom Right rlVertex3f(x-width/2, y+height/2, z-length/2); // Top Left // Top Face ------------------------------------------------------- rlVertex3f(x-width/2, y+height/2, z-length/2); // Top Left rlVertex3f(x-width/2, y+height/2, z+length/2); // Bottom Left rlVertex3f(x+width/2, y+height/2, z+length/2); // Bottom Right rlVertex3f(x+width/2, y+height/2, z-length/2); // Top Right rlVertex3f(x-width/2, y+height/2, z-length/2); // Top Left rlVertex3f(x+width/2, y+height/2, z+length/2); // Bottom Right // Bottom Face ---------------------------------------------------- rlVertex3f(x-width/2, y-height/2, z-length/2); // Top Left rlVertex3f(x+width/2, y-height/2, z+length/2); // Bottom Right rlVertex3f(x-width/2, y-height/2, z+length/2); // Bottom Left rlVertex3f(x+width/2, y-height/2, z-length/2); // Top Right rlVertex3f(x+width/2, y-height/2, z+length/2); // Bottom Right rlVertex3f(x-width/2, y-height/2, z-length/2); // Top Left // Right face ----------------------------------------------------- rlVertex3f(x+width/2, y-height/2, z-length/2); // Bottom Right rlVertex3f(x+width/2, y+height/2, z-length/2); // Top Right rlVertex3f(x+width/2, y+height/2, z+length/2); // Top Left rlVertex3f(x+width/2, y-height/2, z+length/2); // Bottom Left rlVertex3f(x+width/2, y-height/2, z-length/2); // Bottom Right rlVertex3f(x+width/2, y+height/2, z+length/2); // Top Left // Left Face ------------------------------------------------------ rlVertex3f(x-width/2, y-height/2, z-length/2); // Bottom Right rlVertex3f(x-width/2, y+height/2, z+length/2); // Top Left rlVertex3f(x-width/2, y+height/2, z-length/2); // Top Right rlVertex3f(x-width/2, y-height/2, z+length/2); // Bottom Left rlVertex3f(x-width/2, y+height/2, z+length/2); // Top Left rlVertex3f(x-width/2, y-height/2, z-length/2); // Bottom Right rlEnd(); rlPopMatrix(); } // Draw cube wires void DrawCubeWires(Vector3 position, float width, float height, float length, Color color) { float x = 0.0f; float y = 0.0f; float z = 0.0f; rlPushMatrix(); rlTranslatef(position.x, position.y, position.z); //rlRotatef(45, 0, 1, 0); rlBegin(RL_LINES); rlColor4ub(color.r, color.g, color.b, color.a); // Front Face ----------------------------------------------------- // Bottom Line rlVertex3f(x-width/2, y-height/2, z+length/2); // Bottom Left rlVertex3f(x+width/2, y-height/2, z+length/2); // Bottom Right // Left Line rlVertex3f(x+width/2, y-height/2, z+length/2); // Bottom Right rlVertex3f(x+width/2, y+height/2, z+length/2); // Top Right // Top Line rlVertex3f(x+width/2, y+height/2, z+length/2); // Top Right rlVertex3f(x-width/2, y+height/2, z+length/2); // Top Left // Right Line rlVertex3f(x-width/2, y+height/2, z+length/2); // Top Left rlVertex3f(x-width/2, y-height/2, z+length/2); // Bottom Left // Back Face ------------------------------------------------------ // Bottom Line rlVertex3f(x-width/2, y-height/2, z-length/2); // Bottom Left rlVertex3f(x+width/2, y-height/2, z-length/2); // Bottom Right // Left Line rlVertex3f(x+width/2, y-height/2, z-length/2); // Bottom Right rlVertex3f(x+width/2, y+height/2, z-length/2); // Top Right // Top Line rlVertex3f(x+width/2, y+height/2, z-length/2); // Top Right rlVertex3f(x-width/2, y+height/2, z-length/2); // Top Left // Right Line rlVertex3f(x-width/2, y+height/2, z-length/2); // Top Left rlVertex3f(x-width/2, y-height/2, z-length/2); // Bottom Left // Top Face ------------------------------------------------------- // Left Line rlVertex3f(x-width/2, y+height/2, z+length/2); // Top Left Front rlVertex3f(x-width/2, y+height/2, z-length/2); // Top Left Back // Right Line rlVertex3f(x+width/2, y+height/2, z+length/2); // Top Right Front rlVertex3f(x+width/2, y+height/2, z-length/2); // Top Right Back // Bottom Face --------------------------------------------------- // Left Line rlVertex3f(x-width/2, y-height/2, z+length/2); // Top Left Front rlVertex3f(x-width/2, y-height/2, z-length/2); // Top Left Back // Right Line rlVertex3f(x+width/2, y-height/2, z+length/2); // Top Right Front rlVertex3f(x+width/2, y-height/2, z-length/2); // Top Right Back rlEnd(); rlPopMatrix(); } // Draw a part of a texture (defined by a rectangle) static void DrawTextureRec(Texture2D texture, Rectangle sourceRec, Vector2 position, Color tint) { Rectangle destRec = { (int)position.x, (int)position.y, abs(sourceRec.width), abs(sourceRec.height) }; Vector2 origin = { 0, 0 }; DrawTexturePro(texture, sourceRec, destRec, origin, 0.0f, tint); } // Draw a part of a texture (defined by a rectangle) with 'pro' parameters // NOTE: origin is relative to destination rectangle size static void DrawTexturePro(Texture2D texture, Rectangle sourceRec, Rectangle destRec, Vector2 origin, float rotation, Color tint) { // Check if texture is valid if (texture.id != 0) { if (sourceRec.width < 0) sourceRec.x -= sourceRec.width; if (sourceRec.height < 0) sourceRec.y -= sourceRec.height; rlEnableTexture(texture.id); rlPushMatrix(); rlTranslatef(destRec.x, destRec.y, 0); rlRotatef(rotation, 0, 0, 1); rlTranslatef(-origin.x, -origin.y, 0); rlBegin(RL_QUADS); rlColor4ub(tint.r, tint.g, tint.b, tint.a); rlNormal3f(0.0f, 0.0f, 1.0f); // Normal vector pointing towards viewer // Bottom-left corner for texture and quad rlTexCoord2f((float)sourceRec.x / texture.width, (float)sourceRec.y / texture.height); rlVertex2f(0.0f, 0.0f); // Bottom-right corner for texture and quad rlTexCoord2f((float)sourceRec.x / texture.width, (float)(sourceRec.y + sourceRec.height) / texture.height); rlVertex2f(0.0f, destRec.height); // Top-right corner for texture and quad rlTexCoord2f((float)(sourceRec.x + sourceRec.width) / texture.width, (float)(sourceRec.y + sourceRec.height) / texture.height); rlVertex2f(destRec.width, destRec.height); // Top-left corner for texture and quad rlTexCoord2f((float)(sourceRec.x + sourceRec.width) / texture.width, (float)sourceRec.y / texture.height); rlVertex2f(destRec.width, 0.0f); rlEnd(); rlPopMatrix(); rlDisableTexture(); } }