Updated Oculus sample
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0bc71d84f8
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4bc339ea4e
3 changed files with 85 additions and 57 deletions
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@ -30,7 +30,7 @@
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#define RLGL_STANDALONE
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#include "rlgl.h"
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//#define PLATFORM_OCULUS
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#define PLATFORM_OCULUS
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#if defined(PLATFORM_OCULUS)
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#include "OculusSDK/LibOVR/Include/OVR_CAPI_GL.h" // Oculus SDK for OpenGL
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@ -72,7 +72,7 @@ typedef struct 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; // layer 1
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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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@ -222,6 +222,7 @@ int main(void)
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layer.eyeLayer.RenderPose[0] = eyePoses[0];
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layer.eyeLayer.RenderPose[1] = eyePoses[1];
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#endif
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Matrix matView = MatrixLookAt(camera.position, camera.target, camera.up);
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//----------------------------------------------------------------------------------
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// Draw
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@ -229,13 +230,12 @@ int main(void)
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#if defined(PLATFORM_OCULUS)
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SetOculusBuffer(session, buffer);
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#endif
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rlClearScreenBuffers(); // Clear current framebuffers
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rlClearScreenBuffers(); // Clear current framebuffer(s)
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#if defined(PLATFORM_OCULUS)
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for (int eye = 0; eye < 2; eye++)
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{
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glViewport(layer.eyeLayer.Viewport[eye].Pos.x, layer.eyeLayer.Viewport[eye].Pos.y, layer.eyeLayer.Viewport[eye].Size.w, layer.eyeLayer.Viewport[eye].Size.h);
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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);
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Quaternion eyeRPose = (Quaternion){ eyePoses[eye].Orientation.x, eyePoses[eye].Orientation.y, eyePoses[eye].Orientation.z, eyePoses[eye].Orientation.w };
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QuaternionInvert(&eyeRPose);
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@ -244,32 +244,39 @@ int main(void)
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Matrix eyeView = MatrixMultiply(eyeTranslation, eyeOrientation);
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Matrix modelview = MatrixMultiply(matView, eyeView);
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Matrix mvp = MatrixMultiply(modelview, layer.eyeProjections[eye]);
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//Matrix mvp = MatrixMultiply(modelview, layer.eyeProjections[eye]);
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SetMatrixModelview(modelview);
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SetMatrixProjection(layer.eyeProjections[eye]);
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#else
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// Calculate projection matrix (from perspective) and view matrix from camera look at
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Matrix matProj = MatrixPerspective(camera.fovy, (double)screenWidth/(double)screenHeight, 0.01, 1000.0);
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MatrixTranspose(&matProj);
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Matrix matView = MatrixLookAt(camera.position, camera.target, camera.up);
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Matrix mvp = MatrixMultiply(matView, matProj);
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SetMatrixModelview(matView); // Replace internal modelview matrix by a custom one
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SetMatrixProjection(matProj); // Replace internal projection matrix by a custom one
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#endif
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DrawCube(cubePosition, 2.0f, 2.0f, 2.0f, RED);
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DrawCubeWires(cubePosition, 2.0f, 2.0f, 2.0f, RAYWHITE);
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DrawGrid(10, 1.0f);
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// NOTE: Internal buffers drawing (3D data)
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rlglDraw(mvp);
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matProj = MatrixOrtho(0.0, screenWidth, screenHeight, 0.0, 0.0, 1.0);
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MatrixTranspose(&matProj);
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matView = MatrixIdentity();
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mvp = MatrixMultiply(matView, matProj);
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rlglDraw();
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#if !defined(PLATFORM_OCULUS)
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// Draw '2D' elements in the scene (GUI)
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// TODO: 2D drawing on Oculus Rift: requires an ovrLayerQuad layer
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DrawRectangleV((Vector2){ 10.0f, 10.0f }, (Vector2){ 300.0f, 20.0f }, DARKGRAY);
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rlMatrixMode(RL_PROJECTION); // Enable internal projection matrix
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rlLoadIdentity(); // Reset internal projection matrix
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rlOrtho(0.0, screenWidth, screenHeight, 0.0, 0.0, 1.0); // Recalculate internal projection matrix
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rlMatrixMode(RL_MODELVIEW); // Enable internal modelview matrix
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rlLoadIdentity(); // Reset internal modelview matrix
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DrawRectangleV((Vector2){ 10.0f, 10.0f }, (Vector2){ 600.0f, 20.0f }, DARKGRAY);
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// NOTE: Internal buffers drawing (2D data)
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rlglDraw(mvp);
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rlglDraw();
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#endif
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#if defined(PLATFORM_OCULUS)
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}
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@ -593,14 +600,12 @@ static OculusBuffer LoadOculusBuffer(ovrSession session, int width, int height)
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desc.Width = width;
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desc.Height = height;
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desc.MipLevels = 1;
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desc.Format = OVR_FORMAT_R8G8B8A8_UNORM_SRGB;
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desc.Format = OVR_FORMAT_R8G8B8A8_UNORM_SRGB; // Requires glEnable(GL_FRAMEBUFFER_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, &buffer.textureChain);
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//eyeLayer.ColorTexture[0] = buffer.textureChain; // <------------------- ???
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if (!OVR_SUCCESS(result)) TraceLog(LOG_WARNING, "OVR: Failed to create swap textures buffer");
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int textureCount = 0;
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@ -672,9 +677,11 @@ static void SetOculusBuffer(ovrSession session, OculusBuffer buffer)
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, currentTexId, 0);
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//glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, buffer.depthId, 0); // Already binded
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//glViewport(0, 0, buffer.width, buffer.height);
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//glViewport(0, 0, buffer.width, buffer.height); // Useful if rendering to separate framebuffers (every eye)
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//glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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//glEnable(GL_FRAMEBUFFER_SRGB);
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// Required if OculusBuffer format is OVR_FORMAT_R8G8B8A8_UNORM_SRGB
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glEnable(GL_FRAMEBUFFER_SRGB);
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}
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// Unset Oculus buffer
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@ -28,40 +28,38 @@
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#include "rlgl.h"
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#include <stdio.h> // Standard input / output lib
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#include <stdlib.h> // Declares malloc() and free() for memory management, rand()
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#include <string.h> // Declares strcmp(), strlen(), strtok()
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#include <stdio.h> // Required for: fopen(), fclose(), fread()... [Used only on ReadTextFile()]
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#include <stdlib.h> // Required for: malloc(), free(), rand()
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#include <string.h> // Required for: strcmp(), strlen(), strtok()
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#ifndef RLGL_STANDALONE
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#include "raymath.h" // Required for Vector3 and Matrix functions
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#include "raymath.h" // Required for Vector3 and Matrix functions
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#endif
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#if defined(GRAPHICS_API_OPENGL_11)
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#ifdef __APPLE__ // OpenGL include for OSX
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#include <OpenGL/gl.h>
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#ifdef __APPLE__
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#include <OpenGL/gl.h> // OpenGL 1.1 library for OSX
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#else
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#include <GL/gl.h> // Basic OpenGL include
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#include <GL/gl.h> // OpenGL 1.1 library
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#endif
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#endif
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#if defined(GRAPHICS_API_OPENGL_33)
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#ifdef __APPLE__ // OpenGL include for OSX
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#include <OpenGL/gl3.h>
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#ifdef __APPLE__
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#include <OpenGL/gl3.h> // OpenGL 3 library for OSX
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#else
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//#define GLEW_STATIC
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//#include <GL/glew.h> // GLEW header, includes OpenGL headers
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#include "glad.h" // glad header, includes OpenGL headers
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#include "glad.h" // GLAD library, includes OpenGL headers
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#endif
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#endif
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#if defined(GRAPHICS_API_OPENGL_ES2)
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#include <EGL/egl.h>
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#include <GLES2/gl2.h>
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#include <GLES2/gl2ext.h>
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#include <EGL/egl.h> // EGL library
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#include <GLES2/gl2.h> // OpenGL ES 2.0 library
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#include <GLES2/gl2ext.h> // OpenGL ES 2.0 extensions library
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#endif
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#if defined(RLGL_STANDALONE)
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#include <stdarg.h> // Used for functions with variable number of parameters (TraceLog())
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#include <stdarg.h> // Required for: va_list, va_start(), vfprintf(), va_end() [Used only on TraceLog()]
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#endif
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//----------------------------------------------------------------------------------
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@ -171,7 +169,6 @@ static Matrix modelview;
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static Matrix projection;
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static Matrix *currentMatrix;
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static int currentMatrixMode;
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static Matrix customMVP;
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static DrawMode currentDrawMode;
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@ -913,8 +910,8 @@ void rlglInit(void)
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vaoSupported = true;
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npotSupported = true;
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// NOTE: We don't need to check again supported extensions but we do (in case GLEW is replaced sometime)
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// We get a list of available extensions and we check for some of them (compressed textures)
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// NOTE: We don't need to check again supported extensions but we do (GLAD already dealt with that)
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glGetIntegerv(GL_NUM_EXTENSIONS, &numExt);
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const char *extList[numExt];
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@ -1083,10 +1080,8 @@ void rlglClose(void)
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}
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// Drawing batches: triangles, quads, lines
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void rlglDraw(Matrix mvp)
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void rlglDraw(void)
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{
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customMVP = mvp;
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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/*
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for (int i = 0; i < modelsCount; i++)
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@ -1548,10 +1543,10 @@ void rlglLoadMesh(Mesh *mesh, bool dynamic)
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mesh->vboId[5] = 0; // Vertex texcoords2 VBO
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mesh->vboId[6] = 0; // Vertex indices VBO
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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int drawHint = GL_STATIC_DRAW;
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if (dynamic) drawHint = GL_DYNAMIC_DRAW;
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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GLuint vaoId = 0; // Vertex Array Objects (VAO)
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GLuint vboId[7]; // Vertex Buffer Objects (VBOs)
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@ -1677,6 +1672,7 @@ void rlglLoadMesh(Mesh *mesh, bool dynamic)
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// Update vertex data on GPU (upload new data to one buffer)
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void rlglUpdateMesh(Mesh mesh, int buffer, int numVertex)
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{
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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// Activate mesh VAO
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if (vaoSupported) glBindVertexArray(mesh.vaoId);
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@ -1732,6 +1728,7 @@ void rlglUpdateMesh(Mesh mesh, int buffer, int numVertex)
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//mesh.vertices = glMapBuffer(GL_ARRAY_BUFFER, GL_READ_WRITE);
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// Now we can modify vertices
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//glUnmapBuffer(GL_ARRAY_BUFFER);
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#endif
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}
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// Draw a 3d mesh with material and transform
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@ -2156,19 +2153,19 @@ void UnloadShader(Shader shader)
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}
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}
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// Set custom shader to be used on batch draw
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// Begin custom shader mode
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void BeginShaderMode(Shader shader)
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{
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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if (currentShader.id != shader.id)
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{
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//rlglDraw();
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rlglDraw();
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currentShader = shader;
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}
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#endif
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}
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// Set default shader to be used in batch draw
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// End custom shader mode (returns to default shader)
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void EndShaderMode(void)
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{
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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@ -2254,13 +2251,25 @@ void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat)
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#endif
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}
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// Set a custom projection matrix (replaces internal projection matrix)
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void SetMatrixProjection(Matrix proj)
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{
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projection = proj;
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}
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// Set a custom modelview matrix (replaces internal modelview matrix)
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void SetMatrixModelview(Matrix view)
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{
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modelview = view;
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}
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// Begin blending mode (alpha, additive, multiplied)
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// NOTE: Only 3 blending modes supported, default blend mode is alpha
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void BeginBlendMode(int mode)
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{
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if ((blendMode != mode) && (mode < 3))
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{
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//rlglDraw();
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rlglDraw();
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switch (mode)
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{
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@ -2283,8 +2292,11 @@ void EndBlendMode(void)
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// Create a new light, initialize it and add to pool
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Light CreateLight(int type, Vector3 position, Color diffuse)
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{
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Light light = NULL;
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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// Allocate dynamic memory
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Light light = (Light)malloc(sizeof(LightData));
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light = (Light)malloc(sizeof(LightData));
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// Initialize light values with generic values
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light->id = lightsCount;
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// Increase enabled lights count
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lightsCount++;
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#else
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// TODO: Support OpenGL 1.1 lighting system
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TraceLog(WARNING, "Lighting currently not supported on OpenGL 1.1");
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#endif
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return light;
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}
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// Destroy a light and take it out of the list
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void DestroyLight(Light light)
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{
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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// Free dynamic memory allocation
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free(lights[light->id]);
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// Decrease enabled physic objects count
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lightsCount--;
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#endif
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}
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//----------------------------------------------------------------------------------
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glUseProgram(currentShader.id);
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// Create modelview-projection matrix
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//Matrix matMVP = MatrixMultiply(modelview, projection);
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Matrix matMVP = MatrixMultiply(modelview, projection);
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glUniformMatrix4fv(currentShader.mvpLoc, 1, false, MatrixToFloat(customMVP)); //customMVP
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glUniformMatrix4fv(currentShader.mvpLoc, 1, false, MatrixToFloat(matMVP));
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glUniform4f(currentShader.tintColorLoc, 1.0f, 1.0f, 1.0f, 1.0f);
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glUniform1i(currentShader.mapTexture0Loc, 0);
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free(quads.indices);
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}
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// Sets shader uniform values for lights array
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// Setup shader uniform values for lights array
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// NOTE: It would be far easier with shader UBOs but are not supported on OpenGL ES 2.0f
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static void SetShaderLights(Shader shader)
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{
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//#define RLGL_STANDALONE // NOTE: To use rlgl as standalone lib, just uncomment this line
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#ifndef RLGL_STANDALONE
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#include "raylib.h" // Required for typedef(s): Model, Shader, Texture2D
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#include "utils.h" // Required for function TraceLog()
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#include "raylib.h" // Required for: Model, Shader, Texture2D
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#include "utils.h" // Required for: TraceLog()
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#endif
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#ifdef RLGL_STANDALONE
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#define RAYMATH_STANDALONE
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#endif
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#include "raymath.h" // Required for types: Vector3, Matrix
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#include "raymath.h" // Required for: Vector3, Matrix
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// Select desired OpenGL version
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// NOTE: Those preprocessor defines are only used on rlgl module,
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//------------------------------------------------------------------------------------
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void rlglInit(void); // Initialize rlgl (shaders, VAO, VBO...)
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void rlglClose(void); // De-init rlgl
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void rlglDraw(Matrix mvp); // Draw VAO/VBO
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void rlglDraw(void); // Draw VAO/VBO
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void rlglInitGraphics(int offsetX, int offsetY, int width, int height); // Initialize Graphics (OpenGL stuff)
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unsigned int rlglLoadTexture(void *data, int width, int height, int textureFormat, int mipmapCount); // Load texture in GPU
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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 SetMatrixProjection(Matrix proj); // Set a custom projection matrix (replaces internal projection matrix)
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void SetMatrixModelview(Matrix view); // Set a custom modelview matrix (replaces internal modelview matrix)
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void BeginShaderMode(Shader shader); // Begin custom shader drawing
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void EndShaderMode(void); // End custom shader drawing (use default shader)
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void BeginBlendMode(int mode); // Begin blending mode (alpha, additive, multiplied)
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