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	Oculus Rift example with rlgl standalone
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										393
									
								
								examples/rlgl_oculus_rift.c
									
									
									
									
									
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								examples/rlgl_oculus_rift.c
									
									
									
									
									
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					/*******************************************************************************************
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					*
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					*   raylib [rlgl] example - Oculus minimum sample
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					*
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					*   NOTE: This example requires OpenGL 3.3 or ES2 versions for shaders support,
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					*         OpenGL 1.1 does not support shaders but it can also be used.
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					*
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					*   Compile rlgl module using:
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					*   gcc -c rlgl.c -Wall -std=c99 -DRLGL_STANDALONE -DRAYMATH_IMPLEMENTATION -DGRAPHICS_API_OPENGL_33 -DRLGL_OCULUS_SUPPORT
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					*
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					*   NOTE 1: rlgl module requires the following header-only files:
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					*       external/glad.h - OpenGL extensions loader (stripped to only required extensions)
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					*       shader_standard.h - Standard shader for materials and lighting
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					*       shader_distortion.h - Distortion shader for VR
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					*       raymath.h - Vector and matrix math functions
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					*
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					*   NOTE 2: rlgl requires LibOVR (Oculus PC SDK) to support Oculus Rift CV1
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					*
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					*   Compile example using:
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					*   gcc -o rlgl_oculus_rift.exe rlgl_oculus_rift.c rlgl.o -L. -lLibOVRRT32_1 -lglfw3 -lopengl32 -lgdi32 -std=c99
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					*
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					*   NOTE: Example must be linked against LibOVRRT32_1.dll that comes with Oculus Rift runtime.
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					*
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					*   This example has been created using raylib 1.5 (www.raylib.com)
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					*   raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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					*
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					*   Copyright (c) 2015 Ramon Santamaria (@raysan5)
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					*
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					********************************************************************************************/
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					#include <stdlib.h>
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					#include <stdarg.h>
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					#include <stdio.h>
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					#include <string.h>
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					#include <math.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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					#include "rlgl.h"               // rlgl library: OpenGL 1.1 immediate-mode style coding
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					#define RED        (Color){ 230, 41, 55, 255 }     // Red
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					#define RAYWHITE   (Color){ 245, 245, 245, 255 }   // My own White (raylib logo)
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					#define DARKGRAY   (Color){ 80, 80, 80, 255 }      // Dark Gray
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					//----------------------------------------------------------------------------------
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					// Module specific Functions Declaration
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					//----------------------------------------------------------------------------------
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					static void ErrorCallback(int error, const char* description);
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					static void KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods);
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					// Drawing functions (uses rlgl functionality)
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					static void DrawGrid(int slices, float spacing);
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					static void DrawCube(Vector3 position, float width, float height, float length, Color color);
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					static void DrawCubeWires(Vector3 position, float width, float height, float length, Color color);
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					static void DrawRectangleV(Vector2 position, Vector2 size, Color color);
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					//----------------------------------------------------------------------------------
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					// Main Entry point
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					//----------------------------------------------------------------------------------
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					int main(void)
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					{
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					    // Initialization
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					    //--------------------------------------------------------------------------------------
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					    int screenWidth = 1080;     // Mirror screen width (set to hmdDesc.Resolution.w/2)
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					    int screenHeight = 600;     // Mirror screen height (set to hmdDesc.Resolution.h/2)
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					    // NOTE: Mirror screen size can be set to any desired resolution!
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					    // GLFW3 Initialization + OpenGL 3.3 Context + Extensions
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					    //--------------------------------------------------------
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					    glfwSetErrorCallback(ErrorCallback);
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					    if (!glfwInit())
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					    {
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					        TraceLog(WARNING, "GLFW3: Can not initialize GLFW");
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					        return 1;
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					    }
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					    else TraceLog(INFO, "GLFW3: GLFW initialized successfully");
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					    glfwWindowHint(GLFW_SAMPLES, 4);
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					    glfwWindowHint(GLFW_DEPTH_BITS, 16);
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					    glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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					    glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
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					    glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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					    glfwWindowHint(GLFW_OPENGL_DEBUG_CONTEXT, GL_TRUE);
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					    GLFWwindow *window = glfwCreateWindow(screenWidth, screenHeight, "rlgl oculus rift", NULL, NULL);
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					    if (!window)
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					    {
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					        glfwTerminate();
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					        return 2;
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					    }
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					    else TraceLog(INFO, "GLFW3: Window created successfully");
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					    glfwSetKeyCallback(window, KeyCallback);
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					    glfwMakeContextCurrent(window);
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					    glfwSwapInterval(0);
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					    // Load OpenGL 3.3 supported extensions
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					    rlglLoadExtensions(glfwGetProcAddress);
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					    //--------------------------------------------------------
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					    // Initialize OpenGL context (states and resources)
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					    rlglInit(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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					    // Define custom camera to initialize projection and view matrices
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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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					    // Initialize viewport and internal projection/modelview matrices
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					    rlViewport(0, 0, screenWidth, screenHeight);
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					    rlMatrixMode(RL_PROJECTION);                        // Switch to PROJECTION matrix
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					    rlLoadIdentity();                                   // Reset current matrix (PROJECTION)
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					    // Setup perspective projection
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					    float aspect = (float)screenWidth/(float)screenHeight;
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					    double top = 0.01*tan(camera.fovy*PI/360.0);
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					    double right = top*aspect;
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					    rlFrustum(-right, right, -top, top, 0.01, 1000.0);
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					    rlMatrixMode(RL_MODELVIEW);                         // Switch back to MODELVIEW matrix
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					    rlLoadIdentity();                                   // Reset current matrix (MODELVIEW)
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					    // Setup Camera view
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					    Matrix cameraView = MatrixLookAt(camera.position, camera.target, camera.up);
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					    rlMultMatrixf(MatrixToFloat(cameraView));      // Multiply MODELVIEW matrix by view matrix (camera)
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					    InitOculusDevice();                                 // Initialize Oculus Rift CV1
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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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					    while (!glfwWindowShouldClose(window)) 
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					    {
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					        // Update
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					        //----------------------------------------------------------------------------------
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					        UpdateOculusTracking();
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					        //----------------------------------------------------------------------------------
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					        // Draw
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					        //----------------------------------------------------------------------------------
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					        BeginOculusDrawing();
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					            rlClearScreenBuffers();             // Clear current framebuffer(s)
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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();
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					        EndOculusDrawing();
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					        glfwSwapBuffers(window);
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					        glfwPollEvents();
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					        //----------------------------------------------------------------------------------
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					    }
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					    // De-Initialization
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					    //--------------------------------------------------------------------------------------
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					    CloseOculusDevice();            // Close Oculus device and clear resources
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					    rlglClose();                    // Unload rlgl internal buffers and default shader/texture
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					    glfwDestroyWindow(window);      // Close window
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					    glfwTerminate();                // Free GLFW3 resources
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					    //--------------------------------------------------------------------------------------
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					    return 0;
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					}
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					//----------------------------------------------------------------------------------
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					// Module specific Functions Definitions
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					//----------------------------------------------------------------------------------
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					// GLFW3: Error callback
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					static void ErrorCallback(int error, const char* description)
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					{
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					    TraceLog(ERROR, description);
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					}
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					// GLFW3: Keyboard callback
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					static void KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods)
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					{
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					    if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
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					    {
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					        glfwSetWindowShouldClose(window, GL_TRUE);
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					    }
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					}
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					// Draw rectangle using rlgl OpenGL 1.1 style coding (translated to OpenGL 3.3 internally)
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					static void DrawRectangleV(Vector2 position, Vector2 size, Color color)
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					{
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					    rlBegin(RL_TRIANGLES);
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					        rlColor4ub(color.r, color.g, color.b, color.a);
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					        rlVertex2i(position.x, position.y);
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					        rlVertex2i(position.x, position.y + size.y);
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					        rlVertex2i(position.x + size.x, position.y + size.y);
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					        rlVertex2i(position.x, position.y);
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					        rlVertex2i(position.x + size.x, position.y + size.y);
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					        rlVertex2i(position.x + size.x, position.y);
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					    rlEnd();
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					}
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					// Draw a grid centered at (0, 0, 0)
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					static void DrawGrid(int slices, float spacing)
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					{
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					    int halfSlices = slices / 2;
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					    rlBegin(RL_LINES);
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					        for(int i = -halfSlices; i <= halfSlices; i++)
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					        {
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					            if (i == 0)
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					            {
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					                rlColor3f(0.5f, 0.5f, 0.5f);
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					                rlColor3f(0.5f, 0.5f, 0.5f);
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					                rlColor3f(0.5f, 0.5f, 0.5f);
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					                rlColor3f(0.5f, 0.5f, 0.5f);
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					            }
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					            else
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					            {
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					                rlColor3f(0.75f, 0.75f, 0.75f);
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					                rlColor3f(0.75f, 0.75f, 0.75f);
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					                rlColor3f(0.75f, 0.75f, 0.75f);
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					                rlColor3f(0.75f, 0.75f, 0.75f);
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					            }
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					            rlVertex3f((float)i*spacing, 0.0f, (float)-halfSlices*spacing);
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					            rlVertex3f((float)i*spacing, 0.0f, (float)halfSlices*spacing);
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					            rlVertex3f((float)-halfSlices*spacing, 0.0f, (float)i*spacing);
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					            rlVertex3f((float)halfSlices*spacing, 0.0f, (float)i*spacing);
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					        }
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					    rlEnd();
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					}
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					// Draw cube
 | 
				
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					// NOTE: Cube position is the center position
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					void DrawCube(Vector3 position, float width, float height, float length, Color color)
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					{
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					    float x = 0.0f;
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					    float y = 0.0f;
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					    float z = 0.0f;
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					    rlPushMatrix();
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					        // NOTE: Be careful! Function order matters (rotate -> scale -> translate)
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					        rlTranslatef(position.x, position.y, position.z);
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					        //rlScalef(2.0f, 2.0f, 2.0f);
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					        //rlRotatef(45, 0, 1, 0);
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					        rlBegin(RL_TRIANGLES);
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					            rlColor4ub(color.r, color.g, color.b, color.a);
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					            // Front Face -----------------------------------------------------
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					            rlVertex3f(x-width/2, y-height/2, z+length/2);  // Bottom Left
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					            rlVertex3f(x+width/2, y-height/2, z+length/2);  // Bottom Right
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					            rlVertex3f(x-width/2, y+height/2, z+length/2);  // Top Left
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					            rlVertex3f(x+width/2, y+height/2, z+length/2);  // Top Right
 | 
				
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					            rlVertex3f(x-width/2, y+height/2, z+length/2);  // Top Left
 | 
				
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					            rlVertex3f(x+width/2, y-height/2, z+length/2);  // Bottom Right
 | 
				
			||||||
 | 
					
 | 
				
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 | 
					            // Back Face ------------------------------------------------------
 | 
				
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					            rlVertex3f(x-width/2, y-height/2, z-length/2);  // Bottom Left
 | 
				
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					            rlVertex3f(x-width/2, y+height/2, z-length/2);  // Top Left
 | 
				
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					            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();
 | 
				
			||||||
 | 
					}
 | 
				
			||||||
		Reference in New Issue
	
	Block a user