mirror of
https://github.com/raysan5/raylib.git
synced 2025-09-24 12:08:30 +00:00
Updated Oculus sample
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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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@@ -2301,13 +2313,18 @@ Light CreateLight(int type, Vector3 position, Color diffuse)
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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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@@ -2325,6 +2342,7 @@ void DestroyLight(Light light)
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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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@@ -2869,9 +2887,9 @@ static void DrawDefaultBuffers(void)
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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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@@ -3062,7 +3080,7 @@ static void UnloadDefaultBuffers(void)
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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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