Updated Oculus sample

This commit is contained in:
raysan5
2016-06-02 20:25:11 +02:00
parent 0bc71d84f8
commit 4bc339ea4e
3 changed files with 85 additions and 57 deletions

View File

@@ -28,40 +28,38 @@
#include "rlgl.h"
#include <stdio.h> // Standard input / output lib
#include <stdlib.h> // Declares malloc() and free() for memory management, rand()
#include <string.h> // Declares strcmp(), strlen(), strtok()
#include <stdio.h> // Required for: fopen(), fclose(), fread()... [Used only on ReadTextFile()]
#include <stdlib.h> // Required for: malloc(), free(), rand()
#include <string.h> // Required for: strcmp(), strlen(), strtok()
#ifndef RLGL_STANDALONE
#include "raymath.h" // Required for Vector3 and Matrix functions
#include "raymath.h" // Required for Vector3 and Matrix functions
#endif
#if defined(GRAPHICS_API_OPENGL_11)
#ifdef __APPLE__ // OpenGL include for OSX
#include <OpenGL/gl.h>
#ifdef __APPLE__
#include <OpenGL/gl.h> // OpenGL 1.1 library for OSX
#else
#include <GL/gl.h> // Basic OpenGL include
#include <GL/gl.h> // OpenGL 1.1 library
#endif
#endif
#if defined(GRAPHICS_API_OPENGL_33)
#ifdef __APPLE__ // OpenGL include for OSX
#include <OpenGL/gl3.h>
#ifdef __APPLE__
#include <OpenGL/gl3.h> // OpenGL 3 library for OSX
#else
//#define GLEW_STATIC
//#include <GL/glew.h> // GLEW header, includes OpenGL headers
#include "glad.h" // glad header, includes OpenGL headers
#include "glad.h" // GLAD library, includes OpenGL headers
#endif
#endif
#if defined(GRAPHICS_API_OPENGL_ES2)
#include <EGL/egl.h>
#include <GLES2/gl2.h>
#include <GLES2/gl2ext.h>
#include <EGL/egl.h> // EGL library
#include <GLES2/gl2.h> // OpenGL ES 2.0 library
#include <GLES2/gl2ext.h> // OpenGL ES 2.0 extensions library
#endif
#if defined(RLGL_STANDALONE)
#include <stdarg.h> // Used for functions with variable number of parameters (TraceLog())
#include <stdarg.h> // Required for: va_list, va_start(), vfprintf(), va_end() [Used only on TraceLog()]
#endif
//----------------------------------------------------------------------------------
@@ -171,7 +169,6 @@ static Matrix modelview;
static Matrix projection;
static Matrix *currentMatrix;
static int currentMatrixMode;
static Matrix customMVP;
static DrawMode currentDrawMode;
@@ -913,8 +910,8 @@ void rlglInit(void)
vaoSupported = true;
npotSupported = true;
// NOTE: We don't need to check again supported extensions but we do (in case GLEW is replaced sometime)
// We get a list of available extensions and we check for some of them (compressed textures)
// NOTE: We don't need to check again supported extensions but we do (GLAD already dealt with that)
glGetIntegerv(GL_NUM_EXTENSIONS, &numExt);
const char *extList[numExt];
@@ -1083,10 +1080,8 @@ void rlglClose(void)
}
// Drawing batches: triangles, quads, lines
void rlglDraw(Matrix mvp)
void rlglDraw(void)
{
customMVP = mvp;
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
/*
for (int i = 0; i < modelsCount; i++)
@@ -1548,10 +1543,10 @@ void rlglLoadMesh(Mesh *mesh, bool dynamic)
mesh->vboId[5] = 0; // Vertex texcoords2 VBO
mesh->vboId[6] = 0; // Vertex indices VBO
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
int drawHint = GL_STATIC_DRAW;
if (dynamic) drawHint = GL_DYNAMIC_DRAW;
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
GLuint vaoId = 0; // Vertex Array Objects (VAO)
GLuint vboId[7]; // Vertex Buffer Objects (VBOs)
@@ -1677,6 +1672,7 @@ void rlglLoadMesh(Mesh *mesh, bool dynamic)
// Update vertex data on GPU (upload new data to one buffer)
void rlglUpdateMesh(Mesh mesh, int buffer, int numVertex)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
// Activate mesh VAO
if (vaoSupported) glBindVertexArray(mesh.vaoId);
@@ -1732,6 +1728,7 @@ void rlglUpdateMesh(Mesh mesh, int buffer, int numVertex)
//mesh.vertices = glMapBuffer(GL_ARRAY_BUFFER, GL_READ_WRITE);
// Now we can modify vertices
//glUnmapBuffer(GL_ARRAY_BUFFER);
#endif
}
// Draw a 3d mesh with material and transform
@@ -2156,19 +2153,19 @@ void UnloadShader(Shader shader)
}
}
// Set custom shader to be used on batch draw
// Begin custom shader mode
void BeginShaderMode(Shader shader)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
if (currentShader.id != shader.id)
{
//rlglDraw();
rlglDraw();
currentShader = shader;
}
#endif
}
// Set default shader to be used in batch draw
// End custom shader mode (returns to default shader)
void EndShaderMode(void)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
@@ -2254,13 +2251,25 @@ void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat)
#endif
}
// Set a custom projection matrix (replaces internal projection matrix)
void SetMatrixProjection(Matrix proj)
{
projection = proj;
}
// Set a custom modelview matrix (replaces internal modelview matrix)
void SetMatrixModelview(Matrix view)
{
modelview = view;
}
// Begin blending mode (alpha, additive, multiplied)
// NOTE: Only 3 blending modes supported, default blend mode is alpha
void BeginBlendMode(int mode)
{
if ((blendMode != mode) && (mode < 3))
{
//rlglDraw();
rlglDraw();
switch (mode)
{
@@ -2283,8 +2292,11 @@ void EndBlendMode(void)
// Create a new light, initialize it and add to pool
Light CreateLight(int type, Vector3 position, Color diffuse)
{
Light light = NULL;
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
// Allocate dynamic memory
Light light = (Light)malloc(sizeof(LightData));
light = (Light)malloc(sizeof(LightData));
// Initialize light values with generic values
light->id = lightsCount;
@@ -2301,13 +2313,18 @@ Light CreateLight(int type, Vector3 position, Color diffuse)
// Increase enabled lights count
lightsCount++;
#else
// TODO: Support OpenGL 1.1 lighting system
TraceLog(WARNING, "Lighting currently not supported on OpenGL 1.1");
#endif
return light;
}
// Destroy a light and take it out of the list
void DestroyLight(Light light)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
// Free dynamic memory allocation
free(lights[light->id]);
@@ -2325,6 +2342,7 @@ void DestroyLight(Light light)
// Decrease enabled physic objects count
lightsCount--;
#endif
}
//----------------------------------------------------------------------------------
@@ -2869,9 +2887,9 @@ static void DrawDefaultBuffers(void)
glUseProgram(currentShader.id);
// Create modelview-projection matrix
//Matrix matMVP = MatrixMultiply(modelview, projection);
Matrix matMVP = MatrixMultiply(modelview, projection);
glUniformMatrix4fv(currentShader.mvpLoc, 1, false, MatrixToFloat(customMVP)); //customMVP
glUniformMatrix4fv(currentShader.mvpLoc, 1, false, MatrixToFloat(matMVP));
glUniform4f(currentShader.tintColorLoc, 1.0f, 1.0f, 1.0f, 1.0f);
glUniform1i(currentShader.mapTexture0Loc, 0);
@@ -3062,7 +3080,7 @@ static void UnloadDefaultBuffers(void)
free(quads.indices);
}
// Sets shader uniform values for lights array
// Setup shader uniform values for lights array
// NOTE: It would be far easier with shader UBOs but are not supported on OpenGL ES 2.0f
static void SetShaderLights(Shader shader)
{