Merge remote-tracking branch 'refs/remotes/raysan5/develop' into develop

This commit is contained in:
victorfisac
2016-07-05 11:57:05 +02:00
39 changed files with 1296 additions and 670 deletions

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@ -1,20 +1,20 @@
changelog
---------
Current Release: raylib 1.5.0 (23 June 2016)
Current Release: raylib 1.5.0 (xx June 2016)
NOTE: Only versions marked as 'Release' are available in installer, updates are only available as source.
NOTE: Current Release includes all previous updates.
-----------------------------------------------
Release: raylib 1.5.0 (23 June 2016)
Release: raylib 1.5.0 (xx June 2016)
-----------------------------------------------
NOTE:
Probably this new version is the biggest boost of the library ever, lots of parts of the library have been redesigned,
lots of bugs have been solved and some **AMAZING** new features have been added.
HUGE changes:
[core] OCULUS RIFT CV1: Added support for VR witha bunch of Oculus-specific functions to init/close device and Oculus rendering.
[rlgl] OCULUS RIFT CV1: Added support for VR witha bunch of Oculus-specific functions to init/close device and Oculus rendering.
[rlgl] MATERIALS SYSTEM: Added support for Materials (.mtl) and multiple material properties: diffuse, specular, normal.
[rlgl] LIGHTING SYSTEM: Added support for up to 8 lights of 3 different types: Omni, Directional and Spot
[physac] REDESIGNED: Improved performance and simplified usage, physic objects are managed internally
@ -27,6 +27,7 @@ other changes:
[core] Renamed WorldToScreen() to GetWorldToScreen()
[core] Removed function SetCustomCursor()
[core] Removed functions BeginDrawingEx(), BeginDrawingPro()
[core] Replaced functions InitDisplay() + InitGraphics() with: InitGraphicsDevice()
[core] Added support for field-of-view Y (fovy) on 3d Camera
[core] Added 2D camera mode functions: Begin2dMode() - End2dMode()
[core] Translate mouse inputs to Android touch/gestures internally
@ -36,6 +37,7 @@ other changes:
[rlgl] Improved 2D vs 3D drawing system (lines, triangles, quads)
[rlgl] Improved DXT-ETC1 support on HTML5
[rlgl] Review function: rlglUnproject()
[rlgl] Removed function: rlglInitGraphics(), integrated into rlglInit()
[rlgl] Updated Mesh and Shader structs
[rlgl] Simplified internal (default) dynamic buffers
[rlgl] Added support for indexed and dynamic mesh data
@ -65,6 +67,7 @@ other changes:
[models] Updated BoundingBox collision detections
[models] Added color parameter to DrawBoundigBox()
[models] Removed function: DrawQuad()
[models] Removed function: SetModelTexture()
[models] Redesigned DrawPlane() to use RL_TRIANGLES
[models] Redesigned DrawRectangleV() to use RL_TRIANGLES
[models] Redesign to accomodate new materials system: LoadMaterial()

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@ -1,4 +1,4 @@
<img src="http://www.raylib.com/img/fb_raylib_logo.png" width=256>
<img src="https://github.com/raysan5/raylib/blob/master/logo/logo256x256.png" width=256>
about
-----

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@ -78,44 +78,38 @@ endif
#CFLAGSEXTRA = -Wextra -Wmissing-prototypes -Wstrict-prototypes
# define any directories containing required header files
INCLUDES = -I. -I../src -I../src/external
ifeq ($(PLATFORM),PLATFORM_RPI)
INCLUDES = -I. -I../../src -I/opt/vc/include -I/opt/vc/include/interface/vcos/pthreads
INCLUDES += -I/opt/vc/include -I/opt/vc/include/interface/vcos/pthreads
endif
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
# add standard directories for GNU/Linux
ifeq ($(PLATFORM_OS),LINUX)
INCLUDES = -I. -I../src -I/usr/local/include/raylib/
else ifeq ($(PLATFORM_OS),OSX)
INCLUDES = -I. -I../src
else
INCLUDES = -I. -I../../src -IC:/raylib/raylib/src
INCLUDES += -I/usr/local/include/raylib/
else ifeq ($(PLATFORM_OS),WINDOWS)
# external libraries headers
# GLFW3
INCLUDES += -I../../external/glfw3/include
INCLUDES += -I../src/external/glfw3/include
# OpenAL Soft
INCLUDES += -I../../external/openal_soft/include
INCLUDES += -I../src/external/openal_soft/include
endif
endif
# define library paths containing required libs
LFLAGS = -L. -L../src
ifeq ($(PLATFORM),PLATFORM_RPI)
LFLAGS = -L. -L../../src -L/opt/vc/lib
LFLAGS += -L/opt/vc/lib
endif
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
# add standard directories for GNU/Linux
ifeq ($(PLATFORM_OS),LINUX)
LFLAGS = -L. -L../../src
else ifeq ($(PLATFORM_OS),OSX)
LFLAGS = -L. -L../src
else
LFLAGS = -L. -L../../src -LC:/raylib/raylib/src
ifeq ($(PLATFORM_OS),WINDOWS)
# external libraries to link with
# GLFW3
LFLAGS += -L../../external/glfw3/lib/$(LIBPATH)
ifneq ($(PLATFORM_OS),OSX)
LFLAGS += -L../src/external/glfw3/lib/$(LIBPATH)
# OpenAL Soft
LFLAGS += -L../../external/openal_soft/lib/$(LIBPATH)
endif
LFLAGS += -L../src/external/openal_soft/lib/$(LIBPATH)
endif
endif
@ -148,7 +142,7 @@ ifeq ($(PLATFORM),PLATFORM_RPI)
endif
ifeq ($(PLATFORM),PLATFORM_WEB)
# just adjust the correct path to libraylib.bc
LIBS = ../src/libraylib.bc
LIBS = ../release/html5/libraylib.bc
endif
# define additional parameters and flags for windows
@ -178,6 +172,9 @@ EXAMPLES = \
core_3d_picking \
core_3d_camera_free \
core_3d_camera_first_person \
core_2d_camera \
core_world_screen \
core_oculus_rift \
shapes_logo_raylib \
shapes_basic_shapes \
shapes_colors_palette \
@ -208,6 +205,7 @@ EXAMPLES = \
shaders_shapes_textures \
shaders_custom_uniform \
shaders_postprocessing \
shaders_standard_lighting \
audio_sound_loading \
audio_music_stream \
fix_dylib \
@ -287,7 +285,19 @@ core_3d_camera_free: core_3d_camera_free.c
# compile [core] example - 3d camera first person
core_3d_camera_first_person: core_3d_camera_first_person.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
# compile [core] example - 2d camera
core_2d_camera: core_2d_camera.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
# compile [core] example - world screen
core_world_screen: core_world_screen.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
# compile [core] example - oculus rift
core_oculus_rift: core_oculus_rift.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
# compile [shapes] example - raylib logo (with basic shapes)
shapes_logo_raylib: shapes_logo_raylib.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
@ -411,7 +421,11 @@ shaders_custom_uniform: shaders_custom_uniform.c
# compile [shaders] example - postprocessing shader
shaders_postprocessing: shaders_postprocessing.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
# compile [shaders] example - standard lighting
shaders_standard_lighting: shaders_standard_lighting.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
# compile [audio] example - sound loading and playing (WAV and OGG)
audio_sound_loading: audio_sound_loading.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)

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@ -24,7 +24,7 @@ int main()
InitAudioDevice(); // Initialize audio device
PlayMusicStream("resources/audio/guitar_noodling.ogg"); // Play music stream
PlayMusicStream(0, "resources/audio/guitar_noodling.ogg"); // Play music stream
int framesCounter = 0;
float timePlayed = 0.0f;
@ -52,18 +52,18 @@ int main()
{
volume = 1.0;
framesCounter = 0;
PlayMusicStream("resources/audio/another_file.ogg");
PlayMusicStream(1, "resources/audio/another_file.ogg");
}
SetMusicVolume(volume);
}
*/
if (IsWindowMinimized()) PauseMusicStream();
else ResumeMusicStream();
if (IsWindowMinimized()) PauseMusicStream(0);
else ResumeMusicStream(0);
timePlayed = GetMusicTimePlayed()/GetMusicTimeLength()*100*4; // We scale by 4 to fit 400 pixels
timePlayed = GetMusicTimePlayed(0)/GetMusicTimeLength(0)*100*4; // We scale by 4 to fit 400 pixels
UpdateMusicStream(); // Update music buffer with new stream data
UpdateMusicStream(0); // Update music buffer with new stream data
//----------------------------------------------------------------------------------
// Draw

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@ -23,8 +23,8 @@ int main()
InitWindow(screenWidth, screenHeight, "raylib [core] example - 2d camera");
Rectangle player = { 400, 280, 40, 40 };
Rectangle buildings[MAX_BUILDINGS] = { 0, 0, 0, 0 };
Color buildColors[MAX_BUILDINGS] = { 80, 80, 80, 255 };
Rectangle buildings[MAX_BUILDINGS];
Color buildColors[MAX_BUILDINGS];
int spacing = 0;

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@ -16,7 +16,7 @@ int main()
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 400;
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - color selection (collision detection)");
@ -30,7 +30,7 @@ int main()
for (int i = 0; i < 21; i++)
{
colorsRecs[i].x = 20 + 100*(i%7) + 10*(i%7);
colorsRecs[i].y = 40 + 100*(i/7) + 10*(i/7);
colorsRecs[i].y = 60 + 100*(i/7) + 10*(i/7);
colorsRecs[i].width = 100;
colorsRecs[i].height = 100;
}

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@ -30,11 +30,11 @@ int main()
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 = 45.0f; // Camera field-of-view Y
camera.fovy = 60.0f; // Camera field-of-view Y
Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
//SetTargetFPS(90); // Set our game to run at 90 frames-per-second
SetTargetFPS(90); // Set our game to run at 90 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
@ -43,31 +43,30 @@ int main()
// Update
//----------------------------------------------------------------------------------
UpdateOculusTracking();
if (IsKeyPressed(KEY_SPACE)) ToggleVR();
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
BeginOculusDrawing();
for (int eye = 0; eye < 2; eye++)
{
Begin3dMode(camera);
if (IsOculusReady()) BeginOculusDrawing();
Begin3dMode(camera);
DrawCube(cubePosition, 2.0f, 2.0f, 2.0f, RED);
DrawCubeWires(cubePosition, 2.0f, 2.0f, 2.0f, MAROON);
SetOculusMatrix(eye);
DrawCube(cubePosition, 2.0f, 2.0f, 2.0f, RED);
DrawCubeWires(cubePosition, 2.0f, 2.0f, 2.0f, MAROON);
DrawGrid(10, 1.0f);
End3dMode();
}
DrawGrid(10, 1.0f);
EndOculusDrawing();
End3dMode();
if (IsOculusReady()) EndOculusDrawing();
DrawFPS(10, 10);
EndDrawing();
//----------------------------------------------------------------------------------

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@ -63,7 +63,6 @@ int main()
DrawText("Enemy: 100 / 100", cubeScreenPosition.x - MeasureText("Enemy: 100 / 100", 20) / 2, cubeScreenPosition.y, 20, BLACK);
DrawText("Text is always on top of the cube", (screenWidth - MeasureText("Text is always on top of the cube", 20)) / 2, 25, 20, GRAY);
EndDrawing();
//----------------------------------------------------------------------------------

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@ -29,7 +29,7 @@ int main()
// NOTE: By default each cube is mapped to one part of texture atlas
Texture2D texture = LoadTexture("resources/cubicmap_atlas.png"); // Load map texture
SetModelTexture(&map, texture); // Bind texture to map model
map.material.texDiffuse = texture; // Set map diffuse texture
Vector3 mapPosition = { -16.0f, 0.0f, -8.0f }; // Set model position

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@ -26,7 +26,7 @@ int main()
Image image = LoadImage("resources/heightmap.png"); // Load heightmap image (RAM)
Texture2D texture = LoadTextureFromImage(image); // Convert image to texture (VRAM)
Model map = LoadHeightmap(image, (Vector3){ 16, 8, 16 }); // Load heightmap model with defined size
SetModelTexture(&map, texture); // Bind texture to model
map.material.texDiffuse = texture; // Set map diffuse texture
Vector3 mapPosition = { -8.0f, 0.0f, -8.0f }; // Set model position (depends on model scaling!)
UnloadImage(image); // Unload heightmap image from RAM, already uploaded to VRAM

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@ -25,7 +25,7 @@ int main()
Model dwarf = LoadModel("resources/model/dwarf.obj"); // Load OBJ model
Texture2D texture = LoadTexture("resources/model/dwarf_diffuse.png"); // Load model texture
SetModelTexture(&dwarf, texture); // Bind texture to model
dwarf.material.texDiffuse = texture; // Set dwarf model diffuse texture
Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
SetTargetFPS(60); // Set our game to run at 60 frames-per-second

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@ -96,11 +96,19 @@ int main(void)
// 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
Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
// Initialize viewport and internal projection/modelview matrices
rlViewport(0, 0, screenWidth, screenHeight);
rlMatrixMode(RL_PROJECTION); // Switch to PROJECTION matrix
rlLoadIdentity(); // Reset current matrix (PROJECTION)
rlOrtho(0, screenWidth, screenHeight, 0, 0.0f, 1.0f); // Orthographic projection with top-left corner at (0,0)
rlMatrixMode(RL_MODELVIEW); // Switch back to MODELVIEW matrix
rlLoadIdentity(); // Reset current matrix (MODELVIEW)
rlClearColor(245, 245, 245, 255); // Define clear color
rlEnableDepthTest(); // Enable DEPTH_TEST for 3D
Vector3 cubePosition = { 0.0f, 0.0f, 0.0f }; // Cube default position (center)
Camera camera;
camera.position = (Vector3){ 5.0f, 5.0f, 5.0f }; // Camera position

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@ -184,7 +184,7 @@ int main(void)
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
rlOrtho(0.0, screenWidth/2, screenHeight, 0.0, 0.0, 1.0); // Recalculate internal projection matrix
rlMatrixMode(RL_MODELVIEW); // Enable internal modelview matrix
rlLoadIdentity(); // Reset internal modelview matrix
#endif

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@ -0,0 +1,66 @@
#version 100
precision mediump float;
// Input vertex attributes (from vertex shader)
varying vec2 fragTexCoord;
// Input uniform values
uniform sampler2D texture0;
// NOTE: Add here your custom variables
const vec2 LeftLensCenter = vec2(0.2863248, 0.5);
const vec2 RightLensCenter = vec2(0.7136753, 0.5);
const vec2 LeftScreenCenter = vec2(0.25, 0.5);
const vec2 RightScreenCenter = vec2(0.75, 0.5);
const vec2 Scale = vec2(0.25, 0.45); //vec2(0.1469278, 0.2350845);
const vec2 ScaleIn = vec2(4, 2.2222);
const vec4 HmdWarpParam = vec4(1, 0.22, 0.24, 0);
const vec4 ChromaAbParam = vec4(0.996, -0.004, 1.014, 0.0);
/*
// Another set of default values
ChromaAbCorrection = {1.0, 0.0, 1.0, 0}
DistortionK = {1.0, 0.22, 0.24, 0}
Scale = {0.25, 0.5*AspectRatio, 0, 0}
ScaleIn = {4.0, 2/AspectRatio, 0, 0}
Left Screen Center = {0.25, 0.5, 0, 0}
Left Lens Center = {0.287994117, 0.5, 0, 0}
Right Screen Center = {0.75, 0.5, 0, 0}
Right Lens Center = {0.712005913, 0.5, 0, 0}
*/
void main()
{
// The following two variables need to be set per eye
vec2 LensCenter = fragTexCoord.x < 0.5 ? LeftLensCenter : RightLensCenter;
vec2 ScreenCenter = fragTexCoord.x < 0.5 ? LeftScreenCenter : RightScreenCenter;
// Scales input texture coordinates for distortion: vec2 HmdWarp(vec2 fragTexCoord, vec2 LensCenter)
vec2 theta = (fragTexCoord - LensCenter)*ScaleIn; // Scales to [-1, 1]
float rSq = theta.x*theta.x + theta.y*theta.y;
vec2 theta1 = theta*(HmdWarpParam.x + HmdWarpParam.y*rSq + HmdWarpParam.z*rSq*rSq + HmdWarpParam.w*rSq*rSq*rSq);
//vec2 tc = LensCenter + Scale*theta1;
// Detect whether blue texture coordinates are out of range since these will scaled out the furthest
vec2 thetaBlue = theta1*(ChromaAbParam.z + ChromaAbParam.w*rSq);
vec2 tcBlue = LensCenter + Scale*thetaBlue;
if (any(bvec2(clamp(tcBlue, ScreenCenter - vec2(0.25, 0.5), ScreenCenter + vec2(0.25, 0.5)) - tcBlue))) gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);
else
{
// Do blue texture lookup
float blue = texture2D(texture0, tcBlue).b;
// Do green lookup (no scaling)
vec2 tcGreen = LensCenter + Scale*theta1;
float green = texture2D(texture0, tcGreen).g;
// Do red scale and lookup
vec2 thetaRed = theta1*(ChromaAbParam.x + ChromaAbParam.y*rSq);
vec2 tcRed = LensCenter + Scale*thetaRed;
float red = texture2D(texture0, tcRed).r;
gl_FragColor = vec4(red, green, blue, 1.0);
}
}

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@ -0,0 +1,69 @@
#version 330
// Input vertex attributes (from vertex shader)
in vec2 fragTexCoord;
// Input uniform values
uniform sampler2D texture0;
// Output fragment color
out vec4 finalColor;
// NOTE: Add here your custom variables
const vec2 LeftLensCenter = vec2(0.288, 0.5);
const vec2 RightLensCenter = vec2(0.712, 0.5);
const vec2 LeftScreenCenter = vec2(0.25, 0.5);
const vec2 RightScreenCenter = vec2(0.75, 0.5);
uniform vec2 Scale = vec2(0.25, 0.45); //vec2(0.1469278, 0.2350845);
uniform vec2 ScaleIn = vec2(4, 2.2222);
const vec4 HmdWarpParam = vec4(1, 0.22, 0.24, 0);
const vec4 ChromaAbParam = vec4(0.996, -0.004, 1.014, 0.0);
/*
// Another set of default values
ChromaAbCorrection = {1.0, 0.0, 1.0, 0}
DistortionK = {1.0, 0.22, 0.24, 0}
Scale = {0.25, 0.5*AspectRatio, 0, 0}
ScaleIn = {4.0, 2/AspectRatio, 0, 0}
Left Screen Center = {0.25, 0.5, 0, 0}
Left Lens Center = {0.287994117, 0.5, 0, 0}
Right Screen Center = {0.75, 0.5, 0, 0}
Right Lens Center = {0.712005913, 0.5, 0, 0}
*/
void main()
{
// The following two variables need to be set per eye
vec2 LensCenter = fragTexCoord.x < 0.5 ? LeftLensCenter : RightLensCenter;
vec2 ScreenCenter = fragTexCoord.x < 0.5 ? LeftScreenCenter : RightScreenCenter;
// Scales input texture coordinates for distortion: vec2 HmdWarp(vec2 fragTexCoord, vec2 LensCenter)
vec2 theta = (fragTexCoord - LensCenter)*ScaleIn; // Scales to [-1, 1]
float rSq = theta.x*theta.x + theta.y*theta.y;
vec2 theta1 = theta*(HmdWarpParam.x + HmdWarpParam.y*rSq + HmdWarpParam.z*rSq*rSq + HmdWarpParam.w*rSq*rSq*rSq);
//vec2 tc = LensCenter + Scale*theta1;
// Detect whether blue texture coordinates are out of range since these will scaled out the furthest
vec2 thetaBlue = theta1*(ChromaAbParam.z + ChromaAbParam.w*rSq);
vec2 tcBlue = LensCenter + Scale*thetaBlue;
if (any(bvec2(clamp(tcBlue, ScreenCenter - vec2(0.25, 0.5), ScreenCenter + vec2(0.25, 0.5)) - tcBlue))) finalColor = vec4(0.0, 0.0, 0.0, 1.0);
else
{
// Do blue texture lookup
float blue = texture(texture0, tcBlue).b;
// Do green lookup (no scaling)
vec2 tcGreen = LensCenter + Scale*theta1;
float green = texture(texture0, tcGreen).g;
// Do red scale and lookup
vec2 thetaRed = theta1*(ChromaAbParam.x + ChromaAbParam.y*rSq);
vec2 tcRed = LensCenter + Scale*thetaRed;
float red = texture(texture0, tcRed).r;
finalColor = vec4(red, green, blue, 1.0);
}
}

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@ -34,7 +34,7 @@ int main()
Model dwarf = LoadModel("resources/model/dwarf.obj"); // Load OBJ model
Texture2D texture = LoadTexture("resources/model/dwarf_diffuse.png"); // Load model texture (diffuse map)
SetModelTexture(&dwarf, texture); // Bind texture to model
dwarf.material.texDiffuse = texture; // Set dwarf model diffuse texture
Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position

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@ -34,7 +34,7 @@ int main()
Model dwarf = LoadModel("resources/model/dwarf.obj"); // Load OBJ model
Texture2D texture = LoadTexture("resources/model/dwarf_diffuse.png"); // Load model texture (diffuse map)
SetModelTexture(&dwarf, texture); // Bind texture to model
dwarf.material.texDiffuse = texture; // Set dwarf model diffuse texture
Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position

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@ -202,8 +202,8 @@ int main()
camera = (Camera){{ 0.0, 12.0, 15.0 }, { 0.0, 3.0, 0.0 }, { 0.0, 1.0, 0.0 }};
catTexture = LoadTexture("resources/catsham.png"); // Load model texture
cat = LoadModel("resources/cat.obj"); // Load OBJ model
SetModelTexture(&cat, catTexture);
cat = LoadModel("resources/cat.obj"); // Load OBJ model
cat.material.texDiffuse = texture; // Set cat model diffuse texture
fxWav = LoadSound("resources/audio/weird.wav"); // Load WAV audio file
fxOgg = LoadSound("resources/audio/tanatana.ogg"); // Load OGG audio file

155
shaders/glsl100/standard.fs Normal file
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@ -0,0 +1,155 @@
#version 100
precision mediump float;
varying vec3 fragPosition;
varying vec2 fragTexCoord;
varying vec4 fragColor;
varying vec3 fragNormal;
uniform sampler2D texture0;
uniform sampler2D texture1;
uniform sampler2D texture2;
uniform vec4 colAmbient;
uniform vec4 colDiffuse;
uniform vec4 colSpecular;
uniform float glossiness;
uniform int useNormal;
uniform int useSpecular;
uniform mat4 modelMatrix;
uniform vec3 viewDir;
struct Light {
int enabled;
int type;
vec3 position;
vec3 direction;
vec4 diffuse;
float intensity;
float radius;
float coneAngle;
};
const int maxLights = 8;
uniform int lightsCount;
uniform Light lights[maxLights];
vec3 CalcPointLight(Light l, vec3 n, vec3 v, float s)
{
vec3 surfacePos = vec3(modelMatrix*vec4(fragPosition, 1));
vec3 surfaceToLight = l.position - surfacePos;
// Diffuse shading
float brightness = clamp(dot(n, surfaceToLight)/(length(surfaceToLight)*length(n)), 0, 1);
float diff = 1.0/dot(surfaceToLight/l.radius, surfaceToLight/l.radius)*brightness*l.intensity;
// Specular shading
float spec = 0.0;
if (diff > 0.0)
{
vec3 h = normalize(-l.direction + v);
spec = pow(dot(n, h), 3 + glossiness)*s;
}
return (diff*l.diffuse.rgb + spec*colSpecular.rgb);
}
vec3 CalcDirectionalLight(Light l, vec3 n, vec3 v, float s)
{
vec3 lightDir = normalize(-l.direction);
// Diffuse shading
float diff = clamp(dot(n, lightDir), 0.0, 1.0)*l.intensity;
// Specular shading
float spec = 0.0;
if (diff > 0.0)
{
vec3 h = normalize(lightDir + v);
spec = pow(dot(n, h), 3 + glossiness)*s;
}
// Combine results
return (diff*l.intensity*l.diffuse.rgb + spec*colSpecular.rgb);
}
vec3 CalcSpotLight(Light l, vec3 n, vec3 v, float s)
{
vec3 surfacePos = vec3(modelMatrix*vec4(fragPosition, 1));
vec3 lightToSurface = normalize(surfacePos - l.position);
vec3 lightDir = normalize(-l.direction);
// Diffuse shading
float diff = clamp(dot(n, lightDir), 0.0, 1.0)*l.intensity;
// Spot attenuation
float attenuation = clamp(dot(n, lightToSurface), 0.0, 1.0);
attenuation = dot(lightToSurface, -lightDir);
float lightToSurfaceAngle = degrees(acos(attenuation));
if (lightToSurfaceAngle > l.coneAngle) attenuation = 0.0;
float falloff = (l.coneAngle - lightToSurfaceAngle)/l.coneAngle;
// Combine diffuse and attenuation
float diffAttenuation = diff*attenuation;
// Specular shading
float spec = 0.0;
if (diffAttenuation > 0.0)
{
vec3 h = normalize(lightDir + v);
spec = pow(dot(n, h), 3 + glossiness)*s;
}
return (falloff*(diffAttenuation*l.diffuse.rgb + spec*colSpecular.rgb));
}
void main()
{
// Calculate fragment normal in screen space
// NOTE: important to multiply model matrix by fragment normal to apply model transformation (rotation and scale)
mat3 normalMatrix = transpose(inverse(mat3(modelMatrix)));
vec3 normal = normalize(normalMatrix*fragNormal);
// Normalize normal and view direction vectors
vec3 n = normalize(normal);
vec3 v = normalize(viewDir);
// Calculate diffuse texture color fetching
vec4 texelColor = texture2D(texture0, fragTexCoord);
vec3 lighting = colAmbient.rgb;
// Calculate normal texture color fetching or set to maximum normal value by default
if (useNormal == 1)
{
n *= texture2D(texture1, fragTexCoord).rgb;
n = normalize(n);
}
// Calculate specular texture color fetching or set to maximum specular value by default
float spec = 1.0;
if (useSpecular == 1) spec *= normalize(texture2D(texture2, fragTexCoord).r);
for (int i = 0; i < lightsCount; i++)
{
// Check if light is enabled
if (lights[i].enabled == 1)
{
// Calculate lighting based on light type
switch (lights[i].type)
{
case 0: lighting += CalcPointLight(lights[i], n, v, spec); break;
case 1: lighting += CalcDirectionalLight(lights[i], n, v, spec); break;
case 2: lighting += CalcSpotLight(lights[i], n, v, spec); break;
default: break;
}
}
}
// Calculate final fragment color
gl_FragColor = vec4(texelColor.rgb*lighting*colDiffuse.rgb, texelColor.a*colDiffuse.a);
}

View File

@ -0,0 +1,23 @@
#version 100
attribute vec3 vertexPosition;
attribute vec3 vertexNormal;
attribute vec2 vertexTexCoord;
attribute vec4 vertexColor;
varying vec3 fragPosition;
varying vec2 fragTexCoord;
varying vec4 fragColor;
varying vec3 fragNormal;
uniform mat4 mvpMatrix;
void main()
{
fragPosition = vertexPosition;
fragTexCoord = vertexTexCoord;
fragColor = vertexColor;
fragNormal = vertexNormal;
gl_Position = mvpMatrix*vec4(vertexPosition, 1.0);
}

View File

@ -51,6 +51,7 @@ ifeq ($(PLATFORM),PLATFORM_RPI)
else
# define raylib graphics api to use (OpenGL 1.1 by default)
GRAPHICS ?= GRAPHICS_API_OPENGL_11
#GRAPHICS = GRAPHICS_API_OPENGL_21 # Uncomment to use OpenGL 2.1
#GRAPHICS = GRAPHICS_API_OPENGL_33 # Uncomment to use OpenGL 3.3
endif
ifeq ($(PLATFORM),PLATFORM_WEB)

View File

@ -238,8 +238,7 @@ extern void UnloadDefaultFont(void); // [Module: text] Unloads default fo
//----------------------------------------------------------------------------------
// Module specific Functions Declaration
//----------------------------------------------------------------------------------
static void InitDisplay(int width, int height); // Initialize display device and framebuffer
static void InitGraphics(void); // Initialize OpenGL graphics
static void InitGraphicsDevice(int width, int height); // Initialize graphics device
static void SetupFramebufferSize(int displayWidth, int displayHeight);
static void InitTimer(void); // Initialize timer
static double GetTime(void); // Returns time since InitTimer() was run
@ -300,11 +299,8 @@ void InitWindow(int width, int height, const char *title)
// Store window title (could be useful...)
windowTitle = title;
// Init device display (monitor, LCD, ...)
InitDisplay(width, height);
// Init OpenGL graphics
InitGraphics();
// Init graphics device (display device and OpenGL context)
InitGraphicsDevice(width, height);
// Load default font for convenience
// NOTE: External function (defined in module: text)
@ -444,7 +440,15 @@ void CloseWindow(void)
eglTerminate(display);
display = EGL_NO_DISPLAY;
}
}
#endif
#if defined(PLATFORM_RPI)
// Wait for mouse and gamepad threads to finish before closing
// NOTE: Those threads should already have finished at this point
// because they are controlled by windowShouldClose variable
pthread_join(mouseThreadId, NULL);
pthread_join(gamepadThreadId, NULL);
#endif
TraceLog(INFO, "Window closed successfully");
@ -476,16 +480,14 @@ bool IsWindowMinimized(void)
}
// Fullscreen toggle
// TODO: When destroying window context is lost and resources too, take care!
void ToggleFullscreen(void)
{
#if defined(PLATFORM_DESKTOP)
fullscreen = !fullscreen; // Toggle fullscreen flag
rlglClose(); // De-init rlgl
glfwDestroyWindow(window); // Destroy the current window (we will recreate it!)
InitWindow(screenWidth, screenHeight, windowTitle);
// NOTE: glfwSetWindowMonitor() doesn't work properly (bugs)
if (fullscreen) glfwSetWindowMonitor(window, glfwGetPrimaryMonitor(), 0, 0, screenWidth, screenHeight, GLFW_DONT_CARE);
else glfwSetWindowMonitor(window, NULL, 0, 0, screenWidth, screenHeight, GLFW_DONT_CARE);
#endif
#if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI)
@ -518,6 +520,8 @@ void BeginDrawing(void)
currentTime = GetTime(); // Number of elapsed seconds since InitTimer() was called
updateTime = currentTime - previousTime;
previousTime = currentTime;
//if (IsOculusReady()) BeginOculusDrawing();
rlClearScreenBuffers(); // Clear current framebuffers
rlLoadIdentity(); // Reset current matrix (MODELVIEW)
@ -531,6 +535,8 @@ void BeginDrawing(void)
void EndDrawing(void)
{
rlglDraw(); // Draw Buffers (Only OpenGL 3+ and ES2)
//if (IsOculusReady()) EndOculusDrawing();
SwapBuffers(); // Copy back buffer to front buffer
PollInputEvents(); // Poll user events
@ -610,8 +616,8 @@ void Begin3dMode(Camera camera)
// Ends 3D mode and returns to default 2D orthographic mode
void End3dMode(void)
{
rlglDraw(); // Draw Buffers (Only OpenGL 3+ and ES2)
{
rlglDraw(); // Process internal buffers (update + draw)
rlMatrixMode(RL_PROJECTION); // Switch to projection matrix
rlPopMatrix(); // Restore previous matrix (PROJECTION) from matrix stack
@ -1433,7 +1439,7 @@ bool IsButtonReleased(int button)
// Initialize display device and framebuffer
// NOTE: width and height represent the screen (framebuffer) desired size, not actual display size
// If width or height are 0, default display size will be used for framebuffer size
static void InitDisplay(int width, int height)
static void InitGraphicsDevice(int width, int height)
{
screenWidth = width; // User desired width
screenHeight = height; // User desired height
@ -1480,16 +1486,21 @@ static void InitDisplay(int width, int height)
// NOTE: When asking for an OpenGL context version, most drivers provide highest supported version
// with forward compatibility to older OpenGL versions.
// For example, if using OpenGL 1.1, driver can provide a 3.3 context fordward compatible.
// Check selection OpenGL version (not initialized yet!)
if (rlGetVersion() == OPENGL_33)
if (configFlags & FLAG_MSAA_4X_HINT)
{
if (configFlags & FLAG_MSAA_4X_HINT)
{
glfwWindowHint(GLFW_SAMPLES, 4); // Enables multisampling x4 (MSAA), default is 0
TraceLog(INFO, "Trying to enable MSAA x4");
}
glfwWindowHint(GLFW_SAMPLES, 4); // Enables multisampling x4 (MSAA), default is 0
TraceLog(INFO, "Trying to enable MSAA x4");
}
// Check selection OpenGL version
if (rlGetVersion() == OPENGL_21)
{
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2); // Choose OpenGL major version (just hint)
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 1); // Choose OpenGL minor version (just hint)
}
else if (rlGetVersion() == OPENGL_33)
{
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); // Choose OpenGL major version (just hint)
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); // Choose OpenGL minor version (just hint)
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // Profiles Hint: Only 3.3 and above!
@ -1504,25 +1515,40 @@ static void InitDisplay(int width, int height)
if (fullscreen)
{
// Obtain recommended displayWidth/displayHeight from a valid videomode for the monitor
int count;
const GLFWvidmode *modes = glfwGetVideoModes(glfwGetPrimaryMonitor(), &count);
// Get closest videomode to desired screenWidth/screenHeight
for (int i = 0; i < count; i++)
{
if (modes[i].width >= screenWidth)
{
if (modes[i].height >= screenHeight)
{
displayWidth = modes[i].width;
displayHeight = modes[i].height;
break;
}
}
}
TraceLog(WARNING, "Closest fullscreen videomode: %i x %i", displayWidth, displayHeight);
// NOTE: ISSUE: Closest videomode could not match monitor aspect-ratio, for example,
// for a desired screen size of 800x450 (16:9), closest supported videomode is 800x600 (4:3),
// framebuffer is rendered correctly but once displayed on a 16:9 monitor, it gets stretched
// by the sides to fit all monitor space...
// At this point we need to manage render size vs screen size
// NOTE: This function uses and modifies global module variables:
// screenWidth/screenHeight - renderWidth/renderHeight - downscaleView
SetupFramebufferSize(displayWidth, displayHeight);
window = glfwCreateWindow(displayWidth, displayHeight, windowTitle, glfwGetPrimaryMonitor(), NULL);
// TODO: SetupFramebufferSize() does not consider properly display video modes.
// It setups a renderWidth/renderHeight with black bars that could not match a valid video mode,
// and so, framebuffer is not scaled properly to some monitors.
int count;
const GLFWvidmode *modes = glfwGetVideoModes(glfwGetPrimaryMonitor(), &count);
for (int i = 0; i < count; i++)
{
// TODO: Check modes[i]->width;
// TODO: Check modes[i]->height;
}
window = glfwCreateWindow(screenWidth, screenHeight, windowTitle, glfwGetPrimaryMonitor(), NULL);
// NOTE: Full-screen change, not working properly...
//glfwSetWindowMonitor(window, glfwGetPrimaryMonitor(), 0, 0, screenWidth, screenHeight, GLFW_DONT_CARE);
}
else
{
@ -1738,29 +1764,33 @@ static void InitDisplay(int width, int height)
TraceLog(INFO, "Viewport offsets: %i, %i", renderOffsetX, renderOffsetY);
}
#endif // defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI)
}
// Initialize OpenGL graphics
static void InitGraphics(void)
{
rlglInit(); // Init rlgl
rlglInitGraphics(renderOffsetX, renderOffsetY, renderWidth, renderHeight); // Init graphics (OpenGL stuff)
// Initialize OpenGL context (states and resources)
rlglInit(screenWidth, screenHeight);
// Initialize screen viewport (area of the screen that you will actually draw to)
// NOTE: Viewport must be recalculated if screen is resized
rlViewport(renderOffsetX/2, renderOffsetY/2, renderWidth - renderOffsetX, renderHeight - renderOffsetY);
// Initialize internal projection and modelview matrices
// NOTE: Default to orthographic projection mode with top-left corner at (0,0)
rlMatrixMode(RL_PROJECTION); // Switch to PROJECTION matrix
rlLoadIdentity(); // Reset current matrix (PROJECTION)
rlOrtho(0, renderWidth - renderOffsetX, renderHeight - renderOffsetY, 0, 0.0f, 1.0f);
rlMatrixMode(RL_MODELVIEW); // Switch back to MODELVIEW matrix
rlLoadIdentity(); // Reset current matrix (MODELVIEW)
ClearBackground(RAYWHITE); // Default background color for raylib games :P
#if defined(PLATFORM_ANDROID)
windowReady = true; // IMPORTANT!
windowReady = true; // IMPORTANT!
#endif
}
// Compute framebuffer size relative to screen size and display size
// NOTE: Global variables renderWidth/renderHeight can be modified
// NOTE: Global variables renderWidth/renderHeight and renderOffsetX/renderOffsetY can be modified
static void SetupFramebufferSize(int displayWidth, int displayHeight)
{
// TODO: SetupFramebufferSize() does not consider properly display video modes.
// It setups a renderWidth/renderHeight with black bars that could not match a valid video mode,
// and so, framebuffer is not scaled properly to some monitors.
{
// Calculate renderWidth and renderHeight, we have the display size (input params) and the desired screen size (global var)
if ((screenWidth > displayWidth) || (screenHeight > displayHeight))
{
@ -2109,8 +2139,14 @@ static void CursorEnterCallback(GLFWwindow *window, int enter)
// NOTE: Window resizing not allowed by default
static void WindowSizeCallback(GLFWwindow *window, int width, int height)
{
// If window is resized, graphics device is re-initialized (but only ortho mode)
rlglInitGraphics(0, 0, width, height);
// If window is resized, viewport and projection matrix needs to be re-calculated
rlViewport(0, 0, width, height); // Set viewport width and height
rlMatrixMode(RL_PROJECTION); // Switch to PROJECTION matrix
rlLoadIdentity(); // Reset current matrix (PROJECTION)
rlOrtho(0, width, height, 0, 0.0f, 1.0f); // Orthographic projection mode with top-left corner at (0,0)
rlMatrixMode(RL_MODELVIEW); // Switch back to MODELVIEW matrix
rlLoadIdentity(); // Reset current matrix (MODELVIEW)
rlClearScreenBuffers(); // Clear screen buffers (color and depth)
// Window size must be updated to be used on 3D mode to get new aspect ratio (Begin3dMode())
screenWidth = width;
@ -2119,9 +2155,6 @@ static void WindowSizeCallback(GLFWwindow *window, int width, int height)
renderHeight = height;
// NOTE: Postprocessing texture is not scaled to new size
// Background must be also re-cleared
ClearBackground(RAYWHITE);
}
// GLFW3 WindowIconify Callback, runs when window is minimized/restored
@ -2188,11 +2221,8 @@ static void AndroidCommandCallback(struct android_app *app, int32_t cmd)
}
else
{
// Init device display (monitor, LCD, ...)
InitDisplay(screenWidth, screenHeight);
// Init OpenGL graphics
InitGraphics();
// Init graphics device (display device and OpenGL context)
InitGraphicsDevice(screenWidth, screenHeight);
// Load default font for convenience
// NOTE: External function (defined in module: text)
@ -2645,7 +2675,7 @@ static void *MouseThread(void *arg)
int mouseRelX = 0;
int mouseRelY = 0;
while(1)
while (!windowShouldClose)
{
if (read(mouseStream, &mouse, sizeof(MouseEvent)) == (int)sizeof(MouseEvent))
{
@ -2735,7 +2765,7 @@ static void *GamepadThread(void *arg)
// Read gamepad event
struct js_event gamepadEvent;
while (1)
while (!windowShouldClose)
{
for (int i = 0; i < MAX_GAMEPADS; i++)
{
@ -2770,7 +2800,7 @@ static void *GamepadThread(void *arg)
return NULL;
}
#endif
#endif // PLATFORM_RPI
// Plays raylib logo appearing animation
static void LogoAnimation(void)

View File

@ -1487,6 +1487,25 @@ public:
}
}
// Decompose a quat into quat = swing * twist, where twist is a rotation about axis,
// and swing is a rotation perpendicular to axis.
Quat GetSwingTwist(const Vector3<T>& axis, Quat* twist) const
{
OVR_MATH_ASSERT(twist);
OVR_MATH_ASSERT(axis.IsNormalized());
// Create a normalized quaternion from projection of (x,y,z) onto axis
T d = axis.Dot(Vector3<T>(x, y, z));
*twist = Quat(axis.x*d, axis.y*d, axis.z*d, w);
T len = twist->Length();
if (len == 0)
twist->w = T(1); // identity
else
twist /= len; // normalize
return *this * twist.Inverted();
}
// Normalized linear interpolation of quaternions
// NOTE: This function is a bad approximation of Slerp()
// when the angle between the *this and b is large.
@ -1500,7 +1519,7 @@ public:
Quat Slerp(const Quat& b, T s) const
{
Vector3<T> delta = (b * this->Inverted()).ToRotationVector();
return FromRotationVector(delta * s) * *this;
return (FromRotationVector(delta * s) * *this).Normalized(); // normalize so errors don't accumulate
}
// Spherical linear interpolation: much faster for small rotations, accurate for large rotations. See FastTo/FromRotationVector

View File

@ -493,7 +493,7 @@ typedef enum ovrStatusBits_
/// Specifies the description of a single sensor.
///
/// \see ovrGetTrackerDesc
/// \see ovr_GetTrackerDesc
///
typedef struct OVR_ALIGNAS(OVR_PTR_SIZE) ovrTrackerDesc_
{
@ -665,6 +665,18 @@ typedef enum ovrTextureFormat_
OVR_FORMAT_D32_FLOAT,
OVR_FORMAT_D32_FLOAT_S8X24_UINT,
// Added in 1.5 compressed formats can be used for static layers
OVR_FORMAT_BC1_UNORM,
OVR_FORMAT_BC1_UNORM_SRGB,
OVR_FORMAT_BC2_UNORM,
OVR_FORMAT_BC2_UNORM_SRGB,
OVR_FORMAT_BC3_UNORM,
OVR_FORMAT_BC3_UNORM_SRGB,
OVR_FORMAT_BC6H_UF16,
OVR_FORMAT_BC6H_SF16,
OVR_FORMAT_BC7_UNORM,
OVR_FORMAT_BC7_UNORM_SRGB,
OVR_FORMAT_ENUMSIZE = 0x7fffffff ///< \internal Force type int32_t.
} ovrTextureFormat;
@ -779,18 +791,20 @@ typedef enum ovrTouch_
ovrTouch_A = ovrButton_A,
ovrTouch_B = ovrButton_B,
ovrTouch_RThumb = ovrButton_RThumb,
ovrTouch_RThumbRest = 0x00000008,
ovrTouch_RIndexTrigger = 0x00000010,
// Bit mask of all the button touches on the right controller
ovrTouch_RButtonMask = ovrTouch_A | ovrTouch_B | ovrTouch_RThumb | ovrTouch_RIndexTrigger,
ovrTouch_RButtonMask = ovrTouch_A | ovrTouch_B | ovrTouch_RThumb | ovrTouch_RThumbRest | ovrTouch_RIndexTrigger,
ovrTouch_X = ovrButton_X,
ovrTouch_Y = ovrButton_Y,
ovrTouch_LThumb = ovrButton_LThumb,
ovrTouch_LThumbRest = 0x00000800,
ovrTouch_LIndexTrigger = 0x00001000,
// Bit mask of all the button touches on the left controller
ovrTouch_LButtonMask = ovrTouch_X | ovrTouch_Y | ovrTouch_LThumb | ovrTouch_LIndexTrigger,
ovrTouch_LButtonMask = ovrTouch_X | ovrTouch_Y | ovrTouch_LThumb | ovrTouch_LThumbRest | ovrTouch_LIndexTrigger,
// Finger pose state
// Derived internally based on distance, proximity to sensors and filtering.
@ -959,36 +973,6 @@ extern "C" {
// -----------------------------------------------------------------------------------
// ***** API Interfaces
// Overview of the API
//
// Setup:
// - ovr_Initialize().
// - ovr_Create(&hmd, &graphicsId).
// - Use hmd members and ovr_GetFovTextureSize() to determine graphics configuration
// and ovr_GetRenderDesc() to get per-eye rendering parameters.
// - Allocate texture swap chains with ovr_CreateTextureSwapChainDX() or
// ovr_CreateTextureSwapChainGL(). Create any associated render target views or
// frame buffer objects.
//
// Application Loop:
// - Call ovr_GetPredictedDisplayTime() to get the current frame timing information.
// - Call ovr_GetTrackingState() and ovr_CalcEyePoses() to obtain the predicted
// rendering pose for each eye based on timing.
// - Render the scene content into the current buffer of the texture swapchains
// for each eye and layer you plan to update this frame. If you render into a
// texture swap chain, you must call ovr_CommitTextureSwapChain() on it to commit
// the changes before you reference the chain this frame (otherwise, your latest
// changes won't be picked up).
// - Call ovr_SubmitFrame() to render the distorted layers to and present them on the HMD.
// If ovr_SubmitFrame returns ovrSuccess_NotVisible, there is no need to render the scene
// for the next loop iteration. Instead, just call ovr_SubmitFrame again until it returns
// ovrSuccess.
//
// Shutdown:
// - ovr_Destroy().
// - ovr_Shutdown().
/// Initializes LibOVR
///
/// Initialize LibOVR for application usage. This includes finding and loading the LibOVRRT
@ -1097,6 +1081,35 @@ OVR_PUBLIC_FUNCTION(const char*) ovr_GetVersionString();
OVR_PUBLIC_FUNCTION(int) ovr_TraceMessage(int level, const char* message);
/// Identify client application info.
///
/// The string is one or more newline-delimited lines of optional info
/// indicating engine name, engine version, engine plugin name, engine plugin
/// version, engine editor. The order of the lines is not relevant. Individual
/// lines are optional. A newline is not necessary at the end of the last line.
/// Call after ovr_Initialize and before the first call to ovr_Create.
/// Each value is limited to 20 characters. Key names such as 'EngineName:'
/// 'EngineVersion:' do not count towards this limit.
///
/// \param[in] identity Specifies one or more newline-delimited lines of optional info:
/// EngineName: %s\n
/// EngineVersion: %s\n
/// EnginePluginName: %s\n
/// EnginePluginVersion: %s\n
/// EngineEditor: <boolean> ('true' or 'false')\n
///
/// <b>Example code</b>
/// \code{.cpp}
/// ovr_IdentifyClient("EngineName: Unity\n"
/// "EngineVersion: 5.3.3\n"
/// "EnginePluginName: OVRPlugin\n"
/// "EnginePluginVersion: 1.2.0\n"
/// "EngineEditor: true");
/// \endcode
///
OVR_PUBLIC_FUNCTION(ovrResult) ovr_IdentifyClient(const char* identity);
//-------------------------------------------------------------------------------------
/// @name HMD Management
///
@ -1153,7 +1166,7 @@ OVR_PUBLIC_FUNCTION(ovrTrackerDesc) ovr_GetTrackerDesc(ovrSession session, unsig
/// Creates a handle to a VR session.
///
/// Upon success the returned ovrSession must be eventually freed with ovr_Destroy when it is no longer needed.
/// A second call to ovr_Create will result in an error return value if the previous Hmd has not been destroyed.
/// A second call to ovr_Create will result in an error return value if the previous session has not been destroyed.
///
/// \param[out] pSession Provides a pointer to an ovrSession which will be written to upon success.
/// \param[out] luid Provides a system specific graphics adapter identifier that locates which
@ -1161,7 +1174,7 @@ OVR_PUBLIC_FUNCTION(ovrTrackerDesc) ovr_GetTrackerDesc(ovrSession session, unsig
/// or no rendering output will be possible. This is important for stability on multi-adapter systems. An
/// application that simply chooses the default adapter will not run reliably on multi-adapter systems.
/// \return Returns an ovrResult indicating success or failure. Upon failure
/// the returned pHmd will be NULL.
/// the returned ovrSession will be NULL.
///
/// <b>Example code</b>
/// \code{.cpp}
@ -1177,7 +1190,7 @@ OVR_PUBLIC_FUNCTION(ovrTrackerDesc) ovr_GetTrackerDesc(ovrSession session, unsig
OVR_PUBLIC_FUNCTION(ovrResult) ovr_Create(ovrSession* pSession, ovrGraphicsLuid* pLuid);
/// Destroys the HMD.
/// Destroys the session.
///
/// \param[in] session Specifies an ovrSession previously returned by ovr_Create.
/// \see ovr_Create
@ -1304,7 +1317,7 @@ OVR_PUBLIC_FUNCTION(void) ovr_ClearShouldRecenterFlag(ovrSession session);
/// ovrTrackingState value. Use 0 to request the most recent tracking state.
/// \param[in] latencyMarker Specifies that this call is the point in time where
/// the "App-to-Mid-Photon" latency timer starts from. If a given ovrLayer
/// provides "SensorSampleTimestamp", that will override the value stored here.
/// provides "SensorSampleTime", that will override the value stored here.
/// \return Returns the ovrTrackingState that is predicted for the given absTime.
///
/// \see ovrTrackingState, ovr_GetEyePoses, ovr_GetTimeInSeconds
@ -1363,12 +1376,11 @@ OVR_PUBLIC_FUNCTION(unsigned int) ovr_GetConnectedControllerTypes(ovrSession ses
///
/// \see ovrControllerType
///
OVR_PUBLIC_FUNCTION(ovrResult) ovr_SetControllerVibration(ovrSession session, ovrControllerType controllerType,
float frequency, float amplitude);
OVR_PUBLIC_FUNCTION(ovrResult) ovr_SetControllerVibration(ovrSession session, ovrControllerType controllerType, float frequency, float amplitude);
///@}
//-------------------------------------------------------------------------------------
// @name Layers
//
@ -1768,7 +1780,7 @@ OVR_PUBLIC_FUNCTION(ovrEyeRenderDesc) ovr_GetRenderDesc(ovrSession session,
/// ovrLayerQuad layer1;
/// ...
/// ovrLayerHeader* layers[2] = { &layer0.Header, &layer1.Header };
/// ovrResult result = ovr_SubmitFrame(hmd, frameIndex, nullptr, layers, 2);
/// ovrResult result = ovr_SubmitFrame(session, frameIndex, nullptr, layers, 2);
/// \endcode
///
/// \return Returns an ovrResult for which OVR_SUCCESS(result) is false upon error and true
@ -1844,7 +1856,7 @@ OVR_PUBLIC_FUNCTION(double) ovr_GetTimeInSeconds();
/// App can toggle performance HUD modes as such:
/// \code{.cpp}
/// ovrPerfHudMode PerfHudMode = ovrPerfHud_LatencyTiming;
/// ovr_SetInt(Hmd, OVR_PERF_HUD_MODE, (int)PerfHudMode);
/// ovr_SetInt(session, OVR_PERF_HUD_MODE, (int)PerfHudMode);
/// \endcode
///
typedef enum ovrPerfHudMode_
@ -1864,7 +1876,7 @@ typedef enum ovrPerfHudMode_
/// App can toggle layer HUD modes as such:
/// \code{.cpp}
/// ovrLayerHudMode LayerHudMode = ovrLayerHud_Info;
/// ovr_SetInt(Hmd, OVR_LAYER_HUD_MODE, (int)LayerHudMode);
/// ovr_SetInt(session, OVR_LAYER_HUD_MODE, (int)LayerHudMode);
/// \endcode
///
typedef enum ovrLayerHudMode_
@ -1885,7 +1897,7 @@ typedef enum ovrLayerHudMode_
/// App can toggle the debug HUD modes as such:
/// \code{.cpp}
/// ovrDebugHudStereoMode DebugHudMode = ovrDebugHudStereo_QuadWithCrosshair;
/// ovr_SetInt(Hmd, OVR_DEBUG_HUD_STEREO_MODE, (int)DebugHudMode);
/// ovr_SetInt(session, OVR_DEBUG_HUD_STEREO_MODE, (int)DebugHudMode);
/// \endcode
///
/// The app can modify the visual properties of the stereo guide (i.e. quad, crosshair)
@ -2004,7 +2016,7 @@ OVR_PUBLIC_FUNCTION(ovrBool) ovr_SetFloatArray(ovrSession session, const char* p
/// \param[in] defaultVal Specifes the value to return if the property couldn't be read.
/// \return Returns the string property if it exists. Otherwise returns defaultVal, which can be specified as NULL.
/// The return memory is guaranteed to be valid until next call to ovr_GetString or
/// until the HMD is destroyed, whichever occurs first.
/// until the session is destroyed, whichever occurs first.
OVR_PUBLIC_FUNCTION(const char*) ovr_GetString(ovrSession session, const char* propertyName,
const char* defaultVal);

View File

@ -9,6 +9,10 @@
#define OVR_CAPI_Audio_h
#ifdef _WIN32
// Prevents <Windows.h> from defining min() and max() macro symbols.
#ifndef NOMINMAX
#define NOMINMAX
#endif
#include <windows.h>
#include "OVR_CAPI.h"
#define OVR_AUDIO_MAX_DEVICE_STR_SIZE 128

View File

@ -25,7 +25,7 @@
/// \param[in] desc Specifies requested texture properties. See notes for more info about texture format.
/// \param[in] bindFlags Specifies what ovrTextureBindFlags the application requires for this texture chain.
/// \param[out] out_TextureSwapChain Returns the created ovrTextureSwapChain, which will be valid upon a successful return value, else it will be NULL.
/// This texture chain must be eventually destroyed via ovr_DestroyTextureSwapChain before destroying the HMD with ovr_Destroy.
/// This texture chain must be eventually destroyed via ovr_DestroyTextureSwapChain before destroying the session with ovr_Destroy.
///
/// \return Returns an ovrResult indicating success or failure. In the case of failure, use
/// ovr_GetLastErrorInfo to get more information.
@ -88,7 +88,7 @@ OVR_PUBLIC_FUNCTION(ovrResult) ovr_GetTextureSwapChainBufferDX(ovrSession sessio
/// which must be the same one the application renders to the textures with.
/// \param[in] desc Specifies requested texture properties. See notes for more info about texture format.
/// \param[out] out_MirrorTexture Returns the created ovrMirrorTexture, which will be valid upon a successful return value, else it will be NULL.
/// This texture must be eventually destroyed via ovr_DestroyMirrorTexture before destroying the HMD with ovr_Destroy.
/// This texture must be eventually destroyed via ovr_DestroyMirrorTexture before destroying the session with ovr_Destroy.
///
/// \return Returns an ovrResult indicating success or failure. In the case of failure, use
/// ovr_GetLastErrorInfo to get more information.

View File

@ -15,7 +15,7 @@
/// \param[in] desc Specifies the requested texture properties. See notes for more info about texture format.
/// \param[out] out_TextureSwapChain Returns the created ovrTextureSwapChain, which will be valid upon
/// a successful return value, else it will be NULL. This texture swap chain must be eventually
/// destroyed via ovr_DestroyTextureSwapChain before destroying the HMD with ovr_Destroy.
/// destroyed via ovr_DestroyTextureSwapChain before destroying the session with ovr_Destroy.
///
/// \return Returns an ovrResult indicating success or failure. In the case of failure, use
/// ovr_GetLastErrorInfo to get more information.
@ -64,7 +64,7 @@ OVR_PUBLIC_FUNCTION(ovrResult) ovr_GetTextureSwapChainBufferGL(ovrSession sessio
/// \param[in] session Specifies an ovrSession previously returned by ovr_Create.
/// \param[in] desc Specifies the requested mirror texture description.
/// \param[out] out_MirrorTexture Specifies the created ovrMirrorTexture, which will be valid upon a successful return value, else it will be NULL.
/// This texture must be eventually destroyed via ovr_DestroyMirrorTexture before destroying the HMD with ovr_Destroy.
/// This texture must be eventually destroyed via ovr_DestroyMirrorTexture before destroying the session with ovr_Destroy.
///
/// \return Returns an ovrResult indicating success or failure. In the case of failure, use
/// ovr_GetLastErrorInfo to get more information.

View File

@ -14,9 +14,6 @@
#ifndef OVR_RESULT_DEFINED
#define OVR_RESULT_DEFINED ///< Allows ovrResult to be independently defined.
/// API call results are represented at the highest level by a single ovrResult.
@ -59,27 +56,26 @@ typedef enum ovrSuccessType_
{
/// This is a general success result. Use OVR_SUCCESS to test for success.
ovrSuccess = 0,
} ovrSuccessType;
#endif
// Public success types
// Success is a value greater or equal to 0, while all error types are negative values.
typedef enum ovrSuccessTypes_
{
/// Returned from a call to SubmitFrame. The call succeeded, but what the app
/// rendered will not be visible on the HMD. Ideally the app should continue
/// calling SubmitFrame, but not do any rendering. When the result becomes
/// ovrSuccess, rendering should continue as usual.
ovrSuccess_NotVisible = 1000,
ovrSuccess_HMDFirmwareMismatch = 4100, ///< The HMD Firmware is out of date but is acceptable.
ovrSuccess_TrackerFirmwareMismatch = 4101, ///< The Tracker Firmware is out of date but is acceptable.
ovrSuccess_ControllerFirmwareMismatch = 4104, ///< The controller firmware is out of date but is acceptable.
ovrSuccess_TrackerDriverNotFound = 4105, ///< The tracker driver interface was not found. Can be a temporary error
} ovrSuccessType;
#endif
} ovrSuccessTypes;
// Public error types
typedef enum ovrErrorType_
{
/* General errors */
ovrError_MemoryAllocationFailure = -1000, ///< Failure to allocate memory.
ovrError_SocketCreationFailure = -1001, ///< Failure to create a socket.
ovrError_InvalidSession = -1002, ///< Invalid ovrSession parameter provided.
ovrError_Timeout = -1003, ///< The operation timed out.
ovrError_NotInitialized = -1004, ///< The system or component has not been initialized.
@ -94,10 +90,8 @@ typedef enum ovrErrorType_
ovrError_ServiceDeadlockDetected = -1014, ///< The service watchdog discovered a deadlock.
/* Audio error range, reserved for Audio errors. */
ovrError_AudioReservedBegin = -2000, ///< First Audio error.
ovrError_AudioDeviceNotFound = -2001, ///< Failure to find the specified audio device.
ovrError_AudioComError = -2002, ///< Generic COM error.
ovrError_AudioReservedEnd = -2999, ///< Last Audio error.
/* Initialization errors. */
ovrError_Initialize = -3000, ///< Generic initialization error.
@ -122,51 +116,6 @@ typedef enum ovrErrorType_
ovrError_DisplayManagerInit = -3019, ///< Initialization of the DisplayManager failed.
ovrError_TrackerDriverInit = -3020, ///< Failed to get the interface for an attached tracker
/* Hardware errors */
ovrError_InvalidBundleAdjustment = -4000, ///< Headset has no bundle adjustment data.
ovrError_USBBandwidth = -4001, ///< The USB hub cannot handle the camera frame bandwidth.
ovrError_USBEnumeratedSpeed = -4002, ///< The USB camera is not enumerating at the correct device speed.
ovrError_ImageSensorCommError = -4003, ///< Unable to communicate with the image sensor.
ovrError_GeneralTrackerFailure = -4004, ///< We use this to report various sensor issues that don't fit in an easily classifiable bucket.
ovrError_ExcessiveFrameTruncation = -4005, ///< A more than acceptable number of frames are coming back truncated.
ovrError_ExcessiveFrameSkipping = -4006, ///< A more than acceptable number of frames have been skipped.
ovrError_SyncDisconnected = -4007, ///< The sensor is not receiving the sync signal (cable disconnected?).
ovrError_TrackerMemoryReadFailure = -4008, ///< Failed to read memory from the sensor.
ovrError_TrackerMemoryWriteFailure = -4009, ///< Failed to write memory from the sensor.
ovrError_TrackerFrameTimeout = -4010, ///< Timed out waiting for a camera frame.
ovrError_TrackerTruncatedFrame = -4011, ///< Truncated frame returned from sensor.
ovrError_TrackerDriverFailure = -4012, ///< The sensor driver has encountered a problem.
ovrError_TrackerNRFFailure = -4013, ///< The sensor wireless subsystem has encountered a problem.
ovrError_HardwareGone = -4014, ///< The hardware has been unplugged
ovrError_NordicEnabledNoSync = -4015, ///< The nordic indicates that sync is enabled but it is not sending sync pulses
ovrError_NordicSyncNoFrames = -4016, ///< It looks like we're getting a sync signal, but no camera frames have been received
ovrError_CatastrophicFailure = -4017, ///< A catastrophic failure has occurred. We will attempt to recover by resetting the device
ovrError_CatastrophicTimeout = -4018, ///< The catastrophic recovery has timed out.
ovrError_RepeatCatastrophicFail = -4019, ///< Catastrophic failure has repeated too many times.
ovrError_USBOpenDeviceFailure = -4020, ///< Could not open handle for Rift device (likely already in use by another process).
ovrError_HMDGeneralFailure = -4021, ///< Unexpected HMD issues that don't fit a specific bucket.
ovrError_HMDFirmwareMismatch = -4100, ///< The HMD Firmware is out of date and is unacceptable.
ovrError_TrackerFirmwareMismatch = -4101, ///< The sensor Firmware is out of date and is unacceptable.
ovrError_BootloaderDeviceDetected = -4102, ///< A bootloader HMD is detected by the service.
ovrError_TrackerCalibrationError = -4103, ///< The sensor calibration is missing or incorrect.
ovrError_ControllerFirmwareMismatch = -4104, ///< The controller firmware is out of date and is unacceptable.
ovrError_DevManDeviceDetected = -4105, ///< A DeviceManagement mode HMD is detected by the service.
ovrError_RebootedBootloaderDevice = -4106, ///< Had to reboot bootloader device, which succeeded.
ovrError_FailedRebootBootloaderDev = -4107, ///< Had to reboot bootloader device, which failed. Device is stuck in bootloader mode.
ovrError_IMUTooManyLostSamples = -4200, ///< Too many lost IMU samples.
ovrError_IMURateError = -4201, ///< IMU rate is outside of the expected range.
ovrError_FeatureReportFailure = -4202, ///< A feature report has failed.
ovrError_HMDWirelessTimeout = -4203, ///< HMD wireless interface never returned from busy state.
ovrError_BootloaderAssertLog = -4300, ///< HMD Bootloader Assert Log was not empty.
ovrError_AppAssertLog = -4301, ///< HMD App Assert Log was not empty.
/* Synchronization errors */
ovrError_Incomplete = -5000, ///< Requested async work not yet complete.
ovrError_Abandoned = -5001, ///< Requested async work was abandoned and result is incomplete.
/* Rendering errors */
ovrError_DisplayLost = -6000, ///< In the event of a system-wide graphics reset or cable unplug this is returned to the app.
ovrError_TextureSwapChainFull = -6001, ///< ovr_CommitTextureSwapChain was called too many times on a texture swapchain without calling submit to use the chain.
@ -182,18 +131,6 @@ typedef enum ovrErrorType_
ovrError_RuntimeException = -7000, ///< A runtime exception occurred. The application is required to shutdown LibOVR and re-initialize it before this error state will be cleared.
ovrError_MetricsUnknownApp = -90000,
ovrError_MetricsDuplicateApp = -90001,
ovrError_MetricsNoEvents = -90002,
ovrError_MetricsRuntime = -90003,
ovrError_MetricsFile = -90004,
ovrError_MetricsNoClientInfo = -90005,
ovrError_MetricsNoAppMetaData = -90006,
ovrError_MetricsNoApp = -90007,
ovrError_MetricsOafFailure = -90008,
ovrError_MetricsSessionAlreadyActive = -90009,
ovrError_MetricsSessionNotActive = -90010,
} ovrErrorType;
@ -206,4 +143,5 @@ typedef struct ovrErrorInfo_
char ErrorString[512]; ///< A UTF8-encoded null-terminated English string describing the problem. The format of this string is subject to change in future versions.
} ovrErrorInfo;
#endif /* OVR_ErrorCode_h */

View File

@ -19,7 +19,7 @@
// Master version numbers
#define OVR_PRODUCT_VERSION 1 // Product version doesn't participate in semantic versioning.
#define OVR_MAJOR_VERSION 1 // If you change these values then you need to also make sure to change LibOVR/Projects/Windows/LibOVR.props in parallel.
#define OVR_MINOR_VERSION 4 //
#define OVR_MINOR_VERSION 5 //
#define OVR_PATCH_VERSION 0
#define OVR_BUILD_NUMBER 0

Binary file not shown.

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@ -40,7 +40,7 @@
//----------------------------------------------------------------------------------
// Defines and Macros
//----------------------------------------------------------------------------------
#define CUBIC_MAP_HALF_BLOCK_SIZE 0.5
// ...
//----------------------------------------------------------------------------------
// Types and Structures Definition
@ -808,13 +808,6 @@ void UnloadMaterial(Material material)
rlDeleteTextures(material.texSpecular.id);
}
// Link a texture to a model
void SetModelTexture(Model *model, Texture2D texture)
{
if (texture.id <= 0) model->material.texDiffuse = GetDefaultTexture(); // Use default white texture
else model->material.texDiffuse = texture;
}
// Generate a mesh from heightmap
static Mesh GenMeshHeightmap(Image heightmap, Vector3 size)
{
@ -1549,8 +1542,11 @@ BoundingBox CalculateBoundingBox(Mesh mesh)
// Detect and resolve cubicmap collisions
// NOTE: player position (or camera) is modified inside this function
// TODO: This functions needs to be completely reviewed!
Vector3 ResolveCollisionCubicmap(Image cubicmap, Vector3 mapPosition, Vector3 *playerPosition, float radius)
{
#define CUBIC_MAP_HALF_BLOCK_SIZE 0.5
Color *cubicmapPixels = GetImageData(cubicmap);
// Detect the cell where the player is located
@ -1562,15 +1558,15 @@ Vector3 ResolveCollisionCubicmap(Image cubicmap, Vector3 mapPosition, Vector3 *p
locationCellX = floor(playerPosition->x - mapPosition.x + CUBIC_MAP_HALF_BLOCK_SIZE);
locationCellY = floor(playerPosition->z - mapPosition.z + CUBIC_MAP_HALF_BLOCK_SIZE);
if (locationCellX >= 0 && locationCellY >= 0 && locationCellX < cubicmap.width && locationCellY < cubicmap.height)
if ((locationCellX >= 0) && (locationCellY >= 0) && (locationCellX < cubicmap.width) && (locationCellY < cubicmap.height))
{
// Multiple Axis --------------------------------------------------------------------------------------------
// Axis x-, y-
if (locationCellX > 0 && locationCellY > 0)
if ((locationCellX > 0) && (locationCellY > 0))
{
if ((cubicmapPixels[locationCellY * cubicmap.width + (locationCellX - 1)].r != 0) &&
(cubicmapPixels[(locationCellY - 1) * cubicmap.width + (locationCellX)].r != 0))
if ((cubicmapPixels[locationCellY*cubicmap.width + (locationCellX - 1)].r != 0) &&
(cubicmapPixels[(locationCellY - 1)*cubicmap.width + (locationCellX)].r != 0))
{
if (((playerPosition->x - mapPosition.x + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellX < radius) &&
((playerPosition->z - mapPosition.z + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellY < radius))
@ -1583,10 +1579,10 @@ Vector3 ResolveCollisionCubicmap(Image cubicmap, Vector3 mapPosition, Vector3 *p
}
// Axis x-, y+
if (locationCellX > 0 && locationCellY < cubicmap.height - 1)
if ((locationCellX > 0) && (locationCellY < cubicmap.height - 1))
{
if ((cubicmapPixels[locationCellY * cubicmap.width + (locationCellX - 1)].r != 0) &&
(cubicmapPixels[(locationCellY + 1) * cubicmap.width + (locationCellX)].r != 0))
if ((cubicmapPixels[locationCellY*cubicmap.width + (locationCellX - 1)].r != 0) &&
(cubicmapPixels[(locationCellY + 1)*cubicmap.width + (locationCellX)].r != 0))
{
if (((playerPosition->x - mapPosition.x + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellX < radius) &&
((playerPosition->z - mapPosition.z + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellY > 1 - radius))
@ -1599,10 +1595,10 @@ Vector3 ResolveCollisionCubicmap(Image cubicmap, Vector3 mapPosition, Vector3 *p
}
// Axis x+, y-
if (locationCellX < cubicmap.width - 1 && locationCellY > 0)
if ((locationCellX < cubicmap.width - 1) && (locationCellY > 0))
{
if ((cubicmapPixels[locationCellY * cubicmap.width + (locationCellX + 1)].r != 0) &&
(cubicmapPixels[(locationCellY - 1) * cubicmap.width + (locationCellX)].r != 0))
if ((cubicmapPixels[locationCellY*cubicmap.width + (locationCellX + 1)].r != 0) &&
(cubicmapPixels[(locationCellY - 1)*cubicmap.width + (locationCellX)].r != 0))
{
if (((playerPosition->x - mapPosition.x + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellX > 1 - radius) &&
((playerPosition->z - mapPosition.z + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellY < radius))
@ -1615,10 +1611,10 @@ Vector3 ResolveCollisionCubicmap(Image cubicmap, Vector3 mapPosition, Vector3 *p
}
// Axis x+, y+
if (locationCellX < cubicmap.width - 1 && locationCellY < cubicmap.height - 1)
if ((locationCellX < cubicmap.width - 1) && (locationCellY < cubicmap.height - 1))
{
if ((cubicmapPixels[locationCellY * cubicmap.width + (locationCellX + 1)].r != 0) &&
(cubicmapPixels[(locationCellY + 1) * cubicmap.width + (locationCellX)].r != 0))
if ((cubicmapPixels[locationCellY*cubicmap.width + (locationCellX + 1)].r != 0) &&
(cubicmapPixels[(locationCellY + 1)*cubicmap.width + (locationCellX)].r != 0))
{
if (((playerPosition->x - mapPosition.x + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellX > 1 - radius) &&
((playerPosition->z - mapPosition.z + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellY > 1 - radius))
@ -1635,7 +1631,7 @@ Vector3 ResolveCollisionCubicmap(Image cubicmap, Vector3 mapPosition, Vector3 *p
// Axis x-
if (locationCellX > 0)
{
if (cubicmapPixels[locationCellY * cubicmap.width + (locationCellX - 1)].r != 0)
if (cubicmapPixels[locationCellY*cubicmap.width + (locationCellX - 1)].r != 0)
{
if ((playerPosition->x - mapPosition.x + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellX < radius)
{
@ -1647,7 +1643,7 @@ Vector3 ResolveCollisionCubicmap(Image cubicmap, Vector3 mapPosition, Vector3 *p
// Axis x+
if (locationCellX < cubicmap.width - 1)
{
if (cubicmapPixels[locationCellY * cubicmap.width + (locationCellX + 1)].r != 0)
if (cubicmapPixels[locationCellY*cubicmap.width + (locationCellX + 1)].r != 0)
{
if ((playerPosition->x - mapPosition.x + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellX > 1 - radius)
{
@ -1659,7 +1655,7 @@ Vector3 ResolveCollisionCubicmap(Image cubicmap, Vector3 mapPosition, Vector3 *p
// Axis y-
if (locationCellY > 0)
{
if (cubicmapPixels[(locationCellY - 1) * cubicmap.width + (locationCellX)].r != 0)
if (cubicmapPixels[(locationCellY - 1)*cubicmap.width + (locationCellX)].r != 0)
{
if ((playerPosition->z - mapPosition.z + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellY < radius)
{
@ -1671,7 +1667,7 @@ Vector3 ResolveCollisionCubicmap(Image cubicmap, Vector3 mapPosition, Vector3 *p
// Axis y+
if (locationCellY < cubicmap.height - 1)
{
if (cubicmapPixels[(locationCellY + 1) * cubicmap.width + (locationCellX)].r != 0)
if (cubicmapPixels[(locationCellY + 1)*cubicmap.width + (locationCellX)].r != 0)
{
if ((playerPosition->z - mapPosition.z + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellY > 1 - radius)
{
@ -1684,11 +1680,11 @@ Vector3 ResolveCollisionCubicmap(Image cubicmap, Vector3 mapPosition, Vector3 *p
// Diagonals -------------------------------------------------------------------------------------------------------
// Axis x-, y-
if (locationCellX > 0 && locationCellY > 0)
if ((locationCellX > 0) && (locationCellY > 0))
{
if ((cubicmapPixels[locationCellY * cubicmap.width + (locationCellX - 1)].r == 0) &&
(cubicmapPixels[(locationCellY - 1) * cubicmap.width + (locationCellX)].r == 0) &&
(cubicmapPixels[(locationCellY - 1) * cubicmap.width + (locationCellX - 1)].r != 0))
if ((cubicmapPixels[locationCellY*cubicmap.width + (locationCellX - 1)].r == 0) &&
(cubicmapPixels[(locationCellY - 1)*cubicmap.width + (locationCellX)].r == 0) &&
(cubicmapPixels[(locationCellY - 1)*cubicmap.width + (locationCellX - 1)].r != 0))
{
if (((playerPosition->x - mapPosition.x + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellX < radius) &&
((playerPosition->z - mapPosition.z + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellY < radius))
@ -1707,11 +1703,11 @@ Vector3 ResolveCollisionCubicmap(Image cubicmap, Vector3 mapPosition, Vector3 *p
}
// Axis x-, y+
if (locationCellX > 0 && locationCellY < cubicmap.height - 1)
if ((locationCellX > 0) && (locationCellY < cubicmap.height - 1))
{
if ((cubicmapPixels[locationCellY * cubicmap.width + (locationCellX - 1)].r == 0) &&
(cubicmapPixels[(locationCellY + 1) * cubicmap.width + (locationCellX)].r == 0) &&
(cubicmapPixels[(locationCellY + 1) * cubicmap.width + (locationCellX - 1)].r != 0))
if ((cubicmapPixels[locationCellY*cubicmap.width + (locationCellX - 1)].r == 0) &&
(cubicmapPixels[(locationCellY + 1)*cubicmap.width + (locationCellX)].r == 0) &&
(cubicmapPixels[(locationCellY + 1)*cubicmap.width + (locationCellX - 1)].r != 0))
{
if (((playerPosition->x - mapPosition.x + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellX < radius) &&
((playerPosition->z - mapPosition.z + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellY > 1 - radius))
@ -1730,11 +1726,11 @@ Vector3 ResolveCollisionCubicmap(Image cubicmap, Vector3 mapPosition, Vector3 *p
}
// Axis x+, y-
if (locationCellX < cubicmap.width - 1 && locationCellY > 0)
if ((locationCellX < cubicmap.width - 1) && (locationCellY > 0))
{
if ((cubicmapPixels[locationCellY * cubicmap.width + (locationCellX + 1)].r == 0) &&
(cubicmapPixels[(locationCellY - 1) * cubicmap.width + (locationCellX)].r == 0) &&
(cubicmapPixels[(locationCellY - 1) * cubicmap.width + (locationCellX + 1)].r != 0))
if ((cubicmapPixels[locationCellY*cubicmap.width + (locationCellX + 1)].r == 0) &&
(cubicmapPixels[(locationCellY - 1)*cubicmap.width + (locationCellX)].r == 0) &&
(cubicmapPixels[(locationCellY - 1)*cubicmap.width + (locationCellX + 1)].r != 0))
{
if (((playerPosition->x - mapPosition.x + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellX > 1 - radius) &&
((playerPosition->z - mapPosition.z + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellY < radius))
@ -1753,11 +1749,11 @@ Vector3 ResolveCollisionCubicmap(Image cubicmap, Vector3 mapPosition, Vector3 *p
}
// Axis x+, y+
if (locationCellX < cubicmap.width - 1 && locationCellY < cubicmap.height - 1)
if ((locationCellX < cubicmap.width - 1) && (locationCellY < cubicmap.height - 1))
{
if ((cubicmapPixels[locationCellY * cubicmap.width + (locationCellX + 1)].r == 0) &&
(cubicmapPixels[(locationCellY + 1) * cubicmap.width + (locationCellX)].r == 0) &&
(cubicmapPixels[(locationCellY + 1) * cubicmap.width + (locationCellX + 1)].r != 0))
if ((cubicmapPixels[locationCellY*cubicmap.width + (locationCellX + 1)].r == 0) &&
(cubicmapPixels[(locationCellY + 1)*cubicmap.width + (locationCellX)].r == 0) &&
(cubicmapPixels[(locationCellY + 1)*cubicmap.width + (locationCellX + 1)].r != 0))
{
if (((playerPosition->x - mapPosition.x + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellX > 1 - radius) &&
((playerPosition->z - mapPosition.z + CUBIC_MAP_HALF_BLOCK_SIZE) - locationCellY > 1 - radius))

View File

@ -794,7 +794,6 @@ Model LoadModelFromRES(const char *rresName, int resId); // Load a 3d mod
Model LoadHeightmap(Image heightmap, Vector3 size); // Load a heightmap image as a 3d model
Model LoadCubicmap(Image cubicmap); // Load a map image as a 3d model (cubes based)
void UnloadModel(Model model); // Unload 3d model from memory
void SetModelTexture(Model *model, Texture2D texture); // Link a texture to a model
Material LoadMaterial(const char *fileName); // Load material data (from file)
Material LoadDefaultMaterial(void); // Load default material (uses default models shader)
@ -853,9 +852,10 @@ void DestroyLight(Light light); // Destroy a
void InitOculusDevice(void); // Init Oculus Rift device
void CloseOculusDevice(void); // Close Oculus Rift device
void UpdateOculusTracking(void); // Update Oculus Rift tracking (position and orientation)
void SetOculusMatrix(int eye); // Set internal projection and modelview matrix depending on eyes tracking data
void BeginOculusDrawing(void); // Begin Oculus drawing configuration
void EndOculusDrawing(void); // End Oculus drawing process (and desktop mirror)
bool IsOculusReady(void); // Detect if oculus device (or simulator) is ready
void ToggleVR(void); // Enable/Disable VR experience (Oculus device or simulator)
//------------------------------------------------------------------------------------
// Audio Loading and Playing Functions (Module: audio)

File diff suppressed because it is too large Load Diff

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@ -48,25 +48,31 @@
// Choose opengl version here or just define it at compile time: -DGRAPHICS_API_OPENGL_33
//#define GRAPHICS_API_OPENGL_11 // Only available on PLATFORM_DESKTOP
//#define GRAPHICS_API_OPENGL_33 // Only available on PLATFORM_DESKTOP or PLATFORM_OCULUS
//#define GRAPHICS_API_OPENGL_33 // Only available on PLATFORM_DESKTOP and RLGL_OCULUS_SUPPORT
//#define GRAPHICS_API_OPENGL_ES2 // Only available on PLATFORM_ANDROID or PLATFORM_RPI or PLATFORM_WEB
// Security check in case no GRAPHICS_API_OPENGL_* defined
#if !defined(GRAPHICS_API_OPENGL_11) && !defined(GRAPHICS_API_OPENGL_33) && !defined(GRAPHICS_API_OPENGL_ES2)
#if !defined(GRAPHICS_API_OPENGL_11) && !defined(GRAPHICS_API_OPENGL_21) && !defined(GRAPHICS_API_OPENGL_33) && !defined(GRAPHICS_API_OPENGL_ES2)
#define GRAPHICS_API_OPENGL_11
#endif
// Security check in case multiple GRAPHICS_API_OPENGL_* defined
#if defined(GRAPHICS_API_OPENGL_11)
#if defined(GRAPHICS_API_OPENGL_21)
#undef GRAPHICS_API_OPENGL_21
#endif
#if defined(GRAPHICS_API_OPENGL_33)
#undef GRAPHICS_API_OPENGL_33
#endif
#if defined(GRAPHICS_API_OPENGL_ES2)
#undef GRAPHICS_API_OPENGL_ES2
#endif
#endif
#if defined(GRAPHICS_API_OPENGL_21)
#define GRAPHICS_API_OPENGL_33
#endif
//----------------------------------------------------------------------------------
// Defines and Macros
//----------------------------------------------------------------------------------
@ -90,7 +96,7 @@ typedef enum { RL_PROJECTION, RL_MODELVIEW, RL_TEXTURE } MatrixMode;
typedef enum { RL_LINES, RL_TRIANGLES, RL_QUADS } DrawMode;
typedef enum { OPENGL_11 = 1, OPENGL_33, OPENGL_ES_20 } GlVersion;
typedef enum { OPENGL_11 = 1, OPENGL_21, OPENGL_33, OPENGL_ES_20 } GlVersion;
#if defined(RLGL_STANDALONE)
#ifndef __cplusplus
@ -292,10 +298,9 @@ int rlGetVersion(void); // Returns current OpenGL versio
//------------------------------------------------------------------------------------
// Functions Declaration - rlgl functionality
//------------------------------------------------------------------------------------
void rlglInit(void); // Initialize rlgl (shaders, VAO, VBO...)
void rlglInit(int width, int height); // Initialize rlgl (buffers, shaders, textures, states)
void rlglClose(void); // De-init rlgl
void rlglDraw(void); // Draw VAO/VBO
void rlglInitGraphics(int offsetX, int offsetY, int width, int height); // Initialize Graphics (OpenGL stuff)
void rlglLoadExtensions(void *loader); // Load OpenGL extensions
unsigned int rlglLoadTexture(void *data, int width, int height, int textureFormat, int mipmapCount); // Load texture in GPU
@ -347,14 +352,13 @@ void DestroyLight(Light light); // Destroy a
void TraceLog(int msgType, const char *text, ...);
#endif
#if defined(RLGL_OCULUS_SUPPORT)
void InitOculusDevice(void); // Init Oculus Rift device
void CloseOculusDevice(void); // Close Oculus Rift device
void UpdateOculusTracking(void); // Update Oculus Rift tracking (position and orientation)
void SetOculusMatrix(int eye); // Set internal projection and modelview matrix depending on eyes tracking data
void BeginOculusDrawing(void); // Begin Oculus drawing configuration
void EndOculusDrawing(void); // End Oculus drawing process (and desktop mirror)
#endif
bool IsOculusReady(void); // Detect if oculus device (or simulator) is ready
void ToggleVR(void); // Enable/Disable VR experience (Oculus device or simulator)
#ifdef __cplusplus
}

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@ -135,7 +135,7 @@ void DrawCircleV(Vector2 center, float radius, Color color)
}
rlEnd();
}
else if ((rlGetVersion() == OPENGL_33) || (rlGetVersion() == OPENGL_ES_20))
else if ((rlGetVersion() == OPENGL_21) || (rlGetVersion() == OPENGL_33) || (rlGetVersion() == OPENGL_ES_20))
{
rlEnableTexture(GetDefaultTexture().id); // Default white texture
@ -218,7 +218,7 @@ void DrawRectangleV(Vector2 position, Vector2 size, Color color)
rlVertex2i(position.x + size.x, position.y);
rlEnd();
}
else if ((rlGetVersion() == OPENGL_33) || (rlGetVersion() == OPENGL_ES_20))
else if ((rlGetVersion() == OPENGL_21) || (rlGetVersion() == OPENGL_33) || (rlGetVersion() == OPENGL_ES_20))
{
rlEnableTexture(GetDefaultTexture().id); // Default white texture
@ -264,7 +264,7 @@ void DrawRectangleLines(int posX, int posY, int width, int height, Color color)
rlVertex2i(posX + 1, posY + 1);
rlEnd();
}
else if ((rlGetVersion() == OPENGL_33) || (rlGetVersion() == OPENGL_ES_20))
else if ((rlGetVersion() == OPENGL_21) || (rlGetVersion() == OPENGL_33) || (rlGetVersion() == OPENGL_ES_20))
{
DrawRectangle(posX, posY, width, 1, color);
DrawRectangle(posX + width - 1, posY + 1, 1, height - 2, color);

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@ -166,9 +166,9 @@ static const char fStandardShaderStr[] =
" else if(lights[i].type == 2) lighting += CalcSpotLight(lights[i], n, v, spec);\n"
" }\n"
" }\n"
#if defined(GRAPHICS_API_OPENGL_33)
" finalColor = vec4(texelColor.rgb*lighting*colDiffuse.rgb, texelColor.a*colDiffuse.a); \n"
#elif defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21)
#if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21)
" gl_FragColor = vec4(texelColor.rgb*lighting*colDiffuse.rgb, texelColor.a*colDiffuse.a); \n"
#elif defined(GRAPHICS_API_OPENGL_33)
" finalColor = vec4(texelColor.rgb*lighting*colDiffuse.rgb, texelColor.a*colDiffuse.a); \n"
#endif
"}\n";

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@ -422,12 +422,7 @@ void UnloadTexture(Texture2D texture)
// Unload render texture from GPU memory
void UnloadRenderTexture(RenderTexture2D target)
{
if (target.id != 0)
{
rlDeleteRenderTextures(target);
TraceLog(INFO, "[FBO ID %i] Unloaded render texture data from VRAM (GPU)", target.id);
}
if (target.id != 0) rlDeleteRenderTextures(target);
}
// Get pixel data from image in the form of Color struct array