diff --git a/CHANGELOG b/CHANGELOG index 5024dc6ef..d8370b61a 100644 --- a/CHANGELOG +++ b/CHANGELOG @@ -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() diff --git a/README.md b/README.md index 6228a54a7..c5021ef2d 100644 --- a/README.md +++ b/README.md @@ -1,4 +1,4 @@ - + about ----- diff --git a/examples/Makefile b/examples/Makefile index 2d2344afa..711f03a70 100644 --- a/examples/Makefile +++ b/examples/Makefile @@ -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) diff --git a/examples/audio_music_stream.c b/examples/audio_music_stream.c index 8c668cce7..e135a6e44 100644 --- a/examples/audio_music_stream.c +++ b/examples/audio_music_stream.c @@ -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 diff --git a/examples/core_2d_camera.c b/examples/core_2d_camera.c index 73e1d65f3..f2f219ef4 100644 --- a/examples/core_2d_camera.c +++ b/examples/core_2d_camera.c @@ -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; diff --git a/examples/core_color_select.c b/examples/core_color_select.c index 118dc88a9..002a69312 100644 --- a/examples/core_color_select.c +++ b/examples/core_color_select.c @@ -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; } diff --git a/examples/core_oculus_rift.c b/examples/core_oculus_rift.c index 865178295..734ba8fd9 100644 --- a/examples/core_oculus_rift.c +++ b/examples/core_oculus_rift.c @@ -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(); //---------------------------------------------------------------------------------- diff --git a/examples/core_world_screen.c b/examples/core_world_screen.c index f3798830d..aa9505e8b 100644 --- a/examples/core_world_screen.c +++ b/examples/core_world_screen.c @@ -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(); //---------------------------------------------------------------------------------- diff --git a/examples/models_cubicmap.c b/examples/models_cubicmap.c index 1ca27dfd2..89bc75cf5 100644 --- a/examples/models_cubicmap.c +++ b/examples/models_cubicmap.c @@ -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 diff --git a/examples/models_heightmap.c b/examples/models_heightmap.c index c8e5ff35f..90e5f5bb3 100644 --- a/examples/models_heightmap.c +++ b/examples/models_heightmap.c @@ -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 diff --git a/examples/models_obj_loading.c b/examples/models_obj_loading.c index e8dd0adc1..a6969f705 100644 --- a/examples/models_obj_loading.c +++ b/examples/models_obj_loading.c @@ -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 diff --git a/examples/oculus_glfw_sample/rlgl_standalone.c b/examples/oculus_glfw_sample/rlgl_standalone.c index 4728160a0..33e916312 100644 --- a/examples/oculus_glfw_sample/rlgl_standalone.c +++ b/examples/oculus_glfw_sample/rlgl_standalone.c @@ -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 diff --git a/examples/oculus_glfw_sample/rlgl_standalone_stereo.c b/examples/oculus_glfw_sample/rlgl_standalone_stereo.c index 1955d11e7..fa7f3e4ae 100644 --- a/examples/oculus_glfw_sample/rlgl_standalone_stereo.c +++ b/examples/oculus_glfw_sample/rlgl_standalone_stereo.c @@ -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 diff --git a/examples/resources/shaders/glsl100/distortion.fs b/examples/resources/shaders/glsl100/distortion.fs new file mode 100644 index 000000000..a0a6cc18e --- /dev/null +++ b/examples/resources/shaders/glsl100/distortion.fs @@ -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); + } +} diff --git a/examples/resources/shaders/glsl330/distortion.fs b/examples/resources/shaders/glsl330/distortion.fs new file mode 100644 index 000000000..62856341b --- /dev/null +++ b/examples/resources/shaders/glsl330/distortion.fs @@ -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); + } +} + diff --git a/examples/shaders_custom_uniform.c b/examples/shaders_custom_uniform.c index 516d5087c..c4f87259c 100644 --- a/examples/shaders_custom_uniform.c +++ b/examples/shaders_custom_uniform.c @@ -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 diff --git a/examples/shaders_postprocessing.c b/examples/shaders_postprocessing.c index 5e8b5a804..43d21e082 100644 --- a/examples/shaders_postprocessing.c +++ b/examples/shaders_postprocessing.c @@ -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 diff --git a/games/raylib_demo/raylib_demo.c b/games/raylib_demo/raylib_demo.c index 7f6f291a3..22213b467 100644 --- a/games/raylib_demo/raylib_demo.c +++ b/games/raylib_demo/raylib_demo.c @@ -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 diff --git a/shaders/glsl100/standard.fs b/shaders/glsl100/standard.fs new file mode 100644 index 000000000..d5daa4452 --- /dev/null +++ b/shaders/glsl100/standard.fs @@ -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); +} diff --git a/shaders/glsl100/standard.vs b/shaders/glsl100/standard.vs new file mode 100644 index 000000000..49c5a3ebf --- /dev/null +++ b/shaders/glsl100/standard.vs @@ -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); +} \ No newline at end of file diff --git a/examples/resources/shaders/standard.fs b/shaders/glsl330/standard.fs similarity index 100% rename from examples/resources/shaders/standard.fs rename to shaders/glsl330/standard.fs diff --git a/examples/resources/shaders/standard.vs b/shaders/glsl330/standard.vs similarity index 100% rename from examples/resources/shaders/standard.vs rename to shaders/glsl330/standard.vs diff --git a/src/Makefile b/src/Makefile index ce703c3a1..33b666b4f 100644 --- a/src/Makefile +++ b/src/Makefile @@ -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) diff --git a/src/core.c b/src/core.c index fb71af211..f8a83e250 100644 --- a/src/core.c +++ b/src/core.c @@ -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) diff --git a/src/external/OculusSDK/LibOVR/Include/Extras/OVR_Math.h b/src/external/OculusSDK/LibOVR/Include/Extras/OVR_Math.h index c182ed5b4..718c21cb8 100644 --- a/src/external/OculusSDK/LibOVR/Include/Extras/OVR_Math.h +++ b/src/external/OculusSDK/LibOVR/Include/Extras/OVR_Math.h @@ -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& 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(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 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 diff --git a/src/external/OculusSDK/LibOVR/Include/OVR_CAPI.h b/src/external/OculusSDK/LibOVR/Include/OVR_CAPI.h index b1ec3cc0e..cf7aab622 100644 --- a/src/external/OculusSDK/LibOVR/Include/OVR_CAPI.h +++ b/src/external/OculusSDK/LibOVR/Include/OVR_CAPI.h @@ -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: ('true' or 'false')\n +/// +/// Example code +/// \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. /// /// Example code /// \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); diff --git a/src/external/OculusSDK/LibOVR/Include/OVR_CAPI_Audio.h b/src/external/OculusSDK/LibOVR/Include/OVR_CAPI_Audio.h index c53448133..930dfcbe7 100644 --- a/src/external/OculusSDK/LibOVR/Include/OVR_CAPI_Audio.h +++ b/src/external/OculusSDK/LibOVR/Include/OVR_CAPI_Audio.h @@ -9,6 +9,10 @@ #define OVR_CAPI_Audio_h #ifdef _WIN32 +// Prevents from defining min() and max() macro symbols. +#ifndef NOMINMAX +#define NOMINMAX +#endif #include #include "OVR_CAPI.h" #define OVR_AUDIO_MAX_DEVICE_STR_SIZE 128 diff --git a/src/external/OculusSDK/LibOVR/Include/OVR_CAPI_D3D.h b/src/external/OculusSDK/LibOVR/Include/OVR_CAPI_D3D.h index 50806bca1..982af8f0a 100644 --- a/src/external/OculusSDK/LibOVR/Include/OVR_CAPI_D3D.h +++ b/src/external/OculusSDK/LibOVR/Include/OVR_CAPI_D3D.h @@ -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. diff --git a/src/external/OculusSDK/LibOVR/Include/OVR_CAPI_GL.h b/src/external/OculusSDK/LibOVR/Include/OVR_CAPI_GL.h index 1658ca578..814879474 100644 --- a/src/external/OculusSDK/LibOVR/Include/OVR_CAPI_GL.h +++ b/src/external/OculusSDK/LibOVR/Include/OVR_CAPI_GL.h @@ -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. diff --git a/src/external/OculusSDK/LibOVR/Include/OVR_ErrorCode.h b/src/external/OculusSDK/LibOVR/Include/OVR_ErrorCode.h index ed0be0e70..9fc527c71 100644 --- a/src/external/OculusSDK/LibOVR/Include/OVR_ErrorCode.h +++ b/src/external/OculusSDK/LibOVR/Include/OVR_ErrorCode.h @@ -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 */ diff --git a/src/external/OculusSDK/LibOVR/Include/OVR_Version.h b/src/external/OculusSDK/LibOVR/Include/OVR_Version.h index dbfe4deba..376fa7d59 100644 --- a/src/external/OculusSDK/LibOVR/Include/OVR_Version.h +++ b/src/external/OculusSDK/LibOVR/Include/OVR_Version.h @@ -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 diff --git a/src/external/OculusSDK/LibOVR/LibOVRRT32_1.dll b/src/external/OculusSDK/LibOVR/LibOVRRT32_1.dll index 70f63f701..8553ce110 100644 Binary files a/src/external/OculusSDK/LibOVR/LibOVRRT32_1.dll and b/src/external/OculusSDK/LibOVR/LibOVRRT32_1.dll differ diff --git a/src/models.c b/src/models.c index 8deabcb0e..b194a0db1 100644 --- a/src/models.c +++ b/src/models.c @@ -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)) diff --git a/src/raylib.h b/src/raylib.h index 0c9f0280f..89fc457fd 100644 --- a/src/raylib.h +++ b/src/raylib.h @@ -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) diff --git a/src/rlgl.c b/src/rlgl.c index 5d6fd9d7e..af2d57cbd 100644 --- a/src/rlgl.c +++ b/src/rlgl.c @@ -31,6 +31,7 @@ #include // Required for: fopen(), fclose(), fread()... [Used only on ReadTextFile()] #include // Required for: malloc(), free(), rand() #include // Required for: strcmp(), strlen(), strtok() +#include // Required for: atan() #ifndef RLGL_STANDALONE #include "raymath.h" // Required for Vector3 and Matrix functions @@ -44,6 +45,10 @@ #endif #endif +#if defined(GRAPHICS_API_OPENGL_21) + #define GRAPHICS_API_OPENGL_33 +#endif + #if defined(GRAPHICS_API_OPENGL_33) #ifdef __APPLE__ #include // OpenGL 3 library for OSX @@ -68,10 +73,11 @@ #include // Required for: va_list, va_start(), vfprintf(), va_end() [Used only on TraceLog()] #endif -#if !defined(GRAPHICS_API_OPENGL_11) +#if !defined(GRAPHICS_API_OPENGL_11) && !defined(RLGL_NO_STANDARD_SHADER) #include "standard_shader.h" // Standard shader to embed #endif +//#define RLGL_OCULUS_SUPPORT // Enable Oculus Rift code #if defined(RLGL_OCULUS_SUPPORT) #include "external/OculusSDK/LibOVR/Include/OVR_CAPI_GL.h" // Oculus SDK for OpenGL #endif @@ -130,6 +136,12 @@ #define GL_UNSIGNED_SHORT_4_4_4_4 0x8033 #endif +#if defined(GRAPHICS_API_OPENGL_ES2) + #define glClearDepth glClearDepthf + #define GL_READ_FRAMEBUFFER GL_FRAMEBUFFER + #define GL_DRAW_FRAMEBUFFER GL_FRAMEBUFFER +#endif + // Default vertex attribute names on shader to set location points #define DEFAULT_ATTRIB_POSITION_NAME "vertexPosition" // shader-location = 0 #define DEFAULT_ATTRIB_TEXCOORD_NAME "vertexTexCoord" // shader-location = 1 @@ -235,7 +247,7 @@ static bool useTempBuffer = false; static Shader defaultShader; static Shader standardShader; // Lazy initialization when GetStandardShader() static Shader currentShader; // By default, defaultShader -static bool standardShaderLoaded = false; +static bool standardShaderLoaded = false; // Flag to track if standard shader has been loaded // Flags for supported extensions static bool vaoSupported = false; // VAO support (OpenGL ES2 could not support VAO extension) @@ -262,6 +274,14 @@ static OculusMirror mirror; // Oculus mirror texture and fbo static unsigned int frameIndex = 0; // Oculus frames counter, used to discard frames from chain #endif +static bool oculusReady = false; // Oculus device ready flag +static bool oculusSimulator = false; // Oculus device simulator +static bool vrEnabled = false; // VR experience enabled (Oculus device or simulator) +static bool vrControl = true; // VR controlled by user code, instead of internally + +static RenderTexture2D stereoFbo; +static Shader distortionShader; + // Compressed textures support flags static bool texCompDXTSupported = false; // DDS texture compression support static bool npotSupported = false; // NPOT textures full support @@ -274,11 +294,15 @@ static PFNGLDELETEVERTEXARRAYSOESPROC glDeleteVertexArrays; //static PFNGLISVERTEXARRAYOESPROC glIsVertexArray; // NOTE: Fails in WebGL, omitted #endif -static int blendMode = 0; +static int blendMode = 0; // Track current blending mode // White texture useful for plain color polys (required by shader) static unsigned int whiteTexture; +// Default framebuffer size (required by Oculus device) +static int screenWidth; // Default framebuffer width +static int screenHeight; // Default framebuffer height + //---------------------------------------------------------------------------------- // Module specific Functions Declaration //---------------------------------------------------------------------------------- @@ -294,15 +318,18 @@ static void UnloadStandardShader(void); // Unload standard shader static void LoadDefaultBuffers(void); // Load default internal buffers (lines, triangles, quads) static void UpdateDefaultBuffers(void); // Update default internal buffers (VAOs/VBOs) with vertex data -static void DrawDefaultBuffers(void); // Draw default internal buffers vertex data +static void DrawDefaultBuffers(int eyesCount); // Draw default internal buffers vertex data static void UnloadDefaultBuffers(void); // Unload default internal buffers vertex data from CPU and GPU +// Set internal projection and modelview matrix depending on eyes tracking data +static void SetOculusView(int eye, Matrix matProjection, Matrix matModelView); + static void SetShaderLights(Shader shader); // Sets shader uniform values for lights array static char *ReadTextFile(const char *fileName); #endif -#if defined(RLGL_OCULUS_SUPPORT) // Oculus Rift functions +#if defined(RLGL_OCULUS_SUPPORT) static OculusBuffer LoadOculusBuffer(ovrSession session, int width, int height); // Load Oculus required buffers static void UnloadOculusBuffer(ovrSession session, OculusBuffer buffer); // Unload texture required buffers static OculusMirror LoadOculusMirror(ovrSession session, int width, int height); // Load Oculus mirror buffers @@ -465,7 +492,8 @@ void rlOrtho(double left, double right, double bottom, double top, double near, #endif -// Set the viewport area (trasnformation from normalized device coordinates to window coordinates) +// Set the viewport area (transformation from normalized device coordinates to window coordinates) +// NOTE: Updates global variables: screenWidth, screenHeight void rlViewport(int x, int y, int width, int height) { glViewport(x, y, width, height); @@ -857,6 +885,8 @@ void rlDeleteRenderTextures(RenderTexture2D target) if (target.id != 0) glDeleteFramebuffers(1, &target.id); if (target.texture.id != 0) glDeleteTextures(1, &target.texture.id); if (target.depth.id != 0) glDeleteTextures(1, &target.depth.id); + + TraceLog(INFO, "[FBO ID %i] Unloaded render texture data from VRAM (GPU)", target.id); #endif } @@ -916,6 +946,8 @@ int rlGetVersion(void) { #if defined(GRAPHICS_API_OPENGL_11) return OPENGL_11; +#elif defined(GRAPHICS_API_OPENGL_21) + return OPENGL_21; #elif defined(GRAPHICS_API_OPENGL_33) return OPENGL_33; #elif defined(GRAPHICS_API_OPENGL_ES2) @@ -927,8 +959,8 @@ int rlGetVersion(void) // Module Functions Definition - rlgl Functions //---------------------------------------------------------------------------------- -// Init OpenGL 3.3+ required data -void rlglInit(void) +// Initialize rlgl: OpenGL extensions, default buffers/shaders/textures, OpenGL states +void rlglInit(int width, int height) { // Check OpenGL information and capabilities //------------------------------------------------------------------------------ @@ -1074,18 +1106,7 @@ void rlglInit(void) // Initialize buffers, default shaders and default textures //---------------------------------------------------------- - // Set default draw mode - currentDrawMode = RL_TRIANGLES; - - // Reset projection and modelview matrices - projection = MatrixIdentity(); - modelview = MatrixIdentity(); - currentMatrix = &modelview; - - // Initialize matrix stack - for (int i = 0; i < MATRIX_STACK_SIZE; i++) stack[i] = MatrixIdentity(); - - // Create default white texture for plain colors (required by shader) + // Init default white texture unsigned char pixels[4] = { 255, 255, 255, 255 }; // 1 pixel RGBA (4 bytes) whiteTexture = rlglLoadTexture(pixels, 1, 1, UNCOMPRESSED_R8G8B8A8, 1); @@ -1097,7 +1118,8 @@ void rlglInit(void) defaultShader = LoadDefaultShader(); currentShader = defaultShader; - LoadDefaultBuffers(); // Initialize default vertex arrays buffers (lines, triangles, quads) + // Init default vertex arrays buffers (lines, triangles, quads) + LoadDefaultBuffers(); // Init temp vertex buffer, used when transformation required (translate, rotate, scale) tempBuffer = (Vector3 *)malloc(sizeof(Vector3)*TEMP_VERTEX_BUFFER_SIZE); @@ -1115,7 +1137,50 @@ void rlglInit(void) drawsCounter = 1; draws[drawsCounter - 1].textureId = whiteTexture; + currentDrawMode = RL_TRIANGLES; // Set default draw mode + + // Init internal matrix stack (emulating OpenGL 1.1) + for (int i = 0; i < MATRIX_STACK_SIZE; i++) stack[i] = MatrixIdentity(); + + // Init internal projection and modelview matrices + projection = MatrixIdentity(); + modelview = MatrixIdentity(); + currentMatrix = &modelview; +#endif // defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + + // Initialize OpenGL default states + //---------------------------------------------------------- + + // Init state: Depth test + glDepthFunc(GL_LEQUAL); // Type of depth testing to apply + glDisable(GL_DEPTH_TEST); // Disable depth testing for 2D (only used for 3D) + + // Init state: Blending mode + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // Color blending function (how colors are mixed) + glEnable(GL_BLEND); // Enable color blending (required to work with transparencies) + + // Init state: Culling + // NOTE: All shapes/models triangles are drawn CCW + glCullFace(GL_BACK); // Cull the back face (default) + glFrontFace(GL_CCW); // Front face are defined counter clockwise (default) + glEnable(GL_CULL_FACE); // Enable backface culling + +#if defined(GRAPHICS_API_OPENGL_11) + // Init state: Color hints (deprecated in OpenGL 3.0+) + glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Improve quality of color and texture coordinate interpolation + glShadeModel(GL_SMOOTH); // Smooth shading between vertex (vertex colors interpolation) #endif + + // Init state: Color/Depth buffers clear + glClearColor(0.0f, 0.0f, 0.0f, 1.0f); // Set clear color (black) + glClearDepth(1.0f); // Set clear depth value (default) + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear color and depth buffers (depth buffer required for 3D) + + // Store screen size into global variables + screenWidth = width; + screenHeight = height; + + TraceLog(INFO, "OpenGL default states initialized successfully"); } // Vertex Buffer Object deinitialization (memory free) @@ -1145,76 +1210,32 @@ void rlglClose(void) void rlglDraw(void) { #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) -/* - for (int i = 0; i < modelsCount; i++) - { - rlglDrawMesh(models[i]->mesh, models[i]->material, models[i]->transform); - } -*/ - // NOTE: Default buffers always drawn at the end + // NOTE: In a future version, models could be stored in a stack... + //for (int i = 0; i < modelsCount; i++) rlglDrawMesh(models[i]->mesh, models[i]->material, models[i]->transform); + + // NOTE: Default buffers upload and draw UpdateDefaultBuffers(); - DrawDefaultBuffers(); + + if (vrEnabled && vrControl) DrawDefaultBuffers(2); + else DrawDefaultBuffers(1); #endif } -// Initialize Graphics Device (OpenGL stuff) -// NOTE: Stores global variables screenWidth and screenHeight -void rlglInitGraphics(int offsetX, int offsetY, int width, int height) -{ - // NOTE: Required! viewport must be recalculated if screen resized! - glViewport(offsetX/2, offsetY/2, width - offsetX, height - offsetY); // Set viewport width and height - - // NOTE: Don't confuse glViewport with the transformation matrix - // NOTE: glViewport just defines the area of the context that you will actually draw to. - - glClearColor(0.0f, 0.0f, 0.0f, 1.0f); // Set clear color (black) - //glClearDepth(1.0f); // Clear depth buffer (default) - glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear used buffers, depth buffer is used for 3D - - glDisable(GL_DEPTH_TEST); // Disable depth testing for 2D (only used for 3D) - glDepthFunc(GL_LEQUAL); // Type of depth testing to apply - - glEnable(GL_BLEND); // Enable color blending (required to work with transparencies) - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // Color blending function (how colors are mixed) - -#if defined(GRAPHICS_API_OPENGL_11) - glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Improve quality of color and texture coordinate interpolation (Deprecated in OGL 3.0) - // Other options: GL_FASTEST, GL_DONT_CARE (default) -#endif - - rlMatrixMode(RL_PROJECTION); // Switch to PROJECTION matrix - rlLoadIdentity(); // Reset current matrix (PROJECTION) - - rlOrtho(0, width - offsetX, height - offsetY, 0, 0.0f, 1.0f); // Config orthographic mode: top-left corner --> (0,0) - - rlMatrixMode(RL_MODELVIEW); // Switch back to MODELVIEW matrix - rlLoadIdentity(); // Reset current matrix (MODELVIEW) - - // NOTE: All shapes/models triangles are drawn CCW - - glEnable(GL_CULL_FACE); // Enable backface culling (Disabled by default) - //glCullFace(GL_BACK); // Cull the Back face (default) - //glFrontFace(GL_CCW); // Front face are defined counter clockwise (default) - -#if defined(GRAPHICS_API_OPENGL_11) - glShadeModel(GL_SMOOTH); // Smooth shading between vertex (vertex colors interpolation) (Deprecated on OpenGL 3.3+) - // Possible options: GL_SMOOTH (Color interpolation) or GL_FLAT (no interpolation) -#endif - - TraceLog(INFO, "OpenGL graphic device initialized successfully"); -} - // Load OpenGL extensions // NOTE: External loader function could be passed as a pointer void rlglLoadExtensions(void *loader) { -#if defined(GRAPHICS_API_OPENGL_33) - // NOTE: glad is generated and contains only required OpenGL 3.3 Core extensions +#if defined(GRAPHICS_API_OPENGL_21) || defined(GRAPHICS_API_OPENGL_33) + // NOTE: glad is generated and contains only required OpenGL 3.3 Core extensions (and lower versions) if (!gladLoadGLLoader((GLADloadproc)loader)) TraceLog(WARNING, "GLAD: Cannot load OpenGL extensions"); else TraceLog(INFO, "GLAD: OpenGL extensions loaded successfully"); - - if (GLAD_GL_VERSION_3_3) TraceLog(INFO, "OpenGL 3.3 Core profile supported"); + +#if defined(GRAPHICS_API_OPENGL_21) + if (GLAD_GL_VERSION_2_1) TraceLog(INFO, "OpenGL 2.1 profile supported"); +#elif defined(GRAPHICS_API_OPENGL_33) + if(GLAD_GL_VERSION_3_3) TraceLog(INFO, "OpenGL 3.3 Core profile supported"); else TraceLog(ERROR, "OpenGL 3.3 Core profile not supported"); +#endif // With GLAD, we can check if an extension is supported using the GLAD_GL_xxx booleans //if (GLAD_GL_ARB_vertex_array_object) // Use GL_ARB_vertex_array_object @@ -1628,8 +1649,8 @@ void rlglLoadMesh(Mesh *mesh, bool dynamic) int drawHint = GL_STATIC_DRAW; if (dynamic) drawHint = GL_DYNAMIC_DRAW; - GLuint vaoId = 0; // Vertex Array Objects (VAO) - GLuint vboId[7]; // Vertex Buffer Objects (VBOs) + GLuint vaoId = 0; // Vertex Array Objects (VAO) + GLuint vboId[7] = { 0 }; // Vertex Buffer Objects (VBOs) if (vaoSupported) { @@ -1725,7 +1746,6 @@ void rlglLoadMesh(Mesh *mesh, bool dynamic) glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(unsigned short)*mesh->triangleCount*3, mesh->indices, GL_STATIC_DRAW); } - mesh->vboId[0] = vboId[0]; // Vertex position VBO mesh->vboId[1] = vboId[1]; // Texcoords VBO mesh->vboId[2] = vboId[2]; // Normals VBO @@ -1848,26 +1868,23 @@ void rlglDrawMesh(Mesh mesh, Material material, Matrix transform) #endif #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + int eyesCount = 1; + if (vrEnabled) eyesCount = 2; + glUseProgram(material.shader.id); + // Upload to shader material.colDiffuse + float vColorDiffuse[4] = { (float)material.colDiffuse.r/255, (float)material.colDiffuse.g/255, (float)material.colDiffuse.b/255, (float)material.colDiffuse.a/255 }; + glUniform4fv(material.shader.tintColorLoc, 1, vColorDiffuse); + // At this point the modelview matrix just contains the view matrix (camera) // That's because Begin3dMode() sets it an no model-drawing function modifies it, all use rlPushMatrix() and rlPopMatrix() Matrix matView = modelview; // View matrix (camera) Matrix matProjection = projection; // Projection matrix (perspective) - + // Calculate model-view matrix combining matModel and matView Matrix matModelView = MatrixMultiply(transform, matView); // Transform to camera-space coordinates - // Calculate model-view-projection matrix (MVP) - Matrix matMVP = MatrixMultiply(matModelView, matProjection); // Transform to screen-space coordinates - - // Send combined model-view-projection matrix to shader - glUniformMatrix4fv(material.shader.mvpLoc, 1, false, MatrixToFloat(matMVP)); - - // Upload to shader material.colDiffuse - float vColorDiffuse[4] = { (float)material.colDiffuse.r/255, (float)material.colDiffuse.g/255, (float)material.colDiffuse.b/255, (float)material.colDiffuse.a/255 }; - glUniform4fv(material.shader.tintColorLoc, 1, vColorDiffuse); - // Check if using standard shader to get location points // NOTE: standard shader specific locations are got at render time to keep Shader struct as simple as possible (with just default shader locations) if (material.shader.id == standardShader.id) @@ -1895,12 +1912,12 @@ void rlglDrawMesh(Mesh mesh, Material material, Matrix transform) // Upload to shader glossiness glUniform1f(glGetUniformLocation(material.shader.id, "glossiness"), material.glossiness); } - + // Set shader textures (diffuse, normal, specular) glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, material.texDiffuse.id); glUniform1i(material.shader.mapTexture0Loc, 0); // Diffuse texture fits in active texture unit 0 - + if ((material.texNormal.id != 0) && (material.shader.mapTexture1Loc != -1)) { // Upload to shader specular map flag @@ -1920,7 +1937,7 @@ void rlglDrawMesh(Mesh mesh, Material material, Matrix transform) glBindTexture(GL_TEXTURE_2D, material.texSpecular.id); glUniform1i(material.shader.mapTexture2Loc, 2); // Specular texture fits in active texture unit 2 } - + if (vaoSupported) { glBindVertexArray(mesh.vaoId); @@ -1945,12 +1962,22 @@ void rlglDrawMesh(Mesh mesh, Material material, Matrix transform) glEnableVertexAttribArray(material.shader.normalLoc); } - // Bind mesh VBO data: vertex colors (shader-location = 3, if available) , tangents, texcoords2 (if available) + // Bind mesh VBO data: vertex colors (shader-location = 3, if available) if (material.shader.colorLoc != -1) { - glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[3]); - glVertexAttribPointer(material.shader.colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0); - glEnableVertexAttribArray(material.shader.colorLoc); + if (mesh.vboId[3] != 0) + { + glBindBuffer(GL_ARRAY_BUFFER, mesh.vboId[3]); + glVertexAttribPointer(material.shader.colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0); + glEnableVertexAttribArray(material.shader.colorLoc); + } + else + { + // Set default value for unused attribute + // NOTE: Required when using default shader and no VAO support + glVertexAttrib4f(material.shader.colorLoc, 1.0f, 1.0f, 1.0f, 1.0f); + glDisableVertexAttribArray(material.shader.colorLoc); + } } // Bind mesh VBO data: vertex tangents (shader-location = 4, if available) @@ -1972,9 +1999,21 @@ void rlglDrawMesh(Mesh mesh, Material material, Matrix transform) if (mesh.indices != NULL) glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, quads.vboId[3]); } - // Draw call! - if (mesh.indices != NULL) glDrawElements(GL_TRIANGLES, mesh.triangleCount*3, GL_UNSIGNED_SHORT, 0); // Indexed vertices draw - else glDrawArrays(GL_TRIANGLES, 0, mesh.vertexCount); + for (int eye = 0; eye < eyesCount; eye++) + { + if (eyesCount == 2) SetOculusView(eye, matProjection, matModelView); + else modelview = matModelView; + + // Calculate model-view-projection matrix (MVP) + Matrix matMVP = MatrixMultiply(modelview, projection); // Transform to screen-space coordinates + + // Send combined model-view-projection matrix to shader + glUniformMatrix4fv(material.shader.mvpLoc, 1, false, MatrixToFloat(matMVP)); + + // Draw call! + if (mesh.indices != NULL) glDrawElements(GL_TRIANGLES, mesh.triangleCount*3, GL_UNSIGNED_SHORT, 0); // Indexed vertices draw + else glDrawArrays(GL_TRIANGLES, 0, mesh.vertexCount); + } if (material.texNormal.id != 0) { @@ -1999,6 +2038,10 @@ void rlglDrawMesh(Mesh mesh, Material material, Matrix transform) } glUseProgram(0); // Unbind shader program + + // Restore projection/modelview matrices + projection = matProjection; + modelview = matView; #endif } @@ -2293,7 +2336,7 @@ Shader GetDefaultShader(void) Shader GetStandardShader(void) { Shader shader = { 0 }; - + #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) if (standardShaderLoaded) shader = standardShader; else @@ -2314,7 +2357,7 @@ int GetShaderLocation(Shader shader, const char *uniformName) #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) location = glGetUniformLocation(shader.id, uniformName); - if (location == -1) TraceLog(WARNING, "[SHDR ID %i] Shader location for %s could not be found", shader.id, uniformName); + if (location == -1) TraceLog(DEBUG, "[SHDR ID %i] Shader location for %s could not be found", shader.id, uniformName); #endif return location; } @@ -2461,131 +2504,348 @@ void DestroyLight(Light light) #endif } -#if defined(RLGL_OCULUS_SUPPORT) -// Init Oculus Rift device -// NOTE: Device initialization should be done before window creation? +// Init Oculus Rift device (or Oculus device simulator) void InitOculusDevice(void) { +#if defined(RLGL_OCULUS_SUPPORT) // Initialize Oculus device ovrResult result = ovr_Initialize(NULL); - if (OVR_FAILURE(result)) TraceLog(WARNING, "OVR: Could not initialize Oculus device"); - - result = ovr_Create(&session, &luid); if (OVR_FAILURE(result)) { - TraceLog(WARNING, "OVR: Could not create Oculus session"); - ovr_Shutdown(); + TraceLog(WARNING, "OVR: Could not initialize Oculus device"); + oculusReady = false; } + else + { + result = ovr_Create(&session, &luid); + if (OVR_FAILURE(result)) + { + TraceLog(WARNING, "OVR: Could not create Oculus session"); + ovr_Shutdown(); + oculusReady = false; + } + else + { + hmdDesc = ovr_GetHmdDesc(session); + + TraceLog(INFO, "OVR: Product Name: %s", hmdDesc.ProductName); + TraceLog(INFO, "OVR: Manufacturer: %s", hmdDesc.Manufacturer); + TraceLog(INFO, "OVR: Product ID: %i", hmdDesc.ProductId); + TraceLog(INFO, "OVR: Product Type: %i", hmdDesc.Type); + //TraceLog(INFO, "OVR: Serial Number: %s", hmdDesc.SerialNumber); + TraceLog(INFO, "OVR: Resolution: %ix%i", hmdDesc.Resolution.w, hmdDesc.Resolution.h); + + // NOTE: Oculus mirror is set to defined screenWidth and screenHeight... + // ...ideally, it should be (hmdDesc.Resolution.w/2, hmdDesc.Resolution.h/2) + + // Initialize Oculus Buffers + layer = InitOculusLayer(session); + buffer = LoadOculusBuffer(session, layer.width, layer.height); + mirror = LoadOculusMirror(session, hmdDesc.Resolution.w/2, hmdDesc.Resolution.h/2); // NOTE: hardcoded... + layer.eyeLayer.ColorTexture[0] = buffer.textureChain; //SetOculusLayerTexture(eyeLayer, buffer.textureChain); + + // Recenter OVR tracking origin + ovr_RecenterTrackingOrigin(session); + + oculusReady = true; + vrEnabled = true; + } + } +#else + oculusReady = false; +#endif - hmdDesc = ovr_GetHmdDesc(session); - - TraceLog(INFO, "OVR: Product Name: %s", hmdDesc.ProductName); - TraceLog(INFO, "OVR: Manufacturer: %s", hmdDesc.Manufacturer); - TraceLog(INFO, "OVR: Product ID: %i", hmdDesc.ProductId); - TraceLog(INFO, "OVR: Product Type: %i", hmdDesc.Type); - //TraceLog(INFO, "OVR: Serial Number: %s", hmdDesc.SerialNumber); - TraceLog(INFO, "OVR: Resolution: %ix%i", hmdDesc.Resolution.w, hmdDesc.Resolution.h); - - // NOTE: Oculus mirror is set to defined screenWidth and screenHeight... - // ...ideally, it should be (hmdDesc.Resolution.w/2, hmdDesc.Resolution.h/2) - - // Initialize Oculus Buffers - layer = InitOculusLayer(session); - buffer = LoadOculusBuffer(session, layer.width, layer.height); - mirror = LoadOculusMirror(session, hmdDesc.Resolution.w/2, hmdDesc.Resolution.h/2); // NOTE: hardcoded... - layer.eyeLayer.ColorTexture[0] = buffer.textureChain; //SetOculusLayerTexture(eyeLayer, buffer.textureChain); - - // Recenter OVR tracking origin - ovr_RecenterTrackingOrigin(session); + if (!oculusReady) + { + TraceLog(WARNING, "VR: Initializing Oculus simulator"); + + // Initialize framebuffer and textures for stereo rendering + stereoFbo = rlglLoadRenderTexture(screenWidth, screenHeight); + + // Load oculus-distortion shader (oculus parameters setup internally) + // TODO: Embed coulus distortion shader (in this function like default shader?) + distortionShader = LoadShader("resources/shaders/glsl330/base.vs", "resources/shaders/glsl330/distortion.fs"); + + oculusSimulator = true; + vrEnabled = true; + } } -// Close Oculus Rift device +// Close Oculus Rift device (or Oculus device simulator) void CloseOculusDevice(void) { - UnloadOculusMirror(session, mirror); // Unload Oculus mirror buffer - UnloadOculusBuffer(session, buffer); // Unload Oculus texture buffers +#if defined(RLGL_OCULUS_SUPPORT) + if (oculusReady) + { + UnloadOculusMirror(session, mirror); // Unload Oculus mirror buffer + UnloadOculusBuffer(session, buffer); // Unload Oculus texture buffers - ovr_Destroy(session); // Free Oculus session data - ovr_Shutdown(); // Close Oculus device connection + ovr_Destroy(session); // Free Oculus session data + ovr_Shutdown(); // Close Oculus device connection + } + else +#endif + { + // Unload stereo framebuffer and texture + rlDeleteRenderTextures(stereoFbo); + + // Unload oculus-distortion shader + UnloadShader(distortionShader); + } + + oculusReady = false; +} + +// Detect if oculus device is available +bool IsOculusReady(void) +{ + return (oculusReady || oculusSimulator) && vrEnabled; +} + +// Enable/Disable VR experience (Oculus device or simulator) +void ToggleVR(void) +{ + vrEnabled = !vrEnabled; } // Update Oculus Rift tracking (position and orientation) void UpdateOculusTracking(void) { - frameIndex++; +#if defined(RLGL_OCULUS_SUPPORT) + if (oculusReady) + { + frameIndex++; - ovrPosef eyePoses[2]; - ovr_GetEyePoses(session, frameIndex, ovrTrue, layer.viewScaleDesc.HmdToEyeOffset, eyePoses, &layer.eyeLayer.SensorSampleTime); - - layer.eyeLayer.RenderPose[0] = eyePoses[0]; - layer.eyeLayer.RenderPose[1] = eyePoses[1]; + ovrPosef eyePoses[2]; + ovr_GetEyePoses(session, frameIndex, ovrTrue, layer.viewScaleDesc.HmdToEyeOffset, eyePoses, &layer.eyeLayer.SensorSampleTime); + + layer.eyeLayer.RenderPose[0] = eyePoses[0]; + layer.eyeLayer.RenderPose[1] = eyePoses[1]; + + // Get session status information + ovrSessionStatus sessionStatus; + ovr_GetSessionStatus(session, &sessionStatus); + + if (sessionStatus.ShouldQuit) TraceLog(WARNING, "OVR: Session should quit..."); + if (sessionStatus.ShouldRecenter) ovr_RecenterTrackingOrigin(session); + //if (sessionStatus.HmdPresent) // HMD is present. + //if (sessionStatus.DisplayLost) // HMD was unplugged or the display driver was manually disabled or encountered a TDR. + //if (sessionStatus.HmdMounted) // HMD is on the user's head. + //if (sessionStatus.IsVisible) // the game or experience has VR focus and is visible in the HMD. + } + else +#endif + { + // TODO: Use alternative inputs (mouse, keyboard) to simulate tracking data (eyes position/orientation) + } } -void SetOculusMatrix(int eye) -{ - rlViewport(layer.eyeLayer.Viewport[eye].Pos.x, layer.eyeLayer.Viewport[eye].Pos.y, layer.eyeLayer.Viewport[eye].Size.w, layer.eyeLayer.Viewport[eye].Size.h); +// Set internal projection and modelview matrix depending on eyes tracking data +static void SetOculusView(int eye, Matrix matProjection, Matrix matModelView) +{ + if (vrEnabled) + { + Matrix eyeProjection = matProjection; + Matrix eyeModelView = matModelView; + +#if defined(RLGL_OCULUS_SUPPORT) + if (oculusReady) + { + rlViewport(layer.eyeLayer.Viewport[eye].Pos.x, layer.eyeLayer.Viewport[eye].Pos.y, + layer.eyeLayer.Viewport[eye].Size.w, layer.eyeLayer.Viewport[eye].Size.h); - Quaternion eyeRPose = (Quaternion){ layer.eyeLayer.RenderPose[eye].Orientation.x, - layer.eyeLayer.RenderPose[eye].Orientation.y, - layer.eyeLayer.RenderPose[eye].Orientation.z, - layer.eyeLayer.RenderPose[eye].Orientation.w }; - QuaternionInvert(&eyeRPose); - Matrix eyeOrientation = QuaternionToMatrix(eyeRPose); - Matrix eyeTranslation = MatrixTranslate(-layer.eyeLayer.RenderPose[eye].Position.x, - -layer.eyeLayer.RenderPose[eye].Position.y, - -layer.eyeLayer.RenderPose[eye].Position.z); + Quaternion eyeRenderPose = (Quaternion){ layer.eyeLayer.RenderPose[eye].Orientation.x, + layer.eyeLayer.RenderPose[eye].Orientation.y, + layer.eyeLayer.RenderPose[eye].Orientation.z, + layer.eyeLayer.RenderPose[eye].Orientation.w }; + QuaternionInvert(&eyeRenderPose); + Matrix eyeOrientation = QuaternionToMatrix(eyeRenderPose); + Matrix eyeTranslation = MatrixTranslate(-layer.eyeLayer.RenderPose[eye].Position.x, + -layer.eyeLayer.RenderPose[eye].Position.y, + -layer.eyeLayer.RenderPose[eye].Position.z); - Matrix eyeView = MatrixMultiply(eyeTranslation, eyeOrientation); - Matrix modelEyeView = MatrixMultiply(modelview, eyeView); // Using internal camera modelview matrix + Matrix eyeView = MatrixMultiply(eyeTranslation, eyeOrientation); // Matrix containing eye-head movement + eyeModelView = MatrixMultiply(matModelView, eyeView); // Combine internal camera matrix (modelview) wih eye-head movement - SetMatrixModelview(modelEyeView); - SetMatrixProjection(layer.eyeProjections[eye]); + eyeProjection = layer.eyeProjections[eye]; + } + else +#endif + { + // Setup viewport and projection/modelview matrices using tracking data + rlViewport(eye*screenWidth/2, 0, screenWidth/2, screenHeight); + + static float IPD = 0.064f; // InterpupillaryDistance + float HScreenSize = 0.14976f; + float VScreenSize = 0.0936f; // HScreenSize/(1280.0f/800.0f) + float VScreenCenter = 0.04675f; + float EyeToScreenDistance = 0.041f; + float LensSeparationDistance = 0.064f; //0.0635f (DK1) + + // NOTE: fovy value obtained from device parameters (Oculus Rift CV1) + float halfScreenDistance = VScreenSize/2.0f; + float fovy = 2.0f*atan(halfScreenDistance/EyeToScreenDistance)*RAD2DEG; + + float viewCenter = (float)HScreenSize*0.25f; + float eyeProjectionShift = viewCenter - LensSeparationDistance*0.5f; + float projectionCenterOffset = eyeProjectionShift/(float)HScreenSize; //4.0f*eyeProjectionShift/(float)HScreenSize; +/* + static float scale[2] = { 0.25, 0.45 }; + + if (IsKeyDown(KEY_RIGHT)) scale[0] += 0.01; + else if (IsKeyDown(KEY_LEFT)) scale[0] -= 0.01; + else if (IsKeyDown(KEY_UP)) scale[1] += 0.01; + else if (IsKeyDown(KEY_DOWN)) scale[1] -= 0.01; + + SetShaderValue(distortionShader, GetShaderLocation(distortionShader, "Scale"), scale, 2); + + if (IsKeyDown(KEY_N)) IPD += 0.02; + else if (IsKeyDown(KEY_M)) IPD -= 0.02; +*/ + // The matrixes for offsetting the projection and view for each eye, to achieve stereo effect + Vector3 projectionOffset = { -projectionCenterOffset, 0.0f, 0.0f }; + + // Camera movement might seem more natural if we model the head. + // Our axis of rotation is the base of our head, so we might want to add + // some y (base of head to eye level) and -z (center of head to eye protrusion) to the camera positions. + Vector3 viewOffset = { -IPD/2.0f, 0.075f, 0.045f }; + + // Negate the left eye versions + if (eye == 0) + { + projectionOffset.x *= -1.0f; + viewOffset.x *= -1.0f; + } + + // Adjust the view and projection matrixes + // View matrix is translated based on the eye offset + Matrix projCenter = MatrixPerspective(fovy, (double)((float)screenWidth*0.5f)/(double)screenHeight, 0.01, 1000.0); + + Matrix projTranslation = MatrixTranslate(projectionOffset.x, projectionOffset.y, projectionOffset.z); + Matrix viewTranslation = MatrixTranslate(viewOffset.x, viewOffset.y, viewOffset.z); + + eyeProjection = MatrixMultiply(projCenter, projTranslation); // projection + eyeModelView = MatrixMultiply(matModelView, viewTranslation); // modelview + + MatrixTranspose(&eyeProjection); + } + + SetMatrixModelview(eyeModelView); // ERROR! We are modifying modelview for next eye!!! + SetMatrixProjection(eyeProjection); + } } +// Begin Oculus drawing configuration void BeginOculusDrawing(void) { - GLuint currentTexId; - int currentIndex; - - ovr_GetTextureSwapChainCurrentIndex(session, buffer.textureChain, ¤tIndex); - ovr_GetTextureSwapChainBufferGL(session, buffer.textureChain, currentIndex, ¤tTexId); +#if defined(RLGL_OCULUS_SUPPORT) + if (oculusReady) + { + GLuint currentTexId; + int currentIndex; + + ovr_GetTextureSwapChainCurrentIndex(session, buffer.textureChain, ¤tIndex); + ovr_GetTextureSwapChainBufferGL(session, buffer.textureChain, currentIndex, ¤tTexId); - glBindFramebuffer(GL_DRAW_FRAMEBUFFER, buffer.fboId); - glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, currentTexId, 0); - //glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, buffer.depthId, 0); // Already binded + glBindFramebuffer(GL_DRAW_FRAMEBUFFER, buffer.fboId); + glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, currentTexId, 0); + //glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, buffer.depthId, 0); // Already binded + } + else +#endif + { + // Setup framebuffer for stereo rendering + rlEnableRenderTexture(stereoFbo.id); + } - //glViewport(0, 0, buffer.width, buffer.height); // Useful if rendering to separate framebuffers (every eye) - //glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Same as rlClearScreenBuffers() - // NOTE: If your application is configured to treat the texture as a linear format (e.g. GL_RGBA) // and performs linear-to-gamma conversion in GLSL or does not care about gamma-correction, then: // - Require OculusBuffer format to be OVR_FORMAT_R8G8B8A8_UNORM_SRGB // - Do NOT enable GL_FRAMEBUFFER_SRGB //glEnable(GL_FRAMEBUFFER_SRGB); + //glViewport(0, 0, buffer.width, buffer.height); // Useful if rendering to separate framebuffers (every eye) rlClearScreenBuffers(); // Clear current framebuffer(s) + + vrControl = true; } +// End Oculus drawing process (and desktop mirror) void EndOculusDrawing(void) { - glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0); - glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); - - ovr_CommitTextureSwapChain(session, buffer.textureChain); - - ovrLayerHeader *layers = &layer.eyeLayer.Header; - ovr_SubmitFrame(session, frameIndex, &layer.viewScaleDesc, &layers, 1); +#if defined(RLGL_OCULUS_SUPPORT) + if (oculusReady) + { + // Unbind current framebuffer (Oculus buffer) + glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0); + glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); + + ovr_CommitTextureSwapChain(session, buffer.textureChain); + + ovrLayerHeader *layers = &layer.eyeLayer.Header; + ovr_SubmitFrame(session, frameIndex, &layer.viewScaleDesc, &layers, 1); - // Blit mirror texture to back buffer - BlitOculusMirror(session, mirror); - - // Get session status information - ovrSessionStatus sessionStatus; - ovr_GetSessionStatus(session, &sessionStatus); - if (sessionStatus.ShouldQuit) TraceLog(WARNING, "OVR: Session should quit..."); - if (sessionStatus.ShouldRecenter) ovr_RecenterTrackingOrigin(session); -} + // Blit mirror texture to back buffer + BlitOculusMirror(session, mirror); + } + else #endif + { + // Unbind current framebuffer + rlDisableRenderTexture(); + + rlClearScreenBuffers(); // Clear current framebuffer + + // Set viewport to default framebuffer size (screen size) + rlViewport(0, 0, screenWidth, screenHeight); + + // Let rlgl reconfigure internal matrices + 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 + rlMatrixMode(RL_MODELVIEW); // Enable internal modelview matrix + rlLoadIdentity(); // Reset internal modelview matrix + + // Draw RenderTexture (stereoFbo) using distortion shader + currentShader = distortionShader; + + rlEnableTexture(stereoFbo.texture.id); + + rlPushMatrix(); + rlBegin(RL_QUADS); + rlColor4ub(255, 255, 255, 255); + rlNormal3f(0.0f, 0.0f, 1.0f); + + // Bottom-left corner for texture and quad + rlTexCoord2f(0.0f, 1.0f); + rlVertex2f(0.0f, 0.0f); + + // Bottom-right corner for texture and quad + rlTexCoord2f(0.0f, 0.0f); + rlVertex2f(0.0f, stereoFbo.texture.height); + + // Top-right corner for texture and quad + rlTexCoord2f(1.0f, 0.0f); + rlVertex2f(stereoFbo.texture.width, stereoFbo.texture.height); + + // Top-left corner for texture and quad + rlTexCoord2f(1.0f, 1.0f); + rlVertex2f(stereoFbo.texture.width, 0.0f); + rlEnd(); + rlPopMatrix(); + + rlDisableTexture(); + + UpdateDefaultBuffers(); + DrawDefaultBuffers(1); + + currentShader = defaultShader; + } + + rlDisableDepthTest(); + + vrControl = false; +} //---------------------------------------------------------------------------------- // Module specific Functions Definition @@ -2746,55 +3006,65 @@ static Shader LoadDefaultShader(void) Shader shader; // Vertex shader directly defined, no external file required -#if defined(GRAPHICS_API_OPENGL_33) - char vShaderStr[] = "#version 330 \n" - "in vec3 vertexPosition; \n" - "in vec2 vertexTexCoord; \n" - "in vec4 vertexColor; \n" - "out vec2 fragTexCoord; \n" - "out vec4 fragColor; \n" + char vDefaultShaderStr[] = +#if defined(GRAPHICS_API_OPENGL_21) + "#version 120 \n" #elif defined(GRAPHICS_API_OPENGL_ES2) - char vShaderStr[] = "#version 100 \n" - "attribute vec3 vertexPosition; \n" - "attribute vec2 vertexTexCoord; \n" - "attribute vec4 vertexColor; \n" - "varying vec2 fragTexCoord; \n" - "varying vec4 fragColor; \n" + "#version 100 \n" #endif - "uniform mat4 mvpMatrix; \n" - "void main() \n" - "{ \n" - " fragTexCoord = vertexTexCoord; \n" - " fragColor = vertexColor; \n" - " gl_Position = mvpMatrix*vec4(vertexPosition, 1.0); \n" - "} \n"; +#if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21) + "attribute vec3 vertexPosition; \n" + "attribute vec2 vertexTexCoord; \n" + "attribute vec4 vertexColor; \n" + "varying vec2 fragTexCoord; \n" + "varying vec4 fragColor; \n" +#elif defined(GRAPHICS_API_OPENGL_33) + "#version 330 \n" + "in vec3 vertexPosition; \n" + "in vec2 vertexTexCoord; \n" + "in vec4 vertexColor; \n" + "out vec2 fragTexCoord; \n" + "out vec4 fragColor; \n" +#endif + "uniform mat4 mvpMatrix; \n" + "void main() \n" + "{ \n" + " fragTexCoord = vertexTexCoord; \n" + " fragColor = vertexColor; \n" + " gl_Position = mvpMatrix*vec4(vertexPosition, 1.0); \n" + "} \n"; // Fragment shader directly defined, no external file required -#if defined(GRAPHICS_API_OPENGL_33) - char fShaderStr[] = "#version 330 \n" - "in vec2 fragTexCoord; \n" - "in vec4 fragColor; \n" - "out vec4 finalColor; \n" + char fDefaultShaderStr[] = +#if defined(GRAPHICS_API_OPENGL_21) + "#version 120 \n" #elif defined(GRAPHICS_API_OPENGL_ES2) - char fShaderStr[] = "#version 100 \n" - "precision mediump float; \n" // precision required for OpenGL ES2 (WebGL) - "varying vec2 fragTexCoord; \n" - "varying vec4 fragColor; \n" + "#version 100 \n" + "precision mediump float; \n" // precision required for OpenGL ES2 (WebGL) #endif - "uniform sampler2D texture0; \n" - "uniform vec4 colDiffuse; \n" - "void main() \n" - "{ \n" -#if defined(GRAPHICS_API_OPENGL_33) - " vec4 texelColor = texture(texture0, fragTexCoord); \n" - " finalColor = texelColor*colDiffuse*fragColor; \n" -#elif defined(GRAPHICS_API_OPENGL_ES2) - " vec4 texelColor = texture2D(texture0, fragTexCoord); \n" // NOTE: texture2D() is deprecated on OpenGL 3.3 and ES 3.0 - " gl_FragColor = texelColor*colDiffuse*fragColor; \n" +#if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21) + "varying vec2 fragTexCoord; \n" + "varying vec4 fragColor; \n" +#elif defined(GRAPHICS_API_OPENGL_33) + "#version 330 \n" + "in vec2 fragTexCoord; \n" + "in vec4 fragColor; \n" + "out vec4 finalColor; \n" #endif - "} \n"; + "uniform sampler2D texture0; \n" + "uniform vec4 colDiffuse; \n" + "void main() \n" + "{ \n" +#if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21) + " vec4 texelColor = texture2D(texture0, fragTexCoord); \n" // NOTE: texture2D() is deprecated on OpenGL 3.3 and ES 3.0 + " gl_FragColor = texelColor*colDiffuse*fragColor; \n" +#elif defined(GRAPHICS_API_OPENGL_33) + " vec4 texelColor = texture(texture0, fragTexCoord); \n" + " finalColor = texelColor*colDiffuse*fragColor; \n" +#endif + "} \n"; - shader.id = LoadShaderProgram(vShaderStr, fShaderStr); + shader.id = LoadShaderProgram(vDefaultShaderStr, fDefaultShaderStr); if (shader.id != 0) TraceLog(INFO, "[SHDR ID %i] Default shader loaded successfully", shader.id); else TraceLog(WARNING, "[SHDR ID %i] Default shader could not be loaded", shader.id); @@ -2813,6 +3083,7 @@ static Shader LoadStandardShader(void) { Shader shader; +#if !defined(RLGL_NO_STANDARD_SHADER) // Load standard shader (embeded in standard_shader.h) shader.id = LoadShaderProgram(vStandardShaderStr, fStandardShaderStr); @@ -2828,6 +3099,10 @@ static Shader LoadStandardShader(void) TraceLog(WARNING, "[SHDR ID %i] Standard shader could not be loaded, using default shader", shader.id); shader = GetDefaultShader(); } +#else + shader = defaultShader; + TraceLog(WARNING, "[SHDR ID %i] Standard shader not available, using default shader", shader.id); +#endif return shader; } @@ -2878,12 +3153,13 @@ static void UnloadDefaultShader(void) static void UnloadStandardShader(void) { glUseProgram(0); - +#if !defined(RLGL_NO_STANDARD_SHADER) //glDetachShader(defaultShader, vertexShader); //glDetachShader(defaultShader, fragmentShader); //glDeleteShader(vertexShader); // Already deleted on shader compilation //glDeleteShader(fragmentShader); // Already deleted on shader compilation glDeleteProgram(standardShader.id); +#endif } @@ -3009,7 +3285,7 @@ static void LoadDefaultBuffers(void) glVertexAttribPointer(currentShader.colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0); if (vaoSupported) TraceLog(INFO, "[VAO ID %i] Default buffers VAO initialized successfully (triangles)", triangles.vaoId); - else TraceLog(INFO, "[VBO ID %i][VBO ID %i] Default buffers VBOs initialized successfully(triangles)", triangles.vboId[0], triangles.vboId[1]); + else TraceLog(INFO, "[VBO ID %i][VBO ID %i] Default buffers VBOs initialized successfully (triangles)", triangles.vboId[0], triangles.vboId[1]); // Upload and link quads vertex buffers if (vaoSupported) @@ -3131,146 +3407,154 @@ static void UpdateDefaultBuffers(void) // Draw default internal buffers vertex data // NOTE: We draw in this order: lines, triangles, quads -static void DrawDefaultBuffers(void) +static void DrawDefaultBuffers(int eyesCount) { - // Set current shader and upload current MVP matrix - if ((lines.vCounter > 0) || (triangles.vCounter > 0) || (quads.vCounter > 0)) + Matrix matProjection = projection; + Matrix matModelView = modelview; + + for (int eye = 0; eye < eyesCount; eye++) { - glUseProgram(currentShader.id); - - // Create modelview-projection matrix - Matrix matMVP = MatrixMultiply(modelview, projection); + if (eyesCount == 2) SetOculusView(eye, matProjection, matModelView); - glUniformMatrix4fv(currentShader.mvpLoc, 1, false, MatrixToFloat(matMVP)); - glUniform4f(currentShader.tintColorLoc, 1.0f, 1.0f, 1.0f, 1.0f); - glUniform1i(currentShader.mapTexture0Loc, 0); - - // NOTE: Additional map textures not considered for default buffers drawing - } - - // Draw lines buffers - if (lines.vCounter > 0) - { - glBindTexture(GL_TEXTURE_2D, whiteTexture); - - if (vaoSupported) + // Set current shader and upload current MVP matrix + if ((lines.vCounter > 0) || (triangles.vCounter > 0) || (quads.vCounter > 0)) { - glBindVertexArray(lines.vaoId); - } - else - { - // Bind vertex attrib: position (shader-location = 0) - glBindBuffer(GL_ARRAY_BUFFER, lines.vboId[0]); - glVertexAttribPointer(currentShader.vertexLoc, 3, GL_FLOAT, 0, 0, 0); - glEnableVertexAttribArray(currentShader.vertexLoc); - - // Bind vertex attrib: color (shader-location = 3) - glBindBuffer(GL_ARRAY_BUFFER, lines.vboId[1]); - glVertexAttribPointer(currentShader.colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0); - glEnableVertexAttribArray(currentShader.colorLoc); - } - - glDrawArrays(GL_LINES, 0, lines.vCounter); - - if (!vaoSupported) glBindBuffer(GL_ARRAY_BUFFER, 0); - glBindTexture(GL_TEXTURE_2D, 0); - } - - // Draw triangles buffers - if (triangles.vCounter > 0) - { - glBindTexture(GL_TEXTURE_2D, whiteTexture); - - if (vaoSupported) - { - glBindVertexArray(triangles.vaoId); - } - else - { - // Bind vertex attrib: position (shader-location = 0) - glBindBuffer(GL_ARRAY_BUFFER, triangles.vboId[0]); - glVertexAttribPointer(currentShader.vertexLoc, 3, GL_FLOAT, 0, 0, 0); - glEnableVertexAttribArray(currentShader.vertexLoc); - - // Bind vertex attrib: color (shader-location = 3) - glBindBuffer(GL_ARRAY_BUFFER, triangles.vboId[1]); - glVertexAttribPointer(currentShader.colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0); - glEnableVertexAttribArray(currentShader.colorLoc); - } - - glDrawArrays(GL_TRIANGLES, 0, triangles.vCounter); - - if (!vaoSupported) glBindBuffer(GL_ARRAY_BUFFER, 0); - glBindTexture(GL_TEXTURE_2D, 0); - } - - // Draw quads buffers - if (quads.vCounter > 0) - { - int quadsCount = 0; - int numIndicesToProcess = 0; - int indicesOffset = 0; - - if (vaoSupported) - { - glBindVertexArray(quads.vaoId); - } - else - { - // Bind vertex attrib: position (shader-location = 0) - glBindBuffer(GL_ARRAY_BUFFER, quads.vboId[0]); - glVertexAttribPointer(currentShader.vertexLoc, 3, GL_FLOAT, 0, 0, 0); - glEnableVertexAttribArray(currentShader.vertexLoc); - - // Bind vertex attrib: texcoord (shader-location = 1) - glBindBuffer(GL_ARRAY_BUFFER, quads.vboId[1]); - glVertexAttribPointer(currentShader.texcoordLoc, 2, GL_FLOAT, 0, 0, 0); - glEnableVertexAttribArray(currentShader.texcoordLoc); - - // Bind vertex attrib: color (shader-location = 3) - glBindBuffer(GL_ARRAY_BUFFER, quads.vboId[2]); - glVertexAttribPointer(currentShader.colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0); - glEnableVertexAttribArray(currentShader.colorLoc); + glUseProgram(currentShader.id); - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, quads.vboId[3]); + // Create modelview-projection matrix + Matrix matMVP = MatrixMultiply(modelview, projection); + + glUniformMatrix4fv(currentShader.mvpLoc, 1, false, MatrixToFloat(matMVP)); + glUniform4f(currentShader.tintColorLoc, 1.0f, 1.0f, 1.0f, 1.0f); + glUniform1i(currentShader.mapTexture0Loc, 0); + + // NOTE: Additional map textures not considered for default buffers drawing } - - //TraceLog(DEBUG, "Draws required per frame: %i", drawsCounter); - - for (int i = 0; i < drawsCounter; i++) + + // Draw lines buffers + if (lines.vCounter > 0) { - quadsCount = draws[i].vertexCount/4; - numIndicesToProcess = quadsCount*6; // Get number of Quads * 6 index by Quad + glBindTexture(GL_TEXTURE_2D, whiteTexture); - //TraceLog(DEBUG, "Quads to render: %i - Vertex Count: %i", quadsCount, draws[i].vertexCount); + if (vaoSupported) + { + glBindVertexArray(lines.vaoId); + } + else + { + // Bind vertex attrib: position (shader-location = 0) + glBindBuffer(GL_ARRAY_BUFFER, lines.vboId[0]); + glVertexAttribPointer(currentShader.vertexLoc, 3, GL_FLOAT, 0, 0, 0); + glEnableVertexAttribArray(currentShader.vertexLoc); - glBindTexture(GL_TEXTURE_2D, draws[i].textureId); + // Bind vertex attrib: color (shader-location = 3) + glBindBuffer(GL_ARRAY_BUFFER, lines.vboId[1]); + glVertexAttribPointer(currentShader.colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0); + glEnableVertexAttribArray(currentShader.colorLoc); + } - // NOTE: The final parameter tells the GPU the offset in bytes from the start of the index buffer to the location of the first index to process -#if defined(GRAPHICS_API_OPENGL_33) - glDrawElements(GL_TRIANGLES, numIndicesToProcess, GL_UNSIGNED_INT, (GLvoid *)(sizeof(GLuint)*indicesOffset)); -#elif defined(GRAPHICS_API_OPENGL_ES2) - glDrawElements(GL_TRIANGLES, numIndicesToProcess, GL_UNSIGNED_SHORT, (GLvoid *)(sizeof(GLushort)*indicesOffset)); -#endif - //GLenum err; - //if ((err = glGetError()) != GL_NO_ERROR) TraceLog(INFO, "OpenGL error: %i", (int)err); //GL_INVALID_ENUM! + glDrawArrays(GL_LINES, 0, lines.vCounter); - indicesOffset += draws[i].vertexCount/4*6; + if (!vaoSupported) glBindBuffer(GL_ARRAY_BUFFER, 0); + glBindTexture(GL_TEXTURE_2D, 0); } - if (!vaoSupported) + // Draw triangles buffers + if (triangles.vCounter > 0) { - glBindBuffer(GL_ARRAY_BUFFER, 0); - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); + glBindTexture(GL_TEXTURE_2D, whiteTexture); + + if (vaoSupported) + { + glBindVertexArray(triangles.vaoId); + } + else + { + // Bind vertex attrib: position (shader-location = 0) + glBindBuffer(GL_ARRAY_BUFFER, triangles.vboId[0]); + glVertexAttribPointer(currentShader.vertexLoc, 3, GL_FLOAT, 0, 0, 0); + glEnableVertexAttribArray(currentShader.vertexLoc); + + // Bind vertex attrib: color (shader-location = 3) + glBindBuffer(GL_ARRAY_BUFFER, triangles.vboId[1]); + glVertexAttribPointer(currentShader.colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0); + glEnableVertexAttribArray(currentShader.colorLoc); + } + + glDrawArrays(GL_TRIANGLES, 0, triangles.vCounter); + + if (!vaoSupported) glBindBuffer(GL_ARRAY_BUFFER, 0); + glBindTexture(GL_TEXTURE_2D, 0); } - glBindTexture(GL_TEXTURE_2D, 0); // Unbind textures + // Draw quads buffers + if (quads.vCounter > 0) + { + int quadsCount = 0; + int numIndicesToProcess = 0; + int indicesOffset = 0; + + if (vaoSupported) + { + glBindVertexArray(quads.vaoId); + } + else + { + // Bind vertex attrib: position (shader-location = 0) + glBindBuffer(GL_ARRAY_BUFFER, quads.vboId[0]); + glVertexAttribPointer(currentShader.vertexLoc, 3, GL_FLOAT, 0, 0, 0); + glEnableVertexAttribArray(currentShader.vertexLoc); + + // Bind vertex attrib: texcoord (shader-location = 1) + glBindBuffer(GL_ARRAY_BUFFER, quads.vboId[1]); + glVertexAttribPointer(currentShader.texcoordLoc, 2, GL_FLOAT, 0, 0, 0); + glEnableVertexAttribArray(currentShader.texcoordLoc); + + // Bind vertex attrib: color (shader-location = 3) + glBindBuffer(GL_ARRAY_BUFFER, quads.vboId[2]); + glVertexAttribPointer(currentShader.colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0); + glEnableVertexAttribArray(currentShader.colorLoc); + + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, quads.vboId[3]); + } + + //TraceLog(DEBUG, "Draws required per frame: %i", drawsCounter); + + for (int i = 0; i < drawsCounter; i++) + { + quadsCount = draws[i].vertexCount/4; + numIndicesToProcess = quadsCount*6; // Get number of Quads * 6 index by Quad + + //TraceLog(DEBUG, "Quads to render: %i - Vertex Count: %i", quadsCount, draws[i].vertexCount); + + glBindTexture(GL_TEXTURE_2D, draws[i].textureId); + + // NOTE: The final parameter tells the GPU the offset in bytes from the start of the index buffer to the location of the first index to process + #if defined(GRAPHICS_API_OPENGL_33) + glDrawElements(GL_TRIANGLES, numIndicesToProcess, GL_UNSIGNED_INT, (GLvoid *)(sizeof(GLuint)*indicesOffset)); + #elif defined(GRAPHICS_API_OPENGL_ES2) + glDrawElements(GL_TRIANGLES, numIndicesToProcess, GL_UNSIGNED_SHORT, (GLvoid *)(sizeof(GLushort)*indicesOffset)); + #endif + //GLenum err; + //if ((err = glGetError()) != GL_NO_ERROR) TraceLog(INFO, "OpenGL error: %i", (int)err); //GL_INVALID_ENUM! + + indicesOffset += draws[i].vertexCount/4*6; + } + + if (!vaoSupported) + { + glBindBuffer(GL_ARRAY_BUFFER, 0); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); + } + + glBindTexture(GL_TEXTURE_2D, 0); // Unbind textures + } + + if (vaoSupported) glBindVertexArray(0); // Unbind VAO + + glUseProgram(0); // Unbind shader program } - - if (vaoSupported) glBindVertexArray(0); // Unbind VAO - - glUseProgram(0); // Unbind shader program - + // Reset draws counter drawsCounter = 1; draws[0].textureId = whiteTexture; @@ -3287,6 +3571,10 @@ static void DrawDefaultBuffers(void) // Reset depth for next draw currentDepth = -1.0f; + + // Restore projection/modelview matrices + projection = matProjection; + modelview = matModelView; } // Unload default internal buffers vertex data from CPU and GPU @@ -3682,7 +3970,10 @@ static void BlitOculusMirror(ovrSession session, OculusMirror mirror) glBindFramebuffer(GL_READ_FRAMEBUFFER, mirror.fboId); glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mirrorTextureId, 0); +#if defined(GRAPHICS_API_OPENGL_33) + // NOTE: glBlitFramebuffer() requires extension: GL_EXT_framebuffer_blit (not available in OpenGL ES 2.0) glBlitFramebuffer(0, 0, mirror.width, mirror.height, 0, mirror.height, mirror.width, 0, GL_COLOR_BUFFER_BIT, GL_NEAREST); +#endif glBindFramebuffer(GL_READ_FRAMEBUFFER, 0); } diff --git a/src/rlgl.h b/src/rlgl.h index 1e77b771e..f52af6f9d 100644 --- a/src/rlgl.h +++ b/src/rlgl.h @@ -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 } diff --git a/src/shapes.c b/src/shapes.c index 3ccfd660a..2a4e19c26 100644 --- a/src/shapes.c +++ b/src/shapes.c @@ -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); diff --git a/src/standard_shader.h b/src/standard_shader.h index a4bc96941..e1668ae79 100644 --- a/src/standard_shader.h +++ b/src/standard_shader.h @@ -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"; diff --git a/src/textures.c b/src/textures.c index 518348f40..f5523a3e9 100644 --- a/src/textures.c +++ b/src/textures.c @@ -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