Merge pull request #125 from raysan5/develop

Develop branch integration
This commit is contained in:
Ray
2016-06-06 20:46:06 +02:00
214 changed files with 48587 additions and 34503 deletions

10
.gitignore vendored
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@ -6,6 +6,7 @@ src_android/obj/
templates/android_project/bin/
templates/android_project/obj/
templates/android_project/libs/
local.properties
# Ignore thumbnails created by windows
Thumbs.db
@ -61,4 +62,11 @@ xcschememanagement.plist
xcuserdata/
DerivedData/
*.dll
src/libraylib.a
src/libraylib.a
# oculus example
!examples/oculus_glfw_sample/LibOVRRT32_1.dll
# external libraries DLLs
!src/external/glfw3/lib/win32/glfw3.dll
!src/external/openal_soft/lib/win32/OpenAL32.dll

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@ -79,31 +79,43 @@ endif
# define any directories containing required header files
ifeq ($(PLATFORM),PLATFORM_RPI)
INCLUDES = -I. -I../src -I/opt/vc/include -I/opt/vc/include/interface/vcos/pthreads
else
INCLUDES = -I. -I../src
# external libraries headers
# GLFW3
INCLUDES += -I../external/glfw3/include
# GLEW - Not required any more, replaced by GLAD
#INCLUDES += -I../external/glew/include
# OpenAL Soft
INCLUDES += -I../external/openal_soft/include
INCLUDES = -I. -I../../src -I/opt/vc/include -I/opt/vc/include/interface/vcos/pthreads
endif
ifeq ($(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
# external libraries headers
# GLFW3
INCLUDES += -I../../external/glfw3/include
# OpenAL Soft
INCLUDES += -I../../external/openal_soft/include
endif
endif
# define library paths containing required libs
ifeq ($(PLATFORM),PLATFORM_RPI)
LFLAGS = -L. -L../src -L/opt/vc/lib
else
LFLAGS = -L. -L../src
# external libraries to link with
# GLFW3
LFLAGS += -L../external/glfw3/lib/$(LIBPATH)
ifneq ($(PLATFORM_OS),OSX)
# OpenAL Soft
LFLAGS += -L../external/openal_soft/lib/$(LIBPATH)
# GLEW - Not required any more, replaced by GLAD
#LFLAGS += -L../external/glew/lib/$(LIBPATH)
LFLAGS = -L. -L../../src -L/opt/vc/lib
endif
ifeq ($(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
# external libraries to link with
# GLFW3
LFLAGS += -L../../external/glfw3/lib/$(LIBPATH)
ifneq ($(PLATFORM_OS),OSX)
# OpenAL Soft
LFLAGS += -L../../external/openal_soft/lib/$(LIBPATH)
endif
endif
endif
@ -113,16 +125,15 @@ ifeq ($(PLATFORM),PLATFORM_DESKTOP)
ifeq ($(PLATFORM_OS),LINUX)
# libraries for Debian GNU/Linux desktop compiling
# requires the following packages:
# libglfw3-dev libopenal-dev libglew-dev libegl1-mesa-dev
LIBS = -lraylib -lglfw3 -lGLEW -lGL -lopenal -lm -pthread
# on XWindow could require also below libraries, just uncomment
#LIBS += -lX11 -lXrandr -lXinerama -lXi -lXxf86vm -lXcursor
# libglfw3-dev libopenal-dev libegl1-mesa-dev
LIBS = -lraylib -lglfw3 -lGL -lopenal -lm -pthread -ldl -lX11 \
-lXrandr -lXinerama -lXi -lXxf86vm -lXcursor
else
ifeq ($(PLATFORM_OS),OSX)
# libraries for OS X 10.9 desktop compiling
# requires the following packages:
# libglfw3-dev libopenal-dev libglew-dev libegl1-mesa-dev
LIBS = -lraylib -lglfw -framework OpenGL -framework OpenAl -framework Cocoa
# libglfw3-dev libopenal-dev libegl1-mesa-dev
LIBS = -lraylib -lglfw3 -framework OpenGL -framework OpenAl -framework Cocoa
else
# libraries for Windows desktop compiling
# NOTE: GLFW3 and OpenAL Soft libraries should be installed
@ -202,9 +213,9 @@ EXAMPLES = \
fix_dylib \
# typing 'make' will invoke the first target entry in the file,
# typing 'make' will invoke the default target entry called 'all',
# in this case, the 'default' target entry is raylib
default: examples
all: examples
# compile all examples
examples: $(EXAMPLES)

139
examples/core_2d_camera.c Normal file
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@ -0,0 +1,139 @@
/*******************************************************************************************
*
* raylib [core] example - 2d camera
*
* This example has been created using raylib 1.5 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2016 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
#define MAX_BUILDINGS 100
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
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 };
int spacing = 0;
for (int i = 0; i < MAX_BUILDINGS; i++)
{
buildings[i].width = GetRandomValue(50, 200);
buildings[i].height = GetRandomValue(100, 800);
buildings[i].y = screenHeight - 130 - buildings[i].height;
buildings[i].x = -6000 + spacing;
spacing += buildings[i].width;
buildColors[i] = (Color){ GetRandomValue(200, 240), GetRandomValue(200, 240), GetRandomValue(200, 250), 255 };
}
Camera2D camera;
camera.target = (Vector2){ player.x + 20, player.y + 20 };
camera.offset = (Vector2){ 0, 0 };
camera.rotation = 0.0f;
camera.zoom = 1.0f;
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
if (IsKeyDown(KEY_RIGHT))
{
player.x += 2; // Player movement
camera.offset.x -= 2; // Camera displacement with player movement
}
else if (IsKeyDown(KEY_LEFT))
{
player.x -= 2; // Player movement
camera.offset.x += 2; // Camera displacement with player movement
}
// Camera target follows player
camera.target = (Vector2){ player.x + 20, player.y + 20 };
// Camera rotation controls
if (IsKeyDown(KEY_A)) camera.rotation--;
else if (IsKeyDown(KEY_S)) camera.rotation++;
// Limit camera rotation to 80 degrees (-40 to 40)
if (camera.rotation > 40) camera.rotation = 40;
else if (camera.rotation < -40) camera.rotation = -40;
// Camera zoom controls
camera.zoom += ((float)GetMouseWheelMove()*0.05f);
if (camera.zoom > 3.0f) camera.zoom = 3.0f;
else if (camera.zoom < 0.1f) camera.zoom = 0.1f;
// Camera reset (zoom and rotation)
if (IsKeyPressed(KEY_R))
{
camera.zoom = 1.0f;
camera.rotation = 0.0f;
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
Begin2dMode(camera);
DrawRectangle(-6000, 320, 13000, 8000, DARKGRAY);
for (int i = 0; i < MAX_BUILDINGS; i++) DrawRectangleRec(buildings[i], buildColors[i]);
DrawRectangleRec(player, RED);
DrawRectangle(camera.target.x, -500, 1, screenHeight*4, GREEN);
DrawRectangle(-500, camera.target.y, screenWidth*4, 1, GREEN);
End2dMode();
DrawText("SCREEN AREA", 640, 10, 20, RED);
DrawRectangle(0, 0, screenWidth, 5, RED);
DrawRectangle(0, 5, 5, screenHeight - 10, RED);
DrawRectangle(screenWidth - 5, 5, 5, screenHeight - 10, RED);
DrawRectangle(0, screenHeight - 5, screenWidth, 5, RED);
DrawRectangle( 10, 10, 250, 113, Fade(SKYBLUE, 0.5f));
DrawRectangleLines( 10, 10, 250, 113, BLUE);
DrawText("Free 2d camera controls:", 20, 20, 10, BLACK);
DrawText("- Right/Left to move Offset", 40, 40, 10, DARKGRAY);
DrawText("- Mouse Wheel to Zoom in-out", 40, 60, 10, DARKGRAY);
DrawText("- A / S to Rotate", 40, 80, 10, DARKGRAY);
DrawText("- R to reset Zoom and Rotation", 40, 100, 10, DARKGRAY);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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@ -23,7 +23,7 @@ int main()
InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d camera first person");
// Define the camera to look into our 3d world (position, target, up vector)
Camera camera = {{ 0.0f, 10.0f, 10.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }};
Camera camera = {{ 0.0f, 10.0f, 10.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 60.0f };
// Generates some random columns
float heights[MAX_COLUMNS];
@ -40,6 +40,7 @@ int main()
Vector3 playerPosition = { 4.0f, 2.0f, 4.0f }; // Define player position
SetCameraMode(CAMERA_FIRST_PERSON); // Set a first person camera mode
SetCameraFovy(camera.fovy); // Set internal camera field-of-view Y
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
@ -73,10 +74,13 @@ int main()
}
End3dMode();
DrawRectangle( 10, 10, 220, 70, Fade(SKYBLUE, 0.5f));
DrawRectangleLines( 10, 10, 220, 70, BLUE);
DrawText("First person camera default controls:", 20, 20, 10, GRAY);
DrawText("- Move with keys: W, A, S, D", 40, 50, 10, DARKGRAY);
DrawText("- Mouse move to look around", 40, 70, 10, DARKGRAY);
DrawText("First person camera default controls:", 20, 20, 10, BLACK);
DrawText("- Move with keys: W, A, S, D", 40, 40, 10, DARKGRAY);
DrawText("- Mouse move to look around", 40, 60, 10, DARKGRAY);
EndDrawing();
//----------------------------------------------------------------------------------

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@ -25,12 +25,14 @@ int main()
camera.position = (Vector3){ 0.0f, 10.0f, 10.0f }; // 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
Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
SetCameraMode(CAMERA_FREE); // Set a free camera mode
SetCameraPosition(camera.position); // Set internal camera position to match our camera position
SetCameraTarget(camera.target); // Set internal camera target to match our camera target
SetCameraFovy(camera.fovy); // Set internal camera field-of-view Y
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
@ -57,13 +59,16 @@ int main()
DrawGrid(10, 1.0f);
End3dMode();
DrawText("Free camera default controls:", 20, 20, 10, GRAY);
DrawText("- Mouse Wheel to Zoom in-out", 40, 50, 10, DARKGRAY);
DrawText("- Mouse Wheel Pressed to Pan", 40, 70, 10, DARKGRAY);
DrawText("- Alt + Mouse Wheel Pressed to Rotate", 40, 90, 10, DARKGRAY);
DrawText("- Alt + Ctrl + Mouse Wheel Pressed for Smooth Zoom", 40, 110, 10, DARKGRAY);
DrawText("- Z to zoom to (0, 0, 0)", 40, 130, 10, DARKGRAY);
DrawRectangle( 10, 10, 320, 133, Fade(SKYBLUE, 0.5f));
DrawRectangleLines( 10, 10, 320, 133, BLUE);
DrawText("Free camera default controls:", 20, 20, 10, BLACK);
DrawText("- Mouse Wheel to Zoom in-out", 40, 40, 10, DARKGRAY);
DrawText("- Mouse Wheel Pressed to Pan", 40, 60, 10, DARKGRAY);
DrawText("- Alt + Mouse Wheel Pressed to Rotate", 40, 80, 10, DARKGRAY);
DrawText("- Alt + Ctrl + Mouse Wheel Pressed for Smooth Zoom", 40, 100, 10, DARKGRAY);
DrawText("- Z to zoom to (0, 0, 0)", 40, 120, 10, DARKGRAY);
EndDrawing();
//----------------------------------------------------------------------------------

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@ -25,6 +25,7 @@ int main()
camera.position = (Vector3){ 0.0f, 10.0f, 10.0f }; // 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
Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };

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@ -25,6 +25,7 @@ int main()
camera.position = (Vector3){ 0.0f, 10.0f, 10.0f }; // 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
Vector3 cubePosition = { 0.0f, 1.0f, 0.0f };
Vector3 cubeSize = { 2.0f, 2.0f, 2.0f };
@ -35,6 +36,7 @@ int main()
SetCameraMode(CAMERA_FREE); // Set a free camera mode
SetCameraPosition(camera.position); // Set internal camera position to match our camera position
SetCameraFovy(camera.fovy); // Set internal camera field-of-view Y
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
@ -53,8 +55,8 @@ int main()
// Check collision between ray and box
collision = CheckCollisionRayBox(ray,
(Vector3){ cubePosition.x - cubeSize.x/2, cubePosition.y - cubeSize.y/2, cubePosition.z - cubeSize.z/2 },
(Vector3){ cubePosition.x + cubeSize.x/2, cubePosition.y + cubeSize.y/2, cubePosition.z + cubeSize.z/2 });
(BoundingBox){(Vector3){ cubePosition.x - cubeSize.x/2, cubePosition.y - cubeSize.y/2, cubePosition.z - cubeSize.z/2 },
(Vector3){ cubePosition.x + cubeSize.x/2, cubePosition.y + cubeSize.y/2, cubePosition.z + cubeSize.z/2 }});
}
//----------------------------------------------------------------------------------
@ -75,7 +77,7 @@ int main()
End3dMode();
DrawText("Try selecting the box with mouse!", 240, 10, 20, GRAY);
DrawText("Try selecting the box with mouse!", 240, 10, 20, DARKGRAY);
if(collision) DrawText("BOX SELECTED", (screenWidth - MeasureText("BOX SELECTED", 30)) / 2, screenHeight * 0.1f, 30, GREEN);

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@ -34,7 +34,7 @@ int main()
//SetGesturesEnabled(0b0000000000001001); // Enable only some gestures to be detected
SetTargetFPS(30);
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
// Main game loop
@ -43,12 +43,11 @@ int main()
// Update
//----------------------------------------------------------------------------------
lastGesture = currentGesture;
currentGesture = GetGestureDetected();
touchPosition = GetTouchPosition(0);
if (CheckCollisionPointRec(touchPosition, touchArea) && IsGestureDetected())
if (CheckCollisionPointRec(touchPosition, touchArea) && (currentGesture != GESTURE_NONE))
{
currentGesture = GetGestureType();
if (currentGesture != lastGesture)
{
// Store gesture string
@ -62,6 +61,8 @@ int main()
case GESTURE_SWIPE_LEFT: strcpy(gestureStrings[gesturesCount], "GESTURE SWIPE LEFT"); break;
case GESTURE_SWIPE_UP: strcpy(gestureStrings[gesturesCount], "GESTURE SWIPE UP"); break;
case GESTURE_SWIPE_DOWN: strcpy(gestureStrings[gesturesCount], "GESTURE SWIPE DOWN"); break;
case GESTURE_PINCH_IN: strcpy(gestureStrings[gesturesCount], "GESTURE PINCH IN"); break;
case GESTURE_PINCH_OUT: strcpy(gestureStrings[gesturesCount], "GESTURE PINCH OUT"); break;
default: break;
}
@ -76,7 +77,6 @@ int main()
}
}
}
else currentGesture = GESTURE_NONE;
//----------------------------------------------------------------------------------
// Draw

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@ -36,7 +36,8 @@ int main()
//----------------------------------------------------------------------------------
if (IsGamepadAvailable(GAMEPAD_PLAYER1))
{
gamepadMovement = GetGamepadMovement(GAMEPAD_PLAYER1);
gamepadMovement.x = GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_XBOX_AXIS_LEFT_X);
gamepadMovement.y = GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_XBOX_AXIS_LEFT_Y);
ballPosition.x += gamepadMovement.x;
ballPosition.y -= gamepadMovement.y;

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@ -0,0 +1,72 @@
/*******************************************************************************************
*
* raylib [core] example - Oculus Rift CV1
*
* This example has been created using raylib 1.5 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2016 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 1080;
int screenHeight = 600;
InitWindow(screenWidth, screenHeight, "raylib [core] example - oculus rift");
InitOculusDevice();
// Define the camera to look into our 3d world
Camera camera;
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
Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
SetTargetFPS(90); // Set our game to run at 90 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
UpdateOculusTracking();
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
Begin3dMode(camera);
DrawCube(cubePosition, 2.0f, 2.0f, 2.0f, RED);
DrawCubeWires(cubePosition, 2.0f, 2.0f, 2.0f, MAROON);
DrawGrid(10, 1.0f);
End3dMode();
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
CloseOculusdevice(); // Close Oculus Rift device
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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@ -21,7 +21,7 @@ int main()
InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d camera free");
// Define the camera to look into our 3d world
Camera camera = {{ 0.0f, 10.0f, 10.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }};
Camera camera = {{ 0.0f, 10.0f, 10.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f };
Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
@ -30,6 +30,7 @@ int main()
SetCameraMode(CAMERA_FREE); // Set a free camera mode
SetCameraPosition(camera.position); // Set internal camera position to match our camera position
SetCameraTarget(camera.target); // Set internal camera target to match our camera target
SetCameraFovy(camera.fovy); // Set internal camera field-of-view Y
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
@ -42,7 +43,7 @@ int main()
UpdateCamera(&camera); // Update internal camera and our camera
// Calculate cube screen space position (with a little offset to be in top)
cubeScreenPosition = WorldToScreen((Vector3){cubePosition.x, cubePosition.y + 2.5f, cubePosition.z}, camera);
cubeScreenPosition = GetWorldToScreen((Vector3){cubePosition.x, cubePosition.y + 2.5f, cubePosition.z}, camera);
//----------------------------------------------------------------------------------
// Draw

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@ -21,7 +21,7 @@ int main()
InitWindow(screenWidth, screenHeight, "raylib [models] example - drawing billboards");
// Define the camera to look into our 3d world
Camera camera = {{ 5.0f, 4.0f, 5.0f }, { 0.0f, 2.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }};
Camera camera = {{ 5.0f, 4.0f, 5.0f }, { 0.0f, 2.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f };
Texture2D bill = LoadTexture("resources/billboard.png"); // Our texture billboard
Vector3 billPosition = { 0.0f, 2.0f, 0.0f }; // Position where draw billboard
@ -29,6 +29,7 @@ int main()
SetCameraMode(CAMERA_ORBITAL); // Set an orbital camera mode
SetCameraPosition(camera.position); // Set internal camera position to match our camera position
SetCameraTarget(camera.target); // Set internal camera target to match our camera target
SetCameraFovy(camera.fovy); // Set internal camera field-of-view Y
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------

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@ -21,7 +21,7 @@ int main()
InitWindow(screenWidth, screenHeight, "raylib [models] example - box collisions");
// Define the camera to look into our 3d world
Camera camera = {{ 0.0f, 10.0f, 10.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }};
Camera camera = {{ 0.0f, 10.0f, 10.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f };
Vector3 playerPosition = { 0.0f, 1.0f, 2.0f };
Vector3 playerSize = { 1.0f, 2.0f, 1.0f };
@ -53,27 +53,29 @@ int main()
collision = false;
// Check collisions player vs enemy-box
if (CheckCollisionBoxes((Vector3){ playerPosition.x - playerSize.x/2,
playerPosition.y - playerSize.y/2,
playerPosition.z - playerSize.z/2 },
(Vector3){ playerPosition.x + playerSize.x/2,
playerPosition.y + playerSize.y/2,
playerPosition.z + playerSize.z/2 },
(Vector3){ enemyBoxPos.x - enemyBoxSize.x/2,
enemyBoxPos.y - enemyBoxSize.y/2,
enemyBoxPos.z - enemyBoxSize.z/2 },
(Vector3){ enemyBoxPos.x + enemyBoxSize.x/2,
enemyBoxPos.y + enemyBoxSize.y/2,
enemyBoxPos.z + enemyBoxSize.z/2 })) collision = true;
if (CheckCollisionBoxes(
(BoundingBox){(Vector3){ playerPosition.x - playerSize.x/2,
playerPosition.y - playerSize.y/2,
playerPosition.z - playerSize.z/2 },
(Vector3){ playerPosition.x + playerSize.x/2,
playerPosition.y + playerSize.y/2,
playerPosition.z + playerSize.z/2 }},
(BoundingBox){(Vector3){ enemyBoxPos.x - enemyBoxSize.x/2,
enemyBoxPos.y - enemyBoxSize.y/2,
enemyBoxPos.z - enemyBoxSize.z/2 },
(Vector3){ enemyBoxPos.x + enemyBoxSize.x/2,
enemyBoxPos.y + enemyBoxSize.y/2,
enemyBoxPos.z + enemyBoxSize.z/2 }})) collision = true;
// Check collisions player vs enemy-sphere
if (CheckCollisionBoxSphere((Vector3){ playerPosition.x - playerSize.x/2,
playerPosition.y - playerSize.y/2,
playerPosition.z - playerSize.z/2 },
(Vector3){ playerPosition.x + playerSize.x/2,
playerPosition.y + playerSize.y/2,
playerPosition.z + playerSize.z/2 },
enemySpherePos, enemySphereSize)) collision = true;
if (CheckCollisionBoxSphere(
(BoundingBox){(Vector3){ playerPosition.x - playerSize.x/2,
playerPosition.y - playerSize.y/2,
playerPosition.z - playerSize.z/2 },
(Vector3){ playerPosition.x + playerSize.x/2,
playerPosition.y + playerSize.y/2,
playerPosition.z + playerSize.z/2 }},
enemySpherePos, enemySphereSize)) collision = true;
if (collision) playerColor = RED;
else playerColor = GREEN;

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@ -21,7 +21,7 @@ int main()
InitWindow(screenWidth, screenHeight, "raylib [models] example - cubesmap loading and drawing");
// Define the camera to look into our 3d world
Camera camera = {{ 16.0f, 14.0f, 16.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }};
Camera camera = {{ 16.0f, 14.0f, 16.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f };
Image image = LoadImage("resources/cubicmap.png"); // Load cubicmap image (RAM)
Texture2D cubicmap = LoadTextureFromImage(image); // Convert image to texture to display (VRAM)
@ -37,6 +37,7 @@ int main()
SetCameraMode(CAMERA_ORBITAL); // Set an orbital camera mode
SetCameraPosition(camera.position); // Set internal camera position to match our custom camera position
SetCameraFovy(camera.fovy); // Set internal camera field-of-view Y
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------

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@ -21,7 +21,7 @@ int main()
InitWindow(screenWidth, screenHeight, "raylib [models] example - geometric shapes");
// Define the camera to look into our 3d world
Camera camera = {{ 0.0f, 10.0f, 10.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }};
Camera camera = {{ 0.0f, 10.0f, 10.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f };
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------

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@ -21,7 +21,7 @@ int main()
InitWindow(screenWidth, screenHeight, "raylib [models] example - heightmap loading and drawing");
// Define our custom camera to look into our 3d world
Camera camera = {{ 18.0f, 16.0f, 18.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }};
Camera camera = {{ 18.0f, 16.0f, 18.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f };
Image image = LoadImage("resources/heightmap.png"); // Load heightmap image (RAM)
Texture2D texture = LoadTextureFromImage(image); // Convert image to texture (VRAM)

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@ -21,7 +21,7 @@ int main()
InitWindow(screenWidth, screenHeight, "raylib [models] example - obj model loading");
// Define the camera to look into our 3d world
Camera camera = {{ 3.0f, 3.0f, 3.0f }, { 0.0f, 1.5f, 0.0f }, { 0.0f, 1.0f, 0.0f }};
Camera camera = {{ 3.0f, 3.0f, 3.0f }, { 0.0f, 1.5f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f };
Model dwarf = LoadModel("resources/model/dwarf.obj"); // Load OBJ model
Texture2D texture = LoadTexture("resources/model/dwarf_diffuse.png"); // Load model texture

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@ -0,0 +1,196 @@
/********************************************************************************//**
\file OVR_CAPI_Util.h
\brief This header provides LibOVR utility function declarations
\copyright Copyright 2015-2016 Oculus VR, LLC All Rights reserved.
*************************************************************************************/
#ifndef OVR_CAPI_Util_h
#define OVR_CAPI_Util_h
#include "../OVR_CAPI.h"
#ifdef __cplusplus
extern "C" {
#endif
/// Enumerates modifications to the projection matrix based on the application's needs.
///
/// \see ovrMatrix4f_Projection
///
typedef enum ovrProjectionModifier_
{
/// Use for generating a default projection matrix that is:
/// * Right-handed.
/// * Near depth values stored in the depth buffer are smaller than far depth values.
/// * Both near and far are explicitly defined.
/// * With a clipping range that is (0 to w).
ovrProjection_None = 0x00,
/// Enable if using left-handed transformations in your application.
ovrProjection_LeftHanded = 0x01,
/// After the projection transform is applied, far values stored in the depth buffer will be less than closer depth values.
/// NOTE: Enable only if the application is using a floating-point depth buffer for proper precision.
ovrProjection_FarLessThanNear = 0x02,
/// When this flag is used, the zfar value pushed into ovrMatrix4f_Projection() will be ignored
/// NOTE: Enable only if ovrProjection_FarLessThanNear is also enabled where the far clipping plane will be pushed to infinity.
ovrProjection_FarClipAtInfinity = 0x04,
/// Enable if the application is rendering with OpenGL and expects a projection matrix with a clipping range of (-w to w).
/// Ignore this flag if your application already handles the conversion from D3D range (0 to w) to OpenGL.
ovrProjection_ClipRangeOpenGL = 0x08,
} ovrProjectionModifier;
/// Return values for ovr_Detect.
///
/// \see ovr_Detect
///
typedef struct OVR_ALIGNAS(8) ovrDetectResult_
{
/// Is ovrFalse when the Oculus Service is not running.
/// This means that the Oculus Service is either uninstalled or stopped.
/// IsOculusHMDConnected will be ovrFalse in this case.
/// Is ovrTrue when the Oculus Service is running.
/// This means that the Oculus Service is installed and running.
/// IsOculusHMDConnected will reflect the state of the HMD.
ovrBool IsOculusServiceRunning;
/// Is ovrFalse when an Oculus HMD is not detected.
/// If the Oculus Service is not running, this will be ovrFalse.
/// Is ovrTrue when an Oculus HMD is detected.
/// This implies that the Oculus Service is also installed and running.
ovrBool IsOculusHMDConnected;
OVR_UNUSED_STRUCT_PAD(pad0, 6) ///< \internal struct padding
} ovrDetectResult;
OVR_STATIC_ASSERT(sizeof(ovrDetectResult) == 8, "ovrDetectResult size mismatch");
/// Detects Oculus Runtime and Device Status
///
/// Checks for Oculus Runtime and Oculus HMD device status without loading the LibOVRRT
/// shared library. This may be called before ovr_Initialize() to help decide whether or
/// not to initialize LibOVR.
///
/// \param[in] timeoutMilliseconds Specifies a timeout to wait for HMD to be attached or 0 to poll.
///
/// \return Returns an ovrDetectResult object indicating the result of detection.
///
/// \see ovrDetectResult
///
OVR_PUBLIC_FUNCTION(ovrDetectResult) ovr_Detect(int timeoutMilliseconds);
// On the Windows platform,
#ifdef _WIN32
/// This is the Windows Named Event name that is used to check for HMD connected state.
#define OVR_HMD_CONNECTED_EVENT_NAME L"OculusHMDConnected"
#endif // _WIN32
/// Used to generate projection from ovrEyeDesc::Fov.
///
/// \param[in] fov Specifies the ovrFovPort to use.
/// \param[in] znear Distance to near Z limit.
/// \param[in] zfar Distance to far Z limit.
/// \param[in] projectionModFlags A combination of the ovrProjectionModifier flags.
///
/// \return Returns the calculated projection matrix.
///
/// \see ovrProjectionModifier
///
OVR_PUBLIC_FUNCTION(ovrMatrix4f) ovrMatrix4f_Projection(ovrFovPort fov, float znear, float zfar, unsigned int projectionModFlags);
/// Extracts the required data from the result of ovrMatrix4f_Projection.
///
/// \param[in] projection Specifies the project matrix from which to extract ovrTimewarpProjectionDesc.
/// \param[in] projectionModFlags A combination of the ovrProjectionModifier flags.
/// \return Returns the extracted ovrTimewarpProjectionDesc.
/// \see ovrTimewarpProjectionDesc
///
OVR_PUBLIC_FUNCTION(ovrTimewarpProjectionDesc) ovrTimewarpProjectionDesc_FromProjection(ovrMatrix4f projection, unsigned int projectionModFlags);
/// Generates an orthographic sub-projection.
///
/// Used for 2D rendering, Y is down.
///
/// \param[in] projection The perspective matrix that the orthographic matrix is derived from.
/// \param[in] orthoScale Equal to 1.0f / pixelsPerTanAngleAtCenter.
/// \param[in] orthoDistance Equal to the distance from the camera in meters, such as 0.8m.
/// \param[in] HmdToEyeOffsetX Specifies the offset of the eye from the center.
///
/// \return Returns the calculated projection matrix.
///
OVR_PUBLIC_FUNCTION(ovrMatrix4f) ovrMatrix4f_OrthoSubProjection(ovrMatrix4f projection, ovrVector2f orthoScale,
float orthoDistance, float HmdToEyeOffsetX);
/// Computes offset eye poses based on headPose returned by ovrTrackingState.
///
/// \param[in] headPose Indicates the HMD position and orientation to use for the calculation.
/// \param[in] hmdToEyeOffset Can be ovrEyeRenderDesc.HmdToEyeOffset returned from
/// ovr_GetRenderDesc. For monoscopic rendering, use a vector that is the average
/// of the two vectors for both eyes.
/// \param[out] outEyePoses If outEyePoses are used for rendering, they should be passed to
/// ovr_SubmitFrame in ovrLayerEyeFov::RenderPose or ovrLayerEyeFovDepth::RenderPose.
///
OVR_PUBLIC_FUNCTION(void) ovr_CalcEyePoses(ovrPosef headPose,
const ovrVector3f hmdToEyeOffset[2],
ovrPosef outEyePoses[2]);
/// Returns the predicted head pose in outHmdTrackingState and offset eye poses in outEyePoses.
///
/// This is a thread-safe function where caller should increment frameIndex with every frame
/// and pass that index where applicable to functions called on the rendering thread.
/// Assuming outEyePoses are used for rendering, it should be passed as a part of ovrLayerEyeFov.
/// The caller does not need to worry about applying HmdToEyeOffset to the returned outEyePoses variables.
///
/// \param[in] hmd Specifies an ovrSession previously returned by ovr_Create.
/// \param[in] frameIndex Specifies the targeted frame index, or 0 to refer to one frame after
/// the last time ovr_SubmitFrame was called.
/// \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.
/// \param[in] hmdToEyeOffset Can be ovrEyeRenderDesc.HmdToEyeOffset returned from
/// ovr_GetRenderDesc. For monoscopic rendering, use a vector that is the average
/// of the two vectors for both eyes.
/// \param[out] outEyePoses The predicted eye poses.
/// \param[out] outSensorSampleTime The time when this function was called. May be NULL, in which case it is ignored.
///
OVR_PUBLIC_FUNCTION(void) ovr_GetEyePoses(ovrSession session, long long frameIndex, ovrBool latencyMarker,
const ovrVector3f hmdToEyeOffset[2],
ovrPosef outEyePoses[2],
double* outSensorSampleTime);
/// Tracking poses provided by the SDK come in a right-handed coordinate system. If an application
/// is passing in ovrProjection_LeftHanded into ovrMatrix4f_Projection, then it should also use
/// this function to flip the HMD tracking poses to be left-handed.
///
/// While this utility function is intended to convert a left-handed ovrPosef into a right-handed
/// coordinate system, it will also work for converting right-handed to left-handed since the
/// flip operation is the same for both cases.
///
/// \param[in] inPose that is right-handed
/// \param[out] outPose that is requested to be left-handed (can be the same pointer to inPose)
///
OVR_PUBLIC_FUNCTION(void) ovrPosef_FlipHandedness(const ovrPosef* inPose, ovrPosef* outPose);
#ifdef __cplusplus
} /* extern "C" */
#endif
#endif // Header include guard

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@ -0,0 +1,70 @@
/************************************************************************************
Filename : OVR_StereoProjection.h
Content : Stereo projection functions
Created : November 30, 2013
Authors : Tom Fosyth
Copyright : Copyright 2014-2016 Oculus VR, LLC All Rights reserved.
Licensed under the Oculus VR Rift SDK License Version 3.3 (the "License");
you may not use the Oculus VR Rift SDK except in compliance with the License,
which is provided at the time of installation or download, or which
otherwise accompanies this software in either electronic or hard copy form.
You may obtain a copy of the License at
http://www.oculusvr.com/licenses/LICENSE-3.3
Unless required by applicable law or agreed to in writing, the Oculus VR SDK
distributed under the License is distributed on an "AS IS" BASIS,
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
See the License for the specific language governing permissions and
limitations under the License.
*************************************************************************************/
#ifndef OVR_StereoProjection_h
#define OVR_StereoProjection_h
#include "Extras/OVR_Math.h"
namespace OVR {
//-----------------------------------------------------------------------------------
// ***** Stereo Enumerations
// StereoEye specifies which eye we are rendering for; it is used to
// retrieve StereoEyeParams.
enum StereoEye
{
StereoEye_Left,
StereoEye_Right,
StereoEye_Center
};
//-----------------------------------------------------------------------------------
// ***** Propjection functions
Matrix4f CreateProjection ( bool rightHanded, bool isOpenGL, FovPort fov, StereoEye eye,
float zNear = 0.01f, float zFar = 10000.0f,
bool flipZ = false, bool farAtInfinity = false);
Matrix4f CreateOrthoSubProjection ( bool rightHanded, StereoEye eyeType,
float tanHalfFovX, float tanHalfFovY,
float unitsX, float unitsY, float distanceFromCamera,
float interpupillaryDistance, Matrix4f const &projection,
float zNear = 0.0f, float zFar = 0.0f,
bool flipZ = false, bool farAtInfinity = false);
ScaleAndOffset2D CreateNDCScaleAndOffsetFromFov ( FovPort fov );
} //namespace OVR
#endif // OVR_StereoProjection_h

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/********************************************************************************//**
\file OVR_CAPI_Audio.h
\brief CAPI audio functions.
\copyright Copyright 2015 Oculus VR, LLC. All Rights reserved.
************************************************************************************/
#ifndef OVR_CAPI_Audio_h
#define OVR_CAPI_Audio_h
#ifdef _WIN32
#include <windows.h>
#include "OVR_CAPI.h"
#define OVR_AUDIO_MAX_DEVICE_STR_SIZE 128
/// Gets the ID of the preferred VR audio output device.
///
/// \param[out] deviceOutId The ID of the user's preferred VR audio device to use, which will be valid upon a successful return value, else it will be WAVE_MAPPER.
///
/// \return Returns an ovrResult indicating success or failure. In the case of failure, use
/// ovr_GetLastErrorInfo to get more information.
///
OVR_PUBLIC_FUNCTION(ovrResult) ovr_GetAudioDeviceOutWaveId(UINT* deviceOutId);
/// Gets the ID of the preferred VR audio input device.
///
/// \param[out] deviceInId The ID of the user's preferred VR audio device to use, which will be valid upon a successful return value, else it will be WAVE_MAPPER.
///
/// \return Returns an ovrResult indicating success or failure. In the case of failure, use
/// ovr_GetLastErrorInfo to get more information.
///
OVR_PUBLIC_FUNCTION(ovrResult) ovr_GetAudioDeviceInWaveId(UINT* deviceInId);
/// Gets the GUID of the preferred VR audio device as a string.
///
/// \param[out] deviceOutStrBuffer A buffer where the GUID string for the device will copied to.
///
/// \return Returns an ovrResult indicating success or failure. In the case of failure, use
/// ovr_GetLastErrorInfo to get more information.
///
OVR_PUBLIC_FUNCTION(ovrResult) ovr_GetAudioDeviceOutGuidStr(WCHAR deviceOutStrBuffer[OVR_AUDIO_MAX_DEVICE_STR_SIZE]);
/// Gets the GUID of the preferred VR audio device.
///
/// \param[out] deviceOutGuid The GUID of the user's preferred VR audio device to use, which will be valid upon a successful return value, else it will be NULL.
///
/// \return Returns an ovrResult indicating success or failure. In the case of failure, use
/// ovr_GetLastErrorInfo to get more information.
///
OVR_PUBLIC_FUNCTION(ovrResult) ovr_GetAudioDeviceOutGuid(GUID* deviceOutGuid);
/// Gets the GUID of the preferred VR microphone device as a string.
///
/// \param[out] deviceInStrBuffer A buffer where the GUID string for the device will copied to.
///
/// \return Returns an ovrResult indicating success or failure. In the case of failure, use
/// ovr_GetLastErrorInfo to get more information.
///
OVR_PUBLIC_FUNCTION(ovrResult) ovr_GetAudioDeviceInGuidStr(WCHAR deviceInStrBuffer[OVR_AUDIO_MAX_DEVICE_STR_SIZE]);
/// Gets the GUID of the preferred VR microphone device.
///
/// \param[out] deviceInGuid The GUID of the user's preferred VR audio device to use, which will be valid upon a successful return value, else it will be NULL.
///
/// \return Returns an ovrResult indicating success or failure. In the case of failure, use
/// ovr_GetLastErrorInfo to get more information.
///
OVR_PUBLIC_FUNCTION(ovrResult) ovr_GetAudioDeviceInGuid(GUID* deviceInGuid);
#endif //OVR_OS_MS
#endif // OVR_CAPI_Audio_h

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/********************************************************************************//**
\file OVR_CAPI_D3D.h
\brief D3D specific structures used by the CAPI interface.
\copyright Copyright 2014-2016 Oculus VR, LLC All Rights reserved.
************************************************************************************/
#ifndef OVR_CAPI_D3D_h
#define OVR_CAPI_D3D_h
#include "OVR_CAPI.h"
#include "OVR_Version.h"
#if defined (_WIN32)
#include <Unknwn.h>
//-----------------------------------------------------------------------------------
// ***** Direct3D Specific
/// Create Texture Swap Chain suitable for use with Direct3D 11 and 12.
///
/// \param[in] session Specifies an ovrSession previously returned by ovr_Create.
/// \param[in] d3dPtr Specifies the application's D3D11Device to create resources with or the D3D12CommandQueue
/// which must be the same one the application renders to the eye textures with.
/// \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.
///
/// \return Returns an ovrResult indicating success or failure. In the case of failure, use
/// ovr_GetLastErrorInfo to get more information.
///
/// \note The texture format provided in \a desc should be thought of as the format the distortion-compositor will use for the
/// ShaderResourceView when reading the contents of the texture. To that end, it is highly recommended that the application
/// requests texture swapchain formats that are in sRGB-space (e.g. OVR_FORMAT_R8G8B8A8_UNORM_SRGB) as the compositor
/// does sRGB-correct rendering. As such, the compositor relies on the GPU's hardware sampler to do the sRGB-to-linear
/// conversion. If the application still prefers to render to a linear format (e.g. OVR_FORMAT_R8G8B8A8_UNORM) while handling the
/// linear-to-gamma conversion via HLSL code, then the application must still request the corresponding sRGB format and also use
/// the \a ovrTextureMisc_DX_Typeless flag in the ovrTextureSwapChainDesc's Flag field. This will allow the application to create
/// a RenderTargetView that is the desired linear format while the compositor continues to treat it as sRGB. Failure to do so
/// will cause the compositor to apply unexpected gamma conversions leading to gamma-curve artifacts. The \a ovrTextureMisc_DX_Typeless
/// flag for depth buffer formats (e.g. OVR_FORMAT_D32_FLOAT) is ignored as they are always converted to be typeless.
///
/// \see ovr_GetTextureSwapChainLength
/// \see ovr_GetTextureSwapChainCurrentIndex
/// \see ovr_GetTextureSwapChainDesc
/// \see ovr_GetTextureSwapChainBufferDX
/// \see ovr_DestroyTextureSwapChain
///
OVR_PUBLIC_FUNCTION(ovrResult) ovr_CreateTextureSwapChainDX(ovrSession session,
IUnknown* d3dPtr,
const ovrTextureSwapChainDesc* desc,
ovrTextureSwapChain* out_TextureSwapChain);
/// Get a specific buffer within the chain as any compatible COM interface (similar to QueryInterface)
///
/// \param[in] session Specifies an ovrSession previously returned by ovr_Create.
/// \param[in] chain Specifies an ovrTextureSwapChain previously returned by ovr_CreateTextureSwapChainDX
/// \param[in] index Specifies the index within the chain to retrieve. Must be between 0 and length (see ovr_GetTextureSwapChainLength),
/// or may pass -1 to get the buffer at the CurrentIndex location. (Saving a call to GetTextureSwapChainCurrentIndex)
/// \param[in] iid Specifies the interface ID of the interface pointer to query the buffer for.
/// \param[out] out_Buffer Returns the COM interface pointer retrieved.
///
/// \return Returns an ovrResult indicating success or failure. In the case of failure, use
/// ovr_GetLastErrorInfo to get more information.
///
/// <b>Example code</b>
/// \code{.cpp}
/// ovr_GetTextureSwapChainBufferDX(session, chain, 0, IID_ID3D11Texture2D, &d3d11Texture);
/// ovr_GetTextureSwapChainBufferDX(session, chain, 1, IID_PPV_ARGS(&dxgiResource));
/// \endcode
///
OVR_PUBLIC_FUNCTION(ovrResult) ovr_GetTextureSwapChainBufferDX(ovrSession session,
ovrTextureSwapChain chain,
int index,
IID iid,
void** out_Buffer);
/// Create Mirror Texture which is auto-refreshed to mirror Rift contents produced by this application.
///
/// A second call to ovr_CreateMirrorTextureDX for a given ovrSession before destroying the first one
/// is not supported and will result in an error return.
///
/// \param[in] session Specifies an ovrSession previously returned by ovr_Create.
/// \param[in] d3dPtr Specifies the application's D3D11Device to create resources with or the D3D12CommandQueue
/// 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.
///
/// \return Returns an ovrResult indicating success or failure. In the case of failure, use
/// ovr_GetLastErrorInfo to get more information.
///
/// \note The texture format provided in \a desc should be thought of as the format the compositor will use for the RenderTargetView when
/// writing into mirror texture. To that end, it is highly recommended that the application requests a mirror texture format that is
/// in sRGB-space (e.g. OVR_FORMAT_R8G8B8A8_UNORM_SRGB) as the compositor does sRGB-correct rendering. If however the application wants
/// to still read the mirror texture as a linear format (e.g. OVR_FORMAT_R8G8B8A8_UNORM) and handle the sRGB-to-linear conversion in
/// HLSL code, then it is recommended the application still requests an sRGB format and also use the \a ovrTextureMisc_DX_Typeless flag in the
/// ovrMirrorTextureDesc's Flags field. This will allow the application to bind a ShaderResourceView that is a linear format while the
/// compositor continues to treat is as sRGB. Failure to do so will cause the compositor to apply unexpected gamma conversions leading to
/// gamma-curve artifacts.
///
///
/// <b>Example code</b>
/// \code{.cpp}
/// ovrMirrorTexture mirrorTexture = nullptr;
/// ovrMirrorTextureDesc mirrorDesc = {};
/// mirrorDesc.Format = OVR_FORMAT_R8G8B8A8_UNORM_SRGB;
/// mirrorDesc.Width = mirrorWindowWidth;
/// mirrorDesc.Height = mirrorWindowHeight;
/// ovrResult result = ovr_CreateMirrorTextureDX(session, d3d11Device, &mirrorDesc, &mirrorTexture);
/// [...]
/// // Destroy the texture when done with it.
/// ovr_DestroyMirrorTexture(session, mirrorTexture);
/// mirrorTexture = nullptr;
/// \endcode
///
/// \see ovr_GetMirrorTextureBufferDX
/// \see ovr_DestroyMirrorTexture
///
OVR_PUBLIC_FUNCTION(ovrResult) ovr_CreateMirrorTextureDX(ovrSession session,
IUnknown* d3dPtr,
const ovrMirrorTextureDesc* desc,
ovrMirrorTexture* out_MirrorTexture);
/// Get a the underlying buffer as any compatible COM interface (similar to QueryInterface)
///
/// \param[in] session Specifies an ovrSession previously returned by ovr_Create.
/// \param[in] mirrorTexture Specifies an ovrMirrorTexture previously returned by ovr_CreateMirrorTextureDX
/// \param[in] iid Specifies the interface ID of the interface pointer to query the buffer for.
/// \param[out] out_Buffer Returns the COM interface pointer retrieved.
///
/// \return Returns an ovrResult indicating success or failure. In the case of failure, use
/// ovr_GetLastErrorInfo to get more information.
///
/// <b>Example code</b>
/// \code{.cpp}
/// ID3D11Texture2D* d3d11Texture = nullptr;
/// ovr_GetMirrorTextureBufferDX(session, mirrorTexture, IID_PPV_ARGS(&d3d11Texture));
/// d3d11DeviceContext->CopyResource(d3d11TextureBackBuffer, d3d11Texture);
/// d3d11Texture->Release();
/// dxgiSwapChain->Present(0, 0);
/// \endcode
///
OVR_PUBLIC_FUNCTION(ovrResult) ovr_GetMirrorTextureBufferDX(ovrSession session,
ovrMirrorTexture mirrorTexture,
IID iid,
void** out_Buffer);
#endif // _WIN32
#endif // OVR_CAPI_D3D_h

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/********************************************************************************//**
\file OVR_CAPI_GL.h
\brief OpenGL-specific structures used by the CAPI interface.
\copyright Copyright 2015 Oculus VR, LLC. All Rights reserved.
************************************************************************************/
#ifndef OVR_CAPI_GL_h
#define OVR_CAPI_GL_h
#include "OVR_CAPI.h"
/// Creates a TextureSwapChain suitable for use with OpenGL.
///
/// \param[in] session Specifies an ovrSession previously returned by ovr_Create.
/// \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.
///
/// \return Returns an ovrResult indicating success or failure. In the case of failure, use
/// ovr_GetLastErrorInfo to get more information.
///
/// \note The \a format provided should be thought of as the format the distortion compositor will use when reading
/// the contents of the texture. To that end, it is highly recommended that the application requests texture swap chain
/// formats that are in sRGB-space (e.g. OVR_FORMAT_R8G8B8A8_UNORM_SRGB) as the distortion compositor does sRGB-correct
/// rendering. Furthermore, the app should then make sure "glEnable(GL_FRAMEBUFFER_SRGB);" is called before rendering
/// into these textures. Even though it is not recommended, if the application would like to treat the texture as a linear
/// format and do linear-to-gamma conversion in GLSL, then the application can avoid calling "glEnable(GL_FRAMEBUFFER_SRGB);",
/// but should still pass in an sRGB variant for the \a format. Failure to do so will cause the distortion compositor
/// to apply incorrect gamma conversions leading to gamma-curve artifacts.
///
/// \see ovr_GetTextureSwapChainLength
/// \see ovr_GetTextureSwapChainCurrentIndex
/// \see ovr_GetTextureSwapChainDesc
/// \see ovr_GetTextureSwapChainBufferGL
/// \see ovr_DestroyTextureSwapChain
///
OVR_PUBLIC_FUNCTION(ovrResult) ovr_CreateTextureSwapChainGL(ovrSession session,
const ovrTextureSwapChainDesc* desc,
ovrTextureSwapChain* out_TextureSwapChain);
/// Get a specific buffer within the chain as a GL texture name
///
/// \param[in] session Specifies an ovrSession previously returned by ovr_Create.
/// \param[in] chain Specifies an ovrTextureSwapChain previously returned by ovr_CreateTextureSwapChainGL
/// \param[in] index Specifies the index within the chain to retrieve. Must be between 0 and length (see ovr_GetTextureSwapChainLength)
/// or may pass -1 to get the buffer at the CurrentIndex location. (Saving a call to GetTextureSwapChainCurrentIndex)
/// \param[out] out_TexId Returns the GL texture object name associated with the specific index requested
///
/// \return Returns an ovrResult indicating success or failure. In the case of failure, use
/// ovr_GetLastErrorInfo to get more information.
///
OVR_PUBLIC_FUNCTION(ovrResult) ovr_GetTextureSwapChainBufferGL(ovrSession session,
ovrTextureSwapChain chain,
int index,
unsigned int* out_TexId);
/// Creates a Mirror Texture which is auto-refreshed to mirror Rift contents produced by this application.
///
/// A second call to ovr_CreateMirrorTextureGL for a given ovrSession before destroying the first one
/// is not supported and will result in an error return.
///
/// \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.
///
/// \return Returns an ovrResult indicating success or failure. In the case of failure, use
/// ovr_GetLastErrorInfo to get more information.
///
/// \note The \a format provided should be thought of as the format the distortion compositor will use when writing into the mirror
/// texture. It is highly recommended that mirror textures are requested as sRGB formats because the distortion compositor
/// does sRGB-correct rendering. If the application requests a non-sRGB format (e.g. R8G8B8A8_UNORM) as the mirror texture,
/// then the application might have to apply a manual linear-to-gamma conversion when reading from the mirror texture.
/// Failure to do so can result in incorrect gamma conversions leading to gamma-curve artifacts and color banding.
///
/// \see ovr_GetMirrorTextureBufferGL
/// \see ovr_DestroyMirrorTexture
///
OVR_PUBLIC_FUNCTION(ovrResult) ovr_CreateMirrorTextureGL(ovrSession session,
const ovrMirrorTextureDesc* desc,
ovrMirrorTexture* out_MirrorTexture);
/// Get a the underlying buffer as a GL texture name
///
/// \param[in] session Specifies an ovrSession previously returned by ovr_Create.
/// \param[in] mirrorTexture Specifies an ovrMirrorTexture previously returned by ovr_CreateMirrorTextureGL
/// \param[out] out_TexId Specifies the GL texture object name associated with the mirror texture
///
/// \return Returns an ovrResult indicating success or failure. In the case of failure, use
/// ovr_GetLastErrorInfo to get more information.
///
OVR_PUBLIC_FUNCTION(ovrResult) ovr_GetMirrorTextureBufferGL(ovrSession session,
ovrMirrorTexture mirrorTexture,
unsigned int* out_TexId);
#endif // OVR_CAPI_GL_h

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/********************************************************************************//**
\file OVR_CAPI.h
\brief Keys for CAPI proprty function calls
\copyright Copyright 2015 Oculus VR, LLC All Rights reserved.
************************************************************************************/
#ifndef OVR_CAPI_Keys_h
#define OVR_CAPI_Keys_h
#include "OVR_Version.h"
#define OVR_KEY_USER "User" // string
#define OVR_KEY_NAME "Name" // string
#define OVR_KEY_GENDER "Gender" // string "Male", "Female", or "Unknown"
#define OVR_DEFAULT_GENDER "Unknown"
#define OVR_KEY_PLAYER_HEIGHT "PlayerHeight" // float meters
#define OVR_DEFAULT_PLAYER_HEIGHT 1.778f
#define OVR_KEY_EYE_HEIGHT "EyeHeight" // float meters
#define OVR_DEFAULT_EYE_HEIGHT 1.675f
#define OVR_KEY_NECK_TO_EYE_DISTANCE "NeckEyeDistance" // float[2] meters
#define OVR_DEFAULT_NECK_TO_EYE_HORIZONTAL 0.0805f
#define OVR_DEFAULT_NECK_TO_EYE_VERTICAL 0.075f
#define OVR_KEY_EYE_TO_NOSE_DISTANCE "EyeToNoseDist" // float[2] meters
#define OVR_PERF_HUD_MODE "PerfHudMode" // int, allowed values are defined in enum ovrPerfHudMode
#define OVR_LAYER_HUD_MODE "LayerHudMode" // int, allowed values are defined in enum ovrLayerHudMode
#define OVR_LAYER_HUD_CURRENT_LAYER "LayerHudCurrentLayer" // int, The layer to show
#define OVR_LAYER_HUD_SHOW_ALL_LAYERS "LayerHudShowAll" // bool, Hide other layers when the hud is enabled
#define OVR_DEBUG_HUD_STEREO_MODE "DebugHudStereoMode" // int, allowed values are defined in enum ovrDebugHudStereoMode
#define OVR_DEBUG_HUD_STEREO_GUIDE_INFO_ENABLE "DebugHudStereoGuideInfoEnable" // bool
#define OVR_DEBUG_HUD_STEREO_GUIDE_SIZE "DebugHudStereoGuideSize2f" // float[2]
#define OVR_DEBUG_HUD_STEREO_GUIDE_POSITION "DebugHudStereoGuidePosition3f" // float[3]
#define OVR_DEBUG_HUD_STEREO_GUIDE_YAWPITCHROLL "DebugHudStereoGuideYawPitchRoll3f" // float[3]
#define OVR_DEBUG_HUD_STEREO_GUIDE_COLOR "DebugHudStereoGuideColor4f" // float[4]
#endif // OVR_CAPI_Keys_h

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/********************************************************************************//**
\file OVR_ErrorCode.h
\brief This header provides LibOVR error code declarations.
\copyright Copyright 2015-2016 Oculus VR, LLC All Rights reserved.
*************************************************************************************/
#ifndef OVR_ErrorCode_h
#define OVR_ErrorCode_h
#include "OVR_Version.h"
#include <stdint.h>
#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.
typedef int32_t ovrResult;
#endif
/// \brief Indicates if an ovrResult indicates success.
///
/// Some functions return additional successful values other than ovrSucces and
/// require usage of this macro to indicate successs.
///
#if !defined(OVR_SUCCESS)
#define OVR_SUCCESS(result) (result >= 0)
#endif
/// \brief Indicates if an ovrResult indicates an unqualified success.
///
/// This is useful for indicating that the code intentionally wants to
/// check for result == ovrSuccess as opposed to OVR_SUCCESS(), which
/// checks for result >= ovrSuccess.
///
#if !defined(OVR_UNQUALIFIED_SUCCESS)
#define OVR_UNQUALIFIED_SUCCESS(result) (result == ovrSuccess)
#endif
/// \brief Indicates if an ovrResult indicates failure.
///
#if !defined(OVR_FAILURE)
#define OVR_FAILURE(result) (!OVR_SUCCESS(result))
#endif
// Success is a value greater or equal to 0, while all error types are negative values.
#ifndef OVR_SUCCESS_DEFINED
#define OVR_SUCCESS_DEFINED ///< Allows ovrResult to be independently defined.
typedef enum ovrSuccessType_
{
/// This is a general success result. Use OVR_SUCCESS to test for success.
ovrSuccess = 0,
/// 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
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.
ovrError_InvalidParameter = -1005, ///< Invalid parameter provided. See error info or log for details.
ovrError_ServiceError = -1006, ///< Generic service error. See error info or log for details.
ovrError_NoHmd = -1007, ///< The given HMD doesn't exist.
ovrError_Unsupported = -1009, ///< Function call is not supported on this hardware/software
ovrError_DeviceUnavailable = -1010, ///< Specified device type isn't available.
ovrError_InvalidHeadsetOrientation = -1011, ///< The headset was in an invalid orientation for the requested operation (e.g. vertically oriented during ovr_RecenterPose).
ovrError_ClientSkippedDestroy = -1012, ///< The client failed to call ovr_Destroy on an active session before calling ovr_Shutdown. Or the client crashed.
ovrError_ClientSkippedShutdown = -1013, ///< The client failed to call ovr_Shutdown or the client crashed.
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.
ovrError_LibLoad = -3001, ///< Couldn't load LibOVRRT.
ovrError_LibVersion = -3002, ///< LibOVRRT version incompatibility.
ovrError_ServiceConnection = -3003, ///< Couldn't connect to the OVR Service.
ovrError_ServiceVersion = -3004, ///< OVR Service version incompatibility.
ovrError_IncompatibleOS = -3005, ///< The operating system version is incompatible.
ovrError_DisplayInit = -3006, ///< Unable to initialize the HMD display.
ovrError_ServerStart = -3007, ///< Unable to start the server. Is it already running?
ovrError_Reinitialization = -3008, ///< Attempting to re-initialize with a different version.
ovrError_MismatchedAdapters = -3009, ///< Chosen rendering adapters between client and service do not match
ovrError_LeakingResources = -3010, ///< Calling application has leaked resources
ovrError_ClientVersion = -3011, ///< Client version too old to connect to service
ovrError_OutOfDateOS = -3012, ///< The operating system is out of date.
ovrError_OutOfDateGfxDriver = -3013, ///< The graphics driver is out of date.
ovrError_IncompatibleGPU = -3014, ///< The graphics hardware is not supported
ovrError_NoValidVRDisplaySystem = -3015, ///< No valid VR display system found.
ovrError_Obsolete = -3016, ///< Feature or API is obsolete and no longer supported.
ovrError_DisabledOrDefaultAdapter = -3017, ///< No supported VR display system found, but disabled or driverless adapter found.
ovrError_HybridGraphicsNotSupported = -3018, ///< The system is using hybrid graphics (Optimus, etc...), which is not support.
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.
ovrError_TextureSwapChainInvalid = -6002, ///< The ovrTextureSwapChain is in an incomplete or inconsistent state. Ensure ovr_CommitTextureSwapChain was called at least once first.
ovrError_GraphicsDeviceReset = -6003, ///< Graphics device has been reset (TDR, etc...)
ovrError_DisplayRemoved = -6004, ///< HMD removed from the display adapter
ovrError_ContentProtectionNotAvailable = -6005,///<Content protection is not available for the display
ovrError_ApplicationInvisible = -6006, ///< Application declared itself as an invisible type and is not allowed to submit frames.
ovrError_Disallowed = -6007, ///< The given request is disallowed under the current conditions.
ovrError_DisplayPluggedIncorrectly = -6008, ///< Display portion of HMD is plugged into an incompatible port (ex: IGP)
/* Fatal errors */
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;
/// Provides information about the last error.
/// \see ovr_GetLastErrorInfo
typedef struct ovrErrorInfo_
{
ovrResult Result; ///< The result from the last API call that generated an error ovrResult.
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 */

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/********************************************************************************//**
\file OVR_Version.h
\brief This header provides LibOVR version identification.
\copyright Copyright 2014-2016 Oculus VR, LLC All Rights reserved.
*************************************************************************************/
#ifndef OVR_Version_h
#define OVR_Version_h
/// Conventional string-ification macro.
#if !defined(OVR_STRINGIZE)
#define OVR_STRINGIZEIMPL(x) #x
#define OVR_STRINGIZE(x) OVR_STRINGIZEIMPL(x)
#endif
// 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_PATCH_VERSION 0
#define OVR_BUILD_NUMBER 0
// This is the ((product * 100) + major) version of the service that the DLL is compatible with.
// When we backport changes to old versions of the DLL we update the old DLLs
// to move this version number up to the latest version.
// The DLL is responsible for checking that the service is the version it supports
// and returning an appropriate error message if it has not been made compatible.
#define OVR_DLL_COMPATIBLE_VERSION 101
#define OVR_FEATURE_VERSION 0
/// "Major.Minor.Patch"
#if !defined(OVR_VERSION_STRING)
#define OVR_VERSION_STRING OVR_STRINGIZE(OVR_MAJOR_VERSION.OVR_MINOR_VERSION.OVR_PATCH_VERSION)
#endif
/// "Major.Minor.Patch.Build"
#if !defined(OVR_DETAILED_VERSION_STRING)
#define OVR_DETAILED_VERSION_STRING OVR_STRINGIZE(OVR_MAJOR_VERSION.OVR_MINOR_VERSION.OVR_PATCH_VERSION.OVR_BUILD_NUMBER)
#endif
/// \brief file description for version info
/// This appears in the user-visible file properties. It is intended to convey publicly
/// available additional information such as feature builds.
#if !defined(OVR_FILE_DESCRIPTION_STRING)
#if defined(_DEBUG)
#define OVR_FILE_DESCRIPTION_STRING "dev build debug"
#else
#define OVR_FILE_DESCRIPTION_STRING "dev build"
#endif
#endif
#endif // OVR_Version_h

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/*******************************************************************************************
*
* raylib Oculus minimum sample (OpenGL 3.3 Core)
*
* NOTE: This example requires raylib module [rlgl]
*
* Compile rlgl module using:
* gcc -c rlgl.c -Wall -std=c99 -DRLGL_STANDALONE -DRAYMATH_IMPLEMENTATION -DGRAPHICS_API_OPENGL_33
*
* Compile example using:
* gcc -o oculus_glfw_sample.exe oculus_glfw_sample.c rlgl.o -L. -lLibOVRRT32_1 -lglfw3 -lopengl32 -lgdi32 -std=c99
*
* This example has been created using raylib 1.5 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2015 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include <stdlib.h>
#include <stdarg.h>
#include <stdio.h>
#include <string.h>
#include <math.h>
#define GLAD_IMPLEMENTATION
#include "glad.h" // Extensions loading library
#include <GLFW/glfw3.h> // Windows/Context and inputs management
#define RLGL_STANDALONE
#include "rlgl.h"
#define PLATFORM_OCULUS
#if defined(PLATFORM_OCULUS)
#include "OculusSDK/LibOVR/Include/OVR_CAPI_GL.h" // Oculus SDK for OpenGL
#endif
#if defined(PLATFORM_OCULUS)
// OVR device variables
ovrSession session;
ovrHmdDesc hmdDesc;
ovrGraphicsLuid luid;
#endif
unsigned int frameIndex = 0;
#define RED (Color){ 230, 41, 55, 255 } // Red
#define MAROON (Color){ 190, 33, 55, 255 } // Maroon
#define RAYWHITE (Color){ 245, 245, 245, 255 } // My own White (raylib logo)
#define DARKGRAY (Color){ 80, 80, 80, 255 } // Dark Gray
//----------------------------------------------------------------------------------
// Types and Structures Definition
//----------------------------------------------------------------------------------
#if defined(PLATFORM_OCULUS)
typedef struct OculusBuffer {
ovrTextureSwapChain textureChain;
GLuint depthId;
GLuint fboId;
int width;
int height;
} OculusBuffer;
typedef struct OculusMirror {
ovrMirrorTexture texture;
GLuint fboId;
int width;
int height;
} OculusMirror;
typedef struct OculusLayer {
ovrViewScaleDesc viewScaleDesc;
ovrLayerEyeFov eyeLayer; // layer 0
//ovrLayerQuad quadLayer; // TODO: layer 1: '2D' quad for GUI
Matrix eyeProjections[2];
int width;
int height;
} OculusLayer;
#endif
typedef enum { LOG_INFO = 0, LOG_ERROR, LOG_WARNING, LOG_DEBUG, LOG_OTHER } TraceLogType;
//----------------------------------------------------------------------------------
// Module specific Functions Declaration
//----------------------------------------------------------------------------------
static void ErrorCallback(int error, const char* description);
static void KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods);
static void TraceLog(int msgType, const char *text, ...);
// Drawing functions (uses rlgl functionality)
static void DrawGrid(int slices, float spacing);
static void DrawCube(Vector3 position, float width, float height, float length, Color color);
static void DrawCubeWires(Vector3 position, float width, float height, float length, Color color);
static void DrawRectangleV(Vector2 position, Vector2 size, Color color);
#if defined(PLATFORM_OCULUS)
// Oculus Rift functions
static Matrix FromOvrMatrix(ovrMatrix4f ovrM);
static OculusBuffer LoadOculusBuffer(ovrSession session, int width, int height);
static void UnloadOculusBuffer(ovrSession session, OculusBuffer buffer);
static void SetOculusBuffer(ovrSession session, OculusBuffer buffer);
static void UnsetOculusBuffer(OculusBuffer buffer);
static OculusMirror LoadOculusMirror(ovrSession session, int width, int height); // Load Oculus mirror buffers
static void UnloadOculusMirror(ovrSession session, OculusMirror mirror); // Unload Oculus mirror buffers
static void BlitOculusMirror(ovrSession session, OculusMirror mirror);
static OculusLayer InitOculusLayer(ovrSession session);
#endif
//----------------------------------------------------------------------------------
// Main Entry point
//----------------------------------------------------------------------------------
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 1080;
int screenHeight = 600;
#if defined(PLATFORM_OCULUS)
ovrResult result = ovr_Initialize(NULL);
if (OVR_FAILURE(result)) TraceLog(LOG_ERROR, "OVR: Could not initialize Oculus device");
result = ovr_Create(&session, &luid);
if (OVR_FAILURE(result))
{
TraceLog(LOG_WARNING, "OVR: Could not create Oculus session");
ovr_Shutdown();
}
hmdDesc = ovr_GetHmdDesc(session);
TraceLog(LOG_INFO, "OVR: Product Name: %s", hmdDesc.ProductName);
TraceLog(LOG_INFO, "OVR: Manufacturer: %s", hmdDesc.Manufacturer);
TraceLog(LOG_INFO, "OVR: Product ID: %i", hmdDesc.ProductId);
TraceLog(LOG_INFO, "OVR: Product Type: %i", hmdDesc.Type);
TraceLog(LOG_INFO, "OVR: Serian Number: %s", hmdDesc.SerialNumber);
TraceLog(LOG_INFO, "OVR: Resolution: %ix%i", hmdDesc.Resolution.w, hmdDesc.Resolution.h);
screenWidth = hmdDesc.Resolution.w/2;
screenHeight = hmdDesc.Resolution.h/2;
#endif
// GLFW3 Initialization + OpenGL 3.3 Context + Extensions
//--------------------------------------------------------
glfwSetErrorCallback(ErrorCallback);
if (!glfwInit())
{
TraceLog(LOG_WARNING, "GLFW3: Can not initialize GLFW");
exit(EXIT_FAILURE);
}
else TraceLog(LOG_INFO, "GLFW3: GLFW initialized successfully");
glfwWindowHint(GLFW_DEPTH_BITS, 16);
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_OPENGL_DEBUG_CONTEXT, GL_TRUE);
GLFWwindow *window = glfwCreateWindow(screenWidth, screenHeight, "raylib oculus sample", NULL, NULL);
if (!window)
{
glfwTerminate();
exit(EXIT_FAILURE);
}
else TraceLog(LOG_INFO, "GLFW3: Window created successfully");
glfwSetKeyCallback(window, KeyCallback);
glfwMakeContextCurrent(window);
glfwSwapInterval(0);
// Load OpenGL 3.3 extensions
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
{
TraceLog(LOG_WARNING, "GLAD: Cannot load OpenGL extensions");
exit(1);
}
else TraceLog(LOG_INFO, "GLAD: OpenGL extensions loaded successfully");
//--------------------------------------------------------
#if defined(PLATFORM_OCULUS)
// Initialize Oculus Buffers
OculusLayer layer = InitOculusLayer(session);
OculusBuffer buffer = LoadOculusBuffer(session, layer.width, layer.height);
OculusMirror mirror = LoadOculusMirror(session, hmdDesc.Resolution.w/2, hmdDesc.Resolution.h/2);
layer.eyeLayer.ColorTexture[0] = buffer.textureChain; //SetOculusLayerTexture(eyeLayer, buffer.textureChain);
// Recenter OVR tracking origin
ovr_RecenterTrackingOrigin(session);
#endif
// 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
Vector2 size = { 200, 200 };
Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
Camera camera;
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
//--------------------------------------------------------------------------------------
// Main game loop
while (!glfwWindowShouldClose(window))
{
// Update
//----------------------------------------------------------------------------------
#if defined(PLATFORM_OCULUS)
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];
#endif
Matrix matView = MatrixLookAt(camera.position, camera.target, camera.up);
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
#if defined(PLATFORM_OCULUS)
SetOculusBuffer(session, buffer);
#endif
rlClearScreenBuffers(); // Clear current framebuffer(s)
#if defined(PLATFORM_OCULUS)
for (int eye = 0; eye < 2; 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);
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);
Matrix eyeView = MatrixMultiply(eyeTranslation, eyeOrientation);
Matrix modelview = MatrixMultiply(matView, eyeView);
SetMatrixModelview(modelview);
SetMatrixProjection(layer.eyeProjections[eye]);
#else
// Calculate projection matrix (from perspective) and view matrix from camera look at
Matrix matProj = MatrixPerspective(camera.fovy, (double)screenWidth/(double)screenHeight, 0.01, 1000.0);
MatrixTranspose(&matProj);
SetMatrixModelview(matView); // Replace internal modelview matrix by a custom one
SetMatrixProjection(matProj); // Replace internal projection matrix by a custom one
#endif
DrawCube(cubePosition, 2.0f, 2.0f, 2.0f, RED);
DrawCubeWires(cubePosition, 2.0f, 2.0f, 2.0f, RAYWHITE);
DrawGrid(10, 1.0f);
// NOTE: Internal buffers drawing (3D data)
rlglDraw();
#if !defined(PLATFORM_OCULUS)
// Draw '2D' elements in the scene (GUI)
// TODO: 2D drawing on Oculus Rift: requires an ovrLayerQuad layer
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
DrawRectangleV((Vector2){ 10.0f, 10.0f }, (Vector2){ 600.0f, 20.0f }, DARKGRAY);
// NOTE: Internal buffers drawing (2D data)
rlglDraw();
#endif
#if defined(PLATFORM_OCULUS)
}
UnsetOculusBuffer(buffer);
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(LOG_WARNING, "OVR: Session should quit...");
if (sessionStatus.ShouldRecenter) ovr_RecenterTrackingOrigin(session);
#endif
glfwSwapBuffers(window);
glfwPollEvents();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
#if defined(PLATFORM_OCULUS)
UnloadOculusMirror(session, mirror); // Unload Oculus mirror buffer
UnloadOculusBuffer(session, buffer); // Unload Oculus texture buffers
#endif
rlglClose(); // Unload rlgl internal buffers and default shader/texture
glfwDestroyWindow(window);
glfwTerminate();
#if defined(PLATFORM_OCULUS)
ovr_Destroy(session); // Must be called after glfwTerminate()
ovr_Shutdown();
#endif
//--------------------------------------------------------------------------------------
return 0;
}
//----------------------------------------------------------------------------------
// Module specific Functions Definitions
//----------------------------------------------------------------------------------
// GLFW3: Error callback
static void ErrorCallback(int error, const char* description)
{
TraceLog(LOG_ERROR, description);
}
// GLFW3: Keyboard callback
static void KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods)
{
if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
{
glfwSetWindowShouldClose(window, GL_TRUE);
}
}
// Output a trace log message
static void TraceLog(int msgType, const char *text, ...)
{
va_list args;
va_start(args, text);
switch(msgType)
{
case LOG_INFO: fprintf(stdout, "INFO: "); break;
case LOG_ERROR: fprintf(stdout, "ERROR: "); break;
case LOG_WARNING: fprintf(stdout, "WARNING: "); break;
case LOG_DEBUG: fprintf(stdout, "DEBUG: "); break;
default: break;
}
vfprintf(stdout, text, args);
fprintf(stdout, "\n");
va_end(args);
//if (msgType == LOG_ERROR) exit(1);
}
// Draw rectangle using rlgl OpenGL 1.1 style coding (translated to OpenGL 3.3 internally)
static void DrawRectangleV(Vector2 position, Vector2 size, Color color)
{
rlBegin(RL_TRIANGLES);
rlColor4ub(color.r, color.g, color.b, color.a);
rlVertex2i(position.x, position.y);
rlVertex2i(position.x, position.y + size.y);
rlVertex2i(position.x + size.x, position.y + size.y);
rlVertex2i(position.x, position.y);
rlVertex2i(position.x + size.x, position.y + size.y);
rlVertex2i(position.x + size.x, position.y);
rlEnd();
}
// Draw a grid centered at (0, 0, 0)
static void DrawGrid(int slices, float spacing)
{
int halfSlices = slices / 2;
rlBegin(RL_LINES);
for(int i = -halfSlices; i <= halfSlices; i++)
{
if (i == 0)
{
rlColor3f(0.5f, 0.5f, 0.5f);
rlColor3f(0.5f, 0.5f, 0.5f);
rlColor3f(0.5f, 0.5f, 0.5f);
rlColor3f(0.5f, 0.5f, 0.5f);
}
else
{
rlColor3f(0.75f, 0.75f, 0.75f);
rlColor3f(0.75f, 0.75f, 0.75f);
rlColor3f(0.75f, 0.75f, 0.75f);
rlColor3f(0.75f, 0.75f, 0.75f);
}
rlVertex3f((float)i*spacing, 0.0f, (float)-halfSlices*spacing);
rlVertex3f((float)i*spacing, 0.0f, (float)halfSlices*spacing);
rlVertex3f((float)-halfSlices*spacing, 0.0f, (float)i*spacing);
rlVertex3f((float)halfSlices*spacing, 0.0f, (float)i*spacing);
}
rlEnd();
}
// Draw cube
// NOTE: Cube position is the center position
void DrawCube(Vector3 position, float width, float height, float length, Color color)
{
float x = 0.0f;
float y = 0.0f;
float z = 0.0f;
rlPushMatrix();
// NOTE: Be careful! Function order matters (rotate -> scale -> translate)
rlTranslatef(position.x, position.y, position.z);
//rlScalef(2.0f, 2.0f, 2.0f);
//rlRotatef(45, 0, 1, 0);
rlBegin(RL_TRIANGLES);
rlColor4ub(color.r, color.g, color.b, color.a);
// Front Face -----------------------------------------------------
rlVertex3f(x-width/2, y-height/2, z+length/2); // Bottom Left
rlVertex3f(x+width/2, y-height/2, z+length/2); // Bottom Right
rlVertex3f(x-width/2, y+height/2, z+length/2); // Top Left
rlVertex3f(x+width/2, y+height/2, z+length/2); // Top Right
rlVertex3f(x-width/2, y+height/2, z+length/2); // Top Left
rlVertex3f(x+width/2, y-height/2, z+length/2); // Bottom Right
// Back Face ------------------------------------------------------
rlVertex3f(x-width/2, y-height/2, z-length/2); // Bottom Left
rlVertex3f(x-width/2, y+height/2, z-length/2); // Top Left
rlVertex3f(x+width/2, y-height/2, z-length/2); // Bottom Right
rlVertex3f(x+width/2, y+height/2, z-length/2); // Top Right
rlVertex3f(x+width/2, y-height/2, z-length/2); // Bottom Right
rlVertex3f(x-width/2, y+height/2, z-length/2); // Top Left
// Top Face -------------------------------------------------------
rlVertex3f(x-width/2, y+height/2, z-length/2); // Top Left
rlVertex3f(x-width/2, y+height/2, z+length/2); // Bottom Left
rlVertex3f(x+width/2, y+height/2, z+length/2); // Bottom Right
rlVertex3f(x+width/2, y+height/2, z-length/2); // Top Right
rlVertex3f(x-width/2, y+height/2, z-length/2); // Top Left
rlVertex3f(x+width/2, y+height/2, z+length/2); // Bottom Right
// Bottom Face ----------------------------------------------------
rlVertex3f(x-width/2, y-height/2, z-length/2); // Top Left
rlVertex3f(x+width/2, y-height/2, z+length/2); // Bottom Right
rlVertex3f(x-width/2, y-height/2, z+length/2); // Bottom Left
rlVertex3f(x+width/2, y-height/2, z-length/2); // Top Right
rlVertex3f(x+width/2, y-height/2, z+length/2); // Bottom Right
rlVertex3f(x-width/2, y-height/2, z-length/2); // Top Left
// Right face -----------------------------------------------------
rlVertex3f(x+width/2, y-height/2, z-length/2); // Bottom Right
rlVertex3f(x+width/2, y+height/2, z-length/2); // Top Right
rlVertex3f(x+width/2, y+height/2, z+length/2); // Top Left
rlVertex3f(x+width/2, y-height/2, z+length/2); // Bottom Left
rlVertex3f(x+width/2, y-height/2, z-length/2); // Bottom Right
rlVertex3f(x+width/2, y+height/2, z+length/2); // Top Left
// Left Face ------------------------------------------------------
rlVertex3f(x-width/2, y-height/2, z-length/2); // Bottom Right
rlVertex3f(x-width/2, y+height/2, z+length/2); // Top Left
rlVertex3f(x-width/2, y+height/2, z-length/2); // Top Right
rlVertex3f(x-width/2, y-height/2, z+length/2); // Bottom Left
rlVertex3f(x-width/2, y+height/2, z+length/2); // Top Left
rlVertex3f(x-width/2, y-height/2, z-length/2); // Bottom Right
rlEnd();
rlPopMatrix();
}
// Draw cube wires
void DrawCubeWires(Vector3 position, float width, float height, float length, Color color)
{
float x = 0.0f;
float y = 0.0f;
float z = 0.0f;
rlPushMatrix();
rlTranslatef(position.x, position.y, position.z);
//rlRotatef(45, 0, 1, 0);
rlBegin(RL_LINES);
rlColor4ub(color.r, color.g, color.b, color.a);
// Front Face -----------------------------------------------------
// Bottom Line
rlVertex3f(x-width/2, y-height/2, z+length/2); // Bottom Left
rlVertex3f(x+width/2, y-height/2, z+length/2); // Bottom Right
// Left Line
rlVertex3f(x+width/2, y-height/2, z+length/2); // Bottom Right
rlVertex3f(x+width/2, y+height/2, z+length/2); // Top Right
// Top Line
rlVertex3f(x+width/2, y+height/2, z+length/2); // Top Right
rlVertex3f(x-width/2, y+height/2, z+length/2); // Top Left
// Right Line
rlVertex3f(x-width/2, y+height/2, z+length/2); // Top Left
rlVertex3f(x-width/2, y-height/2, z+length/2); // Bottom Left
// Back Face ------------------------------------------------------
// Bottom Line
rlVertex3f(x-width/2, y-height/2, z-length/2); // Bottom Left
rlVertex3f(x+width/2, y-height/2, z-length/2); // Bottom Right
// Left Line
rlVertex3f(x+width/2, y-height/2, z-length/2); // Bottom Right
rlVertex3f(x+width/2, y+height/2, z-length/2); // Top Right
// Top Line
rlVertex3f(x+width/2, y+height/2, z-length/2); // Top Right
rlVertex3f(x-width/2, y+height/2, z-length/2); // Top Left
// Right Line
rlVertex3f(x-width/2, y+height/2, z-length/2); // Top Left
rlVertex3f(x-width/2, y-height/2, z-length/2); // Bottom Left
// Top Face -------------------------------------------------------
// Left Line
rlVertex3f(x-width/2, y+height/2, z+length/2); // Top Left Front
rlVertex3f(x-width/2, y+height/2, z-length/2); // Top Left Back
// Right Line
rlVertex3f(x+width/2, y+height/2, z+length/2); // Top Right Front
rlVertex3f(x+width/2, y+height/2, z-length/2); // Top Right Back
// Bottom Face ---------------------------------------------------
// Left Line
rlVertex3f(x-width/2, y-height/2, z+length/2); // Top Left Front
rlVertex3f(x-width/2, y-height/2, z-length/2); // Top Left Back
// Right Line
rlVertex3f(x+width/2, y-height/2, z+length/2); // Top Right Front
rlVertex3f(x+width/2, y-height/2, z-length/2); // Top Right Back
rlEnd();
rlPopMatrix();
}
#if defined(PLATFORM_OCULUS)
// Convert from Oculus ovrMatrix4f struct to raymath Matrix struct
static Matrix FromOvrMatrix(ovrMatrix4f ovrmat)
{
Matrix rmat;
rmat.m0 = ovrmat.M[0][0];
rmat.m1 = ovrmat.M[1][0];
rmat.m2 = ovrmat.M[2][0];
rmat.m3 = ovrmat.M[3][0];
rmat.m4 = ovrmat.M[0][1];
rmat.m5 = ovrmat.M[1][1];
rmat.m6 = ovrmat.M[2][1];
rmat.m7 = ovrmat.M[3][1];
rmat.m8 = ovrmat.M[0][2];
rmat.m9 = ovrmat.M[1][2];
rmat.m10 = ovrmat.M[2][2];
rmat.m11 = ovrmat.M[3][2];
rmat.m12 = ovrmat.M[0][3];
rmat.m13 = ovrmat.M[1][3];
rmat.m14 = ovrmat.M[2][3];
rmat.m15 = ovrmat.M[3][3];
MatrixTranspose(&rmat);
return rmat;
}
// Load Oculus required buffers: texture-swap-chain, fbo, texture-depth
static OculusBuffer LoadOculusBuffer(ovrSession session, int width, int height)
{
OculusBuffer buffer;
buffer.width = width;
buffer.height = height;
// Create OVR texture chain
ovrTextureSwapChainDesc desc = {};
desc.Type = ovrTexture_2D;
desc.ArraySize = 1;
desc.Width = width;
desc.Height = height;
desc.MipLevels = 1;
desc.Format = OVR_FORMAT_R8G8B8A8_UNORM_SRGB; // Requires glEnable(GL_FRAMEBUFFER_SRGB);
desc.SampleCount = 1;
desc.StaticImage = ovrFalse;
ovrResult result = ovr_CreateTextureSwapChainGL(session, &desc, &buffer.textureChain);
if (!OVR_SUCCESS(result)) TraceLog(LOG_WARNING, "OVR: Failed to create swap textures buffer");
int textureCount = 0;
ovr_GetTextureSwapChainLength(session, buffer.textureChain, &textureCount);
if (!OVR_SUCCESS(result) || !textureCount) TraceLog(LOG_WARNING, "OVR: Unable to count swap chain textures");
for (int i = 0; i < textureCount; ++i)
{
GLuint chainTexId;
ovr_GetTextureSwapChainBufferGL(session, buffer.textureChain, i, &chainTexId);
glBindTexture(GL_TEXTURE_2D, chainTexId);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
}
glBindTexture(GL_TEXTURE_2D, 0);
/*
// Setup framebuffer object (using depth texture)
glGenFramebuffers(1, &buffer.fboId);
glGenTextures(1, &buffer.depthId);
glBindTexture(GL_TEXTURE_2D, buffer.depthId);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT16, buffer.width, buffer.height, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
*/
// Setup framebuffer object (using depth renderbuffer)
glGenFramebuffers(1, &buffer.fboId);
glGenRenderbuffers(1, &buffer.depthId);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, buffer.fboId);
glBindRenderbuffer(GL_RENDERBUFFER, buffer.depthId);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, buffer.width, buffer.height);
glBindRenderbuffer(GL_RENDERBUFFER, 0);
glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, buffer.depthId);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
return buffer;
}
// Unload texture required buffers
static void UnloadOculusBuffer(ovrSession session, OculusBuffer buffer)
{
if (buffer.textureChain)
{
ovr_DestroyTextureSwapChain(session, buffer.textureChain);
buffer.textureChain = NULL;
}
if (buffer.depthId != 0) glDeleteTextures(1, &buffer.depthId);
if (buffer.fboId != 0) glDeleteFramebuffers(1, &buffer.fboId);
}
// Set current Oculus buffer
static void SetOculusBuffer(ovrSession session, OculusBuffer buffer)
{
GLuint currentTexId;
int currentIndex;
ovr_GetTextureSwapChainCurrentIndex(session, buffer.textureChain, &currentIndex);
ovr_GetTextureSwapChainBufferGL(session, buffer.textureChain, currentIndex, &currentTexId);
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
//glViewport(0, 0, buffer.width, buffer.height); // Useful if rendering to separate framebuffers (every eye)
//glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Required if OculusBuffer format is OVR_FORMAT_R8G8B8A8_UNORM_SRGB
glEnable(GL_FRAMEBUFFER_SRGB);
}
// Unset Oculus buffer
static void UnsetOculusBuffer(OculusBuffer buffer)
{
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
}
// Load Oculus mirror buffers
static OculusMirror LoadOculusMirror(ovrSession session, int width, int height)
{
OculusMirror mirror;
mirror.width = width;
mirror.height = height;
ovrMirrorTextureDesc mirrorDesc;
memset(&mirrorDesc, 0, sizeof(mirrorDesc));
mirrorDesc.Format = OVR_FORMAT_R8G8B8A8_UNORM_SRGB;
mirrorDesc.Width = mirror.width;
mirrorDesc.Height = mirror.height;
if (!OVR_SUCCESS(ovr_CreateMirrorTextureGL(session, &mirrorDesc, &mirror.texture))) TraceLog(LOG_WARNING, "Could not create mirror texture");
glGenFramebuffers(1, &mirror.fboId);
return mirror;
}
// Unload Oculus mirror buffers
static void UnloadOculusMirror(ovrSession session, OculusMirror mirror)
{
if (mirror.fboId != 0) glDeleteFramebuffers(1, &mirror.fboId);
if (mirror.texture) ovr_DestroyMirrorTexture(session, mirror.texture);
}
static void BlitOculusMirror(ovrSession session, OculusMirror mirror)
{
GLuint mirrorTextureId;
ovr_GetMirrorTextureBufferGL(session, mirror.texture, &mirrorTextureId);
glBindFramebuffer(GL_READ_FRAMEBUFFER, mirror.fboId);
glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mirrorTextureId, 0);
glBlitFramebuffer(0, 0, mirror.width, mirror.height, 0, mirror.height, mirror.width, 0, GL_COLOR_BUFFER_BIT, GL_NEAREST);
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
}
// Requires: session, hmdDesc
static OculusLayer InitOculusLayer(ovrSession session)
{
OculusLayer layer = { 0 };
layer.viewScaleDesc.HmdSpaceToWorldScaleInMeters = 1.0f;
memset(&layer.eyeLayer, 0, sizeof(ovrLayerEyeFov));
layer.eyeLayer.Header.Type = ovrLayerType_EyeFov;
layer.eyeLayer.Header.Flags = ovrLayerFlag_TextureOriginAtBottomLeft;
ovrEyeRenderDesc eyeRenderDescs[2];
for (int eye = 0; eye < 2; eye++)
{
eyeRenderDescs[eye] = ovr_GetRenderDesc(session, eye, hmdDesc.DefaultEyeFov[eye]);
ovrMatrix4f ovrPerspectiveProjection = ovrMatrix4f_Projection(eyeRenderDescs[eye].Fov, 0.01f, 10000.0f, ovrProjection_None); //ovrProjection_ClipRangeOpenGL);
layer.eyeProjections[eye] = FromOvrMatrix(ovrPerspectiveProjection); // NOTE: struct ovrMatrix4f { float M[4][4] } --> struct Matrix
layer.viewScaleDesc.HmdToEyeOffset[eye] = eyeRenderDescs[eye].HmdToEyeOffset;
layer.eyeLayer.Fov[eye] = eyeRenderDescs[eye].Fov;
ovrSizei eyeSize = ovr_GetFovTextureSize(session, eye, layer.eyeLayer.Fov[eye], 1.0f);
layer.eyeLayer.Viewport[eye].Size = eyeSize;
layer.eyeLayer.Viewport[eye].Pos.x = layer.width;
layer.eyeLayer.Viewport[eye].Pos.y = 0;
layer.height = eyeSize.h; //std::max(renderTargetSize.y, (uint32_t)eyeSize.h);
layer.width += eyeSize.w;
}
return layer;
}
#endif

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/*******************************************************************************************
*
* raylib [rlgl] example - Using rlgl module as standalone module
*
* NOTE: This example requires OpenGL 3.3 or ES2 versions for shaders support,
* OpenGL 1.1 does not support shaders but it can also be used.
*
* Compile rlgl module using:
* gcc -c rlgl.c -Wall -std=c99 -DRLGL_STANDALONE -DRAYMATH_IMPLEMENTATION -DGRAPHICS_API_OPENGL_33
*
* Compile example using:
* gcc -o $(NAME_PART).exe $(FILE_NAME) rlgl.o -lglfw3 -lopengl32 -lgdi32 -std=c99
*
* This example has been created using raylib 1.5 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2015 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#define GLAD_IMPLEMENTATION
#include "glad.h" // Extensions loading library
#include <GLFW/glfw3.h> // Windows/Context and inputs management
#define RLGL_STANDALONE
#include "rlgl.h"
#include <stdlib.h>
#include <stdio.h>
#include <stdarg.h>
#define RED (Color){ 230, 41, 55, 255 } // Red
#define MAROON (Color){ 190, 33, 55, 255 } // Maroon
#define RAYWHITE (Color){ 245, 245, 245, 255 } // My own White (raylib logo)
#define DARKGRAY (Color){ 80, 80, 80, 255 } // Dark Gray
//----------------------------------------------------------------------------------
typedef enum { LOG_INFO = 0, LOG_ERROR, LOG_WARNING, LOG_DEBUG, LOG_OTHER } TraceLogType;
//----------------------------------------------------------------------------------
// Module specific Functions Declaration
//----------------------------------------------------------------------------------
static void ErrorCallback(int error, const char* description);
static void KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods);
static void TraceLog(int msgType, const char *text, ...);
// Drawing functions (uses rlgl functionality)
static void DrawGrid(int slices, float spacing);
static void DrawCube(Vector3 position, float width, float height, float length, Color color);
static void DrawCubeWires(Vector3 position, float width, float height, float length, Color color);
static void DrawRectangleV(Vector2 position, Vector2 size, Color color);
//----------------------------------------------------------------------------------
// Main Entry point
//----------------------------------------------------------------------------------
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
// GLFW3 Initialization + OpenGL 3.3 Context + Extensions
//--------------------------------------------------------
glfwSetErrorCallback(ErrorCallback);
if (!glfwInit())
{
TraceLog(LOG_WARNING, "GLFW3: Can not initialize GLFW");
exit(EXIT_FAILURE);
}
else TraceLog(LOG_INFO, "GLFW3: GLFW initialized successfully");
glfwWindowHint(GLFW_SAMPLES, 4);
glfwWindowHint(GLFW_DEPTH_BITS, 16);
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_OPENGL_DEBUG_CONTEXT, GL_TRUE);
GLFWwindow *window = glfwCreateWindow(screenWidth, screenHeight, "rlgl standalone", NULL, NULL);
if (!window)
{
glfwTerminate();
exit(EXIT_FAILURE);
}
else TraceLog(LOG_INFO, "GLFW3: Window created successfully");
glfwSetKeyCallback(window, KeyCallback);
glfwMakeContextCurrent(window);
glfwSwapInterval(1);
// Load OpenGL 3.3 extensions
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
{
TraceLog(LOG_WARNING, "GLAD: Cannot load OpenGL extensions");
exit(1);
}
else TraceLog(LOG_INFO, "GLAD: OpenGL extensions loaded successfully");
//--------------------------------------------------------
// 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
Vector2 size = { 200, 200 };
Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
Camera camera;
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
//--------------------------------------------------------------------------------------
// Main game loop
while (!glfwWindowShouldClose(window))
{
// Update
//----------------------------------------------------------------------------------
// ...
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
rlClearScreenBuffers(); // Clear current framebuffer
// Calculate projection matrix (from perspective) and view matrix from camera look at
Matrix matProj = MatrixPerspective(camera.fovy, (double)screenWidth/(double)screenHeight, 0.01, 1000.0);
MatrixTranspose(&matProj);
Matrix matView = MatrixLookAt(camera.position, camera.target, camera.up);
Matrix mvp = MatrixMultiply(matView, matProj);
DrawCube(cubePosition, 2.0f, 2.0f, 2.0f, RED);
DrawCubeWires(cubePosition, 2.0f, 2.0f, 2.0f, RAYWHITE);
DrawGrid(10, 1.0f);
// NOTE: Internal buffers drawing (3D data)
rlglDraw(mvp);
matProj = MatrixOrtho(0.0, screenWidth, screenHeight, 0.0, 0.0, 1.0);
MatrixTranspose(&matProj);
matView = MatrixIdentity();
mvp = MatrixMultiply(matView, matProj);
// TODO: 2D drawing on Oculus Rift: requires an ovrLayerQuad layer
DrawRectangleV((Vector2){ 10.0f, 10.0f }, (Vector2){ 300.0f, 20.0f }, DARKGRAY);
// NOTE: Internal buffers drawing (2D data)
rlglDraw(mvp);
glfwSwapBuffers(window);
glfwPollEvents();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
rlglClose(); // Unload rlgl internal buffers and default shader/texture
glfwDestroyWindow(window);
glfwTerminate();
//--------------------------------------------------------------------------------------
return 0;
}
//----------------------------------------------------------------------------------
// Module specific Functions Definitions
//----------------------------------------------------------------------------------
// GLFW3: Error callback
static void ErrorCallback(int error, const char* description)
{
TraceLog(LOG_ERROR, description);
}
// GLFW3: Keyboard callback
static void KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods)
{
if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
{
glfwSetWindowShouldClose(window, GL_TRUE);
}
}
// Output a trace log message
static void TraceLog(int msgType, const char *text, ...)
{
va_list args;
va_start(args, text);
switch(msgType)
{
case LOG_INFO: fprintf(stdout, "INFO: "); break;
case LOG_ERROR: fprintf(stdout, "ERROR: "); break;
case LOG_WARNING: fprintf(stdout, "WARNING: "); break;
case LOG_DEBUG: fprintf(stdout, "DEBUG: "); break;
default: break;
}
vfprintf(stdout, text, args);
fprintf(stdout, "\n");
va_end(args);
//if (msgType == LOG_ERROR) exit(1);
}
// Draw rectangle using rlgl OpenGL 1.1 style coding (translated to OpenGL 3.3 internally)
static void DrawRectangleV(Vector2 position, Vector2 size, Color color)
{
rlBegin(RL_TRIANGLES);
rlColor4ub(color.r, color.g, color.b, color.a);
rlVertex2i(position.x, position.y);
rlVertex2i(position.x, position.y + size.y);
rlVertex2i(position.x + size.x, position.y + size.y);
rlVertex2i(position.x, position.y);
rlVertex2i(position.x + size.x, position.y + size.y);
rlVertex2i(position.x + size.x, position.y);
rlEnd();
}
// Draw a grid centered at (0, 0, 0)
static void DrawGrid(int slices, float spacing)
{
int halfSlices = slices / 2;
rlBegin(RL_LINES);
for(int i = -halfSlices; i <= halfSlices; i++)
{
if (i == 0)
{
rlColor3f(0.5f, 0.5f, 0.5f);
rlColor3f(0.5f, 0.5f, 0.5f);
rlColor3f(0.5f, 0.5f, 0.5f);
rlColor3f(0.5f, 0.5f, 0.5f);
}
else
{
rlColor3f(0.75f, 0.75f, 0.75f);
rlColor3f(0.75f, 0.75f, 0.75f);
rlColor3f(0.75f, 0.75f, 0.75f);
rlColor3f(0.75f, 0.75f, 0.75f);
}
rlVertex3f((float)i*spacing, 0.0f, (float)-halfSlices*spacing);
rlVertex3f((float)i*spacing, 0.0f, (float)halfSlices*spacing);
rlVertex3f((float)-halfSlices*spacing, 0.0f, (float)i*spacing);
rlVertex3f((float)halfSlices*spacing, 0.0f, (float)i*spacing);
}
rlEnd();
}
// Draw cube
// NOTE: Cube position is the center position
void DrawCube(Vector3 position, float width, float height, float length, Color color)
{
float x = 0.0f;
float y = 0.0f;
float z = 0.0f;
rlPushMatrix();
// NOTE: Be careful! Function order matters (rotate -> scale -> translate)
rlTranslatef(position.x, position.y, position.z);
//rlScalef(2.0f, 2.0f, 2.0f);
//rlRotatef(45, 0, 1, 0);
rlBegin(RL_TRIANGLES);
rlColor4ub(color.r, color.g, color.b, color.a);
// Front Face -----------------------------------------------------
rlVertex3f(x-width/2, y-height/2, z+length/2); // Bottom Left
rlVertex3f(x+width/2, y-height/2, z+length/2); // Bottom Right
rlVertex3f(x-width/2, y+height/2, z+length/2); // Top Left
rlVertex3f(x+width/2, y+height/2, z+length/2); // Top Right
rlVertex3f(x-width/2, y+height/2, z+length/2); // Top Left
rlVertex3f(x+width/2, y-height/2, z+length/2); // Bottom Right
// Back Face ------------------------------------------------------
rlVertex3f(x-width/2, y-height/2, z-length/2); // Bottom Left
rlVertex3f(x-width/2, y+height/2, z-length/2); // Top Left
rlVertex3f(x+width/2, y-height/2, z-length/2); // Bottom Right
rlVertex3f(x+width/2, y+height/2, z-length/2); // Top Right
rlVertex3f(x+width/2, y-height/2, z-length/2); // Bottom Right
rlVertex3f(x-width/2, y+height/2, z-length/2); // Top Left
// Top Face -------------------------------------------------------
rlVertex3f(x-width/2, y+height/2, z-length/2); // Top Left
rlVertex3f(x-width/2, y+height/2, z+length/2); // Bottom Left
rlVertex3f(x+width/2, y+height/2, z+length/2); // Bottom Right
rlVertex3f(x+width/2, y+height/2, z-length/2); // Top Right
rlVertex3f(x-width/2, y+height/2, z-length/2); // Top Left
rlVertex3f(x+width/2, y+height/2, z+length/2); // Bottom Right
// Bottom Face ----------------------------------------------------
rlVertex3f(x-width/2, y-height/2, z-length/2); // Top Left
rlVertex3f(x+width/2, y-height/2, z+length/2); // Bottom Right
rlVertex3f(x-width/2, y-height/2, z+length/2); // Bottom Left
rlVertex3f(x+width/2, y-height/2, z-length/2); // Top Right
rlVertex3f(x+width/2, y-height/2, z+length/2); // Bottom Right
rlVertex3f(x-width/2, y-height/2, z-length/2); // Top Left
// Right face -----------------------------------------------------
rlVertex3f(x+width/2, y-height/2, z-length/2); // Bottom Right
rlVertex3f(x+width/2, y+height/2, z-length/2); // Top Right
rlVertex3f(x+width/2, y+height/2, z+length/2); // Top Left
rlVertex3f(x+width/2, y-height/2, z+length/2); // Bottom Left
rlVertex3f(x+width/2, y-height/2, z-length/2); // Bottom Right
rlVertex3f(x+width/2, y+height/2, z+length/2); // Top Left
// Left Face ------------------------------------------------------
rlVertex3f(x-width/2, y-height/2, z-length/2); // Bottom Right
rlVertex3f(x-width/2, y+height/2, z+length/2); // Top Left
rlVertex3f(x-width/2, y+height/2, z-length/2); // Top Right
rlVertex3f(x-width/2, y-height/2, z+length/2); // Bottom Left
rlVertex3f(x-width/2, y+height/2, z+length/2); // Top Left
rlVertex3f(x-width/2, y-height/2, z-length/2); // Bottom Right
rlEnd();
rlPopMatrix();
}
// Draw cube wires
void DrawCubeWires(Vector3 position, float width, float height, float length, Color color)
{
float x = 0.0f;
float y = 0.0f;
float z = 0.0f;
rlPushMatrix();
rlTranslatef(position.x, position.y, position.z);
//rlRotatef(45, 0, 1, 0);
rlBegin(RL_LINES);
rlColor4ub(color.r, color.g, color.b, color.a);
// Front Face -----------------------------------------------------
// Bottom Line
rlVertex3f(x-width/2, y-height/2, z+length/2); // Bottom Left
rlVertex3f(x+width/2, y-height/2, z+length/2); // Bottom Right
// Left Line
rlVertex3f(x+width/2, y-height/2, z+length/2); // Bottom Right
rlVertex3f(x+width/2, y+height/2, z+length/2); // Top Right
// Top Line
rlVertex3f(x+width/2, y+height/2, z+length/2); // Top Right
rlVertex3f(x-width/2, y+height/2, z+length/2); // Top Left
// Right Line
rlVertex3f(x-width/2, y+height/2, z+length/2); // Top Left
rlVertex3f(x-width/2, y-height/2, z+length/2); // Bottom Left
// Back Face ------------------------------------------------------
// Bottom Line
rlVertex3f(x-width/2, y-height/2, z-length/2); // Bottom Left
rlVertex3f(x+width/2, y-height/2, z-length/2); // Bottom Right
// Left Line
rlVertex3f(x+width/2, y-height/2, z-length/2); // Bottom Right
rlVertex3f(x+width/2, y+height/2, z-length/2); // Top Right
// Top Line
rlVertex3f(x+width/2, y+height/2, z-length/2); // Top Right
rlVertex3f(x-width/2, y+height/2, z-length/2); // Top Left
// Right Line
rlVertex3f(x-width/2, y+height/2, z-length/2); // Top Left
rlVertex3f(x-width/2, y-height/2, z-length/2); // Bottom Left
// Top Face -------------------------------------------------------
// Left Line
rlVertex3f(x-width/2, y+height/2, z+length/2); // Top Left Front
rlVertex3f(x-width/2, y+height/2, z-length/2); // Top Left Back
// Right Line
rlVertex3f(x+width/2, y+height/2, z+length/2); // Top Right Front
rlVertex3f(x+width/2, y+height/2, z-length/2); // Top Right Back
// Bottom Face ---------------------------------------------------
// Left Line
rlVertex3f(x-width/2, y-height/2, z+length/2); // Top Left Front
rlVertex3f(x-width/2, y-height/2, z-length/2); // Top Left Back
// Right Line
rlVertex3f(x+width/2, y-height/2, z+length/2); // Top Right Front
rlVertex3f(x+width/2, y-height/2, z-length/2); // Top Right Back
rlEnd();
rlPopMatrix();
}

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/**********************************************************************************************
*
* rlgl - raylib OpenGL abstraction layer
*
* raylib now uses OpenGL 1.1 style functions (rlVertex) that are mapped to selected OpenGL version:
* OpenGL 1.1 - Direct map rl* -> gl*
* OpenGL 3.3 - Vertex data is stored in VAOs, call rlglDraw() to render
* OpenGL ES 2 - Vertex data is stored in VBOs or VAOs (when available), call rlglDraw() to render
*
* Copyright (c) 2014 Ramon Santamaria (@raysan5)
*
* This software is provided "as-is", without any express or implied warranty. In no event
* will the authors be held liable for any damages arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose, including commercial
* applications, and to alter it and redistribute it freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not claim that you
* wrote the original software. If you use this software in a product, an acknowledgment
* in the product documentation would be appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
* as being the original software.
*
* 3. This notice may not be removed or altered from any source distribution.
*
**********************************************************************************************/
#ifndef RLGL_H
#define RLGL_H
//#define RLGL_STANDALONE // NOTE: To use rlgl as standalone lib, just uncomment this line
#ifndef RLGL_STANDALONE
#include "raylib.h" // Required for: Model, Shader, Texture2D
#include "utils.h" // Required for: TraceLog()
#endif
#ifdef RLGL_STANDALONE
#define RAYMATH_STANDALONE
#endif
#include "raymath.h" // Required for: Vector3, Matrix
// Select desired OpenGL version
// NOTE: Those preprocessor defines are only used on rlgl module,
// if OpenGL version is required by any other module, it uses rlGetVersion()
// 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
//#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)
#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_33)
#undef GRAPHICS_API_OPENGL_33
#endif
#if defined(GRAPHICS_API_OPENGL_ES2)
#undef GRAPHICS_API_OPENGL_ES2
#endif
#endif
//----------------------------------------------------------------------------------
// Defines and Macros
//----------------------------------------------------------------------------------
#if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
// NOTE: This is the maximum amount of lines, triangles and quads per frame, be careful!
#define MAX_LINES_BATCH 8192
#define MAX_TRIANGLES_BATCH 4096
#define MAX_QUADS_BATCH 4096
#elif defined(GRAPHICS_API_OPENGL_ES2)
// NOTE: Reduce memory sizes for embedded systems (RPI and HTML5)
// NOTE: On HTML5 (emscripten) this is allocated on heap, by default it's only 16MB!...just take care...
#define MAX_LINES_BATCH 1024 // Critical for wire shapes (sphere)
#define MAX_TRIANGLES_BATCH 2048 // Critical for some shapes (sphere)
#define MAX_QUADS_BATCH 1024 // Be careful with text, every letter maps a quad
#endif
//----------------------------------------------------------------------------------
// Types and Structures Definition
//----------------------------------------------------------------------------------
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;
#if defined(RLGL_STANDALONE)
#ifndef __cplusplus
// Boolean type
typedef enum { false, true } bool;
#endif
// byte type
typedef unsigned char byte;
// Color type, RGBA (32bit)
typedef struct Color {
unsigned char r;
unsigned char g;
unsigned char b;
unsigned char a;
} Color;
// Texture formats (support depends on OpenGL version)
typedef enum {
UNCOMPRESSED_GRAYSCALE = 1, // 8 bit per pixel (no alpha)
UNCOMPRESSED_GRAY_ALPHA,
UNCOMPRESSED_R5G6B5, // 16 bpp
UNCOMPRESSED_R8G8B8, // 24 bpp
UNCOMPRESSED_R5G5B5A1, // 16 bpp (1 bit alpha)
UNCOMPRESSED_R4G4B4A4, // 16 bpp (4 bit alpha)
UNCOMPRESSED_R8G8B8A8, // 32 bpp
COMPRESSED_DXT1_RGB, // 4 bpp (no alpha)
COMPRESSED_DXT1_RGBA, // 4 bpp (1 bit alpha)
COMPRESSED_DXT3_RGBA, // 8 bpp
COMPRESSED_DXT5_RGBA, // 8 bpp
COMPRESSED_ETC1_RGB, // 4 bpp
COMPRESSED_ETC2_RGB, // 4 bpp
COMPRESSED_ETC2_EAC_RGBA, // 8 bpp
COMPRESSED_PVRT_RGB, // 4 bpp
COMPRESSED_PVRT_RGBA, // 4 bpp
COMPRESSED_ASTC_4x4_RGBA, // 8 bpp
COMPRESSED_ASTC_8x8_RGBA // 2 bpp
} TextureFormat;
// Vertex data definning a mesh
typedef struct Mesh {
int vertexCount; // number of vertices stored in arrays
int triangleCount; // number of triangles stored (indexed or not)
float *vertices; // vertex position (XYZ - 3 components per vertex) (shader-location = 0)
float *texcoords; // vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1)
float *texcoords2; // vertex second texture coordinates (useful for lightmaps) (shader-location = 5)
float *normals; // vertex normals (XYZ - 3 components per vertex) (shader-location = 2)
float *tangents; // vertex tangents (XYZ - 3 components per vertex) (shader-location = 4)
unsigned char *colors; // vertex colors (RGBA - 4 components per vertex) (shader-location = 3)
unsigned short *indices;// vertex indices (in case vertex data comes indexed)
unsigned int vaoId; // OpenGL Vertex Array Object id
unsigned int vboId[7]; // OpenGL Vertex Buffer Objects id (7 types of vertex data)
} Mesh;
// Shader type (generic shader)
typedef struct Shader {
unsigned int id; // Shader program id
// Vertex attributes locations (default locations)
int vertexLoc; // Vertex attribute location point (default-location = 0)
int texcoordLoc; // Texcoord attribute location point (default-location = 1)
int normalLoc; // Normal attribute location point (default-location = 2)
int colorLoc; // Color attibute location point (default-location = 3)
int tangentLoc; // Tangent attribute location point (default-location = 4)
int texcoord2Loc; // Texcoord2 attribute location point (default-location = 5)
// Uniform locations
int mvpLoc; // ModelView-Projection matrix uniform location point (vertex shader)
int tintColorLoc; // Color uniform location point (fragment shader)
// Texture map locations (generic for any kind of map)
int mapTexture0Loc; // Map texture uniform location point (default-texture-unit = 0)
int mapTexture1Loc; // Map texture uniform location point (default-texture-unit = 1)
int mapTexture2Loc; // Map texture uniform location point (default-texture-unit = 2)
} Shader;
// Texture2D type
// NOTE: Data stored in GPU memory
typedef struct Texture2D {
unsigned int id; // OpenGL texture id
int width; // Texture base width
int height; // Texture base height
int mipmaps; // Mipmap levels, 1 by default
int format; // Data format (TextureFormat)
} Texture2D;
// RenderTexture2D type, for texture rendering
typedef struct RenderTexture2D {
unsigned int id; // Render texture (fbo) id
Texture2D texture; // Color buffer attachment texture
Texture2D depth; // Depth buffer attachment texture
} RenderTexture2D;
// Material type
typedef struct Material {
Shader shader; // Standard shader (supports 3 map types: diffuse, normal, specular)
Texture2D texDiffuse; // Diffuse texture
Texture2D texNormal; // Normal texture
Texture2D texSpecular; // Specular texture
Color colDiffuse; // Diffuse color
Color colAmbient; // Ambient color
Color colSpecular; // Specular color
float glossiness; // Glossiness level (Ranges from 0 to 1000)
} Material;
// Camera type, defines a camera position/orientation in 3d space
typedef struct Camera {
Vector3 position; // Camera position
Vector3 target; // Camera target it looks-at
Vector3 up; // Camera up vector (rotation over its axis)
float fovy; // Camera field-of-view apperture in Y (degrees)
} Camera;
// Light type
typedef struct LightData {
unsigned int id; // Light unique id
int type; // Light type: LIGHT_POINT, LIGHT_DIRECTIONAL, LIGHT_SPOT
bool enabled; // Light enabled
Vector3 position; // Light position
Vector3 target; // Light target: LIGHT_DIRECTIONAL and LIGHT_SPOT (cone direction target)
float radius; // Light attenuation radius light intensity reduced with distance (world distance)
Color diffuse; // Light diffuse color
float intensity; // Light intensity level
float coneAngle; // Light cone max angle: LIGHT_SPOT
} LightData, *Light;
// Light types
typedef enum { LIGHT_POINT, LIGHT_DIRECTIONAL, LIGHT_SPOT } LightType;
// Color blending modes (pre-defined)
typedef enum { BLEND_ALPHA = 0, BLEND_ADDITIVE, BLEND_MULTIPLIED } BlendMode;
#endif
#ifdef __cplusplus
extern "C" { // Prevents name mangling of functions
#endif
//------------------------------------------------------------------------------------
// Functions Declaration - Matrix operations
//------------------------------------------------------------------------------------
void rlMatrixMode(int mode); // Choose the current matrix to be transformed
void rlPushMatrix(void); // Push the current matrix to stack
void rlPopMatrix(void); // Pop lattest inserted matrix from stack
void rlLoadIdentity(void); // Reset current matrix to identity matrix
void rlTranslatef(float x, float y, float z); // Multiply the current matrix by a translation matrix
void rlRotatef(float angleDeg, float x, float y, float z); // Multiply the current matrix by a rotation matrix
void rlScalef(float x, float y, float z); // Multiply the current matrix by a scaling matrix
void rlMultMatrixf(float *mat); // Multiply the current matrix by another matrix
void rlFrustum(double left, double right, double bottom, double top, double near, double far);
void rlOrtho(double left, double right, double bottom, double top, double near, double far);
void rlViewport(int x, int y, int width, int height); // Set the viewport area
//------------------------------------------------------------------------------------
// Functions Declaration - Vertex level operations
//------------------------------------------------------------------------------------
void rlBegin(int mode); // Initialize drawing mode (how to organize vertex)
void rlEnd(void); // Finish vertex providing
void rlVertex2i(int x, int y); // Define one vertex (position) - 2 int
void rlVertex2f(float x, float y); // Define one vertex (position) - 2 float
void rlVertex3f(float x, float y, float z); // Define one vertex (position) - 3 float
void rlTexCoord2f(float x, float y); // Define one vertex (texture coordinate) - 2 float
void rlNormal3f(float x, float y, float z); // Define one vertex (normal) - 3 float
void rlColor4ub(byte r, byte g, byte b, byte a); // Define one vertex (color) - 4 byte
void rlColor3f(float x, float y, float z); // Define one vertex (color) - 3 float
void rlColor4f(float x, float y, float z, float w); // Define one vertex (color) - 4 float
//------------------------------------------------------------------------------------
// Functions Declaration - OpenGL equivalent functions (common to 1.1, 3.3+, ES2)
// NOTE: This functions are used to completely abstract raylib code from OpenGL layer
//------------------------------------------------------------------------------------
void rlEnableTexture(unsigned int id); // Enable texture usage
void rlDisableTexture(void); // Disable texture usage
void rlEnableRenderTexture(unsigned int id); // Enable render texture (fbo)
void rlDisableRenderTexture(void); // Disable render texture (fbo), return to default framebuffer
void rlEnableDepthTest(void); // Enable depth test
void rlDisableDepthTest(void); // Disable depth test
void rlEnableWireMode(void); // Enable wire mode
void rlDisableWireMode(void); // Disable wire mode
void rlDeleteTextures(unsigned int id); // Delete OpenGL texture from GPU
void rlDeleteRenderTextures(RenderTexture2D target); // Delete render textures (fbo) from GPU
void rlDeleteShader(unsigned int id); // Delete OpenGL shader program from GPU
void rlDeleteVertexArrays(unsigned int id); // Unload vertex data (VAO) from GPU memory
void rlDeleteBuffers(unsigned int id); // Unload vertex data (VBO) from GPU memory
void rlClearColor(byte r, byte g, byte b, byte a); // Clear color buffer with color
void rlClearScreenBuffers(void); // Clear used screen buffers (color and depth)
int rlGetVersion(void); // Returns current OpenGL version
//------------------------------------------------------------------------------------
// Functions Declaration - rlgl functionality
//------------------------------------------------------------------------------------
void rlglInit(void); // Initialize rlgl (shaders, VAO, VBO...)
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)
unsigned int rlglLoadTexture(void *data, int width, int height, int textureFormat, int mipmapCount); // Load texture in GPU
RenderTexture2D rlglLoadRenderTexture(int width, int height); // Load a texture to be used for rendering (fbo with color and depth attachments)
void rlglUpdateTexture(unsigned int id, int width, int height, int format, void *data); // Update GPU texture with new data
void rlglGenerateMipmaps(Texture2D texture); // Generate mipmap data for selected texture
void rlglLoadMesh(Mesh *mesh, bool dynamic); // Upload vertex data into GPU and provided VAO/VBO ids
void rlglUpdateMesh(Mesh mesh, int buffer, int numVertex); // Update vertex data on GPU (upload new data to one buffer)
void rlglDrawMesh(Mesh mesh, Material material, Matrix transform); // Draw a 3d mesh with material and transform
void rlglUnloadMesh(Mesh *mesh); // Unload mesh data from CPU and GPU
Vector3 rlglUnproject(Vector3 source, Matrix proj, Matrix view); // Get world coordinates from screen coordinates
unsigned char *rlglReadScreenPixels(int width, int height); // Read screen pixel data (color buffer)
void *rlglReadTexturePixels(Texture2D texture); // Read texture pixel data
// NOTE: There is a set of shader related functions that are available to end user,
// to avoid creating function wrappers through core module, they have been directly declared in raylib.h
#if defined(RLGL_STANDALONE)
//------------------------------------------------------------------------------------
// Shaders System Functions (Module: rlgl)
// NOTE: This functions are useless when using OpenGL 1.1
//------------------------------------------------------------------------------------
Shader LoadShader(char *vsFileName, char *fsFileName); // Load a custom shader and bind default locations
void UnloadShader(Shader shader); // Unload a custom shader from memory
Shader GetDefaultShader(void); // Get default shader
Shader GetStandardShader(void); // Get default shader
Texture2D GetDefaultTexture(void); // Get default texture
int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location
void SetShaderValue(Shader shader, int uniformLoc, float *value, int size); // Set shader uniform value (float)
void SetShaderValuei(Shader shader, int uniformLoc, int *value, int size); // Set shader uniform value (int)
void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat); // Set shader uniform value (matrix 4x4)
void SetMatrixProjection(Matrix proj); // Set a custom projection matrix (replaces internal projection matrix)
void SetMatrixModelview(Matrix view); // Set a custom modelview matrix (replaces internal modelview matrix)
void BeginShaderMode(Shader shader); // Begin custom shader drawing
void EndShaderMode(void); // End custom shader drawing (use default shader)
void BeginBlendMode(int mode); // Begin blending mode (alpha, additive, multiplied)
void EndBlendMode(void); // End blending mode (reset to default: alpha blending)
Light CreateLight(int type, Vector3 position, Color diffuse); // Create a new light, initialize it and add to pool
void DestroyLight(Light light); // Destroy a light and take it out of the list
#endif
#ifdef __cplusplus
}
#endif
#endif // RLGL_H

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@ -1,8 +1,8 @@
/*******************************************************************************************
*
* raylib [physac] physics example - Basic rigidbody
* raylib [physac] example - Basic rigidbody
*
* This example has been created using raylib 1.4 (www.raylib.com)
* This example has been created using raylib 1.5 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2016 Victor Fisac and Ramon Santamaria (@raysan5)
@ -11,8 +11,8 @@
#include "raylib.h"
#define OBJECT_SIZE 50
#define PLAYER_INDEX 0
#define MOVE_VELOCITY 5
#define JUMP_VELOCITY 30
int main()
{
@ -20,28 +20,37 @@ int main()
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [physics] example - basic rigidbody");
InitPhysics(3); // Initialize physics system with maximum physic objects
// Object initialization
Transform player = (Transform){(Vector2){(screenWidth - OBJECT_SIZE) / 2, (screenHeight - OBJECT_SIZE) / 2}, 0.0f, (Vector2){OBJECT_SIZE, OBJECT_SIZE}};
AddCollider(PLAYER_INDEX, (Collider){true, COLLIDER_RECTANGLE, (Rectangle){player.position.x, player.position.y, player.scale.x, player.scale.y}, 0});
AddRigidbody(PLAYER_INDEX, (Rigidbody){true, 1.0f, (Vector2){0, 0}, (Vector2){0, 0}, false, false, true, 0.5f, 1.0f});
// Floor initialization
// NOTE: floor doesn't need a rigidbody because it's a static physic object, just a collider to collide with other dynamic colliders (with rigidbody)
Transform floor = (Transform){(Vector2){0, screenHeight * 0.8f}, 0.0f, (Vector2){screenWidth, screenHeight * 0.2f}};
AddCollider(PLAYER_INDEX + 1, (Collider){true, COLLIDER_RECTANGLE, (Rectangle){floor.position.x, floor.position.y, floor.scale.x, floor.scale.y}, 0});
// Object properties initialization
float moveSpeed = 6.0f;
float jumpForce = 5.0f;
bool physicsDebug = false;
InitWindow(screenWidth, screenHeight, "raylib [physac] example - basic rigidbody");
InitPhysics((Vector2){ 0.0f, -9.81f/2 }); // Initialize physics module
SetTargetFPS(60);
// Debug variables
bool isDebug = false;
// Create rectangle physic object
PhysicObject rectangle = CreatePhysicObject((Vector2){ screenWidth*0.25f, screenHeight/2 }, 0.0f, (Vector2){ 75, 50 });
rectangle->rigidbody.enabled = true; // Enable physic object rigidbody behaviour
rectangle->rigidbody.applyGravity = true;
rectangle->rigidbody.friction = 0.1f;
rectangle->rigidbody.bounciness = 6.0f;
// Create square physic object
PhysicObject square = CreatePhysicObject((Vector2){ screenWidth*0.75f, screenHeight/2 }, 0.0f, (Vector2){ 50, 50 });
square->rigidbody.enabled = true; // Enable physic object rigidbody behaviour
square->rigidbody.applyGravity = true;
square->rigidbody.friction = 0.1f;
// Create walls physic objects
PhysicObject floor = CreatePhysicObject((Vector2){ screenWidth/2, screenHeight*0.95f }, 0.0f, (Vector2){ screenWidth*0.9f, 100 });
PhysicObject leftWall = CreatePhysicObject((Vector2){ 0.0f, screenHeight/2 }, 0.0f, (Vector2){ screenWidth*0.1f, screenHeight });
PhysicObject rightWall = CreatePhysicObject((Vector2){ screenWidth, screenHeight/2 }, 0.0f, (Vector2){ screenWidth*0.1f, screenHeight });
PhysicObject roof = CreatePhysicObject((Vector2){ screenWidth/2, screenHeight*0.05f }, 0.0f, (Vector2){ screenWidth*0.9f, 100 });
// Create pplatform physic object
PhysicObject platform = CreatePhysicObject((Vector2){ screenWidth/2, screenHeight*0.7f }, 0.0f, (Vector2){ screenWidth*0.25f, 20 });
//--------------------------------------------------------------------------------------
// Main game loop
@ -49,35 +58,20 @@ int main()
{
// Update
//----------------------------------------------------------------------------------
UpdatePhysics(); // Update all created physic objects
// Update object physics
// NOTE: all physics detections and reactions are calculated in ApplyPhysics() function (You will live happier :D)
ApplyPhysics(PLAYER_INDEX, &player.position);
// Check rectangle movement inputs
if (IsKeyDown('W') && rectangle->rigidbody.isGrounded) rectangle->rigidbody.velocity.y = JUMP_VELOCITY;
if (IsKeyDown('A')) rectangle->rigidbody.velocity.x = -MOVE_VELOCITY;
else if (IsKeyDown('D')) rectangle->rigidbody.velocity.x = MOVE_VELOCITY;
// Check jump button input
if (IsKeyDown(KEY_SPACE) && GetRigidbody(PLAYER_INDEX).isGrounded)
{
// Reset object Y velocity to avoid double jumping cases but keep the same X velocity that it already has
SetRigidbodyVelocity(PLAYER_INDEX, (Vector2){GetRigidbody(PLAYER_INDEX).velocity.x, 0});
// Add jumping force in Y axis
AddRigidbodyForce(PLAYER_INDEX, (Vector2){0, jumpForce});
}
// Check square movement inputs
if (IsKeyDown(KEY_UP) && square->rigidbody.isGrounded) square->rigidbody.velocity.y = JUMP_VELOCITY;
if (IsKeyDown(KEY_LEFT)) square->rigidbody.velocity.x = -MOVE_VELOCITY;
else if (IsKeyDown(KEY_RIGHT)) square->rigidbody.velocity.x = MOVE_VELOCITY;
// Check movement buttons input
if (IsKeyDown(KEY_RIGHT) || IsKeyDown(KEY_D))
{
// Set rigidbody velocity in X based on moveSpeed value and apply the same Y velocity that it already has
SetRigidbodyVelocity(PLAYER_INDEX, (Vector2){moveSpeed, GetRigidbody(PLAYER_INDEX).velocity.y});
}
else if (IsKeyDown(KEY_LEFT) || IsKeyDown(KEY_A))
{
// Set rigidbody velocity in X based on moveSpeed negative value and apply the same Y velocity that it already has
SetRigidbodyVelocity(PLAYER_INDEX, (Vector2){-moveSpeed, GetRigidbody(PLAYER_INDEX).velocity.y});
}
// Check debug mode toggle button input
if (IsKeyPressed(KEY_P)) physicsDebug = !physicsDebug;
// Check debug switch input
if (IsKeyPressed('P')) isDebug = !isDebug;
//----------------------------------------------------------------------------------
// Draw
@ -85,29 +79,34 @@ int main()
BeginDrawing();
ClearBackground(RAYWHITE);
// Draw floor, roof and walls rectangles
DrawRectangleRec(TransformToRectangle(floor->transform), DARKGRAY); // Convert transform values to rectangle data type variable
DrawRectangleRec(TransformToRectangle(leftWall->transform), DARKGRAY);
DrawRectangleRec(TransformToRectangle(rightWall->transform), DARKGRAY);
DrawRectangleRec(TransformToRectangle(roof->transform), DARKGRAY);
// Draw information
DrawText("Use LEFT / RIGHT to MOVE and SPACE to JUMP", (screenWidth - MeasureText("Use LEFT / RIGHT to MOVE and SPACE to JUMP", 20)) / 2, screenHeight * 0.20f, 20, LIGHTGRAY);
DrawText("Use P to switch DEBUG MODE", (screenWidth - MeasureText("Use P to switch DEBUG MODE", 20)) / 2, screenHeight * 0.3f, 20, LIGHTGRAY);
// Draw middle platform rectangle
DrawRectangleRec(TransformToRectangle(platform->transform), DARKGRAY);
// Check if debug mode is enabled
if (physicsDebug)
// Draw physic objects
DrawRectangleRec(TransformToRectangle(rectangle->transform), RED);
DrawRectangleRec(TransformToRectangle(square->transform), BLUE);
// Draw collider lines if debug is enabled
if (isDebug)
{
// Draw every internal physics stored collider if it is active
for (int i = 0; i < 2; i++)
{
if (GetCollider(i).enabled)
{
DrawRectangleLines(GetCollider(i).bounds.x, GetCollider(i).bounds.y, GetCollider(i).bounds.width, GetCollider(i).bounds.height, GREEN);
}
}
}
else
{
// Draw player and floor
DrawRectangleRec((Rectangle){player.position.x, player.position.y, player.scale.x, player.scale.y}, GRAY);
DrawRectangleRec((Rectangle){floor.position.x, floor.position.y, floor.scale.x, floor.scale.y}, BLACK);
DrawRectangleLines(floor->collider.bounds.x, floor->collider.bounds.y, floor->collider.bounds.width, floor->collider.bounds.height, GREEN);
DrawRectangleLines(leftWall->collider.bounds.x, leftWall->collider.bounds.y, leftWall->collider.bounds.width, leftWall->collider.bounds.height, GREEN);
DrawRectangleLines(rightWall->collider.bounds.x, rightWall->collider.bounds.y, rightWall->collider.bounds.width, rightWall->collider.bounds.height, GREEN);
DrawRectangleLines(roof->collider.bounds.x, roof->collider.bounds.y, roof->collider.bounds.width, roof->collider.bounds.height, GREEN);
DrawRectangleLines(platform->collider.bounds.x, platform->collider.bounds.y, platform->collider.bounds.width, platform->collider.bounds.height, GREEN);
DrawRectangleLines(rectangle->collider.bounds.x, rectangle->collider.bounds.y, rectangle->collider.bounds.width, rectangle->collider.bounds.height, GREEN);
DrawRectangleLines(square->collider.bounds.x, square->collider.bounds.y, square->collider.bounds.width, square->collider.bounds.height, GREEN);
}
// Draw help message
DrawText("Use WASD to move rectangle and ARROWS to move square", screenWidth/2 - MeasureText("Use WASD to move rectangle and ARROWS to move square", 20)/2, screenHeight*0.075f, 20, LIGHTGRAY);
EndDrawing();
//----------------------------------------------------------------------------------
@ -115,7 +114,7 @@ int main()
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadPhysics(); // Unload physic objects
ClosePhysics(); // Unitialize physics (including all loaded objects)
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------

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@ -0,0 +1,182 @@
/*******************************************************************************************
*
* raylib [physac] example - Forces
*
* This example has been created using raylib 1.5 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2016 Victor Fisac and Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
#include "math.h"
#define FORCE_AMOUNT 5.0f
#define FORCE_RADIUS 150
#define LINE_LENGTH 75
#define TRIANGLE_LENGTH 12
void DrawRigidbodyCircle(PhysicObject obj, Color color);
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [physac] example - forces");
InitPhysics((Vector2){ 0.0f, -9.81f/2 }); // Initialize physics module
SetTargetFPS(60);
// Global variables
Vector2 mousePosition;
bool isDebug = false;
// Create rectangle physic objects
PhysicObject rectangles[3];
for (int i = 0; i < 3; i++)
{
rectangles[i] = CreatePhysicObject((Vector2){ screenWidth/4*(i+1), (((i % 2) == 0) ? (screenHeight/3) : (screenHeight/1.5f)) }, 0.0f, (Vector2){ 50, 50 });
rectangles[i]->rigidbody.enabled = true; // Enable physic object rigidbody behaviour
rectangles[i]->rigidbody.friction = 0.1f;
}
// Create circles physic objects
// NOTE: when creating circle physic objects, transform.scale must be { 0, 0 } and object radius must be defined in collider.radius and use this value to draw the circle.
PhysicObject circles[3];
for (int i = 0; i < 3; i++)
{
circles[i] = CreatePhysicObject((Vector2){ screenWidth/4*(i+1), (((i % 2) == 0) ? (screenHeight/1.5f) : (screenHeight/4)) }, 0.0f, (Vector2){ 0, 0 });
circles[i]->rigidbody.enabled = true; // Enable physic object rigidbody behaviour
circles[i]->rigidbody.friction = 0.1f;
circles[i]->collider.type = COLLIDER_CIRCLE;
circles[i]->collider.radius = 25;
}
// Create walls physic objects
PhysicObject leftWall = CreatePhysicObject((Vector2){ -25, screenHeight/2 }, 0.0f, (Vector2){ 50, screenHeight });
PhysicObject rightWall = CreatePhysicObject((Vector2){ screenWidth + 25, screenHeight/2 }, 0.0f, (Vector2){ 50, screenHeight });
PhysicObject topWall = CreatePhysicObject((Vector2){ screenWidth/2, -25 }, 0.0f, (Vector2){ screenWidth, 50 });
PhysicObject bottomWall = CreatePhysicObject((Vector2){ screenWidth/2, screenHeight + 25 }, 0.0f, (Vector2){ screenWidth, 50 });
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
UpdatePhysics(); // Update all created physic objects
// Update mouse position value
mousePosition = GetMousePosition();
// Check force input
if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) ApplyForceAtPosition(mousePosition, FORCE_AMOUNT, FORCE_RADIUS);
// Check reset input
if (IsKeyPressed('R'))
{
// Reset rectangle physic objects positions
for (int i = 0; i < 3; i++)
{
rectangles[i]->transform.position = (Vector2){ screenWidth/4*(i+1) - rectangles[i]->transform.scale.x/2, (((i % 2) == 0) ? (screenHeight/3) : (screenHeight/1.5f)) - rectangles[i]->transform.scale.y/2 };
rectangles[i]->rigidbody.velocity =(Vector2){ 0.0f, 0.0f };
}
// Reset circles physic objects positions
for (int i = 0; i < 3; i++)
{
circles[i]->transform.position = (Vector2){ screenWidth/4*(i+1), (((i % 2) == 0) ? (screenHeight/1.5f) : (screenHeight/4)) };
circles[i]->rigidbody.velocity =(Vector2){ 0.0f, 0.0f };
}
}
// Check debug switch input
if (IsKeyPressed('P')) isDebug = !isDebug;
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
// Draw rectangles
for (int i = 0; i < 3; i++)
{
// Convert transform values to rectangle data type variable
DrawRectangleRec(TransformToRectangle(rectangles[i]->transform), RED);
if (isDebug) DrawRectangleLines(rectangles[i]->collider.bounds.x, rectangles[i]->collider.bounds.y, rectangles[i]->collider.bounds.width, rectangles[i]->collider.bounds.height, GREEN);
// Draw force radius
DrawCircleLines(mousePosition.x, mousePosition.y, FORCE_RADIUS, BLACK);
// Draw direction lines
if (CheckCollisionPointCircle((Vector2){ rectangles[i]->transform.position.x + rectangles[i]->transform.scale.x/2, rectangles[i]->transform.position.y + rectangles[i]->transform.scale.y/2 }, mousePosition, FORCE_RADIUS))
{
Vector2 direction = { rectangles[i]->transform.position.x + rectangles[i]->transform.scale.x/2 - mousePosition.x, rectangles[i]->transform.position.y + rectangles[i]->transform.scale.y/2 - mousePosition.y };
float angle = atan2l(direction.y, direction.x);
// Calculate arrow start and end positions
Vector2 startPosition = { rectangles[i]->transform.position.x + rectangles[i]->transform.scale.x/2, rectangles[i]->transform.position.y + rectangles[i]->transform.scale.y/2 };
Vector2 endPosition = { rectangles[i]->transform.position.x + rectangles[i]->transform.scale.x/2 + (cos(angle)*LINE_LENGTH), rectangles[i]->transform.position.y + rectangles[i]->transform.scale.y/2 + (sin(angle)*LINE_LENGTH) };
// Draw arrow line
DrawLineV(startPosition, endPosition, BLACK);
// Draw arrow triangle
DrawTriangleLines((Vector2){ endPosition.x - cos(angle + 90*DEG2RAD)*LINE_LENGTH/TRIANGLE_LENGTH, endPosition.y - sin(angle + 90*DEG2RAD)*LINE_LENGTH/TRIANGLE_LENGTH },
(Vector2){ endPosition.x + cos(angle + 90*DEG2RAD)*LINE_LENGTH/TRIANGLE_LENGTH, endPosition.y + sin(angle + 90*DEG2RAD)*LINE_LENGTH/TRIANGLE_LENGTH },
(Vector2){ endPosition.x + cos(angle)*LINE_LENGTH/TRIANGLE_LENGTH*2, endPosition.y + sin(angle)*LINE_LENGTH/TRIANGLE_LENGTH*2 }, BLACK);
}
}
// Draw circles
for (int i = 0; i < 3; i++)
{
DrawCircleV(circles[i]->transform.position, circles[i]->collider.radius, BLUE);
if (isDebug) DrawCircleLines(circles[i]->transform.position.x, circles[i]->transform.position.y, circles[i]->collider.radius, GREEN);
// Draw force radius
DrawCircleLines(mousePosition.x, mousePosition.y, FORCE_RADIUS, BLACK);
// Draw direction lines
if (CheckCollisionPointCircle((Vector2){ circles[i]->transform.position.x, circles[i]->transform.position.y }, mousePosition, FORCE_RADIUS))
{
Vector2 direction = { circles[i]->transform.position.x - mousePosition.x, circles[i]->transform.position.y - mousePosition.y };
float angle = atan2l(direction.y, direction.x);
// Calculate arrow start and end positions
Vector2 startPosition = { circles[i]->transform.position.x, circles[i]->transform.position.y };
Vector2 endPosition = { circles[i]->transform.position.x + (cos(angle)*LINE_LENGTH), circles[i]->transform.position.y + (sin(angle)*LINE_LENGTH) };
// Draw arrow line
DrawLineV(startPosition, endPosition, BLACK);
// Draw arrow triangle
DrawTriangleLines((Vector2){ endPosition.x - cos(angle + 90*DEG2RAD)*LINE_LENGTH/TRIANGLE_LENGTH, endPosition.y - sin(angle + 90*DEG2RAD)*LINE_LENGTH/TRIANGLE_LENGTH },
(Vector2){ endPosition.x + cos(angle + 90*DEG2RAD)*LINE_LENGTH/TRIANGLE_LENGTH, endPosition.y + sin(angle + 90*DEG2RAD)*LINE_LENGTH/TRIANGLE_LENGTH },
(Vector2){ endPosition.x + cos(angle)*LINE_LENGTH/TRIANGLE_LENGTH*2, endPosition.y + sin(angle)*LINE_LENGTH/TRIANGLE_LENGTH*2 }, BLACK);
}
}
// Draw help messages
DrawText("Use LEFT MOUSE BUTTON to apply a force", screenWidth/2 - MeasureText("Use LEFT MOUSE BUTTON to apply a force", 20)/2, screenHeight*0.075f, 20, LIGHTGRAY);
DrawText("Use R to reset objects position", screenWidth/2 - MeasureText("Use R to reset objects position", 20)/2, screenHeight*0.875f, 20, GRAY);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
ClosePhysics(); // Unitialize physics module
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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@ -1,135 +0,0 @@
/*******************************************************************************************
*
* raylib [physac] physics example - Rigidbody forces
*
* This example has been created using raylib 1.4 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2016 Victor Fisac and Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
#define MAX_OBJECTS 5
#define OBJECTS_OFFSET 150
#define FORCE_INTENSITY 250.0f // Customize by user
#define FORCE_RADIUS 100 // Customize by user
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [physics] example - rigidbodies forces");
InitPhysics(MAX_OBJECTS + 1); // Initialize physics system with maximum physic objects
// Physic Objects initialization
Transform objects[MAX_OBJECTS];
for (int i = 0; i < MAX_OBJECTS; i++)
{
objects[i] = (Transform){(Vector2){75 + OBJECTS_OFFSET * i, (screenHeight - 50) / 2}, 0.0f, (Vector2){50, 50}};
AddCollider(i, (Collider){true, COLLIDER_RECTANGLE, (Rectangle){objects[i].position.x, objects[i].position.y, objects[i].scale.x, objects[i].scale.y}, 0});
AddRigidbody(i, (Rigidbody){true, 1.0f, (Vector2){0, 0}, (Vector2){0, 0}, false, false, true, 0.5f, 0.5f});
}
// Floor initialization
// NOTE: floor doesn't need a rigidbody because it's a static physic object, just a collider to collide with other dynamic colliders (with rigidbody)
Transform floor = (Transform){(Vector2){0, screenHeight * 0.8f}, 0.0f, (Vector2){screenWidth, screenHeight * 0.2f}};
AddCollider(MAX_OBJECTS, (Collider){true, COLLIDER_RECTANGLE, (Rectangle){floor.position.x, floor.position.y, floor.scale.x, floor.scale.y}, 0});
bool physicsDebug = false;
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
// Update object physics
// NOTE: all physics detections and reactions are calculated in ApplyPhysics() function (You will live happier :D)
for (int i = 0; i < MAX_OBJECTS; i++)
{
ApplyPhysics(i, &objects[i].position);
}
// Check foce button input
if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
{
AddForceAtPosition(GetMousePosition(), FORCE_INTENSITY, FORCE_RADIUS);
}
// Check debug mode toggle button input
if (IsKeyPressed(KEY_P)) physicsDebug = !physicsDebug;
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
// Check if debug mode is enabled
if (physicsDebug)
{
// Draw every internal physics stored collider if it is active (floor included)
for (int i = 0; i < MAX_OBJECTS; i++)
{
if (GetCollider(i).enabled)
{
// Draw collider bounds
DrawRectangleLines(GetCollider(i).bounds.x, GetCollider(i).bounds.y, GetCollider(i).bounds.width, GetCollider(i).bounds.height, GREEN);
// Check if current collider is not floor
if (i < MAX_OBJECTS)
{
// Draw lines between mouse position and objects if they are in force range
if (CheckCollisionPointCircle(GetMousePosition(), (Vector2){GetCollider(i).bounds.x + GetCollider(i).bounds.width / 2, GetCollider(i).bounds.y + GetCollider(i).bounds.height / 2}, FORCE_RADIUS))
{
DrawLineV(GetMousePosition(), (Vector2){GetCollider(i).bounds.x + GetCollider(i).bounds.width / 2, GetCollider(i).bounds.y + GetCollider(i).bounds.height / 2}, RED);
}
}
}
}
// Draw radius circle
DrawCircleLines(GetMousePosition().x, GetMousePosition().y, FORCE_RADIUS, RED);
}
else
{
// Draw objects
for (int i = 0; i < MAX_OBJECTS; i++)
{
DrawRectangleRec((Rectangle){objects[i].position.x, objects[i].position.y, objects[i].scale.x, objects[i].scale.y}, GRAY);
}
// Draw floor
DrawRectangleRec((Rectangle){floor.position.x, floor.position.y, floor.scale.x, floor.scale.y}, BLACK);
}
// Draw help messages
DrawText("Use LEFT MOUSE BUTTON to create a force in mouse position", (screenWidth - MeasureText("Use LEFT MOUSE BUTTON to create a force in mouse position", 20)) / 2, screenHeight * 0.20f, 20, LIGHTGRAY);
DrawText("Use P to switch DEBUG MODE", (screenWidth - MeasureText("Use P to switch DEBUG MODE", 20)) / 2, screenHeight * 0.3f, 20, LIGHTGRAY);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadPhysics(); // Unload physic objects
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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#version 330
in vec2 fragTexCoord;
out vec4 fragColor;
uniform sampler2D texture0;
uniform vec4 fragTintColor;
// NOTE: Add here your custom variables
void main()
{
vec4 sum = vec4(0);
vec4 tc = vec4(0);
for (int i = -4; i < 4; i++)
{
for (int j = -3; j < 3; j++)
{
sum += texture2D(texture0, fragTexCoord + vec2(j, i)*0.004) * 0.25;
}
}
if (texture2D(texture0, fragTexCoord).r < 0.3)
{
tc = sum*sum*0.012 + texture2D(texture0, fragTexCoord);
}
else
{
if (texture2D(texture0, fragTexCoord).r < 0.5)
{
tc = sum*sum*0.009 + texture2D(texture0, fragTexCoord);
}
else
{
tc = sum*sum*0.0075 + texture2D(texture0, fragTexCoord);
}
}
fragColor = tc;
}

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@ -1,20 +1,26 @@
#version 100
// Input vertex attributes
attribute vec3 vertexPosition;
attribute vec2 vertexTexCoord;
attribute vec3 vertexNormal;
attribute vec4 vertexColor;
varying vec2 fragTexCoord;
// Input uniform values
uniform mat4 mvpMatrix;
// Output vertex attributes (to fragment shader)
varying vec2 fragTexCoord;
varying vec4 fragColor;
// NOTE: Add here your custom variables
void main()
{
vec3 normal = vertexNormal;
// Send vertex attributes to fragment shader
fragTexCoord = vertexTexCoord;
fragColor = vertexColor;
// Calculate final vertex position
gl_Position = mvpMatrix*vec4(vertexPosition, 1.0);
}

View File

@ -2,8 +2,11 @@
precision mediump float;
// Input vertex attributes (from vertex shader)
varying vec2 fragTexCoord;
varying vec4 fragColor;
// Input uniform values
uniform sampler2D texture0;
uniform vec4 fragTintColor;
@ -22,21 +25,13 @@ void main()
}
}
if (texture2D(texture0, fragTexCoord).r < 0.3)
{
tc = sum*sum*0.012 + texture2D(texture0, fragTexCoord);
}
else
{
if (texture2D(texture0, fragTexCoord).r < 0.5)
{
tc = sum*sum*0.009 + texture2D(texture0, fragTexCoord);
}
else
{
tc = sum*sum*0.0075 + texture2D(texture0, fragTexCoord);
}
}
// Texel color fetching from texture sampler
vec4 texelColor = texture(texture0, fragTexCoord);
// Calculate final fragment color
if (texelColor.r < 0.3) tc = sum*sum*0.012 + texelColor;
else if (texelColor.r < 0.5) tc = sum*sum*0.009 + texelColor;
else tc = sum*sum*0.0075 + texelColor;
gl_FragColor = tc;
}

View File

@ -0,0 +1,25 @@
#version 100
precision mediump float;
// Input vertex attributes (from vertex shader)
varying vec2 fragTexCoord;
varying vec4 fragColor;
// Input uniform values
uniform sampler2D texture0;
uniform vec4 fragTintColor;
// NOTE: Add here your custom variables
void main()
{
// Texel color fetching from texture sampler
vec4 texelColor = texture(texture0, fragTexCoord)*fragTintColor*fragColor;
// Convert texel color to grayscale using NTSC conversion weights
float gray = dot(texelColor.rgb, vec3(0.299, 0.587, 0.114));
// Calculate final fragment color
gl_FragColor = vec4(gray, gray, gray, texelColor.a);
}

View File

@ -1,9 +1,12 @@
#version 330
#version 100
in vec2 fragTexCoord;
precision mediump float;
out vec4 fragColor;
// Input vertex attributes (from vertex shader)
varying vec2 fragTexCoord;
varying vec4 fragColor;
// Input uniform values
uniform sampler2D texture0;
uniform vec4 fragTintColor;
@ -17,11 +20,12 @@ float angle = 0.8;
uniform vec2 center = vec2(200.0, 200.0);
void main (void)
void main()
{
vec2 texSize = vec2(renderWidth, renderHeight);
vec2 tc = fragTexCoord*texSize;
tc -= center;
float dist = length(tc);
if (dist < radius)
@ -37,5 +41,5 @@ void main (void)
tc += center;
vec3 color = texture2D(texture0, tc/texSize).rgb;
fragColor = vec4(color, 1.0);;
gl_FragColor = vec4(color, 1.0);;
}

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@ -1,18 +1,26 @@
#version 330
// Input vertex attributes
in vec3 vertexPosition;
in vec2 vertexTexCoord;
in vec3 vertexNormal;
in vec4 vertexColor;
out vec2 fragTexCoord;
// Input uniform values
uniform mat4 mvpMatrix;
// Output vertex attributes (to fragment shader)
out vec2 fragTexCoord;
out vec4 fragColor;
// NOTE: Add here your custom variables
void main()
{
// Send vertex attributes to fragment shader
fragTexCoord = vertexTexCoord;
fragColor = vertexColor;
// Calculate final vertex position
gl_Position = mvpMatrix*vec4(vertexPosition, 1.0);
}

View File

@ -0,0 +1,38 @@
#version 330
// Input vertex attributes (from vertex shader)
in vec2 fragTexCoord;
in vec4 fragColor;
// Input uniform values
uniform sampler2D texture0;
uniform vec4 fragTintColor;
// Output fragment color
out vec4 finalColor;
// NOTE: Add here your custom variables
void main()
{
vec4 sum = vec4(0);
vec4 tc = vec4(0);
for (int i = -4; i < 4; i++)
{
for (int j = -3; j < 3; j++)
{
sum += texture(texture0, fragTexCoord + vec2(j, i)*0.004)*0.25;
}
}
// Texel color fetching from texture sampler
vec4 texelColor = texture(texture0, fragTexCoord);
// Calculate final fragment color
if (texelColor.r < 0.3) tc = sum*sum*0.012 + texelColor;
else if (texelColor.r < 0.5) tc = sum*sum*0.009 + texelColor;
else tc = sum*sum*0.0075 + texelColor;
finalColor = tc;
}

View File

@ -0,0 +1,27 @@
#version 330
// Input vertex attributes (from vertex shader)
in vec2 fragTexCoord;
in vec4 fragColor;
// Input uniform values
uniform sampler2D texture0; // Depth texture
uniform vec4 fragTintColor;
// Output fragment color
out vec4 finalColor;
// NOTE: Add here your custom variables
void main()
{
float zNear = 0.01; // camera z near
float zFar = 10.0; // camera z far
float z = texture(texture0, fragTexCoord).x;
// Linearize depth value
float depth = (2.0*zNear)/(zFar + zNear - z*(zFar - zNear));
// Calculate final fragment color
finalColor = vec4(depth, depth, depth, 1.0f);
}

View File

@ -0,0 +1,26 @@
#version 330
// Input vertex attributes (from vertex shader)
in vec2 fragTexCoord;
in vec4 fragColor;
// Input uniform values
uniform sampler2D texture0;
uniform vec4 colDiffuse;
// Output fragment color
out vec4 finalColor;
// NOTE: Add here your custom variables
void main()
{
// Texel color fetching from texture sampler
vec4 texelColor = texture(texture0, fragTexCoord)*colDiffuse*fragColor;
// Convert texel color to grayscale using NTSC conversion weights
float gray = dot(texelColor.rgb, vec3(0.299, 0.587, 0.114));
// Calculate final fragment color
finalColor = vec4(gray, gray, gray, texelColor.a);
}

View File

@ -1,27 +1,32 @@
#version 330
// Input vertex attributes (from vertex shader)
in vec2 fragTexCoord;
in vec4 fragColor;
out vec4 fragColor;
// Input uniform values
uniform sampler2D texture0;
uniform vec4 fragTintColor;
// Output fragment color
out vec4 finalColor;
// NOTE: Add here your custom variables
const float renderWidth = 1280.0;
const float renderHeight = 720.0;
const float renderWidth = 800.0; // HARDCODED for example!
const float renderHeight = 480.0; // Use uniforms instead...
float radius = 250.0;
float angle = 0.8;
uniform vec2 center = vec2(200.0, 200.0);
void main (void)
void main()
{
vec2 texSize = vec2(renderWidth, renderHeight);
vec2 tc = fragTexCoord*texSize;
tc -= center;
float dist = length(tc);
if (dist < radius)
@ -37,5 +42,5 @@ void main (void)
tc += center;
vec3 color = texture(texture0, tc/texSize).rgb;
fragColor = vec4(color, 1.0);;
finalColor = vec4(color, 1.0);;
}

View File

@ -1,20 +0,0 @@
#version 330
in vec2 fragTexCoord;
out vec4 fragColor;
uniform sampler2D texture0;
uniform vec4 fragTintColor;
// NOTE: Add here your custom variables
void main()
{
vec4 base = texture2D(texture0, fragTexCoord)*fragTintColor;
// Convert to grayscale using NTSC conversion weights
float gray = dot(base.rgb, vec3(0.299, 0.587, 0.114));
fragColor = vec4(gray, gray, gray, fragTintColor.a);
}

View File

@ -1,76 +0,0 @@
#version 330
// Vertex shader input data
in vec2 fragTexCoord;
in vec3 fragNormal;
// Diffuse data
uniform sampler2D texture0;
uniform vec4 fragTintColor;
// Light attributes
uniform vec3 light_ambientColor = vec3(0.6, 0.3, 0.0);
uniform vec3 light_diffuseColor = vec3(1.0, 0.5, 0.0);
uniform vec3 light_specularColor = vec3(0.0, 1.0, 0.0);
uniform float light_intensity = 1.0;
uniform float light_specIntensity = 1.0;
// Material attributes
uniform vec3 mat_ambientColor = vec3(1.0, 1.0, 1.0);
uniform vec3 mat_specularColor = vec3(1.0, 1.0, 1.0);
uniform float mat_glossiness = 50.0;
// World attributes
uniform vec3 lightPos;
uniform vec3 cameraPos;
// Fragment shader output data
out vec4 fragColor;
vec3 AmbientLighting()
{
return (mat_ambientColor*light_ambientColor);
}
vec3 DiffuseLighting(in vec3 N, in vec3 L)
{
// Lambertian reflection calculation
float diffuse = clamp(dot(N, L), 0, 1);
return (fragTintColor.xyz*light_diffuseColor*light_intensity*diffuse);
}
vec3 SpecularLighting(in vec3 N, in vec3 L, in vec3 V)
{
float specular = 0.0;
// Calculate specular reflection only if the surface is oriented to the light source
if (dot(N, L) > 0)
{
// Calculate half vector
vec3 H = normalize(L + V);
// Calculate specular intensity
specular = pow(dot(N, H), 3 + mat_glossiness);
}
return (mat_specularColor*light_specularColor*light_specIntensity*specular);
}
void main()
{
// Normalize input vectors
vec3 L = normalize(lightPos);
vec3 V = normalize(cameraPos);
vec3 N = normalize(fragNormal);
vec3 ambient = AmbientLighting();
vec3 diffuse = DiffuseLighting(N, L);
vec3 specular = SpecularLighting(N, L, V);
// Get base color from texture
vec4 textureColor = texture(texture0, fragTexCoord);
vec3 finalColor = textureColor.rgb;
fragColor = vec4(finalColor * (ambient + diffuse + specular), textureColor.a);
}

View File

@ -1,18 +0,0 @@
#version 330
attribute vec3 vertexPosition;
attribute vec2 vertexTexCoord;
attribute vec4 vertexColor;
uniform mat4 mvpMatrix;
varying vec2 fragTexCoord;
varying vec4 fragTintColor;
void main()
{
fragTexCoord = vertexTexCoord;
fragTintColor = vertexColor;
gl_Position = mvpMatrix*vec4(vertexPosition, 1.0);
}

View File

@ -1,15 +0,0 @@
#version 330
uniform sampler2D texture0;
varying vec2 fragTexCoord;
varying vec4 fragTintColor;
void main()
{
vec4 base = texture2D(texture0, fragTexCoord)*fragTintColor;
// Convert to grayscale using NTSC conversion weights
float gray = dot(base.rgb, vec3(0.299, 0.587, 0.114));
gl_FragColor = vec4(gray, gray, gray, base.a);
}

View File

@ -0,0 +1,155 @@
#version 330
in vec3 fragPosition;
in vec2 fragTexCoord;
in vec4 fragColor;
in vec3 fragNormal;
out vec4 finalColor;
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 = texture(texture0, fragTexCoord);
vec3 lighting = colAmbient.rgb;
// Calculate normal texture color fetching or set to maximum normal value by default
if (useNormal == 1)
{
n *= texture(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(texture(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
finalColor = vec4(texelColor.rgb*lighting*colDiffuse.rgb, texelColor.a*colDiffuse.a);
}

View File

@ -1,18 +1,23 @@
#version 330
#version 330
in vec3 vertexPosition;
in vec2 vertexTexCoord;
in vec3 vertexNormal;
in vec2 vertexTexCoord;
in vec4 vertexColor;
out vec3 fragPosition;
out vec2 fragTexCoord;
out vec4 fragColor;
out vec3 fragNormal;
uniform mat4 mvpMatrix;
// NOTE: Add here your custom variables
void main()
{
fragPosition = vertexPosition;
fragTexCoord = vertexTexCoord;
fragColor = vertexColor;
fragNormal = vertexNormal;
gl_Position = mvpMatrix*vec4(vertexPosition, 1.0);
}

View File

@ -1,171 +0,0 @@
/*******************************************************************************************
*
* raylib [shaders] example - Basic lighting: Blinn-Phong
*
* This example has been created using raylib 1.3 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2014 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
#define SHININESS_SPEED 1.0f
#define LIGHT_SPEED 0.25f
// Light type
typedef struct Light {
Vector3 position;
Vector3 direction;
float intensity;
float specIntensity;
Color diffuse;
Color ambient;
Color specular;
} Light;
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
SetConfigFlags(FLAG_MSAA_4X_HINT);
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - basic lighting");
// Camera initialization
Camera camera = {{ 8.0f, 8.0f, 8.0f }, { 0.0f, 3.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }};
// Model initialization
Vector3 position = { 0.0f, 0.0f, 0.0f };
Model model = LoadModel("resources/model/dwarf.obj");
Shader shader = LoadShader("resources/shaders/phong.vs", "resources/shaders/phong.fs");
SetModelShader(&model, shader);
// Shader locations initialization
int lIntensityLoc = GetShaderLocation(shader, "light_intensity");
int lAmbientLoc = GetShaderLocation(shader, "light_ambientColor");
int lDiffuseLoc = GetShaderLocation(shader, "light_diffuseColor");
int lSpecularLoc = GetShaderLocation(shader, "light_specularColor");
int lSpecIntensityLoc = GetShaderLocation(shader, "light_specIntensity");
int mAmbientLoc = GetShaderLocation(shader, "mat_ambientColor");
int mSpecularLoc = GetShaderLocation(shader, "mat_specularColor");
int mGlossLoc = GetShaderLocation(shader, "mat_glossiness");
// Camera and light vectors shader locations
int cameraLoc = GetShaderLocation(shader, "cameraPos");
int lightLoc = GetShaderLocation(shader, "lightPos");
// Model and View matrix locations (required for lighting)
int modelLoc = GetShaderLocation(shader, "modelMatrix");
//int viewLoc = GetShaderLocation(shader, "viewMatrix"); // Not used
// Light and material definitions
Light light;
Material matBlinn;
// Light initialization
light.position = (Vector3){ 4.0f, 2.0f, 0.0f };
light.direction = (Vector3){ 5.0f, 1.0f, 1.0f };
light.intensity = 1.0f;
light.diffuse = WHITE;
light.ambient = (Color){ 150, 75, 0, 255 };
light.specular = WHITE;
light.specIntensity = 1.0f;
// Material initialization
matBlinn.colDiffuse = WHITE;
matBlinn.colAmbient = (Color){ 50, 50, 50, 255 };
matBlinn.colSpecular = WHITE;
matBlinn.glossiness = 50.0f;
// Setup camera
SetCameraMode(CAMERA_FREE); // Set camera mode
SetCameraPosition(camera.position); // Set internal camera position to match our camera position
SetCameraTarget(camera.target); // Set internal camera target to match our camera target
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
UpdateCamera(&camera); // Update camera position
// NOTE: Model transform can be set in model.transform or directly with params at draw... WATCH OUT!
SetShaderValueMatrix(shader, modelLoc, model.transform); // Send model matrix to shader
//SetShaderValueMatrix(shader, viewLoc, GetCameraMatrix(camera)); // Not used
// Glossiness input control
if(IsKeyDown(KEY_UP)) matBlinn.glossiness += SHININESS_SPEED;
else if(IsKeyDown(KEY_DOWN))
{
matBlinn.glossiness -= SHININESS_SPEED;
if( matBlinn.glossiness < 0) matBlinn.glossiness = 0.0f;
}
// Light X movement
if (IsKeyDown(KEY_D)) light.position.x += LIGHT_SPEED;
else if(IsKeyDown(KEY_A)) light.position.x -= LIGHT_SPEED;
// Light Y movement
if (IsKeyDown(KEY_LEFT_SHIFT)) light.position.y += LIGHT_SPEED;
else if (IsKeyDown(KEY_LEFT_CONTROL)) light.position.y -= LIGHT_SPEED;
// Light Z movement
if (IsKeyDown(KEY_S)) light.position.z += LIGHT_SPEED;
else if (IsKeyDown(KEY_W)) light.position.z -= LIGHT_SPEED;
// Send light values to shader
SetShaderValue(shader, lIntensityLoc, &light.intensity, 1);
SetShaderValue(shader, lAmbientLoc, ColorToFloat(light.ambient), 3);
SetShaderValue(shader, lDiffuseLoc, ColorToFloat(light.diffuse), 3);
SetShaderValue(shader, lSpecularLoc, ColorToFloat(light.specular), 3);
SetShaderValue(shader, lSpecIntensityLoc, &light.specIntensity, 1);
// Send material values to shader
SetShaderValue(shader, mAmbientLoc, ColorToFloat(matBlinn.colAmbient), 3);
SetShaderValue(shader, mSpecularLoc, ColorToFloat(matBlinn.colSpecular), 3);
SetShaderValue(shader, mGlossLoc, &matBlinn.glossiness, 1);
// Send camera and light transform values to shader
SetShaderValue(shader, cameraLoc, VectorToFloat(camera.position), 3);
SetShaderValue(shader, lightLoc, VectorToFloat(light.position), 3);
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
Begin3dMode(camera);
DrawModel(model, position, 4.0f, matBlinn.colDiffuse);
DrawSphere(light.position, 0.5f, GOLD);
DrawGrid(20, 1.0f);
End3dMode();
DrawFPS(10, 10); // Draw FPS
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadShader(shader);
UnloadModel(model);
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

View File

@ -30,16 +30,16 @@ int main()
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - custom uniform variable");
// Define the camera to look into our 3d world
Camera camera = {{ 3.0f, 3.0f, 3.0f }, { 0.0f, 1.5f, 0.0f }, { 0.0f, 1.0f, 0.0f }};
Camera camera = {{ 3.0f, 3.0f, 3.0f }, { 0.0f, 1.5f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f };
Model dwarf = LoadModel("resources/model/dwarf.obj"); // Load OBJ model
Texture2D texture = LoadTexture("resources/model/dwarf_diffuse.png"); // Load model texture
Texture2D texture = LoadTexture("resources/model/dwarf_diffuse.png"); // Load model texture (diffuse map)
SetModelTexture(&dwarf, texture); // Bind texture to model
Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
Shader shader = LoadShader("resources/shaders/base.vs",
"resources/shaders/swirl.fs"); // Load postpro shader
Shader shader = LoadShader("resources/shaders/glsl330/base.vs",
"resources/shaders/glsl330/swirl.fs"); // Load postpro shader
// Get variable (uniform) location on the shader to connect with the program
// NOTE: If uniform variable could not be found in the shader, function returns -1
@ -47,7 +47,8 @@ int main()
float swirlCenter[2] = { (float)screenWidth/2, (float)screenHeight/2 };
SetPostproShader(shader); // Set fullscreen postprocessing shader
// Create a RenderTexture2D to be used for render to texture
RenderTexture2D target = LoadRenderTexture(screenWidth, screenHeight);
// Setup orbital camera
SetCameraMode(CAMERA_ORBITAL); // Set an orbital camera mode
@ -78,14 +79,27 @@ int main()
BeginDrawing();
ClearBackground(RAYWHITE);
BeginTextureMode(target); // Enable drawing to texture
Begin3dMode(camera);
Begin3dMode(camera);
DrawModel(dwarf, position, 2.0f, WHITE); // Draw 3d model with texture
DrawModel(dwarf, position, 2.0f, WHITE); // Draw 3d model with texture
DrawGrid(10, 1.0f); // Draw a grid
DrawGrid(10, 1.0f); // Draw a grid
End3dMode();
End3dMode();
DrawText("TEXT DRAWN IN RENDER TEXTURE", 200, 10, 30, RED);
EndTextureMode(); // End drawing to texture (now we have a texture available for next passes)
BeginShaderMode(shader);
// NOTE: Render texture must be y-flipped due to default OpenGL coordinates (left-bottom)
DrawTextureRec(target.texture, (Rectangle){ 0, 0, target.texture.width, -target.texture.height }, (Vector2){ 0, 0 }, WHITE);
EndShaderMode();
DrawText("(c) Dwarf 3D model by David Moreno", screenWidth - 200, screenHeight - 20, 10, GRAY);
@ -97,11 +111,12 @@ int main()
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadShader(shader); // Unload shader
UnloadTexture(texture); // Unload texture
UnloadModel(dwarf); // Unload model
UnloadShader(shader); // Unload shader
UnloadTexture(texture); // Unload texture
UnloadModel(dwarf); // Unload model
UnloadRenderTexture(target); // Unload render texture
CloseWindow(); // Close window and OpenGL context
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;

View File

@ -30,15 +30,15 @@ int main()
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - model shader");
// Define the camera to look into our 3d world
Camera camera = {{ 3.0f, 3.0f, 3.0f }, { 0.0f, 1.5f, 0.0f }, { 0.0f, 1.0f, 0.0f }};
Camera camera = {{ 3.0f, 3.0f, 3.0f }, { 0.0f, 1.5f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f };
Model dwarf = LoadModel("resources/model/dwarf.obj"); // Load OBJ model
Texture2D texture = LoadTexture("resources/model/dwarf_diffuse.png"); // Load model texture
Shader shader = LoadShader("resources/shaders/base.vs",
"resources/shaders/grayscale.fs"); // Load model shader
Shader shader = LoadShader("resources/shaders/glsl330/base.vs",
"resources/shaders/glsl330/grayscale.fs"); // Load model shader
SetModelShader(&dwarf, shader); // Set shader effect to 3d model
SetModelTexture(&dwarf, texture); // Bind texture to model
dwarf.material.shader = shader; // Set shader effect to 3d model
dwarf.material.texDiffuse = texture; // Bind texture to model
Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position

View File

@ -30,18 +30,19 @@ int main()
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - postprocessing shader");
// Define the camera to look into our 3d world
Camera camera = {{ 3.0f, 3.0f, 3.0f }, { 0.0f, 1.5f, 0.0f }, { 0.0f, 1.0f, 0.0f }};
Camera camera = {{ 3.0f, 3.0f, 3.0f }, { 0.0f, 1.5f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f };
Model dwarf = LoadModel("resources/model/dwarf.obj"); // Load OBJ model
Texture2D texture = LoadTexture("resources/model/dwarf_diffuse.png"); // Load model texture
Texture2D texture = LoadTexture("resources/model/dwarf_diffuse.png"); // Load model texture (diffuse map)
SetModelTexture(&dwarf, texture); // Bind texture to model
Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
Shader shader = LoadShader("resources/shaders/base.vs",
"resources/shaders/bloom.fs"); // Load postpro shader
Shader shader = LoadShader("resources/shaders/glsl330/base.vs",
"resources/shaders/glsl330/bloom.fs"); // Load postpro shader
SetPostproShader(shader); // Set fullscreen postprocessing shader
// Create a RenderTexture2D to be used for render to texture
RenderTexture2D target = LoadRenderTexture(screenWidth, screenHeight);
// Setup orbital camera
SetCameraMode(CAMERA_ORBITAL); // Set an orbital camera mode
@ -65,15 +66,28 @@ int main()
ClearBackground(RAYWHITE);
Begin3dMode(camera);
BeginTextureMode(target); // Enable drawing to texture
DrawModel(dwarf, position, 2.0f, WHITE); // Draw 3d model with texture
Begin3dMode(camera);
DrawGrid(10, 1.0f); // Draw a grid
DrawModel(dwarf, position, 2.0f, WHITE); // Draw 3d model with texture
End3dMode();
DrawGrid(10, 1.0f); // Draw a grid
End3dMode();
DrawText("HELLO POSTPROCESSING!", 70, 190, 50, RED);
EndTextureMode(); // End drawing to texture (now we have a texture available for next passes)
DrawText("(c) Dwarf 3D model by David Moreno", screenWidth - 200, screenHeight - 20, 10, BLACK);
BeginShaderMode(shader);
// NOTE: Render texture must be y-flipped due to default OpenGL coordinates (left-bottom)
DrawTextureRec(target.texture, (Rectangle){ 0, 0, target.texture.width, -target.texture.height }, (Vector2){ 0, 0 }, WHITE);
EndShaderMode();
DrawText("(c) Dwarf 3D model by David Moreno", screenWidth - 200, screenHeight - 20, 10, DARKGRAY);
DrawFPS(10, 10);
@ -83,11 +97,12 @@ int main()
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadShader(shader); // Unload shader
UnloadTexture(texture); // Unload texture
UnloadModel(dwarf); // Unload model
UnloadShader(shader); // Unload shader
UnloadTexture(texture); // Unload texture
UnloadModel(dwarf); // Unload model
UnloadRenderTexture(target); // Unload render texture
CloseWindow(); // Close window and OpenGL context
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;

View File

@ -32,10 +32,9 @@ int main()
Texture2D sonic = LoadTexture("resources/texture_formats/sonic.png");
// NOTE: This shader is a bit different than model/postprocessing shaders,
// it requires the color data for every vertice to use it in every shape or texture independently
Shader shader = LoadShader("resources/shaders/shapes_base.vs",
"resources/shaders/shapes_grayscale.fs");
// NOTE: Using GLSL 330 shader version, on OpenGL ES 2.0 use GLSL 100 shader version
Shader shader = LoadShader("resources/shaders/glsl330/base.vs",
"resources/shaders/glsl330/grayscale.fs");
// Shader usage is also different than models/postprocessing, shader is just activated when required
@ -66,16 +65,16 @@ int main()
// Activate our custom shader to be applied on next shapes/textures drawings
SetCustomShader(shader);
BeginShaderMode(shader);
DrawText("USING CUSTOM SHADER", 190, 40, 10, RED);
DrawText("USING CUSTOM SHADER", 190, 40, 10, RED);
DrawRectangle(250 - 60, 90, 120, 60, RED);
DrawRectangleGradient(250 - 90, 170, 180, 130, MAROON, GOLD);
DrawRectangleLines(250 - 40, 320, 80, 60, ORANGE);
DrawRectangle(250 - 60, 90, 120, 60, RED);
DrawRectangleGradient(250 - 90, 170, 180, 130, MAROON, GOLD);
DrawRectangleLines(250 - 40, 320, 80, 60, ORANGE);
// Activate our default shader for next drawings
SetDefaultShader();
EndShaderMode();
DrawText("USING DEFAULT SHADER", 370, 40, 10, RED);
@ -90,12 +89,12 @@ int main()
DrawPoly((Vector2){430, 320}, 6, 80, 0, BROWN);
// Activate our custom shader to be applied on next shapes/textures drawings
SetCustomShader(shader);
BeginShaderMode(shader);
DrawTexture(sonic, 380, -10, WHITE); // Using custom shader
DrawTexture(sonic, 380, -10, WHITE); // Using custom shader
// Activate our default shader for next drawings
SetDefaultShader();
EndShaderMode();
EndDrawing();
//----------------------------------------------------------------------------------

View File

@ -0,0 +1,122 @@
/*******************************************************************************************
*
* raylib [shaders] example - Standard lighting (materials and lights)
*
* NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support,
* OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version.
*
* NOTE: Shaders used in this example are #version 330 (OpenGL 3.3), to test this example
* on OpenGL ES 2.0 platforms (Android, Raspberry Pi, HTML5), use #version 100 shaders
* raylib comes with shaders ready for both versions, check raylib/shaders install folder
*
* This example has been created using raylib 1.3 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2016 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 1280;
int screenHeight = 720;
SetConfigFlags(FLAG_MSAA_4X_HINT); // Enable Multi Sampling Anti Aliasing 4x (if available)
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - model shader");
// Define the camera to look into our 3d world
Camera camera = {{ 4.0f, 4.0f, 4.0f }, { 0.0f, 1.5f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f };
Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
Model dwarf = LoadModel("resources/model/dwarf.obj"); // Load OBJ model
Material material = LoadStandardMaterial();
material.texDiffuse = LoadTexture("resources/model/dwarf_diffuse.png"); // Load model diffuse texture
material.texNormal = LoadTexture("resources/model/dwarf_normal.png"); // Load model normal texture
material.texSpecular = LoadTexture("resources/model/dwarf_specular.png"); // Load model specular texture
material.colDiffuse = WHITE;
material.colAmbient = (Color){0, 0, 10, 255};
material.colSpecular = WHITE;
material.glossiness = 50.0f;
dwarf.material = material; // Apply material to model
Light spotLight = CreateLight(LIGHT_SPOT, (Vector3){3.0f, 5.0f, 2.0f}, (Color){255, 255, 255, 255});
spotLight->target = (Vector3){0.0f, 0.0f, 0.0f};
spotLight->intensity = 2.0f;
spotLight->diffuse = (Color){255, 100, 100, 255};
spotLight->coneAngle = 60.0f;
Light dirLight = CreateLight(LIGHT_DIRECTIONAL, (Vector3){0.0f, -3.0f, -3.0f}, (Color){255, 255, 255, 255});
dirLight->target = (Vector3){1.0f, -2.0f, -2.0f};
dirLight->intensity = 2.0f;
dirLight->diffuse = (Color){100, 255, 100, 255};
Light pointLight = CreateLight(LIGHT_POINT, (Vector3){0.0f, 4.0f, 5.0f}, (Color){255, 255, 255, 255});
pointLight->intensity = 2.0f;
pointLight->diffuse = (Color){100, 100, 255, 255};
pointLight->radius = 3.0f;
// Setup orbital camera
SetCameraMode(CAMERA_ORBITAL); // Set an orbital camera mode
SetCameraPosition(camera.position); // Set internal camera position to match our camera position
SetCameraTarget(camera.target); // Set internal camera target to match our camera target
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
UpdateCamera(&camera); // Update internal camera and our camera
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
Begin3dMode(camera);
DrawModel(dwarf, position, 2.0f, WHITE); // Draw 3d model with texture
DrawLight(spotLight); // Draw spot light
DrawLight(dirLight); // Draw directional light
DrawLight(pointLight); // Draw point light
DrawGrid(10, 1.0f); // Draw a grid
End3dMode();
DrawText("(c) Dwarf 3D model by David Moreno", screenWidth - 200, screenHeight - 20, 10, GRAY);
DrawFPS(10, 10);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadMaterial(material); // Unload material and assigned textures
UnloadModel(dwarf); // Unload model
// Destroy all created lights
DestroyLight(pointLight);
DestroyLight(dirLight);
DestroyLight(spotLight);
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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@ -102,20 +102,22 @@ int main()
ClearBackground(DARKGRAY);
SetBlendMode(blending);
BeginBlendMode(blending);
// Draw active particles
for (int i = 0; i < MAX_PARTICLES; i++)
{
if (mouseTail[i].active) DrawTexturePro(smoke, (Rectangle){ 0, 0, smoke.width, smoke.height },
(Rectangle){ mouseTail[i].position.x, mouseTail[i].position.y, smoke.width*mouseTail[i].size, smoke.height*mouseTail[i].size },
(Vector2){ smoke.width*mouseTail[i].size/2, smoke.height*mouseTail[i].size/2 }, mouseTail[i].rotation,
Fade(mouseTail[i].color, mouseTail[i].alpha));
}
// Draw active particles
for (int i = 0; i < MAX_PARTICLES; i++)
{
if (mouseTail[i].active) DrawTexturePro(smoke, (Rectangle){ 0, 0, smoke.width, smoke.height },
(Rectangle){ mouseTail[i].position.x, mouseTail[i].position.y, smoke.width*mouseTail[i].size, smoke.height*mouseTail[i].size },
(Vector2){ smoke.width*mouseTail[i].size/2, smoke.height*mouseTail[i].size/2 }, mouseTail[i].rotation,
Fade(mouseTail[i].color, mouseTail[i].alpha));
}
DrawText("PRESS SPACE to CHANGE BLENDING MODE", 180, 20, 20, RAYWHITE);
EndBlendMode();
if (blending == BLEND_ALPHA) DrawText("ALPHA BLENDING", 290, screenHeight - 40, 20, RAYWHITE);
DrawText("PRESS SPACE to CHANGE BLENDING MODE", 180, 20, 20, BLACK);
if (blending == BLEND_ALPHA) DrawText("ALPHA BLENDING", 290, screenHeight - 40, 20, BLACK);
else DrawText("ADDITIVE BLENDING", 280, screenHeight - 40, 20, RAYWHITE);
EndDrawing();

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@ -1,73 +0,0 @@
The OpenGL Extension Wrangler Library
Copyright (C) 2002-2007, Milan Ikits <milan ikits[]ieee org>
Copyright (C) 2002-2007, Marcelo E. Magallon <mmagallo[]debian org>
Copyright (C) 2002, Lev Povalahev
All rights reserved.
Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions are met:
* Redistributions of source code must retain the above copyright notice,
this list of conditions and the following disclaimer.
* Redistributions in binary form must reproduce the above copyright notice,
this list of conditions and the following disclaimer in the documentation
and/or other materials provided with the distribution.
* The name of the author may be used to endorse or promote products
derived from this software without specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF
THE POSSIBILITY OF SUCH DAMAGE.
Mesa 3-D graphics library
Version: 7.0
Copyright (C) 1999-2007 Brian Paul All Rights Reserved.
Permission is hereby granted, free of charge, to any person obtaining a
copy of this software and associated documentation files (the "Software"),
to deal in the Software without restriction, including without limitation
the rights to use, copy, modify, merge, publish, distribute, sublicense,
and/or sell copies of the Software, and to permit persons to whom the
Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included
in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
Copyright (c) 2007 The Khronos Group Inc.
Permission is hereby granted, free of charge, to any person obtaining a
copy of this software and/or associated documentation files (the
"Materials"), to deal in the Materials without restriction, including
without limitation the rights to use, copy, modify, merge, publish,
distribute, sublicense, and/or sell copies of the Materials, and to
permit persons to whom the Materials are furnished to do so, subject to
the following conditions:
The above copyright notice and this permission notice shall be included
in all copies or substantial portions of the Materials.
THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS.

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@ -179,22 +179,22 @@ void InitGame(void)
// Initialize grid matrices
for (int i = 0; i < GRID_HORIZONTAL_SIZE; i++)
{
for (int j = 0; j < GRID_VERTICAL_SIZE; j++)
{
{
for (int j = 0; j < GRID_VERTICAL_SIZE; j++)
{
if ((j == GRID_VERTICAL_SIZE - 1) || (i == 0) || (i == GRID_HORIZONTAL_SIZE - 1)) grid[i][j] = BLOCK;
else grid[i][j] = EMPTY;
}
}
}
}
// Initialize incoming piece matrices
for (int i = 0; i < 4; i++)
{
for (int j = 0; j< 4; j++)
{
incomingPiece[i][j] = EMPTY;
}
}
{
for (int j = 0; j< 4; j++)
{
incomingPiece[i][j] = EMPTY;
}
}
}
// Update game (one frame)
@ -423,34 +423,34 @@ static bool Createpiece()
piecePositionY = 0;
// If the game is starting and you are going to create the first piece, we create an extra one
if (beginPlay)
{
if (beginPlay)
{
GetRandompiece();
beginPlay = false;
}
}
// We assign the incoming piece to the actual piece
for (int i = 0; i < 4; i++)
{
for (int j = 0; j< 4; j++)
{
piece[i][j] = incomingPiece[i][j];
}
}
{
for (int j = 0; j< 4; j++)
{
piece[i][j] = incomingPiece[i][j];
}
}
// We assign a random piece to the incoming one
GetRandompiece();
GetRandompiece();
// Assign the piece to the grid
for (int i = piecePositionX; i < piecePositionX + 4; i++)
{
for (int j = 0; j < 4; j++)
{
if (piece[i - (int)piecePositionX][j] == MOVING) grid[i][j] = MOVING;
}
}
{
for (int j = 0; j < 4; j++)
{
if (piece[i - (int)piecePositionX][j] == MOVING) grid[i][j] = MOVING;
}
}
return true;
return true;
}
static void GetRandompiece()
@ -459,22 +459,22 @@ static void GetRandompiece()
int random = rand() % 7;
for (int i = 0; i < 4; i++)
{
for (int j = 0; j < 4; j++)
{
incomingPiece[i][j] = EMPTY;
}
}
{
for (int j = 0; j < 4; j++)
{
incomingPiece[i][j] = EMPTY;
}
}
switch(random)
{
case 0: { incomingPiece[1][1] = MOVING; incomingPiece[2][1] = MOVING; incomingPiece[1][2] = MOVING; incomingPiece[2][2] = MOVING; } break; //Cube
case 1: { incomingPiece[1][0] = MOVING; incomingPiece[1][1] = MOVING; incomingPiece[1][2] = MOVING; incomingPiece[2][2] = MOVING; } break; //L
case 2: { incomingPiece[1][2] = MOVING; incomingPiece[2][0] = MOVING; incomingPiece[2][1] = MOVING; incomingPiece[2][2] = MOVING; } break; //L inversa
case 3: { incomingPiece[0][1] = MOVING; incomingPiece[1][1] = MOVING; incomingPiece[2][1] = MOVING; incomingPiece[3][1] = MOVING; } break; //Recta
case 4: { incomingPiece[1][0] = MOVING; incomingPiece[1][1] = MOVING; incomingPiece[1][2] = MOVING; incomingPiece[2][1] = MOVING; } break; //Creu tallada
case 5: { incomingPiece[1][1] = MOVING; incomingPiece[2][1] = MOVING; incomingPiece[2][2] = MOVING; incomingPiece[3][2] = MOVING; } break; //S
case 6: { incomingPiece[1][2] = MOVING; incomingPiece[2][2] = MOVING; incomingPiece[2][1] = MOVING; incomingPiece[3][1] = MOVING; } break; //S inversa
{
case 0: { incomingPiece[1][1] = MOVING; incomingPiece[2][1] = MOVING; incomingPiece[1][2] = MOVING; incomingPiece[2][2] = MOVING; } break; //Cube
case 1: { incomingPiece[1][0] = MOVING; incomingPiece[1][1] = MOVING; incomingPiece[1][2] = MOVING; incomingPiece[2][2] = MOVING; } break; //L
case 2: { incomingPiece[1][2] = MOVING; incomingPiece[2][0] = MOVING; incomingPiece[2][1] = MOVING; incomingPiece[2][2] = MOVING; } break; //L inversa
case 3: { incomingPiece[0][1] = MOVING; incomingPiece[1][1] = MOVING; incomingPiece[2][1] = MOVING; incomingPiece[3][1] = MOVING; } break; //Recta
case 4: { incomingPiece[1][0] = MOVING; incomingPiece[1][1] = MOVING; incomingPiece[1][2] = MOVING; incomingPiece[2][1] = MOVING; } break; //Creu tallada
case 5: { incomingPiece[1][1] = MOVING; incomingPiece[2][1] = MOVING; incomingPiece[2][2] = MOVING; incomingPiece[3][2] = MOVING; } break; //S
case 6: { incomingPiece[1][2] = MOVING; incomingPiece[2][2] = MOVING; incomingPiece[2][1] = MOVING; incomingPiece[3][1] = MOVING; } break; //S inversa
}
}
@ -482,34 +482,34 @@ static void ResolveFallingMovement(bool *detection, bool *pieceActive)
{
// If we finished moving this piece, we stop it
if (*detection)
{
{
for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--)
{
for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++)
{
if (grid[i][j] == MOVING)
{
grid[i][j] = FULL;
*detection = false;
*pieceActive = false;
}
}
}
}
{
for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++)
{
if (grid[i][j] == MOVING)
{
grid[i][j] = FULL;
*detection = false;
*pieceActive = false;
}
}
}
}
// We move down the piece
else
{
else
{
for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--)
{
for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++)
{
if (grid[i][j] == MOVING)
{
grid[i][j+1] = MOVING;
grid[i][j] = EMPTY;
}
}
}
{
for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++)
{
if (grid[i][j] == MOVING)
{
grid[i][j+1] = MOVING;
grid[i][j] = EMPTY;
}
}
}
piecePositionY++;
}
}
@ -519,78 +519,78 @@ static bool ResolveLateralMovement()
bool collision = false;
// Move left
if (IsKeyDown(KEY_LEFT))
{
if (IsKeyDown(KEY_LEFT))
{
// Check if is possible to move to left
for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--)
{
for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++)
{
if (grid[i][j] == MOVING)
{
for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--)
{
for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++)
{
if (grid[i][j] == MOVING)
{
// Check if we are touching the left wall or we have a full square at the left
if ((i-1 == 0) || (grid[i-1][j] == FULL)) collision = true;
}
}
}
if ((i-1 == 0) || (grid[i-1][j] == FULL)) collision = true;
}
}
}
// If able, move left
if (!collision)
{
for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--)
{
for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++) // We check the matrix from left to right
{
if (!collision)
{
for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--)
{
for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++) // We check the matrix from left to right
{
// Move everything to the left
if (grid[i][j] == MOVING)
{
grid[i-1][j] = MOVING;
grid[i][j] = EMPTY;
}
}
}
if (grid[i][j] == MOVING)
{
grid[i-1][j] = MOVING;
grid[i][j] = EMPTY;
}
}
}
piecePositionX--;
}
}
}
}
// Move right
else if (IsKeyDown(KEY_RIGHT))
{
else if (IsKeyDown(KEY_RIGHT))
{
// Check if is possible to move to right
for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--)
{
for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++)
{
if (grid[i][j] == MOVING)
{
for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--)
{
for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++)
{
if (grid[i][j] == MOVING)
{
// Check if we are touching the right wall or we have a full square at the right
if ((i+1 == GRID_HORIZONTAL_SIZE - 1) || (grid[i+1][j] == FULL))
if ((i+1 == GRID_HORIZONTAL_SIZE - 1) || (grid[i+1][j] == FULL))
{
collision = true;
}
}
}
}
}
}
}
// If able move right
if (!collision)
{
for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--)
{
for (int i = GRID_HORIZONTAL_SIZE - 1; i >= 1; i--) // We check the matrix from right to left
{
if (!collision)
{
for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--)
{
for (int i = GRID_HORIZONTAL_SIZE - 1; i >= 1; i--) // We check the matrix from right to left
{
// Move everything to the right
if (grid[i][j] == MOVING)
{
grid[i+1][j] = MOVING;
grid[i][j] = EMPTY;
}
}
}
if (grid[i][j] == MOVING)
{
grid[i+1][j] = MOVING;
grid[i][j] = EMPTY;
}
}
}
piecePositionX++;
}
}
}
}
return collision;
}
@ -599,164 +599,164 @@ static bool ResolveTurnMovement()
{
// Input for turning the piece
if (IsKeyDown(KEY_UP))
{
int aux;
bool checker = false;
{
int aux;
bool checker = false;
// Check all turning possibilities
if ((grid[piecePositionX + 3][piecePositionY] == MOVING) &&
if ((grid[piecePositionX + 3][piecePositionY] == MOVING) &&
(grid[piecePositionX][piecePositionY] != EMPTY) &&
(grid[piecePositionX][piecePositionY] != MOVING))
{
{
checker = true;
}
if ((grid[piecePositionX + 3][piecePositionY + 3] == MOVING) &&
if ((grid[piecePositionX + 3][piecePositionY + 3] == MOVING) &&
(grid[piecePositionX + 3][piecePositionY] != EMPTY) &&
(grid[piecePositionX + 3][piecePositionY] != MOVING))
{
{
checker = true;
}
if ((grid[piecePositionX][piecePositionY + 3] == MOVING) &&
if ((grid[piecePositionX][piecePositionY + 3] == MOVING) &&
(grid[piecePositionX + 3][piecePositionY + 3] != EMPTY) &&
(grid[piecePositionX + 3][piecePositionY + 3] != MOVING))
{
{
checker = true;
}
if ((grid[piecePositionX][piecePositionY] == MOVING) &&
if ((grid[piecePositionX][piecePositionY] == MOVING) &&
(grid[piecePositionX][piecePositionY + 3] != EMPTY) &&
(grid[piecePositionX][piecePositionY + 3] != MOVING))
{
{
checker = true;
}
if ((grid[piecePositionX + 1][piecePositionY] == MOVING) &&
if ((grid[piecePositionX + 1][piecePositionY] == MOVING) &&
(grid[piecePositionX][piecePositionY + 2] != EMPTY) &&
(grid[piecePositionX][piecePositionY + 2] != MOVING))
{
{
checker = true;
}
if ((grid[piecePositionX + 3][piecePositionY + 1] == MOVING) &&
if ((grid[piecePositionX + 3][piecePositionY + 1] == MOVING) &&
(grid[piecePositionX + 1][piecePositionY] != EMPTY) &&
(grid[piecePositionX + 1][piecePositionY] != MOVING))
{
{
checker = true;
}
if ((grid[piecePositionX + 2][piecePositionY + 3] == MOVING) &&
if ((grid[piecePositionX + 2][piecePositionY + 3] == MOVING) &&
(grid[piecePositionX + 3][piecePositionY + 1] != EMPTY) &&
(grid[piecePositionX + 3][piecePositionY + 1] != MOVING))
{
{
checker = true;
}
if ((grid[piecePositionX][piecePositionY + 2] == MOVING) &&
if ((grid[piecePositionX][piecePositionY + 2] == MOVING) &&
(grid[piecePositionX + 2][piecePositionY + 3] != EMPTY) &&
(grid[piecePositionX + 2][piecePositionY + 3] != MOVING))
{
{
checker = true;
}
if ((grid[piecePositionX + 2][piecePositionY] == MOVING) &&
if ((grid[piecePositionX + 2][piecePositionY] == MOVING) &&
(grid[piecePositionX][piecePositionY + 1] != EMPTY) &&
(grid[piecePositionX][piecePositionY + 1] != MOVING))
{
{
checker = true;
}
if ((grid[piecePositionX + 3][piecePositionY + 2] == MOVING) &&
if ((grid[piecePositionX + 3][piecePositionY + 2] == MOVING) &&
(grid[piecePositionX + 2][piecePositionY] != EMPTY) &&
(grid[piecePositionX + 2][piecePositionY] != MOVING))
{
{
checker = true;
}
if ((grid[piecePositionX + 1][piecePositionY + 3] == MOVING) &&
if ((grid[piecePositionX + 1][piecePositionY + 3] == MOVING) &&
(grid[piecePositionX + 3][piecePositionY + 2] != EMPTY) &&
(grid[piecePositionX + 3][piecePositionY + 2] != MOVING))
{
{
checker = true;
}
if ((grid[piecePositionX][piecePositionY + 1] == MOVING) &&
if ((grid[piecePositionX][piecePositionY + 1] == MOVING) &&
(grid[piecePositionX + 1][piecePositionY + 3] != EMPTY) &&
(grid[piecePositionX + 1][piecePositionY + 3] != MOVING))
{
{
checker = true;
}
if ((grid[piecePositionX + 1][piecePositionY + 1] == MOVING) &&
if ((grid[piecePositionX + 1][piecePositionY + 1] == MOVING) &&
(grid[piecePositionX + 1][piecePositionY + 2] != EMPTY) &&
(grid[piecePositionX + 1][piecePositionY + 2] != MOVING))
{
{
checker = true;
}
if ((grid[piecePositionX + 2][piecePositionY + 1] == MOVING) &&
if ((grid[piecePositionX + 2][piecePositionY + 1] == MOVING) &&
(grid[piecePositionX + 1][piecePositionY + 1] != EMPTY) &&
(grid[piecePositionX + 1][piecePositionY + 1] != MOVING))
{
{
checker = true;
}
if ((grid[piecePositionX + 2][piecePositionY + 2] == MOVING) &&
if ((grid[piecePositionX + 2][piecePositionY + 2] == MOVING) &&
(grid[piecePositionX + 2][piecePositionY + 1] != EMPTY) &&
(grid[piecePositionX + 2][piecePositionY + 1] != MOVING))
{
{
checker = true;
}
if ((grid[piecePositionX + 1][piecePositionY + 2] == MOVING) &&
if ((grid[piecePositionX + 1][piecePositionY + 2] == MOVING) &&
(grid[piecePositionX + 2][piecePositionY + 2] != EMPTY) &&
(grid[piecePositionX + 2][piecePositionY + 2] != MOVING))
{
{
checker = true;
}
if (!checker)
{
aux = piece[0][0];
piece[0][0] = piece[3][0];
piece[3][0] = piece[3][3];
piece[3][3] = piece[0][3];
piece[0][3] = aux;
if (!checker)
{
aux = piece[0][0];
piece[0][0] = piece[3][0];
piece[3][0] = piece[3][3];
piece[3][3] = piece[0][3];
piece[0][3] = aux;
aux = piece[1][0];
piece[1][0] = piece[3][1];
piece[3][1] = piece[2][3];
piece[2][3] = piece[0][2];
piece[0][2] = aux;
aux = piece[1][0];
piece[1][0] = piece[3][1];
piece[3][1] = piece[2][3];
piece[2][3] = piece[0][2];
piece[0][2] = aux;
aux = piece[2][0];
piece[2][0] = piece[3][2];
piece[3][2] = piece[1][3];
piece[1][3] = piece[0][1];
piece[0][1] = aux;
aux = piece[2][0];
piece[2][0] = piece[3][2];
piece[3][2] = piece[1][3];
piece[1][3] = piece[0][1];
piece[0][1] = aux;
aux = piece[1][1];
piece[1][1] = piece[2][1];
piece[2][1] = piece[2][2];
piece[2][2] = piece[1][2];
piece[1][2] = aux;
}
aux = piece[1][1];
piece[1][1] = piece[2][1];
piece[2][1] = piece[2][2];
piece[2][2] = piece[1][2];
piece[1][2] = aux;
}
for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--)
{
for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++)
{
if (grid[i][j] == MOVING)
{
grid[i][j] = EMPTY;
}
}
}
for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--)
{
for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++)
{
if (grid[i][j] == MOVING)
{
grid[i][j] = EMPTY;
}
}
}
for (int i = piecePositionX; i < piecePositionX + 4; i++)
{
for (int j = piecePositionY; j < piecePositionY + 4; j++)
{
if (piece[i - piecePositionX][j - piecePositionY] == MOVING)
{
grid[i][j] = MOVING;
}
}
}
for (int i = piecePositionX; i < piecePositionX + 4; i++)
{
for (int j = piecePositionY; j < piecePositionY + 4; j++)
{
if (piece[i - piecePositionX][j - piecePositionY] == MOVING)
{
grid[i][j] = MOVING;
}
}
}
return true;
}
}
return false;
}
@ -764,44 +764,44 @@ static bool ResolveTurnMovement()
static void CheckDetection(bool *detection)
{
for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--)
{
for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++)
{
if ((grid[i][j] == MOVING) && ((grid[i][j+1] == FULL) || (grid[i][j+1] == BLOCK))) *detection = true;
}
}
{
for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++)
{
if ((grid[i][j] == MOVING) && ((grid[i][j+1] == FULL) || (grid[i][j+1] == BLOCK))) *detection = true;
}
}
}
static void CheckCompletition(bool *lineToDelete)
{
int calculator;
for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--)
{
calculator = 0;
for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++)
{
for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--)
{
calculator = 0;
for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++)
{
// Count each square of the line
if (grid[i][j] == FULL)
{
calculator++;
}
if (grid[i][j] == FULL)
{
calculator++;
}
// Check if we completed the whole line
if (calculator == GRID_HORIZONTAL_SIZE - 2)
{
if (calculator == GRID_HORIZONTAL_SIZE - 2)
{
*lineToDelete = true;
calculator = 0;
// points++;
// points++;
// Mark the completed line
for (int z = 1; z < GRID_HORIZONTAL_SIZE - 1; z++)
{
grid[z][j] = FADING;
}
}
}
}
for (int z = 1; z < GRID_HORIZONTAL_SIZE - 1; z++)
{
grid[z][j] = FADING;
}
}
}
}
}
static void DeleteCompleteLines()

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View File

@ -1,506 +0,0 @@
/**********************************************************************************************
*
* raylib 1.2 (www.raylib.com)
*
* A simple and easy-to-use library to learn videogames programming
*
* Features:
* Library written in plain C code (C99)
* Uses C# PascalCase/camelCase notation
* Hardware accelerated with OpenGL (1.1, 3.3+ or ES2)
* Unique OpenGL abstraction layer [rlgl]
* Powerful fonts module with SpriteFonts support
* Multiple textures support, including DDS and mipmaps generation
* Basic 3d support for Shapes, Models, Heightmaps and Billboards
* Powerful math module for Vector and Matrix operations [raymath]
* Audio loading and playing with streaming support (WAV and OGG)
* Multiplatform support, including Android devices, Raspberry Pi and HTML5
*
* Used external libs:
* GLFW3 (www.glfw.org) for window/context management and input
* GLEW for OpenGL extensions loading (3.3+ and ES2)
* stb_image (Sean Barret) for images loading (JPEG, PNG, BMP, TGA, PSD, GIF, HDR, PIC)
* stb_image_write (Sean Barret) for image writting (PNG)
* stb_vorbis (Sean Barret) for ogg audio loading
* OpenAL Soft for audio device/context management
* tinfl for data decompression (DEFLATE algorithm)
*
* Some design decisions:
* 32bit Colors - All defined color are always RGBA
* 32bit Textures - All loaded images are converted automatically to RGBA textures
* SpriteFonts - All loaded sprite-font images are converted to RGBA and POT textures
* One custom default font is loaded automatically when InitWindow()
* If using OpenGL 3.3+ or ES2, one default shader is loaded automatically (internally defined)
*
* -- LICENSE (raylib v1.2, September 2014) --
*
* raylib is licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software:
*
* Copyright (c) 2013 Ramon Santamaria (Ray San - raysan@raysanweb.com)
*
* This software is provided "as-is", without any express or implied warranty. In no event
* will the authors be held liable for any damages arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose, including commercial
* applications, and to alter it and redistribute it freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not claim that you
* wrote the original software. If you use this software in a product, an acknowledgment
* in the product documentation would be appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
* as being the original software.
*
* 3. This notice may not be removed or altered from any source distribution.
*
**********************************************************************************************/
#ifndef RAYLIB_H
#define RAYLIB_H
// Choose your platform here or just define it at compile time: -DPLATFORM_DESKTOP
//#define PLATFORM_DESKTOP // Windows, Linux or OSX
//#define PLATFORM_ANDROID // Android device
//#define PLATFORM_RPI // Raspberry Pi
//#define PLATFORM_WEB // HTML5 (emscripten, asm.js)
// Security check in case no PLATFORM_* defined
#if !defined(PLATFORM_DESKTOP) && !defined(PLATFORM_ANDROID) && !defined(PLATFORM_RPI) && !defined(PLATFORM_WEB)
#define PLATFORM_DESKTOP
#endif
#if defined(PLATFORM_ANDROID)
#include <android_native_app_glue.h> // Defines android_app struct
#endif
//----------------------------------------------------------------------------------
// Some basic Defines
//----------------------------------------------------------------------------------
#ifndef PI
#define PI 3.14159265358979323846
#endif
#define DEG2RAD (PI / 180.0f)
#define RAD2DEG (180.0f / PI)
// raylib Config Flags
#define FLAG_FULLSCREEN_MODE 1
#define FLAG_SHOW_LOGO 2
#define FLAG_SHOW_MOUSE_CURSOR 4
#define FLAG_CENTERED_MODE 8
#define FLAG_MSAA_4X_HINT 16
// Keyboard Function Keys
#define KEY_SPACE 32
#define KEY_ESCAPE 256
#define KEY_ENTER 257
#define KEY_BACKSPACE 259
#define KEY_RIGHT 262
#define KEY_LEFT 263
#define KEY_DOWN 264
#define KEY_UP 265
#define KEY_F1 290
#define KEY_F2 291
#define KEY_F3 292
#define KEY_F4 293
#define KEY_F5 294
#define KEY_F6 295
#define KEY_F7 296
#define KEY_F8 297
#define KEY_F9 298
#define KEY_F10 299
#define KEY_LEFT_SHIFT 340
#define KEY_LEFT_CONTROL 341
#define KEY_LEFT_ALT 342
#define KEY_RIGHT_SHIFT 344
#define KEY_RIGHT_CONTROL 345
#define KEY_RIGHT_ALT 346
// Mouse Buttons
#define MOUSE_LEFT_BUTTON 0
#define MOUSE_RIGHT_BUTTON 1
#define MOUSE_MIDDLE_BUTTON 2
// Gamepad Number
#define GAMEPAD_PLAYER1 0
#define GAMEPAD_PLAYER2 1
#define GAMEPAD_PLAYER3 2
#define GAMEPAD_PLAYER4 3
// Gamepad Buttons
// NOTE: Adjusted for a PS3 USB Controller
#define GAMEPAD_BUTTON_A 2
#define GAMEPAD_BUTTON_B 1
#define GAMEPAD_BUTTON_X 3
#define GAMEPAD_BUTTON_Y 4
#define GAMEPAD_BUTTON_R1 7
#define GAMEPAD_BUTTON_R2 5
#define GAMEPAD_BUTTON_L1 6
#define GAMEPAD_BUTTON_L2 8
#define GAMEPAD_BUTTON_SELECT 9
#define GAMEPAD_BUTTON_START 10
// TODO: Review Xbox360 USB Controller Buttons
// Some Basic Colors
// NOTE: Custom raylib color palette for amazing visuals on WHITE background
#define LIGHTGRAY (Color){ 200, 200, 200, 255 } // Light Gray
#define GRAY (Color){ 130, 130, 130, 255 } // Gray
#define DARKGRAY (Color){ 80, 80, 80, 255 } // Dark Gray
#define YELLOW (Color){ 253, 249, 0, 255 } // Yellow
#define GOLD (Color){ 255, 203, 0, 255 } // Gold
#define ORANGE (Color){ 255, 161, 0, 255 } // Orange
#define PINK (Color){ 255, 109, 194, 255 } // Pink
#define RED (Color){ 230, 41, 55, 255 } // Red
#define MAROON (Color){ 190, 33, 55, 255 } // Maroon
#define GREEN (Color){ 0, 228, 48, 255 } // Green
#define LIME (Color){ 0, 158, 47, 255 } // Lime
#define DARKGREEN (Color){ 0, 117, 44, 255 } // Dark Green
#define SKYBLUE (Color){ 102, 191, 255, 255 } // Sky Blue
#define BLUE (Color){ 0, 121, 241, 255 } // Blue
#define DARKBLUE (Color){ 0, 82, 172, 255 } // Dark Blue
#define PURPLE (Color){ 200, 122, 255, 255 } // Purple
#define VIOLET (Color){ 135, 60, 190, 255 } // Violet
#define DARKPURPLE (Color){ 112, 31, 126, 255 } // Dark Purple
#define BEIGE (Color){ 211, 176, 131, 255 } // Beige
#define BROWN (Color){ 127, 106, 79, 255 } // Brown
#define DARKBROWN (Color){ 76, 63, 47, 255 } // Dark Brown
#define WHITE (Color){ 255, 255, 255, 255 } // White
#define BLACK (Color){ 0, 0, 0, 255 } // Black
#define BLANK (Color){ 0, 0, 0, 0 } // Blank (Transparent)
#define MAGENTA (Color){ 255, 0, 255, 255 } // Magenta
#define RAYWHITE (Color){ 245, 245, 245, 255 } // My own White (raylib logo)
//----------------------------------------------------------------------------------
// Types and Structures Definition
//----------------------------------------------------------------------------------
// Boolean type
typedef enum { false, true } bool;
// byte type
typedef unsigned char byte;
// Vector2 type
typedef struct Vector2 {
float x;
float y;
} Vector2;
// Vector3 type
typedef struct Vector3 {
float x;
float y;
float z;
} Vector3;
// Color type, RGBA (32bit)
typedef struct Color {
unsigned char r;
unsigned char g;
unsigned char b;
unsigned char a;
} Color;
// Rectangle type
typedef struct Rectangle {
int x;
int y;
int width;
int height;
} Rectangle;
// Image type, bpp always RGBA (32bit)
// NOTE: Data stored in CPU memory (RAM)
typedef struct Image {
Color *pixels;
int width;
int height;
} Image;
// Texture2D type, bpp always RGBA (32bit)
// NOTE: Data stored in GPU memory
typedef struct Texture2D {
unsigned int id; // OpenGL id
int width;
int height;
} Texture2D;
// Character type (one font glyph)
typedef struct Character {
int value; //char value = ' '; (int)value = 32;
int x;
int y;
int w;
int h;
} Character;
// SpriteFont type, includes texture and charSet array data
typedef struct SpriteFont {
Texture2D texture;
int numChars;
Character *charSet;
} SpriteFont;
// Camera type, defines a camera position/orientation in 3d space
typedef struct Camera {
Vector3 position;
Vector3 target;
Vector3 up;
} Camera;
// Vertex data definning a mesh
typedef struct VertexData {
int vertexCount;
float *vertices; // 3 components per vertex
float *texcoords; // 2 components per vertex
float *normals; // 3 components per vertex
unsigned char *colors; // 4 components per vertex
} VertexData;
// 3d Model type
// NOTE: If using OpenGL 1.1, loaded in CPU (mesh); if OpenGL 3.3+ loaded in GPU (vaoId)
typedef struct Model {
VertexData mesh;
unsigned int vaoId;
unsigned int vboId[4];
unsigned int textureId;
//Matrix transform;
} Model;
// Sound source type
typedef struct Sound {
unsigned int source;
unsigned int buffer;
} Sound;
// Wave type, defines audio wave data
typedef struct Wave {
void *data; // Buffer data pointer
unsigned int dataSize; // Data size in bytes
unsigned int sampleRate;
short bitsPerSample;
short channels;
} Wave;
#ifdef __cplusplus
extern "C" { // Prevents name mangling of functions
#endif
//------------------------------------------------------------------------------------
// Global Variables Definition
//------------------------------------------------------------------------------------
// It's lonely here...
//------------------------------------------------------------------------------------
// Window and Graphics Device Functions (Module: core)
//------------------------------------------------------------------------------------
#if defined(PLATFORM_ANDROID)
void InitWindow(int width, int height, struct android_app *state); // Init Android activity
#elif defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) || defined(PLATFORM_WEB)
void InitWindow(int width, int height, const char *title); // Initialize Window and OpenGL Graphics
#endif
void CloseWindow(void); // Close Window and Terminate Context
bool WindowShouldClose(void); // Detect if KEY_ESCAPE pressed or Close icon pressed
void ToggleFullscreen(void); // Fullscreen toggle (only PLATFORM_DESKTOP)
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI)
void SetCustomCursor(const char *cursorImage); // Set a custom cursor icon/image
void SetExitKey(int key); // Set a custom key to exit program (default is ESC)
#endif
int GetScreenWidth(void); // Get current screen width
int GetScreenHeight(void); // Get current screen height
int GetKeyPressed(void); // Get latest key pressed
void ClearBackground(Color color); // Sets Background Color
void BeginDrawing(void); // Setup drawing canvas to start drawing
void EndDrawing(void); // End canvas drawing and Swap Buffers (Double Buffering)
void Begin3dMode(Camera cam); // Initializes 3D mode for drawing (Camera setup)
void End3dMode(void); // Ends 3D mode and returns to default 2D orthographic mode
void SetTargetFPS(int fps); // Set target FPS (maximum)
float GetFPS(void); // Returns current FPS
float GetFrameTime(void); // Returns time in seconds for one frame
Color GetColor(int hexValue); // Returns a Color struct from hexadecimal value
int GetHexValue(Color color); // Returns hexadecimal value for a Color
int GetRandomValue(int min, int max); // Returns a random value between min and max (both included)
Color Fade(Color color, float alpha); // Color fade-in or fade-out, alpha goes from 0.0f to 1.0f
void SetupFlags(char flags); // Enable some window configurations
void ShowLogo(void); // Activates raylib logo at startup (can be done with flags)
//------------------------------------------------------------------------------------
// Input Handling Functions (Module: core)
//------------------------------------------------------------------------------------
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) || defined(PLATFORM_WEB)
bool IsKeyPressed(int key); // Detect if a key has been pressed once
bool IsKeyDown(int key); // Detect if a key is being pressed
bool IsKeyReleased(int key); // Detect if a key has been released once
bool IsKeyUp(int key); // Detect if a key is NOT being pressed
bool IsMouseButtonPressed(int button); // Detect if a mouse button has been pressed once
bool IsMouseButtonDown(int button); // Detect if a mouse button is being pressed
bool IsMouseButtonReleased(int button); // Detect if a mouse button has been released once
bool IsMouseButtonUp(int button); // Detect if a mouse button is NOT being pressed
int GetMouseX(void); // Returns mouse position X
int GetMouseY(void); // Returns mouse position Y
Vector2 GetMousePosition(void); // Returns mouse position XY
void SetMousePosition(Vector2 position); // Set mouse position XY
int GetMouseWheelMove(void); // Returns mouse wheel movement Y
#endif
#if defined(PLATFORM_DESKTOP)
bool IsGamepadAvailable(int gamepad); // Detect if a gamepad is available
Vector2 GetGamepadMovement(int gamepad); // Return axis movement vector for a gamepad
bool IsGamepadButtonPressed(int gamepad, int button); // Detect if a gamepad button has been pressed once
bool IsGamepadButtonDown(int gamepad, int button); // Detect if a gamepad button is being pressed
bool IsGamepadButtonReleased(int gamepad, int button); // Detect if a gamepad button has been released once
bool IsGamepadButtonUp(int gamepad, int button); // Detect if a gamepad button is NOT being pressed
#endif
#if defined(PLATFORM_ANDROID)
bool IsScreenTouched(void); // Detect screen touch event
int GetTouchX(void); // Returns touch position X
int GetTouchY(void); // Returns touch position Y
Vector2 GetTouchPosition(void); // Returns touch position XY
#endif
//------------------------------------------------------------------------------------
// Basic Shapes Drawing Functions (Module: shapes)
//------------------------------------------------------------------------------------
void DrawPixel(int posX, int posY, Color color); // Draw a pixel
void DrawPixelV(Vector2 position, Color color); // Draw a pixel (Vector version)
void DrawLine(int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw a line
void DrawLineV(Vector2 startPos, Vector2 endPos, Color color); // Draw a line (Vector version)
void DrawCircle(int centerX, int centerY, float radius, Color color); // Draw a color-filled circle
void DrawCircleGradient(int centerX, int centerY, float radius, Color color1, Color color2); // Draw a gradient-filled circle
void DrawCircleV(Vector2 center, float radius, Color color); // Draw a color-filled circle (Vector version)
void DrawCircleLines(int centerX, int centerY, float radius, Color color); // Draw circle outline
void DrawRectangle(int posX, int posY, int width, int height, Color color); // Draw a color-filled rectangle
void DrawRectangleRec(Rectangle rec, Color color); // Draw a color-filled rectangle
void DrawRectangleGradient(int posX, int posY, int width, int height, Color color1, Color color2); // Draw a gradient-filled rectangle
void DrawRectangleV(Vector2 position, Vector2 size, Color color); // Draw a color-filled rectangle (Vector version)
void DrawRectangleLines(int posX, int posY, int width, int height, Color color); // Draw rectangle outline
void DrawTriangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw a color-filled triangle
void DrawTriangleLines(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw triangle outline
void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a regular polygon (Vector version)
void DrawPolyEx(Vector2 *points, int numPoints, Color color); // Draw a closed polygon defined by points
void DrawPolyExLines(Vector2 *points, int numPoints, Color color); // Draw polygon lines
bool CheckCollisionRecs(Rectangle rec1, Rectangle rec2); // Check collision between two rectangles
bool CheckCollisionCircles(Vector2 center1, float radius1, Vector2 center2, float radius2); // Check collision between two circles
bool CheckCollisionCircleRec(Vector2 center, float radius, Rectangle rec); // Check collision between circle and rectangle
Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2); // Get collision rectangle for two rectangles collision
bool CheckCollisionPointRec(Vector2 point, Rectangle rec); // Check if point is inside rectangle
bool CheckCollisionPointCircle(Vector2 point, Vector2 center, float radius); // Check if point is inside circle
bool CheckCollisionPointTriangle(Vector2 point, Vector2 p1, Vector2 p2, Vector2 p3); // Check if point is inside a triangle
//------------------------------------------------------------------------------------
// Texture Loading and Drawing Functions (Module: textures)
//------------------------------------------------------------------------------------
Image LoadImage(const char *fileName); // Load an image into CPU memory (RAM)
Image LoadImageFromRES(const char *rresName, int resId); // Load an image from rRES file (raylib Resource)
Texture2D LoadTexture(const char *fileName); // Load an image as texture into GPU memory
Texture2D LoadTextureFromRES(const char *rresName, int resId); // Load an image as texture from rRES file (raylib Resource)
Texture2D LoadTextureFromImage(Image image, bool genMipmaps); // Load a texture from image data (and generate mipmaps)
Texture2D CreateTexture(Image image, bool genMipmaps); // [DEPRECATED] Same as LoadTextureFromImage()
void UnloadImage(Image image); // Unload image from CPU memory (RAM)
void UnloadTexture(Texture2D texture); // Unload texture from GPU memory
void ConvertToPOT(Image *image, Color fillColor); // Convert image to POT (power-of-two)
void DrawTexture(Texture2D texture, int posX, int posY, Color tint); // Draw a Texture2D
void DrawTextureV(Texture2D texture, Vector2 position, Color tint); // Draw a Texture2D with position defined as Vector2
void DrawTextureEx(Texture2D texture, Vector2 position, float rotation, float scale, Color tint); // Draw a Texture2D with extended parameters
void DrawTextureRec(Texture2D texture, Rectangle sourceRec, Vector2 position, Color tint); // Draw a part of a texture defined by a rectangle
void DrawTexturePro(Texture2D texture, Rectangle sourceRec, Rectangle destRec, Vector2 origin, // Draw a part of a texture defined by a rectangle with 'pro' parameters
float rotation, Color tint);
//------------------------------------------------------------------------------------
// Font Loading and Text Drawing Functions (Module: text)
//------------------------------------------------------------------------------------
SpriteFont GetDefaultFont(void); // Get the default SpriteFont
SpriteFont LoadSpriteFont(const char *fileName); // Load a SpriteFont image into GPU memory
void UnloadSpriteFont(SpriteFont spriteFont); // Unload SpriteFont from GPU memory
void DrawText(const char *text, int posX, int posY, int fontSize, Color color); // Draw text (using default font)
void DrawTextEx(SpriteFont spriteFont, const char* text, Vector2 position, // Draw text using SpriteFont and additional parameters
int fontSize, int spacing, Color tint);
int MeasureText(const char *text, int fontSize); // Measure string width for default font
Vector2 MeasureTextEx(SpriteFont spriteFont, const char *text, int fontSize, int spacing); // Measure string size for SpriteFont
int GetFontBaseSize(SpriteFont spriteFont); // Returns the base size for a SpriteFont (chars height)
void DrawFPS(int posX, int posY); // Shows current FPS on top-left corner
const char *FormatText(const char *text, ...); // Formatting of text with variables to 'embed'
//------------------------------------------------------------------------------------
// Basic 3d Shapes Drawing Functions (Module: models)
//------------------------------------------------------------------------------------
void DrawCube(Vector3 position, float width, float height, float lenght, Color color); // Draw cube
void DrawCubeV(Vector3 position, Vector3 size, Color color); // Draw cube (Vector version)
void DrawCubeWires(Vector3 position, float width, float height, float lenght, Color color); // Draw cube wires
void DrawCubeTexture(Texture2D texture, Vector3 position, float width, float height, float lenght, Color color); // Draw cube textured
void DrawSphere(Vector3 centerPos, float radius, Color color); // Draw sphere
void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere with extended parameters
void DrawSphereWires(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere wires
void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone
void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone wires
void DrawQuad(Vector3 vertices[4], Vector2 textcoords[4], Vector3 normals[4], Color colors[4]); // Draw a quad
void DrawPlane(Vector3 centerPos, Vector2 size, Vector3 rotation, Color color); // Draw a plane
void DrawPlaneEx(Vector3 centerPos, Vector2 size, Vector3 rotation, int slicesX, int slicesZ, Color color); // Draw a plane with divisions
void DrawGrid(int slices, float spacing); // Draw a grid (centered at (0, 0, 0))
void DrawGizmo(Vector3 position); // Draw simple gizmo
void DrawGizmoEx(Vector3 position, Vector3 rotation, float scale); // Draw gizmo with extended parameters
//DrawTorus(), DrawTeapot() are useless...
//------------------------------------------------------------------------------------
// Model 3d Loading and Drawing Functions (Module: models)
//------------------------------------------------------------------------------------
Model LoadModel(const char *fileName); // Load a 3d model (.OBJ)
//Model LoadModelFromRES(const char *rresName, int resId); // TODO: Load a 3d model from rRES file (raylib Resource)
Model LoadHeightmap(Image heightmap, float maxHeight); // 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
void DrawModel(Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set)
void DrawModelEx(Model model, Vector3 position, Vector3 rotation, Vector3 scale, Color tint); // Draw a model with extended parameters
void DrawModelWires(Model model, Vector3 position, float scale, Color color); // Draw a model wires (with texture if set)
void DrawBillboard(Camera camera, Texture2D texture, Vector3 center, float size, Color tint); // Draw a billboard texture
void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRec, Vector3 center, float size, Color tint); // Draw a billboard texture defined by sourceRec
//------------------------------------------------------------------------------------
// Audio Loading and Playing Functions (Module: audio)
//------------------------------------------------------------------------------------
void InitAudioDevice(void); // Initialize audio device and context
void CloseAudioDevice(void); // Close the audio device and context (and music stream)
Sound LoadSound(char *fileName); // Load sound to memory
Sound LoadSoundFromWave(Wave wave); // Load sound to memory from wave data
Sound LoadSoundFromRES(const char *rresName, int resId); // Load sound to memory from rRES file (raylib Resource)
void UnloadSound(Sound sound); // Unload sound
void PlaySound(Sound sound); // Play a sound
void PauseSound(Sound sound); // Pause a sound
void StopSound(Sound sound); // Stop playing a sound
bool SoundIsPlaying(Sound sound); // Check if a sound is currently playing
void SetSoundVolume(Sound sound, float volume); // Set volume for a sound (1.0 is max level)
void SetSoundPitch(Sound sound, float pitch); // Set pitch for a sound (1.0 is base level)
void PlayMusicStream(char *fileName); // Start music playing (open stream)
void StopMusicStream(void); // Stop music playing (close stream)
void PauseMusicStream(void); // Pause music playing
void ResumeMusicStream(void); // Resume playing paused music
bool MusicIsPlaying(void); // Check if music is playing
void SetMusicVolume(float volume); // Set volume for music (1.0 is max level)
float GetMusicTimeLength(void); // Get current music time length (in seconds)
float GetMusicTimePlayed(void); // Get current music time played (in seconds)
#ifdef __cplusplus
}
#endif
#endif // RAYLIB_H

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/**********************************************************************************************
*
* raylib 1.2 (www.raylib.com)
*
* A simple and easy-to-use library to learn videogames programming
*
* Features:
* Library written in plain C code (C99)
* Uses C# PascalCase/camelCase notation
* Hardware accelerated with OpenGL (1.1, 3.3+ or ES2)
* Unique OpenGL abstraction layer [rlgl]
* Powerful fonts module with SpriteFonts support
* Multiple textures support, including DDS and mipmaps generation
* Basic 3d support for Shapes, Models, Heightmaps and Billboards
* Powerful math module for Vector and Matrix operations [raymath]
* Audio loading and playing with streaming support (WAV and OGG)
* Multiplatform support, including Android devices, Raspberry Pi and HTML5
*
* Used external libs:
* GLFW3 (www.glfw.org) for window/context management and input
* GLEW for OpenGL extensions loading (3.3+ and ES2)
* stb_image (Sean Barret) for images loading (JPEG, PNG, BMP, TGA, PSD, GIF, HDR, PIC)
* stb_image_write (Sean Barret) for image writting (PNG)
* stb_vorbis (Sean Barret) for ogg audio loading
* OpenAL Soft for audio device/context management
* tinfl for data decompression (DEFLATE algorithm)
*
* Some design decisions:
* 32bit Colors - All defined color are always RGBA
* 32bit Textures - All loaded images are converted automatically to RGBA textures
* SpriteFonts - All loaded sprite-font images are converted to RGBA and POT textures
* One custom default font is loaded automatically when InitWindow()
* If using OpenGL 3.3+ or ES2, one default shader is loaded automatically (internally defined)
*
* -- LICENSE (raylib v1.2, September 2014) --
*
* raylib is licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software:
*
* Copyright (c) 2013 Ramon Santamaria (Ray San - raysan@raysanweb.com)
*
* This software is provided "as-is", without any express or implied warranty. In no event
* will the authors be held liable for any damages arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose, including commercial
* applications, and to alter it and redistribute it freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not claim that you
* wrote the original software. If you use this software in a product, an acknowledgment
* in the product documentation would be appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
* as being the original software.
*
* 3. This notice may not be removed or altered from any source distribution.
*
**********************************************************************************************/
#ifndef RAYLIB_H
#define RAYLIB_H
// Choose your platform here or just define it at compile time: -DPLATFORM_DESKTOP
//#define PLATFORM_DESKTOP // Windows, Linux or OSX
//#define PLATFORM_ANDROID // Android device
//#define PLATFORM_RPI // Raspberry Pi
//#define PLATFORM_WEB // HTML5 (emscripten, asm.js)
// Security check in case no PLATFORM_* defined
#if !defined(PLATFORM_DESKTOP) && !defined(PLATFORM_ANDROID) && !defined(PLATFORM_RPI) && !defined(PLATFORM_WEB)
#define PLATFORM_DESKTOP
#endif
#if defined(PLATFORM_ANDROID)
#include <android_native_app_glue.h> // Defines android_app struct
#endif
//----------------------------------------------------------------------------------
// Some basic Defines
//----------------------------------------------------------------------------------
#ifndef PI
#define PI 3.14159265358979323846
#endif
#define DEG2RAD (PI / 180.0f)
#define RAD2DEG (180.0f / PI)
// raylib Config Flags
#define FLAG_FULLSCREEN_MODE 1
#define FLAG_SHOW_LOGO 2
#define FLAG_SHOW_MOUSE_CURSOR 4
#define FLAG_CENTERED_MODE 8
#define FLAG_MSAA_4X_HINT 16
// Keyboard Function Keys
#define KEY_SPACE 32
#define KEY_ESCAPE 256
#define KEY_ENTER 257
#define KEY_BACKSPACE 259
#define KEY_RIGHT 262
#define KEY_LEFT 263
#define KEY_DOWN 264
#define KEY_UP 265
#define KEY_F1 290
#define KEY_F2 291
#define KEY_F3 292
#define KEY_F4 293
#define KEY_F5 294
#define KEY_F6 295
#define KEY_F7 296
#define KEY_F8 297
#define KEY_F9 298
#define KEY_F10 299
#define KEY_LEFT_SHIFT 340
#define KEY_LEFT_CONTROL 341
#define KEY_LEFT_ALT 342
#define KEY_RIGHT_SHIFT 344
#define KEY_RIGHT_CONTROL 345
#define KEY_RIGHT_ALT 346
// Mouse Buttons
#define MOUSE_LEFT_BUTTON 0
#define MOUSE_RIGHT_BUTTON 1
#define MOUSE_MIDDLE_BUTTON 2
// Gamepad Number
#define GAMEPAD_PLAYER1 0
#define GAMEPAD_PLAYER2 1
#define GAMEPAD_PLAYER3 2
#define GAMEPAD_PLAYER4 3
// Gamepad Buttons
// NOTE: Adjusted for a PS3 USB Controller
#define GAMEPAD_BUTTON_A 2
#define GAMEPAD_BUTTON_B 1
#define GAMEPAD_BUTTON_X 3
#define GAMEPAD_BUTTON_Y 4
#define GAMEPAD_BUTTON_R1 7
#define GAMEPAD_BUTTON_R2 5
#define GAMEPAD_BUTTON_L1 6
#define GAMEPAD_BUTTON_L2 8
#define GAMEPAD_BUTTON_SELECT 9
#define GAMEPAD_BUTTON_START 10
// TODO: Review Xbox360 USB Controller Buttons
// Some Basic Colors
// NOTE: Custom raylib color palette for amazing visuals on WHITE background
#define LIGHTGRAY (Color){ 200, 200, 200, 255 } // Light Gray
#define GRAY (Color){ 130, 130, 130, 255 } // Gray
#define DARKGRAY (Color){ 80, 80, 80, 255 } // Dark Gray
#define YELLOW (Color){ 253, 249, 0, 255 } // Yellow
#define GOLD (Color){ 255, 203, 0, 255 } // Gold
#define ORANGE (Color){ 255, 161, 0, 255 } // Orange
#define PINK (Color){ 255, 109, 194, 255 } // Pink
#define RED (Color){ 230, 41, 55, 255 } // Red
#define MAROON (Color){ 190, 33, 55, 255 } // Maroon
#define GREEN (Color){ 0, 228, 48, 255 } // Green
#define LIME (Color){ 0, 158, 47, 255 } // Lime
#define DARKGREEN (Color){ 0, 117, 44, 255 } // Dark Green
#define SKYBLUE (Color){ 102, 191, 255, 255 } // Sky Blue
#define BLUE (Color){ 0, 121, 241, 255 } // Blue
#define DARKBLUE (Color){ 0, 82, 172, 255 } // Dark Blue
#define PURPLE (Color){ 200, 122, 255, 255 } // Purple
#define VIOLET (Color){ 135, 60, 190, 255 } // Violet
#define DARKPURPLE (Color){ 112, 31, 126, 255 } // Dark Purple
#define BEIGE (Color){ 211, 176, 131, 255 } // Beige
#define BROWN (Color){ 127, 106, 79, 255 } // Brown
#define DARKBROWN (Color){ 76, 63, 47, 255 } // Dark Brown
#define WHITE (Color){ 255, 255, 255, 255 } // White
#define BLACK (Color){ 0, 0, 0, 255 } // Black
#define BLANK (Color){ 0, 0, 0, 0 } // Blank (Transparent)
#define MAGENTA (Color){ 255, 0, 255, 255 } // Magenta
#define RAYWHITE (Color){ 245, 245, 245, 255 } // My own White (raylib logo)
//----------------------------------------------------------------------------------
// Types and Structures Definition
//----------------------------------------------------------------------------------
// Boolean type
typedef enum { false, true } bool;
// byte type
typedef unsigned char byte;
// Vector2 type
typedef struct Vector2 {
float x;
float y;
} Vector2;
// Vector3 type
typedef struct Vector3 {
float x;
float y;
float z;
} Vector3;
// Color type, RGBA (32bit)
typedef struct Color {
unsigned char r;
unsigned char g;
unsigned char b;
unsigned char a;
} Color;
// Rectangle type
typedef struct Rectangle {
int x;
int y;
int width;
int height;
} Rectangle;
// Image type, bpp always RGBA (32bit)
// NOTE: Data stored in CPU memory (RAM)
typedef struct Image {
Color *pixels;
int width;
int height;
} Image;
// Texture2D type, bpp always RGBA (32bit)
// NOTE: Data stored in GPU memory
typedef struct Texture2D {
unsigned int id; // OpenGL id
int width;
int height;
} Texture2D;
// Character type (one font glyph)
typedef struct Character {
int value; //char value = ' '; (int)value = 32;
int x;
int y;
int w;
int h;
} Character;
// SpriteFont type, includes texture and charSet array data
typedef struct SpriteFont {
Texture2D texture;
int numChars;
Character *charSet;
} SpriteFont;
// Camera type, defines a camera position/orientation in 3d space
typedef struct Camera {
Vector3 position;
Vector3 target;
Vector3 up;
} Camera;
// Vertex data definning a mesh
typedef struct VertexData {
int vertexCount;
float *vertices; // 3 components per vertex
float *texcoords; // 2 components per vertex
float *normals; // 3 components per vertex
unsigned char *colors; // 4 components per vertex
} VertexData;
// 3d Model type
// NOTE: If using OpenGL 1.1, loaded in CPU (mesh); if OpenGL 3.3+ loaded in GPU (vaoId)
typedef struct Model {
VertexData mesh;
unsigned int vaoId;
unsigned int vboId[4];
unsigned int textureId;
//Matrix transform;
} Model;
// Sound source type
typedef struct Sound {
unsigned int source;
unsigned int buffer;
} Sound;
// Wave type, defines audio wave data
typedef struct Wave {
void *data; // Buffer data pointer
unsigned int dataSize; // Data size in bytes
unsigned int sampleRate;
short bitsPerSample;
short channels;
} Wave;
#ifdef __cplusplus
extern "C" { // Prevents name mangling of functions
#endif
//------------------------------------------------------------------------------------
// Global Variables Definition
//------------------------------------------------------------------------------------
// It's lonely here...
//------------------------------------------------------------------------------------
// Window and Graphics Device Functions (Module: core)
//------------------------------------------------------------------------------------
#if defined(PLATFORM_ANDROID)
void InitWindow(int width, int height, struct android_app *state); // Init Android activity
#elif defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) || defined(PLATFORM_WEB)
void InitWindow(int width, int height, const char *title); // Initialize Window and OpenGL Graphics
#endif
void CloseWindow(void); // Close Window and Terminate Context
bool WindowShouldClose(void); // Detect if KEY_ESCAPE pressed or Close icon pressed
void ToggleFullscreen(void); // Fullscreen toggle (only PLATFORM_DESKTOP)
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI)
void SetCustomCursor(const char *cursorImage); // Set a custom cursor icon/image
void SetExitKey(int key); // Set a custom key to exit program (default is ESC)
#endif
int GetScreenWidth(void); // Get current screen width
int GetScreenHeight(void); // Get current screen height
int GetKeyPressed(void); // Get latest key pressed
void ClearBackground(Color color); // Sets Background Color
void BeginDrawing(void); // Setup drawing canvas to start drawing
void EndDrawing(void); // End canvas drawing and Swap Buffers (Double Buffering)
void Begin3dMode(Camera cam); // Initializes 3D mode for drawing (Camera setup)
void End3dMode(void); // Ends 3D mode and returns to default 2D orthographic mode
void SetTargetFPS(int fps); // Set target FPS (maximum)
float GetFPS(void); // Returns current FPS
float GetFrameTime(void); // Returns time in seconds for one frame
Color GetColor(int hexValue); // Returns a Color struct from hexadecimal value
int GetHexValue(Color color); // Returns hexadecimal value for a Color
int GetRandomValue(int min, int max); // Returns a random value between min and max (both included)
Color Fade(Color color, float alpha); // Color fade-in or fade-out, alpha goes from 0.0f to 1.0f
void SetupFlags(char flags); // Enable some window configurations
void ShowLogo(void); // Activates raylib logo at startup (can be done with flags)
//------------------------------------------------------------------------------------
// Input Handling Functions (Module: core)
//------------------------------------------------------------------------------------
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) || defined(PLATFORM_WEB)
bool IsKeyPressed(int key); // Detect if a key has been pressed once
bool IsKeyDown(int key); // Detect if a key is being pressed
bool IsKeyReleased(int key); // Detect if a key has been released once
bool IsKeyUp(int key); // Detect if a key is NOT being pressed
bool IsMouseButtonPressed(int button); // Detect if a mouse button has been pressed once
bool IsMouseButtonDown(int button); // Detect if a mouse button is being pressed
bool IsMouseButtonReleased(int button); // Detect if a mouse button has been released once
bool IsMouseButtonUp(int button); // Detect if a mouse button is NOT being pressed
int GetMouseX(void); // Returns mouse position X
int GetMouseY(void); // Returns mouse position Y
Vector2 GetMousePosition(void); // Returns mouse position XY
void SetMousePosition(Vector2 position); // Set mouse position XY
int GetMouseWheelMove(void); // Returns mouse wheel movement Y
#endif
#if defined(PLATFORM_DESKTOP)
bool IsGamepadAvailable(int gamepad); // Detect if a gamepad is available
Vector2 GetGamepadMovement(int gamepad); // Return axis movement vector for a gamepad
bool IsGamepadButtonPressed(int gamepad, int button); // Detect if a gamepad button has been pressed once
bool IsGamepadButtonDown(int gamepad, int button); // Detect if a gamepad button is being pressed
bool IsGamepadButtonReleased(int gamepad, int button); // Detect if a gamepad button has been released once
bool IsGamepadButtonUp(int gamepad, int button); // Detect if a gamepad button is NOT being pressed
#endif
#if defined(PLATFORM_ANDROID)
bool IsScreenTouched(void); // Detect screen touch event
int GetTouchX(void); // Returns touch position X
int GetTouchY(void); // Returns touch position Y
Vector2 GetTouchPosition(void); // Returns touch position XY
#endif
//------------------------------------------------------------------------------------
// Basic Shapes Drawing Functions (Module: shapes)
//------------------------------------------------------------------------------------
void DrawPixel(int posX, int posY, Color color); // Draw a pixel
void DrawPixelV(Vector2 position, Color color); // Draw a pixel (Vector version)
void DrawLine(int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw a line
void DrawLineV(Vector2 startPos, Vector2 endPos, Color color); // Draw a line (Vector version)
void DrawCircle(int centerX, int centerY, float radius, Color color); // Draw a color-filled circle
void DrawCircleGradient(int centerX, int centerY, float radius, Color color1, Color color2); // Draw a gradient-filled circle
void DrawCircleV(Vector2 center, float radius, Color color); // Draw a color-filled circle (Vector version)
void DrawCircleLines(int centerX, int centerY, float radius, Color color); // Draw circle outline
void DrawRectangle(int posX, int posY, int width, int height, Color color); // Draw a color-filled rectangle
void DrawRectangleRec(Rectangle rec, Color color); // Draw a color-filled rectangle
void DrawRectangleGradient(int posX, int posY, int width, int height, Color color1, Color color2); // Draw a gradient-filled rectangle
void DrawRectangleV(Vector2 position, Vector2 size, Color color); // Draw a color-filled rectangle (Vector version)
void DrawRectangleLines(int posX, int posY, int width, int height, Color color); // Draw rectangle outline
void DrawTriangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw a color-filled triangle
void DrawTriangleLines(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw triangle outline
void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a regular polygon (Vector version)
void DrawPolyEx(Vector2 *points, int numPoints, Color color); // Draw a closed polygon defined by points
void DrawPolyExLines(Vector2 *points, int numPoints, Color color); // Draw polygon lines
bool CheckCollisionRecs(Rectangle rec1, Rectangle rec2); // Check collision between two rectangles
bool CheckCollisionCircles(Vector2 center1, float radius1, Vector2 center2, float radius2); // Check collision between two circles
bool CheckCollisionCircleRec(Vector2 center, float radius, Rectangle rec); // Check collision between circle and rectangle
Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2); // Get collision rectangle for two rectangles collision
bool CheckCollisionPointRec(Vector2 point, Rectangle rec); // Check if point is inside rectangle
bool CheckCollisionPointCircle(Vector2 point, Vector2 center, float radius); // Check if point is inside circle
bool CheckCollisionPointTriangle(Vector2 point, Vector2 p1, Vector2 p2, Vector2 p3); // Check if point is inside a triangle
//------------------------------------------------------------------------------------
// Texture Loading and Drawing Functions (Module: textures)
//------------------------------------------------------------------------------------
Image LoadImage(const char *fileName); // Load an image into CPU memory (RAM)
Image LoadImageFromRES(const char *rresName, int resId); // Load an image from rRES file (raylib Resource)
Texture2D LoadTexture(const char *fileName); // Load an image as texture into GPU memory
Texture2D LoadTextureFromRES(const char *rresName, int resId); // Load an image as texture from rRES file (raylib Resource)
Texture2D LoadTextureFromImage(Image image, bool genMipmaps); // Load a texture from image data (and generate mipmaps)
Texture2D CreateTexture(Image image, bool genMipmaps); // [DEPRECATED] Same as LoadTextureFromImage()
void UnloadImage(Image image); // Unload image from CPU memory (RAM)
void UnloadTexture(Texture2D texture); // Unload texture from GPU memory
void ConvertToPOT(Image *image, Color fillColor); // Convert image to POT (power-of-two)
void DrawTexture(Texture2D texture, int posX, int posY, Color tint); // Draw a Texture2D
void DrawTextureV(Texture2D texture, Vector2 position, Color tint); // Draw a Texture2D with position defined as Vector2
void DrawTextureEx(Texture2D texture, Vector2 position, float rotation, float scale, Color tint); // Draw a Texture2D with extended parameters
void DrawTextureRec(Texture2D texture, Rectangle sourceRec, Vector2 position, Color tint); // Draw a part of a texture defined by a rectangle
void DrawTexturePro(Texture2D texture, Rectangle sourceRec, Rectangle destRec, Vector2 origin, // Draw a part of a texture defined by a rectangle with 'pro' parameters
float rotation, Color tint);
//------------------------------------------------------------------------------------
// Font Loading and Text Drawing Functions (Module: text)
//------------------------------------------------------------------------------------
SpriteFont GetDefaultFont(void); // Get the default SpriteFont
SpriteFont LoadSpriteFont(const char *fileName); // Load a SpriteFont image into GPU memory
void UnloadSpriteFont(SpriteFont spriteFont); // Unload SpriteFont from GPU memory
void DrawText(const char *text, int posX, int posY, int fontSize, Color color); // Draw text (using default font)
void DrawTextEx(SpriteFont spriteFont, const char* text, Vector2 position, // Draw text using SpriteFont and additional parameters
int fontSize, int spacing, Color tint);
int MeasureText(const char *text, int fontSize); // Measure string width for default font
Vector2 MeasureTextEx(SpriteFont spriteFont, const char *text, int fontSize, int spacing); // Measure string size for SpriteFont
int GetFontBaseSize(SpriteFont spriteFont); // Returns the base size for a SpriteFont (chars height)
void DrawFPS(int posX, int posY); // Shows current FPS on top-left corner
const char *FormatText(const char *text, ...); // Formatting of text with variables to 'embed'
//------------------------------------------------------------------------------------
// Basic 3d Shapes Drawing Functions (Module: models)
//------------------------------------------------------------------------------------
void DrawCube(Vector3 position, float width, float height, float lenght, Color color); // Draw cube
void DrawCubeV(Vector3 position, Vector3 size, Color color); // Draw cube (Vector version)
void DrawCubeWires(Vector3 position, float width, float height, float lenght, Color color); // Draw cube wires
void DrawCubeTexture(Texture2D texture, Vector3 position, float width, float height, float lenght, Color color); // Draw cube textured
void DrawSphere(Vector3 centerPos, float radius, Color color); // Draw sphere
void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere with extended parameters
void DrawSphereWires(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere wires
void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone
void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone wires
void DrawQuad(Vector3 vertices[4], Vector2 textcoords[4], Vector3 normals[4], Color colors[4]); // Draw a quad
void DrawPlane(Vector3 centerPos, Vector2 size, Vector3 rotation, Color color); // Draw a plane
void DrawPlaneEx(Vector3 centerPos, Vector2 size, Vector3 rotation, int slicesX, int slicesZ, Color color); // Draw a plane with divisions
void DrawGrid(int slices, float spacing); // Draw a grid (centered at (0, 0, 0))
void DrawGizmo(Vector3 position); // Draw simple gizmo
void DrawGizmoEx(Vector3 position, Vector3 rotation, float scale); // Draw gizmo with extended parameters
//DrawTorus(), DrawTeapot() are useless...
//------------------------------------------------------------------------------------
// Model 3d Loading and Drawing Functions (Module: models)
//------------------------------------------------------------------------------------
Model LoadModel(const char *fileName); // Load a 3d model (.OBJ)
//Model LoadModelFromRES(const char *rresName, int resId); // TODO: Load a 3d model from rRES file (raylib Resource)
Model LoadHeightmap(Image heightmap, float maxHeight); // 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
void DrawModel(Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set)
void DrawModelEx(Model model, Vector3 position, Vector3 rotation, Vector3 scale, Color tint); // Draw a model with extended parameters
void DrawModelWires(Model model, Vector3 position, float scale, Color color); // Draw a model wires (with texture if set)
void DrawBillboard(Camera camera, Texture2D texture, Vector3 center, float size, Color tint); // Draw a billboard texture
void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRec, Vector3 center, float size, Color tint); // Draw a billboard texture defined by sourceRec
//------------------------------------------------------------------------------------
// Audio Loading and Playing Functions (Module: audio)
//------------------------------------------------------------------------------------
void InitAudioDevice(void); // Initialize audio device and context
void CloseAudioDevice(void); // Close the audio device and context (and music stream)
Sound LoadSound(char *fileName); // Load sound to memory
Sound LoadSoundFromWave(Wave wave); // Load sound to memory from wave data
Sound LoadSoundFromRES(const char *rresName, int resId); // Load sound to memory from rRES file (raylib Resource)
void UnloadSound(Sound sound); // Unload sound
void PlaySound(Sound sound); // Play a sound
void PauseSound(Sound sound); // Pause a sound
void StopSound(Sound sound); // Stop playing a sound
bool SoundIsPlaying(Sound sound); // Check if a sound is currently playing
void SetSoundVolume(Sound sound, float volume); // Set volume for a sound (1.0 is max level)
void SetSoundPitch(Sound sound, float pitch); // Set pitch for a sound (1.0 is base level)
void PlayMusicStream(char *fileName); // Start music playing (open stream)
void StopMusicStream(void); // Stop music playing (close stream)
void PauseMusicStream(void); // Pause music playing
void ResumeMusicStream(void); // Resume playing paused music
bool MusicIsPlaying(void); // Check if music is playing
void SetMusicVolume(float volume); // Set volume for music (1.0 is max level)
float GetMusicTimeLength(void); // Get current music time length (in seconds)
float GetMusicTimePlayed(void); // Get current music time played (in seconds)
#ifdef __cplusplus
}
#endif
#endif // RAYLIB_H

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#version 330
in vec2 fragTexCoord;
out vec4 fragColor;
uniform sampler2D texture0;
uniform vec4 fragTintColor;
// NOTE: Add here your custom variables
void main()
{
vec4 sum = vec4(0);
vec4 tc = vec4(0);
for (int i = -4; i < 4; i++)
{
for (int j = -3; j < 3; j++)
{
sum += texture(texture0, fragTexCoord + vec2(j, i)*0.004) * 0.25;
}
}
if (texture(texture0, fragTexCoord).r < 0.3)
{
tc = sum*sum*0.012 + texture(texture0, fragTexCoord);
}
else
{
if (texture(texture0, fragTexCoord).r < 0.5)
{
tc = sum*sum*0.009 + texture(texture0, fragTexCoord);
}
else
{
tc = sum*sum*0.0075 + texture(texture0, fragTexCoord);
}
}
fragColor = tc;
}

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#version 330
in vec2 fragTexCoord;
out vec4 fragColor;
uniform sampler2D texture0;
uniform vec4 fragTintColor;
// NOTE: Add here your custom variables
const float renderWidth = 1280.0;
const float renderHeight = 720.0;
float offset[3] = float[](0.0, 1.3846153846, 3.2307692308);
float weight[3] = float[](0.2270270270, 0.3162162162, 0.0702702703);
void main()
{
vec3 tc = texture(texture0, fragTexCoord).rgb*weight[0];
for (int i = 1; i < 3; i++)
{
tc += texture(texture0, fragTexCoord + vec2(offset[i])/renderWidth, 0.0).rgb*weight[i];
tc += texture(texture0, fragTexCoord - vec2(offset[i])/renderWidth, 0.0).rgb*weight[i];
}
fragColor = vec4(tc, 1.0);
}

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#version 330
in vec2 fragTexCoord;
out vec4 fragColor;
uniform sampler2D texture0;
uniform vec4 fragTintColor;
// NOTE: Add here your custom variables
void main()
{
vec4 base = texture(texture0, fragTexCoord)*fragTintColor;
// Convert to grayscale using NTSC conversion weights
float gray = dot(base.rgb, vec3(0.299, 0.587, 0.114));
fragColor = vec4(gray, gray, gray, fragTintColor.a);
}

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#version 330
// Vertex shader input data
in vec2 fragTexCoord;
in vec3 fragNormal;
// Diffuse data
uniform sampler2D texture0;
uniform vec4 fragTintColor;
// Light attributes
uniform vec3 light_ambientColor = vec3(0.6, 0.3, 0);
uniform vec3 light_diffuseColor = vec3(1, 0.5, 0);
uniform vec3 light_specularColor = vec3(0, 1, 0);
uniform float light_intensity = 1;
uniform float light_specIntensity = 1;
// Material attributes
uniform vec3 mat_ambientColor = vec3(1, 1, 1);
uniform vec3 mat_specularColor = vec3(1, 1, 1);
uniform float mat_glossiness = 50;
// World attributes
uniform vec3 lightPos;
uniform vec3 cameraPos;
// Fragment shader output data
out vec4 fragColor;
vec3 AmbientLighting()
{
return mat_ambientColor * light_ambientColor;
}
vec3 DiffuseLighting(in vec3 N, in vec3 L)
{
// Lambertian reflection calculation
float diffuse = clamp(dot(N, L), 0, 1);
return tintColor.xyz * light_diffuseColor * light_intensity * diffuse;
}
vec3 SpecularLighting(in vec3 N, in vec3 L, in vec3 V)
{
float specular = 0;
// Calculate specular reflection only if the surface is oriented to the light source
if(dot(N, L) > 0)
{
// Calculate half vector
vec3 H = normalize(L + V);
// Calculate specular intensity
specular = pow(dot(N, H), 3 + mat_glossiness);
}
return mat_specularColor * light_specularColor * light_specIntensity * specular;
}
void main()
{
// Normalize input vectors
vec3 L = normalize(lightPos);
vec3 V = normalize(cameraPos);
vec3 N = normalize(fragNormal);
vec3 ambient = AmbientLighting();
vec3 diffuse = DiffuseLighting(N, L);
vec3 specular = SpecularLighting(N, L, V);
// Get base color from texture
vec4 textureColor = texture(texture0, fragTexCoord);
vec3 finalColor = textureColor.rgb;
fragColor = vec4(finalColor * (ambient + diffuse + specular), textureColor.a);
}

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#version 330
// Vertex input data
in vec3 vertexPosition;
in vec2 vertexTexCoord;
in vec3 vertexNormal;
// Projection and model data
uniform mat4 mvpMatrix;
uniform mat4 modelMatrix;
// Attributes to fragment shader
out vec2 fragTexCoord;
out vec3 fragNormal;
void main()
{
// Send texture coord to fragment shader
fragTexCoord = vertexTexCoord;
// Calculate view vector normal from model
mat3 normalMatrix = transpose(inverse(mat3(modelMatrix)));
fragNormal = normalize(normalMatrix*vertexNormal);
// Calculate final vertex position
gl_Position = mvpMatrix*vec4(vertexPosition, 1.0);
}

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#version 330
in vec2 fragTexCoord;
out vec4 fragColor;
uniform sampler2D texture0;
uniform vec4 fragTintColor;
// NOTE: Add here your custom variables
float gamma = 0.6;
float numColors = 8.0;
void main()
{
vec3 color = texture(texture0, fragTexCoord.xy).rgb;
color = pow(color, vec3(gamma, gamma, gamma));
color = color*numColors;
color = floor(color);
color = color/numColors;
color = pow(color, vec3(1.0/gamma));
fragColor = vec4(color, 1.0);
}

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#version 330
in vec2 fragTexCoord;
out vec4 fragColor;
uniform sampler2D texture0;
uniform vec4 fragTintColor;
// NOTE: Add here your custom variables
void main()
{
vec4 texelColor = texture(texture0, fragTexCoord);
// NOTE: Implement here your fragment shader code
fragColor = texelColor*fragTintColor;
}

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#version 100
precision mediump float;
varying vec2 fragTexCoord;
uniform sampler2D texture0;
uniform vec4 fragTintColor;
// NOTE: Add here your custom variables
void main()
{
vec4 base = texture2D(texture0, fragTexCoord)*fragTintColor;
// Convert to grayscale using NTSC conversion weights
float gray = dot(base.rgb, vec3(0.299, 0.587, 0.114));
gl_FragColor = vec4(gray, gray, gray, fragTintColor.a);
}

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