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

This commit is contained in:
victorfisac
2016-07-18 14:08:34 +02:00
69 changed files with 1675 additions and 36167 deletions

View File

@ -1,24 +1,24 @@
changelog
---------
Current Release: raylib 1.5.0 (xx June 2016)
Current Release: raylib 1.5.0 (18 July 2016)
NOTE: Only versions marked as 'Release' are available in installer, updates are only available as source.
NOTE: Current Release includes all previous updates.
-----------------------------------------------
Release: raylib 1.5.0 (xx June 2016)
Release: raylib 1.5.0 (18 July 2016)
-----------------------------------------------
NOTE:
Probably this new version is the biggest boost of the library ever, lots of parts of the library have been redesigned,
lots of bugs have been solved and some **AMAZING** new features have been added.
HUGE changes:
[rlgl] OCULUS RIFT CV1: Added support for VR witha bunch of Oculus-specific functions to init/close device and Oculus rendering.
[rlgl] OCULUS RIFT CV1: Added support for VR, not oly Oculus Rift CV1 but also stereo rendering simulator (multiplatform).
[rlgl] MATERIALS SYSTEM: Added support for Materials (.mtl) and multiple material properties: diffuse, specular, normal.
[rlgl] LIGHTING SYSTEM: Added support for up to 8 lights of 3 different types: Omni, Directional and Spot
[physac] REDESIGNED: Improved performance and simplified usage, physic objects are managed internally
[audio] CHIPTUNES: Added support for module audio music (.xm, .mod) loading and playing
[rlgl] LIGHTING SYSTEM: Added support for up to 8 lights of 3 different types: Omni, Directional and Spot.
[physac] REDESIGNED: Improved performance and simplified usage, physic objects now are managed internally in a second thread!
[audio] CHIPTUNES: Added support for module audio music (.xm, .mod) loading and playing. Multiple mixing channels supported.
other changes:
@ -34,6 +34,9 @@ other changes:
[core] Translate mouse inputs as touch inputs in HTML5
[core] Improved function GetKeyPressed() to support multiple keys (including function keys)
[core] Improved gamepad support, specially for RaspberryPi (including multiple gamepads support)
[rlgl] Support stereo rendering simulation (duplicate draw calls by viewport, optimized)
[rlgl] Added distortion shader (embeded) to support custom VR simulator: shader_distortion.h
[rlgl] Added support for OpenGL 2.1 on desktop
[rlgl] Improved 2D vs 3D drawing system (lines, triangles, quads)
[rlgl] Improved DXT-ETC1 support on HTML5
[rlgl] Review function: rlglUnproject()
@ -43,7 +46,7 @@ other changes:
[rlgl] Added support for indexed and dynamic mesh data
[rlgl] Set fixed vertex attribs location points
[rlgl] Improved mesh data loading support
[rlgl] Added standard shader (embeded) to support materials and lighting: standard_shader.h
[rlgl] Added standard shader (embeded) to support materials and lighting: shader_standard.h
[rlgl] Added light functions: CreateLight(), DestroyLight()
[rlgl] Added wire mode functions: rlDisableWireMode(), rlEnableWireMode()
[rlgl] Review function consistency, added: rlglLoadMesh(), rlglUpdateMesh(), rlglDrawMesh(), rlglUnloadMesh()
@ -77,23 +80,23 @@ other changes:
[audio] Renamed SoundIsPlaying() to IsSoundPlaying()
[audio] Renamed MusicIsPlaying() to IsMusicPlaying()
[audio] Support multiple Music streams (indexed)
[audio] Support multiple mixing channels
[gestures] Improved and reviewed gestures system
[raymath] Added QuaternionInvert()
[raymath] Removed function: PrintMatrix()
[raygui] Ported to header-only library
[raygui] Ported to header-only library (https://github.com/raysan5/raygui)
[shaders] Added depth drawing shader (requires a depth texture)
[shaders] Reviewed included shaders and added comments
[OpenAL Soft] Updated to latest version (1.17.2)
[GLFW3] Updated to latest version (3.2)
[GLAD] Converted to header only library
[stb] Updated to latest headers versions
[GLAD] Converted to header only library and simplified to only used extensions
[*] Reorganize library folders: external libs moved to src/external folder
[*] Reorganize src folder for Android library
[*] Review external dependencies usage
[*] Improved Linux and OSX build systems
[*] Lots of tweaks and bugs corrected all around
-----------------------------------------------
Release: raylib 1.4.0 (22 February 2016)
-----------------------------------------------

View File

@ -7,23 +7,21 @@ please, [let me know][raysan5].
The following help is highly appreciated:
- C programming - Can you write / review / test / improve the code?
- Translators / Localizators - Can you translate raylib to another language?
- Documentation / Tutorials / Example writters - Can you write some tutorial / example?
- Web Development - Can you help with the web? Can you setup a forum?
- Porting to Linux, OSX... - Can you compile and test raylib on another OS?
- Porting to Linux, OSX, RaspberryPi, consoles... - Can you compile and test raylib on another systems?
- Testers of current features and multiple systems - Can you find some bug on raylib?
If you can not help on any of the above points but you still want to contribute in some way... please, consider helping
with a small [donation](http://www.raylib.com/helpme.htm) (just some euros...). It will really motivate to continue improving this project (and pay some bills… or some coffee).
with a small [donation](http://www.raylib.com/helpme.htm) or contributing with [raylib patreon](https://www.patreon.com/raysan5). It will really motivate to continue improving this project (and pay some bills… or some coffee).
raylib philosophy
------------------
* raylib is a tool to LEARN videogames programming, every single function in raylib should be a tutorial on itself (clear code).
* raylib is SIMPLE and EASY-TO-USE, I tried to keep it compact with a small set of functions, if a function is too complex or
has not a clear usefulness, better not to include it.
* raylib is a tool to LEARN videogames programming, every single function in raylib should be a tutorial on itself.
* raylib is SIMPLE and EASY-TO-USE, I tried to keep it compact with a small set of functions, if a function is too complex or has not a clear usefulness, better not to include it.
* raylib is open source and free; educators and institutions can use this tool to TEACH videogames programming completely by free.
* raylib is, hopefully, collaborative; contribution of tutorials / code-examples / bugs-solving / code-comments are highly appreciated.
* raylib is collaborative; contribution of tutorials / code-examples / bugs-solving / code-comments are highly appreciated.
* raylib's license (and its external libs respective licenses) allow using it for commercial products.
contact

View File

@ -43,7 +43,7 @@ notes on raylib 1.1
On April 2014, after 6 month of first raylib release, raylib 1.1 has been released. This new version presents a
complete internal redesign of the library to support OpenGL 1.1, OpenGL 3.3+ and OpenGL ES 2.0.
A new module named [rlgl](https://github.com/raysan5/raylib/blob/master/src/rlgl.h) has been added to the library. This new module translate raylib-OpenGL-style
A new module named [rlgl](https://github.com/raysan5/raylib/blob/master/src/rlgl.h) has been added to the library. This new module translates raylib-OpenGL-style
immediate mode functions (i.e. rlVertex3f(), rlBegin(), ...) to different versions of OpenGL (1.1, 3.3+, ES2), selectable by one define.
[rlgl](https://github.com/raysan5/raylib/blob/master/src/rlgl.h) also comes with a second new module named [raymath](https://github.com/raysan5/raylib/blob/master/src/raymath.h), which includes
@ -83,9 +83,7 @@ Shaders support is the biggest addition to raylib 1.3, with support for easy sha
attached to 3d models or used as fullscreen postrocessing effects. A bunch of postprocessing shaders are also included
in this release, check raylib/shaders folder.
Textures module has grown to support most of the internal texture formats available in OpenGL (RGB565, RGB888, RGBA5551, RGBA4444, etc.),
including compressed texture formats (DXT, ETC1, ETC2, ASTC, PVRT); raylib 1.3 can load .dds, .pkm, .ktx, .astc and .pvr files.
Textures module has grown to support most of the internal texture formats available in OpenGL (RGB565, RGB888, RGBA5551, RGBA4444, etc.), including compressed texture formats (DXT, ETC1, ETC2, ASTC, PVRT); raylib 1.3 can load .dds, .pkm, .ktx, .astc and .pvr files.
A brand new [camera](https://github.com/raysan5/raylib/blob/develop/src/camera.c) module offers to the user multiple preconfigured ready-to-use camera systems (free camera, 1st person, 3rd person).
Camera modes are very easy to use, just check examples: [core_3d_camera_free.c](https://github.com/raysan5/raylib/blob/develop/examples/core_3d_camera_free.c) and [core_3d_camera_first_person.c](https://github.com/raysan5/raylib/blob/develop/examples/core_3d_camera_first_person.c).
@ -133,22 +131,27 @@ Lots of code changes and lots of hours of hard work have concluded in this amazi
notes on raylib 1.5
-------------------
On June 2016, after 4 months of raylib 1.4 release, arrives raylib 1.5. Probably this new version is the biggest boost of the library ever, lots of parts of the library have been redesigned, lots of bugs have been solved and some **AMAZING** new features have been added.
On July 2016, after 5 months of raylib 1.4 release, arrives raylib 1.5. This new version is the biggest boost of the library until now, lots of parts of the library have been redesigned, lots of bugs have been solved and some **AMAZING** new features have been added.
New platform support: **Oculus Rift CV1**. raylib introduces VR support for one of the most anticipated VR devices in the market.
Supporting Oculus Rift CV1 makes raylib the only (or one of the few) C libraries in the market to support VR out-of-the-box. Additionally, stereo mode rendering has been added to raylib independently of the VR device.
VR support: raylib supports **Oculus Rift CV1**, one of the most anticipated VR devices in the market. Additionally, raylib supports simulated VR stereo rendering, independent of the VR device; it means, raylib can generate stereo renders with custom head-mounted-display device parameteres, that way, any VR device in the market can be **simulated in any platform** just configuring device parameters (and consequently, lens distortion). To enable VR is [extremely easy](https://github.com/raysan5/raylib/blob/develop/examples/core_oculus_rift.c).
New materials system:
New materials system: now raylib supports standard material properties for 3D models, including diffuse-ambient-specular colors and diffuse-normal-specular textures. Just assign values to standard material and everything is processed internally.
New lighting system:
New lighting system: added support for up to 8 configurable lights and 3 light types: **point**, **directional** and **spot** lights. Just create a light, configure its parameters and raylib manages render internally for every 3d object using standard material.
Complete gamepad support on Raspberry Pi
Complete gamepad support on Raspberry Pi: Gamepad system has been completely redesigned. Now multiple gamepads can be easily configured and used; gamepad data is read and processed in raw mode in a second thread.
Redesigned physics module: physac
Redesigned physics module: [physac](https://github.com/raysan5/raylib/blob/develop/src/physac.h) module has been converted to header only and usage [has been simplified](https://github.com/raysan5/raylib/blob/develop/examples/physics_basic_rigidbody.c). Performance has also been singnificantly improved, now physic objects are managed internally in a second thread.
Up to 8 new code examples have been added to show the new raylib features and the usage of multiple raylib modules as standalone libraries (rlgl, audio).
Audio chiptunese support and mixing channels: Added support for module audio music (.xm, .mod) loading and playing. Multiple mixing channels are now also supported. All this features thanks to the amazing work of @kd7tck.
Lots of code changes (more than 250 commits) and lots of hours of hard work have concluded in this amazing new raylib 1.5.
Other additions include a [2D camera system](https://github.com/raysan5/raylib/blob/develop/examples/core_2d_camera.c), render textures for offline render (and most comprehensive [postprocessing](https://github.com/raysan5/raylib/blob/develop/examples/shaders_postprocessing.c)) or support for legacy OpenGL 2.1 on desktop platforms.
This new version is so massive that is difficult to list all the improvements, most of raylib modules have been reviewed and [rlgl](https://github.com/raysan5/raylib/blob/develop/src/rlgl.c) module has been completely redesigned to accomodate to new material-lighting systems and stereo rendering. You can check [CHANGELOG](https://github.com/raysan5/raylib/blob/develop/CHANGELOG) file for a more detailed list of changes.
Up to 8 new code examples have been added to show the new raylib features and also some samples to show the usage of [rlgl](https://github.com/raysan5/raylib/blob/develop/examples/rlgl_standalone.c) and [audio](https://github.com/raysan5/raylib/blob/develop/examples/audio_standalone.c) raylib modules as standalone libraries.
Lots of code changes (+400 commits) and lots of hours of hard work have concluded in this amazing new raylib 1.5.
features
--------
@ -160,10 +163,14 @@ features
* Powerful fonts module with multiple SpriteFonts formats support (XNA bitmap fonts, AngelCode fonts, TTF)
* Outstanding texture formats support, including compressed formats (DXT, ETC, PVRT, ASTC)
* Basic 3d support for Shapes, Models, Billboards, Heightmaps and Cubicmaps
* Materials (diffuse, normal, specular) and Lighting (point, directional, spot) support
* Shaders support, including Model shaders and Postprocessing shaders
* Powerful math module for Vector and Matrix operations: [raymath](https://github.com/raysan5/raylib/blob/master/src/raymath.c)
* Audio loading and playing with streaming support (WAV, OGG, XM, MOD)
* Custom color palette for fancy visuals on raywhite background
* Audio loading and playing with streaming support and mixing channels (WAV, OGG, XM, MOD)
* VR stereo rendering support with configurable HMD device parameters
* Multiple platforms support: Windows, Linux, Mac, **Android**, **Raspberry Pi**, **HTML5** and **Oculus Rift CV1**
* Custom color palette for fancy visuals on raywhite background
* Minimal external dependencies (GLFW3, OpenGL, OpenAL)
raylib uses on its core module the outstanding [GLFW3](http://www.glfw.org/) library. The best option by far I found for
multiplatform (Windows, Linux, Mac) window/context and input management (clean, focused, great license, well documented, modern, ...).
@ -171,10 +178,12 @@ multiplatform (Windows, Linux, Mac) window/context and input management (clean,
raylib uses on its [audio](https://github.com/raysan5/raylib/blob/master/src/audio.c) module, [OpenAL Soft](http://kcat.strangesoft.net/openal.html) audio library, in multiple flavours,
to accomodate to Android, Raspberry Pi and HTML5.
On Android, raylib uses `native_app_glue module` (provided on Android NDK) and native Android libraries to manage window/context, inputs and activity cycle.
On Android, raylib uses `native_app_glue module` (provided by Android NDK) and native Android libraries to manage window/context, inputs and activity cycle.
On Raspberry Pi, raylib uses Videocore API and EGL for window/context management and raw inputs reading.
On Oculus Rift CV1, raylib uses Oculus PC SDK libraries but only the core C library ([LibOVR](https://github.com/raysan5/raylib/tree/develop/src/external/OculusSDK/LibOVR)); runtime library (LibOVRRT32_1.dll) must be linked at compilation time.
raylib is licensed under a zlib/libpng license. View [LICENSE](https://github.com/raysan5/raylib/blob/master/LICENSE.md).
tools requirements
@ -196,12 +205,12 @@ Since raylib v1.1, you can download a Windows Installer package for easy install
building source (generate libraylib.a)
--------------------------------------
Check raylib wiki page: [Building source](https://github.com/raysan5/raylib/wiki/Building-source)
Check raylib wiki page: [Compile for...](https://github.com/raysan5/raylib/wiki)
building examples
-----------------
Check raylib wiki page: [Building examples](https://github.com/raysan5/raylib/wiki/Building-examples)
Check raylib wiki page: [Compile for...](https://github.com/raysan5/raylib/wiki)
contact
-------

View File

@ -17,7 +17,7 @@ raylib 1.x
raylib 1.5
[DONE] Support Oculus Rift CV1
[DONE] Support Oculus Rift CV1 and VR stereo rendering (simulator)
[DONE] Redesign Shaders/Textures system -> New Materials system
[DONE] Support lighting: Omni, Directional and Spot lights
[DONE] Redesign physics module (physac)

View File

@ -120,8 +120,9 @@ ifeq ($(PLATFORM),PLATFORM_DESKTOP)
# libraries for Debian GNU/Linux desktop compiling
# requires the following packages:
# libglfw3-dev libopenal-dev libegl1-mesa-dev
LIBS = -lraylib -lglfw3 -lGL -lopenal -lm -pthread -ldl -lX11 \
-lXrandr -lXinerama -lXi -lXxf86vm -lXcursor
LIBS = -lraylib -lglfw3 -lGL -lopenal -lm -pthread -ldl
# on XWindow could require also below libraries, just uncomment
#LIBS += -lX11 -lXrandr -lXinerama -lXi -lXxf86vm -lXcursor
else
ifeq ($(PLATFORM_OS),OSX)
# libraries for OS X 10.9 desktop compiling
@ -208,6 +209,7 @@ EXAMPLES = \
shaders_standard_lighting \
audio_sound_loading \
audio_music_stream \
audio_module_playing \
fix_dylib \
@ -434,6 +436,10 @@ audio_sound_loading: audio_sound_loading.c
audio_music_stream: audio_music_stream.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
# compile [audio] example - module playing (OGG)
audio_module_playing: audio_module_playing.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
# fix dylib install path name for each executable (MAC)
fix_dylib:
ifeq ($(PLATFORM_OS),OSX)

View File

@ -0,0 +1,138 @@
/*******************************************************************************************
*
* raylib [audio] example - Module playing (streaming)
*
* NOTE: This example requires OpenAL Soft library installed
*
* 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_CIRCLES 64
typedef struct {
Vector2 position;
float radius;
float alpha;
float speed;
Color color;
} CircleWave;
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [audio] example - module playing (streaming)");
InitAudioDevice(); // Initialize audio device
Color colors[14] = { ORANGE, RED, GOLD, LIME, BLUE, VIOLET, BROWN, LIGHTGRAY, PINK,
YELLOW, GREEN, SKYBLUE, PURPLE, BEIGE };
// Creates ome circles for visual effect
CircleWave circles[MAX_CIRCLES];
for (int i = MAX_CIRCLES - 1; i >= 0; i--)
{
circles[i].alpha = 0.0f;
circles[i].radius = GetRandomValue(10, 40);
circles[i].position.x = GetRandomValue(circles[i].radius, screenWidth - circles[i].radius);
circles[i].position.y = GetRandomValue(circles[i].radius, screenHeight - circles[i].radius);
circles[i].speed = (float)GetRandomValue(1, 100)/20000.0f;
circles[i].color = colors[GetRandomValue(0, 13)];
}
// Load postprocessing bloom shader
Shader shader = LoadShader("resources/shaders/glsl330/base.vs",
"resources/shaders/glsl330/bloom.fs");
// Create a RenderTexture2D to be used for render to texture
RenderTexture2D target = LoadRenderTexture(screenWidth, screenHeight);
PlayMusicStream(0, "resources/audio/2t2m_spa.xm"); // Play module stream
float timePlayed = 0.0f;
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
//----------------------------------------------------------------------------------
for (int i = MAX_CIRCLES - 1; i >= 0; i--)
{
circles[i].alpha += circles[i].speed;
circles[i].radius += circles[i].speed*10.0f;
if (circles[i].alpha > 1.0f) circles[i].speed *= -1;
if (circles[i].alpha <= 0.0f)
{
circles[i].alpha = 0.0f;
circles[i].radius = GetRandomValue(10, 40);
circles[i].position.x = GetRandomValue(circles[i].radius, screenWidth - circles[i].radius);
circles[i].position.y = GetRandomValue(circles[i].radius, screenHeight - circles[i].radius);
circles[i].color = colors[GetRandomValue(0, 13)];
circles[i].speed = (float)GetRandomValue(1, 100)/20000.0f;
}
}
// Get timePlayed scaled to bar dimensions
timePlayed = (GetMusicTimePlayed(0)/GetMusicTimeLength(0)*(screenWidth - 40))*2;
UpdateMusicStream(0); // Update music buffer with new stream data
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(BLACK);
BeginTextureMode(target); // Enable drawing to texture
for (int i = MAX_CIRCLES - 1; i >= 0; i--)
{
DrawCircleV(circles[i].position, circles[i].radius, Fade(circles[i].color, circles[i].alpha));
}
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();
// Draw time bar
DrawRectangle(20, screenHeight - 20 - 12, screenWidth - 40, 12, LIGHTGRAY);
DrawRectangle(20, screenHeight - 20 - 12, (int)timePlayed, 12, MAROON);
DrawRectangleLines(20, screenHeight - 20 - 12, screenWidth - 40, 12, WHITE);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadShader(shader); // Unload shader
UnloadRenderTexture(target); // Unload render texture
CloseAudioDevice(); // Close audio device (music streaming is automatically stopped)
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

Binary file not shown.

After

Width:  |  Height:  |  Size: 210 KiB

View File

@ -0,0 +1,74 @@
/*******************************************************************************************
*
* raylib [audio] example - Using audio module as standalone module
*
* NOTE: This example does not require any graphic device, it can run directly on console.
*
* [audio] module requires some external libs:
* OpenAL Soft - Audio device management lib (http://kcat.strangesoft.net/openal.html)
* stb_vorbis - Ogg audio files loading (http://www.nothings.org/stb_vorbis/)
* jar_xm - XM module file loading
* jar_mod - MOD audio file loading
*
* Compile audio module using:
* gcc -c audio.c stb_vorbis.c -Wall -std=c99 -DAUDIO_STANDALONE
*
* Compile example using:
* gcc -o $(NAME_PART).exe $(FILE_NAME) audio.o stb_vorbis.o -lopenal32 -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 <stdio.h>
#include <conio.h> // Windows only, no stardard library
#include "audio.h"
#define KEY_ESCAPE 27
int main()
{
unsigned char key;
InitAudioDevice();
Sound fxWav = LoadSound("resources/audio/weird.wav"); // Load WAV audio file
Sound fxOgg = LoadSound("resources/audio/tanatana.ogg"); // Load OGG audio file
PlayMusicStream(0, "resources/audio/guitar_noodling.ogg");
printf("\nPress s or d to play sounds...\n");
while (key != KEY_ESCAPE)
{
if (kbhit()) key = getch();
if (key == 's')
{
PlaySound(fxWav);
key = 0;
}
if (key == 'd')
{
PlaySound(fxOgg);
key = 0;
}
UpdateMusicStream(0);
}
UnloadSound(fxWav); // Unload sound data
UnloadSound(fxOgg); // Unload sound data
CloseAudioDevice();
printf("\n\nPress ENTER to close...");
getchar();
return 0;
}

BIN
examples/core_2d_camera.png Normal file

Binary file not shown.

After

Width:  |  Height:  |  Size: 21 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 18 KiB

After

Width:  |  Height:  |  Size: 17 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 25 KiB

After

Width:  |  Height:  |  Size: 25 KiB

View File

@ -68,8 +68,18 @@ int main()
Begin3dMode(camera);
DrawCube(cubePosition, cubeSize.x, cubeSize.y, cubeSize.z, GRAY);
DrawCubeWires(cubePosition, cubeSize.x, cubeSize.y, cubeSize.z, DARKGRAY);
if (collision)
{
DrawCube(cubePosition, cubeSize.x, cubeSize.y, cubeSize.z, RED);
DrawCubeWires(cubePosition, cubeSize.x, cubeSize.y, cubeSize.z, MAROON);
DrawCubeWires(cubePosition, cubeSize.x + 0.2f, cubeSize.y + 0.2f, cubeSize.z + 0.2f, GREEN);
}
else
{
DrawCube(cubePosition, cubeSize.x, cubeSize.y, cubeSize.z, GRAY);
DrawCubeWires(cubePosition, cubeSize.x, cubeSize.y, cubeSize.z, DARKGRAY);
}
DrawRay(ray, MAROON);

Binary file not shown.

Before

Width:  |  Height:  |  Size: 24 KiB

After

Width:  |  Height:  |  Size: 24 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 10 KiB

After

Width:  |  Height:  |  Size: 15 KiB

View File

@ -21,6 +21,8 @@ int main()
int screenWidth = 1080;
int screenHeight = 600;
// NOTE: screenWidth/screenHeight should match VR device aspect ratio
InitWindow(screenWidth, screenHeight, "raylib [core] example - oculus rift");
// NOTE: If device is not available, it fallbacks to default device (simulator)

Binary file not shown.

Before

Width:  |  Height:  |  Size: 151 KiB

After

Width:  |  Height:  |  Size: 173 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 23 KiB

View File

@ -49,7 +49,7 @@ int main()
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
DrawGizmo(position); // Draw gizmo

View File

@ -1,196 +0,0 @@
/********************************************************************************//**
\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

View File

@ -1,70 +0,0 @@
/************************************************************************************
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

File diff suppressed because it is too large Load Diff

View File

@ -1,76 +0,0 @@
/********************************************************************************//**
\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

View File

@ -1,155 +0,0 @@
/********************************************************************************//**
\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

View File

@ -1,99 +0,0 @@
/********************************************************************************//**
\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

View File

@ -1,53 +0,0 @@
/********************************************************************************//**
\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

View File

@ -1,209 +0,0 @@
/********************************************************************************//**
\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 */

View File

@ -1,60 +0,0 @@
/********************************************************************************//**
\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

View File

@ -1,26 +0,0 @@
#version 330
// Input vertex attributes
in vec3 vertexPosition;
in vec2 vertexTexCoord;
in vec3 vertexNormal;
in vec4 vertexColor;
// 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

@ -1,59 +0,0 @@
#version 330
// Input vertex attributes (from vertex shader)
in vec2 fragTexCoord;
// Input uniform values
uniform sampler2D texture0;
// Output fragment color
out vec4 finalColor;
// NOTE: Add here your custom variables
const vec2 LeftLensCenter = vec2(0.2863248, 0.5);
const vec2 RightLensCenter = vec2(0.7136753, 0.5);
const vec2 LeftScreenCenter = vec2(0.25, 0.5);
const vec2 RightScreenCenter = vec2(0.75, 0.5);
const vec2 Scale = vec2(0.25, 0.45); //vec2(0.1469278, 0.2350845);
const vec2 ScaleIn = vec2(4, 2.2222);
const vec4 HmdWarpParam = vec4(1, 0.22, 0.24, 0);
/*
// Another set of default values
ChromaAbCorrection = {1.0, 0.0, 1.0, 0}
DistortionK = {1.0, 0.22, 0.24, 0}
Scale = {0.25, 0.5*AspectRatio, 0, 0}
ScaleIn = {4.0, 2/AspectRatio, 0, 0}
Left Screen Center = {0.25, 0.5, 0, 0}
Left Lens Center = {0.287994117, 0.5, 0, 0}
Right Screen Center = {0.75, 0.5, 0, 0}
Right Lens Center = {0.712005913, 0.5, 0, 0}
*/
// Scales input texture coordinates for distortion.
vec2 HmdWarp(vec2 in01, vec2 LensCenter)
{
vec2 theta = (in01 - LensCenter)*ScaleIn; // Scales to [-1, 1]
float rSq = theta.x*theta.x + theta.y*theta.y;
vec2 rvector = theta*(HmdWarpParam.x + HmdWarpParam.y*rSq + HmdWarpParam.z*rSq*rSq + HmdWarpParam.w*rSq*rSq*rSq);
return LensCenter + Scale*rvector;
}
void main()
{
// SOURCE: http://www.mtbs3d.com/phpbb/viewtopic.php?f=140&t=17081
// The following two variables need to be set per eye
vec2 LensCenter = gl_FragCoord.x < 540 ? LeftLensCenter : RightLensCenter;
vec2 ScreenCenter = gl_FragCoord.x < 540 ? LeftScreenCenter : RightScreenCenter;
vec2 tc = HmdWarp(fragTexCoord, LensCenter);
if (any(bvec2(clamp(tc,ScreenCenter-vec2(0.25,0.5), ScreenCenter+vec2(0.25,0.5)) - tc))) finalColor = vec4(0.0, 0.0, 0.0, 1.0);
else
{
//tc.x = gl_FragCoord.x < 640 ? (2.0 * tc.x) : (2.0 * (tc.x - 0.5));
finalColor = texture2D(texture0, tc);
}
}

File diff suppressed because one or more lines are too long

View File

@ -1,738 +0,0 @@
/*******************************************************************************************
*
* 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>
#include "glad.h"
#include <GLFW/glfw3.h> // Windows/Context and inputs management
#define RLGL_STANDALONE
#include "rlgl.h" // rlgl library: OpenGL 1.1 immediate-mode style coding
#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
//----------------------------------------------------------------------------------
// 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);
// 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; // Mirror screen width (set to hmdDesc.Resolution.w/2)
int screenHeight = 600; // Mirror screen height (set to hmdDesc.Resolution.h/2)
// NOTE: Mirror screen size can be set to any desired resolution!
// GLFW3 Initialization + OpenGL 3.3 Context + Extensions
//--------------------------------------------------------
glfwSetErrorCallback(ErrorCallback);
if (!glfwInit())
{
TraceLog(WARNING, "GLFW3: Can not initialize GLFW");
return 1;
}
else TraceLog(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();
return 2;
}
else TraceLog(INFO, "GLFW3: Window created successfully");
glfwSetKeyCallback(window, KeyCallback);
glfwMakeContextCurrent(window);
glfwSwapInterval(0);
// Load OpenGL 3.3 extensions
rlglLoadExtensions(glfwGetProcAddress);
// 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
//--------------------------------------------------------
#if defined(PLATFORM_OCULUS)
ovrResult result = ovr_Initialize(NULL);
if (OVR_FAILURE(result)) TraceLog(ERROR, "OVR: Could not initialize Oculus device");
result = ovr_Create(&session, &luid);
if (OVR_FAILURE(result))
{
TraceLog(WARNING, "OVR: Could not create Oculus session");
ovr_Shutdown();
}
hmdDesc = ovr_GetHmdDesc(session);
TraceLog(INFO, "OVR: Product Name: %s", hmdDesc.ProductName);
TraceLog(INFO, "OVR: Manufacturer: %s", hmdDesc.Manufacturer);
TraceLog(INFO, "OVR: Product ID: %i", hmdDesc.ProductId);
TraceLog(INFO, "OVR: Product Type: %i", hmdDesc.Type);
TraceLog(INFO, "OVR: Serian Number: %s", hmdDesc.SerialNumber);
TraceLog(INFO, "OVR: Resolution: %ix%i", hmdDesc.Resolution.w, hmdDesc.Resolution.h);
//screenWidth = hmdDesc.Resolution.w/2;
//screenHeight = hmdDesc.Resolution.h/2;
// Initialize Oculus Buffers
OculusLayer layer = InitOculusLayer(session);
OculusBuffer buffer = LoadOculusBuffer(session, layer.width, layer.height);
OculusMirror mirror = LoadOculusMirror(session, screenWidth, screenHeight);
layer.eyeLayer.ColorTexture[0] = buffer.textureChain; //SetOculusLayerTexture(eyeLayer, buffer.textureChain);
// Recenter OVR tracking origin
ovr_RecenterTrackingOrigin(session);
#endif
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 };
//--------------------------------------------------------------------------------------
// 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(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
ovr_Destroy(session); // Must be called after glfwTerminate() --> no
ovr_Shutdown();
#endif
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(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);
}
}
// 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(WARNING, "OVR: Failed to create swap textures buffer");
int textureCount = 0;
ovr_GetTextureSwapChainLength(session, buffer.textureChain, &textureCount);
if (!OVR_SUCCESS(result) || !textureCount) TraceLog(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); // Same as rlClearScreenBuffers()
// NOTE: If your application is configured to treat the texture as a linear format (e.g. GL_RGBA)
// and performs linear-to-gamma conversion in GLSL or does not care about gamma-correction, then:
// - Require OculusBuffer format to be OVR_FORMAT_R8G8B8A8_UNORM_SRGB
// - Do NOT enable GL_FRAMEBUFFER_SRGB
//glEnable(GL_FRAMEBUFFER_SRGB);
}
// 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(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

Binary file not shown.

Before

Width:  |  Height:  |  Size: 213 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 340 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 167 KiB

File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

View File

@ -1,363 +0,0 @@
/**********************************************************************************************
*
* 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 or Oculus Rift CV1
//#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;
// TraceLog message types
typedef enum { INFO = 0, ERROR, WARNING, DEBUG, OTHER } TraceLogType;
#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)
void rlglLoadExtensions(void *loader); // Load OpenGL extensions
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
void TraceLog(int msgType, const char *text, ...);
#endif
#if defined(RLGL_OCULUS_SUPPORT)
void InitOculusDevice(void); // Init Oculus Rift device
void CloseOculusDevice(void); // Close Oculus Rift device
void UpdateOculusTracking(void); // Update Oculus Rift tracking (position and orientation)
void SetOculusMatrix(int eye); // Set internal projection and modelview matrix depending on eyes tracking data
void BeginOculusDrawing(void); // Begin Oculus drawing configuration
void EndOculusDrawing(void); // End Oculus drawing process (and desktop mirror)
#endif
#ifdef __cplusplus
}
#endif
#endif // RLGL_H

View File

@ -1,174 +0,0 @@
// Vertex shader definition to embed, no external file required
static const char vStandardShaderStr[] =
#if defined(GRAPHICS_API_OPENGL_21)
"#version 120 \n"
#elif defined(GRAPHICS_API_OPENGL_ES2)
"#version 100 \n"
#endif
#if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21)
"attribute vec3 vertexPosition; \n"
"attribute vec3 vertexNormal; \n"
"attribute vec2 vertexTexCoord; \n"
"attribute vec4 vertexColor; \n"
"varying vec3 fragPosition; \n"
"varying vec3 fragNormal; \n"
"varying vec2 fragTexCoord; \n"
"varying vec4 fragColor; \n"
#elif defined(GRAPHICS_API_OPENGL_33)
"#version 330 \n"
"in vec3 vertexPosition; \n"
"in vec3 vertexNormal; \n"
"in vec2 vertexTexCoord; \n"
"in vec4 vertexColor; \n"
"out vec3 fragPosition; \n"
"out vec3 fragNormal; \n"
"out vec2 fragTexCoord; \n"
"out vec4 fragColor; \n"
#endif
"uniform mat4 mvpMatrix; \n"
"void main() \n"
"{ \n"
" fragPosition = vertexPosition; \n"
" fragNormal = vertexNormal; \n"
" fragTexCoord = vertexTexCoord; \n"
" fragColor = vertexColor; \n"
" gl_Position = mvpMatrix*vec4(vertexPosition, 1.0); \n"
"} \n";
// Fragment shader definition to embed, no external file required
static const char fStandardShaderStr[] =
#if defined(GRAPHICS_API_OPENGL_21)
"#version 120 \n"
#elif defined(GRAPHICS_API_OPENGL_ES2)
"#version 100 \n"
"precision mediump float; \n" // precision required for OpenGL ES2 (WebGL)
#endif
#if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21)
"varying vec3 fragPosition; \n"
"varying vec3 fragNormal; \n"
"varying vec2 fragTexCoord; \n"
"varying vec4 fragColor; \n"
#elif defined(GRAPHICS_API_OPENGL_33)
"#version 330 \n"
"in vec3 fragPosition; \n"
"in vec3 fragNormal; \n"
"in vec2 fragTexCoord; \n"
"in vec4 fragColor; \n"
"out vec4 finalColor; \n"
#endif
"uniform sampler2D texture0; \n"
"uniform sampler2D texture1; \n"
"uniform sampler2D texture2; \n"
"uniform vec4 colAmbient; \n"
"uniform vec4 colDiffuse; \n"
"uniform vec4 colSpecular; \n"
"uniform float glossiness; \n"
"uniform int useNormal; \n"
"uniform int useSpecular; \n"
"uniform mat4 modelMatrix; \n"
"uniform vec3 viewDir; \n"
"struct Light { \n"
" int enabled; \n"
" int type; \n"
" vec3 position; \n"
" vec3 direction; \n"
" vec4 diffuse; \n"
" float intensity; \n"
" float radius; \n"
" float coneAngle; }; \n"
"const int maxLights = 8; \n"
"uniform int lightsCount; \n"
"uniform Light lights[maxLights]; \n"
"\n"
"vec3 CalcPointLight(Light l, vec3 n, vec3 v, float s) \n"
"{\n"
" vec3 surfacePos = vec3(modelMatrix*vec4(fragPosition, 1));\n"
" vec3 surfaceToLight = l.position - surfacePos;\n"
" float brightness = clamp(float(dot(n, surfaceToLight)/(length(surfaceToLight)*length(n))), 0.0, 1.0);\n"
" float diff = 1.0/dot(surfaceToLight/l.radius, surfaceToLight/l.radius)*brightness*l.intensity;\n"
" float spec = 0.0;\n"
" if (diff > 0.0)\n"
" {\n"
" vec3 h = normalize(-l.direction + v);\n"
" spec = pow(dot(n, h), 3.0 + glossiness)*s;\n"
" }\n"
" return (diff*l.diffuse.rgb + spec*colSpecular.rgb);\n"
"}\n"
"\n"
"vec3 CalcDirectionalLight(Light l, vec3 n, vec3 v, float s)\n"
"{\n"
" vec3 lightDir = normalize(-l.direction);\n"
" float diff = clamp(float(dot(n, lightDir)), 0.0, 1.0)*l.intensity;\n"
" float spec = 0.0;\n"
" if (diff > 0.0)\n"
" {\n"
" vec3 h = normalize(lightDir + v);\n"
" spec = pow(dot(n, h), 3.0 + glossiness)*s;\n"
" }\n"
" return (diff*l.intensity*l.diffuse.rgb + spec*colSpecular.rgb);\n"
"}\n"
"\n"
"vec3 CalcSpotLight(Light l, vec3 n, vec3 v, float s)\n"
"{\n"
" vec3 surfacePos = vec3(modelMatrix*vec4(fragPosition, 1.0));\n"
" vec3 lightToSurface = normalize(surfacePos - l.position);\n"
" vec3 lightDir = normalize(-l.direction);\n"
" float diff = clamp(float(dot(n, lightDir)), 0.0, 1.0)*l.intensity;\n"
" float attenuation = clamp(float(dot(n, lightToSurface)), 0.0, 1.0);\n"
" attenuation = dot(lightToSurface, -lightDir);\n"
" float lightToSurfaceAngle = degrees(acos(attenuation));\n"
" if (lightToSurfaceAngle > l.coneAngle) attenuation = 0.0;\n"
" float falloff = (l.coneAngle - lightToSurfaceAngle)/l.coneAngle;\n"
" float diffAttenuation = diff*attenuation;\n"
" float spec = 0.0;\n"
" if (diffAttenuation > 0.0)\n"
" {\n"
" vec3 h = normalize(lightDir + v);\n"
" spec = pow(dot(n, h), 3.0 + glossiness)*s;\n"
" }\n"
" return (falloff*(diffAttenuation*l.diffuse.rgb + spec*colSpecular.rgb));\n"
"}\n"
"\n"
"void main()\n"
"{\n"
" mat3 normalMatrix = mat3(modelMatrix);\n"
" vec3 normal = normalize(normalMatrix*fragNormal);\n"
" vec3 n = normalize(normal);\n"
" vec3 v = normalize(viewDir);\n"
#if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21)
" vec4 texelColor = texture2D(texture0, fragTexCoord);\n"
#elif defined(GRAPHICS_API_OPENGL_33)
" vec4 texelColor = texture(texture0, fragTexCoord);\n"
#endif
" vec3 lighting = colAmbient.rgb;\n"
" if (useNormal == 1)\n"
" {\n"
#if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21)
" n *= texture2D(texture1, fragTexCoord).rgb;\n"
#elif defined(GRAPHICS_API_OPENGL_33)
" n *= texture(texture1, fragTexCoord).rgb;\n"
#endif
" n = normalize(n);\n"
" }\n"
" float spec = 1.0;\n"
#if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21)
" if (useSpecular == 1) spec *= normalize(texture2D(texture2, fragTexCoord).r);\n"
#elif defined(GRAPHICS_API_OPENGL_33)
" if (useSpecular == 1) spec *= normalize(texture(texture2, fragTexCoord).r);\n"
#endif
" for (int i = 0; i < lightsCount; i++)\n"
" {\n"
" if (lights[i].enabled == 1)\n"
" {\n"
" if(lights[i].type == 0) lighting += CalcPointLight(lights[i], n, v, spec);\n"
" else if(lights[i].type == 1) lighting += CalcDirectionalLight(lights[i], n, v, spec);\n"
" else if(lights[i].type == 2) lighting += CalcSpotLight(lights[i], n, v, spec);\n"
" }\n"
" }\n"
#if defined(GRAPHICS_API_OPENGL_33)
" finalColor = vec4(texelColor.rgb*lighting*colDiffuse.rgb, texelColor.a*colDiffuse.a); \n"
#elif defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21)
" gl_FragColor = vec4(texelColor.rgb*lighting*colDiffuse.rgb, texelColor.a*colDiffuse.a); \n"
#endif
"}\n";

Binary file not shown.

View File

@ -8,28 +8,16 @@ varying vec2 fragTexCoord;
// Input uniform values
uniform sampler2D texture0;
// NOTE: Add here your custom variables
// NOTE: Default parameters for Oculus Rift DK2 device
const vec2 LeftLensCenter = vec2(0.2863248, 0.5);
const vec2 RightLensCenter = vec2(0.7136753, 0.5);
const vec2 LeftScreenCenter = vec2(0.25, 0.5);
const vec2 RightScreenCenter = vec2(0.75, 0.5);
const vec2 Scale = vec2(0.25, 0.45); //vec2(0.1469278, 0.2350845);
const vec2 ScaleIn = vec2(4, 2.2222);
const vec4 HmdWarpParam = vec4(1, 0.22, 0.24, 0);
const vec2 Scale = vec2(0.25, 0.45);
const vec2 ScaleIn = vec2(4.0, 2.5);
const vec4 HmdWarpParam = vec4(1.0, 0.22, 0.24, 0.0);
const vec4 ChromaAbParam = vec4(0.996, -0.004, 1.014, 0.0);
/*
// Another set of default values
ChromaAbCorrection = {1.0, 0.0, 1.0, 0}
DistortionK = {1.0, 0.22, 0.24, 0}
Scale = {0.25, 0.5*AspectRatio, 0, 0}
ScaleIn = {4.0, 2/AspectRatio, 0, 0}
Left Screen Center = {0.25, 0.5, 0, 0}
Left Lens Center = {0.287994117, 0.5, 0, 0}
Right Screen Center = {0.75, 0.5, 0, 0}
Right Lens Center = {0.712005913, 0.5, 0, 0}
*/
void main()
{
// The following two variables need to be set per eye

View File

@ -8,14 +8,14 @@ varying vec4 fragColor;
// Input uniform values
uniform sampler2D texture0;
uniform vec4 fragTintColor;
uniform vec4 colDiffuse;
// NOTE: Add here your custom variables
void main()
{
// Texel color fetching from texture sampler
vec4 texelColor = texture2D(texture0, fragTexCoord)*fragTintColor*fragColor;
vec4 texelColor = texture2D(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));

View File

@ -8,7 +8,7 @@ varying vec4 fragColor;
// Input uniform values
uniform sampler2D texture0;
uniform vec4 fragTintColor;
uniform vec4 colDiffuse;
// NOTE: Add here your custom variables
@ -18,7 +18,7 @@ const float renderHeight = 480.0; // Use uniforms instead...
float radius = 250.0;
float angle = 0.8;
uniform vec2 center = vec2(200.0, 200.0);
uniform vec2 center;
void main()
{
@ -39,7 +39,7 @@ void main()
}
tc += center;
vec3 color = texture2D(texture0, tc/texSize).rgb;
vec4 color = texture2D(texture0, tc/texSize)*colDiffuse*fragColor;;
gl_FragColor = vec4(color, 1.0);;
gl_FragColor = vec4(color.rgb, 1.0);;
}

View File

@ -9,29 +9,16 @@ uniform sampler2D texture0;
// Output fragment color
out vec4 finalColor;
// NOTE: Add here your custom variables
const vec2 LeftLensCenter = vec2(0.288, 0.5);
const vec2 RightLensCenter = vec2(0.712, 0.5);
// NOTE: Default parameters for Oculus Rift DK2 device
const vec2 LeftLensCenter = vec2(0.2863248, 0.5);
const vec2 RightLensCenter = vec2(0.7136753, 0.5);
const vec2 LeftScreenCenter = vec2(0.25, 0.5);
const vec2 RightScreenCenter = vec2(0.75, 0.5);
uniform vec2 Scale = vec2(0.25, 0.45); //vec2(0.1469278, 0.2350845);
uniform vec2 ScaleIn = vec2(4, 2.2222);
const vec4 HmdWarpParam = vec4(1, 0.22, 0.24, 0);
const vec2 Scale = vec2(0.25, 0.45);
const vec2 ScaleIn = vec2(4.0, 2.5);
const vec4 HmdWarpParam = vec4(1.0, 0.22, 0.24, 0.0);
const vec4 ChromaAbParam = vec4(0.996, -0.004, 1.014, 0.0);
/*
// Another set of default values
ChromaAbCorrection = {1.0, 0.0, 1.0, 0}
DistortionK = {1.0, 0.22, 0.24, 0}
Scale = {0.25, 0.5*AspectRatio, 0, 0}
ScaleIn = {4.0, 2/AspectRatio, 0, 0}
Left Screen Center = {0.25, 0.5, 0, 0}
Left Lens Center = {0.287994117, 0.5, 0, 0}
Right Screen Center = {0.75, 0.5, 0, 0}
Right Lens Center = {0.712005913, 0.5, 0, 0}
*/
void main()
{
// The following two variables need to be set per eye

View File

@ -6,7 +6,7 @@ in vec4 fragColor;
// Input uniform values
uniform sampler2D texture0;
uniform vec4 fragTintColor;
uniform vec4 colDiffuse;
// Output fragment color
out vec4 finalColor;
@ -40,7 +40,7 @@ void main()
}
tc += center;
vec3 color = texture(texture0, tc/texSize).rgb;
vec4 color = texture2D(texture0, tc/texSize)*colDiffuse*fragColor;;
finalColor = vec4(color, 1.0);;
finalColor = vec4(color.rgb, 1.0);;
}

View File

@ -1,15 +1,25 @@
/*******************************************************************************************
*
* raylib [rlgl] example - Using rlgl module as standalone module
* raylib [rlgl] example - Oculus minimum sample
*
* 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
* gcc -c rlgl.c -Wall -std=c99 -DRLGL_STANDALONE -DRAYMATH_IMPLEMENTATION -DGRAPHICS_API_OPENGL_33 -DRLGL_OCULUS_SUPPORT
*
* NOTE 1: rlgl module requires the following header-only files:
* external/glad.h - OpenGL extensions loader (stripped to only required extensions)
* shader_standard.h - Standard shader for materials and lighting
* shader_distortion.h - Distortion shader for VR
* raymath.h - Vector and matrix math functions
*
* NOTE 2: rlgl requires LibOVR (Oculus PC SDK) to support Oculus Rift CV1
*
* Compile example using:
* gcc -o $(NAME_PART).exe $(FILE_NAME) rlgl.o -lglfw3 -lopengl32 -lgdi32 -std=c99
* gcc -o rlgl_oculus_rift.exe rlgl_oculus_rift.c rlgl.o -L. -lLibOVRRT32_1 -lglfw3 -lopengl32 -lgdi32 -std=c99
*
* NOTE: Example must be linked against LibOVRRT32_1.dll that comes with Oculus Rift runtime.
*
* 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)
@ -18,32 +28,20 @@
*
********************************************************************************************/
#include "glad.h" // Extensions loading library
#include <stdlib.h>
#include <stdarg.h>
#include <stdio.h>
#include <string.h>
#include <math.h>
#include <GLFW/glfw3.h> // Windows/Context and inputs management
#define RLGL_STANDALONE
#include "rlgl.h" // rlgl library: OpenGL 1.1 immediate-mode style coding
#include <stdlib.h> // Required for: abs()
#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
#define WHITE (Color){ 255, 255, 255, 255 } // White
//----------------------------------------------------------------------------------
// Types and Structures Definition
//----------------------------------------------------------------------------------
// Rectangle type
typedef struct Rectangle {
int x;
int y;
int width;
int height;
} Rectangle;
//----------------------------------------------------------------------------------
// Module specific Functions Declaration
@ -56,8 +54,6 @@ 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);
static void DrawTextureRec(Texture2D texture, Rectangle sourceRec, Vector2 position, Color tint);
static void DrawTexturePro(Texture2D texture, Rectangle sourceRec, Rectangle destRec, Vector2 origin, float rotation, Color tint);
//----------------------------------------------------------------------------------
// Main Entry point
@ -66,8 +62,10 @@ int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 1080;
const int screenHeight = 600;
int screenWidth = 1080; // Mirror screen width (set to hmdDesc.Resolution.w/2)
int screenHeight = 600; // Mirror screen height (set to hmdDesc.Resolution.h/2)
// NOTE: Mirror screen size can be set to any desired resolution!
// GLFW3 Initialization + OpenGL 3.3 Context + Extensions
//--------------------------------------------------------
@ -87,7 +85,7 @@ int main(void)
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_OPENGL_DEBUG_CONTEXT, GL_TRUE);
GLFWwindow *window = glfwCreateWindow(screenWidth, screenHeight, "rlgl standalone", NULL, NULL);
GLFWwindow *window = glfwCreateWindow(screenWidth, screenHeight, "rlgl oculus rift", NULL, NULL);
if (!window)
{
@ -99,38 +97,46 @@ int main(void)
glfwSetKeyCallback(window, KeyCallback);
glfwMakeContextCurrent(window);
glfwSwapInterval(1);
glfwSwapInterval(0);
// Load OpenGL 3.3 extensions
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
{
TraceLog(WARNING, "GLAD: Cannot load OpenGL extensions");
return 3;
}
else TraceLog(INFO, "GLAD: OpenGL extensions loaded successfully");
// Load OpenGL 3.3 supported extensions
rlglLoadExtensions(glfwGetProcAddress);
//--------------------------------------------------------
// 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
// Initialize OpenGL context (states and resources)
rlglInit(screenWidth, screenHeight);
Shader distortion = LoadShader("base.vs", "distortion.fs");
// TODO: Upload to distortion shader configuration parameters (screen size, etc.)
//SetShaderValue(Shader shader, int uniformLoc, float *value, int size);
// Create a RenderTexture2D to be used for render to texture
RenderTexture2D target = rlglLoadRenderTexture(screenWidth, screenHeight);
Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
rlClearColor(245, 245, 245, 255); // Define clear color
rlEnableDepthTest(); // Enable DEPTH_TEST for 3D
// Define custom camera to initialize projection and view matrices
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 = 60.0f; // Camera field-of-view Y
camera.fovy = 45.0f; // Camera field-of-view Y
// Initialize viewport and internal projection/modelview matrices
rlViewport(0, 0, screenWidth, screenHeight);
rlMatrixMode(RL_PROJECTION); // Switch to PROJECTION matrix
rlLoadIdentity(); // Reset current matrix (PROJECTION)
// Setup perspective projection
float aspect = (float)screenWidth/(float)screenHeight;
double top = 0.01*tan(camera.fovy*PI/360.0);
double right = top*aspect;
rlFrustum(-right, right, -top, top, 0.01, 1000.0);
rlMatrixMode(RL_MODELVIEW); // Switch back to MODELVIEW matrix
rlLoadIdentity(); // Reset current matrix (MODELVIEW)
// Setup Camera view
Matrix cameraView = MatrixLookAt(camera.position, camera.target, camera.up);
rlMultMatrixf(MatrixToFloat(cameraView)); // Multiply MODELVIEW matrix by view matrix (camera)
InitOculusDevice(); // Initialize Oculus Rift CV1
Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
//--------------------------------------------------------------------------------------
// Main game loop
@ -138,29 +144,14 @@ int main(void)
{
// Update
//----------------------------------------------------------------------------------
// ...
UpdateOculusTracking();
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
rlEnableRenderTexture(target.id); // Enable render target
rlClearScreenBuffers(); // Clear current framebuffer
for (int i = 0; i < 2; i++)
{
rlViewport(i*screenWidth/2, 0, screenWidth/2, screenHeight);
// Calculate projection matrix (from perspective) and view matrix from camera look at
// TODO: Consider every eye fovy
Matrix matProj = MatrixPerspective(camera.fovy, (double)(screenWidth/2)/(double)screenHeight, 0.01, 1000.0);
MatrixTranspose(&matProj);
// TODO: Recalculate view matrix considering IPD (inter-pupillary-distance)
Matrix matView = MatrixLookAt(camera.position, camera.target, camera.up);
SetMatrixModelview(matView); // Replace internal modelview matrix by a custom one
SetMatrixProjection(matProj); // Replace internal projection matrix by a custom one
BeginOculusDrawing();
rlClearScreenBuffers(); // Clear current framebuffer(s)
DrawCube(cubePosition, 2.0f, 2.0f, 2.0f, RED);
DrawCubeWires(cubePosition, 2.0f, 2.0f, 2.0f, RAYWHITE);
@ -168,51 +159,9 @@ int main(void)
// NOTE: Internal buffers drawing (3D data)
rlglDraw();
// Draw '2D' elements in the scene (GUI)
#define RLGL_CREATE_MATRIX_MANUALLY
#if defined(RLGL_CREATE_MATRIX_MANUALLY)
matProj = MatrixOrtho(0.0, screenWidth/2, screenHeight, 0.0, 0.0, 1.0);
MatrixTranspose(&matProj);
matView = MatrixIdentity();
SetMatrixModelview(matView); // Replace internal modelview matrix by a custom one
SetMatrixProjection(matProj); // Replace internal projection matrix by a custom one
EndOculusDrawing();
#else // Let rlgl generate and multiply matrix internally
rlMatrixMode(RL_PROJECTION); // Enable internal projection matrix
rlLoadIdentity(); // Reset internal projection matrix
rlOrtho(0.0, screenWidth/2, screenHeight, 0.0, 0.0, 1.0); // Recalculate internal projection matrix
rlMatrixMode(RL_MODELVIEW); // Enable internal modelview matrix
rlLoadIdentity(); // Reset internal modelview matrix
#endif
// TODO: 2D not drawing properly on stereo rendering
//DrawRectangleV((Vector2){ 10.0f, 10.0f }, (Vector2){ 500.0f, 20.0f }, DARKGRAY);
// NOTE: Internal buffers drawing (2D data)
rlglDraw();
}
rlDisableRenderTexture(); // Disable render target
// Set viewport to default framebuffer size (screen size)
rlViewport(0, 0, screenWidth, screenHeight);
// Let rlgl reconfigure internal matrices using OpenGL 1.1 style coding
rlMatrixMode(RL_PROJECTION); // Enable internal projection matrix
rlLoadIdentity(); // Reset internal projection matrix
rlOrtho(0.0, screenWidth, screenHeight, 0.0, 0.0, 1.0); // Recalculate internal projection matrix
rlMatrixMode(RL_MODELVIEW); // Enable internal modelview matrix
rlLoadIdentity(); // Reset internal modelview matrix
// Draw RenderTexture (fbo) using distortion shader
BeginShaderMode(distortion);
// 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();
glfwSwapBuffers(window);
glfwPollEvents();
//----------------------------------------------------------------------------------
@ -220,12 +169,12 @@ int main(void)
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadShader(distortion);
CloseOculusDevice(); // Close Oculus device and clear resources
rlglClose(); // Unload rlgl internal buffers and default shader/texture
rlglClose(); // Unload rlgl internal buffers and default shader/texture
glfwDestroyWindow(window);
glfwTerminate();
glfwDestroyWindow(window); // Close window
glfwTerminate(); // Free GLFW3 resources
//--------------------------------------------------------------------------------------
return 0;
@ -441,56 +390,4 @@ void DrawCubeWires(Vector3 position, float width, float height, float length, Co
rlVertex3f(x+width/2, y-height/2, z-length/2); // Top Right Back
rlEnd();
rlPopMatrix();
}
// Draw a part of a texture (defined by a rectangle)
static void DrawTextureRec(Texture2D texture, Rectangle sourceRec, Vector2 position, Color tint)
{
Rectangle destRec = { (int)position.x, (int)position.y, abs(sourceRec.width), abs(sourceRec.height) };
Vector2 origin = { 0, 0 };
DrawTexturePro(texture, sourceRec, destRec, origin, 0.0f, tint);
}
// Draw a part of a texture (defined by a rectangle) with 'pro' parameters
// NOTE: origin is relative to destination rectangle size
static void DrawTexturePro(Texture2D texture, Rectangle sourceRec, Rectangle destRec, Vector2 origin, float rotation, Color tint)
{
// Check if texture is valid
if (texture.id != 0)
{
if (sourceRec.width < 0) sourceRec.x -= sourceRec.width;
if (sourceRec.height < 0) sourceRec.y -= sourceRec.height;
rlEnableTexture(texture.id);
rlPushMatrix();
rlTranslatef(destRec.x, destRec.y, 0);
rlRotatef(rotation, 0, 0, 1);
rlTranslatef(-origin.x, -origin.y, 0);
rlBegin(RL_QUADS);
rlColor4ub(tint.r, tint.g, tint.b, tint.a);
rlNormal3f(0.0f, 0.0f, 1.0f); // Normal vector pointing towards viewer
// Bottom-left corner for texture and quad
rlTexCoord2f((float)sourceRec.x / texture.width, (float)sourceRec.y / texture.height);
rlVertex2f(0.0f, 0.0f);
// Bottom-right corner for texture and quad
rlTexCoord2f((float)sourceRec.x / texture.width, (float)(sourceRec.y + sourceRec.height) / texture.height);
rlVertex2f(0.0f, destRec.height);
// Top-right corner for texture and quad
rlTexCoord2f((float)(sourceRec.x + sourceRec.width) / texture.width, (float)(sourceRec.y + sourceRec.height) / texture.height);
rlVertex2f(destRec.width, destRec.height);
// Top-left corner for texture and quad
rlTexCoord2f((float)(sourceRec.x + sourceRec.width) / texture.width, (float)sourceRec.y / texture.height);
rlVertex2f(destRec.width, 0.0f);
rlEnd();
rlPopMatrix();
rlDisableTexture();
}
}
}

View File

@ -8,8 +8,14 @@
* Compile rlgl module using:
* gcc -c rlgl.c -Wall -std=c99 -DRLGL_STANDALONE -DRAYMATH_IMPLEMENTATION -DGRAPHICS_API_OPENGL_33
*
* NOTE: rlgl module requires the following header-only files:
* external/glad.h - OpenGL extensions loader (stripped to only required extensions)
* shader_standard.h - Standard shader for materials and lighting
* shader_distortion.h - Distortion shader for VR
* raymath.h - Vector and matrix math functions
*
* Compile example using:
* gcc -o $(NAME_PART).exe $(FILE_NAME) rlgl.o -lglfw3 -lopengl32 -lgdi32 -std=c99
* gcc -o rlgl_standalone.exe rlgl_standalone.c 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)
@ -18,15 +24,12 @@
*
********************************************************************************************/
#include "glad.h" // Extensions loading library
#include <GLFW/glfw3.h> // Windows/Context and inputs management
#define RLGL_STANDALONE
#include "rlgl.h" // rlgl library: OpenGL 1.1 immediate-mode style coding
#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
@ -52,7 +55,6 @@ int main(void)
const int screenWidth = 800;
const int screenHeight = 450;
// GLFW3 Initialization + OpenGL 3.3 Context + Extensions
//--------------------------------------------------------
glfwSetErrorCallback(ErrorCallback);
@ -80,23 +82,20 @@ int main(void)
}
else TraceLog(INFO, "GLFW3: Window created successfully");
glfwSetWindowPos(window, 200, 200);
glfwSetKeyCallback(window, KeyCallback);
glfwMakeContextCurrent(window);
glfwSwapInterval(1);
// Load OpenGL 3.3 extensions
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
{
TraceLog(WARNING, "GLAD: Cannot load OpenGL extensions");
return 3;
}
else TraceLog(INFO, "GLAD: OpenGL extensions loaded successfully");
// Load OpenGL 3.3 supported extensions
rlglLoadExtensions(glfwGetProcAddress);
//--------------------------------------------------------
// Initialize rlgl internal buffers and OpenGL state
rlglInit();
// Initialize OpenGL context (states and resources)
rlglInit(screenWidth, screenHeight);
// Initialize viewport and internal projection/modelview matrices
rlViewport(0, 0, screenWidth, screenHeight);
rlMatrixMode(RL_PROJECTION); // Switch to PROJECTION matrix
@ -108,13 +107,13 @@ int main(void)
rlClearColor(245, 245, 245, 255); // Define clear color
rlEnableDepthTest(); // Enable DEPTH_TEST for 3D
Vector3 cubePosition = { 0.0f, 0.0f, 0.0f }; // Cube default position (center)
Camera camera;
camera.position = (Vector3){ 5.0f, 5.0f, 5.0f }; // Camera position
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 }; // Cube default position (center)
//--------------------------------------------------------------------------------------
// Main game loop
@ -147,7 +146,6 @@ int main(void)
// Draw '2D' elements in the scene (GUI)
#define RLGL_CREATE_MATRIX_MANUALLY
#if defined(RLGL_CREATE_MATRIX_MANUALLY)
matProj = MatrixOrtho(0.0, screenWidth, screenHeight, 0.0, 0.0, 1.0);
MatrixTranspose(&matProj);
matView = MatrixIdentity();
@ -163,7 +161,7 @@ int main(void)
rlMatrixMode(RL_MODELVIEW); // Enable internal modelview matrix
rlLoadIdentity(); // Reset internal modelview matrix
#endif
DrawRectangleV((Vector2){ 10.0f, 10.0f }, (Vector2){ 600.0f, 20.0f }, DARKGRAY);
DrawRectangleV((Vector2){ 10.0f, 10.0f }, (Vector2){ 780.0f, 20.0f }, DARKGRAY);
// NOTE: Internal buffers drawing (2D data)
rlglDraw();
@ -175,10 +173,10 @@ int main(void)
// De-Initialization
//--------------------------------------------------------------------------------------
rlglClose(); // Unload rlgl internal buffers and default shader/texture
rlglClose(); // Unload rlgl internal buffers and default shader/texture
glfwDestroyWindow(window);
glfwTerminate();
glfwDestroyWindow(window); // Close window
glfwTerminate(); // Free GLFW3 resources
//--------------------------------------------------------------------------------------
return 0;

Binary file not shown.

Before

Width:  |  Height:  |  Size: 249 KiB

After

Width:  |  Height:  |  Size: 252 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 217 KiB

After

Width:  |  Height:  |  Size: 232 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 246 KiB

Binary file not shown.

View File

@ -64,7 +64,7 @@
//#define PLATFORM_ANDROID // Android device
//#define PLATFORM_RPI // Raspberry Pi
//#define PLATFORM_WEB // HTML5 (emscripten, asm.js)
//#define PLATFORM_OCULUS // Oculus Rift CV1
//#define RLGL_OCULUS_SUPPORT // Oculus Rift CV1 (complementary to PLATFORM_DESKTOP)
// Security check in case no PLATFORM_* defined
#if !defined(PLATFORM_DESKTOP) && !defined(PLATFORM_ANDROID) && !defined(PLATFORM_RPI) && !defined(PLATFORM_WEB)
@ -431,8 +431,8 @@ typedef struct Model {
// 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
int type; // Light type: LIGHT_POINT, LIGHT_DIRECTIONAL, LIGHT_SPOT
Vector3 position; // Light position
Vector3 target; // Light target: LIGHT_DIRECTIONAL and LIGHT_SPOT (cone direction target)
@ -468,8 +468,6 @@ typedef struct Wave {
short channels;
} Wave;
typedef int RawAudioContext;
// Texture formats
// NOTE: Support depends on OpenGL version and platform
typedef enum {
@ -527,6 +525,19 @@ typedef struct GestureEvent {
// Camera system modes
typedef enum { CAMERA_CUSTOM = 0, CAMERA_FREE, CAMERA_ORBITAL, CAMERA_FIRST_PERSON, CAMERA_THIRD_PERSON } CameraMode;
// Head Mounted Display devices
typedef enum {
HMD_DEFAULT_DEVICE = 0,
HMD_OCULUS_RIFT_DK2,
HMD_OCULUS_RIFT_CV1,
HMD_VALVE_HTC_VIVE,
HMD_SAMSUNG_GEAR_VR,
HMD_GOOGLE_CARDBOARD,
HMD_SONY_PLAYSTATION_VR,
HMD_RAZER_OSVR,
HMD_FOVE_VR,
} HmdDevice;
#ifdef __cplusplus
extern "C" { // Prevents name mangling of functions
#endif
@ -545,12 +556,6 @@ void InitWindow(int width, int height, struct android_app *state); // Init Andr
void InitWindow(int width, int height, const char *title); // Initialize Window and OpenGL Graphics
#endif
#if defined(PLATFORM_OCULUS)
void InitOculusDevice(void); // Init Oculus Rift device
void CloseOculusDevice(void); // Close Oculus Rift device
void UpdateOculusTracking(void); // Update Oculus Rift tracking (position and orientation)
#endif
void CloseWindow(void); // Close Window and Terminate Context
bool WindowShouldClose(void); // Detect if KEY_ESCAPE pressed or Close icon pressed
bool IsWindowMinimized(void); // Detect if window has been minimized (or lost focus)
@ -644,13 +649,13 @@ bool IsButtonReleased(int button); // Detect if an android
//------------------------------------------------------------------------------------
// Gestures and Touch Handling Functions (Module: gestures)
//------------------------------------------------------------------------------------
void SetGesturesEnabled(unsigned int gestureFlags); // Enable a set of gestures using flags
bool IsGestureDetected(int gesture); // Check if a gesture have been detected
void ProcessGestureEvent(GestureEvent event); // Process gesture event and translate it into gestures
void UpdateGestures(void); // Update gestures detected (called automatically in PollInputEvents())
bool IsGestureDetected(int gesture); // Check if a gesture have been detected
int GetGestureDetected(void); // Get latest detected gesture
void SetGesturesEnabled(unsigned int gestureFlags); // Enable a set of gestures using flags
int GetTouchPointsCount(void); // Get touch points count
int GetTouchPointsCount(void); // Get touch points count
int GetGestureDetected(void); // Get latest detected gesture
float GetGestureHoldDuration(void); // Get gesture hold time in milliseconds
Vector2 GetGestureDragVector(void); // Get gesture drag vector
float GetGestureDragAngle(void); // Get gesture drag angle
@ -800,7 +805,6 @@ Model LoadModelFromRES(const char *rresName, int resId); // Load a 3d mod
Model LoadHeightmap(Image heightmap, Vector3 size); // Load a heightmap image as a 3d model
Model LoadCubicmap(Image cubicmap); // Load a map image as a 3d model (cubes based)
void UnloadModel(Model model); // Unload 3d model from memory
void SetModelTexture(Model *model, Texture2D texture); // Link a texture to a model
Material LoadMaterial(const char *fileName); // Load material data (from file)
Material LoadDefaultMaterial(void); // Load default material (uses default models shader)
@ -852,6 +856,18 @@ void EndBlendMode(void); // End blend
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
//------------------------------------------------------------------------------------
// VR experience Functions (Module: rlgl)
// NOTE: This functions are useless when using OpenGL 1.1
//------------------------------------------------------------------------------------
void InitVrDevice(int hmdDevice); // Init VR device
void CloseVrDevice(void); // Close VR device
void UpdateVrTracking(void); // Update VR tracking (position and orientation)
void BeginVrDrawing(void); // Begin VR drawing configuration
void EndVrDrawing(void); // End VR drawing process (and desktop mirror)
bool IsVrDeviceReady(void); // Detect if VR device (or simulator) is ready
void ToggleVrMode(void); // Enable/Disable VR experience (device or simulator)
//------------------------------------------------------------------------------------
// Audio Loading and Playing Functions (Module: audio)
//------------------------------------------------------------------------------------
@ -877,17 +893,10 @@ void PauseMusicStream(int index); // Pause music p
void ResumeMusicStream(int index); // Resume playing paused music
bool IsMusicPlaying(int index); // Check if music is playing
void SetMusicVolume(int index, float volume); // Set volume for music (1.0 is max level)
void SetMusicPitch(int index, float pitch); // Set pitch for a music (1.0 is base level)
float GetMusicTimeLength(int index); // Get current music time length (in seconds)
float GetMusicTimePlayed(int index); // Get current music time played (in seconds)
int GetMusicStreamCount(void);
void SetMusicPitch(int index, float pitch);
// used to output raw audio streams, returns negative numbers on error
// if floating point is false the data size is 16bit short, otherwise it is float 32bit
RawAudioContext InitRawAudioContext(int sampleRate, int channels, bool floatingPoint);
void CloseRawAudioContext(RawAudioContext ctx);
int BufferRawAudioContext(RawAudioContext ctx, void *data, unsigned short numberElements); // returns number of elements buffered
int GetMusicStreamCount(void); // Get number of streams loaded
#ifdef __cplusplus
}

Binary file not shown.

View File

@ -64,7 +64,7 @@
//#define PLATFORM_ANDROID // Android device
//#define PLATFORM_RPI // Raspberry Pi
//#define PLATFORM_WEB // HTML5 (emscripten, asm.js)
//#define PLATFORM_OCULUS // Oculus Rift CV1
//#define RLGL_OCULUS_SUPPORT // Oculus Rift CV1 (complementary to PLATFORM_DESKTOP)
// Security check in case no PLATFORM_* defined
#if !defined(PLATFORM_DESKTOP) && !defined(PLATFORM_ANDROID) && !defined(PLATFORM_RPI) && !defined(PLATFORM_WEB)
@ -431,8 +431,8 @@ typedef struct Model {
// 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
int type; // Light type: LIGHT_POINT, LIGHT_DIRECTIONAL, LIGHT_SPOT
Vector3 position; // Light position
Vector3 target; // Light target: LIGHT_DIRECTIONAL and LIGHT_SPOT (cone direction target)
@ -468,8 +468,6 @@ typedef struct Wave {
short channels;
} Wave;
typedef int RawAudioContext;
// Texture formats
// NOTE: Support depends on OpenGL version and platform
typedef enum {
@ -527,6 +525,19 @@ typedef struct GestureEvent {
// Camera system modes
typedef enum { CAMERA_CUSTOM = 0, CAMERA_FREE, CAMERA_ORBITAL, CAMERA_FIRST_PERSON, CAMERA_THIRD_PERSON } CameraMode;
// Head Mounted Display devices
typedef enum {
HMD_DEFAULT_DEVICE = 0,
HMD_OCULUS_RIFT_DK2,
HMD_OCULUS_RIFT_CV1,
HMD_VALVE_HTC_VIVE,
HMD_SAMSUNG_GEAR_VR,
HMD_GOOGLE_CARDBOARD,
HMD_SONY_PLAYSTATION_VR,
HMD_RAZER_OSVR,
HMD_FOVE_VR,
} HmdDevice;
#ifdef __cplusplus
extern "C" { // Prevents name mangling of functions
#endif
@ -545,12 +556,6 @@ void InitWindow(int width, int height, struct android_app *state); // Init Andr
void InitWindow(int width, int height, const char *title); // Initialize Window and OpenGL Graphics
#endif
#if defined(PLATFORM_OCULUS)
void InitOculusDevice(void); // Init Oculus Rift device
void CloseOculusDevice(void); // Close Oculus Rift device
void UpdateOculusTracking(void); // Update Oculus Rift tracking (position and orientation)
#endif
void CloseWindow(void); // Close Window and Terminate Context
bool WindowShouldClose(void); // Detect if KEY_ESCAPE pressed or Close icon pressed
bool IsWindowMinimized(void); // Detect if window has been minimized (or lost focus)
@ -644,13 +649,13 @@ bool IsButtonReleased(int button); // Detect if an android
//------------------------------------------------------------------------------------
// Gestures and Touch Handling Functions (Module: gestures)
//------------------------------------------------------------------------------------
void SetGesturesEnabled(unsigned int gestureFlags); // Enable a set of gestures using flags
bool IsGestureDetected(int gesture); // Check if a gesture have been detected
void ProcessGestureEvent(GestureEvent event); // Process gesture event and translate it into gestures
void UpdateGestures(void); // Update gestures detected (called automatically in PollInputEvents())
bool IsGestureDetected(int gesture); // Check if a gesture have been detected
int GetGestureDetected(void); // Get latest detected gesture
void SetGesturesEnabled(unsigned int gestureFlags); // Enable a set of gestures using flags
int GetTouchPointsCount(void); // Get touch points count
int GetTouchPointsCount(void); // Get touch points count
int GetGestureDetected(void); // Get latest detected gesture
float GetGestureHoldDuration(void); // Get gesture hold time in milliseconds
Vector2 GetGestureDragVector(void); // Get gesture drag vector
float GetGestureDragAngle(void); // Get gesture drag angle
@ -800,7 +805,6 @@ Model LoadModelFromRES(const char *rresName, int resId); // Load a 3d mod
Model LoadHeightmap(Image heightmap, Vector3 size); // Load a heightmap image as a 3d model
Model LoadCubicmap(Image cubicmap); // Load a map image as a 3d model (cubes based)
void UnloadModel(Model model); // Unload 3d model from memory
void SetModelTexture(Model *model, Texture2D texture); // Link a texture to a model
Material LoadMaterial(const char *fileName); // Load material data (from file)
Material LoadDefaultMaterial(void); // Load default material (uses default models shader)
@ -852,6 +856,18 @@ void EndBlendMode(void); // End blend
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
//------------------------------------------------------------------------------------
// VR experience Functions (Module: rlgl)
// NOTE: This functions are useless when using OpenGL 1.1
//------------------------------------------------------------------------------------
void InitVrDevice(int hmdDevice); // Init VR device
void CloseVrDevice(void); // Close VR device
void UpdateVrTracking(void); // Update VR tracking (position and orientation)
void BeginVrDrawing(void); // Begin VR drawing configuration
void EndVrDrawing(void); // End VR drawing process (and desktop mirror)
bool IsVrDeviceReady(void); // Detect if VR device (or simulator) is ready
void ToggleVrMode(void); // Enable/Disable VR experience (device or simulator)
//------------------------------------------------------------------------------------
// Audio Loading and Playing Functions (Module: audio)
//------------------------------------------------------------------------------------
@ -877,17 +893,10 @@ void PauseMusicStream(int index); // Pause music p
void ResumeMusicStream(int index); // Resume playing paused music
bool IsMusicPlaying(int index); // Check if music is playing
void SetMusicVolume(int index, float volume); // Set volume for music (1.0 is max level)
void SetMusicPitch(int index, float pitch); // Set pitch for a music (1.0 is base level)
float GetMusicTimeLength(int index); // Get current music time length (in seconds)
float GetMusicTimePlayed(int index); // Get current music time played (in seconds)
int GetMusicStreamCount(void);
void SetMusicPitch(int index, float pitch);
// used to output raw audio streams, returns negative numbers on error
// if floating point is false the data size is 16bit short, otherwise it is float 32bit
RawAudioContext InitRawAudioContext(int sampleRate, int channels, bool floatingPoint);
void CloseRawAudioContext(RawAudioContext ctx);
int BufferRawAudioContext(RawAudioContext ctx, void *data, unsigned short numberElements); // returns number of elements buffered
int GetMusicStreamCount(void); // Get number of streams loaded
#ifdef __cplusplus
}

Binary file not shown.

View File

@ -49,10 +49,10 @@ ifeq ($(PLATFORM),PLATFORM_RPI)
# define raylib graphics api to use (on RPI, OpenGL ES 2.0 must be used)
GRAPHICS = GRAPHICS_API_OPENGL_ES2
else
# define raylib graphics api to use (OpenGL 1.1 by default)
GRAPHICS ?= GRAPHICS_API_OPENGL_11
# define raylib graphics api to use (OpenGL 3.3 by default)
GRAPHICS ?= GRAPHICS_API_OPENGL_33
#GRAPHICS = GRAPHICS_API_OPENGL_11 # Uncomment to use OpenGL 1.1
#GRAPHICS = GRAPHICS_API_OPENGL_21 # Uncomment to use OpenGL 2.1
#GRAPHICS = GRAPHICS_API_OPENGL_33 # Uncomment to use OpenGL 3.3
endif
ifeq ($(PLATFORM),PLATFORM_WEB)
GRAPHICS = GRAPHICS_API_OPENGL_ES2

View File

@ -2,13 +2,26 @@
*
* raylib.audio
*
* Basic functions to manage Audio: InitAudioDevice, LoadAudioFiles, PlayAudioFiles
* Basic functions to manage Audio:
* Manage audio device (init/close)
* Load and Unload audio files
* Play/Stop/Pause/Resume loaded audio
* Manage mixing channels
* Manage raw audio context
*
* Uses external lib:
* OpenAL Soft - Audio device management lib (http://kcat.strangesoft.net/openal.html)
* stb_vorbis - Ogg audio files loading (http://www.nothings.org/stb_vorbis/)
* jar_xm - XM module file loading
* jar_mod - MOD audio file loading
*
* Copyright (c) 2014 Ramon Santamaria (@raysan5)
* Many thanks to Joshua Reisenauer (github: @kd7tck) for the following additions:
* XM audio module support (jar_xm)
* MOD audio module support (jar_mod)
* Mixing channels support
* Raw audio context support
*
* Copyright (c) 2014-2016 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.
@ -68,9 +81,9 @@
//----------------------------------------------------------------------------------
// Defines and Macros
//----------------------------------------------------------------------------------
#define MAX_STREAM_BUFFERS 2 // Number of buffers for each alSource
#define MAX_MIX_CHANNELS 4 // Number of open AL sources
#define MAX_STREAM_BUFFERS 2 // Number of buffers for each source
#define MAX_MUSIC_STREAMS 2 // Number of simultanious music sources
#define MAX_MIX_CHANNELS 4 // Number of mix channels (OpenAL sources)
#if defined(PLATFORM_RPI) || defined(PLATFORM_ANDROID)
// NOTE: On RPI and Android should be lower to avoid frame-stalls
@ -86,10 +99,10 @@
// Types and Structures Definition
//----------------------------------------------------------------------------------
// Used to create custom audio streams that are not bound to a specific file. There can be
// no more than 4 concurrent mixchannels in use. This is due to each active mixc being tied to
// a dedicated mix channel.
typedef struct MixChannel_t {
// Used to create custom audio streams that are not bound to a specific file.
// There can be no more than 4 concurrent mixchannels in use.
// This is due to each active mixc being tied to a dedicated mix channel.
typedef struct MixChannel {
unsigned short sampleRate; // default is 48000
unsigned char channels; // 1=mono,2=stereo
unsigned char mixChannel; // 0-3 or mixA-mixD, each mix channel can receive up to one dedicated audio stream
@ -99,40 +112,40 @@ typedef struct MixChannel_t {
ALenum alFormat; // OpenAL format specifier
ALuint alSource; // OpenAL source
ALuint alBuffer[MAX_STREAM_BUFFERS]; // OpenAL sample buffer
} MixChannel_t;
} MixChannel;
// Music type (file streaming from memory)
// NOTE: Anything longer than ~10 seconds should be streamed into a mix channel...
typedef struct Music {
stb_vorbis *stream;
jar_xm_context_t *xmctx; // XM chiptune context
jar_mod_context_t modctx; // MOD chiptune context
MixChannel_t *mixc; // mix channel
jar_xm_context_t *xmctx; // XM chiptune context
jar_mod_context_t modctx; // MOD chiptune context
MixChannel *mixc; // Mix channel
unsigned int totalSamplesLeft;
float totalLengthSeconds;
bool loop;
bool chipTune; // chiptune is loaded?
bool chipTune; // chiptune is loaded?
bool enabled;
} Music;
// Audio errors registered
typedef enum {
ERROR_RAW_CONTEXT_CREATION = 1,
ERROR_XM_CONTEXT_CREATION = 2,
ERROR_MOD_CONTEXT_CREATION = 4,
ERROR_MIX_CHANNEL_CREATION = 8,
ERROR_MUSIC_CHANNEL_CREATION = 16,
ERROR_LOADING_XM = 32,
ERROR_LOADING_MOD = 64,
ERROR_LOADING_WAV = 128,
ERROR_LOADING_OGG = 256,
ERROR_OUT_OF_MIX_CHANNELS = 512,
ERROR_EXTENSION_NOT_RECOGNIZED = 1024,
ERROR_UNABLE_TO_OPEN_RRES_FILE = 2048,
ERROR_INVALID_RRES_FILE = 4096,
ERROR_INVALID_RRES_RESOURCE = 8192,
ERROR_UNINITIALIZED_CHANNELS = 16384
ERROR_RAW_CONTEXT_CREATION = 1,
ERROR_XM_CONTEXT_CREATION = 2,
ERROR_MOD_CONTEXT_CREATION = 4,
ERROR_MIX_CHANNEL_CREATION = 8,
ERROR_MUSIC_CHANNEL_CREATION = 16,
ERROR_LOADING_XM = 32,
ERROR_LOADING_MOD = 64,
ERROR_LOADING_WAV = 128,
ERROR_LOADING_OGG = 256,
ERROR_OUT_OF_MIX_CHANNELS = 512,
ERROR_EXTENSION_NOT_RECOGNIZED = 1024,
ERROR_UNABLE_TO_OPEN_RRES_FILE = 2048,
ERROR_INVALID_RRES_FILE = 4096,
ERROR_INVALID_RRES_RESOURCE = 8192,
ERROR_UNINITIALIZED_CHANNELS = 16384
} AudioError;
#if defined(AUDIO_STANDALONE)
@ -142,10 +155,10 @@ typedef enum { INFO = 0, ERROR, WARNING, DEBUG, OTHER } TraceLogType;
//----------------------------------------------------------------------------------
// Global Variables Definition
//----------------------------------------------------------------------------------
static Music musicChannels_g[MAX_MUSIC_STREAMS]; // Current music loaded, up to two can play at the same time
static MixChannel_t *mixChannels_g[MAX_MIX_CHANNELS]; // What mix channels are currently active
static Music musicStreams[MAX_MUSIC_STREAMS]; // Current music loaded, up to two can play at the same time
static MixChannel *mixChannels[MAX_MIX_CHANNELS]; // Mix channels currently active (from music streams)
static int lastAudioError = 0; // Registers last audio error
static int lastAudioError = 0; // Registers last audio error
//----------------------------------------------------------------------------------
// Module specific Functions Declaration
@ -157,13 +170,11 @@ static void UnloadWave(Wave wave); // Unload wave data
static bool BufferMusicStream(int index, int numBuffers); // Fill music buffers with data
static void EmptyMusicStream(int index); // Empty music buffers
static MixChannel_t *InitMixChannel(unsigned short sampleRate, unsigned char mixChannel, unsigned char channels, bool floatingPoint); // For streaming into mix channels.
static void CloseMixChannel(MixChannel_t *mixc); // Frees mix channel
static int BufferMixChannel(MixChannel_t *mixc, void *data, int numberElements); // Pushes more audio data into mixc mix channel, if NULL is passed it pauses
static int FillAlBufferWithSilence(MixChannel_t *mixc, ALuint buffer); // Fill buffer with zeros, returns number processed
static void ResampleShortToFloat(short *shorts, float *floats, unsigned short len); // Pass two arrays of the same legnth in
static void ResampleByteToFloat(char *chars, float *floats, unsigned short len); // Pass two arrays of same length in
static int IsMusicStreamReadyForBuffering(int index); // Checks if music buffer is ready to be refilled
static MixChannel *InitMixChannel(unsigned short sampleRate, unsigned char mixChannel, unsigned char channels, bool floatingPoint);
static void CloseMixChannel(MixChannel *mixc); // Frees mix channel
static int BufferMixChannel(MixChannel *mixc, void *data, int numberElements); // Pushes more audio data into mix channel
//static void ResampleShortToFloat(short *shorts, float *floats, unsigned short len); // Pass two arrays of the same legnth in
//static void ResampleByteToFloat(char *chars, float *floats, unsigned short len); // Pass two arrays of same length in
#if defined(AUDIO_STANDALONE)
const char *GetExtension(const char *fileName); // Get the extension for a filename
@ -204,9 +215,9 @@ void InitAudioDevice(void)
// Close the audio device for all contexts
void CloseAudioDevice(void)
{
for (int index=0; index<MAX_MUSIC_STREAMS; index++)
for (int index = 0; index < MAX_MUSIC_STREAMS; index++)
{
if (musicChannels_g[index].mixc) StopMusicStream(index); // Stop music streaming and close current stream
if (musicStreams[index].mixc) StopMusicStream(index); // Stop music streaming and close current stream
}
ALCdevice *device;
@ -221,7 +232,7 @@ void CloseAudioDevice(void)
alcCloseDevice(device);
}
// True if call to InitAudioDevice() was successful and CloseAudioDevice() has not been called yet
// Check if device has been initialized successfully
bool IsAudioDeviceReady(void)
{
ALCcontext *context = alcGetCurrentContext();
@ -240,22 +251,22 @@ bool IsAudioDeviceReady(void)
// Module Functions Definition - Custom audio output
//----------------------------------------------------------------------------------
// For streaming into mix channels.
// The mixChannel is what audio muxing channel you want to operate on, 0-3 are the ones available. Each mix channel can only be used one at a time.
// exmple usage is InitMixChannel(48000, 0, 2, true); // mixchannel 1, 48khz, stereo, floating point
static MixChannel_t *InitMixChannel(unsigned short sampleRate, unsigned char mixChannel, unsigned char channels, bool floatingPoint)
// Init mix channel for streaming
// The mixChannel is what audio muxing channel you want to operate on, 0-3 are the ones available.
// Each mix channel can only be used one at a time.
static MixChannel *InitMixChannel(unsigned short sampleRate, unsigned char mixChannel, unsigned char channels, bool floatingPoint)
{
if (mixChannel >= MAX_MIX_CHANNELS) return NULL;
if (!IsAudioDeviceReady()) InitAudioDevice();
if (!mixChannels_g[mixChannel])
if (!mixChannels[mixChannel])
{
MixChannel_t *mixc = (MixChannel_t *)malloc(sizeof(MixChannel_t));
MixChannel *mixc = (MixChannel *)malloc(sizeof(MixChannel));
mixc->sampleRate = sampleRate;
mixc->channels = channels;
mixc->mixChannel = mixChannel;
mixc->floatingPoint = floatingPoint;
mixChannels_g[mixChannel] = mixc;
mixChannels[mixChannel] = mixc;
// Setup OpenAL format
if (channels == 1)
@ -280,7 +291,20 @@ static MixChannel_t *InitMixChannel(unsigned short sampleRate, unsigned char mix
alGenBuffers(MAX_STREAM_BUFFERS, mixc->alBuffer);
// Fill buffers
for (int i = 0; i < MAX_STREAM_BUFFERS; i++) FillAlBufferWithSilence(mixc, mixc->alBuffer[i]);
for (int i = 0; i < MAX_STREAM_BUFFERS; i++)
{
// Initialize buffer with zeros by default
if (mixc->floatingPoint)
{
float pcm[MUSIC_BUFFER_SIZE_FLOAT] = { 0.0f };
alBufferData(mixc->alBuffer[i], mixc->alFormat, pcm, MUSIC_BUFFER_SIZE_FLOAT*sizeof(float), mixc->sampleRate);
}
else
{
short pcm[MUSIC_BUFFER_SIZE_SHORT] = { 0 };
alBufferData(mixc->alBuffer[i], mixc->alFormat, pcm, MUSIC_BUFFER_SIZE_SHORT*sizeof(short), mixc->sampleRate);
}
}
alSourceQueueBuffers(mixc->alSource, MAX_STREAM_BUFFERS, mixc->alBuffer);
mixc->playing = true;
@ -293,7 +317,7 @@ static MixChannel_t *InitMixChannel(unsigned short sampleRate, unsigned char mix
}
// Frees buffer in mix channel
static void CloseMixChannel(MixChannel_t *mixc)
static void CloseMixChannel(MixChannel *mixc)
{
if (mixc)
{
@ -314,18 +338,18 @@ static void CloseMixChannel(MixChannel_t *mixc)
// Delete source and buffers
alDeleteSources(1, &mixc->alSource);
alDeleteBuffers(MAX_STREAM_BUFFERS, mixc->alBuffer);
mixChannels_g[mixc->mixChannel] = NULL;
mixChannels[mixc->mixChannel] = NULL;
free(mixc);
mixc = NULL;
}
}
// Pushes more audio data into mixc mix channel, only one buffer per call
// Pushes more audio data into mix channel, only one buffer per call
// Call "BufferMixChannel(mixc, NULL, 0)" if you want to pause the audio.
// @Returns number of samples that where processed.
static int BufferMixChannel(MixChannel_t *mixc, void *data, int numberElements)
// Returns number of samples that where processed.
static int BufferMixChannel(MixChannel *mixc, void *data, int numberElements)
{
if (!mixc || (mixChannels_g[mixc->mixChannel] != mixc)) return 0; // When there is two channels there must be an even number of samples
if (!mixc || (mixChannels[mixc->mixChannel] != mixc)) return 0; // When there is two channels there must be an even number of samples
if (!data || !numberElements)
{
@ -368,28 +392,11 @@ static int BufferMixChannel(MixChannel_t *mixc, void *data, int numberElements)
return numberElements;
}
// fill buffer with zeros, returns number processed
static int FillAlBufferWithSilence(MixChannel_t *mixc, ALuint buffer)
{
if (mixc->floatingPoint)
{
float pcm[MUSIC_BUFFER_SIZE_FLOAT] = { 0.0f };
alBufferData(buffer, mixc->alFormat, pcm, MUSIC_BUFFER_SIZE_FLOAT*sizeof(float), mixc->sampleRate);
return MUSIC_BUFFER_SIZE_FLOAT;
}
else
{
short pcm[MUSIC_BUFFER_SIZE_SHORT] = { 0 };
alBufferData(buffer, mixc->alFormat, pcm, MUSIC_BUFFER_SIZE_SHORT*sizeof(short), mixc->sampleRate);
return MUSIC_BUFFER_SIZE_SHORT;
}
}
/*
// Convert data from short to float
// example usage:
// short sh[3] = {1,2,3};float fl[3];
// ResampleShortToFloat(sh,fl,3);
// short sh[3] = {1,2,3};float fl[3];
// ResampleShortToFloat(sh,fl,3);
static void ResampleShortToFloat(short *shorts, float *floats, unsigned short len)
{
for (int i = 0; i < len; i++)
@ -399,9 +406,10 @@ static void ResampleShortToFloat(short *shorts, float *floats, unsigned short le
}
}
// Convert data from float to short
// example usage:
// char ch[3] = {1,2,3};float fl[3];
// ResampleByteToFloat(ch,fl,3);
// char ch[3] = {1,2,3};float fl[3];
// ResampleByteToFloat(ch,fl,3);
static void ResampleByteToFloat(char *chars, float *floats, unsigned short len)
{
for (int i = 0; i < len; i++)
@ -410,43 +418,55 @@ static void ResampleByteToFloat(char *chars, float *floats, unsigned short len)
else floats[i] = (float)chars[i]/128.0f;
}
}
*/
// used to output raw audio streams, returns negative numbers on error, + number represents the mix channel index
// if floating point is false the data size is 16bit short, otherwise it is float 32bit
RawAudioContext InitRawAudioContext(int sampleRate, int channels, bool floatingPoint)
// Initialize raw audio mix channel for audio buffering
// NOTE: Returns mix channel index or -1 if it fails (errors are registered on lastAudioError)
int InitRawMixChannel(int sampleRate, int channels, bool floatingPoint)
{
int mixIndex;
for (mixIndex = 0; mixIndex < MAX_MIX_CHANNELS; mixIndex++) // find empty mix channel slot
{
if (mixChannels_g[mixIndex] == NULL) break;
else if (mixIndex == (MAX_MIX_CHANNELS - 1)) return ERROR_OUT_OF_MIX_CHANNELS; // error
if (mixChannels[mixIndex] == NULL) break;
else if (mixIndex == (MAX_MIX_CHANNELS - 1))
{
lastAudioError = ERROR_OUT_OF_MIX_CHANNELS;
return -1;
}
}
if (InitMixChannel(sampleRate, mixIndex, channels, floatingPoint)) return mixIndex;
else return ERROR_RAW_CONTEXT_CREATION; // error
else
{
lastAudioError = ERROR_RAW_CONTEXT_CREATION;
return -1;
}
}
void CloseRawAudioContext(RawAudioContext ctx)
{
if (mixChannels_g[ctx]) CloseMixChannel(mixChannels_g[ctx]);
}
// if 0 is returned, the buffers are still full and you need to keep trying with the same data until a + number is returned.
// any + number returned is the number of samples that was processed and passed into buffer.
// data either needs to be array of floats or shorts.
int BufferRawAudioContext(RawAudioContext ctx, void *data, unsigned short numberElements)
// Buffers data directly to raw mix channel
// if 0 is returned, buffers are still full and you need to keep trying with the same data
// otherwise it will return number of samples buffered.
// NOTE: Data could be either be an array of floats or shorts, depending on the created context
int BufferRawAudioContext(int ctx, void *data, unsigned short numberElements)
{
int numBuffered = 0;
if (ctx >= 0)
{
MixChannel_t* mixc = mixChannels_g[ctx];
MixChannel *mixc = mixChannels[ctx];
numBuffered = BufferMixChannel(mixc, data, numberElements);
}
return numBuffered;
}
// Closes and frees raw mix channel
void CloseRawAudioContext(int ctx)
{
if (mixChannels[ctx]) CloseMixChannel(mixChannels[ctx]);
}
//----------------------------------------------------------------------------------
// Module Functions Definition - Sounds loading and playing (.WAV)
//----------------------------------------------------------------------------------
@ -804,25 +824,25 @@ void SetSoundPitch(Sound sound, float pitch)
//----------------------------------------------------------------------------------
// Start music playing (open stream)
// returns 0 on success
// returns 0 on success or error code
int PlayMusicStream(int index, char *fileName)
{
int mixIndex;
if (musicChannels_g[index].stream || musicChannels_g[index].xmctx) return ERROR_UNINITIALIZED_CHANNELS; // error
if (musicStreams[index].stream || musicStreams[index].xmctx) return ERROR_UNINITIALIZED_CHANNELS; // error
for (mixIndex = 0; mixIndex < MAX_MIX_CHANNELS; mixIndex++) // find empty mix channel slot
{
if (mixChannels_g[mixIndex] == NULL) break;
if (mixChannels[mixIndex] == NULL) break;
else if (mixIndex == (MAX_MIX_CHANNELS - 1)) return ERROR_OUT_OF_MIX_CHANNELS; // error
}
if (strcmp(GetExtension(fileName),"ogg") == 0)
{
// Open audio stream
musicChannels_g[index].stream = stb_vorbis_open_filename(fileName, NULL, NULL);
musicStreams[index].stream = stb_vorbis_open_filename(fileName, NULL, NULL);
if (musicChannels_g[index].stream == NULL)
if (musicStreams[index].stream == NULL)
{
TraceLog(WARNING, "[%s] OGG audio file could not be opened", fileName);
return ERROR_LOADING_OGG; // error
@ -830,53 +850,53 @@ int PlayMusicStream(int index, char *fileName)
else
{
// Get file info
stb_vorbis_info info = stb_vorbis_get_info(musicChannels_g[index].stream);
stb_vorbis_info info = stb_vorbis_get_info(musicStreams[index].stream);
TraceLog(INFO, "[%s] Ogg sample rate: %i", fileName, info.sample_rate);
TraceLog(INFO, "[%s] Ogg channels: %i", fileName, info.channels);
TraceLog(DEBUG, "[%s] Temp memory required: %i", fileName, info.temp_memory_required);
musicChannels_g[index].loop = true; // We loop by default
musicChannels_g[index].enabled = true;
musicStreams[index].loop = true; // We loop by default
musicStreams[index].enabled = true;
musicChannels_g[index].totalSamplesLeft = (unsigned int)stb_vorbis_stream_length_in_samples(musicChannels_g[index].stream) * info.channels;
musicChannels_g[index].totalLengthSeconds = stb_vorbis_stream_length_in_seconds(musicChannels_g[index].stream);
musicStreams[index].totalSamplesLeft = (unsigned int)stb_vorbis_stream_length_in_samples(musicStreams[index].stream) * info.channels;
musicStreams[index].totalLengthSeconds = stb_vorbis_stream_length_in_seconds(musicStreams[index].stream);
if (info.channels == 2)
{
musicChannels_g[index].mixc = InitMixChannel(info.sample_rate, mixIndex, 2, false);
musicChannels_g[index].mixc->playing = true;
musicStreams[index].mixc = InitMixChannel(info.sample_rate, mixIndex, 2, false);
musicStreams[index].mixc->playing = true;
}
else
{
musicChannels_g[index].mixc = InitMixChannel(info.sample_rate, mixIndex, 1, false);
musicChannels_g[index].mixc->playing = true;
musicStreams[index].mixc = InitMixChannel(info.sample_rate, mixIndex, 1, false);
musicStreams[index].mixc->playing = true;
}
if (!musicChannels_g[index].mixc) return ERROR_LOADING_OGG; // error
if (!musicStreams[index].mixc) return ERROR_LOADING_OGG; // error
}
}
else if (strcmp(GetExtension(fileName),"xm") == 0)
{
// only stereo is supported for xm
if (!jar_xm_create_context_from_file(&musicChannels_g[index].xmctx, 48000, fileName))
if (!jar_xm_create_context_from_file(&musicStreams[index].xmctx, 48000, fileName))
{
musicChannels_g[index].chipTune = true;
musicChannels_g[index].loop = true;
jar_xm_set_max_loop_count(musicChannels_g[index].xmctx, 0); // infinite number of loops
musicChannels_g[index].totalSamplesLeft = (unsigned int)jar_xm_get_remaining_samples(musicChannels_g[index].xmctx);
musicChannels_g[index].totalLengthSeconds = ((float)musicChannels_g[index].totalSamplesLeft) / 48000.f;
musicChannels_g[index].enabled = true;
musicStreams[index].chipTune = true;
musicStreams[index].loop = true;
jar_xm_set_max_loop_count(musicStreams[index].xmctx, 0); // infinite number of loops
musicStreams[index].totalSamplesLeft = (unsigned int)jar_xm_get_remaining_samples(musicStreams[index].xmctx);
musicStreams[index].totalLengthSeconds = ((float)musicStreams[index].totalSamplesLeft)/48000.0f;
musicStreams[index].enabled = true;
TraceLog(INFO, "[%s] XM number of samples: %i", fileName, musicChannels_g[index].totalSamplesLeft);
TraceLog(INFO, "[%s] XM track length: %11.6f sec", fileName, musicChannels_g[index].totalLengthSeconds);
TraceLog(INFO, "[%s] XM number of samples: %i", fileName, musicStreams[index].totalSamplesLeft);
TraceLog(INFO, "[%s] XM track length: %11.6f sec", fileName, musicStreams[index].totalLengthSeconds);
musicChannels_g[index].mixc = InitMixChannel(48000, mixIndex, 2, true);
musicStreams[index].mixc = InitMixChannel(48000, mixIndex, 2, true);
if (!musicChannels_g[index].mixc) return ERROR_XM_CONTEXT_CREATION; // error
if (!musicStreams[index].mixc) return ERROR_XM_CONTEXT_CREATION; // error
musicChannels_g[index].mixc->playing = true;
musicStreams[index].mixc->playing = true;
}
else
{
@ -886,24 +906,24 @@ int PlayMusicStream(int index, char *fileName)
}
else if (strcmp(GetExtension(fileName),"mod") == 0)
{
jar_mod_init(&musicChannels_g[index].modctx);
jar_mod_init(&musicStreams[index].modctx);
if (jar_mod_load_file(&musicChannels_g[index].modctx, fileName))
if (jar_mod_load_file(&musicStreams[index].modctx, fileName))
{
musicChannels_g[index].chipTune = true;
musicChannels_g[index].loop = true;
musicChannels_g[index].totalSamplesLeft = (unsigned int)jar_mod_max_samples(&musicChannels_g[index].modctx);
musicChannels_g[index].totalLengthSeconds = ((float)musicChannels_g[index].totalSamplesLeft) / 48000.f;
musicChannels_g[index].enabled = true;
musicStreams[index].chipTune = true;
musicStreams[index].loop = true;
musicStreams[index].totalSamplesLeft = (unsigned int)jar_mod_max_samples(&musicStreams[index].modctx);
musicStreams[index].totalLengthSeconds = ((float)musicStreams[index].totalSamplesLeft)/48000.0f;
musicStreams[index].enabled = true;
TraceLog(INFO, "[%s] MOD number of samples: %i", fileName, musicChannels_g[index].totalSamplesLeft);
TraceLog(INFO, "[%s] MOD track length: %11.6f sec", fileName, musicChannels_g[index].totalLengthSeconds);
TraceLog(INFO, "[%s] MOD number of samples: %i", fileName, musicStreams[index].totalSamplesLeft);
TraceLog(INFO, "[%s] MOD track length: %11.6f sec", fileName, musicStreams[index].totalLengthSeconds);
musicChannels_g[index].mixc = InitMixChannel(48000, mixIndex, 2, false);
musicStreams[index].mixc = InitMixChannel(48000, mixIndex, 2, false);
if (!musicChannels_g[index].mixc) return ERROR_MOD_CONTEXT_CREATION; // error
if (!musicStreams[index].mixc) return ERROR_MOD_CONTEXT_CREATION; // error
musicChannels_g[index].mixc->playing = true;
musicStreams[index].mixc->playing = true;
}
else
{
@ -920,30 +940,75 @@ int PlayMusicStream(int index, char *fileName)
return 0; // normal return
}
// Stop music playing for individual music index of musicChannels_g array (close stream)
// Stop music playing for individual music index of musicStreams array (close stream)
void StopMusicStream(int index)
{
if (index < MAX_MUSIC_STREAMS && musicChannels_g[index].mixc)
if (index < MAX_MUSIC_STREAMS && musicStreams[index].mixc)
{
CloseMixChannel(musicChannels_g[index].mixc);
CloseMixChannel(musicStreams[index].mixc);
if (musicChannels_g[index].xmctx)
jar_xm_free_context(musicChannels_g[index].xmctx);
else if (musicChannels_g[index].modctx.mod_loaded)
jar_mod_unload(&musicChannels_g[index].modctx);
if (musicStreams[index].xmctx)
jar_xm_free_context(musicStreams[index].xmctx);
else if (musicStreams[index].modctx.mod_loaded)
jar_mod_unload(&musicStreams[index].modctx);
else
stb_vorbis_close(musicChannels_g[index].stream);
stb_vorbis_close(musicStreams[index].stream);
musicChannels_g[index].enabled = false;
musicStreams[index].enabled = false;
if (musicChannels_g[index].stream || musicChannels_g[index].xmctx)
if (musicStreams[index].stream || musicStreams[index].xmctx)
{
musicChannels_g[index].stream = NULL;
musicChannels_g[index].xmctx = NULL;
musicStreams[index].stream = NULL;
musicStreams[index].xmctx = NULL;
}
}
}
// Update (re-fill) music buffers if data already processed
void UpdateMusicStream(int index)
{
ALenum state;
bool active = true;
ALint processed = 0;
// Determine if music stream is ready to be written
alGetSourcei(musicStreams[index].mixc->alSource, AL_BUFFERS_PROCESSED, &processed);
if (musicStreams[index].mixc->playing && (index < MAX_MUSIC_STREAMS) && musicStreams[index].enabled && musicStreams[index].mixc && (processed > 0))
{
active = BufferMusicStream(index, processed);
if (!active && musicStreams[index].loop)
{
if (musicStreams[index].chipTune)
{
if(musicStreams[index].modctx.mod_loaded) jar_mod_seek_start(&musicStreams[index].modctx);
musicStreams[index].totalSamplesLeft = musicStreams[index].totalLengthSeconds*48000.0f;
}
else
{
stb_vorbis_seek_start(musicStreams[index].stream);
musicStreams[index].totalSamplesLeft = stb_vorbis_stream_length_in_samples(musicStreams[index].stream)*musicStreams[index].mixc->channels;
}
// Determine if music stream is ready to be written
alGetSourcei(musicStreams[index].mixc->alSource, AL_BUFFERS_PROCESSED, &processed);
active = BufferMusicStream(index, processed);
}
if (alGetError() != AL_NO_ERROR) TraceLog(WARNING, "Error buffering data...");
alGetSourcei(musicStreams[index].mixc->alSource, AL_SOURCE_STATE, &state);
if (state != AL_PLAYING && active) alSourcePlay(musicStreams[index].mixc->alSource);
if (!active) StopMusicStream(index);
}
}
//get number of music channels active at this time, this does not mean they are playing
int GetMusicStreamCount(void)
{
@ -952,7 +1017,7 @@ int GetMusicStreamCount(void)
// Find empty music slot
for (int musicIndex = 0; musicIndex < MAX_MUSIC_STREAMS; musicIndex++)
{
if(musicChannels_g[musicIndex].stream != NULL || musicChannels_g[musicIndex].chipTune) musicCount++;
if(musicStreams[musicIndex].stream != NULL || musicStreams[musicIndex].chipTune) musicCount++;
}
return musicCount;
@ -962,11 +1027,11 @@ int GetMusicStreamCount(void)
void PauseMusicStream(int index)
{
// Pause music stream if music available!
if (index < MAX_MUSIC_STREAMS && musicChannels_g[index].mixc && musicChannels_g[index].enabled)
if (index < MAX_MUSIC_STREAMS && musicStreams[index].mixc && musicStreams[index].enabled)
{
TraceLog(INFO, "Pausing music stream");
alSourcePause(musicChannels_g[index].mixc->alSource);
musicChannels_g[index].mixc->playing = false;
alSourcePause(musicStreams[index].mixc->alSource);
musicStreams[index].mixc->playing = false;
}
}
@ -976,15 +1041,15 @@ void ResumeMusicStream(int index)
// Resume music playing... if music available!
ALenum state;
if (index < MAX_MUSIC_STREAMS && musicChannels_g[index].mixc)
if (index < MAX_MUSIC_STREAMS && musicStreams[index].mixc)
{
alGetSourcei(musicChannels_g[index].mixc->alSource, AL_SOURCE_STATE, &state);
alGetSourcei(musicStreams[index].mixc->alSource, AL_SOURCE_STATE, &state);
if (state == AL_PAUSED)
{
TraceLog(INFO, "Resuming music stream");
alSourcePlay(musicChannels_g[index].mixc->alSource);
musicChannels_g[index].mixc->playing = true;
alSourcePlay(musicStreams[index].mixc->alSource);
musicStreams[index].mixc->playing = true;
}
}
}
@ -995,9 +1060,9 @@ bool IsMusicPlaying(int index)
bool playing = false;
ALint state;
if (index < MAX_MUSIC_STREAMS && musicChannels_g[index].mixc)
if (index < MAX_MUSIC_STREAMS && musicStreams[index].mixc)
{
alGetSourcei(musicChannels_g[index].mixc->alSource, AL_SOURCE_STATE, &state);
alGetSourcei(musicStreams[index].mixc->alSource, AL_SOURCE_STATE, &state);
if (state == AL_PLAYING) playing = true;
}
@ -1008,18 +1073,18 @@ bool IsMusicPlaying(int index)
// Set volume for music
void SetMusicVolume(int index, float volume)
{
if (index < MAX_MUSIC_STREAMS && musicChannels_g[index].mixc)
if (index < MAX_MUSIC_STREAMS && musicStreams[index].mixc)
{
alSourcef(musicChannels_g[index].mixc->alSource, AL_GAIN, volume);
alSourcef(musicStreams[index].mixc->alSource, AL_GAIN, volume);
}
}
// Set pitch for music
void SetMusicPitch(int index, float pitch)
{
if (index < MAX_MUSIC_STREAMS && musicChannels_g[index].mixc)
if (index < MAX_MUSIC_STREAMS && musicStreams[index].mixc)
{
alSourcef(musicChannels_g[index].mixc->alSource, AL_PITCH, pitch);
alSourcef(musicStreams[index].mixc->alSource, AL_PITCH, pitch);
}
}
@ -1028,8 +1093,8 @@ float GetMusicTimeLength(int index)
{
float totalSeconds;
if (musicChannels_g[index].chipTune) totalSeconds = (float)musicChannels_g[index].totalLengthSeconds;
else totalSeconds = stb_vorbis_stream_length_in_seconds(musicChannels_g[index].stream);
if (musicStreams[index].chipTune) totalSeconds = (float)musicStreams[index].totalLengthSeconds;
else totalSeconds = stb_vorbis_stream_length_in_seconds(musicStreams[index].stream);
return totalSeconds;
}
@ -1039,24 +1104,24 @@ float GetMusicTimePlayed(int index)
{
float secondsPlayed = 0.0f;
if (index < MAX_MUSIC_STREAMS && musicChannels_g[index].mixc)
if (index < MAX_MUSIC_STREAMS && musicStreams[index].mixc)
{
if (musicChannels_g[index].chipTune && musicChannels_g[index].xmctx)
if (musicStreams[index].chipTune && musicStreams[index].xmctx)
{
uint64_t samples;
jar_xm_get_position(musicChannels_g[index].xmctx, NULL, NULL, NULL, &samples);
secondsPlayed = (float)samples / (48000.f * musicChannels_g[index].mixc->channels); // Not sure if this is the correct value
jar_xm_get_position(musicStreams[index].xmctx, NULL, NULL, NULL, &samples);
secondsPlayed = (float)samples/(48000.0f*musicStreams[index].mixc->channels); // Not sure if this is the correct value
}
else if(musicChannels_g[index].chipTune && musicChannels_g[index].modctx.mod_loaded)
else if(musicStreams[index].chipTune && musicStreams[index].modctx.mod_loaded)
{
long numsamp = jar_mod_current_samples(&musicChannels_g[index].modctx);
secondsPlayed = (float)numsamp / (48000.f);
long numsamp = jar_mod_current_samples(&musicStreams[index].modctx);
secondsPlayed = (float)numsamp/(48000.0f);
}
else
{
int totalSamples = stb_vorbis_stream_length_in_samples(musicChannels_g[index].stream) * musicChannels_g[index].mixc->channels;
int samplesPlayed = totalSamples - musicChannels_g[index].totalSamplesLeft;
secondsPlayed = (float)samplesPlayed / (musicChannels_g[index].mixc->sampleRate * musicChannels_g[index].mixc->channels);
int totalSamples = stb_vorbis_stream_length_in_samples(musicStreams[index].stream)*musicStreams[index].mixc->channels;
int samplesPlayed = totalSamples - musicStreams[index].totalSamplesLeft;
secondsPlayed = (float)samplesPlayed/(musicStreams[index].mixc->sampleRate*musicStreams[index].mixc->channels);
}
}
@ -1076,30 +1141,30 @@ static bool BufferMusicStream(int index, int numBuffers)
int size = 0; // Total size of data steamed in L+R samples for xm floats, individual L or R for ogg shorts
bool active = true; // We can get more data from stream (not finished)
if (musicChannels_g[index].chipTune) // There is no end of stream for xmfiles, once the end is reached zeros are generated for non looped chiptunes.
if (musicStreams[index].chipTune) // There is no end of stream for xmfiles, once the end is reached zeros are generated for non looped chiptunes.
{
for (int i = 0; i < numBuffers; i++)
{
if (musicChannels_g[index].modctx.mod_loaded)
if (musicStreams[index].modctx.mod_loaded)
{
if (musicChannels_g[index].totalSamplesLeft >= MUSIC_BUFFER_SIZE_SHORT) size = MUSIC_BUFFER_SIZE_SHORT/2;
else size = musicChannels_g[index].totalSamplesLeft/2;
if (musicStreams[index].totalSamplesLeft >= MUSIC_BUFFER_SIZE_SHORT) size = MUSIC_BUFFER_SIZE_SHORT/2;
else size = musicStreams[index].totalSamplesLeft/2;
jar_mod_fillbuffer(&musicChannels_g[index].modctx, pcm, size, 0 );
BufferMixChannel(musicChannels_g[index].mixc, pcm, size*2);
jar_mod_fillbuffer(&musicStreams[index].modctx, pcm, size, 0 );
BufferMixChannel(musicStreams[index].mixc, pcm, size*2);
}
else if (musicChannels_g[index].xmctx)
else if (musicStreams[index].xmctx)
{
if (musicChannels_g[index].totalSamplesLeft >= MUSIC_BUFFER_SIZE_FLOAT) size = MUSIC_BUFFER_SIZE_FLOAT/2;
else size = musicChannels_g[index].totalSamplesLeft/2;
if (musicStreams[index].totalSamplesLeft >= MUSIC_BUFFER_SIZE_FLOAT) size = MUSIC_BUFFER_SIZE_FLOAT/2;
else size = musicStreams[index].totalSamplesLeft/2;
jar_xm_generate_samples(musicChannels_g[index].xmctx, pcmf, size); // reads 2*readlen shorts and moves them to buffer+size memory location
BufferMixChannel(musicChannels_g[index].mixc, pcmf, size*2);
jar_xm_generate_samples(musicStreams[index].xmctx, pcmf, size); // reads 2*readlen shorts and moves them to buffer+size memory location
BufferMixChannel(musicStreams[index].mixc, pcmf, size*2);
}
musicChannels_g[index].totalSamplesLeft -= size;
musicStreams[index].totalSamplesLeft -= size;
if (musicChannels_g[index].totalSamplesLeft <= 0)
if (musicStreams[index].totalSamplesLeft <= 0)
{
active = false;
break;
@ -1108,16 +1173,16 @@ static bool BufferMusicStream(int index, int numBuffers)
}
else
{
if (musicChannels_g[index].totalSamplesLeft >= MUSIC_BUFFER_SIZE_SHORT) size = MUSIC_BUFFER_SIZE_SHORT;
else size = musicChannels_g[index].totalSamplesLeft;
if (musicStreams[index].totalSamplesLeft >= MUSIC_BUFFER_SIZE_SHORT) size = MUSIC_BUFFER_SIZE_SHORT;
else size = musicStreams[index].totalSamplesLeft;
for (int i = 0; i < numBuffers; i++)
{
int streamedBytes = stb_vorbis_get_samples_short_interleaved(musicChannels_g[index].stream, musicChannels_g[index].mixc->channels, pcm, size);
BufferMixChannel(musicChannels_g[index].mixc, pcm, streamedBytes * musicChannels_g[index].mixc->channels);
musicChannels_g[index].totalSamplesLeft -= streamedBytes * musicChannels_g[index].mixc->channels;
int streamedBytes = stb_vorbis_get_samples_short_interleaved(musicStreams[index].stream, musicStreams[index].mixc->channels, pcm, size);
BufferMixChannel(musicStreams[index].mixc, pcm, streamedBytes * musicStreams[index].mixc->channels);
musicStreams[index].totalSamplesLeft -= streamedBytes * musicStreams[index].mixc->channels;
if (musicChannels_g[index].totalSamplesLeft <= 0)
if (musicStreams[index].totalSamplesLeft <= 0)
{
active = false;
break;
@ -1134,63 +1199,16 @@ static void EmptyMusicStream(int index)
ALuint buffer = 0;
int queued = 0;
alGetSourcei(musicChannels_g[index].mixc->alSource, AL_BUFFERS_QUEUED, &queued);
alGetSourcei(musicStreams[index].mixc->alSource, AL_BUFFERS_QUEUED, &queued);
while (queued > 0)
{
alSourceUnqueueBuffers(musicChannels_g[index].mixc->alSource, 1, &buffer);
alSourceUnqueueBuffers(musicStreams[index].mixc->alSource, 1, &buffer);
queued--;
}
}
// Determine if a music stream is ready to be written
static int IsMusicStreamReadyForBuffering(int index)
{
ALint processed = 0;
alGetSourcei(musicChannels_g[index].mixc->alSource, AL_BUFFERS_PROCESSED, &processed);
return processed;
}
// Update (re-fill) music buffers if data already processed
void UpdateMusicStream(int index)
{
ALenum state;
bool active = true;
int numBuffers = IsMusicStreamReadyForBuffering(index);
if (musicChannels_g[index].mixc->playing && (index < MAX_MUSIC_STREAMS) && musicChannels_g[index].enabled && musicChannels_g[index].mixc && numBuffers)
{
active = BufferMusicStream(index, numBuffers);
if (!active && musicChannels_g[index].loop)
{
if (musicChannels_g[index].chipTune)
{
if(musicChannels_g[index].modctx.mod_loaded) jar_mod_seek_start(&musicChannels_g[index].modctx);
musicChannels_g[index].totalSamplesLeft = musicChannels_g[index].totalLengthSeconds * 48000.f;
}
else
{
stb_vorbis_seek_start(musicChannels_g[index].stream);
musicChannels_g[index].totalSamplesLeft = stb_vorbis_stream_length_in_samples(musicChannels_g[index].stream) * musicChannels_g[index].mixc->channels;
}
active = BufferMusicStream(index, IsMusicStreamReadyForBuffering(index));
}
if (alGetError() != AL_NO_ERROR) TraceLog(WARNING, "Error buffering data...");
alGetSourcei(musicChannels_g[index].mixc->alSource, AL_SOURCE_STATE, &state);
if (state != AL_PLAYING && active) alSourcePlay(musicChannels_g[index].mixc->alSource);
if (!active) StopMusicStream(index);
}
}
// Load WAV file into Wave structure
static Wave LoadWAV(const char *fileName)
{

View File

@ -2,13 +2,26 @@
*
* raylib.audio
*
* Basic functions to manage Audio: InitAudioDevice, LoadAudioFiles, PlayAudioFiles
* Basic functions to manage Audio:
* Manage audio device (init/close)
* Load and Unload audio files
* Play/Stop/Pause/Resume loaded audio
* Manage mixing channels
* Manage raw audio context
*
* Uses external lib:
* OpenAL Soft - Audio device management lib (http://kcat.strangesoft.net/openal.html)
* stb_vorbis - Ogg audio files loading (http://www.nothings.org/stb_vorbis/)
* jar_xm - XM module file loading
* jar_mod - MOD audio file loading
*
* Copyright (c) 2015 Ramon Santamaria (@raysan5)
* Many thanks to Joshua Reisenauer (github: @kd7tck) for the following additions:
* XM audio module support (jar_xm)
* MOD audio module support (jar_mod)
* Mixing channels support
* Raw audio context support
*
* Copyright (c) 2014-2016 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.
@ -49,23 +62,19 @@
// Sound source type
typedef struct Sound {
unsigned int source;
unsigned int buffer;
AudioError error; // if there was any error during the creation or use of this Sound
unsigned int source; // Sound audio source id
unsigned int buffer; // Sound audio buffer id
} 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;
unsigned int sampleRate; // Samples per second to be played
short bitsPerSample; // Sample size in bits
short channels;
} Wave;
typedef int RawAudioContext;
#ifdef __cplusplus
extern "C" { // Prevents name mangling of functions
#endif
@ -80,7 +89,7 @@ extern "C" { // Prevents name mangling of functions
//----------------------------------------------------------------------------------
void InitAudioDevice(void); // Initialize audio device and context
void CloseAudioDevice(void); // Close the audio device and context (and music stream)
bool IsAudioDeviceReady(void); // True if call to InitAudioDevice() was successful and CloseAudioDevice() has not been called yet
bool IsAudioDeviceReady(void); // Check if device has been initialized successfully
Sound LoadSound(char *fileName); // Load sound to memory
Sound LoadSoundFromWave(Wave wave); // Load sound to memory from wave data
@ -100,17 +109,14 @@ void PauseMusicStream(int index); // Pause music p
void ResumeMusicStream(int index); // Resume playing paused music
bool IsMusicPlaying(int index); // Check if music is playing
void SetMusicVolume(int index, float volume); // Set volume for music (1.0 is max level)
void SetMusicPitch(int index, float pitch); // Set pitch for a music (1.0 is base level)
float GetMusicTimeLength(int index); // Get music time length (in seconds)
float GetMusicTimePlayed(int index); // Get current music time played (in seconds)
int GetMusicStreamCount(void);
void SetMusicPitch(int index, float pitch);
int GetMusicStreamCount(void); // Get number of streams loaded
// used to output raw audio streams, returns negative numbers on error
// if floating point is false the data size is 16bit short, otherwise it is float 32bit
RawAudioContext InitRawAudioContext(int sampleRate, int channels, bool floatingPoint);
void CloseRawAudioContext(RawAudioContext ctx);
int BufferRawAudioContext(RawAudioContext ctx, void *data, unsigned short numberElements); // returns number of elements buffered
int InitRawMixChannel(int sampleRate, int channels, bool floatingPoint); // Initialize raw audio mix channel for audio buffering
int BufferRawMixChannel(int mixc, void *data, unsigned short numberElements); // Buffers data directly to raw mix channel
void CloseRawMixChannel(int mixc); // Closes and frees raw mix channel
#ifdef __cplusplus
}

View File

@ -181,11 +181,10 @@ static uint64_t baseTime; // Base time measure for hi-res timer
static bool windowShouldClose = false; // Flag to set window for closing
#endif
static unsigned int displayWidth, displayHeight; // Display width and height (monitor, device-screen, LCD, ...)
// Display size-related data
static unsigned int displayWidth, displayHeight; // Display width and height (monitor, device-screen, LCD, ...)
static int screenWidth, screenHeight; // Screen width and height (used render area)
static int renderWidth, renderHeight; // Framebuffer width and height (render area)
// NOTE: Framebuffer could include black bars
static int renderWidth, renderHeight; // Framebuffer width and height (render area, including black bars if required)
static int renderOffsetX = 0; // Offset X from render area (must be divided by 2)
static int renderOffsetY = 0; // Offset Y from render area (must be divided by 2)
static bool fullscreen = false; // Fullscreen mode (useful only for PLATFORM_DESKTOP)
@ -214,7 +213,7 @@ static bool cursorHidden; // Track if cursor is hidden
#endif
static Vector2 mousePosition; // Mouse position on screen
static Vector2 touchPosition[MAX_TOUCH_POINTS]; // Touch position on screen
static Vector2 touchPosition[MAX_TOUCH_POINTS]; // Touch position on screen
#if defined(PLATFORM_DESKTOP)
static char **dropFilesPath; // Store dropped files paths as strings
@ -226,7 +225,7 @@ static double updateTime, drawTime; // Time measures for update and draw
static double frameTime; // Time measure for one frame
static double targetTime = 0.0; // Desired time for one frame, if 0 not applied
static char configFlags = 0; // Configuration flags (bit based)
static char configFlags = 0; // Configuration flags (bit based)
static bool showLogo = false; // Track if showing logo at init is enabled
//----------------------------------------------------------------------------------

View File

@ -431,8 +431,8 @@ typedef struct Model {
// 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
int type; // Light type: LIGHT_POINT, LIGHT_DIRECTIONAL, LIGHT_SPOT
Vector3 position; // Light position
Vector3 target; // Light target: LIGHT_DIRECTIONAL and LIGHT_SPOT (cone direction target)
@ -468,8 +468,6 @@ typedef struct Wave {
short channels;
} Wave;
typedef int RawAudioContext;
// Texture formats
// NOTE: Support depends on OpenGL version and platform
typedef enum {
@ -895,17 +893,10 @@ void PauseMusicStream(int index); // Pause music p
void ResumeMusicStream(int index); // Resume playing paused music
bool IsMusicPlaying(int index); // Check if music is playing
void SetMusicVolume(int index, float volume); // Set volume for music (1.0 is max level)
void SetMusicPitch(int index, float pitch); // Set pitch for a music (1.0 is base level)
float GetMusicTimeLength(int index); // Get current music time length (in seconds)
float GetMusicTimePlayed(int index); // Get current music time played (in seconds)
int GetMusicStreamCount(void);
void SetMusicPitch(int index, float pitch);
// used to output raw audio streams, returns negative numbers on error
// if floating point is false the data size is 16bit short, otherwise it is float 32bit
RawAudioContext InitRawAudioContext(int sampleRate, int channels, bool floatingPoint);
void CloseRawAudioContext(RawAudioContext ctx);
int BufferRawAudioContext(RawAudioContext ctx, void *data, unsigned short numberElements); // returns number of elements buffered
int GetMusicStreamCount(void); // Get number of streams loaded
#ifdef __cplusplus
}

File diff suppressed because it is too large Load Diff

View File

@ -218,9 +218,9 @@ typedef enum { OPENGL_11 = 1, OPENGL_21, OPENGL_33, OPENGL_ES_20 } GlVersion;
// 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
int type; // Light type: LIGHT_POINT, LIGHT_DIRECTIONAL, LIGHT_SPOT
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)
@ -239,6 +239,19 @@ typedef enum { OPENGL_11 = 1, OPENGL_21, OPENGL_33, OPENGL_ES_20 } GlVersion;
// TraceLog message types
typedef enum { INFO = 0, ERROR, WARNING, DEBUG, OTHER } TraceLogType;
// Head Mounted Display devices
typedef enum {
HMD_DEFAULT_DEVICE = 0,
HMD_OCULUS_RIFT_DK2,
HMD_OCULUS_RIFT_CV1,
HMD_VALVE_HTC_VIVE,
HMD_SAMSUNG_GEAR_VR,
HMD_GOOGLE_CARDBOARD,
HMD_SONY_PLAYSTATION_VR,
HMD_RAZER_OSVR,
HMD_FOVE_VR,
} HmdDevice;
#endif
#ifdef __cplusplus
@ -350,6 +363,7 @@ Light CreateLight(int type, Vector3 position, Color diffuse); // Create a
void DestroyLight(Light light); // Destroy a light and take it out of the list
void TraceLog(int msgType, const char *text, ...);
float *MatrixToFloat(Matrix mat);
void InitVrDevice(int hmdDevice); // Init VR device
void CloseVrDevice(void); // Close VR device
@ -358,6 +372,13 @@ void BeginVrDrawing(void); // Begin VR drawing configuration
void EndVrDrawing(void); // End VR drawing process (and desktop mirror)
bool IsVrDeviceReady(void); // Detect if VR device (or simulator) is ready
void ToggleVrMode(void); // Enable/Disable VR experience (device or simulator)
// Oculus Rift API for direct access the device (no simulator)
bool InitOculusDevice(void); // Initialize Oculus device (returns true if success)
void CloseOculusDevice(void); // Close Oculus device
void UpdateOculusTracking(void); // Update Oculus head position-orientation tracking
void BeginOculusDrawing(void); // Setup Oculus buffers for drawing
void EndOculusDrawing(void); // Finish Oculus drawing and blit framebuffer to mirror
#endif
#ifdef __cplusplus

106
src/shader_distortion.h Normal file
View File

@ -0,0 +1,106 @@
// Vertex shader definition to embed, no external file required
static const char vDistortionShaderStr[] =
#if defined(GRAPHICS_API_OPENGL_21)
"#version 120 \n"
#elif defined(GRAPHICS_API_OPENGL_ES2)
"#version 100 \n"
#endif
#if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21)
"attribute vec3 vertexPosition; \n"
"attribute vec2 vertexTexCoord; \n"
"attribute vec4 vertexColor; \n"
"varying vec2 fragTexCoord; \n"
"varying vec4 fragColor; \n"
#elif defined(GRAPHICS_API_OPENGL_33)
"#version 330 \n"
"in vec3 vertexPosition; \n"
"in vec2 vertexTexCoord; \n"
"in vec4 vertexColor; \n"
"out vec2 fragTexCoord; \n"
"out vec4 fragColor; \n"
#endif
"uniform mat4 mvpMatrix; \n"
"void main() \n"
"{ \n"
" fragTexCoord = vertexTexCoord; \n"
" fragColor = vertexColor; \n"
" gl_Position = mvpMatrix*vec4(vertexPosition, 1.0); \n"
"} \n";
// Fragment shader definition to embed, no external file required
static const char fDistortionShaderStr[] =
#if defined(GRAPHICS_API_OPENGL_21)
"#version 120 \n"
#elif defined(GRAPHICS_API_OPENGL_ES2)
"#version 100 \n"
"precision mediump float; \n" // precision required for OpenGL ES2 (WebGL)
#endif
#if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21)
"varying vec2 fragTexCoord; \n"
"varying vec4 fragColor; \n"
#elif defined(GRAPHICS_API_OPENGL_33)
"#version 330 \n"
"in vec2 fragTexCoord; \n"
"in vec4 fragColor; \n"
"out vec4 finalColor; \n"
#endif
"uniform sampler2D texture0; \n"
#if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21)
"uniform vec2 leftLensCenter; \n"
"uniform vec2 rightLensCenter; \n"
"uniform vec2 leftScreenCenter; \n"
"uniform vec2 rightScreenCenter; \n"
"uniform vec2 scale; \n"
"uniform vec2 scaleIn; \n"
"uniform vec4 hmdWarpParam; \n"
"uniform vec4 chromaAbParam; \n"
#elif defined(GRAPHICS_API_OPENGL_33)
"uniform vec2 leftLensCenter = vec2(0.288, 0.5); \n"
"uniform vec2 rightLensCenter = vec2(0.712, 0.5); \n"
"uniform vec2 leftScreenCenter = vec2(0.25, 0.5); \n"
"uniform vec2 rightScreenCenter = vec2(0.75, 0.5); \n"
"uniform vec2 scale = vec2(0.25, 0.45); \n"
"uniform vec2 scaleIn = vec2(4, 2.2222); \n"
"uniform vec4 hmdWarpParam = vec4(1, 0.22, 0.24, 0); \n"
"uniform vec4 chromaAbParam = vec4(0.996, -0.004, 1.014, 0.0); \n"
#endif
"void main() \n"
"{ \n"
" vec2 lensCenter = fragTexCoord.x < 0.5 ? leftLensCenter : rightLensCenter; \n"
" vec2 screenCenter = fragTexCoord.x < 0.5 ? leftScreenCenter : rightScreenCenter; \n"
" vec2 theta = (fragTexCoord - lensCenter)*scaleIn; \n"
" float rSq = theta.x*theta.x + theta.y*theta.y; \n"
" vec2 theta1 = theta*(hmdWarpParam.x + hmdWarpParam.y*rSq + hmdWarpParam.z*rSq*rSq + hmdWarpParam.w*rSq*rSq*rSq); \n"
" vec2 thetaBlue = theta1*(chromaAbParam.z + chromaAbParam.w*rSq); \n"
" vec2 tcBlue = lensCenter + scale*thetaBlue; \n"
" if (any(bvec2(clamp(tcBlue, screenCenter - vec2(0.25, 0.5), screenCenter + vec2(0.25, 0.5)) - tcBlue))) \n"
" { \n"
#if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21)
" gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0); \n"
#elif defined(GRAPHICS_API_OPENGL_33)
" finalColor = vec4(0.0, 0.0, 0.0, 1.0); \n"
#endif
" } \n"
" else \n"
" { \n"
#if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21)
" float blue = texture2D(texture0, tcBlue).b; \n"
" vec2 tcGreen = lensCenter + scale*theta1; \n"
" float green = texture2D(texture0, tcGreen).g; \n"
#elif defined(GRAPHICS_API_OPENGL_33)
" float blue = texture(texture0, tcBlue).b; \n"
" vec2 tcGreen = lensCenter + scale*theta1; \n"
" float green = texture(texture0, tcGreen).g; \n"
#endif
" vec2 thetaRed = theta1*(chromaAbParam.x + chromaAbParam.y*rSq); \n"
" vec2 tcRed = lensCenter + scale*thetaRed; \n"
#if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21)
" float red = texture2D(texture0, tcRed).r; \n"
" gl_FragColor = vec4(red, green, blue, 1.0); \n"
#elif defined(GRAPHICS_API_OPENGL_33)
" float red = texture(texture0, tcRed).r; \n"
" finalColor = vec4(red, green, blue, 1.0); \n"
#endif
" } \n"
"} \n";

View File

@ -78,7 +78,6 @@ static const char fStandardShaderStr[] =
" float radius; \n"
" float coneAngle; }; \n"
"const int maxLights = 8; \n"
"uniform int lightsCount; \n"
"uniform Light lights[maxLights]; \n"
"\n"
"vec3 CalcPointLight(Light l, vec3 n, vec3 v, float s) \n"
@ -157,7 +156,7 @@ static const char fStandardShaderStr[] =
#elif defined(GRAPHICS_API_OPENGL_33)
" if (useSpecular == 1) spec *= normalize(texture(texture2, fragTexCoord).r);\n"
#endif
" for (int i = 0; i < lightsCount; i++)\n"
" for (int i = 0; i < maxLights; i++)\n"
" {\n"
" if (lights[i].enabled == 1)\n"
" {\n"

View File

@ -276,12 +276,29 @@ void DrawRectangleLines(int posX, int posY, int width, int height, Color color)
// Draw a triangle
void DrawTriangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color)
{
rlBegin(RL_TRIANGLES);
rlColor4ub(color.r, color.g, color.b, color.a);
rlVertex2f(v1.x, v1.y);
rlVertex2f(v2.x, v2.y);
rlVertex2f(v3.x, v3.y);
rlEnd();
if (rlGetVersion() == OPENGL_11)
{
rlBegin(RL_TRIANGLES);
rlColor4ub(color.r, color.g, color.b, color.a);
rlVertex2f(v1.x, v1.y);
rlVertex2f(v2.x, v2.y);
rlVertex2f(v3.x, v3.y);
rlEnd();
}
else if ((rlGetVersion() == OPENGL_21) || (rlGetVersion() == OPENGL_33) || (rlGetVersion() == OPENGL_ES_20))
{
rlEnableTexture(GetDefaultTexture().id); // Default white texture
rlBegin(RL_QUADS);
rlColor4ub(color.r, color.g, color.b, color.a);
rlVertex2f(v1.x, v1.y);
rlVertex2f(v2.x, v2.y);
rlVertex2f(v2.x, v2.y);
rlVertex2f(v3.x, v3.y);
rlEnd();
rlDisableTexture();
}
}
void DrawTriangleLines(Vector2 v1, Vector2 v2, Vector2 v3, Color color)

View File

@ -782,12 +782,15 @@ static SpriteFont LoadBMFont(const char *fileName)
char *texPath = NULL;
char *lastSlash = NULL;
lastSlash = strrchr(fileName, '/'); // you need escape character
texPath = malloc(strlen(fileName) - strlen(lastSlash) + 1 + strlen(texFileName) + 1);
memcpy(texPath, fileName, strlen(fileName) - strlen(lastSlash));
strcat(texPath, "/");
strcat(texPath, texFileName);
strcat(texPath, "\0");
lastSlash = strrchr(fileName, '/');
// NOTE: We need some extra space to avoid memory corruption on next allocations!
texPath = malloc(strlen(fileName) - strlen(lastSlash) + strlen(texFileName) + 4);
// NOTE: strcat() and strncat() required a '\0' terminated string to work!
*texPath = '\0';
strncat(texPath, fileName, strlen(fileName) - strlen(lastSlash) + 1);
strncat(texPath, texFileName, strlen(texFileName));
TraceLog(DEBUG, "[%s] Font texture loading path: %s", fileName, texPath);
@ -828,7 +831,7 @@ static SpriteFont LoadBMFont(const char *fileName)
else if (unorderedChars) TraceLog(WARNING, "BMFont not supported: unordered chars data, falling back to default font");
// NOTE: Font data could be not ordered by charId: 32,33,34,35... raylib does not support unordered BMFonts
if ((firstChar != FONT_FIRST_CHAR) || (unorderedChars))
if ((firstChar != FONT_FIRST_CHAR) || (unorderedChars) || (font.texture.id == 0))
{
UnloadSpriteFont(font);
font = GetDefaultFont();

View File

@ -1,6 +1,6 @@
/**********************************************************************************************
*
* raylib 1.4.0 (www.raylib.com)
* raylib 1.5.0 (www.raylib.com)
*
* A simple and easy-to-use library to learn videogames programming
*
@ -64,6 +64,7 @@
//#define PLATFORM_ANDROID // Android device
//#define PLATFORM_RPI // Raspberry Pi
//#define PLATFORM_WEB // HTML5 (emscripten, asm.js)
//#define RLGL_OCULUS_SUPPORT // Oculus Rift CV1 (complementary to PLATFORM_DESKTOP)
// Security check in case no PLATFORM_* defined
#if !defined(PLATFORM_DESKTOP) && !defined(PLATFORM_ANDROID) && !defined(PLATFORM_RPI) && !defined(PLATFORM_WEB)
@ -71,7 +72,7 @@
#endif
#if defined(PLATFORM_ANDROID)
typedef struct android_app; // Define android_app struct (android_native_app_glue.h)
typedef struct android_app; // Define android_app struct (android_native_app_glue.h)
#endif
//----------------------------------------------------------------------------------
@ -174,8 +175,8 @@
// Gamepad Number
#define GAMEPAD_PLAYER1 0
#define GAMEPAD_PLAYER2 1
#define GAMEPAD_PLAYER3 2
#define GAMEPAD_PLAYER4 3
#define GAMEPAD_PLAYER3 2 // Not supported
#define GAMEPAD_PLAYER4 3 // Not supported
// Gamepad Buttons
// NOTE: Adjusted for a PS3 USB Controller
@ -190,7 +191,35 @@
#define GAMEPAD_BUTTON_SELECT 9
#define GAMEPAD_BUTTON_START 10
// TODO: Review Xbox360 USB Controller Buttons
// Xbox360 USB Controller Buttons
#define GAMEPAD_XBOX_BUTTON_A 0
#define GAMEPAD_XBOX_BUTTON_B 1
#define GAMEPAD_XBOX_BUTTON_X 2
#define GAMEPAD_XBOX_BUTTON_Y 3
#define GAMEPAD_XBOX_BUTTON_LB 4
#define GAMEPAD_XBOX_BUTTON_RB 5
#define GAMEPAD_XBOX_BUTTON_SELECT 6
#define GAMEPAD_XBOX_BUTTON_START 7
#if defined(PLATFORM_RPI)
#define GAMEPAD_XBOX_AXIS_DPAD_X 7
#define GAMEPAD_XBOX_AXIS_DPAD_Y 6
#define GAMEPAD_XBOX_AXIS_RIGHT_X 3
#define GAMEPAD_XBOX_AXIS_RIGHT_Y 4
#define GAMEPAD_XBOX_AXIS_LT 2
#define GAMEPAD_XBOX_AXIS_RT 5
#else
#define GAMEPAD_XBOX_BUTTON_UP 10
#define GAMEPAD_XBOX_BUTTON_DOWN 12
#define GAMEPAD_XBOX_BUTTON_LEFT 13
#define GAMEPAD_XBOX_BUTTON_RIGHT 11
#define GAMEPAD_XBOX_AXIS_RIGHT_X 4
#define GAMEPAD_XBOX_AXIS_RIGHT_Y 3
#define GAMEPAD_XBOX_AXIS_LT_RT 2
#endif
#define GAMEPAD_XBOX_AXIS_LEFT_X 0
#define GAMEPAD_XBOX_AXIS_LEFT_Y 1
// Android Physic Buttons
#define ANDROID_BACK 4
@ -233,7 +262,10 @@
//----------------------------------------------------------------------------------
#ifndef __cplusplus
// Boolean type
typedef enum { false, true } bool;
#if !defined(_STDBOOL_H)
typedef enum { false, true } bool;
#define _STDBOOL_H
#endif
#endif
// byte type
@ -296,6 +328,13 @@ typedef struct Texture2D {
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;
// SpriteFont type, includes texture and charSet array data
typedef struct SpriteFont {
Texture2D texture; // Font texture
@ -309,102 +348,123 @@ typedef struct SpriteFont {
// Camera type, defines a camera position/orientation in 3d space
typedef struct Camera {
Vector3 position;
Vector3 target;
Vector3 up;
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;
// Camera2D type, defines a 2d camera
typedef struct Camera2D {
Vector2 offset; // Camera offset (displacement from target)
Vector2 target; // Camera target (rotation and zoom origin)
float rotation; // Camera rotation in degrees
float zoom; // Camera zoom (scaling), should be 1.0f by default
} Camera2D;
// Bounding box type
typedef struct BoundingBox {
Vector3 min;
Vector3 max;
Vector3 min; // minimum vertex box-corner
Vector3 max; // maximum vertex box-corner
} BoundingBox;
// Vertex data definning a mesh
typedef struct Mesh {
int vertexCount; // num vertices
float *vertices; // vertex position (XYZ - 3 components per vertex)
float *texcoords; // vertex texture coordinates (UV - 2 components per vertex)
float *texcoords2; // vertex second texture coordinates (useful for lightmaps)
float *normals; // vertex normals (XYZ - 3 components per vertex)
float *tangents; // vertex tangents (XYZ - 3 components per vertex)
unsigned char *colors; // vertex colors (RGBA - 4 components per vertex)
BoundingBox bounds; // mesh limits defined by min and max points
unsigned int vaoId; // OpenGL Vertex Array Object id
unsigned int vboId[6]; // OpenGL Vertex Buffer Objects id (6 types of vertex data)
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
// TODO: This should be Texture2D objects
unsigned int texDiffuseId; // Diffuse texture id
unsigned int texNormalId; // Normal texture id
unsigned int texSpecularId; // Specular texture id
unsigned int id; // Shader program id
// Variable attributes
int vertexLoc; // Vertex attribute location point (vertex shader)
int texcoordLoc; // Texcoord attribute location point (vertex shader)
int normalLoc; // Normal attribute location point (vertex shader)
int colorLoc; // Color attibute location point (vertex shader)
// Vertex attributes locations (default locations)
int vertexLoc; // Vertex attribute location point (default-location = 0)
int texcoordLoc; // Texcoord attribute location point (default-location = 1)
int texcoord2Loc; // Texcoord2 attribute location point (default-location = 5)
int normalLoc; // Normal attribute location point (default-location = 2)
int tangentLoc; // Tangent attribute location point (default-location = 4)
int colorLoc; // Color attibute location point (default-location = 3)
// Uniforms
int mvpLoc; // ModelView-Projection matrix uniform location point (vertex shader)
int tintColorLoc; // Color uniform location point (fragment shader)
// Uniform locations
int mvpLoc; // ModelView-Projection matrix uniform location point (vertex shader)
int tintColorLoc; // Diffuse color uniform location point (fragment shader)
int mapDiffuseLoc; // Diffuse map texture uniform location point (fragment shader)
int mapNormalLoc; // Normal map texture uniform location point (fragment shader)
int mapSpecularLoc; // Specular map texture 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;
// Material type
// TODO: Redesign material-shaders-textures system
typedef struct Material {
//Shader shader;
Shader shader; // Standard shader (supports 3 map textures)
//Texture2D texDiffuse; // Diffuse texture
//Texture2D texNormal; // Normal texture
//Texture2D texSpecular; // Specular texture
Texture2D texDiffuse; // Diffuse texture (binded to shader mapTexture0Loc)
Texture2D texNormal; // Normal texture (binded to shader mapTexture1Loc)
Texture2D texSpecular; // Specular texture (binded to shader mapTexture2Loc)
Color colDiffuse;
Color colAmbient;
Color colSpecular;
Color colDiffuse; // Diffuse color
Color colAmbient; // Ambient color
Color colSpecular; // Specular color
float glossiness;
float normalDepth;
float glossiness; // Glossiness level (Ranges from 0 to 1000)
} Material;
// 3d Model type
// TODO: Replace shader/testure by material
// Model type
typedef struct Model {
Mesh mesh;
Matrix transform;
Texture2D texture; // Only for OpenGL 1.1, on newer versions this should be in the shader
Shader shader;
//Material material;
Mesh mesh; // Vertex data buffers (RAM and VRAM)
Matrix transform; // Local transform matrix
Material material; // Shader and textures data
} Model;
// Light type
typedef struct LightData {
unsigned int id; // Light unique id
bool enabled; // Light enabled
int type; // Light type: LIGHT_POINT, LIGHT_DIRECTIONAL, LIGHT_SPOT
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;
// Ray type (useful for raycast)
typedef struct Ray {
Vector3 position;
Vector3 direction;
Vector3 position; // Ray position (origin)
Vector3 direction; // Ray direction
} Ray;
// Sound source type
typedef struct Sound {
unsigned int source;
unsigned int buffer;
unsigned int source; // Sound audio source id
unsigned int buffer; // Sound audio buffer id
} 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;
unsigned int sampleRate; // Samples per second to be played
short bitsPerSample; // Sample size in bits
short channels;
} Wave;
@ -455,7 +515,7 @@ typedef enum { TOUCH_UP, TOUCH_DOWN, TOUCH_MOVE } TouchAction;
// Gesture events
// NOTE: MAX_TOUCH_POINTS fixed to 2
typedef struct {
typedef struct GestureEvent {
int touchAction;
int pointCount;
int pointerId[MAX_TOUCH_POINTS];
@ -465,36 +525,18 @@ typedef struct {
// Camera system modes
typedef enum { CAMERA_CUSTOM = 0, CAMERA_FREE, CAMERA_ORBITAL, CAMERA_FIRST_PERSON, CAMERA_THIRD_PERSON } CameraMode;
// Collider types
typedef enum { COLLIDER_CIRCLE, COLLIDER_RECTANGLE, COLLIDER_CAPSULE } ColliderType;
// Transform struct
typedef struct Transform {
Vector2 position;
float rotation;
Vector2 scale;
} Transform;
// Rigidbody struct
typedef struct Rigidbody {
bool enabled;
float mass;
Vector2 acceleration;
Vector2 velocity;
bool isGrounded;
bool isContact; // Avoid freeze player when touching floor
bool applyGravity;
float friction; // 0.0f to 1.0f
float bounciness; // 0.0f to 1.0f
} Rigidbody;
// Collider struct
typedef struct Collider {
bool enabled;
ColliderType type;
Rectangle bounds; // Used for COLLIDER_RECTANGLE and COLLIDER_CAPSULE
int radius; // Used for COLLIDER_CIRCLE and COLLIDER_CAPSULE
} Collider;
// Head Mounted Display devices
typedef enum {
HMD_DEFAULT_DEVICE = 0,
HMD_OCULUS_RIFT_DK2,
HMD_OCULUS_RIFT_CV1,
HMD_VALVE_HTC_VIVE,
HMD_SAMSUNG_GEAR_VR,
HMD_GOOGLE_CARDBOARD,
HMD_SONY_PLAYSTATION_VR,
HMD_RAZER_OSVR,
HMD_FOVE_VR,
} HmdDevice;
#ifdef __cplusplus
extern "C" { // Prevents name mangling of functions
@ -518,23 +560,28 @@ void CloseWindow(void); // Close Window and
bool WindowShouldClose(void); // Detect if KEY_ESCAPE pressed or Close icon pressed
bool IsWindowMinimized(void); // Detect if window has been minimized (or lost focus)
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
void ShowCursor(void); // Shows cursor
void HideCursor(void); // Hides cursor
bool IsCursorHidden(void); // Returns true if cursor is not visible
void EnableCursor(void); // Enables cursor
void DisableCursor(void); // Disables cursor
void ClearBackground(Color color); // Sets Background Color
void BeginDrawing(void); // Setup drawing canvas to start drawing
void BeginDrawingEx(int blendMode, Shader shader, Matrix transform); // Setup drawing canvas with extended parameters
void EndDrawing(void); // End canvas drawing and Swap Buffers (Double Buffering)
void Begin2dMode(Camera2D camera); // Initialize 2D mode with custom camera
void End2dMode(void); // Ends 2D mode custom camera usage
void Begin3dMode(Camera camera); // Initializes 3D mode for drawing (Camera setup)
void End3dMode(void); // Ends 3D mode and returns to default 2D orthographic mode
void BeginTextureMode(RenderTexture2D target); // Initializes render texture for drawing
void EndTextureMode(void); // Ends drawing to render texture
Ray GetMouseRay(Vector2 mousePosition, Camera camera); // Returns a ray trace from mouse position
Vector2 WorldToScreen(Vector3 position, Camera camera); // Returns the screen space position from a 3d world space position
Vector2 GetWorldToScreen(Vector3 position, Camera camera); // Returns the screen space position from a 3d world space position
Matrix GetCameraMatrix(Camera camera); // Returns camera transform matrix (view matrix)
void SetTargetFPS(int fps); // Set target FPS (maximum)
@ -569,6 +616,15 @@ bool IsKeyDown(int key); // Detect if a key is be
bool IsKeyReleased(int key); // Detect if a key has been released once
bool IsKeyUp(int key); // Detect if a key is NOT being pressed
int GetKeyPressed(void); // Get latest key pressed
void SetExitKey(int key); // Set a custom key to exit program (default is ESC)
bool IsGamepadAvailable(int gamepad); // Detect if a gamepad is available
float GetGamepadAxisMovement(int gamepad, int axis); // Return axis movement value for a gamepad axis
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
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
@ -580,20 +636,6 @@ Vector2 GetMousePosition(void); // Returns mouse positio
void SetMousePosition(Vector2 position); // Set mouse position XY
int GetMouseWheelMove(void); // Returns mouse wheel movement Y
void ShowCursor(void); // Shows cursor
void HideCursor(void); // Hides cursor
void EnableCursor(void); // Enables cursor
void DisableCursor(void); // Disables cursor
bool IsCursorHidden(void); // Returns true if cursor is not visible
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
int GetTouchX(void); // Returns touch position X for touch point 0 (relative to screen size)
int GetTouchY(void); // Returns touch position Y for touch point 0 (relative to screen size)
Vector2 GetTouchPosition(int index); // Returns touch position XY for a touch point index (relative to screen size)
@ -607,13 +649,13 @@ bool IsButtonReleased(int button); // Detect if an android
//------------------------------------------------------------------------------------
// Gestures and Touch Handling Functions (Module: gestures)
//------------------------------------------------------------------------------------
void ProcessGestureEvent(GestureEvent event); // Process gesture event and translate it into gestures
void UpdateGestures(void); // Update gestures detected (must be called every frame)
bool IsGestureDetected(void); // Check if a gesture have been detected
int GetGestureType(void); // Get latest detected gesture
void SetGesturesEnabled(unsigned int gestureFlags); // Enable a set of gestures using flags
int GetTouchPointsCount(void); // Get touch points count
bool IsGestureDetected(int gesture); // Check if a gesture have been detected
void ProcessGestureEvent(GestureEvent event); // Process gesture event and translate it into gestures
void UpdateGestures(void); // Update gestures detected (called automatically in PollInputEvents())
int GetTouchPointsCount(void); // Get touch points count
int GetGestureDetected(void); // Get latest detected gesture
float GetGestureHoldDuration(void); // Get gesture hold time in milliseconds
Vector2 GetGestureDragVector(void); // Get gesture drag vector
float GetGestureDragAngle(void); // Get gesture drag angle
@ -629,6 +671,7 @@ void UpdateCameraPlayer(Camera *camera, Vector3 *position); // Update camera and
void SetCameraPosition(Vector3 position); // Set internal camera position
void SetCameraTarget(Vector3 target); // Set internal camera target
void SetCameraFovy(float fovy); // Set internal camera field-of-view-y
void SetCameraPanControl(int panKey); // Set camera pan key to combine with mouse movement (free camera)
void SetCameraAltControl(int altKey); // Set camera alt key to combine with mouse movement (free camera)
@ -680,8 +723,10 @@ Texture2D LoadTexture(const char *fileName);
Texture2D LoadTextureEx(void *data, int width, int height, int textureFormat); // Load a texture from raw data into GPU memory
Texture2D LoadTextureFromRES(const char *rresName, int resId); // Load an image as texture from rRES file (raylib Resource)
Texture2D LoadTextureFromImage(Image image); // Load a texture from image data
RenderTexture2D LoadRenderTexture(int width, int height); // Load a texture to be used for rendering
void UnloadImage(Image image); // Unload image from CPU memory (RAM)
void UnloadTexture(Texture2D texture); // Unload texture from GPU memory
void UnloadRenderTexture(RenderTexture2D target); // Unload render texture from GPU memory
Color *GetImageData(Image image); // Get pixel data from image as a Color struct array
Image GetTextureData(Texture2D texture); // Get pixel data from GPU texture and return an Image
void ImageToPOT(Image *image, Color fillColor); // Convert image to POT (power-of-two)
@ -690,14 +735,17 @@ void ImageDither(Image *image, int rBpp, int gBpp, int bBpp, int aBpp);
Image ImageCopy(Image image); // Create an image duplicate (useful for transformations)
void ImageCrop(Image *image, Rectangle crop); // Crop an image to a defined rectangle
void ImageResize(Image *image, int newWidth, int newHeight); // Resize and image (bilinear filtering)
void ImageDraw(Image *dst, Image src, Rectangle srcRec, Rectangle dstRec); // Draw a source image within a destination image
void ImageResizeNN(Image *image,int newWidth,int newHeight); // Resize and image (Nearest-Neighbor scaling algorithm)
Image ImageText(const char *text, int fontSize, Color color); // Create an image from text (default font)
Image ImageTextEx(SpriteFont font, const char *text, int fontSize, int spacing, Color tint); // Create an image from text (custom sprite font)
void ImageDraw(Image *dst, Image src, Rectangle srcRec, Rectangle dstRec); // Draw a source image within a destination image
void ImageDrawText(Image *dst, Vector2 position, const char *text, int fontSize, Color color); // Draw text (default font) within an image (destination)
void ImageDrawTextEx(Image *dst, Vector2 position, SpriteFont font, const char *text, int fontSize, int spacing, Color color); // Draw text (custom sprite font) within an image (destination)
void ImageFlipVertical(Image *image); // Flip image vertically
void ImageFlipHorizontal(Image *image); // Flip image horizontally
void ImageColorTint(Image *image, Color color); // Modify image color: tint
void ImageColorInvert(Image *image); // Modify image color: invert
void ImageColorGrayscale(Image *image); // Modify bimage color: grayscale
void ImageColorGrayscale(Image *image); // Modify image color: grayscale
void ImageColorContrast(Image *image, float contrast); // Modify image color: contrast (-100 to 100)
void ImageColorBrightness(Image *image, int brightness); // Modify image color: brightness (-255 to 255)
void GenTextureMipmaps(Texture2D texture); // Generate GPU mipmaps for a texture
@ -730,6 +778,8 @@ const char *SubText(const char *text, int position, int length);
//------------------------------------------------------------------------------------
// Basic 3d Shapes Drawing Functions (Module: models)
//------------------------------------------------------------------------------------
void Draw3DLine(Vector3 startPos, Vector3 endPos, Color color); // Draw a line in 3D world space
void Draw3DCircle(Vector3 center, float radius, float rotationAngle, Vector3 rotation, Color color); // Draw a circle in 3D world space
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
@ -740,39 +790,43 @@ void DrawSphereWires(Vector3 centerPos, float radius, int rings, int slices, Col
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 DrawPlane(Vector3 centerPos, Vector2 size, Color color); // Draw a plane XZ
void DrawQuad(Vector3 v1, Vector3 v2, Vector3 v3, Vector3 v4, Color color); // Draw a quad
void DrawRay(Ray ray, Color color); // Draw a ray line
void DrawGrid(int slices, float spacing); // Draw a grid (centered at (0, 0, 0))
void DrawGizmo(Vector3 position); // Draw simple gizmo
void DrawLight(Light light); // Draw light in 3D world
//DrawTorus(), DrawTeapot() are useless...
//------------------------------------------------------------------------------------
// Model 3d Loading and Drawing Functions (Module: models)
//------------------------------------------------------------------------------------
Model LoadModel(const char *fileName); // Load a 3d model (.OBJ)
Model LoadModelEx(Mesh data); // Load a 3d model (from vertex data)
//Model LoadModelFromRES(const char *rresName, int resId); // TODO: Load a 3d model from rRES file (raylib Resource)
Model LoadHeightmap(Image heightmap, Vector3 size); // Load a heightmap image as a 3d model
Model LoadCubicmap(Image cubicmap); // Load a map image as a 3d model (cubes based)
void UnloadModel(Model model); // Unload 3d model from memory
void SetModelTexture(Model *model, Texture2D texture); // Link a texture to a model
Model LoadModel(const char *fileName); // Load a 3d model (.OBJ)
Model LoadModelEx(Mesh data, bool dynamic); // Load a 3d model (from mesh data)
Model LoadModelFromRES(const char *rresName, int resId); // Load a 3d model from rRES file (raylib Resource)
Model LoadHeightmap(Image heightmap, Vector3 size); // Load a heightmap image as a 3d model
Model LoadCubicmap(Image cubicmap); // Load a map image as a 3d model (cubes based)
void UnloadModel(Model model); // Unload 3d model from memory
Material LoadMaterial(const char *fileName); // Load material data (from file)
Material LoadDefaultMaterial(void); // Load default material (uses default models shader)
Material LoadStandardMaterial(void); // Load standard material (uses material attributes and lighting shader)
void UnloadMaterial(Material material); // Unload material textures from VRAM
void DrawModel(Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set)
void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, 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 DrawModelWiresEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model wires (with texture if set) with extended parameters
void DrawBoundingBox(BoundingBox box); // Draw bounding box (wires)
void DrawModelWires(Model model, Vector3 position, float scale, Color tint); // Draw a model wires (with texture if set)
void DrawModelWiresEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model wires (with texture if set) with extended parameters
void DrawBoundingBox(BoundingBox box, Color color); // Draw bounding box (wires)
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
BoundingBox CalculateBoundingBox(Mesh mesh); // Calculate mesh bounding box limits
BoundingBox CalculateBoundingBox(Mesh mesh); // Calculate mesh bounding box limits
bool CheckCollisionSpheres(Vector3 centerA, float radiusA, Vector3 centerB, float radiusB); // Detect collision between two spheres
bool CheckCollisionBoxes(Vector3 minBBox1, Vector3 maxBBox1, Vector3 minBBox2, Vector3 maxBBox2); // Detect collision between two boxes
bool CheckCollisionBoxSphere(Vector3 minBBox, Vector3 maxBBox, Vector3 centerSphere, float radiusSphere); // Detect collision between box and sphere
bool CheckCollisionBoxes(BoundingBox box1, BoundingBox box2); // Detect collision between two bounding boxes
bool CheckCollisionBoxSphere(BoundingBox box, Vector3 centerSphere, float radiusSphere); // Detect collision between box and sphere
bool CheckCollisionRaySphere(Ray ray, Vector3 spherePosition, float sphereRadius); // Detect collision between ray and sphere
bool CheckCollisionRaySphereEx(Ray ray, Vector3 spherePosition, float sphereRadius, Vector3 *collisionPoint); // Detect collision between ray and sphere with extended parameters and collision point detection
bool CheckCollisionRayBox(Ray ray, Vector3 minBBox, Vector3 maxBBox); // Detect collision between ray and box
bool CheckCollisionRayBox(Ray ray, BoundingBox box); // Detect collision between ray and box
Vector3 ResolveCollisionCubicmap(Image cubicmap, Vector3 mapPosition, Vector3 *playerPosition, float radius); // Detect collision of player radius with cubicmap
// NOTE: Return the normal vector of the impacted surface
//------------------------------------------------------------------------------------
@ -780,51 +834,46 @@ Vector3 ResolveCollisionCubicmap(Image cubicmap, Vector3 mapPosition, Vector3 *p
// NOTE: This functions are useless when using OpenGL 1.1
//------------------------------------------------------------------------------------
Shader LoadShader(char *vsFileName, char *fsFileName); // Load a custom shader and bind default locations
unsigned int LoadShaderProgram(char *vShaderStr, char *fShaderStr); // Load custom shaders strings and return program id
void UnloadShader(Shader shader); // Unload a custom shader from memory
void SetPostproShader(Shader shader); // Set fullscreen postproduction shader
void SetCustomShader(Shader shader); // Set custom shader to be used in batch draw
void SetDefaultShader(void); // Set default shader to be used in batch draw
void SetModelShader(Model *model, Shader shader); // Link a shader to a model
bool IsPosproShaderEnabled(void); // Check if postprocessing shader is enabled
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 SetShaderMapDiffuse(Shader *shader, Texture2D texture); // Default diffuse shader map texture assignment
void SetShaderMapNormal(Shader *shader, const char *uniformName, Texture2D texture); // Normal map texture shader assignment
void SetShaderMapSpecular(Shader *shader, const char *uniformName, Texture2D texture); // Specular map texture shader assignment
void SetShaderMap(Shader *shader, int mapLocation, Texture2D texture, int textureUnit); // TODO: Generic shader map assignment
Shader GetDefaultShader(void); // Get default shader
Shader GetStandardShader(void); // Get default shader
Texture2D GetDefaultTexture(void); // Get default texture
void SetBlendMode(int mode); // Set blending mode (alpha, additive, multiplied)
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)
//----------------------------------------------------------------------------------
// Physics System Functions (engine-module: physac)
//----------------------------------------------------------------------------------
void InitPhysics(int maxPhysicElements); // Initialize all internal physics values
void UnloadPhysics(); // Unload physic elements arrays
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 AddRigidbody(int index, Rigidbody rigidbody); // Initialize a new rigidbody with parameters to internal index slot
void AddCollider(int index, Collider collider); // Initialize a new Collider with parameters to internal index slot
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)
void ApplyPhysics(int index, Vector2 *position); // Apply physics to internal rigidbody, physics calculations are applied to position pointer parameter
void SetRigidbodyEnabled(int index, bool state); // Set enabled state to a defined rigidbody
void SetRigidbodyVelocity(int index, Vector2 velocity); // Set velocity of rigidbody (without considering of mass value)
void SetRigidbodyAcceleration(int index, Vector2 acceleration); // Set acceleration of rigidbody (without considering of mass value)
void AddRigidbodyForce(int index, Vector2 force); // Set rigidbody force (considering mass value)
void AddForceAtPosition(Vector2 position, float intensity, float radius); // Add a force to all enabled rigidbodies at a position
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
void SetColliderEnabled(int index, bool state); // Set enabled state to a defined collider
Rigidbody GetRigidbody(int index); // Returns the internal rigidbody data defined by index parameter
Collider GetCollider(int index); // Returns the internal collider data defined by index parameter
//------------------------------------------------------------------------------------
// VR experience Functions (Module: rlgl)
// NOTE: This functions are useless when using OpenGL 1.1
//------------------------------------------------------------------------------------
void InitVrDevice(int hmdDevice); // Init VR device
void CloseVrDevice(void); // Close VR device
void UpdateVrTracking(void); // Update VR tracking (position and orientation)
void BeginVrDrawing(void); // Begin VR drawing configuration
void EndVrDrawing(void); // End VR drawing process (and desktop mirror)
bool IsVrDeviceReady(void); // Detect if VR device (or simulator) is ready
void ToggleVrMode(void); // Enable/Disable VR experience (device or simulator)
//------------------------------------------------------------------------------------
// 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)
bool IsAudioDeviceReady(void); // True if call to InitAudioDevice() was successful and CloseAudioDevice() has not been called yet
Sound LoadSound(char *fileName); // Load sound to memory
Sound LoadSoundFromWave(Wave wave); // Load sound to memory from wave data
@ -833,19 +882,21 @@ 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
bool IsSoundPlaying(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 UpdateMusicStream(void); // Updates buffers for music streaming
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)
int PlayMusicStream(int index, char *fileName); // Start music playing (open stream)
void UpdateMusicStream(int index); // Updates buffers for music streaming
void StopMusicStream(int index); // Stop music playing (close stream)
void PauseMusicStream(int index); // Pause music playing
void ResumeMusicStream(int index); // Resume playing paused music
bool IsMusicPlaying(int index); // Check if music is playing
void SetMusicVolume(int index, float volume); // Set volume for music (1.0 is max level)
void SetMusicPitch(int index, float pitch); // Set pitch for a music (1.0 is base level)
float GetMusicTimeLength(int index); // Get current music time length (in seconds)
float GetMusicTimePlayed(int index); // Get current music time played (in seconds)
int GetMusicStreamCount(void); // Get number of streams loaded
#ifdef __cplusplus
}