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authorRay <[email protected]>2019-05-14 17:57:45 +0200
committerRay <[email protected]>2019-05-14 17:57:45 +0200
commit5a27bcaf7115e46a5123e9857007d940998f0650 (patch)
tree7179c6a1b4d700c9685dd51cc76cb2b2c90b9609 /examples/web/others
parent423fdd699225ee9686c44a606bf83272b4c77802 (diff)
downloadraylib.com-5a27bcaf7115e46a5123e9857007d940998f0650.tar.gz
raylib.com-5a27bcaf7115e46a5123e9857007d940998f0650.zip
Review examples collection -WIP-
WARNING: Examples list has been reviewed but examples haven't been recompiled yet... that's not trivial...
Diffstat (limited to 'examples/web/others')
-rw-r--r--examples/web/others/audio_standalone.c123
-rw-r--r--examples/web/others/font_selector.c196
-rw-r--r--examples/web/others/oculus_rift.c538
-rw-r--r--examples/web/others/resources/shaders/glsl100/standard.fs152
-rw-r--r--examples/web/others/resources/shaders/glsl100/standard.vs23
-rw-r--r--examples/web/others/resources/shaders/glsl330/standard.fs150
-rw-r--r--examples/web/others/resources/shaders/glsl330/standard.vs23
-rw-r--r--examples/web/others/rlgl_standalone.c395
-rw-r--r--examples/web/others/standard_lighting.c154
9 files changed, 0 insertions, 1754 deletions
diff --git a/examples/web/others/audio_standalone.c b/examples/web/others/audio_standalone.c
deleted file mode 100644
index 3edf889..0000000
--- a/examples/web/others/audio_standalone.c
+++ /dev/null
@@ -1,123 +0,0 @@
-/*******************************************************************************************
-*
-* 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>
-#if defined(_WIN32)
-#include <conio.h> // Windows only, no stardard library
-#endif
-#include "audio.h"
-
-#if defined(__linux__)
-
-#include <stdio.h>
-#include <termios.h>
-#include <unistd.h>
-#include <fcntl.h>
-
-static int kbhit(void)
-{
- struct termios oldt, newt;
- int ch;
- int oldf;
-
- tcgetattr(STDIN_FILENO, &oldt);
- newt = oldt;
- newt.c_lflag &= ~(ICANON | ECHO);
- tcsetattr(STDIN_FILENO, TCSANOW, &newt);
- oldf = fcntl(STDIN_FILENO, F_GETFL, 0);
- fcntl(STDIN_FILENO, F_SETFL, oldf | O_NONBLOCK);
-
- ch = getchar();
-
- tcsetattr(STDIN_FILENO, TCSANOW, &oldt);
- fcntl(STDIN_FILENO, F_SETFL, oldf);
-
- if(ch != EOF)
- {
- ungetc(ch, stdin);
- return 1;
- }
-
- return 0;
-}
-
-static char getch()
-{
- return getchar();
-}
-
-#endif
-
-#define KEY_ESCAPE 27
-
-int main()
-{
- // Initialization
- //--------------------------------------------------------------------------------------
- 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
-
- Music music = LoadMusicStream("resources/audio/guitar_noodling.ogg");
- PlayMusicStream(music);
-
- printf("\nPress s or d to play sounds...\n");
- //--------------------------------------------------------------------------------------
-
- // Main loop
- while (key != KEY_ESCAPE)
- {
- if (kbhit()) key = getch();
-
- if (key == 's')
- {
- PlaySound(fxWav);
- key = 0;
- }
-
- if (key == 'd')
- {
- PlaySound(fxOgg);
- key = 0;
- }
-
- UpdateMusicStream(music);
- }
-
- // De-Initialization
- //--------------------------------------------------------------------------------------
- UnloadSound(fxWav); // Unload sound data
- UnloadSound(fxOgg); // Unload sound data
-
- UnloadMusicStream(music); // Unload music stream data
-
- CloseAudioDevice();
- //--------------------------------------------------------------------------------------
-
- return 0;
-}
diff --git a/examples/web/others/font_selector.c b/examples/web/others/font_selector.c
deleted file mode 100644
index 0984bbd..0000000
--- a/examples/web/others/font_selector.c
+++ /dev/null
@@ -1,196 +0,0 @@
-/*******************************************************************************************
-*
-* raylib [core] example - Font selector (adapted for HTML5 platform)
-*
-* This example has been created using raylib 1.3 (www.raylib.com)
-* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
-*
-* Copyright (c) 2015 Ramon Santamaria (@raysan5)
-*
-********************************************************************************************/
-
-#include "raylib.h"
-
-#if defined(PLATFORM_WEB)
- #include <emscripten/emscripten.h>
-#endif
-
-//----------------------------------------------------------------------------------
-// Global Variables Definition
-//----------------------------------------------------------------------------------
-int screenWidth = 800;
-int screenHeight = 450;
-
-SpriteFont fonts[8]; // SpriteFont array
-
-int currentFont = 0; // Selected font
-
-Color *colors;
-const char (*fontNames)[20];
-
-const char text[50] = "THIS is THE FONT you SELECTED!";
-
-Vector2 textSize;
-Vector2 mousePoint;
-
-Color btnNextOutColor; // Button color (outside line)
-Color btnNextInColor; // Button color (inside)
-
-int framesCounter = 0; // Useful to count frames button is 'active' = clicked
-int positionY = 180; // Text selector and button Y position
-
-Rectangle btnNextRec;
-
-//----------------------------------------------------------------------------------
-// Module Functions Declaration
-//----------------------------------------------------------------------------------
-void UpdateDrawFrame(void); // Update and Draw one frame
-
-//----------------------------------------------------------------------------------
-// Main Enry Point
-//----------------------------------------------------------------------------------
-int main()
-{
- // Initialization
- //--------------------------------------------------------------------------------------
- InitWindow(screenWidth, screenHeight, "raylib [text] example - font selector");
-
- btnNextOutColor = DARKBLUE;
- btnNextInColor = SKYBLUE;
-
- // NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
- fonts[0] = LoadSpriteFont("resources/fonts/alagard.rbmf"); // SpriteFont loading
- fonts[1] = LoadSpriteFont("resources/fonts/pixelplay.rbmf"); // SpriteFont loading
- fonts[2] = LoadSpriteFont("resources/fonts/mecha.rbmf"); // SpriteFont loading
- fonts[3] = LoadSpriteFont("resources/fonts/setback.rbmf"); // SpriteFont loading
- fonts[4] = LoadSpriteFont("resources/fonts/romulus.rbmf"); // SpriteFont loading
- fonts[5] = LoadSpriteFont("resources/fonts/pixantiqua.rbmf"); // SpriteFont loading
- fonts[6] = LoadSpriteFont("resources/fonts/alpha_beta.rbmf"); // SpriteFont loading
- fonts[7] = LoadSpriteFont("resources/fonts/jupiter_crash.rbmf"); // SpriteFont loading
-
- Color tempColors[8] = { MAROON, ORANGE, DARKGREEN, DARKBLUE, DARKPURPLE, LIME, GOLD, RED };
-
- colors = tempColors;
-
- const char tempFontNames[8][20] = { "[0] Alagard", "[1] PixelPlay", "[2] MECHA", "[3] Setback",
- "[4] Romulus", "[5] PixAntiqua", "[6] Alpha Beta", "[7] Jupiter Crash" };;
-
- fontNames = tempFontNames;
-
- textSize = MeasureTextEx(fonts[currentFont], text, fonts[currentFont].baseSize*3, 1);
-
- btnNextRec = (Rectangle){ 673, positionY, 109, 44 }; // Button rectangle (useful for collision)
-
-#if defined(PLATFORM_WEB)
- emscripten_set_main_loop(UpdateDrawFrame, 0, 1);
-#else
- SetTargetFPS(60); // Set our game to run at 60 frames-per-second
- //--------------------------------------------------------------------------------------
-
- // Main game loop
- while (!WindowShouldClose()) // Detect window close button or ESC key
- {
- UpdateDrawFrame();
- }
-#endif
-
- // De-Initialization
- //--------------------------------------------------------------------------------------
- for (int i = 0; i < 8; i++) UnloadSpriteFont(fonts[i]); // SpriteFont(s) unloading
-
- CloseWindow(); // Close window and OpenGL context
- //--------------------------------------------------------------------------------------
-
- return 0;
-}
-
-//----------------------------------------------------------------------------------
-// Module Functions Definition
-//----------------------------------------------------------------------------------
-void UpdateDrawFrame(void)
-{
- // Update
- //----------------------------------------------------------------------------------
- // Keyboard-based font selection (easy)
- if (IsKeyPressed(KEY_RIGHT))
- {
- if (currentFont < 7) currentFont++;
- }
-
- if (IsKeyPressed(KEY_LEFT))
- {
- if (currentFont > 0) currentFont--;
- }
-
- if (IsKeyPressed('0')) currentFont = 0;
- else if (IsKeyPressed('1')) currentFont = 1;
- else if (IsKeyPressed('2')) currentFont = 2;
- else if (IsKeyPressed('3')) currentFont = 3;
- else if (IsKeyPressed('4')) currentFont = 4;
- else if (IsKeyPressed('5')) currentFont = 5;
- else if (IsKeyPressed('6')) currentFont = 6;
- else if (IsKeyPressed('7')) currentFont = 7;
-
- // Mouse-based font selection (NEXT button logic)
- mousePoint = GetMousePosition();
-
- if (CheckCollisionPointRec(mousePoint, btnNextRec))
- {
- // Mouse hover button logic
- if (framesCounter == 0)
- {
- btnNextOutColor = DARKPURPLE;
- btnNextInColor = PURPLE;
- }
-
- if (IsMouseButtonDown(MOUSE_LEFT_BUTTON))
- {
- framesCounter = 20; // Frames button is 'active'
- btnNextOutColor = MAROON;
- btnNextInColor = RED;
- }
- }
- else
- {
- // Mouse not hover button
- btnNextOutColor = DARKBLUE;
- btnNextInColor = SKYBLUE;
- }
-
- if (framesCounter > 0) framesCounter--;
-
- if (framesCounter == 1) // We change font on frame 1
- {
- currentFont++;
- if (currentFont > 7) currentFont = 0;
- }
-
- // Text measurement for better positioning on screen
- textSize = MeasureTextEx(fonts[currentFont], text, fonts[currentFont].baseSize*3, 1);
- //----------------------------------------------------------------------------------
-
- // Draw
- //----------------------------------------------------------------------------------
- BeginDrawing();
-
- ClearBackground(RAYWHITE);
-
- DrawText("font selector - use arroys, button or numbers", 160, 80, 20, DARKGRAY);
- DrawLine(120, 120, 680, 120, DARKGRAY);
-
- DrawRectangle(18, positionY, 644, 44, DARKGRAY);
- DrawRectangle(20, positionY + 2, 640, 40, LIGHTGRAY);
- DrawText(fontNames[currentFont], 30, positionY + 13, 20, BLACK);
- DrawText("< >", 610, positionY + 8, 30, BLACK);
-
- DrawRectangleRec(btnNextRec, btnNextOutColor);
- DrawRectangle(675, positionY + 2, 105, 40, btnNextInColor);
- DrawText("NEXT", 700, positionY + 13, 20, btnNextOutColor);
-
- DrawTextEx(fonts[currentFont], text, (Vector2){ screenWidth/2 - textSize.x/2,
- 260 + (70 - textSize.y)/2 }, fonts[currentFont].baseSize*3,
- 1, colors[currentFont]);
-
- EndDrawing();
- //----------------------------------------------------------------------------------
-} \ No newline at end of file
diff --git a/examples/web/others/oculus_rift.c b/examples/web/others/oculus_rift.c
deleted file mode 100644
index f1b0bd3..0000000
--- a/examples/web/others/oculus_rift.c
+++ /dev/null
@@ -1,538 +0,0 @@
-/*******************************************************************************************
-*
-* raylib [core] example - Oculus Rift CV1
-*
-* Compile example using:
-* gcc -o $(NAME_PART).exe $(FILE_NAME) -I..\src\external -I..\src\external\OculusSDK\LibOVR\Include /
-* -L. -L..\src\external\OculusSDK\LibOVR -lLibOVRRT32_1 -lraylib -lglfw3 -lopengl32 -lgdi32 -std=c99 /
-* -Wl,-allow-multiple-definition
-*
-* #define SUPPORT_OCULUS_RIFT_CV1 / RLGL_OCULUS_SUPPORT
-* Enable Oculus Rift CV1 functionality
-*
-* 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"
-
-#include "glad.h" // Required for: OpenGL types and functions declarations
-#include "raymath.h" // Required for: Vector3, Quaternion and Matrix functionality
-
-#include <string.h> // Required for: memset()
-#include <stdlib.h> // Required for: exit()
-#include <stdio.h> // required for: vfprintf()
-#include <stdarg.h> // Required for: va_list, va_start(), vfprintf(), va_end()
-
-#define RLGL_OCULUS_SUPPORT // Enable Oculus Rift code
-#if defined(RLGL_OCULUS_SUPPORT)
- #include "OVR_CAPI_GL.h" // Oculus SDK for OpenGL
-#endif
-
-//----------------------------------------------------------------------------------
-// Defines and Macros
-//----------------------------------------------------------------------------------
-// ...
-
-//----------------------------------------------------------------------------------
-// Types and Structures Definition
-//----------------------------------------------------------------------------------
-
-// TraceLog message types
-typedef enum { INFO = 0, ERROR, WARNING, DEBUG, OTHER } TraceLogType;
-
-#if defined(RLGL_OCULUS_SUPPORT)
-// Oculus buffer type
-typedef struct OculusBuffer {
- ovrTextureSwapChain textureChain;
- GLuint depthId;
- GLuint fboId;
- int width;
- int height;
-} OculusBuffer;
-
-// Oculus mirror texture type
-typedef struct OculusMirror {
- ovrMirrorTexture texture;
- GLuint fboId;
- int width;
- int height;
-} OculusMirror;
-
-// Oculus layer type
-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
-
-//----------------------------------------------------------------------------------
-// Global Variables Definition
-//----------------------------------------------------------------------------------
-#if defined(RLGL_OCULUS_SUPPORT)
-// OVR device variables
-static ovrSession session; // Oculus session (pointer to ovrHmdStruct)
-static ovrHmdDesc hmdDesc; // Oculus device descriptor parameters
-static ovrGraphicsLuid luid; // Oculus locally unique identifier for the program (64 bit)
-static OculusLayer layer; // Oculus drawing layer (similar to photoshop)
-static OculusBuffer buffer; // Oculus internal buffers (texture chain and fbo)
-static OculusMirror mirror; // Oculus mirror texture and fbo
-static unsigned int frameIndex = 0; // Oculus frames counter, used to discard frames from chain
-#endif
-
-//----------------------------------------------------------------------------------
-// Module specific Functions Declaration
-//----------------------------------------------------------------------------------
-#if defined(RLGL_OCULUS_SUPPORT)
-static bool InitOculusDevice(void); // Initialize Oculus device (returns true if success)
-static void CloseOculusDevice(void); // Close Oculus device
-static void UpdateOculusTracking(Camera *camera); // Update Oculus head position-orientation tracking
-static void BeginOculusDrawing(void); // Setup Oculus buffers for drawing
-static void EndOculusDrawing(void); // Finish Oculus drawing and blit framebuffer to mirror
-
-static OculusBuffer LoadOculusBuffer(ovrSession session, int width, int height); // Load Oculus required buffers
-static void UnloadOculusBuffer(ovrSession session, OculusBuffer buffer); // Unload texture required buffers
-static OculusMirror LoadOculusMirror(ovrSession session, int width, int height); // Load Oculus mirror buffers
-static void UnloadOculusMirror(ovrSession session, OculusMirror mirror); // Unload Oculus mirror buffers
-static void BlitOculusMirror(ovrSession session, OculusMirror mirror); // Copy Oculus screen buffer to mirror texture
-static OculusLayer InitOculusLayer(ovrSession session); // Init Oculus layer (similar to photoshop)
-static Matrix FromOvrMatrix(ovrMatrix4f ovrM); // Convert from Oculus ovrMatrix4f struct to raymath Matrix struct
-#endif
-
-static void TraceLog(int msgType, const char *text, ...);
-
-int main()
-{
- // Initialization
- //--------------------------------------------------------------------------------------
- int screenWidth = 1080;
- int screenHeight = 600;
-
- // NOTE: screenWidth/screenHeight should match VR device aspect ratio
-
- InitWindow(screenWidth, screenHeight, "raylib [core] example - oculus rift");
-
- bool vrDeviceReady = InitOculusDevice(); // Init VR device Oculus Rift CV1
-
- if (!vrDeviceReady) InitVrSimulator(HMD_OCULUS_RIFT_CV1); // Init VR simulator if device fails
-
- // Define the camera to look into our 3d world
- Camera camera;
- camera.position = (Vector3){ 5.0f, 2.0f, 5.0f }; // Camera position
- camera.target = (Vector3){ 0.0f, 2.0f, 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
-
- Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
-
- SetCameraMode(camera, CAMERA_FIRST_PERSON); // Set first person camera mode
-
- SetTargetFPS(90); // Set our game to run at 90 frames-per-second
- //--------------------------------------------------------------------------------------
-
- // Main game loop
- while (!WindowShouldClose()) // Detect window close button or ESC key
- {
- // Update
- //----------------------------------------------------------------------------------
- if (!vrDeviceReady) UpdateCamera(&camera); // Update camera (simulator mode)
- else UpdateOculusTracking(&camera); // Update camera with device tracking data
-
- if (IsKeyPressed(KEY_SPACE)) ToggleVrMode(); // Toggle VR mode
- //----------------------------------------------------------------------------------
-
- // Draw
- //----------------------------------------------------------------------------------
- BeginDrawing();
-
- ClearBackground(RAYWHITE);
-
- if (vrDeviceReady) BeginOculusDrawing();
- else BeginVrDrawing();
-
- Begin3dMode(camera);
-
- DrawCube(cubePosition, 2.0f, 2.0f, 2.0f, RED);
- DrawCubeWires(cubePosition, 2.0f, 2.0f, 2.0f, MAROON);
-
- DrawGrid(40, 1.0f);
-
- End3dMode();
-
- if (vrDeviceReady) EndOculusDrawing();
- else EndVrDrawing();
-
- DrawFPS(10, 10);
-
- EndDrawing();
- //----------------------------------------------------------------------------------
- }
-
- // De-Initialization
- //--------------------------------------------------------------------------------------
- if (vrDeviceReady) CloseOculusDevice();
- else CloseVrSimulator();
-
- CloseWindow(); // Close window and OpenGL context
- //--------------------------------------------------------------------------------------
-
- return 0;
-}
-
-//----------------------------------------------------------------------------------
-// Module specific Functions Definition
-//----------------------------------------------------------------------------------
-
-#if defined(RLGL_OCULUS_SUPPORT)
-// Set internal projection and modelview matrix depending on eyes tracking data
-static void SetStereoView(int eye, Matrix matProjection, Matrix matModelView)
-{
- Matrix eyeProjection = matProjection;
- Matrix eyeModelView = matModelView;
-
- glViewport(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 eyeRenderPose = (Quaternion){ layer.eyeLayer.RenderPose[eye].Orientation.x,
- layer.eyeLayer.RenderPose[eye].Orientation.y,
- layer.eyeLayer.RenderPose[eye].Orientation.z,
- layer.eyeLayer.RenderPose[eye].Orientation.w };
- QuaternionInvert(&eyeRenderPose);
- Matrix eyeOrientation = QuaternionToMatrix(eyeRenderPose);
- Matrix eyeTranslation = MatrixTranslate(-layer.eyeLayer.RenderPose[eye].Position.x,
- -layer.eyeLayer.RenderPose[eye].Position.y,
- -layer.eyeLayer.RenderPose[eye].Position.z);
-
- Matrix eyeView = MatrixMultiply(eyeTranslation, eyeOrientation); // Matrix containing eye-head movement
- eyeModelView = MatrixMultiply(matModelView, eyeView); // Combine internal camera matrix (modelview) wih eye-head movement
-
- eyeProjection = layer.eyeProjections[eye];
-}
-
-// Initialize Oculus device (returns true if success)
-static bool InitOculusDevice(void)
-{
- bool oculusReady = false;
-
- ovrResult result = ovr_Initialize(NULL);
-
- if (OVR_FAILURE(result)) TraceLog(WARNING, "OVR: Could not initialize Oculus device");
- else
- {
- result = ovr_Create(&session, &luid);
- if (OVR_FAILURE(result))
- {
- TraceLog(WARNING, "OVR: Could not create Oculus session");
- ovr_Shutdown();
- }
- else
- {
- hmdDesc = ovr_GetHmdDesc(session);
-
- TraceLog(INFO, "OVR: Product Name: %s", hmdDesc.ProductName);
- TraceLog(INFO, "OVR: Manufacturer: %s", hmdDesc.Manufacturer);
- TraceLog(INFO, "OVR: Product ID: %i", hmdDesc.ProductId);
- TraceLog(INFO, "OVR: Product Type: %i", hmdDesc.Type);
- //TraceLog(INFO, "OVR: Serial Number: %s", hmdDesc.SerialNumber);
- TraceLog(INFO, "OVR: Resolution: %ix%i", hmdDesc.Resolution.w, hmdDesc.Resolution.h);
-
- // NOTE: Oculus mirror is set to defined screenWidth and screenHeight...
- // ...ideally, it should be (hmdDesc.Resolution.w/2, hmdDesc.Resolution.h/2)
-
- // Initialize Oculus Buffers
- layer = InitOculusLayer(session);
- buffer = LoadOculusBuffer(session, layer.width, layer.height);
- mirror = LoadOculusMirror(session, hmdDesc.Resolution.w/2, hmdDesc.Resolution.h/2); // NOTE: hardcoded...
- layer.eyeLayer.ColorTexture[0] = buffer.textureChain; //SetOculusLayerTexture(eyeLayer, buffer.textureChain);
-
- // Recenter OVR tracking origin
- ovr_RecenterTrackingOrigin(session);
-
- oculusReady = true;
- }
- }
-
- return oculusReady;
-}
-
-// Close Oculus device (and unload buffers)
-static void CloseOculusDevice(void)
-{
- UnloadOculusMirror(session, mirror); // Unload Oculus mirror buffer
- UnloadOculusBuffer(session, buffer); // Unload Oculus texture buffers
-
- ovr_Destroy(session); // Free Oculus session data
- ovr_Shutdown(); // Close Oculus device connection
-}
-
-// Update Oculus head position-orientation tracking
-static void UpdateOculusTracking(Camera *camera)
-{
- 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];
-
- // TODO: Update external camera with eyePoses data (position, orientation)
- // NOTE: We can simplify to simple camera if we consider IPD and HMD device configuration again later
- // it will be useful for the user to draw, lets say, billboards oriented to camera
-
- // Get session status information
- ovrSessionStatus sessionStatus;
- ovr_GetSessionStatus(session, &sessionStatus);
-
- if (sessionStatus.ShouldQuit) TraceLog(WARNING, "OVR: Session should quit...");
- if (sessionStatus.ShouldRecenter) ovr_RecenterTrackingOrigin(session);
- //if (sessionStatus.HmdPresent) // HMD is present.
- //if (sessionStatus.DisplayLost) // HMD was unplugged or the display driver was manually disabled or encountered a TDR.
- //if (sessionStatus.HmdMounted) // HMD is on the user's head.
- //if (sessionStatus.IsVisible) // the game or experience has VR focus and is visible in the HMD.
-}
-
-// Setup Oculus buffers for drawing
-static void BeginOculusDrawing(void)
-{
- 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
-}
-
-// Finish Oculus drawing and blit framebuffer to mirror
-static void EndOculusDrawing(void)
-{
- // Unbind current framebuffer (Oculus buffer)
- glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
- glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
-
- ovr_CommitTextureSwapChain(session, buffer.textureChain);
-
- ovrLayerHeader *layers = &layer.eyeLayer.Header;
- ovr_SubmitFrame(session, frameIndex, &layer.viewScaleDesc, &layers, 1);
-
- // Blit mirror texture to back buffer
- BlitOculusMirror(session, mirror);
-}
-
-// 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);
-}
-
-// 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);
-}
-
-// Copy Oculus screen buffer to 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);
-#if defined(GRAPHICS_API_OPENGL_33)
- // NOTE: glBlitFramebuffer() requires extension: GL_EXT_framebuffer_blit (not available in OpenGL ES 2.0)
- glBlitFramebuffer(0, 0, mirror.width, mirror.height, 0, mirror.height, mirror.width, 0, GL_COLOR_BUFFER_BIT, GL_NEAREST);
-#endif
- glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
-}
-
-// Init Oculus layer (similar to photoshop)
-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;
-}
-
-// 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;
-}
-#endif
-
-// Output a trace log message
-// NOTE: Expected msgType: (0)Info, (1)Error, (2)Warning
-static void TraceLog(int msgType, const char *text, ...)
-{
- va_list args;
- va_start(args, text);
-
- switch (msgType)
- {
- case INFO: fprintf(stdout, "INFO: "); break;
- case ERROR: fprintf(stdout, "ERROR: "); break;
- case WARNING: fprintf(stdout, "WARNING: "); break;
- case DEBUG: fprintf(stdout, "DEBUG: "); break;
- default: break;
- }
-
- vfprintf(stdout, text, args);
- fprintf(stdout, "\n");
-
- va_end(args);
-
- if (msgType == ERROR) exit(1);
-}
-
diff --git a/examples/web/others/resources/shaders/glsl100/standard.fs b/examples/web/others/resources/shaders/glsl100/standard.fs
deleted file mode 100644
index fe604e2..0000000
--- a/examples/web/others/resources/shaders/glsl100/standard.fs
+++ /dev/null
@@ -1,152 +0,0 @@
-#version 100
-
-precision mediump float;
-
-varying vec3 fragPosition;
-varying vec2 fragTexCoord;
-varying vec4 fragColor;
-varying vec3 fragNormal;
-
-uniform sampler2D texture0;
-uniform sampler2D texture1;
-uniform sampler2D texture2;
-
-uniform vec4 colAmbient;
-uniform vec4 colDiffuse;
-uniform vec4 colSpecular;
-uniform float glossiness;
-
-uniform int useNormal;
-uniform int useSpecular;
-
-uniform mat4 modelMatrix;
-uniform vec3 viewDir;
-
-struct Light {
- int enabled;
- int type;
- vec3 position;
- vec3 direction;
- vec4 diffuse;
- float intensity;
- float radius;
- float coneAngle;
-};
-
-const int maxLights = 8;
-uniform Light lights[maxLights];
-
-vec3 ComputeLightPoint(Light l, vec3 n, vec3 v, float s)
-{
- vec3 surfacePos = vec3(modelMatrix*vec4(fragPosition, 1.0));
- vec3 surfaceToLight = l.position - surfacePos;
-
- // Diffuse shading
- float brightness = clamp(float(dot(n, surfaceToLight)/(length(surfaceToLight)*length(n))), 0.0, 1.0);
- float diff = 1.0/dot(surfaceToLight/l.radius, surfaceToLight/l.radius)*brightness*l.intensity;
-
- // Specular shading
- float spec = 0.0;
- if (diff > 0.0)
- {
- vec3 h = normalize(-l.direction + v);
- spec = pow(abs(dot(n, h)), 3.0 + glossiness)*s;
- }
-
- return (diff*l.diffuse.rgb + spec*colSpecular.rgb);
-}
-
-vec3 ComputeLightDirectional(Light l, vec3 n, vec3 v, float s)
-{
- vec3 lightDir = normalize(-l.direction);
-
- // Diffuse shading
- float diff = clamp(float(dot(n, lightDir)), 0.0, 1.0)*l.intensity;
-
- // Specular shading
- float spec = 0.0;
- if (diff > 0.0)
- {
- vec3 h = normalize(lightDir + v);
- spec = pow(abs(dot(n, h)), 3.0 + glossiness)*s;
- }
-
- // Combine results
- return (diff*l.intensity*l.diffuse.rgb + spec*colSpecular.rgb);
-}
-
-vec3 ComputeLightSpot(Light l, vec3 n, vec3 v, float s)
-{
- vec3 surfacePos = vec3(modelMatrix*vec4(fragPosition, 1));
- vec3 lightToSurface = normalize(surfacePos - l.position);
- vec3 lightDir = normalize(-l.direction);
-
- // Diffuse shading
- float diff = clamp(float(dot(n, lightDir)), 0.0, 1.0)*l.intensity;
-
- // Spot attenuation
- float attenuation = clamp(float(dot(n, lightToSurface)), 0.0, 1.0);
- attenuation = dot(lightToSurface, -lightDir);
-
- float lightToSurfaceAngle = degrees(acos(attenuation));
- if (lightToSurfaceAngle > l.coneAngle) attenuation = 0.0;
-
- float falloff = (l.coneAngle - lightToSurfaceAngle)/l.coneAngle;
-
- // Combine diffuse and attenuation
- float diffAttenuation = diff*attenuation;
-
- // Specular shading
- float spec = 0.0;
- if (diffAttenuation > 0.0)
- {
- vec3 h = normalize(lightDir + v);
- spec = pow(abs(dot(n, h)), 3.0 + glossiness)*s;
- }
-
- return (falloff*(diffAttenuation*l.diffuse.rgb + spec*colSpecular.rgb));
-}
-
-void main()
-{
- // Calculate fragment normal in screen space
- // NOTE: important to multiply model matrix by fragment normal to apply model transformation (rotation and scale)
- mat3 normalMatrix = mat3(modelMatrix);
- vec3 normal = normalize(normalMatrix*fragNormal);
-
- // Normalize normal and view direction vectors
- vec3 n = normalize(normal);
- vec3 v = normalize(viewDir);
-
- // Calculate diffuse texture color fetching
- vec4 texelColor = texture2D(texture0, fragTexCoord);
- vec3 lighting = colAmbient.rgb;
-
- // Calculate normal texture color fetching or set to maximum normal value by default
- if (useNormal == 1)
- {
- n *= texture2D(texture1, fragTexCoord).rgb;
- n = normalize(n);
- }
-
- // Calculate specular texture color fetching or set to maximum specular value by default
- float spec = 1.0;
- if (useSpecular == 1) spec = texture2D(texture2, fragTexCoord).r;
-
- for (int i = 0; i < maxLights; i++)
- {
- // Check if light is enabled
- if (lights[i].enabled == 1)
- {
- // Calculate lighting based on light type
- if(lights[i].type == 0) lighting += ComputeLightPoint(lights[i], n, v, spec);
- else if(lights[i].type == 1) lighting += ComputeLightDirectional(lights[i], n, v, spec);
- else if(lights[i].type == 2) lighting += ComputeLightSpot(lights[i], n, v, spec);
-
- // NOTE: It seems that too many ComputeLight*() operations inside for loop breaks the shader on RPI
- }
- }
-
- // Calculate final fragment color
- gl_FragColor = vec4(texelColor.rgb*lighting*colDiffuse.rgb, texelColor.a*colDiffuse.a);
-}
diff --git a/examples/web/others/resources/shaders/glsl100/standard.vs b/examples/web/others/resources/shaders/glsl100/standard.vs
deleted file mode 100644
index 49c5a3e..0000000
--- a/examples/web/others/resources/shaders/glsl100/standard.vs
+++ /dev/null
@@ -1,23 +0,0 @@
-#version 100
-
-attribute vec3 vertexPosition;
-attribute vec3 vertexNormal;
-attribute vec2 vertexTexCoord;
-attribute vec4 vertexColor;
-
-varying vec3 fragPosition;
-varying vec2 fragTexCoord;
-varying vec4 fragColor;
-varying vec3 fragNormal;
-
-uniform mat4 mvpMatrix;
-
-void main()
-{
- fragPosition = vertexPosition;
- fragTexCoord = vertexTexCoord;
- fragColor = vertexColor;
- fragNormal = vertexNormal;
-
- gl_Position = mvpMatrix*vec4(vertexPosition, 1.0);
-} \ No newline at end of file
diff --git a/examples/web/others/resources/shaders/glsl330/standard.fs b/examples/web/others/resources/shaders/glsl330/standard.fs
deleted file mode 100644
index 0d46148..0000000
--- a/examples/web/others/resources/shaders/glsl330/standard.fs
+++ /dev/null
@@ -1,150 +0,0 @@
-#version 330
-
-in vec3 fragPosition;
-in vec2 fragTexCoord;
-in vec4 fragColor;
-in vec3 fragNormal;
-
-out vec4 finalColor;
-
-uniform sampler2D texture0;
-uniform sampler2D texture1;
-uniform sampler2D texture2;
-
-uniform vec4 colAmbient;
-uniform vec4 colDiffuse;
-uniform vec4 colSpecular;
-uniform float glossiness;
-
-uniform int useNormal;
-uniform int useSpecular;
-
-uniform mat4 modelMatrix;
-uniform vec3 viewDir;
-
-struct Light {
- int enabled;
- int type;
- vec3 position;
- vec3 direction;
- vec4 diffuse;
- float intensity;
- float radius;
- float coneAngle;
-};
-
-const int maxLights = 8;
-uniform Light lights[maxLights];
-
-vec3 ComputeLightPoint(Light l, vec3 n, vec3 v, float s)
-{
- vec3 surfacePos = vec3(modelMatrix*vec4(fragPosition, 1));
- vec3 surfaceToLight = l.position - surfacePos;
-
- // Diffuse shading
- float brightness = clamp(float(dot(n, surfaceToLight)/(length(surfaceToLight)*length(n))), 0.0, 1.0);
- float diff = 1.0/dot(surfaceToLight/l.radius, surfaceToLight/l.radius)*brightness*l.intensity;
-
- // Specular shading
- float spec = 0.0;
- if (diff > 0.0)
- {
- vec3 h = normalize(-l.direction + v);
- spec = pow(abs(dot(n, h)), 3.0 + glossiness)*s;
- }
-
- return (diff*l.diffuse.rgb + spec*colSpecular.rgb);
-}
-
-vec3 ComputeLightDirectional(Light l, vec3 n, vec3 v, float s)
-{
- vec3 lightDir = normalize(-l.direction);
-
- // Diffuse shading
- float diff = clamp(float(dot(n, lightDir)), 0.0, 1.0)*l.intensity;
-
- // Specular shading
- float spec = 0.0;
- if (diff > 0.0)
- {
- vec3 h = normalize(lightDir + v);
- spec = pow(abs(dot(n, h)), 3.0 + glossiness)*s;
- }
-
- // Combine results
- return (diff*l.intensity*l.diffuse.rgb + spec*colSpecular.rgb);
-}
-
-vec3 ComputeLightSpot(Light l, vec3 n, vec3 v, float s)
-{
- vec3 surfacePos = vec3(modelMatrix*vec4(fragPosition, 1));
- vec3 lightToSurface = normalize(surfacePos - l.position);
- vec3 lightDir = normalize(-l.direction);
-
- // Diffuse shading
- float diff = clamp(float(dot(n, lightDir)), 0.0, 1.0)*l.intensity;
-
- // Spot attenuation
- float attenuation = clamp(float(dot(n, lightToSurface)), 0.0, 1.0);
- attenuation = dot(lightToSurface, -lightDir);
-
- float lightToSurfaceAngle = degrees(acos(attenuation));
- if (lightToSurfaceAngle > l.coneAngle) attenuation = 0.0;
-
- float falloff = (l.coneAngle - lightToSurfaceAngle)/l.coneAngle;
-
- // Combine diffuse and attenuation
- float diffAttenuation = diff*attenuation;
-
- // Specular shading
- float spec = 0.0;
- if (diffAttenuation > 0.0)
- {
- vec3 h = normalize(lightDir + v);
- spec = pow(abs(dot(n, h)), 3.0 + glossiness)*s;
- }
-
- return (falloff*(diffAttenuation*l.diffuse.rgb + spec*colSpecular.rgb));
-}
-
-void main()
-{
- // Calculate fragment normal in screen space
- // NOTE: important to multiply model matrix by fragment normal to apply model transformation (rotation and scale)
- mat3 normalMatrix = mat3(modelMatrix);
- vec3 normal = normalize(normalMatrix*fragNormal);
-
- // Normalize normal and view direction vectors
- vec3 n = normalize(normal);
- vec3 v = normalize(viewDir);
-
- // Calculate diffuse texture color fetching
- vec4 texelColor = texture(texture0, fragTexCoord);
- vec3 lighting = colAmbient.rgb;
-
- // Calculate normal texture color fetching or set to maximum normal value by default
- if (useNormal == 1)
- {
- n *= texture(texture1, fragTexCoord).rgb;
- n = normalize(n);
- }
-
- // Calculate specular texture color fetching or set to maximum specular value by default
- float spec = 1.0;
- if (useSpecular == 1) spec = texture(texture2, fragTexCoord).r;
-
- for (int i = 0; i < maxLights; i++)
- {
- // Check if light is enabled
- if (lights[i].enabled == 1)
- {
- // Calculate lighting based on light type
- if (lights[i].type == 0) lighting += ComputeLightPoint(lights[i], n, v, spec);
- else if (lights[i].type == 1) lighting += ComputeLightDirectional(lights[i], n, v, spec);
- else if (lights[i].type == 2) lighting += ComputeLightSpot(lights[i], n, v, spec);
- }
- }
-
- // Calculate final fragment color
- finalColor = vec4(texelColor.rgb*lighting*colDiffuse.rgb, texelColor.a*colDiffuse.a);
-}
diff --git a/examples/web/others/resources/shaders/glsl330/standard.vs b/examples/web/others/resources/shaders/glsl330/standard.vs
deleted file mode 100644
index fc0a5ff..0000000
--- a/examples/web/others/resources/shaders/glsl330/standard.vs
+++ /dev/null
@@ -1,23 +0,0 @@
-#version 330
-
-in vec3 vertexPosition;
-in vec3 vertexNormal;
-in vec2 vertexTexCoord;
-in vec4 vertexColor;
-
-out vec3 fragPosition;
-out vec2 fragTexCoord;
-out vec4 fragColor;
-out vec3 fragNormal;
-
-uniform mat4 mvpMatrix;
-
-void main()
-{
- fragPosition = vertexPosition;
- fragTexCoord = vertexTexCoord;
- fragColor = vertexColor;
- fragNormal = vertexNormal;
-
- gl_Position = mvpMatrix*vec4(vertexPosition, 1.0);
-} \ No newline at end of file
diff --git a/examples/web/others/rlgl_standalone.c b/examples/web/others/rlgl_standalone.c
deleted file mode 100644
index be0cfc5..0000000
--- a/examples/web/others/rlgl_standalone.c
+++ /dev/null
@@ -1,395 +0,0 @@
-/*******************************************************************************************
-*
-* raylib [rlgl] example - Using rlgl module as standalone module
-*
-* NOTE: This example requires OpenGL 3.3 or ES2 versions for shaders support,
-* OpenGL 1.1 does not support shaders but it can also be used.
-*
-* Compile rlgl module using:
-* gcc -c rlgl.c -Wall -std=c99 -DRLGL_STANDALONE -DRAYMATH_IMPLEMENTATION -DGRAPHICS_API_OPENGL_33
-*
-* 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 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)
-*
-* Copyright (c) 2015 Ramon Santamaria (@raysan5)
-*
-********************************************************************************************/
-
-#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 RAYWHITE (Color){ 245, 245, 245, 255 } // My own White (raylib logo)
-#define DARKGRAY (Color){ 80, 80, 80, 255 } // Dark Gray
-
-//----------------------------------------------------------------------------------
-// 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);
-
-//----------------------------------------------------------------------------------
-// Main Entry point
-//----------------------------------------------------------------------------------
-int main(void)
-{
- // Initialization
- //--------------------------------------------------------------------------------------
- const int screenWidth = 800;
- const int screenHeight = 450;
-
- // GLFW3 Initialization + OpenGL 3.3 Context + Extensions
- //--------------------------------------------------------
- glfwSetErrorCallback(ErrorCallback);
-
- if (!glfwInit())
- {
- TraceLog(WARNING, "GLFW3: Can not initialize GLFW");
- return 1;
- }
- else TraceLog(INFO, "GLFW3: GLFW initialized successfully");
-
- glfwWindowHint(GLFW_SAMPLES, 4);
- glfwWindowHint(GLFW_DEPTH_BITS, 16);
- glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
- glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
- glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
- glfwWindowHint(GLFW_OPENGL_DEBUG_CONTEXT, GL_TRUE);
-
- GLFWwindow *window = glfwCreateWindow(screenWidth, screenHeight, "rlgl standalone", NULL, NULL);
-
- if (!window)
- {
- glfwTerminate();
- return 2;
- }
- else TraceLog(INFO, "GLFW3: Window created successfully");
-
- glfwSetWindowPos(window, 200, 200);
-
- glfwSetKeyCallback(window, KeyCallback);
-
- glfwMakeContextCurrent(window);
- glfwSwapInterval(1);
-
- // Load OpenGL 3.3 supported extensions
- rlglLoadExtensions(glfwGetProcAddress);
- //--------------------------------------------------------
-
- // 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
- rlLoadIdentity(); // Reset current matrix (PROJECTION)
- rlOrtho(0, screenWidth, screenHeight, 0, 0.0f, 1.0f); // Orthographic projection with top-left corner at (0,0)
- rlMatrixMode(RL_MODELVIEW); // Switch back to MODELVIEW matrix
- rlLoadIdentity(); // Reset current matrix (MODELVIEW)
-
- rlClearColor(245, 245, 245, 255); // Define clear color
- rlEnableDepthTest(); // Enable DEPTH_TEST for 3D
-
- 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
- while (!glfwWindowShouldClose(window))
- {
- // Update
- //----------------------------------------------------------------------------------
- // ...
- //----------------------------------------------------------------------------------
-
- // Draw
- //----------------------------------------------------------------------------------
- rlClearScreenBuffers(); // Clear current framebuffer
-
- // Calculate projection matrix (from perspective) and view matrix from camera look at
- Matrix matProj = MatrixPerspective(camera.fovy, (double)screenWidth/(double)screenHeight, 0.01, 1000.0);
- MatrixTranspose(&matProj);
- Matrix matView = MatrixLookAt(camera.position, camera.target, camera.up);
-
- SetMatrixModelview(matView); // Replace internal modelview matrix by a custom one
- SetMatrixProjection(matProj); // Replace internal projection matrix by a custom one
-
- 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();
-
- // 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();
-
- SetMatrixModelview(matView); // Replace internal modelview matrix by a custom one
- SetMatrixProjection(matProj); // Replace internal projection matrix by a custom one
-
-#else // Let rlgl generate and multiply matrix internally
-
- 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
-#endif
- DrawRectangleV((Vector2){ 10.0f, 10.0f }, (Vector2){ 780.0f, 20.0f }, DARKGRAY);
-
- // NOTE: Internal buffers drawing (2D data)
- rlglDraw();
-
- glfwSwapBuffers(window);
- glfwPollEvents();
- //----------------------------------------------------------------------------------
- }
-
- // De-Initialization
- //--------------------------------------------------------------------------------------
- rlglClose(); // Unload rlgl internal buffers and default shader/texture
-
- glfwDestroyWindow(window); // Close window
- glfwTerminate(); // Free GLFW3 resources
- //--------------------------------------------------------------------------------------
-
- 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();
-}
diff --git a/examples/web/others/standard_lighting.c b/examples/web/others/standard_lighting.c
deleted file mode 100644
index 728ebb4..0000000
--- a/examples/web/others/standard_lighting.c
+++ /dev/null
@@ -1,154 +0,0 @@
-/*******************************************************************************************
-*
-* raylib [shaders] example - Standard lighting (materials and lights)
-*
-* NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support,
-* OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version.
-*
-* NOTE: Shaders used in this example are #version 330 (OpenGL 3.3), to test this example
-* on OpenGL ES 2.0 platforms (Android, Raspberry Pi, HTML5), use #version 100 shaders
-* raylib comes with shaders ready for both versions, check raylib/shaders install folder
-*
-* This example has been created using raylib 1.3 (www.raylib.com)
-* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
-*
-* Copyright (c) 2016 Ramon Santamaria (@raysan5)
-*
-********************************************************************************************/
-
-#include "raylib.h"
-
-#if defined(PLATFORM_WEB)
- #include <emscripten/emscripten.h>
-#endif
-
-//----------------------------------------------------------------------------------
-// Global Variables Definition
-//----------------------------------------------------------------------------------
-int screenWidth = 800;
-int screenHeight = 450;
-
-// Define the camera to look into our 3d world
-Camera camera = {{ 4.0f, 4.0f, 4.0f }, { 0.0f, 1.5f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f };
-Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
-
-Model dwarf;
-Material material;
-
-Light spotLight;
-Light dirLight;
-Light pointLight;
-
-//----------------------------------------------------------------------------------
-// Module Functions Declaration
-//----------------------------------------------------------------------------------
-void UpdateDrawFrame(void); // Update and Draw one frame
-
-//----------------------------------------------------------------------------------
-// Main Enry Point
-//----------------------------------------------------------------------------------
-int main()
-{
- // Initialization
- //--------------------------------------------------------------------------------------
- SetConfigFlags(FLAG_MSAA_4X_HINT); // Enable Multi Sampling Anti Aliasing 4x (if available)
- InitWindow(screenWidth, screenHeight, "raylib [shaders] example - model shader");
-
- dwarf = LoadModel("resources/model/dwarf.obj"); // Load OBJ model
- material = LoadStandardMaterial();
-
- material.texDiffuse = LoadTexture("resources/model/dwarf_diffuse.png"); // Load model diffuse texture
- material.texNormal = LoadTexture("resources/model/dwarf_normal.png"); // Load model normal texture
- material.texSpecular = LoadTexture("resources/model/dwarf_specular.png"); // Load model specular texture
- material.colDiffuse = WHITE;
- material.colAmbient = (Color){0, 0, 10, 255};
- material.colSpecular = WHITE;
- material.glossiness = 50.0f;
-
- dwarf.material = material; // Apply material to model
-
- spotLight = CreateLight(LIGHT_SPOT, (Vector3){3.0f, 5.0f, 2.0f}, (Color){255, 255, 255, 255});
- spotLight->target = (Vector3){0.0f, 0.0f, 0.0f};
- spotLight->intensity = 2.0f;
- spotLight->diffuse = (Color){255, 100, 100, 255};
- spotLight->coneAngle = 60.0f;
-
- dirLight = CreateLight(LIGHT_DIRECTIONAL, (Vector3){0.0f, -3.0f, -3.0f}, (Color){255, 255, 255, 255});
- dirLight->target = (Vector3){1.0f, -2.0f, -2.0f};
- dirLight->intensity = 2.0f;
- dirLight->diffuse = (Color){100, 255, 100, 255};
-
- pointLight = CreateLight(LIGHT_POINT, (Vector3){0.0f, 4.0f, 5.0f}, (Color){255, 255, 255, 255});
- pointLight->intensity = 2.0f;
- pointLight->diffuse = (Color){100, 100, 255, 255};
- pointLight->radius = 3.0f;
-
- // Setup orbital camera
- SetCameraMode(CAMERA_ORBITAL); // Set an orbital camera mode
- SetCameraPosition(camera.position); // Set internal camera position to match our camera position
- SetCameraTarget(camera.target); // Set internal camera target to match our camera target
-
-#if defined(PLATFORM_WEB)
- emscripten_set_main_loop(UpdateDrawFrame, 0, 1);
-#else
- SetTargetFPS(60); // Set our game to run at 60 frames-per-second
- //--------------------------------------------------------------------------------------
-
- // Main game loop
- while (!WindowShouldClose()) // Detect window close button or ESC key
- {
- UpdateDrawFrame();
- }
-#endif
-
- // De-Initialization
- //--------------------------------------------------------------------------------------
- UnloadMaterial(material); // Unload material and assigned textures
- UnloadModel(dwarf); // Unload model
-
- // Destroy all created lights
- DestroyLight(pointLight);
- DestroyLight(dirLight);
- DestroyLight(spotLight);
-
- CloseWindow(); // Close window and OpenGL context
- //--------------------------------------------------------------------------------------
-
- return 0;
-}
-
-//----------------------------------------------------------------------------------
-// Module Functions Definition
-//----------------------------------------------------------------------------------
-void UpdateDrawFrame(void)
-{
- // Update
- //----------------------------------------------------------------------------------
- UpdateCamera(&camera); // Update internal camera and our camera
- //----------------------------------------------------------------------------------
-
- // Draw
- //----------------------------------------------------------------------------------
- BeginDrawing();
-
- ClearBackground(RAYWHITE);
-
- Begin3dMode(camera);
-
- DrawModel(dwarf, position, 2.0f, WHITE); // Draw 3d model with texture
-
- DrawLight(spotLight); // Draw spot light
- DrawLight(dirLight); // Draw directional light
- DrawLight(pointLight); // Draw point light
-
- DrawGrid(10, 1.0f); // Draw a grid
-
- End3dMode();
-
- DrawText("(c) Dwarf 3D model by David Moreno", screenWidth - 200, screenHeight - 20, 10, GRAY);
-
- DrawFPS(10, 10);
-
- EndDrawing();
- //----------------------------------------------------------------------------------
-} \ No newline at end of file