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-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, 1754 insertions, 0 deletions
diff --git a/examples/web/others/audio_standalone.c b/examples/web/others/audio_standalone.c
new file mode 100644
index 0000000..3edf889
--- /dev/null
+++ b/examples/web/others/audio_standalone.c
@@ -0,0 +1,123 @@
+/*******************************************************************************************
+*
+* 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
new file mode 100644
index 0000000..0984bbd
--- /dev/null
+++ b/examples/web/others/font_selector.c
@@ -0,0 +1,196 @@
+/*******************************************************************************************
+*
+* 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
new file mode 100644
index 0000000..f1b0bd3
--- /dev/null
+++ b/examples/web/others/oculus_rift.c
@@ -0,0 +1,538 @@
+/*******************************************************************************************
+*
+* 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
new file mode 100644
index 0000000..fe604e2
--- /dev/null
+++ b/examples/web/others/resources/shaders/glsl100/standard.fs
@@ -0,0 +1,152 @@
+#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
new file mode 100644
index 0000000..49c5a3e
--- /dev/null
+++ b/examples/web/others/resources/shaders/glsl100/standard.vs
@@ -0,0 +1,23 @@
+#version 100
+
+attribute vec3 vertexPosition;
+attribute vec3 vertexNormal;
+attribute vec2 vertexTexCoord;
+attribute vec4 vertexColor;
+
+varying vec3 fragPosition;
+varying vec2 fragTexCoord;
+varying vec4 fragColor;
+varying vec3 fragNormal;
+
+uniform mat4 mvpMatrix;
+
+void main()
+{
+ fragPosition = vertexPosition;
+ fragTexCoord = vertexTexCoord;
+ fragColor = vertexColor;
+ fragNormal = vertexNormal;
+
+ gl_Position = mvpMatrix*vec4(vertexPosition, 1.0);
+} \ No newline at end of file
diff --git a/examples/web/others/resources/shaders/glsl330/standard.fs b/examples/web/others/resources/shaders/glsl330/standard.fs
new file mode 100644
index 0000000..0d46148
--- /dev/null
+++ b/examples/web/others/resources/shaders/glsl330/standard.fs
@@ -0,0 +1,150 @@
+#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
new file mode 100644
index 0000000..fc0a5ff
--- /dev/null
+++ b/examples/web/others/resources/shaders/glsl330/standard.vs
@@ -0,0 +1,23 @@
+#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
new file mode 100644
index 0000000..be0cfc5
--- /dev/null
+++ b/examples/web/others/rlgl_standalone.c
@@ -0,0 +1,395 @@
+/*******************************************************************************************
+*
+* 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
new file mode 100644
index 0000000..728ebb4
--- /dev/null
+++ b/examples/web/others/standard_lighting.c
@@ -0,0 +1,154 @@
+/*******************************************************************************************
+*
+* 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