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authorRay San <[email protected]>2017-02-06 18:48:56 +0100
committerRay San <[email protected]>2017-02-06 18:48:56 +0100
commit1f6eb1fc61d2cc0cca54a79c1516432f09c86313 (patch)
tree9ddff0e6ddba65004557c3628a3d56dfaf47ea4b /docs/examples/src/core_oculus_rift.c
parentf2f05a734d4999ffdc19629c838f46914650bbd0 (diff)
downloadraylib-1f6eb1fc61d2cc0cca54a79c1516432f09c86313.tar.gz
raylib-1f6eb1fc61d2cc0cca54a79c1516432f09c86313.zip
Moved raylib webpage to docs folder
raylib webpage has been completely reorganized and moved from gh-pages (a pain to work with) to docs folder. Useless libs have been removed, webs have been renamed, etc. Now it would be easier (hopefully) to update webpage. :)
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+/*******************************************************************************************
+*
+* raylib [core] example - Oculus Rift CV1
+*
+* Compile example using:
+* gcc -o $(NAME_PART).exe $(FILE_NAME) -L. -L..\src\external\OculusSDK\LibOVR -lLibOVRRT32_1 -lraylib -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) 2016 Ramon Santamaria (@raysan5)
+*
+********************************************************************************************/
+
+#include "raylib.h"
+
+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");
+
+ // NOTE: If device is not available, it fallbacks to default device (simulator)
+ InitVrDevice(HMD_OCULUS_RIFT_CV1); // Init VR device (Oculus Rift CV1)
+
+ // 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 (IsVrSimulator()) UpdateCamera(&camera); // Update camera (simulator mode)
+ else if (IsVrDeviceReady()) UpdateVrTracking(&camera); // Update camera with device tracking data
+
+ if (IsKeyPressed(KEY_SPACE)) ToggleVrMode(); // Toggle VR mode
+ //----------------------------------------------------------------------------------
+
+ // Draw
+ //----------------------------------------------------------------------------------
+ BeginDrawing();
+
+ ClearBackground(RAYWHITE);
+
+ Begin3dMode(camera);
+
+ DrawCube(cubePosition, 2.0f, 2.0f, 2.0f, RED);
+ DrawCubeWires(cubePosition, 2.0f, 2.0f, 2.0f, MAROON);
+
+ DrawGrid(40, 1.0f);
+
+ End3dMode();
+
+ DrawFPS(10, 10);
+
+ EndDrawing();
+ //----------------------------------------------------------------------------------
+ }
+
+ // De-Initialization
+ //--------------------------------------------------------------------------------------
+ CloseVrDevice(); // Close VR device
+
+ CloseWindow(); // Close window and OpenGL context
+ //--------------------------------------------------------------------------------------
+
+ return 0;
+}