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authorRay <[email protected]>2017-04-08 23:31:58 +0200
committerRay <[email protected]>2017-04-08 23:31:58 +0200
commit20d205cae5bf78d00fb03c266999c33488cbd2c8 (patch)
tree8aafb630d19f3a2a827bf212e16c531a0c672d41 /examples/others
parent5fd83708cf860db358d843cb30f99a88aaf3bd2c (diff)
downloadraylib-20d205cae5bf78d00fb03c266999c33488cbd2c8.tar.gz
raylib-20d205cae5bf78d00fb03c266999c33488cbd2c8.zip
Working on examples...
Diffstat (limited to 'examples/others')
-rw-r--r--examples/others/font_selector.c158
-rw-r--r--examples/others/image_formats_loading.c244
-rw-r--r--examples/others/oculus_rift.c538
-rw-r--r--examples/others/particles_trail_blending.c135
-rw-r--r--examples/others/resources/formats/sonic.pngbin0 -> 116512 bytes
-rw-r--r--examples/others/resources/formats/sonic_A1R5G5B5.ddsbin0 -> 524416 bytes
-rw-r--r--examples/others/resources/formats/sonic_A4R4G4B4.ddsbin0 -> 524416 bytes
-rw-r--r--examples/others/resources/formats/sonic_A8R8G8B8.ddsbin0 -> 1048704 bytes
-rw-r--r--examples/others/resources/formats/sonic_ASTC_4x4_ldr.astcbin0 -> 262160 bytes
-rw-r--r--examples/others/resources/formats/sonic_ASTC_8x8_ldr.astcbin0 -> 65552 bytes
-rw-r--r--examples/others/resources/formats/sonic_DXT1_RGB.ddsbin0 -> 131200 bytes
-rw-r--r--examples/others/resources/formats/sonic_DXT1_RGBA.ddsbin0 -> 131200 bytes
-rw-r--r--examples/others/resources/formats/sonic_DXT3_RGBA.ddsbin0 -> 262272 bytes
-rw-r--r--examples/others/resources/formats/sonic_DXT5_RGBA.ddsbin0 -> 262272 bytes
-rw-r--r--examples/others/resources/formats/sonic_ETC1_RGB.ktxbin0 -> 131140 bytes
-rw-r--r--examples/others/resources/formats/sonic_ETC1_RGB.pkmbin0 -> 131088 bytes
-rw-r--r--examples/others/resources/formats/sonic_ETC2_EAC_RGBA.ktxbin0 -> 262212 bytes
-rw-r--r--examples/others/resources/formats/sonic_ETC2_EAC_RGBA.old.pkmbin0 -> 262160 bytes
-rw-r--r--examples/others/resources/formats/sonic_ETC2_EAC_RGBA.pkmbin0 -> 262160 bytes
-rw-r--r--examples/others/resources/formats/sonic_ETC2_RGB.ktxbin0 -> 131140 bytes
-rw-r--r--examples/others/resources/formats/sonic_ETC2_RGB.pkmbin0 -> 131088 bytes
-rw-r--r--examples/others/resources/formats/sonic_GRAYSCALE.pvrbin0 -> 262211 bytes
-rw-r--r--examples/others/resources/formats/sonic_L8A8.pvrbin0 -> 524355 bytes
-rw-r--r--examples/others/resources/formats/sonic_PVRT_RGB.pvrbin0 -> 131139 bytes
-rw-r--r--examples/others/resources/formats/sonic_PVRT_RGBA.pvrbin0 -> 131139 bytes
-rw-r--r--examples/others/resources/formats/sonic_PVRT_RGBA_2bpp.pvrbin0 -> 65603 bytes
-rw-r--r--examples/others/resources/formats/sonic_PVRT_RGB_2bpp.pvrbin0 -> 65603 bytes
-rw-r--r--examples/others/resources/formats/sonic_R4G4B4A4.pvrbin0 -> 524355 bytes
-rw-r--r--examples/others/resources/formats/sonic_R5G5B5A1.pvrbin0 -> 524355 bytes
-rw-r--r--examples/others/resources/formats/sonic_R5G6B5.ddsbin0 -> 524416 bytes
-rw-r--r--examples/others/resources/formats/sonic_R5G6B5.pvrbin0 -> 524355 bytes
-rw-r--r--examples/others/resources/formats/sonic_R8G8B8.pvrbin0 -> 786499 bytes
-rw-r--r--examples/others/resources/formats/sonic_R8G8B8A8.pvrbin0 -> 1048643 bytes
-rw-r--r--examples/others/resources/formats/sonic_R8G8B8A8.rawbin0 -> 1048576 bytes
-rw-r--r--examples/others/resources/shaders/glsl100/standard.fs152
-rw-r--r--examples/others/resources/shaders/glsl100/standard.vs23
-rw-r--r--examples/others/resources/shaders/glsl330/standard.fs150
-rw-r--r--examples/others/resources/shaders/glsl330/standard.vs23
-rw-r--r--examples/others/rlgl_oculus_rift.c393
-rw-r--r--examples/others/standard_lighting.c483
40 files changed, 1906 insertions, 393 deletions
diff --git a/examples/others/font_selector.c b/examples/others/font_selector.c
new file mode 100644
index 00000000..5891bef7
--- /dev/null
+++ b/examples/others/font_selector.c
@@ -0,0 +1,158 @@
+/*******************************************************************************************
+*
+* raylib [text] example - Font selector
+*
+* 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"
+
+int main()
+{
+ // Initialization
+ //--------------------------------------------------------------------------------------
+ int screenWidth = 800;
+ int screenHeight = 450;
+
+ InitWindow(screenWidth, screenHeight, "raylib [text] example - font selector");
+
+ // NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
+ SpriteFont fonts[8]; // SpriteFont array
+
+ 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
+
+ int currentFont = 0; // Selected font
+
+ Color colors[8] = { MAROON, ORANGE, DARKGREEN, DARKBLUE, DARKPURPLE, LIME, GOLD, RED };
+
+ const char fontNames[8][20] = { "[0] Alagard", "[1] PixelPlay", "[2] MECHA", "[3] Setback",
+ "[4] Romulus", "[5] PixAntiqua", "[6] Alpha Beta", "[7] Jupiter Crash" };
+
+ const char text[50] = "THIS is THE FONT you SELECTED!"; // Main text
+
+ Vector2 textSize = MeasureTextEx(fonts[currentFont], text, fonts[currentFont].baseSize*3, 1);
+
+ Vector2 mousePoint;
+
+ Color btnNextOutColor = DARKBLUE; // Button color (outside line)
+ Color btnNextInColor = SKYBLUE; // 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 = { 673, positionY, 109, 44 }; // Button rectangle (useful for collision)
+
+ SetTargetFPS(60); // Set our game to run at 60 frames-per-second
+ //--------------------------------------------------------------------------------------
+
+ // Main game loop
+ while (!WindowShouldClose()) // Detect window close button or ESC key
+ {
+ // Update
+ //----------------------------------------------------------------------------------
+
+ // 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();
+ //----------------------------------------------------------------------------------
+ }
+
+ // De-Initialization
+ //--------------------------------------------------------------------------------------
+ for (int i = 0; i < 8; i++) UnloadSpriteFont(fonts[i]); // SpriteFont(s) unloading
+
+ CloseWindow(); // Close window and OpenGL context
+ //--------------------------------------------------------------------------------------
+
+ return 0;
+} \ No newline at end of file
diff --git a/examples/others/image_formats_loading.c b/examples/others/image_formats_loading.c
new file mode 100644
index 00000000..446f3f3e
--- /dev/null
+++ b/examples/others/image_formats_loading.c
@@ -0,0 +1,244 @@
+/*******************************************************************************************
+*
+* raylib [textures] example - texture formats loading (compressed and uncompressed)
+*
+* NOTE: This example requires raylib OpenGL 3.3+ or ES2 versions for compressed textures,
+* OpenGL 1.1 does not support compressed textures, only uncompressed ones.
+*
+* 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"
+
+#define NUM_TEXTURES 24
+
+typedef enum {
+ PNG_R8G8B8A8 = 0,
+ PVR_GRAYSCALE,
+ PVR_GRAY_ALPHA,
+ PVR_R5G6B5,
+ PVR_R5G5B5A1,
+ PVR_R4G4B4A4,
+ DDS_R5G6B5,
+ DDS_R5G5B5A1,
+ DDS_R4G4B4A4,
+ DDS_R8G8B8A8,
+ DDS_DXT1_RGB,
+ DDS_DXT1_RGBA,
+ DDS_DXT3_RGBA,
+ DDS_DXT5_RGBA,
+ PKM_ETC1_RGB,
+ PKM_ETC2_RGB,
+ PKM_ETC2_EAC_RGBA,
+ KTX_ETC1_RGB,
+ KTX_ETC2_RGB,
+ KTX_ETC2_EAC_RGBA,
+ ASTC_4x4_LDR,
+ ASTC_8x8_LDR,
+ PVR_PVRT_RGB,
+ PVR_PVRT_RGBA
+
+} TextureFormats;
+
+static const char *formatText[] = {
+ "PNG_R8G8B8A8",
+ "PVR_GRAYSCALE",
+ "PVR_GRAY_ALPHA",
+ "PVR_R5G6B5",
+ "PVR_R5G5B5A1",
+ "PVR_R4G4B4A4",
+ "DDS_R5G6B5",
+ "DDS_R5G5B5A1",
+ "DDS_R4G4B4A4",
+ "DDS_R8G8B8A8",
+ "DDS_DXT1_RGB",
+ "DDS_DXT1_RGBA",
+ "DDS_DXT3_RGBA",
+ "DDS_DXT5_RGBA",
+ "PKM_ETC1_RGB",
+ "PKM_ETC2_RGB",
+ "PKM_ETC2_EAC_RGBA",
+ "KTX_ETC1_RGB",
+ "KTX_ETC2_RGB",
+ "KTX_ETC2_EAC_RGBA",
+ "ASTC_4x4_LDR",
+ "ASTC_8x8_LDR",
+ "PVR_PVRT_RGB",
+ "PVR_PVRT_RGBA"
+};
+
+int main()
+{
+ // Initialization
+ //--------------------------------------------------------------------------------------
+ int screenWidth = 800;
+ int screenHeight = 450;
+
+ InitWindow(screenWidth, screenHeight, "raylib [textures] example - texture formats loading");
+
+ // NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
+
+ Texture2D sonic[NUM_TEXTURES];
+
+ sonic[PNG_R8G8B8A8] = LoadTexture("resources/formats/sonic.png");
+
+ // Load UNCOMPRESSED PVR texture data
+ sonic[PVR_GRAYSCALE] = LoadTexture("resources/formats/sonic_GRAYSCALE.pvr");
+ sonic[PVR_GRAY_ALPHA] = LoadTexture("resources/formats/sonic_L8A8.pvr");
+ sonic[PVR_R5G6B5] = LoadTexture("resources/formats/sonic_R5G6B5.pvr");
+ sonic[PVR_R5G5B5A1] = LoadTexture("resources/formats/sonic_R5G5B5A1.pvr");
+ sonic[PVR_R4G4B4A4] = LoadTexture("resources/formats/sonic_R4G4B4A4.pvr");
+
+ // Load UNCOMPRESSED DDS texture data
+ sonic[DDS_R5G6B5] = LoadTexture("resources/formats/sonic_R5G6B5.dds");
+ sonic[DDS_R5G5B5A1] = LoadTexture("resources/formats/sonic_A1R5G5B5.dds");
+ sonic[DDS_R4G4B4A4] = LoadTexture("resources/formats/sonic_A4R4G4B4.dds");
+ sonic[DDS_R8G8B8A8] = LoadTexture("resources/formats/sonic_A8R8G8B8.dds");
+
+ // Load COMPRESSED DXT DDS texture data (if supported)
+ sonic[DDS_DXT1_RGB] = LoadTexture("resources/formats/sonic_DXT1_RGB.dds");
+ sonic[DDS_DXT1_RGBA] = LoadTexture("resources/formats/sonic_DXT1_RGBA.dds");
+ sonic[DDS_DXT3_RGBA] = LoadTexture("resources/formats/sonic_DXT3_RGBA.dds");
+ sonic[DDS_DXT5_RGBA] = LoadTexture("resources/formats/sonic_DXT5_RGBA.dds");
+
+ // Load COMPRESSED ETC texture data (if supported)
+ sonic[PKM_ETC1_RGB] = LoadTexture("resources/formats/sonic_ETC1_RGB.pkm");
+ sonic[PKM_ETC2_RGB] = LoadTexture("resources/formats/sonic_ETC2_RGB.pkm");
+ sonic[PKM_ETC2_EAC_RGBA] = LoadTexture("resources/formats/sonic_ETC2_EAC_RGBA.pkm");
+
+ sonic[KTX_ETC1_RGB] = LoadTexture("resources/formats/sonic_ETC1_RGB.ktx");
+ sonic[KTX_ETC2_RGB] = LoadTexture("resources/formats/sonic_ETC2_RGB.ktx");
+ sonic[KTX_ETC2_EAC_RGBA] = LoadTexture("resources/formats/sonic_ETC2_EAC_RGBA.ktx");
+
+ // Load COMPRESSED ASTC texture data (if supported)
+ sonic[ASTC_4x4_LDR] = LoadTexture("resources/formats/sonic_ASTC_4x4_ldr.astc");
+ sonic[ASTC_8x8_LDR] = LoadTexture("resources/formats/sonic_ASTC_8x8_ldr.astc");
+
+ // Load COMPRESSED PVR texture data (if supported)
+ sonic[PVR_PVRT_RGB] = LoadTexture("resources/formats/sonic_PVRT_RGB.pvr");
+ sonic[PVR_PVRT_RGBA] = LoadTexture("resources/formats/sonic_PVRT_RGBA.pvr");
+
+ int selectedFormat = PNG_R8G8B8A8;
+
+ Rectangle selectRecs[NUM_TEXTURES];
+
+ for (int i = 0; i < NUM_TEXTURES; i++)
+ {
+ if (i < NUM_TEXTURES/2) selectRecs[i] = (Rectangle){ 40, 30 + 32*i, 150, 30 };
+ else selectRecs[i] = (Rectangle){ 40 + 152, 30 + 32*(i - NUM_TEXTURES/2), 150, 30 };
+ }
+
+ // Texture sizes in KB
+ float textureSizes[NUM_TEXTURES] = {
+ 512*512*32/8/1024, //PNG_R8G8B8A8 (32 bpp)
+ 512*512*8/8/1024, //PVR_GRAYSCALE (8 bpp)
+ 512*512*16/8/1024, //PVR_GRAY_ALPHA (16 bpp)
+ 512*512*16/8/1024, //PVR_R5G6B5 (16 bpp)
+ 512*512*16/8/1024, //PVR_R5G5B5A1 (16 bpp)
+ 512*512*16/8/1024, //PVR_R4G4B4A4 (16 bpp)
+ 512*512*16/8/1024, //DDS_R5G6B5 (16 bpp)
+ 512*512*16/8/1024, //DDS_R5G5B5A1 (16 bpp)
+ 512*512*16/8/1024, //DDS_R4G4B4A4 (16 bpp)
+ 512*512*32/8/1024, //DDS_R8G8B8A8 (32 bpp)
+ 512*512*4/8/1024, //DDS_DXT1_RGB (4 bpp) -Compressed-
+ 512*512*4/8/1024, //DDS_DXT1_RGBA (4 bpp) -Compressed-
+ 512*512*8/8/1024, //DDS_DXT3_RGBA (8 bpp) -Compressed-
+ 512*512*8/8/1024, //DDS_DXT5_RGBA (8 bpp) -Compressed-
+ 512*512*4/8/1024, //PKM_ETC1_RGB (4 bpp) -Compressed-
+ 512*512*4/8/1024, //PKM_ETC2_RGB (4 bpp) -Compressed-
+ 512*512*8/8/1024, //PKM_ETC2_EAC_RGBA (8 bpp) -Compressed-
+ 512*512*4/8/1024, //KTX_ETC1_RGB (4 bpp) -Compressed-
+ 512*512*4/8/1024, //KTX_ETC2_RGB (4 bpp) -Compressed-
+ 512*512*8/8/1024, //KTX_ETC2_EAC_RGBA (8 bpp) -Compressed-
+ 512*512*8/8/1024, //ASTC_4x4_LDR (8 bpp) -Compressed-
+ 512*512*2/8/1024, //ASTC_8x8_LDR (2 bpp) -Compressed-
+ 512*512*4/8/1024, //PVR_PVRT_RGB (4 bpp) -Compressed-
+ 512*512*4/8/1024, //PVR_PVRT_RGBA (4 bpp) -Compressed-
+ };
+
+ SetTargetFPS(60); // Set our game to run at 60 frames-per-second
+ //---------------------------------------------------------------------------------------
+
+ // Main game loop
+ while (!WindowShouldClose()) // Detect window close button or ESC key
+ {
+ // Update
+ //----------------------------------------------------------------------------------
+ if (IsKeyPressed(KEY_DOWN))
+ {
+ selectedFormat++;
+ if (selectedFormat >= NUM_TEXTURES) selectedFormat = 0;
+ }
+ else if (IsKeyPressed(KEY_UP))
+ {
+ selectedFormat--;
+ if (selectedFormat < 0) selectedFormat = NUM_TEXTURES - 1;
+ }
+ else if (IsKeyPressed(KEY_RIGHT))
+ {
+ if (selectedFormat < NUM_TEXTURES/2) selectedFormat += NUM_TEXTURES/2;
+ }
+ else if (IsKeyPressed(KEY_LEFT))
+ {
+ if (selectedFormat >= NUM_TEXTURES/2) selectedFormat -= NUM_TEXTURES/2;
+ }
+ //----------------------------------------------------------------------------------
+
+ // Draw
+ //----------------------------------------------------------------------------------
+
+ BeginDrawing();
+
+ ClearBackground(RAYWHITE);
+
+ // Draw rectangles
+ for (int i = 0; i < NUM_TEXTURES; i++)
+ {
+ if (i == selectedFormat)
+ {
+ DrawRectangleRec(selectRecs[i], SKYBLUE);
+ DrawRectangleLines(selectRecs[i].x, selectRecs[i].y, selectRecs[i].width, selectRecs[i].height, BLUE);
+ DrawText(formatText[i], selectRecs[i].x + selectRecs[i].width/2 - MeasureText(formatText[i], 10)/2, selectRecs[i].y + 11, 10, DARKBLUE);
+ }
+ else
+ {
+ DrawRectangleRec(selectRecs[i], LIGHTGRAY);
+ DrawRectangleLines(selectRecs[i].x, selectRecs[i].y, selectRecs[i].width, selectRecs[i].height, GRAY);
+ DrawText(formatText[i], selectRecs[i].x + selectRecs[i].width/2 - MeasureText(formatText[i], 10)/2, selectRecs[i].y + 11, 10, DARKGRAY);
+ }
+ }
+
+ // Draw selected texture
+ if (sonic[selectedFormat].id != 0)
+ {
+ DrawTexture(sonic[selectedFormat], 350, -10, WHITE);
+ }
+ else
+ {
+ DrawRectangleLines(488, 165, 200, 110, DARKGRAY);
+ DrawText("FORMAT", 550, 180, 20, MAROON);
+ DrawText("NOT SUPPORTED", 500, 210, 20, MAROON);
+ DrawText("ON YOUR GPU", 520, 240, 20, MAROON);
+ }
+
+ DrawText("Select texture format (use cursor keys):", 40, 10, 10, DARKGRAY);
+ DrawText("Required GPU memory size (VRAM):", 40, 427, 10, DARKGRAY);
+ DrawText(FormatText("%4.0f KB", textureSizes[selectedFormat]), 240, 420, 20, DARKBLUE);
+
+ EndDrawing();
+ //----------------------------------------------------------------------------------
+ }
+
+ // De-Initialization
+ //--------------------------------------------------------------------------------------
+ for (int i = 0; i < NUM_TEXTURES; i++) UnloadTexture(sonic[i]);
+
+ CloseWindow(); // Close window and OpenGL context
+ //--------------------------------------------------------------------------------------
+
+ return 0;
+} \ No newline at end of file
diff --git a/examples/others/oculus_rift.c b/examples/others/oculus_rift.c
new file mode 100644
index 00000000..f1b0bd3b
--- /dev/null
+++ b/examples/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/others/particles_trail_blending.c b/examples/others/particles_trail_blending.c
new file mode 100644
index 00000000..0b47c790
--- /dev/null
+++ b/examples/others/particles_trail_blending.c
@@ -0,0 +1,135 @@
+/*******************************************************************************************
+*
+* raylib example - particles trail blending
+*
+* 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"
+
+#define MAX_PARTICLES 200
+
+// Particle structure with basic data
+typedef struct {
+ Vector2 position;
+ Color color;
+ float alpha;
+ float size;
+ float rotation;
+ bool active; // NOTE: Use it to activate/deactive particle
+} Particle;
+
+int main()
+{
+ // Initialization
+ //--------------------------------------------------------------------------------------
+ int screenWidth = 800;
+ int screenHeight = 450;
+
+ InitWindow(screenWidth, screenHeight, "raylib [textures] example - particles trail blending");
+
+ // Particles pool, reuse them!
+ Particle mouseTail[MAX_PARTICLES];
+
+ // Initialize particles
+ for (int i = 0; i < MAX_PARTICLES; i++)
+ {
+ mouseTail[i].position = (Vector2){ 0, 0 };
+ mouseTail[i].color = (Color){ GetRandomValue(0, 255), GetRandomValue(0, 255), GetRandomValue(0, 255), 255 };
+ mouseTail[i].alpha = 1.0f;
+ mouseTail[i].size = (float)GetRandomValue(1, 30)/20.0f;
+ mouseTail[i].rotation = GetRandomValue(0, 360);
+ mouseTail[i].active = false;
+ }
+
+ float gravity = 3.0f;
+
+ Texture2D smoke = LoadTexture("resources/smoke.png");
+
+ int blending = BLEND_ALPHA;
+
+ SetTargetFPS(60);
+ //--------------------------------------------------------------------------------------
+
+ // Main game loop
+ while (!WindowShouldClose()) // Detect window close button or ESC key
+ {
+ // Update
+ //----------------------------------------------------------------------------------
+
+ // Activate one particle every frame and Update active particles
+ // NOTE: Particles initial position should be mouse position when activated
+ // NOTE: Particles fall down with gravity and rotation... and disappear after 2 seconds (alpha = 0)
+ // NOTE: When a particle disappears, active = false and it can be reused.
+ for (int i = 0; i < MAX_PARTICLES; i++)
+ {
+ if (!mouseTail[i].active)
+ {
+ mouseTail[i].active = true;
+ mouseTail[i].alpha = 1.0f;
+ mouseTail[i].position = GetMousePosition();
+ i = MAX_PARTICLES;
+ }
+ }
+
+ for (int i = 0; i < MAX_PARTICLES; i++)
+ {
+ if (mouseTail[i].active)
+ {
+ mouseTail[i].position.y += gravity;
+ mouseTail[i].alpha -= 0.01f;
+
+ if (mouseTail[i].alpha <= 0.0f) mouseTail[i].active = false;
+
+ mouseTail[i].rotation += 5.0f;
+ }
+ }
+
+ if (IsKeyPressed(KEY_SPACE))
+ {
+ if (blending == BLEND_ALPHA) blending = BLEND_ADDITIVE;
+ else blending = BLEND_ALPHA;
+ }
+ //----------------------------------------------------------------------------------
+
+ // Draw
+ //----------------------------------------------------------------------------------
+ BeginDrawing();
+
+ ClearBackground(DARKGRAY);
+
+ BeginBlendMode(blending);
+
+ // Draw active particles
+ for (int i = 0; i < MAX_PARTICLES; i++)
+ {
+ if (mouseTail[i].active) DrawTexturePro(smoke, (Rectangle){ 0, 0, smoke.width, smoke.height },
+ (Rectangle){ mouseTail[i].position.x, mouseTail[i].position.y, smoke.width*mouseTail[i].size, smoke.height*mouseTail[i].size },
+ (Vector2){ smoke.width*mouseTail[i].size/2, smoke.height*mouseTail[i].size/2 }, mouseTail[i].rotation,
+ Fade(mouseTail[i].color, mouseTail[i].alpha));
+ }
+
+ EndBlendMode();
+
+ DrawText("PRESS SPACE to CHANGE BLENDING MODE", 180, 20, 20, BLACK);
+
+ if (blending == BLEND_ALPHA) DrawText("ALPHA BLENDING", 290, screenHeight - 40, 20, BLACK);
+ else DrawText("ADDITIVE BLENDING", 280, screenHeight - 40, 20, RAYWHITE);
+
+ EndDrawing();
+ //----------------------------------------------------------------------------------
+ }
+
+ // De-Initialization
+ //--------------------------------------------------------------------------------------
+ UnloadTexture(smoke);
+
+ CloseWindow(); // Close window and OpenGL context
+ //--------------------------------------------------------------------------------------
+
+ return 0;
+} \ No newline at end of file
diff --git a/examples/others/resources/formats/sonic.png b/examples/others/resources/formats/sonic.png
new file mode 100644
index 00000000..7a096847
--- /dev/null
+++ b/examples/others/resources/formats/sonic.png
Binary files differ
diff --git a/examples/others/resources/formats/sonic_A1R5G5B5.dds b/examples/others/resources/formats/sonic_A1R5G5B5.dds
new file mode 100644
index 00000000..5e2347db
--- /dev/null
+++ b/examples/others/resources/formats/sonic_A1R5G5B5.dds
Binary files differ
diff --git a/examples/others/resources/formats/sonic_A4R4G4B4.dds b/examples/others/resources/formats/sonic_A4R4G4B4.dds
new file mode 100644
index 00000000..c5ccaf0c
--- /dev/null
+++ b/examples/others/resources/formats/sonic_A4R4G4B4.dds
Binary files differ
diff --git a/examples/others/resources/formats/sonic_A8R8G8B8.dds b/examples/others/resources/formats/sonic_A8R8G8B8.dds
new file mode 100644
index 00000000..fb71b7be
--- /dev/null
+++ b/examples/others/resources/formats/sonic_A8R8G8B8.dds
Binary files differ
diff --git a/examples/others/resources/formats/sonic_ASTC_4x4_ldr.astc b/examples/others/resources/formats/sonic_ASTC_4x4_ldr.astc
new file mode 100644
index 00000000..9a98d9a0
--- /dev/null
+++ b/examples/others/resources/formats/sonic_ASTC_4x4_ldr.astc
Binary files differ
diff --git a/examples/others/resources/formats/sonic_ASTC_8x8_ldr.astc b/examples/others/resources/formats/sonic_ASTC_8x8_ldr.astc
new file mode 100644
index 00000000..360a264a
--- /dev/null
+++ b/examples/others/resources/formats/sonic_ASTC_8x8_ldr.astc
Binary files differ
diff --git a/examples/others/resources/formats/sonic_DXT1_RGB.dds b/examples/others/resources/formats/sonic_DXT1_RGB.dds
new file mode 100644
index 00000000..9d0b4598
--- /dev/null
+++ b/examples/others/resources/formats/sonic_DXT1_RGB.dds
Binary files differ
diff --git a/examples/others/resources/formats/sonic_DXT1_RGBA.dds b/examples/others/resources/formats/sonic_DXT1_RGBA.dds
new file mode 100644
index 00000000..102bae7f
--- /dev/null
+++ b/examples/others/resources/formats/sonic_DXT1_RGBA.dds
Binary files differ
diff --git a/examples/others/resources/formats/sonic_DXT3_RGBA.dds b/examples/others/resources/formats/sonic_DXT3_RGBA.dds
new file mode 100644
index 00000000..46d965cb
--- /dev/null
+++ b/examples/others/resources/formats/sonic_DXT3_RGBA.dds
Binary files differ
diff --git a/examples/others/resources/formats/sonic_DXT5_RGBA.dds b/examples/others/resources/formats/sonic_DXT5_RGBA.dds
new file mode 100644
index 00000000..b3a59a79
--- /dev/null
+++ b/examples/others/resources/formats/sonic_DXT5_RGBA.dds
Binary files differ
diff --git a/examples/others/resources/formats/sonic_ETC1_RGB.ktx b/examples/others/resources/formats/sonic_ETC1_RGB.ktx
new file mode 100644
index 00000000..66241b9d
--- /dev/null
+++ b/examples/others/resources/formats/sonic_ETC1_RGB.ktx
Binary files differ
diff --git a/examples/others/resources/formats/sonic_ETC1_RGB.pkm b/examples/others/resources/formats/sonic_ETC1_RGB.pkm
new file mode 100644
index 00000000..c6fc6df4
--- /dev/null
+++ b/examples/others/resources/formats/sonic_ETC1_RGB.pkm
Binary files differ
diff --git a/examples/others/resources/formats/sonic_ETC2_EAC_RGBA.ktx b/examples/others/resources/formats/sonic_ETC2_EAC_RGBA.ktx
new file mode 100644
index 00000000..b01812cb
--- /dev/null
+++ b/examples/others/resources/formats/sonic_ETC2_EAC_RGBA.ktx
Binary files differ
diff --git a/examples/others/resources/formats/sonic_ETC2_EAC_RGBA.old.pkm b/examples/others/resources/formats/sonic_ETC2_EAC_RGBA.old.pkm
new file mode 100644
index 00000000..61ac48ce
--- /dev/null
+++ b/examples/others/resources/formats/sonic_ETC2_EAC_RGBA.old.pkm
Binary files differ
diff --git a/examples/others/resources/formats/sonic_ETC2_EAC_RGBA.pkm b/examples/others/resources/formats/sonic_ETC2_EAC_RGBA.pkm
new file mode 100644
index 00000000..61ac48ce
--- /dev/null
+++ b/examples/others/resources/formats/sonic_ETC2_EAC_RGBA.pkm
Binary files differ
diff --git a/examples/others/resources/formats/sonic_ETC2_RGB.ktx b/examples/others/resources/formats/sonic_ETC2_RGB.ktx
new file mode 100644
index 00000000..7f1207f7
--- /dev/null
+++ b/examples/others/resources/formats/sonic_ETC2_RGB.ktx
Binary files differ
diff --git a/examples/others/resources/formats/sonic_ETC2_RGB.pkm b/examples/others/resources/formats/sonic_ETC2_RGB.pkm
new file mode 100644
index 00000000..f290f019
--- /dev/null
+++ b/examples/others/resources/formats/sonic_ETC2_RGB.pkm
Binary files differ
diff --git a/examples/others/resources/formats/sonic_GRAYSCALE.pvr b/examples/others/resources/formats/sonic_GRAYSCALE.pvr
new file mode 100644
index 00000000..d31e2651
--- /dev/null
+++ b/examples/others/resources/formats/sonic_GRAYSCALE.pvr
Binary files differ
diff --git a/examples/others/resources/formats/sonic_L8A8.pvr b/examples/others/resources/formats/sonic_L8A8.pvr
new file mode 100644
index 00000000..ccf5932e
--- /dev/null
+++ b/examples/others/resources/formats/sonic_L8A8.pvr
Binary files differ
diff --git a/examples/others/resources/formats/sonic_PVRT_RGB.pvr b/examples/others/resources/formats/sonic_PVRT_RGB.pvr
new file mode 100644
index 00000000..22f3f66a
--- /dev/null
+++ b/examples/others/resources/formats/sonic_PVRT_RGB.pvr
Binary files differ
diff --git a/examples/others/resources/formats/sonic_PVRT_RGBA.pvr b/examples/others/resources/formats/sonic_PVRT_RGBA.pvr
new file mode 100644
index 00000000..feb9aeaf
--- /dev/null
+++ b/examples/others/resources/formats/sonic_PVRT_RGBA.pvr
Binary files differ
diff --git a/examples/others/resources/formats/sonic_PVRT_RGBA_2bpp.pvr b/examples/others/resources/formats/sonic_PVRT_RGBA_2bpp.pvr
new file mode 100644
index 00000000..9147e1bb
--- /dev/null
+++ b/examples/others/resources/formats/sonic_PVRT_RGBA_2bpp.pvr
Binary files differ
diff --git a/examples/others/resources/formats/sonic_PVRT_RGB_2bpp.pvr b/examples/others/resources/formats/sonic_PVRT_RGB_2bpp.pvr
new file mode 100644
index 00000000..2a8aea8c
--- /dev/null
+++ b/examples/others/resources/formats/sonic_PVRT_RGB_2bpp.pvr
Binary files differ
diff --git a/examples/others/resources/formats/sonic_R4G4B4A4.pvr b/examples/others/resources/formats/sonic_R4G4B4A4.pvr
new file mode 100644
index 00000000..3f7368a3
--- /dev/null
+++ b/examples/others/resources/formats/sonic_R4G4B4A4.pvr
Binary files differ
diff --git a/examples/others/resources/formats/sonic_R5G5B5A1.pvr b/examples/others/resources/formats/sonic_R5G5B5A1.pvr
new file mode 100644
index 00000000..c7fa098d
--- /dev/null
+++ b/examples/others/resources/formats/sonic_R5G5B5A1.pvr
Binary files differ
diff --git a/examples/others/resources/formats/sonic_R5G6B5.dds b/examples/others/resources/formats/sonic_R5G6B5.dds
new file mode 100644
index 00000000..217da954
--- /dev/null
+++ b/examples/others/resources/formats/sonic_R5G6B5.dds
Binary files differ
diff --git a/examples/others/resources/formats/sonic_R5G6B5.pvr b/examples/others/resources/formats/sonic_R5G6B5.pvr
new file mode 100644
index 00000000..9bb8320e
--- /dev/null
+++ b/examples/others/resources/formats/sonic_R5G6B5.pvr
Binary files differ
diff --git a/examples/others/resources/formats/sonic_R8G8B8.pvr b/examples/others/resources/formats/sonic_R8G8B8.pvr
new file mode 100644
index 00000000..072cf3ef
--- /dev/null
+++ b/examples/others/resources/formats/sonic_R8G8B8.pvr
Binary files differ
diff --git a/examples/others/resources/formats/sonic_R8G8B8A8.pvr b/examples/others/resources/formats/sonic_R8G8B8A8.pvr
new file mode 100644
index 00000000..f82534f9
--- /dev/null
+++ b/examples/others/resources/formats/sonic_R8G8B8A8.pvr
Binary files differ
diff --git a/examples/others/resources/formats/sonic_R8G8B8A8.raw b/examples/others/resources/formats/sonic_R8G8B8A8.raw
new file mode 100644
index 00000000..fc5858e7
--- /dev/null
+++ b/examples/others/resources/formats/sonic_R8G8B8A8.raw
Binary files differ
diff --git a/examples/others/resources/shaders/glsl100/standard.fs b/examples/others/resources/shaders/glsl100/standard.fs
new file mode 100644
index 00000000..fe604e2a
--- /dev/null
+++ b/examples/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/others/resources/shaders/glsl100/standard.vs b/examples/others/resources/shaders/glsl100/standard.vs
new file mode 100644
index 00000000..49c5a3eb
--- /dev/null
+++ b/examples/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/others/resources/shaders/glsl330/standard.fs b/examples/others/resources/shaders/glsl330/standard.fs
new file mode 100644
index 00000000..0d461484
--- /dev/null
+++ b/examples/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/others/resources/shaders/glsl330/standard.vs b/examples/others/resources/shaders/glsl330/standard.vs
new file mode 100644
index 00000000..fc0a5ff4
--- /dev/null
+++ b/examples/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/others/rlgl_oculus_rift.c b/examples/others/rlgl_oculus_rift.c
deleted file mode 100644
index 30ef6f3b..00000000
--- a/examples/others/rlgl_oculus_rift.c
+++ /dev/null
@@ -1,393 +0,0 @@
-/*******************************************************************************************
-*
-* raylib [rlgl] example - Oculus minimum sample
-*
-* NOTE: This example requires OpenGL 3.3 or ES2 versions for shaders support,
-* OpenGL 1.1 does not support shaders but it can also be used.
-*
-* Compile rlgl module using:
-* gcc -c rlgl.c -Wall -std=c99 -DRLGL_STANDALONE -DRAYMATH_IMPLEMENTATION -DGRAPHICS_API_OPENGL_33 -DRLGL_OCULUS_SUPPORT
-*
-* NOTE 1: rlgl module requires the following header-only files:
-* external/glad.h - OpenGL extensions loader (stripped to only required extensions)
-* shader_standard.h - Standard shader for materials and lighting
-* shader_distortion.h - Distortion shader for VR
-* raymath.h - Vector and matrix math functions
-*
-* NOTE 2: rlgl requires LibOVR (Oculus PC SDK) to support Oculus Rift CV1
-*
-* Compile example using:
-* gcc -o rlgl_oculus_rift.exe rlgl_oculus_rift.c rlgl.o -L. -lLibOVRRT32_1 -lglfw3 -lopengl32 -lgdi32 -std=c99
-*
-* NOTE: Example must be linked against LibOVRRT32_1.dll that comes with Oculus Rift runtime.
-*
-* This example has been created using raylib 1.5 (www.raylib.com)
-* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
-*
-* Copyright (c) 2015 Ramon Santamaria (@raysan5)
-*
-********************************************************************************************/
-
-#include <stdlib.h>
-#include <stdarg.h>
-#include <stdio.h>
-#include <string.h>
-#include <math.h>
-
-#include <GLFW/glfw3.h> // Windows/Context and inputs management
-
-#define RLGL_STANDALONE
-#include "rlgl.h" // rlgl library: OpenGL 1.1 immediate-mode style coding
-
-#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
- //--------------------------------------------------------------------------------------
- int screenWidth = 1080; // Mirror screen width (set to hmdDesc.Resolution.w/2)
- int screenHeight = 600; // Mirror screen height (set to hmdDesc.Resolution.h/2)
-
- // NOTE: Mirror screen size can be set to any desired resolution!
-
- // GLFW3 Initialization + OpenGL 3.3 Context + Extensions
- //--------------------------------------------------------
- glfwSetErrorCallback(ErrorCallback);
-
- if (!glfwInit())
- {
- TraceLog(WARNING, "GLFW3: Can not initialize GLFW");
- return 1;
- }
- else TraceLog(INFO, "GLFW3: GLFW initialized successfully");
-
- glfwWindowHint(GLFW_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 oculus rift", NULL, NULL);
-
- if (!window)
- {
- glfwTerminate();
- return 2;
- }
- else TraceLog(INFO, "GLFW3: Window created successfully");
-
- glfwSetKeyCallback(window, KeyCallback);
-
- glfwMakeContextCurrent(window);
- glfwSwapInterval(0);
-
- // Load OpenGL 3.3 supported extensions
- rlglLoadExtensions(glfwGetProcAddress);
- //--------------------------------------------------------
-
- // Initialize OpenGL context (states and resources)
- rlglInit(screenWidth, screenHeight);
-
- rlClearColor(245, 245, 245, 255); // Define clear color
- rlEnableDepthTest(); // Enable DEPTH_TEST for 3D
-
- // Define custom camera to initialize projection and view matrices
- Camera camera;
- camera.position = (Vector3){ 5.0f, 5.0f, 5.0f }; // Camera position
- camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point
- camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
- camera.fovy = 45.0f; // Camera field-of-view Y
-
- // Initialize viewport and internal projection/modelview matrices
- rlViewport(0, 0, screenWidth, screenHeight);
- rlMatrixMode(RL_PROJECTION); // Switch to PROJECTION matrix
- rlLoadIdentity(); // Reset current matrix (PROJECTION)
-
- // Setup perspective projection
- float aspect = (float)screenWidth/(float)screenHeight;
- double top = 0.01*tan(camera.fovy*PI/360.0);
- double right = top*aspect;
- rlFrustum(-right, right, -top, top, 0.01, 1000.0);
-
- rlMatrixMode(RL_MODELVIEW); // Switch back to MODELVIEW matrix
- rlLoadIdentity(); // Reset current matrix (MODELVIEW)
-
- // Setup Camera view
- Matrix cameraView = MatrixLookAt(camera.position, camera.target, camera.up);
- rlMultMatrixf(MatrixToFloat(cameraView)); // Multiply MODELVIEW matrix by view matrix (camera)
-
- InitOculusDevice(); // Initialize Oculus Rift CV1
-
- Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
- //--------------------------------------------------------------------------------------
-
- // Main game loop
- while (!glfwWindowShouldClose(window))
- {
- // Update
- //----------------------------------------------------------------------------------
- UpdateOculusTracking(&camera);
- //----------------------------------------------------------------------------------
-
- // Draw
- //----------------------------------------------------------------------------------
- BeginOculusDrawing();
-
- rlClearScreenBuffers(); // Clear current framebuffer(s)
-
- 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();
-
- EndOculusDrawing();
-
- glfwSwapBuffers(window);
- glfwPollEvents();
- //----------------------------------------------------------------------------------
- }
-
- // De-Initialization
- //--------------------------------------------------------------------------------------
- CloseOculusDevice(); // Close Oculus device and clear resources
-
- 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();
-} \ No newline at end of file
diff --git a/examples/others/standard_lighting.c b/examples/others/standard_lighting.c
new file mode 100644
index 00000000..14fda32e
--- /dev/null
+++ b/examples/others/standard_lighting.c
@@ -0,0 +1,483 @@
+/*******************************************************************************************
+*
+* 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 1.7 (www.raylib.com)
+* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
+*
+* Copyright (c) 2016-2017 Ramon Santamaria (@raysan5)
+*
+********************************************************************************************/
+
+#include "raylib.h"
+
+#include <stdlib.h> // Required for: NULL
+#include <string.h> // Required for: strcpy()
+#include <math.h> // Required for: vector math
+
+//----------------------------------------------------------------------------------
+// Defines and Macros
+//----------------------------------------------------------------------------------
+#define MAX_LIGHTS 8 // Max lights supported by standard shader
+
+//----------------------------------------------------------------------------------
+// Types and Structures Definition
+//----------------------------------------------------------------------------------
+
+// Light type
+typedef struct LightData {
+ unsigned int id; // Light unique id
+ bool enabled; // Light enabled
+ int type; // Light type: LIGHT_POINT, LIGHT_DIRECTIONAL, LIGHT_SPOT
+
+ Vector3 position; // Light position
+ Vector3 target; // Light direction: LIGHT_DIRECTIONAL and LIGHT_SPOT (cone direction target)
+ float radius; // Light attenuation radius light intensity reduced with distance (world distance)
+
+ Color diffuse; // Light diffuse color
+ float intensity; // Light intensity level
+
+ float coneAngle; // Light cone max angle: LIGHT_SPOT
+} LightData, *Light;
+
+// Light types
+typedef enum { LIGHT_POINT, LIGHT_DIRECTIONAL, LIGHT_SPOT } LightType;
+
+//----------------------------------------------------------------------------------
+// Global Variables Definition
+//----------------------------------------------------------------------------------
+static Light lights[MAX_LIGHTS]; // Lights pool
+static int lightsCount = 0; // Enabled lights counter
+static int lightsLocs[MAX_LIGHTS][8]; // Lights location points in shader: 8 possible points per light:
+ // enabled, type, position, target, radius, diffuse, intensity, coneAngle
+
+//----------------------------------------------------------------------------------
+// Module Functions Declaration
+//----------------------------------------------------------------------------------
+static Light CreateLight(int type, Vector3 position, Color diffuse); // Create a new light, initialize it and add to pool
+static void DestroyLight(Light light); // Destroy a light and take it out of the list
+static void DrawLight(Light light); // Draw light in 3D world
+
+static void GetShaderLightsLocations(Shader shader); // Get shader locations for lights (up to MAX_LIGHTS)
+static void SetShaderLightsValues(Shader shader); // Set shader uniform values for lights
+
+// Vector3 math functions
+static float VectorLength(const Vector3 v); // Calculate vector lenght
+static void VectorNormalize(Vector3 *v); // Normalize provided vector
+static Vector3 VectorSubtract(Vector3 v1, Vector3 v2); // Substract two vectors
+
+
+//https://www.gamedev.net/topic/655969-speed-gluniform-vs-uniform-buffer-objects/
+//https://www.reddit.com/r/opengl/comments/4ri20g/is_gluniform_more_expensive_than_glprogramuniform/
+//http://cg.alexandra.dk/?p=3778 - AZDO
+//https://developer.apple.com/library/content/documentation/3DDrawing/Conceptual/OpenGLES_ProgrammingGuide/BestPracticesforShaders/BestPracticesforShaders.html
+
+//------------------------------------------------------------------------------------
+// Program main entry point
+//------------------------------------------------------------------------------------
+int main()
+{
+ // Initialization
+ //--------------------------------------------------------------------------------------
+ int screenWidth = 800;
+ int screenHeight = 450;
+
+ SetConfigFlags(FLAG_MSAA_4X_HINT); // Enable Multi Sampling Anti Aliasing 4x (if available)
+
+ InitWindow(screenWidth, screenHeight, "raylib [shaders] example - model shader");
+
+ // Define the camera to look into our 3d world
+ Camera camera = {{ 4.0f, 4.0f, 4.0f }, { 0.0f, 1.5f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f };
+ Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
+
+ Model dwarf = LoadModel("resources/model/dwarf.obj"); // Load OBJ model
+
+ Material material;// = LoadStandardMaterial();
+
+ material.shader = LoadShader("resources/shaders/glsl330/standard.vs",
+ "resources/shaders/glsl330/standard.fs");
+
+ // Try to get lights location points (if available)
+ GetShaderLightsLocations(material.shader);
+
+ material.texDiffuse = LoadTexture("resources/model/dwarf_diffuse.png"); // Load model diffuse texture
+ material.texNormal = LoadTexture("resources/model/dwarf_normal.png"); // Load model normal texture
+ material.texSpecular = LoadTexture("resources/model/dwarf_specular.png"); // Load model specular texture
+ material.colDiffuse = WHITE;
+ material.colAmbient = (Color){0, 0, 10, 255};
+ material.colSpecular = WHITE;
+ material.glossiness = 50.0f;
+
+ dwarf.material = material; // Apply material to model
+
+ Light spotLight = CreateLight(LIGHT_SPOT, (Vector3){3.0f, 5.0f, 2.0f}, (Color){255, 255, 255, 255});
+ spotLight->target = (Vector3){0.0f, 0.0f, 0.0f};
+ spotLight->intensity = 2.0f;
+ spotLight->diffuse = (Color){255, 100, 100, 255};
+ spotLight->coneAngle = 60.0f;
+
+ Light dirLight = CreateLight(LIGHT_DIRECTIONAL, (Vector3){0.0f, -3.0f, -3.0f}, (Color){255, 255, 255, 255});
+ dirLight->target = (Vector3){1.0f, -2.0f, -2.0f};
+ dirLight->intensity = 2.0f;
+ dirLight->diffuse = (Color){100, 255, 100, 255};
+
+ Light pointLight = CreateLight(LIGHT_POINT, (Vector3){0.0f, 4.0f, 5.0f}, (Color){255, 255, 255, 255});
+ pointLight->intensity = 2.0f;
+ pointLight->diffuse = (Color){100, 100, 255, 255};
+ pointLight->radius = 3.0f;
+
+ // Set shader lights values for enabled lights
+ // NOTE: If values are not changed in real time, they can be set at initialization!!!
+ SetShaderLightsValues(material.shader);
+
+ //SetShaderActive(0);
+
+ // Setup orbital camera
+ SetCameraMode(camera, CAMERA_ORBITAL); // Set an orbital camera mode
+
+ SetTargetFPS(60); // Set our game to run at 60 frames-per-second
+ //--------------------------------------------------------------------------------------
+
+ // Main game loop
+ while (!WindowShouldClose()) // Detect window close button or ESC key
+ {
+ // Update
+ //----------------------------------------------------------------------------------
+ UpdateCamera(&camera); // Update camera
+ //----------------------------------------------------------------------------------
+
+ // Draw
+ //----------------------------------------------------------------------------------
+ BeginDrawing();
+
+ ClearBackground(RAYWHITE);
+
+ Begin3dMode(camera);
+
+ DrawModel(dwarf, position, 2.0f, WHITE); // Draw 3d model with texture
+
+ DrawLight(spotLight); // Draw spot light
+ DrawLight(dirLight); // Draw directional light
+ DrawLight(pointLight); // Draw point light
+
+ DrawGrid(10, 1.0f); // Draw a grid
+
+ End3dMode();
+
+ DrawText("(c) Dwarf 3D model by David Moreno", screenWidth - 200, screenHeight - 20, 10, GRAY);
+
+ DrawFPS(10, 10);
+
+ EndDrawing();
+ //----------------------------------------------------------------------------------
+ }
+
+ // De-Initialization
+ //--------------------------------------------------------------------------------------
+ UnloadMaterial(material); // Unload material and assigned textures
+ UnloadModel(dwarf); // Unload model
+
+ // Destroy all created lights
+ DestroyLight(pointLight);
+ DestroyLight(dirLight);
+ DestroyLight(spotLight);
+
+ // Unload lights
+ if (lightsCount > 0)
+ {
+ for (int i = 0; i < lightsCount; i++) free(lights[i]);
+ lightsCount = 0;
+ }
+
+ CloseWindow(); // Close window and OpenGL context
+ //--------------------------------------------------------------------------------------
+
+ return 0;
+}
+
+//--------------------------------------------------------------------------------------------
+// Module Functions Definitions
+//--------------------------------------------------------------------------------------------
+
+// Create a new light, initialize it and add to pool
+Light CreateLight(int type, Vector3 position, Color diffuse)
+{
+ Light light = NULL;
+
+ if (lightsCount < MAX_LIGHTS)
+ {
+ // Allocate dynamic memory
+ light = (Light)malloc(sizeof(LightData));
+
+ // Initialize light values with generic values
+ light->id = lightsCount;
+ light->type = type;
+ light->enabled = true;
+
+ light->position = position;
+ light->target = (Vector3){ 0.0f, 0.0f, 0.0f };
+ light->intensity = 1.0f;
+ light->diffuse = diffuse;
+
+ // Add new light to the array
+ lights[lightsCount] = light;
+
+ // Increase enabled lights count
+ lightsCount++;
+ }
+ else
+ {
+ // NOTE: Returning latest created light to avoid crashes
+ light = lights[lightsCount];
+ }
+
+ return light;
+}
+
+// Destroy a light and take it out of the list
+void DestroyLight(Light light)
+{
+ if (light != NULL)
+ {
+ int lightId = light->id;
+
+ // Free dynamic memory allocation
+ free(lights[lightId]);
+
+ // Remove *obj from the pointers array
+ for (int i = lightId; i < lightsCount; i++)
+ {
+ // Resort all the following pointers of the array
+ if ((i + 1) < lightsCount)
+ {
+ lights[i] = lights[i + 1];
+ lights[i]->id = lights[i + 1]->id;
+ }
+ }
+
+ // Decrease enabled physic objects count
+ lightsCount--;
+ }
+}
+
+// Draw light in 3D world
+void DrawLight(Light light)
+{
+ switch (light->type)
+ {
+ case LIGHT_POINT:
+ {
+ DrawSphereWires(light->position, 0.3f*light->intensity, 8, 8, (light->enabled ? light->diffuse : GRAY));
+
+ DrawCircle3D(light->position, light->radius, (Vector3){ 0, 0, 0 }, 0.0f, (light->enabled ? light->diffuse : GRAY));
+ DrawCircle3D(light->position, light->radius, (Vector3){ 1, 0, 0 }, 90.0f, (light->enabled ? light->diffuse : GRAY));
+ DrawCircle3D(light->position, light->radius, (Vector3){ 0, 1, 0 },90.0f, (light->enabled ? light->diffuse : GRAY));
+ } break;
+ case LIGHT_DIRECTIONAL:
+ {
+ DrawLine3D(light->position, light->target, (light->enabled ? light->diffuse : GRAY));
+
+ DrawSphereWires(light->position, 0.3f*light->intensity, 8, 8, (light->enabled ? light->diffuse : GRAY));
+ DrawCubeWires(light->target, 0.3f, 0.3f, 0.3f, (light->enabled ? light->diffuse : GRAY));
+ } break;
+ case LIGHT_SPOT:
+ {
+ DrawLine3D(light->position, light->target, (light->enabled ? light->diffuse : GRAY));
+
+ Vector3 dir = VectorSubtract(light->target, light->position);
+ VectorNormalize(&dir);
+
+ DrawCircle3D(light->position, 0.5f, dir, 0.0f, (light->enabled ? light->diffuse : GRAY));
+
+ //DrawCylinderWires(light->position, 0.0f, 0.3f*light->coneAngle/50, 0.6f, 5, (light->enabled ? light->diffuse : GRAY));
+ DrawCubeWires(light->target, 0.3f, 0.3f, 0.3f, (light->enabled ? light->diffuse : GRAY));
+ } break;
+ default: break;
+ }
+}
+
+// Get shader locations for lights (up to MAX_LIGHTS)
+static void GetShaderLightsLocations(Shader shader)
+{
+ char locName[32] = "lights[x].\0";
+ char locNameUpdated[64];
+
+ for (int i = 0; i < MAX_LIGHTS; i++)
+ {
+ locName[7] = '0' + i;
+
+ strcpy(locNameUpdated, locName);
+ strcat(locNameUpdated, "enabled\0");
+ lightsLocs[i][0] = GetShaderLocation(shader, locNameUpdated);
+
+ locNameUpdated[0] = '\0';
+ strcpy(locNameUpdated, locName);
+ strcat(locNameUpdated, "type\0");
+ lightsLocs[i][1] = GetShaderLocation(shader, locNameUpdated);
+
+ locNameUpdated[0] = '\0';
+ strcpy(locNameUpdated, locName);
+ strcat(locNameUpdated, "position\0");
+ lightsLocs[i][2] = GetShaderLocation(shader, locNameUpdated);
+
+ locNameUpdated[0] = '\0';
+ strcpy(locNameUpdated, locName);
+ strcat(locNameUpdated, "direction\0");
+ lightsLocs[i][3] = GetShaderLocation(shader, locNameUpdated);
+
+ locNameUpdated[0] = '\0';
+ strcpy(locNameUpdated, locName);
+ strcat(locNameUpdated, "radius\0");
+ lightsLocs[i][4] = GetShaderLocation(shader, locNameUpdated);
+
+ locNameUpdated[0] = '\0';
+ strcpy(locNameUpdated, locName);
+ strcat(locNameUpdated, "diffuse\0");
+ lightsLocs[i][5] = GetShaderLocation(shader, locNameUpdated);
+
+ locNameUpdated[0] = '\0';
+ strcpy(locNameUpdated, locName);
+ strcat(locNameUpdated, "intensity\0");
+ lightsLocs[i][6] = GetShaderLocation(shader, locNameUpdated);
+
+ locNameUpdated[0] = '\0';
+ strcpy(locNameUpdated, locName);
+ strcat(locNameUpdated, "coneAngle\0");
+ lightsLocs[i][7] = GetShaderLocation(shader, locNameUpdated);
+ }
+}
+
+// Set shader uniform values for lights
+// NOTE: It would be far easier with shader UBOs but are not supported on OpenGL ES 2.0
+// TODO: Replace glUniform1i(), glUniform1f(), glUniform3f(), glUniform4f():
+//SetShaderValue(Shader shader, int uniformLoc, float *value, int size)
+//SetShaderValuei(Shader shader, int uniformLoc, int *value, int size)
+static void SetShaderLightsValues(Shader shader)
+{
+ int tempInt[8] = { 0 };
+ float tempFloat[8] = { 0.0f };
+
+ for (int i = 0; i < MAX_LIGHTS; i++)
+ {
+ if (i < lightsCount)
+ {
+ tempInt[0] = lights[i]->enabled;
+ SetShaderValuei(shader, lightsLocs[i][0], tempInt, 1); //glUniform1i(lightsLocs[i][0], lights[i]->enabled);
+
+ tempInt[0] = lights[i]->type;
+ SetShaderValuei(shader, lightsLocs[i][1], tempInt, 1); //glUniform1i(lightsLocs[i][1], lights[i]->type);
+
+ tempFloat[0] = (float)lights[i]->diffuse.r/255.0f;
+ tempFloat[1] = (float)lights[i]->diffuse.g/255.0f;
+ tempFloat[2] = (float)lights[i]->diffuse.b/255.0f;
+ tempFloat[3] = (float)lights[i]->diffuse.a/255.0f;
+ SetShaderValue(shader, lightsLocs[i][5], tempFloat, 4);
+ //glUniform4f(lightsLocs[i][5], (float)lights[i]->diffuse.r/255, (float)lights[i]->diffuse.g/255, (float)lights[i]->diffuse.b/255, (float)lights[i]->diffuse.a/255);
+
+ tempFloat[0] = lights[i]->intensity;
+ SetShaderValue(shader, lightsLocs[i][6], tempFloat, 1);
+
+ switch (lights[i]->type)
+ {
+ case LIGHT_POINT:
+ {
+ tempFloat[0] = lights[i]->position.x;
+ tempFloat[1] = lights[i]->position.y;
+ tempFloat[2] = lights[i]->position.z;
+ SetShaderValue(shader, lightsLocs[i][2], tempFloat, 3);
+
+ tempFloat[0] = lights[i]->radius;
+ SetShaderValue(shader, lightsLocs[i][4], tempFloat, 1);
+
+ //glUniform3f(lightsLocs[i][2], lights[i]->position.x, lights[i]->position.y, lights[i]->position.z);
+ //glUniform1f(lightsLocs[i][4], lights[i]->radius);
+ } break;
+ case LIGHT_DIRECTIONAL:
+ {
+ Vector3 direction = VectorSubtract(lights[i]->target, lights[i]->position);
+ VectorNormalize(&direction);
+
+ tempFloat[0] = direction.x;
+ tempFloat[1] = direction.y;
+ tempFloat[2] = direction.z;
+ SetShaderValue(shader, lightsLocs[i][3], tempFloat, 3);
+
+ //glUniform3f(lightsLocs[i][3], direction.x, direction.y, direction.z);
+ } break;
+ case LIGHT_SPOT:
+ {
+ tempFloat[0] = lights[i]->position.x;
+ tempFloat[1] = lights[i]->position.y;
+ tempFloat[2] = lights[i]->position.z;
+ SetShaderValue(shader, lightsLocs[i][2], tempFloat, 3);
+
+ //glUniform3f(lightsLocs[i][2], lights[i]->position.x, lights[i]->position.y, lights[i]->position.z);
+
+ Vector3 direction = VectorSubtract(lights[i]->target, lights[i]->position);
+ VectorNormalize(&direction);
+
+ tempFloat[0] = direction.x;
+ tempFloat[1] = direction.y;
+ tempFloat[2] = direction.z;
+ SetShaderValue(shader, lightsLocs[i][3], tempFloat, 3);
+ //glUniform3f(lightsLocs[i][3], direction.x, direction.y, direction.z);
+
+ tempFloat[0] = lights[i]->coneAngle;
+ SetShaderValue(shader, lightsLocs[i][7], tempFloat, 1);
+ //glUniform1f(lightsLocs[i][7], lights[i]->coneAngle);
+ } break;
+ default: break;
+ }
+ }
+ else
+ {
+ tempInt[0] = 0;
+ SetShaderValuei(shader, lightsLocs[i][0], tempInt, 1); //glUniform1i(lightsLocs[i][0], 0); // Light disabled
+ }
+ }
+}
+
+// Calculate vector lenght
+float VectorLength(const Vector3 v)
+{
+ float length;
+
+ length = sqrtf(v.x*v.x + v.y*v.y + v.z*v.z);
+
+ return length;
+}
+
+// Normalize provided vector
+void VectorNormalize(Vector3 *v)
+{
+ float length, ilength;
+
+ length = VectorLength(*v);
+
+ if (length == 0.0f) length = 1.0f;
+
+ ilength = 1.0f/length;
+
+ v->x *= ilength;
+ v->y *= ilength;
+ v->z *= ilength;
+}
+
+// Substract two vectors
+Vector3 VectorSubtract(Vector3 v1, Vector3 v2)
+{
+ Vector3 result;
+
+ result.x = v1.x - v2.x;
+ result.y = v1.y - v2.y;
+ result.z = v1.z - v2.z;
+
+ return result;
+}