From 3813722f170066c3113d4a3ef6a21ec53af71034 Mon Sep 17 00:00:00 2001 From: raysan5 Date: Tue, 14 Mar 2017 00:22:53 +0100 Subject: Added function: DrawLineBezier() --- src/raylib.h | 1 + 1 file changed, 1 insertion(+) (limited to 'src/raylib.h') diff --git a/src/raylib.h b/src/raylib.h index b0f03bbe..85689378 100644 --- a/src/raylib.h +++ b/src/raylib.h @@ -764,6 +764,7 @@ RLAPI void DrawPixelV(Vector2 position, Color color); RLAPI void DrawLine(int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw a line RLAPI void DrawLineV(Vector2 startPos, Vector2 endPos, Color color); // Draw a line (Vector version) RLAPI void DrawLineEx(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw a line defining thickness +RLAPI void DrawLineBezier(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw a line using cubic-bezier curves in-out RLAPI void DrawCircle(int centerX, int centerY, float radius, Color color); // Draw a color-filled circle RLAPI void DrawCircleGradient(int centerX, int centerY, float radius, Color color1, Color color2); // Draw a gradient-filled circle RLAPI void DrawCircleV(Vector2 center, float radius, Color color); // Draw a color-filled circle (Vector version) -- cgit v1.2.3 From 5d1f6616618d52f173a918f6a0378aeae1cb05ad Mon Sep 17 00:00:00 2001 From: raysan5 Date: Tue, 14 Mar 2017 01:05:22 +0100 Subject: Remove Oculus support from code Moved to custom example, now raylib only supports simulated VR rendering. Oculus code was too device dependant... waiting for OpenXR. --- examples/core_oculus_rift.c | 469 ++++++++++++++++++++++++++++- src/core.c | 7 +- src/raylib.h | 14 +- src/rlgl.c | 703 +++++++++----------------------------------- src/rlgl.h | 15 +- 5 files changed, 610 insertions(+), 598 deletions(-) (limited to 'src/raylib.h') diff --git a/examples/core_oculus_rift.c b/examples/core_oculus_rift.c index eb628cd7..f1b0bd3b 100644 --- a/examples/core_oculus_rift.c +++ b/examples/core_oculus_rift.c @@ -3,7 +3,12 @@ * raylib [core] example - Oculus Rift CV1 * * Compile example using: -* gcc -o $(NAME_PART).exe $(FILE_NAME) -L. -L..\src\external\OculusSDK\LibOVR -lLibOVRRT32_1 -lraylib -lglfw3 -lopengl32 -lgdi32 -std=c99 +* 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) @@ -14,6 +19,95 @@ #include "raylib.h" +#include "glad.h" // Required for: OpenGL types and functions declarations +#include "raymath.h" // Required for: Vector3, Quaternion and Matrix functionality + +#include // Required for: memset() +#include // Required for: exit() +#include // required for: vfprintf() +#include // 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 @@ -25,8 +119,9 @@ int main() InitWindow(screenWidth, screenHeight, "raylib [core] example - oculus rift"); - // NOTE: If device is not available, it fallbacks to default device (simulator) - InitVrDevice(HMD_OCULUS_RIFT_CV1); // Init VR device (Oculus Rift CV1) + 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; @@ -47,10 +142,10 @@ int main() { // Update //---------------------------------------------------------------------------------- - if (IsVrSimulator()) UpdateCamera(&camera); // Update camera (simulator mode) - else if (IsVrDeviceReady()) UpdateVrTracking(&camera); // Update camera with device tracking data - - if (IsKeyPressed(KEY_SPACE)) ToggleVrMode(); // Toggle VR mode + 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 @@ -58,6 +153,9 @@ int main() BeginDrawing(); ClearBackground(RAYWHITE); + + if (vrDeviceReady) BeginOculusDrawing(); + else BeginVrDrawing(); Begin3dMode(camera); @@ -67,6 +165,9 @@ int main() DrawGrid(40, 1.0f); End3dMode(); + + if (vrDeviceReady) EndOculusDrawing(); + else EndVrDrawing(); DrawFPS(10, 10); @@ -76,10 +177,362 @@ int main() // De-Initialization //-------------------------------------------------------------------------------------- - CloseVrDevice(); // Close VR device + 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, ¤tIndex); + ovr_GetTextureSwapChainBufferGL(session, buffer.textureChain, currentIndex, ¤tTexId); + + 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/src/core.c b/src/core.c index c0f5be83..38549354 100644 --- a/src/core.c +++ b/src/core.c @@ -755,11 +755,8 @@ void End2dMode(void) void Begin3dMode(Camera camera) { rlglDraw(); // Draw Buffers (Only OpenGL 3+ and ES2) - - if (IsVrDeviceReady() || IsVrSimulator()) BeginVrDrawing(); - + rlMatrixMode(RL_PROJECTION); // Switch to projection matrix - rlPushMatrix(); // Save previous matrix, which contains the settings for the 2d ortho projection rlLoadIdentity(); // Reset current matrix (PROJECTION) @@ -786,8 +783,6 @@ void End3dMode(void) { rlglDraw(); // Process internal buffers (update + draw) - if (IsVrDeviceReady() || IsVrSimulator()) EndVrDrawing(); - rlMatrixMode(RL_PROJECTION); // Switch to projection matrix rlPopMatrix(); // Restore previous matrix (PROJECTION) from matrix stack diff --git a/src/raylib.h b/src/raylib.h index 85689378..e679e011 100644 --- a/src/raylib.h +++ b/src/raylib.h @@ -687,6 +687,7 @@ RLAPI Color Fade(Color color, float alpha); // Color fade- RLAPI void SetConfigFlags(char flags); // Setup some window configuration flags RLAPI void ShowLogo(void); // Activates raylib logo at startup (can be done with flags) +//RLAPI void TraceLog(int logType, const char *text, ...); // Trace log messages showing (INFO, WARNING, ERROR, DEBUG) RLAPI bool IsFileDropped(void); // Check if a file have been dropped into window RLAPI char **GetDroppedFiles(int *count); // Retrieve dropped files into window @@ -944,12 +945,13 @@ RLAPI void EndBlendMode(void); // End // VR experience Functions (Module: rlgl) // NOTE: This functions are useless when using OpenGL 1.1 //------------------------------------------------------------------------------------ -RLAPI void InitVrDevice(int vdDevice); // Init VR device -RLAPI void CloseVrDevice(void); // Close VR device -RLAPI bool IsVrDeviceReady(void); // Detect if VR device is ready -RLAPI bool IsVrSimulator(void); // Detect if VR simulator is running -RLAPI void UpdateVrTracking(Camera *camera); // Update VR tracking (position and orientation) and camera -RLAPI void ToggleVrMode(void); // Enable/Disable VR experience (device or simulator) +RLAPI void InitVrSimulator(int vrDevice); // Init VR simulator for selected device +RLAPI void CloseVrSimulator(void); // Close VR simulator for current device +RLAPI bool IsVrSimulatorReady(void); // Detect if VR device is ready +RLAPI void UpdateVrTracking(Camera *camera); // Update VR tracking (position and orientation) and camera +RLAPI void ToggleVrMode(void); // Enable/Disable VR experience (device or simulator) +RLAPI void BeginVrDrawing(void); // Begin VR simulator stereo rendering +RLAPI void EndVrDrawing(void); // End VR simulator stereo rendering //------------------------------------------------------------------------------------ // Audio Loading and Playing Functions (Module: audio) diff --git a/src/rlgl.c b/src/rlgl.c index ffc9d741..00998624 100644 --- a/src/rlgl.c +++ b/src/rlgl.c @@ -37,9 +37,7 @@ * * #define SUPPORT_SHADER_DISTORTION * -* -* #define SUPPORT_OCULUS_RIFT_CV1 / RLGL_OCULUS_SUPPORT -* Enable Oculus Rift CV1 functionality +* #define SUPPORT_VR_SIMULATION * * #define SUPPORT_STEREO_RENDERING * @@ -121,17 +119,6 @@ #include "shader_distortion.h" // Distortion shader to be embedded #endif -//#define RLGL_OCULUS_SUPPORT // Enable Oculus Rift code -#if defined(RLGL_OCULUS_SUPPORT) - #include "external/OculusSDK/LibOVR/Include/OVR_CAPI_GL.h" // Oculus SDK for OpenGL -#endif - -#if defined(RLGL_STANDALONE) - #define OCULUSAPI -#else - #define OCULUSAPI static -#endif - //---------------------------------------------------------------------------------- // Defines and Macros //---------------------------------------------------------------------------------- @@ -187,15 +174,15 @@ #endif #if defined(GRAPHICS_API_OPENGL_11) - #define GL_UNSIGNED_SHORT_5_6_5 0x8363 - #define GL_UNSIGNED_SHORT_5_5_5_1 0x8034 - #define GL_UNSIGNED_SHORT_4_4_4_4 0x8033 + #define GL_UNSIGNED_SHORT_5_6_5 0x8363 + #define GL_UNSIGNED_SHORT_5_5_5_1 0x8034 + #define GL_UNSIGNED_SHORT_4_4_4_4 0x8033 #endif #if defined(GRAPHICS_API_OPENGL_ES2) - #define glClearDepth glClearDepthf - #define GL_READ_FRAMEBUFFER GL_FRAMEBUFFER - #define GL_DRAW_FRAMEBUFFER GL_FRAMEBUFFER + #define glClearDepth glClearDepthf + #define GL_READ_FRAMEBUFFER GL_FRAMEBUFFER + #define GL_DRAW_FRAMEBUFFER GL_FRAMEBUFFER #endif // Default vertex attribute names on shader to set location points @@ -267,32 +254,6 @@ typedef struct VrStereoConfig { Matrix eyesViewOffset[2]; // VR stereo rendering eyes view offset matrices } VrStereoConfig; -#if defined(RLGL_OCULUS_SUPPORT) -typedef struct OculusBuffer { - ovrTextureSwapChain textureChain; - GLuint depthId; - GLuint fboId; - int width; - int height; -} OculusBuffer; - -typedef struct OculusMirror { - ovrMirrorTexture texture; - GLuint fboId; - int width; - int height; -} OculusMirror; - -typedef struct OculusLayer { - ovrViewScaleDesc viewScaleDesc; - ovrLayerEyeFov eyeLayer; // layer 0 - //ovrLayerQuad quadLayer; // TODO: layer 1: '2D' quad for GUI - Matrix eyeProjections[2]; - int width; - int height; -} OculusLayer; -#endif - //---------------------------------------------------------------------------------- // Global Variables Definition //---------------------------------------------------------------------------------- @@ -343,24 +304,11 @@ static float maxAnisotropicLevel = 0.0f; // Maximum anisotropy level supp // Extension supported flag: Clamp mirror wrap mode static bool texClampMirrorSupported = false; // Clamp mirror wrap mode supported -#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 - // VR global variables static VrDeviceInfo hmd; // Current VR device info static VrStereoConfig vrConfig; // VR stereo configuration for simulator -static bool vrDeviceReady = false; // VR device ready flag -static bool vrSimulator = false; // VR simulator enabled flag -static bool vrEnabled = false; // VR experience enabled (device or simulator) -static bool vrRendering = true; // VR stereo rendering enabled/disabled flag +static bool vrSimulatorReady = false; // VR simulator ready flag +static bool vrStereoRender = false; // VR stereo rendering enabled/disabled flag // NOTE: This flag is useful to render data over stereo image (i.e. FPS) #if defined(GRAPHICS_API_OPENGL_ES2) @@ -380,7 +328,7 @@ static int blendMode = 0; // Track current blending mode // White texture useful for plain color polys (required by shader) static unsigned int whiteTexture; -// Default framebuffer size (required by Oculus device) +// Default framebuffer size static int screenWidth; // Default framebuffer width static int screenHeight; // Default framebuffer height @@ -397,7 +345,7 @@ static void UnloadDefaultShader(void); // Unload default shader static void LoadDefaultBuffers(void); // Load default internal buffers (lines, triangles, quads) static void UpdateDefaultBuffers(void); // Update default internal buffers (VAOs/VBOs) with vertex data -static void DrawDefaultBuffers(int eyesCount); // Draw default internal buffers vertex data +static void DrawDefaultBuffers(void); // Draw default internal buffers vertex data static void UnloadDefaultBuffers(void); // Unload default internal buffers vertex data from CPU and GPU // Configure stereo rendering (including distortion shader) with HMD device parameters @@ -407,26 +355,6 @@ static void SetStereoConfig(VrDeviceInfo info); static void SetStereoView(int eye, Matrix matProjection, Matrix matModelView); #endif -#if defined(RLGL_OCULUS_SUPPORT) -#if !defined(RLGL_STANDALONE) -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 -#endif - -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 - - - #if defined(GRAPHICS_API_OPENGL_11) static int GenerateMipmaps(unsigned char *data, int baseWidth, int baseHeight); static Color *GenNextMipmap(Color *srcData, int srcWidth, int srcHeight); @@ -1352,9 +1280,7 @@ void rlglDraw(void) // NOTE: Default buffers upload and draw UpdateDefaultBuffers(); - - if (vrEnabled && vrRendering) DrawDefaultBuffers(2); - else DrawDefaultBuffers(1); + DrawDefaultBuffers(); // NOTE: Stereo rendering is checked inside #endif } @@ -2018,9 +1944,6 @@ void rlglDrawMesh(Mesh mesh, Material material, Matrix transform) #endif #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - int eyesCount = 1; - if (vrEnabled) eyesCount = 2; - glUseProgram(material.shader.id); // Upload to shader material.colDiffuse @@ -2153,6 +2076,9 @@ void rlglDrawMesh(Mesh mesh, Material material, Matrix transform) if (mesh.indices != NULL) glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, quads.vboId[3]); } + int eyesCount = 1; + if (vrStereoRender) eyesCount = 2; + for (int eye = 0; eye < eyesCount; eye++) { if (eyesCount == 2) SetStereoView(eye, matProjection, matModelView); @@ -2617,146 +2543,119 @@ void EndBlendMode(void) BeginBlendMode(BLEND_ALPHA); } -// Init VR device (or simulator) -// NOTE: If device is not available, it fallbacks to default device (simulator) +// Init VR simulator for selected device // NOTE: It modifies the global variable: VrDeviceInfo hmd -void InitVrDevice(int vrDevice) +void InitVrSimulator(int vrDevice) { #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - switch (vrDevice) - { - case HMD_DEFAULT_DEVICE: TraceLog(INFO, "Initializing default VR Device (Oculus Rift CV1)"); - case HMD_OCULUS_RIFT_DK2: - case HMD_OCULUS_RIFT_CV1: - { -#if defined(RLGL_OCULUS_SUPPORT) - vrDeviceReady = InitOculusDevice(); -#else - TraceLog(WARNING, "Oculus Rift not supported by default, recompile raylib with Oculus support"); -#endif - } break; - case HMD_VALVE_HTC_VIVE: - case HMD_SAMSUNG_GEAR_VR: - case HMD_GOOGLE_CARDBOARD: - case HMD_SONY_PLAYSTATION_VR: - case HMD_RAZER_OSVR: - case HMD_FOVE_VR: TraceLog(WARNING, "VR Device not supported"); - default: break; - } - - if (!vrDeviceReady) - { - TraceLog(WARNING, "VR Device not found: Initializing VR Simulator (Oculus Rift CV1)"); - - if (vrDevice == HMD_OCULUS_RIFT_DK2) - { - // Oculus Rift DK2 parameters - hmd.hResolution = 1280; // HMD horizontal resolution in pixels - hmd.vResolution = 800; // HMD vertical resolution in pixels - hmd.hScreenSize = 0.14976f; // HMD horizontal size in meters - hmd.vScreenSize = 0.09356f; // HMD vertical size in meters - hmd.vScreenCenter = 0.04678f; // HMD screen center in meters - hmd.eyeToScreenDistance = 0.041f; // HMD distance between eye and display in meters - hmd.lensSeparationDistance = 0.0635f; // HMD lens separation distance in meters - hmd.interpupillaryDistance = 0.064f; // HMD IPD (distance between pupils) in meters - hmd.distortionK[0] = 1.0f; // HMD lens distortion constant parameter 0 - hmd.distortionK[1] = 0.22f; // HMD lens distortion constant parameter 1 - hmd.distortionK[2] = 0.24f; // HMD lens distortion constant parameter 2 - hmd.distortionK[3] = 0.0f; // HMD lens distortion constant parameter 3 - hmd.chromaAbCorrection[0] = 0.996f; // HMD chromatic aberration correction parameter 0 - hmd.chromaAbCorrection[1] = -0.004f; // HMD chromatic aberration correction parameter 1 - hmd.chromaAbCorrection[2] = 1.014f; // HMD chromatic aberration correction parameter 2 - hmd.chromaAbCorrection[3] = 0.0f; // HMD chromatic aberration correction parameter 3 - } - else if ((vrDevice == HMD_DEFAULT_DEVICE) || (vrDevice == HMD_OCULUS_RIFT_CV1)) - { - // Oculus Rift CV1 parameters - // NOTE: CV1 represents a complete HMD redesign compared to previous versions, - // new Fresnel-hybrid-asymmetric lenses have been added and, consequently, - // previous parameters (DK2) and distortion shader (DK2) doesn't work any more. - // I just defined a set of parameters for simulator that approximate to CV1 stereo rendering - // but result is not the same obtained with Oculus PC SDK. - hmd.hResolution = 2160; // HMD horizontal resolution in pixels - hmd.vResolution = 1200; // HMD vertical resolution in pixels - hmd.hScreenSize = 0.133793f; // HMD horizontal size in meters - hmd.vScreenSize = 0.0669f; // HMD vertical size in meters - hmd.vScreenCenter = 0.04678f; // HMD screen center in meters - hmd.eyeToScreenDistance = 0.041f; // HMD distance between eye and display in meters - hmd.lensSeparationDistance = 0.07f; // HMD lens separation distance in meters - hmd.interpupillaryDistance = 0.07f; // HMD IPD (distance between pupils) in meters - hmd.distortionK[0] = 1.0f; // HMD lens distortion constant parameter 0 - hmd.distortionK[1] = 0.22f; // HMD lens distortion constant parameter 1 - hmd.distortionK[2] = 0.24f; // HMD lens distortion constant parameter 2 - hmd.distortionK[3] = 0.0f; // HMD lens distortion constant parameter 3 - hmd.chromaAbCorrection[0] = 0.996f; // HMD chromatic aberration correction parameter 0 - hmd.chromaAbCorrection[1] = -0.004f; // HMD chromatic aberration correction parameter 1 - hmd.chromaAbCorrection[2] = 1.014f; // HMD chromatic aberration correction parameter 2 - hmd.chromaAbCorrection[3] = 0.0f; // HMD chromatic aberration correction parameter 3 - } - - // Initialize framebuffer and textures for stereo rendering - // NOTE: screen size should match HMD aspect ratio - vrConfig.stereoFbo = rlglLoadRenderTexture(screenWidth, screenHeight); - - // Load distortion shader (initialized by default with Oculus Rift CV1 parameters) - vrConfig.distortionShader.id = LoadShaderProgram(vDistortionShaderStr, fDistortionShaderStr); - if (vrConfig.distortionShader.id != 0) LoadDefaultShaderLocations(&vrConfig.distortionShader); - - SetStereoConfig(hmd); - - vrSimulator = true; - vrEnabled = true; - } + if (vrDevice == HMD_OCULUS_RIFT_DK2) + { + // Oculus Rift DK2 parameters + hmd.hResolution = 1280; // HMD horizontal resolution in pixels + hmd.vResolution = 800; // HMD vertical resolution in pixels + hmd.hScreenSize = 0.14976f; // HMD horizontal size in meters + hmd.vScreenSize = 0.09356f; // HMD vertical size in meters + hmd.vScreenCenter = 0.04678f; // HMD screen center in meters + hmd.eyeToScreenDistance = 0.041f; // HMD distance between eye and display in meters + hmd.lensSeparationDistance = 0.0635f; // HMD lens separation distance in meters + hmd.interpupillaryDistance = 0.064f; // HMD IPD (distance between pupils) in meters + hmd.distortionK[0] = 1.0f; // HMD lens distortion constant parameter 0 + hmd.distortionK[1] = 0.22f; // HMD lens distortion constant parameter 1 + hmd.distortionK[2] = 0.24f; // HMD lens distortion constant parameter 2 + hmd.distortionK[3] = 0.0f; // HMD lens distortion constant parameter 3 + hmd.chromaAbCorrection[0] = 0.996f; // HMD chromatic aberration correction parameter 0 + hmd.chromaAbCorrection[1] = -0.004f; // HMD chromatic aberration correction parameter 1 + hmd.chromaAbCorrection[2] = 1.014f; // HMD chromatic aberration correction parameter 2 + hmd.chromaAbCorrection[3] = 0.0f; // HMD chromatic aberration correction parameter 3 + + TraceLog(WARNING, "Initializing VR Simulator (Oculus Rift DK2)"); + } + else if ((vrDevice == HMD_DEFAULT_DEVICE) || (vrDevice == HMD_OCULUS_RIFT_CV1)) + { + // Oculus Rift CV1 parameters + // NOTE: CV1 represents a complete HMD redesign compared to previous versions, + // new Fresnel-hybrid-asymmetric lenses have been added and, consequently, + // previous parameters (DK2) and distortion shader (DK2) doesn't work any more. + // I just defined a set of parameters for simulator that approximate to CV1 stereo rendering + // but result is not the same obtained with Oculus PC SDK. + hmd.hResolution = 2160; // HMD horizontal resolution in pixels + hmd.vResolution = 1200; // HMD vertical resolution in pixels + hmd.hScreenSize = 0.133793f; // HMD horizontal size in meters + hmd.vScreenSize = 0.0669f; // HMD vertical size in meters + hmd.vScreenCenter = 0.04678f; // HMD screen center in meters + hmd.eyeToScreenDistance = 0.041f; // HMD distance between eye and display in meters + hmd.lensSeparationDistance = 0.07f; // HMD lens separation distance in meters + hmd.interpupillaryDistance = 0.07f; // HMD IPD (distance between pupils) in meters + hmd.distortionK[0] = 1.0f; // HMD lens distortion constant parameter 0 + hmd.distortionK[1] = 0.22f; // HMD lens distortion constant parameter 1 + hmd.distortionK[2] = 0.24f; // HMD lens distortion constant parameter 2 + hmd.distortionK[3] = 0.0f; // HMD lens distortion constant parameter 3 + hmd.chromaAbCorrection[0] = 0.996f; // HMD chromatic aberration correction parameter 0 + hmd.chromaAbCorrection[1] = -0.004f; // HMD chromatic aberration correction parameter 1 + hmd.chromaAbCorrection[2] = 1.014f; // HMD chromatic aberration correction parameter 2 + hmd.chromaAbCorrection[3] = 0.0f; // HMD chromatic aberration correction parameter 3 + + TraceLog(WARNING, "Initializing VR Simulator (Oculus Rift CV1)"); + } + else + { + TraceLog(WARNING, "VR Simulator doesn't support current device yet,"); + TraceLog(WARNING, "using default VR Simulator parameters"); + } + + // Initialize framebuffer and textures for stereo rendering + // NOTE: screen size should match HMD aspect ratio + vrConfig.stereoFbo = rlglLoadRenderTexture(screenWidth, screenHeight); + + // Load distortion shader (initialized by default with Oculus Rift CV1 parameters) + vrConfig.distortionShader.id = LoadShaderProgram(vDistortionShaderStr, fDistortionShaderStr); + if (vrConfig.distortionShader.id != 0) LoadDefaultShaderLocations(&vrConfig.distortionShader); + + SetStereoConfig(hmd); + + vrSimulatorReady = true; #endif #if defined(GRAPHICS_API_OPENGL_11) - TraceLog(WARNING, "VR device or simulator not supported on OpenGL 1.1"); + TraceLog(WARNING, "VR Simulator not supported on OpenGL 1.1"); #endif } -// Close VR device (or simulator) -void CloseVrDevice(void) +// Close VR simulator for current device +void CloseVrSimulator(void) { #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) -#if defined(RLGL_OCULUS_SUPPORT) - if (vrDeviceReady) CloseOculusDevice(); - else -#endif + if (vrSimulatorReady) { rlDeleteRenderTextures(vrConfig.stereoFbo); // Unload stereo framebuffer and texture UnloadShader(vrConfig.distortionShader); // Unload distortion shader } #endif - vrDeviceReady = false; -} - -// Detect if VR device is available -bool IsVrDeviceReady(void) -{ - return (vrDeviceReady && vrEnabled); } // Detect if VR simulator is running -bool IsVrSimulator(void) +bool IsVrSimulatorReady(void) { - return (vrSimulator && vrEnabled); + return vrSimulatorReady; } // Enable/Disable VR experience (device or simulator) void ToggleVrMode(void) { #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - if (vrDeviceReady || vrSimulator) vrEnabled = !vrEnabled; - else vrEnabled = false; + vrSimulatorReady = !vrSimulatorReady; - if (!vrEnabled) + if (!vrSimulatorReady) { + vrStereoRender = false; + // Reset viewport and default projection-modelview matrices rlViewport(0, 0, screenWidth, screenHeight); projection = MatrixOrtho(0, screenWidth, screenHeight, 0, 0.0f, 1.0f); MatrixTranspose(&projection); modelview = MatrixIdentity(); } + else vrStereoRender = true; #endif } @@ -2764,37 +2663,29 @@ void ToggleVrMode(void) // NOTE: Camera (position, target, up) gets update with head tracking information void UpdateVrTracking(Camera *camera) { -#if defined(RLGL_OCULUS_SUPPORT) - if (vrDeviceReady) UpdateOculusTracking(camera); -#endif + // TODO: Simulate 1st person camera system } // Begin Oculus drawing configuration void BeginVrDrawing(void) { #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) -#if defined(RLGL_OCULUS_SUPPORT) - if (vrDeviceReady) - { - BeginOculusDrawing(); - } - else -#endif + if (vrSimulatorReady) { // Setup framebuffer for stereo rendering rlEnableRenderTexture(vrConfig.stereoFbo.id); - } - // NOTE: If your application is configured to treat the texture as a linear format (e.g. GL_RGBA) - // and performs linear-to-gamma conversion in GLSL or does not care about gamma-correction, then: - // - Require OculusBuffer format to be OVR_FORMAT_R8G8B8A8_UNORM_SRGB - // - Do NOT enable GL_FRAMEBUFFER_SRGB - //glEnable(GL_FRAMEBUFFER_SRGB); + // NOTE: If your application is configured to treat the texture as a linear format (e.g. GL_RGBA) + // and performs linear-to-gamma conversion in GLSL or does not care about gamma-correction, then: + // - Require OculusBuffer format to be OVR_FORMAT_R8G8B8A8_UNORM_SRGB + // - Do NOT enable GL_FRAMEBUFFER_SRGB + //glEnable(GL_FRAMEBUFFER_SRGB); - //glViewport(0, 0, buffer.width, buffer.height); // Useful if rendering to separate framebuffers (every eye) - rlClearScreenBuffers(); // Clear current framebuffer(s) - - vrRendering = true; + //glViewport(0, 0, buffer.width, buffer.height); // Useful if rendering to separate framebuffers (every eye) + rlClearScreenBuffers(); // Clear current framebuffer(s) + + vrStereoRender = true; + } #endif } @@ -2802,18 +2693,13 @@ void BeginVrDrawing(void) void EndVrDrawing(void) { #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) -#if defined(RLGL_OCULUS_SUPPORT) - if (vrDeviceReady) - { - EndOculusDrawing(); - } - else -#endif + if (vrSimulatorReady) { - // Unbind current framebuffer - rlDisableRenderTexture(); + vrStereoRender = false; // Disable stereo render + + rlDisableRenderTexture(); // Unbind current framebuffer - rlClearScreenBuffers(); // Clear current framebuffer + rlClearScreenBuffers(); // Clear current framebuffer // Set viewport to default framebuffer size (screen size) rlViewport(0, 0, screenWidth, screenHeight); @@ -2855,15 +2741,21 @@ void EndVrDrawing(void) rlDisableTexture(); + // Update and draw render texture fbo with distortion to backbuffer UpdateDefaultBuffers(); - DrawDefaultBuffers(1); - + DrawDefaultBuffers(); + + // Restore defaultShader currentShader = defaultShader; - } - - rlDisableDepthTest(); - vrRendering = false; + // Reset viewport and default projection-modelview matrices + rlViewport(0, 0, screenWidth, screenHeight); + projection = MatrixOrtho(0, screenWidth, screenHeight, 0, 0.0f, 1.0f); + MatrixTranspose(&projection); + modelview = MatrixIdentity(); + + rlDisableDepthTest(); + } #endif } @@ -3405,10 +3297,13 @@ static void UpdateDefaultBuffers(void) // Draw default internal buffers vertex data // NOTE: We draw in this order: lines, triangles, quads -static void DrawDefaultBuffers(int eyesCount) +static void DrawDefaultBuffers() { Matrix matProjection = projection; Matrix matModelView = modelview; + + int eyesCount = 1; + if (vrStereoRender) eyesCount = 2; for (int eye = 0; eye < eyesCount; eye++) { @@ -3693,47 +3588,19 @@ static void SetStereoConfig(VrDeviceInfo hmd) // Set internal projection and modelview matrix depending on eyes tracking data static void SetStereoView(int eye, Matrix matProjection, Matrix matModelView) { - if (vrEnabled) - { - Matrix eyeProjection = matProjection; - Matrix eyeModelView = matModelView; + Matrix eyeProjection = matProjection; + Matrix eyeModelView = matModelView; -#if defined(RLGL_OCULUS_SUPPORT) - if (vrDeviceReady) - { - rlViewport(layer.eyeLayer.Viewport[eye].Pos.x, layer.eyeLayer.Viewport[eye].Pos.y, - layer.eyeLayer.Viewport[eye].Size.w, layer.eyeLayer.Viewport[eye].Size.h); - - Quaternion 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]; - } - else -#endif - { - // Setup viewport and projection/modelview matrices using tracking data - rlViewport(eye*screenWidth/2, 0, screenWidth/2, screenHeight); + // Setup viewport and projection/modelview matrices using tracking data + rlViewport(eye*screenWidth/2, 0, screenWidth/2, screenHeight); - // Apply view offset to modelview matrix - eyeModelView = MatrixMultiply(matModelView, vrConfig.eyesViewOffset[eye]); + // Apply view offset to modelview matrix + eyeModelView = MatrixMultiply(matModelView, vrConfig.eyesViewOffset[eye]); - eyeProjection = vrConfig.eyesProjection[eye]; - } + eyeProjection = vrConfig.eyesProjection[eye]; - SetMatrixModelview(eyeModelView); - SetMatrixProjection(eyeProjection); - } + SetMatrixModelview(eyeModelView); + SetMatrixProjection(eyeProjection); } #endif //defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) @@ -3864,304 +3731,6 @@ static Color *GenNextMipmap(Color *srcData, int srcWidth, int srcHeight) } #endif -#if defined(RLGL_OCULUS_SUPPORT) -// Initialize Oculus device (returns true if success) -OCULUSAPI 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; - vrEnabled = true; - } - } - - return oculusReady; -} - -// Close Oculus device (and unload buffers) -OCULUSAPI 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 -OCULUSAPI 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 -OCULUSAPI void BeginOculusDrawing(void) -{ - GLuint currentTexId; - int currentIndex; - - ovr_GetTextureSwapChainCurrentIndex(session, buffer.textureChain, ¤tIndex); - ovr_GetTextureSwapChainBufferGL(session, buffer.textureChain, currentIndex, ¤tTexId); - - 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 -OCULUSAPI 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 - #if defined(RLGL_STANDALONE) // Output a trace log message // NOTE: Expected msgType: (0)Info, (1)Error, (2)Warning diff --git a/src/rlgl.h b/src/rlgl.h index 41f671e6..344da987 100644 --- a/src/rlgl.h +++ b/src/rlgl.h @@ -399,19 +399,12 @@ void EndBlendMode(void); // End blend void TraceLog(int msgType, const char *text, ...); float *MatrixToFloat(Matrix mat); -void InitVrDevice(int vrDevice); // Init VR device -void CloseVrDevice(void); // Close VR device -bool IsVrDeviceReady(void); // Detect if VR device is ready -bool IsVrSimulator(void); // Detect if VR simulator is running +void InitVrSimulator(int vrDevice); // Init VR simulator for selected device +void CloseVrSimulator(void); // Close VR simulator for current device void UpdateVrTracking(Camera *camera); // Update VR tracking (position and orientation) and camera void ToggleVrMode(void); // Enable/Disable VR experience (device or simulator) - -// Oculus Rift API for direct access the device (no simulator) -bool InitOculusDevice(void); // Initialize Oculus device (returns true if success) -void CloseOculusDevice(void); // Close Oculus device -void UpdateOculusTracking(Camera *camera); // Update Oculus head position-orientation tracking (and camera) -void BeginOculusDrawing(void); // Setup Oculus buffers for drawing -void EndOculusDrawing(void); // Finish Oculus drawing and blit framebuffer to mirror +void BeginVrDrawing(void); // Begin VR stereo rendering +void EndVrDrawing(void); // End VR stereo rendering #endif #ifdef __cplusplus -- cgit v1.2.3 From 8f5ff64420dda659583c156b9c5e42e60384e247 Mon Sep 17 00:00:00 2001 From: raysan5 Date: Sun, 19 Mar 2017 12:52:58 +0100 Subject: Working on file header comments... --- src/audio.c | 41 ++++++++++++++++++++------------------ src/audio.h | 28 +++++++++++++++----------- src/core.c | 11 ++++++++-- src/easings.h | 2 +- src/models.c | 4 +++- src/raylib.h | 64 ++++++++++++++++++++++++++++++----------------------------- src/utils.c | 19 ++++++++++++++---- src/utils.h | 6 ++++++ 8 files changed, 105 insertions(+), 70 deletions(-) (limited to 'src/raylib.h') diff --git a/src/audio.c b/src/audio.c index 659ead0f..e0964e02 100644 --- a/src/audio.c +++ b/src/audio.c @@ -1,26 +1,24 @@ /********************************************************************************************** * -* raylib.audio +* raylib.audio - Basic funtionality to work with audio * -* This module provides basic functionality to work with audio: -* Manage audio device (init/close) -* Load and Unload audio files (WAV, OGG, FLAC, XM, MOD) -* Play/Stop/Pause/Resume loaded audio -* Manage mixing channels -* Manage raw audio context +* DESCRIPTION: * -* NOTES: -* -* Only up to two channels supported: MONO and STEREO (for additional channels, use AL_EXT_MCFORMATS) -* Only the following sample sizes supported: 8bit PCM, 16bit PCM, 32-bit float PCM (using AL_EXT_FLOAT32) +* This module provides basic functionality to: +* - Manage audio device (init/close) +* - Load and unload audio files +* - Format wave data (sample rate, size, channels) +* - Play/Stop/Pause/Resume loaded audio +* - Manage mixing channels +* - Manage raw audio context * * CONFIGURATION: * * #define AUDIO_STANDALONE -* If defined, the module can be used as standalone library (independently of raylib). +* Define to use the module as standalone library (independently of raylib). * Required types and functions are defined in the same module. * -* #define SUPPORT_FILEFORMAT_WAV / SUPPORT_LOAD_WAV / ENABLE_LOAD_WAV +* #define SUPPORT_FILEFORMAT_WAV / SUPPORT_LOAD_WAV * #define SUPPORT_FILEFORMAT_OGG * #define SUPPORT_FILEFORMAT_XM * #define SUPPORT_FILEFORMAT_MOD @@ -29,6 +27,12 @@ * supported by default, to remove support, just comment unrequired #define in this module * * #define SUPPORT_RAW_AUDIO_BUFFERS +* Support creating raw audio buffers to send raw data. Buffers must be managed by the user, +* it means initialization, refilling and cleaning. +* +* LIMITATIONS: +* Only up to two channels supported: MONO and STEREO (for additional channels, use AL_EXT_MCFORMATS) +* Only the following sample sizes supported: 8bit PCM, 16bit PCM, 32-bit float PCM (using AL_EXT_FLOAT32) * * DEPENDENCIES: * OpenAL Soft - Audio device management (http://kcat.strangesoft.net/openal.html) @@ -38,12 +42,11 @@ * dr_flac - FLAC audio file loading * * CONTRIBUTORS: -* -* Many thanks to Joshua Reisenauer (github: @kd7tck) for the following additions: -* XM audio module support (jar_xm) -* MOD audio module support (jar_mod) -* Mixing channels support -* Raw audio context support +* Joshua Reisenauer (github: @kd7tck): +* - XM audio module support (jar_xm) +* - MOD audio module support (jar_mod) +* - Mixing channels support +* - Raw audio context support * * * LICENSE: zlib/libpng diff --git a/src/audio.h b/src/audio.h index 01ed9f72..a0279e3a 100644 --- a/src/audio.h +++ b/src/audio.h @@ -1,13 +1,16 @@ /********************************************************************************************** * -* raylib.audio +* raylib.audio - Basic funtionality to work with audio * -* This module provides basic functionality to work with audio: -* Manage audio device (init/close) -* Load and Unload audio files (WAV, OGG, FLAC, XM, MOD) -* Play/Stop/Pause/Resume loaded audio -* Manage mixing channels -* Manage raw audio context +* DESCRIPTION: +* +* This module provides basic functionality to: +* - Manage audio device (init/close) +* - Load and unload audio files +* - Format wave data (sample rate, size, channels) +* - Play/Stop/Pause/Resume loaded audio +* - Manage mixing channels +* - Manage raw audio context * * DEPENDENCIES: * OpenAL Soft - Audio device management (http://kcat.strangesoft.net/openal.html) @@ -16,11 +19,12 @@ * jar_mod - MOD audio file loading * dr_flac - FLAC audio file loading * -* Many thanks to Joshua Reisenauer (github: @kd7tck) for the following additions: -* XM audio module support (jar_xm) -* MOD audio module support (jar_mod) -* Mixing channels support -* Raw audio context support +* CONTRIBUTORS: +* Joshua Reisenauer (github: @kd7tck): +* - XM audio module support (jar_xm) +* - MOD audio module support (jar_mod) +* - Mixing channels support +* - Raw audio context support * * * LICENSE: zlib/libpng diff --git a/src/core.c b/src/core.c index 38549354..f55a70db 100644 --- a/src/core.c +++ b/src/core.c @@ -2,7 +2,14 @@ * * raylib.core - Basic functions to manage windows, OpenGL context and input on multiple platforms * -* The following platforms are supported: Windows, Linux, Mac (OSX), Android, Raspberry Pi, HTML5, Oculus Rift CV1 +* The following platforms are supported: +* Windows (win32/Win64) +* Linux (tested on Ubuntu) +* Mac (OSX) +* Android (API Level 9 or greater) +* Raspberry Pi (Raspbian) +* HTML5 (Chrome, Firefox) +* Oculus Rift CV1 * * CONFIGURATION: * @@ -2006,7 +2013,7 @@ static double GetTime(void) // Wait for some milliseconds (stop program execution) static void Wait(float ms) { -#define SUPPORT_BUSY_WAIT_LOOP +//#define SUPPORT_BUSY_WAIT_LOOP #if defined(SUPPORT_BUSY_WAIT_LOOP) double prevTime = GetTime(); double nextTime = 0.0; diff --git a/src/easings.h b/src/easings.h index 527970ab..9ad27313 100644 --- a/src/easings.h +++ b/src/easings.h @@ -122,7 +122,7 @@ EASEDEF float EaseCubicOut(float t, float b, float c, float d) { return (c*((t=t EASEDEF float EaseCubicInOut(float t, float b, float c, float d) { if ((t/=d/2) < 1) return (c/2*t*t*t + b); - return (c/2*((t-=2)*t*t + 2) + b); + return (c/2*((t-=2)*t*t + 2) + b); } // Quadratic Easing functions diff --git a/src/models.c b/src/models.c index bef19e10..8297358b 100644 --- a/src/models.c +++ b/src/models.c @@ -1,12 +1,14 @@ /********************************************************************************************** * -* raylib.models - Basic functions to draw 3d shapes and 3d models +* raylib.models - Basic functions to deal with 3d shapes and 3d models * * CONFIGURATION: * * #define SUPPORT_FILEFORMAT_OBJ / SUPPORT_LOAD_OBJ +* Selected desired fileformats to be supported for loading. * * #define SUPPORT_FILEFORMAT_MTL +* Selected desired fileformats to be supported for loading. * * * LICENSE: zlib/libpng diff --git a/src/raylib.h b/src/raylib.h index e679e011..4fd4b5df 100644 --- a/src/raylib.h +++ b/src/raylib.h @@ -1,43 +1,45 @@ /********************************************************************************************** * -* raylib v1.7.0 (www.raylib.com) +* raylib v1.7.0 * -* A simple and easy-to-use library to learn videogames programming +* A simple and easy-to-use library to learn videogames programming (www.raylib.com) * * FEATURES: -* Library written in plain C code (C99) -* Uses PascalCase/camelCase notation -* Hardware accelerated with OpenGL (1.1, 2.1, 3.3 or ES 2.0) -* Unique OpenGL abstraction layer (usable as standalone module): [rlgl] -* Powerful fonts module with SpriteFonts support (XNA bitmap fonts, AngelCode fonts, TTF) -* Multiple textures support, including compressed formats and mipmaps generation -* Basic 3d support for Shapes, Models, Billboards, Heightmaps and Cubicmaps -* Powerful math module for Vector, Matrix and Quaternion operations: [raymath] -* Audio loading and playing with streaming support and mixing channels [audio] -* VR stereo rendering support with configurable HMD device parameters -* Multiple platforms support: Windows, Linux, Mac, Android, Raspberry Pi, HTML5 and Oculus Rift CV1 -* Custom color palette for fancy visuals on raywhite background -* Minimal external dependencies (GLFW3, OpenGL, OpenAL) -* Complete binding for Lua [rlua] +* - Library written in plain C code (C99) +* - Uses PascalCase/camelCase notation +* - Hardware accelerated with OpenGL (1.1, 2.1, 3.3 or ES 2.0) +* - Unique OpenGL abstraction layer (usable as standalone module): [rlgl] +* - Powerful fonts module with SpriteFonts support (XNA bitmap fonts, AngelCode fonts, TTF) +* - Multiple textures support, including compressed formats and mipmaps generation +* - Basic 3d support for Shapes, Models, Billboards, Heightmaps and Cubicmaps +* - Powerful math module for Vector, Matrix and Quaternion operations: [raymath] +* - Audio loading and playing with streaming support and mixing channels [audio] +* - VR stereo rendering support with configurable HMD device parameters +* - Multiple platforms support: Windows, Linux, Mac, Android, Raspberry Pi, HTML5 and Oculus Rift CV1 +* - Custom color palette for fancy visuals on raywhite background +* - Minimal external dependencies (GLFW3, OpenGL, OpenAL) +* - Complete bindings for Lua, Go and Pascal * * NOTES: -* 32bit Colors - All defined color are always RGBA (struct Color is 4 byte) -* One custom default font could be loaded automatically when InitWindow() [core] -* If using OpenGL 3.3 or ES2, several vertex buffers (VAO/VBO) are created to manage lines-triangles-quads -* If using OpenGL 3.3 or ES2, two default shaders could be loaded automatically (internally defined) +* 32bit Colors - All defined color are always RGBA (struct Color is 4 byte) +* One custom default font could be loaded automatically when InitWindow() [core] +* If using OpenGL 3.3 or ES2, several vertex buffers (VAO/VBO) are created to manage lines-triangles-quads +* If using OpenGL 3.3 or ES2, two default shaders could be loaded automatically (internally defined) * * DEPENDENCIES: -* GLFW3 (www.glfw.org) for window/context management and input [core] -* GLAD for OpenGL extensions loading (3.3 Core profile, only PLATFORM_DESKTOP) [rlgl] -* stb_image (Sean Barret) for images loading (JPEG, PNG, BMP, TGA) [textures] -* stb_image_write (Sean Barret) for image writting (PNG) [utils] -* stb_truetype (Sean Barret) for ttf fonts loading [text] -* stb_vorbis (Sean Barret) for ogg audio loading [audio] -* jar_xm (Joshua Reisenauer) for XM audio module loading [audio] -* jar_mod (Joshua Reisenauer) for MOD audio module loading [audio] -* dr_flac (David Reid) for FLAC audio file loading [audio] -* OpenAL Soft for audio device/context management [audio] -* tinfl for data decompression (DEFLATE algorithm) [utils] +* GLFW3 (www.glfw.org) for window/context management and input [core] +* GLAD for OpenGL extensions loading (3.3 Core profile, only PLATFORM_DESKTOP) [rlgl] +* OpenAL Soft for audio device/context management [audio] +* +* OPTIONAL DEPENDENCIES: +* stb_image (Sean Barret) for images loading (JPEG, PNG, BMP, TGA) [textures] +* stb_image_write (Sean Barret) for image writting (PNG) [utils] +* stb_truetype (Sean Barret) for ttf fonts loading [text] +* stb_vorbis (Sean Barret) for ogg audio loading [audio] +* jar_xm (Joshua Reisenauer) for XM audio module loading [audio] +* jar_mod (Joshua Reisenauer) for MOD audio module loading [audio] +* dr_flac (David Reid) for FLAC audio file loading [audio] +* tinfl for data decompression (DEFLATE algorithm) [rres] * * * LICENSE: zlib/libpng diff --git a/src/utils.c b/src/utils.c index 9a2a723a..54923e34 100644 --- a/src/utils.c +++ b/src/utils.c @@ -4,14 +4,20 @@ * * CONFIGURATION: * -* #define SUPPORT_SAVE_PNG -* Enable saving PNG fileformat +* #define SUPPORT_SAVE_PNG (defined by default) +* Support saving image data as PNG fileformat * NOTE: Requires stb_image_write library * * #define SUPPORT_SAVE_BMP +* Support saving image data as BMP fileformat +* NOTE: Requires stb_image_write library +* +* #define SUPPORT_TRACELOG +* Show TraceLog() output messages +* NOTE: By default DEBUG traces not shown * -* #define DO_NOT_TRACE_DEBUG_MSGS -* Avoid showing DEBUG TraceLog() messages +* #define SUPPORT_TRACELOG_DEBUG +* Show TraceLog() DEBUG messages * * DEPENDENCIES: * stb_image_write - PNG writting functions @@ -129,18 +135,23 @@ void TraceLog(int msgType, const char *text, ...) } #if defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) + +#if defined(SUPPORT_SAVE_BMP) // Creates a BMP image file from an array of pixel data void SaveBMP(const char *fileName, unsigned char *imgData, int width, int height, int compSize) { stbi_write_bmp(fileName, width, height, compSize, imgData); } +#endif +#if defined(SUPPORT_SAVE_PNG) // Creates a PNG image file from an array of pixel data void SavePNG(const char *fileName, unsigned char *imgData, int width, int height, int compSize) { stbi_write_png(fileName, width, height, compSize, imgData, width*compSize); } #endif +#endif #if defined(PLATFORM_ANDROID) // Initialize asset manager from android app diff --git a/src/utils.h b/src/utils.h index 3ffd025c..037d7e94 100644 --- a/src/utils.h +++ b/src/utils.h @@ -33,6 +33,8 @@ #include "rres.h" +#define SUPPORT_SAVE_PNG + //---------------------------------------------------------------------------------- // Some basic Defines //---------------------------------------------------------------------------------- @@ -61,9 +63,13 @@ void TraceLog(int msgType, const char *text, ...); // Outputs a trace log messa const char *GetExtension(const char *fileName); // Returns extension of a filename #if defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) +#if defined(SUPPORT_SAVE_BMP) void SaveBMP(const char *fileName, unsigned char *imgData, int width, int height, int compSize); +#endif +#if defined(SUPPORT_SAVE_PNG) void SavePNG(const char *fileName, unsigned char *imgData, int width, int height, int compSize); #endif +#endif #if defined(PLATFORM_ANDROID) void InitAssetManager(AAssetManager *manager); // Initialize asset manager from android app -- cgit v1.2.3 From 59652c75b43d0437217c0000b03428545905801e Mon Sep 17 00:00:00 2001 From: Ray Date: Mon, 20 Mar 2017 20:34:44 +0100 Subject: Review some comments --- src/audio.c | 18 ++++++++---------- src/audio.h | 2 +- src/camera.h | 4 ++-- src/core.c | 18 +++++++++--------- src/gestures.h | 4 ++-- src/models.c | 2 +- src/raylib.h | 2 +- src/raymath.h | 2 +- src/rlgl.c | 47 ++++++++++++++++++----------------------------- src/rlgl.h | 45 +++++++++++++++++++++++++++++++-------------- src/rres.h | 4 +--- src/shapes.c | 2 +- src/text.c | 2 +- src/textures.c | 2 +- src/utils.c | 2 +- src/utils.h | 7 ++++--- 16 files changed, 83 insertions(+), 80 deletions(-) (limited to 'src/raylib.h') diff --git a/src/audio.c b/src/audio.c index e0964e02..68bd88e9 100644 --- a/src/audio.c +++ b/src/audio.c @@ -2,15 +2,13 @@ * * raylib.audio - Basic funtionality to work with audio * -* DESCRIPTION: -* -* This module provides basic functionality to: -* - Manage audio device (init/close) -* - Load and unload audio files -* - Format wave data (sample rate, size, channels) -* - Play/Stop/Pause/Resume loaded audio -* - Manage mixing channels -* - Manage raw audio context +* FEATURES: +* - Manage audio device (init/close) +* - Load and unload audio files +* - Format wave data (sample rate, size, channels) +* - Play/Stop/Pause/Resume loaded audio +* - Manage mixing channels +* - Manage raw audio context * * CONFIGURATION: * @@ -51,7 +49,7 @@ * * LICENSE: zlib/libpng * -* Copyright (c) 2014-2016 Ramon Santamaria (@raysan5) +* Copyright (c) 2014-2017 Ramon Santamaria (@raysan5) * * This software is provided "as-is", without any express or implied warranty. In no event * will the authors be held liable for any damages arising from the use of this software. diff --git a/src/audio.h b/src/audio.h index a0279e3a..8047d9bb 100644 --- a/src/audio.h +++ b/src/audio.h @@ -29,7 +29,7 @@ * * LICENSE: zlib/libpng * -* Copyright (c) 2014-2016 Ramon Santamaria (@raysan5) +* Copyright (c) 2014-2017 Ramon Santamaria (@raysan5) * * This software is provided "as-is", without any express or implied warranty. In no event * will the authors be held liable for any damages arising from the use of this software. diff --git a/src/camera.h b/src/camera.h index 87ba1942..e1b00ac2 100644 --- a/src/camera.h +++ b/src/camera.h @@ -1,6 +1,6 @@ /******************************************************************************************* * -* raylib Camera System - Camera Modes Setup and Control Functions +* raylib.camera - Camera system with multiple modes support * * NOTE: Memory footprint of this library is aproximately 52 bytes (global variables) * @@ -22,7 +22,7 @@ * * LICENSE: zlib/libpng * -* Copyright (c) 2015-2016 Ramon Santamaria (@raysan5) +* Copyright (c) 2015-2017 Ramon Santamaria (@raysan5) * * This software is provided "as-is", without any express or implied warranty. In no event * will the authors be held liable for any damages arising from the use of this software. diff --git a/src/core.c b/src/core.c index f55a70db..5b892cdf 100644 --- a/src/core.c +++ b/src/core.c @@ -2,14 +2,14 @@ * * raylib.core - Basic functions to manage windows, OpenGL context and input on multiple platforms * -* The following platforms are supported: -* Windows (win32/Win64) -* Linux (tested on Ubuntu) -* Mac (OSX) -* Android (API Level 9 or greater) -* Raspberry Pi (Raspbian) -* HTML5 (Chrome, Firefox) -* Oculus Rift CV1 +* PLATFORMS SUPPORTED: +* - Windows (win32/Win64) +* - Linux (tested on Ubuntu) +* - Mac (OSX) +* - Android (API Level 9 or greater) +* - Raspberry Pi (Raspbian) +* - HTML5 (Chrome, Firefox) +* - Oculus Rift CV1 * * CONFIGURATION: * @@ -49,7 +49,7 @@ * * LICENSE: zlib/libpng * -* Copyright (c) 2014-2016 Ramon Santamaria (@raysan5) +* Copyright (c) 2014-2017 Ramon Santamaria (@raysan5) * * This software is provided "as-is", without any express or implied warranty. In no event * will the authors be held liable for any damages arising from the use of this software. diff --git a/src/gestures.h b/src/gestures.h index 99f49d2a..42ced889 100644 --- a/src/gestures.h +++ b/src/gestures.h @@ -1,6 +1,6 @@ /********************************************************************************************** * -* raylib Gestures System - Gestures Processing based on input gesture events (touch/mouse) +* raylib.gestures - Gestures system, gestures processing based on input events (touch/mouse) * * NOTE: Memory footprint of this library is aproximately 128 bytes (global variables) * @@ -24,7 +24,7 @@ * * LICENSE: zlib/libpng * -* Copyright (c) 2014-2016 Ramon Santamaria (@raysan5) +* Copyright (c) 2014-2017 Ramon Santamaria (@raysan5) * * This software is provided "as-is", without any express or implied warranty. In no event * will the authors be held liable for any damages arising from the use of this software. diff --git a/src/models.c b/src/models.c index 8297358b..67e1693c 100644 --- a/src/models.c +++ b/src/models.c @@ -13,7 +13,7 @@ * * LICENSE: zlib/libpng * -* Copyright (c) 2014-2016 Ramon Santamaria (@raysan5) +* Copyright (c) 2014-2017 Ramon Santamaria (@raysan5) * * This software is provided "as-is", without any express or implied warranty. In no event * will the authors be held liable for any damages arising from the use of this software. diff --git a/src/raylib.h b/src/raylib.h index 4fd4b5df..cdefceb2 100644 --- a/src/raylib.h +++ b/src/raylib.h @@ -47,7 +47,7 @@ * raylib is licensed under an unmodified zlib/libpng license, which is an OSI-certified, * BSD-like license that allows static linking with closed source software: * -* Copyright (c) 2013-2016 Ramon Santamaria (@raysan5) +* Copyright (c) 2013-2017 Ramon Santamaria (@raysan5) * * This software is provided "as-is", without any express or implied warranty. In no event * will the authors be held liable for any damages arising from the use of this software. diff --git a/src/raymath.h b/src/raymath.h index a2263f19..7e760957 100644 --- a/src/raymath.h +++ b/src/raymath.h @@ -1,6 +1,6 @@ /********************************************************************************************** * -* raymath v1.0 - Some useful functions to work with Vector3, Matrix and Quaternions +* raymath v1.0 - Math functions to work with Vector3, Matrix and Quaternions * * CONFIGURATION: * diff --git a/src/rlgl.c b/src/rlgl.c index 00998624..d76f90bb 100644 --- a/src/rlgl.c +++ b/src/rlgl.c @@ -2,10 +2,8 @@ * * rlgl - raylib OpenGL abstraction layer * -* DESCRIPTION: -* -* rlgl allows usage of OpenGL 1.1 style functions (rlVertex) that are internally mapped to -* selected OpenGL version (1.1, 2.1, 3.3 Core, ES 2.0). +* rlgl is a wrapper for multiple OpenGL versions (1.1, 2.1, 3.3 Core, ES 2.0) to +* pseudo-OpenGL 1.1 style functions (rlVertex, rlTranslate, rlRotate...). * * When chosing an OpenGL version greater than OpenGL 1.1, rlgl stores vertex data on internal * VBO buffers (and VAOs if available). It requires calling 3 functions: @@ -16,32 +14,19 @@ * CONFIGURATION: * * #define GRAPHICS_API_OPENGL_11 -* Use OpenGL 1.1 backend -* * #define GRAPHICS_API_OPENGL_21 -* Use OpenGL 2.1 backend -* * #define GRAPHICS_API_OPENGL_33 -* Use OpenGL 3.3 Core profile backend -* * #define GRAPHICS_API_OPENGL_ES2 -* Use OpenGL ES 2.0 backend +* Use selected OpenGL backend * * #define RLGL_STANDALONE * Use rlgl as standalone library (no raylib dependency) * -* #define RLGL_NO_DISTORTION_SHADER -* Avoid stereo rendering distortion sahder (shader_distortion.h) inclusion -* -* #define SUPPORT_SHADER_DEFAULT / ENABLE_SHADER_DEFAULT +* #define SUPPORT_VR_SIMULATION / SUPPORT_STEREO_RENDERING +* Support VR simulation functionality (stereo rendering) * * #define SUPPORT_SHADER_DISTORTION -* -* #define SUPPORT_VR_SIMULATION -* -* #define SUPPORT_STEREO_RENDERING -* -* #define RLGL_NO_DEFAULT_SHADER +* Include stereo rendering distortion shader (shader_distortion.h) * * DEPENDENCIES: * raymath - 3D math functionality (Vector3, Matrix, Quaternion) @@ -50,7 +35,7 @@ * * LICENSE: zlib/libpng * -* Copyright (c) 2014-2016 Ramon Santamaria (@raysan5) +* Copyright (c) 2014-2017 Ramon Santamaria (@raysan5) * * This software is provided "as-is", without any express or implied warranty. In no event * will the authors be held liable for any damages arising from the use of this software. @@ -295,6 +280,13 @@ static bool texCompETC1Supported = false; // ETC1 texture compression support static bool texCompETC2Supported = false; // ETC2/EAC texture compression support static bool texCompPVRTSupported = false; // PVR texture compression support static bool texCompASTCSupported = false; // ASTC texture compression support + +// VR global variables +static VrDeviceInfo hmd; // Current VR device info +static VrStereoConfig vrConfig; // VR stereo configuration for simulator +static bool vrSimulatorReady = false; // VR simulator ready flag +static bool vrStereoRender = false; // VR stereo rendering enabled/disabled flag + // NOTE: This flag is useful to render data over stereo image (i.e. FPS) #endif // Extension supported flag: Anisotropic filtering @@ -304,13 +296,6 @@ static float maxAnisotropicLevel = 0.0f; // Maximum anisotropy level supp // Extension supported flag: Clamp mirror wrap mode static bool texClampMirrorSupported = false; // Clamp mirror wrap mode supported -// VR global variables -static VrDeviceInfo hmd; // Current VR device info -static VrStereoConfig vrConfig; // VR stereo configuration for simulator -static bool vrSimulatorReady = false; // VR simulator ready flag -static bool vrStereoRender = false; // VR stereo rendering enabled/disabled flag - // NOTE: This flag is useful to render data over stereo image (i.e. FPS) - #if defined(GRAPHICS_API_OPENGL_ES2) // NOTE: VAO functionality is exposed through extensions (OES) static PFNGLGENVERTEXARRAYSOESPROC glGenVertexArrays; @@ -2636,7 +2621,11 @@ void CloseVrSimulator(void) // Detect if VR simulator is running bool IsVrSimulatorReady(void) { +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) return vrSimulatorReady; +#else + return false; +#endif } // Enable/Disable VR experience (device or simulator) diff --git a/src/rlgl.h b/src/rlgl.h index 344da987..a870a907 100644 --- a/src/rlgl.h +++ b/src/rlgl.h @@ -2,8 +2,8 @@ * * rlgl - raylib OpenGL abstraction layer * -* rlgl allows usage of OpenGL 1.1 style functions (rlVertex) that are internally mapped to -* selected OpenGL version (1.1, 2.1, 3.3 Core, ES 2.0). +* rlgl is a wrapper for multiple OpenGL versions (1.1, 2.1, 3.3 Core, ES 2.0) to +* pseudo-OpenGL 1.1 style functions (rlVertex, rlTranslate, rlRotate...). * * When chosing an OpenGL version greater than OpenGL 1.1, rlgl stores vertex data on internal * VBO buffers (and VAOs if available). It requires calling 3 functions: @@ -11,18 +11,29 @@ * rlglDraw() - Process internal buffers and send required draw calls * rlglClose() - De-initialize internal buffers data and other auxiliar resources * -* External libs: +* CONFIGURATION: +* +* #define GRAPHICS_API_OPENGL_11 +* #define GRAPHICS_API_OPENGL_21 +* #define GRAPHICS_API_OPENGL_33 +* #define GRAPHICS_API_OPENGL_ES2 +* Use selected OpenGL backend +* +* #define RLGL_STANDALONE +* Use rlgl as standalone library (no raylib dependency) +* +* #define SUPPORT_VR_SIMULATION / SUPPORT_STEREO_RENDERING +* Support VR simulation functionality (stereo rendering) +* +* #define SUPPORT_SHADER_DISTORTION +* Include stereo rendering distortion shader (shader_distortion.h) +* +* DEPENDENCIES: * raymath - 3D math functionality (Vector3, Matrix, Quaternion) * GLAD - OpenGL extensions loading (OpenGL 3.3 Core only) * -* Module Configuration Flags: -* GRAPHICS_API_OPENGL_11 - Use OpenGL 1.1 backend -* GRAPHICS_API_OPENGL_21 - Use OpenGL 2.1 backend -* GRAPHICS_API_OPENGL_33 - Use OpenGL 3.3 Core profile backend -* GRAPHICS_API_OPENGL_ES2 - Use OpenGL ES 2.0 backend -* -* RLGL_STANDALONE - Use rlgl as standalone library (no raylib dependency) * +* LICENSE: zlib/libpng * * Copyright (c) 2014-2016 Ramon Santamaria (@raysan5) * @@ -124,15 +135,21 @@ #define RL_WRAP_CLAMP 0x812F // GL_CLAMP_TO_EDGE #define RL_WRAP_CLAMP_MIRROR 0x8742 // GL_MIRROR_CLAMP_EXT +// Matrix modes (equivalent to OpenGL) +#define RL_MODELVIEW 0x1700 // GL_MODELVIEW +#define RL_PROJECTION 0x1701 // GL_PROJECTION +#define RL_TEXTURE 0x1702 // GL_TEXTURE + +// Primitive assembly draw modes +#define RL_LINES 0x0001 // GL_LINES +#define RL_TRIANGLES 0x0004 // GL_TRIANGLES +#define RL_QUADS 0x0007 // GL_QUADS + //---------------------------------------------------------------------------------- // Types and Structures Definition //---------------------------------------------------------------------------------- typedef enum { OPENGL_11 = 1, OPENGL_21, OPENGL_33, OPENGL_ES_20 } GlVersion; -typedef enum { RL_PROJECTION, RL_MODELVIEW, RL_TEXTURE } MatrixMode; - -typedef enum { RL_LINES, RL_TRIANGLES, RL_QUADS } DrawMode; - typedef unsigned char byte; #if defined(RLGL_STANDALONE) diff --git a/src/rres.h b/src/rres.h index 362da10d..65ebdbba 100644 --- a/src/rres.h +++ b/src/rres.h @@ -1,8 +1,6 @@ /********************************************************************************************** * -* rres - raylib Resource custom format management functions -* -* Basic functions to load/save rRES resource files +* rres v1.0 - raylib resource (rRES) custom fileformat management functions * * CONFIGURATION: * diff --git a/src/shapes.c b/src/shapes.c index 5ed633f6..2a924476 100644 --- a/src/shapes.c +++ b/src/shapes.c @@ -13,7 +13,7 @@ * * LICENSE: zlib/libpng * -* Copyright (c) 2014-2016 Ramon Santamaria (@raysan5) +* Copyright (c) 2014-2017 Ramon Santamaria (@raysan5) * * This software is provided "as-is", without any express or implied warranty. In no event * will the authors be held liable for any damages arising from the use of this software. diff --git a/src/text.c b/src/text.c index 18ebf482..2d249b6d 100644 --- a/src/text.c +++ b/src/text.c @@ -18,7 +18,7 @@ * * LICENSE: zlib/libpng * -* Copyright (c) 2014-2016 Ramon Santamaria (@raysan5) +* Copyright (c) 2014-2017 Ramon Santamaria (@raysan5) * * This software is provided "as-is", without any express or implied warranty. In no event * will the authors be held liable for any damages arising from the use of this software. diff --git a/src/textures.c b/src/textures.c index 7db3bf56..f323f352 100644 --- a/src/textures.c +++ b/src/textures.c @@ -31,7 +31,7 @@ * * LICENSE: zlib/libpng * -* Copyright (c) 2014-2016 Ramon Santamaria (@raysan5) +* Copyright (c) 2014-2017 Ramon Santamaria (@raysan5) * * This software is provided "as-is", without any express or implied warranty. In no event * will the authors be held liable for any damages arising from the use of this software. diff --git a/src/utils.c b/src/utils.c index 54923e34..4d30cbc7 100644 --- a/src/utils.c +++ b/src/utils.c @@ -25,7 +25,7 @@ * * LICENSE: zlib/libpng * -* Copyright (c) 2014-2016 Ramon Santamaria (@raysan5) +* Copyright (c) 2014-2017 Ramon Santamaria (@raysan5) * * This software is provided "as-is", without any express or implied warranty. In no event * will the authors be held liable for any damages arising from the use of this software. diff --git a/src/utils.h b/src/utils.h index 037d7e94..45ffcf81 100644 --- a/src/utils.h +++ b/src/utils.h @@ -1,10 +1,11 @@ /********************************************************************************************** * -* raylib.utils +* raylib.utils - Some common utility functions * -* Some utility functions * -* Copyright (c) 2014-2016 Ramon Santamaria (@raysan5) +* LICENSE: zlib/libpng +* +* Copyright (c) 2014-2017 Ramon Santamaria (@raysan5) * * This software is provided "as-is", without any express or implied warranty. In no event * will the authors be held liable for any damages arising from the use of this software. -- cgit v1.2.3