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- /*******************************************************************************************
- *
- * raylib [rlgl] example - Using rlgl module as standalone module
- *
- * rlgl library is an abstraction layer for multiple OpenGL versions (1.1, 2.1, 3.3 Core, ES 2.0)
- * that provides a pseudo-OpenGL 1.1 immediate-mode style API (rlVertex, rlTranslate, rlRotate...)
- *
- * WARNING: This example is intended only for PLATFORM_DESKTOP and OpenGL 3.3 Core profile.
- * It could work on other platforms if redesigned for those platforms (out-of-scope)
- *
- * DEPENDENCIES:
- * glfw3 - Windows and context initialization library
- * rlgl.h - OpenGL abstraction layer to OpenGL 1.1, 3.3 or ES2
- * glad.h - OpenGL extensions initialization library (required by rlgl)
- * raymath.h - 3D math library
- *
- * WINDOWS COMPILATION:
- * gcc -o rlgl_standalone.exe rlgl_standalone.c -s -Iexternal\include -I..\..\src \
- * -L. -Lexternal\lib -lglfw3 -lopengl32 -lgdi32 -Wall -std=c99 -DGRAPHICS_API_OPENGL_33
- *
- * APPLE COMPILATION:
- * gcc -o rlgl_standalone rlgl_standalone.c -I../../src -Iexternal/include -Lexternal/lib \
- * -lglfw3 -framework CoreVideo -framework OpenGL -framework IOKit -framework Cocoa
- * -Wno-deprecated-declarations -std=c99 -DGRAPHICS_API_OPENGL_33
- *
- *
- * LICENSE: zlib/libpng
- *
- * This example 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) 2014-2024 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.
- *
- * Permission is granted to anyone to use this software for any purpose, including commercial
- * applications, and to alter it and redistribute it freely, subject to the following restrictions:
- *
- * 1. The origin of this software must not be misrepresented; you must not claim that you
- * wrote the original software. If you use this software in a product, an acknowledgment
- * in the product documentation would be appreciated but is not required.
- *
- * 2. Altered source versions must be plainly marked as such, and must not be misrepresented
- * as being the original software.
- *
- * 3. This notice may not be removed or altered from any source distribution.
- *
- ********************************************************************************************/
-
- // NOTE: rlgl can be configured just re-defining the following values:
- //#define RL_DEFAULT_BATCH_BUFFER_ELEMENTS 8192 // Default internal render batch elements limits
- //#define RL_DEFAULT_BATCH_BUFFERS 1 // Default number of batch buffers (multi-buffering)
- //#define RL_DEFAULT_BATCH_DRAWCALLS 256 // Default number of batch draw calls (by state changes: mode, texture)
- //#define RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS 4 // Maximum number of textures units that can be activated on batch drawing (SetShaderValueTexture())
- //#define RL_MAX_MATRIX_STACK_SIZE 32 // Maximum size of internal Matrix stack
- //#define RL_MAX_SHADER_LOCATIONS 32 // Maximum number of shader locations supported
- //#define RL_CULL_DISTANCE_NEAR 0.01 // Default projection matrix near cull distance
- //#define RL_CULL_DISTANCE_FAR 1000.0 // Default projection matrix far cull distance
-
- #define RLGL_IMPLEMENTATION
- #include "rlgl.h" // OpenGL abstraction layer to OpenGL 1.1, 3.3+ or ES2
-
- #define RAYMATH_STATIC_INLINE
- #include "raymath.h" // Vector2, Vector3, Quaternion and Matrix functionality
-
- #include "GLFW/glfw3.h" // Windows/Context and inputs management
-
- #include <stdio.h> // Required for: printf()
-
- #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
-
- //----------------------------------------------------------------------------------
- // Structures Definition
- //----------------------------------------------------------------------------------
- // Color, 4 components, R8G8B8A8 (32bit)
- typedef struct Color {
- unsigned char r; // Color red value
- unsigned char g; // Color green value
- unsigned char b; // Color blue value
- unsigned char a; // Color alpha value
- } Color;
-
- // Camera type, defines a camera position/orientation in 3d space
- typedef struct Camera {
- Vector3 position; // Camera position
- Vector3 target; // Camera target it looks-at
- Vector3 up; // Camera up vector (rotation over its axis)
- float fovy; // Camera field-of-view apperture in Y (degrees) in perspective, used as near plane width in orthographic
- int projection; // Camera projection: CAMERA_PERSPECTIVE or CAMERA_ORTHOGRAPHIC
- } Camera;
-
- //----------------------------------------------------------------------------------
- // 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);
-
- // NOTE: We use raymath to get this functionality but it could be implemented in this module
- //static Matrix MatrixIdentity(void);
- //static Matrix MatrixOrtho(double left, double right, double bottom, double top, double near, double far);
- //static Matrix MatrixPerspective(double fovy, double aspect, double near, double far);
- //static Matrix MatrixLookAt(Vector3 eye, Vector3 target, Vector3 up);
-
- //------------------------------------------------------------------------------------
- // Program main entry point
- //------------------------------------------------------------------------------------
- int main(void)
- {
- // Initialization
- //--------------------------------------------------------------------------------------
- const int screenWidth = 800;
- const int screenHeight = 450;
-
- // GLFW3 Initialization + OpenGL 3.3 Context + Extensions
- //--------------------------------------------------------
- glfwSetErrorCallback(ErrorCallback);
-
- if (!glfwInit())
- {
- printf("GLFW3: Can not initialize GLFW\n");
- return 1;
- }
- else printf("GLFW3: GLFW initialized successfully\n");
-
- glfwWindowHint(GLFW_SAMPLES, 4);
- glfwWindowHint(GLFW_DEPTH_BITS, 16);
-
- // WARNING: OpenGL 3.3 Core profile only
- 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);
- #if defined(__APPLE__)
- glfwWindowHint( GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE );
- #endif
-
- GLFWwindow *window = glfwCreateWindow(screenWidth, screenHeight, "rlgl standalone", NULL, NULL);
-
- if (!window)
- {
- glfwTerminate();
- return 2;
- }
- else printf("GLFW3: Window created successfully\n");
-
- glfwSetWindowPos(window, 200, 200);
-
- glfwSetKeyCallback(window, KeyCallback);
-
- glfwMakeContextCurrent(window);
- glfwSwapInterval(0);
-
- // Load OpenGL 3.3 supported extensions
- rlLoadExtensions(glfwGetProcAddress);
- //--------------------------------------------------------
-
- // Initialize OpenGL context (states and resources)
- rlglInit(screenWidth, screenHeight);
-
- // Initialize viewport and internal projection/modelview matrices
- rlViewport(0, 0, screenWidth, screenHeight);
- rlMatrixMode(RL_PROJECTION); // Switch to PROJECTION matrix
- rlLoadIdentity(); // Reset current matrix (PROJECTION)
- rlOrtho(0, screenWidth, screenHeight, 0, 0.0f, 1.0f); // Orthographic projection with top-left corner at (0,0)
- rlMatrixMode(RL_MODELVIEW); // Switch back to MODELVIEW matrix
- rlLoadIdentity(); // Reset current matrix (MODELVIEW)
-
- rlClearColor(245, 245, 245, 255); // Define clear color
- rlEnableDepthTest(); // Enable DEPTH_TEST for 3D
-
- Camera camera = { 0 };
- camera.position = (Vector3){ 5.0f, 5.0f, 5.0f }; // Camera position
- camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point
- camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
- camera.fovy = 45.0f; // Camera field-of-view Y
-
- Vector3 cubePosition = { 0.0f, 0.0f, 0.0f }; // Cube default position (center)
- //--------------------------------------------------------------------------------------
-
- // Main game loop
- while (!glfwWindowShouldClose(window))
- {
- // Update
- //----------------------------------------------------------------------------------
- //camera.position.x += 0.01f;
- //----------------------------------------------------------------------------------
-
- // Draw
- //----------------------------------------------------------------------------------
- rlClearScreenBuffers(); // Clear current framebuffer
-
- // Draw '3D' elements in the scene
- //-----------------------------------------------
- // Calculate projection matrix (from perspective) and view matrix from camera look at
- Matrix matProj = MatrixPerspective((double)(camera.fovy*DEG2RAD), (double)screenWidth/(double)screenHeight, 0.01, 1000.0);
- Matrix matView = MatrixLookAt(camera.position, camera.target, camera.up);
-
- rlSetMatrixModelview(matView); // Set internal modelview matrix (default shader)
- rlSetMatrixProjection(matProj); // Set internal projection matrix (default shader)
-
- DrawCube(cubePosition, 2.0f, 2.0f, 2.0f, RED);
- DrawCubeWires(cubePosition, 2.0f, 2.0f, 2.0f, RAYWHITE);
- DrawGrid(10, 1.0f);
-
- // Draw internal render batch buffers (3D data)
- rlDrawRenderBatchActive();
- //-----------------------------------------------
-
- // Draw '2D' elements in the scene (GUI)
- //-----------------------------------------------
- #define RLGL_SET_MATRIX_MANUALLY
- #if defined(RLGL_SET_MATRIX_MANUALLY)
- matProj = MatrixOrtho(0.0, screenWidth, screenHeight, 0.0, 0.0, 1.0);
- matView = MatrixIdentity();
-
- rlSetMatrixModelview(matView); // Set internal modelview matrix (default shader)
- rlSetMatrixProjection(matProj); // Set internal projection matrix (default shader)
-
- #else // Let rlgl generate and multiply matrix internally
-
- rlMatrixMode(RL_PROJECTION); // Enable internal projection matrix
- rlLoadIdentity(); // Reset internal projection matrix
- rlOrtho(0.0, screenWidth, screenHeight, 0.0, 0.0, 1.0); // Recalculate internal projection matrix
- rlMatrixMode(RL_MODELVIEW); // Enable internal modelview matrix
- rlLoadIdentity(); // Reset internal modelview matrix
- #endif
- DrawRectangleV((Vector2){ 10.0f, 10.0f }, (Vector2){ 780.0f, 20.0f }, DARKGRAY);
-
- // Draw internal render batch buffers (2D data)
- rlDrawRenderBatchActive();
- //-----------------------------------------------
-
- glfwSwapBuffers(window);
- glfwPollEvents();
- //----------------------------------------------------------------------------------
- }
-
- // De-Initialization
- //--------------------------------------------------------------------------------------
- rlglClose(); // Unload rlgl internal buffers and default shader/texture
-
- glfwDestroyWindow(window); // Close window
- glfwTerminate(); // Free GLFW3 resources
- //--------------------------------------------------------------------------------------
-
- return 0;
- }
-
- //----------------------------------------------------------------------------------
- // Module specific Functions Definitions
- //----------------------------------------------------------------------------------
-
- // GLFW3: Error callback
- static void ErrorCallback(int error, const char *description)
- {
- fprintf(stderr, "%s", 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);
-
- rlVertex2f(position.x, position.y);
- rlVertex2f(position.x, position.y + size.y);
- rlVertex2f(position.x + size.x, position.y + size.y);
-
- rlVertex2f(position.x, position.y);
- rlVertex2f(position.x + size.x, position.y + size.y);
- rlVertex2f(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
- static 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
- static 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();
- }
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