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- /*******************************************************************************************
- *
- * raylib [rlgl] example - Using rlgl module as standalone module
- *
- * NOTE: This example requires OpenGL 3.3 or ES2 versions for shaders support,
- * OpenGL 1.1 does not support shaders but it can also be used.
- *
- * DEPENDENCIES:
- * rlgl.h - OpenGL 1.1 immediate-mode style coding translation layer
- * glad.h - OpenGL extensions initialization library (required by rlgl)
- * raymath.h - 3D math library (required by rlgl)
- * glfw3 - Windows and context initialization library
- *
- * rlgl library is provided as a single-file header-only library, this library
- * allows coding in a pseudo-OpenGL 1.1 style while translating calls to multiple
- * OpenGL versions backends (1.1, 2.1, 3.3, ES 2.0).
- *
- * 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
- *
- * 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) 2014-2018 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.
- *
- ********************************************************************************************/
-
- #define RLGL_IMPLEMENTATION
- #define RLGL_STANDALONE
- #include "rlgl.h" // OpenGL 1.1 immediate-mode style coding
-
- #ifdef __EMSCRIPTEN__
- #define GLFW_INCLUDE_ES2
- #endif
-
- #include <GLFW/glfw3.h> // Windows/Context and inputs management
-
- #define RED (Color){ 230, 41, 55, 255 } // Red
- #define RAYWHITE (Color){ 245, 245, 245, 255 } // My own White (raylib logo)
- #define DARKGRAY (Color){ 80, 80, 80, 255 } // Dark Gray
-
- //----------------------------------------------------------------------------------
- // Module specific Functions Declaration
- //----------------------------------------------------------------------------------
- static void ErrorCallback(int error, const char* description);
- static void KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods);
-
- // Drawing functions (uses rlgl functionality)
- static void DrawGrid(int slices, float spacing);
- static void DrawCube(Vector3 position, float width, float height, float length, Color color);
- static void DrawCubeWires(Vector3 position, float width, float height, float length, Color color);
- static void DrawRectangleV(Vector2 position, Vector2 size, Color color);
-
- //----------------------------------------------------------------------------------
- // Main Entry point
- //----------------------------------------------------------------------------------
- int main(void)
- {
- // Initialization
- //--------------------------------------------------------------------------------------
- const int screenWidth = 800;
- const int screenHeight = 450;
-
- // GLFW3 Initialization + OpenGL 3.3 Context + Extensions
- //--------------------------------------------------------
- glfwSetErrorCallback(ErrorCallback);
-
- if (!glfwInit())
- {
- TraceLog(LOG_WARNING, "GLFW3: Can not initialize GLFW");
- return 1;
- }
- else TraceLog(LOG_INFO, "GLFW3: GLFW initialized successfully");
-
- glfwWindowHint(GLFW_SAMPLES, 4);
- glfwWindowHint(GLFW_DEPTH_BITS, 16);
- glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
- glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
- glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
- //glfwWindowHint(GLFW_OPENGL_DEBUG_CONTEXT, GL_TRUE);
-
- GLFWwindow *window = glfwCreateWindow(screenWidth, screenHeight, "rlgl standalone", NULL, NULL);
-
- if (!window)
- {
- glfwTerminate();
- return 2;
- }
- else TraceLog(LOG_INFO, "GLFW3: Window created successfully");
-
- 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;
- 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(camera.fovy*DEG2RAD, (double)screenWidth/(double)screenHeight, 0.01, 1000.0);
- Matrix matView = MatrixLookAt(camera.position, camera.target, camera.up);
-
- SetMatrixModelview(matView); // Set internal modelview matrix (default shader)
- SetMatrixProjection(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);
-
- // NOTE: Internal buffers drawing (3D data)
- rlglDraw();
- //-----------------------------------------------
-
- // Draw '2D' elements in the scene (GUI)
- //-----------------------------------------------
- #define RLGL_CREATE_MATRIX_MANUALLY
- #if defined(RLGL_CREATE_MATRIX_MANUALLY)
- matProj = MatrixOrtho(0.0, screenWidth, screenHeight, 0.0, 0.0, 1.0);
- matView = MatrixIdentity();
-
- SetMatrixModelview(matView); // Set internal modelview matrix (default shader)
- SetMatrixProjection(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);
-
- // NOTE: Internal buffers drawing (2D data)
- rlglDraw();
- //-----------------------------------------------
-
- glfwSwapBuffers(window);
- glfwPollEvents();
- //----------------------------------------------------------------------------------
- }
-
- // De-Initialization
- //--------------------------------------------------------------------------------------
- rlglClose(); // Unload rlgl internal buffers and default shader/texture
-
- glfwDestroyWindow(window); // Close window
- glfwTerminate(); // Free GLFW3 resources
- //--------------------------------------------------------------------------------------
-
- return 0;
- }
-
- //----------------------------------------------------------------------------------
- // Module specific Functions Definitions
- //----------------------------------------------------------------------------------
-
- // GLFW3: Error callback
- static void ErrorCallback(int error, const char* description)
- {
- TraceLog(LOG_ERROR, description);
- }
-
- // GLFW3: Keyboard callback
- static void KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods)
- {
- if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
- {
- glfwSetWindowShouldClose(window, GL_TRUE);
- }
- }
-
- // Draw rectangle using rlgl OpenGL 1.1 style coding (translated to OpenGL 3.3 internally)
- static void DrawRectangleV(Vector2 position, Vector2 size, Color color)
- {
- rlBegin(RL_TRIANGLES);
- rlColor4ub(color.r, color.g, color.b, color.a);
-
- rlVertex2i(position.x, position.y);
- rlVertex2i(position.x, position.y + size.y);
- rlVertex2i(position.x + size.x, position.y + size.y);
-
- rlVertex2i(position.x, position.y);
- rlVertex2i(position.x + size.x, position.y + size.y);
- rlVertex2i(position.x + size.x, position.y);
- rlEnd();
- }
-
- // Draw a grid centered at (0, 0, 0)
- static void DrawGrid(int slices, float spacing)
- {
- int halfSlices = slices / 2;
-
- rlBegin(RL_LINES);
- for(int i = -halfSlices; i <= halfSlices; i++)
- {
- if (i == 0)
- {
- rlColor3f(0.5f, 0.5f, 0.5f);
- rlColor3f(0.5f, 0.5f, 0.5f);
- rlColor3f(0.5f, 0.5f, 0.5f);
- rlColor3f(0.5f, 0.5f, 0.5f);
- }
- else
- {
- rlColor3f(0.75f, 0.75f, 0.75f);
- rlColor3f(0.75f, 0.75f, 0.75f);
- rlColor3f(0.75f, 0.75f, 0.75f);
- rlColor3f(0.75f, 0.75f, 0.75f);
- }
-
- rlVertex3f((float)i*spacing, 0.0f, (float)-halfSlices*spacing);
- rlVertex3f((float)i*spacing, 0.0f, (float)halfSlices*spacing);
-
- rlVertex3f((float)-halfSlices*spacing, 0.0f, (float)i*spacing);
- rlVertex3f((float)halfSlices*spacing, 0.0f, (float)i*spacing);
- }
- rlEnd();
- }
-
- // Draw cube
- // NOTE: Cube position is the center position
- 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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