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@@ -8,8 +8,14 @@
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* Compile rlgl module using:
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* gcc -c rlgl.c -Wall -std=c99 -DRLGL_STANDALONE -DRAYMATH_IMPLEMENTATION -DGRAPHICS_API_OPENGL_33
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*
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+* NOTE: rlgl module requires the following header-only files:
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+* external/glad.h - OpenGL extensions loader (stripped to only required extensions)
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+* shader_standard.h - Standard shader for materials and lighting
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+* shader_distortion.h - Distortion shader for VR
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+* raymath.h - Vector and matrix math functions
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+*
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* Compile example using:
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-* gcc -o $(NAME_PART).exe $(FILE_NAME) rlgl.o -lglfw3 -lopengl32 -lgdi32 -std=c99
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+* gcc -o rlgl_standalone.exe rlgl_standalone.c rlgl.o -lglfw3 -lopengl32 -lgdi32 -std=c99
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*
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* This example has been created using raylib 1.5 (www.raylib.com)
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* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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@@ -83,7 +89,7 @@ int main(void)
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glfwMakeContextCurrent(window);
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glfwSwapInterval(1);
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- // Initialize supported extensions
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+ // Load OpenGL 3.3 supported extensions
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rlglLoadExtensions(glfwGetProcAddress);
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//--------------------------------------------------------
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@@ -101,13 +107,13 @@ int main(void)
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rlClearColor(245, 245, 245, 255); // Define clear color
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rlEnableDepthTest(); // Enable DEPTH_TEST for 3D
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- Vector3 cubePosition = { 0.0f, 0.0f, 0.0f }; // Cube default position (center)
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-
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Camera camera;
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camera.position = (Vector3){ 5.0f, 5.0f, 5.0f }; // Camera position
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camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point
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camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
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camera.fovy = 45.0f; // Camera field-of-view Y
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+
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+ Vector3 cubePosition = { 0.0f, 0.0f, 0.0f }; // Cube default position (center)
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//--------------------------------------------------------------------------------------
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// Main game loop
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@@ -169,8 +175,8 @@ int main(void)
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//--------------------------------------------------------------------------------------
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rlglClose(); // Unload rlgl internal buffers and default shader/texture
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- glfwDestroyWindow(window);
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- glfwTerminate();
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+ glfwDestroyWindow(window); // Close window
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+ glfwTerminate(); // Free GLFW3 resources
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//--------------------------------------------------------------------------------------
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return 0;
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