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Stereo rendering test

Trying to simulate Oculus Rift CV1 rendering without the device... for
Debug pourposes.
Ray 9 年之前
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共有 1 個文件被更改,包括 394 次插入0 次删除
  1. 394 0
      examples/oculus_glfw_sample/rlgl_standalone_stereo.c

+ 394 - 0
examples/oculus_glfw_sample/rlgl_standalone_stereo.c

@@ -0,0 +1,394 @@
+/*******************************************************************************************
+*
+*   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.
+*
+*   Compile rlgl module using:
+*   gcc -c rlgl.c -Wall -std=c99 -DRLGL_STANDALONE -DRAYMATH_IMPLEMENTATION -DGRAPHICS_API_OPENGL_33
+*
+*   Compile example using:
+*   gcc -o $(NAME_PART).exe $(FILE_NAME) rlgl.o -lglfw3 -lopengl32 -lgdi32 -std=c99
+*
+*   This example has been created using raylib 1.5 (www.raylib.com)
+*   raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
+*
+*   Copyright (c) 2015 Ramon Santamaria (@raysan5)
+*
+********************************************************************************************/
+
+#include "glad.h"               // Extensions loading library
+#include <GLFW/glfw3.h>         // Windows/Context and inputs management
+
+#define RLGL_STANDALONE
+#include "rlgl.h"               // rlgl library: OpenGL 1.1 immediate-mode style coding
+
+
+#define RED        (Color){ 230, 41, 55, 255 }     // Red
+#define MAROON     (Color){ 190, 33, 55, 255 }     // Maroon
+#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 = 1080;
+    const int screenHeight = 600;
+    
+    
+    // GLFW3 Initialization + OpenGL 3.3 Context + Extensions
+    //--------------------------------------------------------
+    glfwSetErrorCallback(ErrorCallback);
+    
+    if (!glfwInit())
+    {
+        TraceLog(WARNING, "GLFW3: Can not initialize GLFW");
+        return 1;
+    }
+    else TraceLog(INFO, "GLFW3: GLFW initialized successfully");
+    
+    glfwWindowHint(GLFW_SAMPLES, 4);
+    glfwWindowHint(GLFW_DEPTH_BITS, 16);
+    glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
+    glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
+    glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
+    glfwWindowHint(GLFW_OPENGL_DEBUG_CONTEXT, GL_TRUE);
+   
+    GLFWwindow *window = glfwCreateWindow(screenWidth, screenHeight, "rlgl standalone", NULL, NULL);
+    
+    if (!window)
+    {
+        glfwTerminate();
+        return 2;
+    }
+    else TraceLog(INFO, "GLFW3: Window created successfully");
+    
+    glfwSetKeyCallback(window, KeyCallback);
+    
+    glfwMakeContextCurrent(window);
+    glfwSwapInterval(1);
+
+    // Load OpenGL 3.3 extensions
+    if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
+    {
+        TraceLog(WARNING, "GLAD: Cannot load OpenGL extensions");
+        return 3;
+    }
+    else TraceLog(INFO, "GLAD: OpenGL extensions loaded successfully");
+    //--------------------------------------------------------
+    
+    // Initialize rlgl internal buffers and OpenGL state
+    rlglInit();
+    rlglInitGraphics(0, 0, screenWidth, screenHeight);
+    rlClearColor(245, 245, 245, 255);   // Define clear color
+    rlEnableDepthTest();                // Enable DEPTH_TEST for 3D
+    
+    Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
+    
+    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 = 60.0f;                               // Camera field-of-view Y
+    //--------------------------------------------------------------------------------------    
+
+    // Main game loop    
+    while (!glfwWindowShouldClose(window)) 
+    {
+        // Update
+        //----------------------------------------------------------------------------------
+        // ...
+        //----------------------------------------------------------------------------------
+
+        // Draw
+        //----------------------------------------------------------------------------------
+        rlClearScreenBuffers();             // Clear current framebuffer
+        
+            for (int i = 0; i < 2; i++)
+            {
+                rlViewport(i*screenWidth/2, 0, screenWidth/2, screenHeight); 
+        
+                // Calculate projection matrix (from perspective) and view matrix from camera look at
+                Matrix matProj = MatrixPerspective(camera.fovy, (double)(screenWidth/2)/(double)screenHeight, 0.01, 1000.0);
+                MatrixTranspose(&matProj);
+                Matrix matView = MatrixLookAt(camera.position, camera.target, camera.up);
+
+                SetMatrixModelview(matView);    // Replace internal modelview matrix by a custom one
+                SetMatrixProjection(matProj);   // Replace internal projection matrix by a custom one
+
+                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/2, screenHeight, 0.0, 0.0, 1.0);
+                MatrixTranspose(&matProj);
+                matView = MatrixIdentity();
+                
+                SetMatrixModelview(matView);    // Replace internal modelview matrix by a custom one
+                SetMatrixProjection(matProj);   // Replace internal projection matrix by a custom one
+
+    #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){ 600.0f, 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);
+    glfwTerminate();
+    //--------------------------------------------------------------------------------------
+    
+    return 0;
+}
+
+//----------------------------------------------------------------------------------
+// Module specific Functions Definitions
+//----------------------------------------------------------------------------------
+
+// GLFW3: Error callback
+static void ErrorCallback(int error, const char* description)
+{
+    TraceLog(ERROR, description);
+}
+
+// GLFW3: Keyboard callback
+static void KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods)
+{
+    if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
+    {
+        glfwSetWindowShouldClose(window, GL_TRUE);
+    }
+}
+
+// Draw rectangle using rlgl OpenGL 1.1 style coding (translated to OpenGL 3.3 internally)
+static void DrawRectangleV(Vector2 position, Vector2 size, Color color)
+{
+    rlBegin(RL_TRIANGLES);
+        rlColor4ub(color.r, color.g, color.b, color.a);
+
+        rlVertex2i(position.x, position.y);
+        rlVertex2i(position.x, position.y + size.y);
+        rlVertex2i(position.x + size.x, position.y + size.y);
+
+        rlVertex2i(position.x, position.y);
+        rlVertex2i(position.x + size.x, position.y + size.y);
+        rlVertex2i(position.x + size.x, position.y);
+    rlEnd();
+}
+
+// Draw a grid centered at (0, 0, 0)
+static void DrawGrid(int slices, float spacing)
+{
+    int halfSlices = slices / 2;
+
+    rlBegin(RL_LINES);
+        for(int i = -halfSlices; i <= halfSlices; i++)
+        {
+            if (i == 0)
+            {
+                rlColor3f(0.5f, 0.5f, 0.5f);
+                rlColor3f(0.5f, 0.5f, 0.5f);
+                rlColor3f(0.5f, 0.5f, 0.5f);
+                rlColor3f(0.5f, 0.5f, 0.5f);
+            }
+            else
+            {
+                rlColor3f(0.75f, 0.75f, 0.75f);
+                rlColor3f(0.75f, 0.75f, 0.75f);
+                rlColor3f(0.75f, 0.75f, 0.75f);
+                rlColor3f(0.75f, 0.75f, 0.75f);
+            }
+
+            rlVertex3f((float)i*spacing, 0.0f, (float)-halfSlices*spacing);
+            rlVertex3f((float)i*spacing, 0.0f, (float)halfSlices*spacing);
+
+            rlVertex3f((float)-halfSlices*spacing, 0.0f, (float)i*spacing);
+            rlVertex3f((float)halfSlices*spacing, 0.0f, (float)i*spacing);
+        }
+    rlEnd();
+}
+
+// Draw cube
+// NOTE: Cube position is the center position
+void DrawCube(Vector3 position, float width, float height, float length, Color color)
+{
+    float x = 0.0f;
+    float y = 0.0f;
+    float z = 0.0f;
+
+    rlPushMatrix();
+
+        // NOTE: Be careful! Function order matters (rotate -> scale -> translate)
+        rlTranslatef(position.x, position.y, position.z);
+        //rlScalef(2.0f, 2.0f, 2.0f);
+        //rlRotatef(45, 0, 1, 0);
+
+        rlBegin(RL_TRIANGLES);
+            rlColor4ub(color.r, color.g, color.b, color.a);
+
+            // Front Face -----------------------------------------------------
+            rlVertex3f(x-width/2, y-height/2, z+length/2);  // Bottom Left
+            rlVertex3f(x+width/2, y-height/2, z+length/2);  // Bottom Right
+            rlVertex3f(x-width/2, y+height/2, z+length/2);  // Top Left
+
+            rlVertex3f(x+width/2, y+height/2, z+length/2);  // Top Right
+            rlVertex3f(x-width/2, y+height/2, z+length/2);  // Top Left
+            rlVertex3f(x+width/2, y-height/2, z+length/2);  // Bottom Right
+
+            // Back Face ------------------------------------------------------
+            rlVertex3f(x-width/2, y-height/2, z-length/2);  // Bottom Left
+            rlVertex3f(x-width/2, y+height/2, z-length/2);  // Top Left
+            rlVertex3f(x+width/2, y-height/2, z-length/2);  // Bottom Right
+
+            rlVertex3f(x+width/2, y+height/2, z-length/2);  // Top Right
+            rlVertex3f(x+width/2, y-height/2, z-length/2);  // Bottom Right
+            rlVertex3f(x-width/2, y+height/2, z-length/2);  // Top Left
+
+            // Top Face -------------------------------------------------------
+            rlVertex3f(x-width/2, y+height/2, z-length/2);  // Top Left
+            rlVertex3f(x-width/2, y+height/2, z+length/2);  // Bottom Left
+            rlVertex3f(x+width/2, y+height/2, z+length/2);  // Bottom Right
+
+            rlVertex3f(x+width/2, y+height/2, z-length/2);  // Top Right
+            rlVertex3f(x-width/2, y+height/2, z-length/2);  // Top Left
+            rlVertex3f(x+width/2, y+height/2, z+length/2);  // Bottom Right
+
+            // Bottom Face ----------------------------------------------------
+            rlVertex3f(x-width/2, y-height/2, z-length/2);  // Top Left
+            rlVertex3f(x+width/2, y-height/2, z+length/2);  // Bottom Right
+            rlVertex3f(x-width/2, y-height/2, z+length/2);  // Bottom Left
+
+            rlVertex3f(x+width/2, y-height/2, z-length/2);  // Top Right
+            rlVertex3f(x+width/2, y-height/2, z+length/2);  // Bottom Right
+            rlVertex3f(x-width/2, y-height/2, z-length/2);  // Top Left
+
+            // Right face -----------------------------------------------------
+            rlVertex3f(x+width/2, y-height/2, z-length/2);  // Bottom Right
+            rlVertex3f(x+width/2, y+height/2, z-length/2);  // Top Right
+            rlVertex3f(x+width/2, y+height/2, z+length/2);  // Top Left
+
+            rlVertex3f(x+width/2, y-height/2, z+length/2);  // Bottom Left
+            rlVertex3f(x+width/2, y-height/2, z-length/2);  // Bottom Right
+            rlVertex3f(x+width/2, y+height/2, z+length/2);  // Top Left
+
+            // Left Face ------------------------------------------------------
+            rlVertex3f(x-width/2, y-height/2, z-length/2);  // Bottom Right
+            rlVertex3f(x-width/2, y+height/2, z+length/2);  // Top Left
+            rlVertex3f(x-width/2, y+height/2, z-length/2);  // Top Right
+
+            rlVertex3f(x-width/2, y-height/2, z+length/2);  // Bottom Left
+            rlVertex3f(x-width/2, y+height/2, z+length/2);  // Top Left
+            rlVertex3f(x-width/2, y-height/2, z-length/2);  // Bottom Right
+        rlEnd();
+    rlPopMatrix();
+}
+
+// Draw cube wires
+void DrawCubeWires(Vector3 position, float width, float height, float length, Color color)
+{
+    float x = 0.0f;
+    float y = 0.0f;
+    float z = 0.0f;
+
+    rlPushMatrix();
+
+        rlTranslatef(position.x, position.y, position.z);
+        //rlRotatef(45, 0, 1, 0);
+
+        rlBegin(RL_LINES);
+            rlColor4ub(color.r, color.g, color.b, color.a);
+
+            // Front Face -----------------------------------------------------
+            // Bottom Line
+            rlVertex3f(x-width/2, y-height/2, z+length/2);  // Bottom Left
+            rlVertex3f(x+width/2, y-height/2, z+length/2);  // Bottom Right
+
+            // Left Line
+            rlVertex3f(x+width/2, y-height/2, z+length/2);  // Bottom Right
+            rlVertex3f(x+width/2, y+height/2, z+length/2);  // Top Right
+
+            // Top Line
+            rlVertex3f(x+width/2, y+height/2, z+length/2);  // Top Right
+            rlVertex3f(x-width/2, y+height/2, z+length/2);  // Top Left
+
+            // Right Line
+            rlVertex3f(x-width/2, y+height/2, z+length/2);  // Top Left
+            rlVertex3f(x-width/2, y-height/2, z+length/2);  // Bottom Left
+
+            // Back Face ------------------------------------------------------
+            // Bottom Line
+            rlVertex3f(x-width/2, y-height/2, z-length/2);  // Bottom Left
+            rlVertex3f(x+width/2, y-height/2, z-length/2);  // Bottom Right
+
+            // Left Line
+            rlVertex3f(x+width/2, y-height/2, z-length/2);  // Bottom Right
+            rlVertex3f(x+width/2, y+height/2, z-length/2);  // Top Right
+
+            // Top Line
+            rlVertex3f(x+width/2, y+height/2, z-length/2);  // Top Right
+            rlVertex3f(x-width/2, y+height/2, z-length/2);  // Top Left
+
+            // Right Line
+            rlVertex3f(x-width/2, y+height/2, z-length/2);  // Top Left
+            rlVertex3f(x-width/2, y-height/2, z-length/2);  // Bottom Left
+
+            // Top Face -------------------------------------------------------
+            // Left Line
+            rlVertex3f(x-width/2, y+height/2, z+length/2);  // Top Left Front
+            rlVertex3f(x-width/2, y+height/2, z-length/2);  // Top Left Back
+
+            // Right Line
+            rlVertex3f(x+width/2, y+height/2, z+length/2);  // Top Right Front
+            rlVertex3f(x+width/2, y+height/2, z-length/2);  // Top Right Back
+
+            // Bottom Face  ---------------------------------------------------
+            // Left Line
+            rlVertex3f(x-width/2, y-height/2, z+length/2);  // Top Left Front
+            rlVertex3f(x-width/2, y-height/2, z-length/2);  // Top Left Back
+
+            // Right Line
+            rlVertex3f(x+width/2, y-height/2, z+length/2);  // Top Right Front
+            rlVertex3f(x+width/2, y-height/2, z-length/2);  // Top Right Back
+        rlEnd();
+    rlPopMatrix();
+}