/******************************************************************************************* * * 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...) * * NOTE: This example requires OpenGL 3.3 or OpenGL ES 2.0 for shaders support, * OpenGL 1.1 does not support shaders but it can also be used. * * 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) 2014-2021 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 #if defined(__EMSCRIPTEN__) #define GLFW_INCLUDE_ES2 #endif #include "GLFW/glfw3.h" // Windows/Context and inputs management #include // 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); //---------------------------------------------------------------------------------- // 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); 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(); }