aboutsummaryrefslogtreecommitdiff
path: root/deps/raylib/examples/others/rlgl_standalone.c
diff options
context:
space:
mode:
authorbonmas14 <bonmas14@gmail.com>2025-09-20 22:28:15 +0300
committerbonmas14 <bonmas14@gmail.com>2025-09-20 22:28:15 +0300
commitcdda4c4182c9ee068567529715e4a5c68a8efb58 (patch)
tree38a63f62a64018a2d35fc33354f8589fd33b7514 /deps/raylib/examples/others/rlgl_standalone.c
downloadc_wizard-cdda4c4182c9ee068567529715e4a5c68a8efb58.tar.gz
c_wizard-cdda4c4182c9ee068567529715e4a5c68a8efb58.zip
Init commit v1.0
Diffstat (limited to 'deps/raylib/examples/others/rlgl_standalone.c')
-rw-r--r--deps/raylib/examples/others/rlgl_standalone.c468
1 files changed, 468 insertions, 0 deletions
diff --git a/deps/raylib/examples/others/rlgl_standalone.c b/deps/raylib/examples/others/rlgl_standalone.c
new file mode 100644
index 0000000..60d1405
--- /dev/null
+++ b/deps/raylib/examples/others/rlgl_standalone.c
@@ -0,0 +1,468 @@
+/*******************************************************************************************
+*
+* 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();
+}