Add oculus simulator (in case device is not detected)
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e913de58c7
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03d9583b94
@ -607,14 +607,15 @@ void Begin3dMode(Camera camera)
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rlEnableDepthTest(); // Enable DEPTH_TEST for 3D
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if (VrEnabled()) BeginOculusDrawing();
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if (IsOculusReady()) BeginOculusDrawing();
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}
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// Ends 3D mode and returns to default 2D orthographic mode
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void End3dMode(void)
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{
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if (VrEnabled()) EndOculusDrawing();
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else rlglDraw(); // Draw Buffers (Only OpenGL 3+ and ES2)
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if (IsOculusReady()) EndOculusDrawing();
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rlglDraw(); // Process internal buffers (update + draw)
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rlMatrixMode(RL_PROJECTION); // Switch to projection matrix
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rlPopMatrix(); // Restore previous matrix (PROJECTION) from matrix stack
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279
src/rlgl.c
279
src/rlgl.c
@ -267,8 +267,11 @@ static OculusMirror mirror; // Oculus mirror texture and fbo
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static unsigned int frameIndex = 0; // Oculus frames counter, used to discard frames from chain
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#endif
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static bool vrSimulator = false; // VR simulator (stereo rendering on window, without vr device)
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static bool vrEnabled = false; // VR enabled flag (required by core module)
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static bool oculusEnabled = false; // Oculus device enabled flag (required by core module)
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static bool oculusSimulator = false; // Oculus device simulator
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static RenderTexture2D stereoFbo;
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static Shader distortion;
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// Compressed textures support flags
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static bool texCompDXTSupported = false; // DDS texture compression support
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@ -865,6 +868,8 @@ void rlDeleteRenderTextures(RenderTexture2D target)
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if (target.id != 0) glDeleteFramebuffers(1, &target.id);
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if (target.texture.id != 0) glDeleteTextures(1, &target.texture.id);
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if (target.depth.id != 0) glDeleteTextures(1, &target.depth.id);
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TraceLog(INFO, "[FBO ID %i] Unloaded render texture data from VRAM (GPU)", target.id);
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#endif
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}
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@ -2484,8 +2489,7 @@ void InitOculusDevice(void)
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if (OVR_FAILURE(result))
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{
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TraceLog(WARNING, "OVR: Could not initialize Oculus device");
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TraceLog(INFO, "VR: Initializing Oculus simulator");
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vrSimulator = true;
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oculusEnabled = false;
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}
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else
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{
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@ -2494,9 +2498,7 @@ void InitOculusDevice(void)
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{
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TraceLog(WARNING, "OVR: Could not create Oculus session");
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ovr_Shutdown();
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TraceLog(INFO, "VR: Initializing Oculus simulator");
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vrSimulator = true;
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oculusEnabled = false;
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}
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else
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{
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@ -2520,17 +2522,29 @@ void InitOculusDevice(void)
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// Recenter OVR tracking origin
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ovr_RecenterTrackingOrigin(session);
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oculusEnabled = true;
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}
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}
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#else
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vrSimulator = true;
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vrEnabled = true;
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oculusEnabled = false;
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#endif
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if (vrSimulator)
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if (!oculusEnabled)
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{
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// TODO: Initialize framebuffer and textures for stereo rendering
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// TODO: Load oculus-distortion shader (oculus parameters setup internally)
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TraceLog(INFO, "VR: Initializing Oculus simulator");
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int screenWidth = 1080;
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int screenHeight = 600;
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// Initialize framebuffer and textures for stereo rendering
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stereoFbo = rlglLoadRenderTexture(screenWidth, screenHeight);
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// Load oculus-distortion shader (oculus parameters setup internally)
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// TODO: Embed coulus distortion shader (in this function like default shader?)
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distortion = LoadShader("resources/shaders/base.vs", "resources/shaders/distortion.fs");
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oculusSimulator = true;
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}
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}
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@ -2538,53 +2552,60 @@ void InitOculusDevice(void)
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void CloseOculusDevice(void)
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{
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#if defined(RLGL_OCULUS_SUPPORT)
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UnloadOculusMirror(session, mirror); // Unload Oculus mirror buffer
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UnloadOculusBuffer(session, buffer); // Unload Oculus texture buffers
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ovr_Destroy(session); // Free Oculus session data
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ovr_Shutdown(); // Close Oculus device connection
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#endif
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if (vrSimulator)
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if (oculusEnabled)
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{
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// TODO: Unload stereo framebuffer and texture
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// TODO: Unload oculus-distortion shader
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UnloadOculusMirror(session, mirror); // Unload Oculus mirror buffer
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UnloadOculusBuffer(session, buffer); // Unload Oculus texture buffers
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ovr_Destroy(session); // Free Oculus session data
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ovr_Shutdown(); // Close Oculus device connection
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}
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else
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#endif
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{
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// Unload stereo framebuffer and texture
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rlDeleteRenderTextures(stereoFbo);
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// Unload oculus-distortion shader
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UnloadShader(distortion);
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}
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vrEnabled = false;
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oculusEnabled = false;
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}
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// Track stereoscopic rendering
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bool VrEnabled(void)
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// Detect if oculus device is available
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bool IsOculusReady(void)
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{
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return vrEnabled;
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return (oculusEnabled || oculusSimulator);
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}
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// Update Oculus Rift tracking (position and orientation)
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void UpdateOculusTracking(void)
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{
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#if defined(RLGL_OCULUS_SUPPORT)
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frameIndex++;
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if (oculusEnabled)
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{
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frameIndex++;
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ovrPosef eyePoses[2];
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ovr_GetEyePoses(session, frameIndex, ovrTrue, layer.viewScaleDesc.HmdToEyeOffset, eyePoses, &layer.eyeLayer.SensorSampleTime);
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layer.eyeLayer.RenderPose[0] = eyePoses[0];
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layer.eyeLayer.RenderPose[1] = eyePoses[1];
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// Get session status information
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ovrSessionStatus sessionStatus;
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ovr_GetSessionStatus(session, &sessionStatus);
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if (sessionStatus.ShouldQuit) TraceLog(WARNING, "OVR: Session should quit...");
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if (sessionStatus.ShouldRecenter) ovr_RecenterTrackingOrigin(session);
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//if (sessionStatus.HmdPresent) // HMD is present.
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//if (sessionStatus.DisplayLost) // HMD was unplugged or the display driver was manually disabled or encountered a TDR.
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//if (sessionStatus.HmdMounted) // HMD is on the user's head.
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//if (sessionStatus.IsVisible) // the game or experience has VR focus and is visible in the HMD.
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ovrPosef eyePoses[2];
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ovr_GetEyePoses(session, frameIndex, ovrTrue, layer.viewScaleDesc.HmdToEyeOffset, eyePoses, &layer.eyeLayer.SensorSampleTime);
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layer.eyeLayer.RenderPose[0] = eyePoses[0];
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layer.eyeLayer.RenderPose[1] = eyePoses[1];
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// Get session status information
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ovrSessionStatus sessionStatus;
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ovr_GetSessionStatus(session, &sessionStatus);
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if (sessionStatus.ShouldQuit) TraceLog(WARNING, "OVR: Session should quit...");
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if (sessionStatus.ShouldRecenter) ovr_RecenterTrackingOrigin(session);
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//if (sessionStatus.HmdPresent) // HMD is present.
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//if (sessionStatus.DisplayLost) // HMD was unplugged or the display driver was manually disabled or encountered a TDR.
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//if (sessionStatus.HmdMounted) // HMD is on the user's head.
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//if (sessionStatus.IsVisible) // the game or experience has VR focus and is visible in the HMD.
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}
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else
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#endif
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if (vrSimulator)
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{
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// TODO: Use alternative inputs (mouse, keyboard) to simulate tracking data (eyes position/orientation)
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}
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@ -2597,29 +2618,44 @@ void SetOculusView(int eye)
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Matrix eyeModelView;
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#if defined(RLGL_OCULUS_SUPPORT)
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rlViewport(layer.eyeLayer.Viewport[eye].Pos.x, layer.eyeLayer.Viewport[eye].Pos.y, layer.eyeLayer.Viewport[eye].Size.w, layer.eyeLayer.Viewport[eye].Size.h);
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Quaternion eyeRenderPose = (Quaternion){ layer.eyeLayer.RenderPose[eye].Orientation.x,
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layer.eyeLayer.RenderPose[eye].Orientation.y,
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layer.eyeLayer.RenderPose[eye].Orientation.z,
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layer.eyeLayer.RenderPose[eye].Orientation.w };
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QuaternionInvert(&eyeRenderPose);
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Matrix eyeOrientation = QuaternionToMatrix(eyeRenderPose);
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Matrix eyeTranslation = MatrixTranslate(-layer.eyeLayer.RenderPose[eye].Position.x,
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-layer.eyeLayer.RenderPose[eye].Position.y,
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-layer.eyeLayer.RenderPose[eye].Position.z);
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Matrix eyeView = MatrixMultiply(eyeTranslation, eyeOrientation); // Matrix containing eye-head movement
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eyeModelView = MatrixMultiply(modelview, eyeView); // Combine internal camera matrix (modelview) wih eye-head movement
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// TODO: Find a better way to get camera view matrix (instead of using internal modelview)
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eyeProjection = layer.eyeProjections[eye];
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#endif
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if (vrSimulator)
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if (oculusEnabled)
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{
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// TODO: Setup viewport and projection/modelview matrices using tracking data
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rlViewport(layer.eyeLayer.Viewport[eye].Pos.x, layer.eyeLayer.Viewport[eye].Pos.y, layer.eyeLayer.Viewport[eye].Size.w, layer.eyeLayer.Viewport[eye].Size.h);
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Quaternion eyeRenderPose = (Quaternion){ layer.eyeLayer.RenderPose[eye].Orientation.x,
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layer.eyeLayer.RenderPose[eye].Orientation.y,
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layer.eyeLayer.RenderPose[eye].Orientation.z,
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layer.eyeLayer.RenderPose[eye].Orientation.w };
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QuaternionInvert(&eyeRenderPose);
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Matrix eyeOrientation = QuaternionToMatrix(eyeRenderPose);
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Matrix eyeTranslation = MatrixTranslate(-layer.eyeLayer.RenderPose[eye].Position.x,
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-layer.eyeLayer.RenderPose[eye].Position.y,
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-layer.eyeLayer.RenderPose[eye].Position.z);
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Matrix eyeView = MatrixMultiply(eyeTranslation, eyeOrientation); // Matrix containing eye-head movement
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eyeModelView = MatrixMultiply(modelview, eyeView); // Combine internal camera matrix (modelview) wih eye-head movement
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// TODO: Find a better way to get camera view matrix (instead of using internal modelview)
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eyeProjection = layer.eyeProjections[eye];
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}
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else
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#endif
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{
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int screenWidth = 1080;
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int screenHeight = 600;
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float fovy = 45.0f;
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// Setup viewport and projection/modelview matrices using tracking data
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rlViewport(eye*screenWidth/2, 0, screenWidth/2, screenHeight);
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eyeProjection = MatrixPerspective(fovy, (double)(screenWidth/2)/(double)screenHeight, 0.01, 1000.0);
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MatrixTranspose(&eyeProjection);
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// TODO: Compute eyes IPD and apply to current modelview matrix (camera)
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Matrix eyeView = MatrixIdentity();
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eyeModelView = MatrixMultiply(modelview, eyeView);
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}
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SetMatrixModelview(eyeModelView);
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@ -2630,21 +2666,23 @@ void SetOculusView(int eye)
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void BeginOculusDrawing(void)
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{
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#if defined(RLGL_OCULUS_SUPPORT)
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GLuint currentTexId;
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int currentIndex;
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ovr_GetTextureSwapChainCurrentIndex(session, buffer.textureChain, ¤tIndex);
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ovr_GetTextureSwapChainBufferGL(session, buffer.textureChain, currentIndex, ¤tTexId);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, buffer.fboId);
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, currentTexId, 0);
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//glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, buffer.depthId, 0); // Already binded
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#endif
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if (vrSimulator)
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if (oculusEnabled)
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{
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// TODO: Setup framebuffer for stereo rendering
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//rlEnableRenderTexture(buffer.fboId);
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GLuint currentTexId;
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int currentIndex;
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ovr_GetTextureSwapChainCurrentIndex(session, buffer.textureChain, ¤tIndex);
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ovr_GetTextureSwapChainBufferGL(session, buffer.textureChain, currentIndex, ¤tTexId);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, buffer.fboId);
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, currentTexId, 0);
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//glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, buffer.depthId, 0); // Already binded
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}
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else
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#endif
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{
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// Setup framebuffer for stereo rendering
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rlEnableRenderTexture(stereoFbo.id);
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}
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// NOTE: If your application is configured to treat the texture as a linear format (e.g. GL_RGBA)
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@ -2661,28 +2699,73 @@ void BeginOculusDrawing(void)
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void EndOculusDrawing(void)
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{
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#if defined(RLGL_OCULUS_SUPPORT)
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// Unbind current framebuffer (Oculus buffer)
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
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ovr_CommitTextureSwapChain(session, buffer.textureChain);
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ovrLayerHeader *layers = &layer.eyeLayer.Header;
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ovr_SubmitFrame(session, frameIndex, &layer.viewScaleDesc, &layers, 1);
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if (oculusEnabled)
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{
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// Unbind current framebuffer (Oculus buffer)
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
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ovr_CommitTextureSwapChain(session, buffer.textureChain);
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ovrLayerHeader *layers = &layer.eyeLayer.Header;
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ovr_SubmitFrame(session, frameIndex, &layer.viewScaleDesc, &layers, 1);
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// Blit mirror texture to back buffer
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BlitOculusMirror(session, mirror);
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// Blit mirror texture to back buffer
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BlitOculusMirror(session, mirror);
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}
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else
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#endif
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if (vrSimulator)
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{
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// Unbind current framebuffer
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//rlDisableRenderTexture();
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rlDisableRenderTexture();
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rlClearScreenBuffers(); // Clear current framebuffer
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// TODO: Draw RenderTexture (fbo) using distortion shader
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//BeginShaderMode(distortion);
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// TODO: DrawTextureRec(target.texture, (Rectangle){ 0, 0, target.texture.width, -target.texture.height }, (Vector2){ 0, 0 }, WHITE);
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//EndShaderMode();
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int screenWidth = 1080;
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int screenHeight = 600;
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// Set viewport to default framebuffer size (screen size)
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rlViewport(0, 0, screenWidth, screenHeight);
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// Let rlgl reconfigure internal matrices
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rlMatrixMode(RL_PROJECTION); // Enable internal projection matrix
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rlLoadIdentity(); // Reset internal projection matrix
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rlOrtho(0.0, screenWidth, screenHeight, 0.0, 0.0, 1.0); // Recalculate internal projection matrix
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rlMatrixMode(RL_MODELVIEW); // Enable internal modelview matrix
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rlLoadIdentity(); // Reset internal modelview matrix
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// Draw RenderTexture (stereoFbo) using distortion shader
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BeginShaderMode(distortion);
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rlEnableTexture(stereoFbo.texture.id);
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rlPushMatrix();
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rlBegin(RL_QUADS);
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rlColor4ub(255, 255, 255, 255);
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rlNormal3f(0.0f, 0.0f, 1.0f); // Normal vector pointing towards viewer
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// Bottom-left corner for texture and quad
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rlTexCoord2f(0.0f, 1.0f);
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rlVertex2f(0.0f, 0.0f);
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// Bottom-right corner for texture and quad
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rlTexCoord2f(0.0f, 0.0f);
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rlVertex2f(0.0f, stereoFbo.texture.height);
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// Top-right corner for texture and quad
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rlTexCoord2f(1.0f, 0.0f);
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rlVertex2f(stereoFbo.texture.width, stereoFbo.texture.height);
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// Top-left corner for texture and quad
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rlTexCoord2f(1.0f, 1.0f);
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rlVertex2f(stereoFbo.texture.width, 0.0f);
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rlEnd();
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rlPopMatrix();
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rlDisableTexture();
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//rlglDraw();
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EndShaderMode();
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}
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rlDisableDepthTest();
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@ -362,7 +362,7 @@ void UpdateOculusTracking(void); // Update Oculus Rift tracking (posi
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void SetOculusView(int eye); // Set internal projection and modelview matrix depending on eyes tracking data
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void BeginOculusDrawing(void); // Begin Oculus drawing configuration
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void EndOculusDrawing(void); // End Oculus drawing process (and desktop mirror)
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bool VrEnabled(void); // Track stereoscopic rendering
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bool IsOculusReady(void); // Detect if oculus device (or simulator) is ready
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#ifdef __cplusplus
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}
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