Corrected some issues on OpenGL 1.1
Corrected lighting system crash and VR variables not found...
This commit is contained in:
parent
84d1b19f61
commit
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270
src/rlgl.c
270
src/rlgl.c
@ -284,10 +284,6 @@ static bool texCompETC1Supported = false; // ETC1 texture compression support
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static bool texCompETC2Supported = false; // ETC2/EAC texture compression support
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static bool texCompPVRTSupported = false; // PVR texture compression support
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static bool texCompASTCSupported = false; // ASTC texture compression support
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// Lighting data
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static Light lights[MAX_LIGHTS]; // Lights pool
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static int lightsCount = 0; // Enabled lights counter
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#endif
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#if defined(RLGL_OCULUS_SUPPORT)
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@ -331,6 +327,10 @@ static unsigned int whiteTexture;
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static int screenWidth; // Default framebuffer width
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static int screenHeight; // Default framebuffer height
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// Lighting data
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static Light lights[MAX_LIGHTS]; // Lights pool
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static int lightsCount = 0; // Enabled lights counter
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//----------------------------------------------------------------------------------
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// Module specific Functions Declaration
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//----------------------------------------------------------------------------------
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@ -1880,6 +1880,8 @@ void rlglDrawMesh(Mesh mesh, Material material, Matrix transform)
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glTexCoordPointer(2, GL_FLOAT, 0, mesh.texcoords); // Pointer to texture coords array
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if (mesh.normals != NULL) glNormalPointer(GL_FLOAT, 0, mesh.normals); // Pointer to normals array
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if (mesh.colors != NULL) glColorPointer(4, GL_UNSIGNED_BYTE, 0, mesh.colors); // Pointer to colors array
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// TODO: Support OpenGL 1.1 lighting system
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rlPushMatrix();
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rlMultMatrixf(MatrixToFloat(transform));
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@ -2484,7 +2486,6 @@ Light CreateLight(int type, Vector3 position, Color diffuse)
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{
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Light light = NULL;
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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if (lightsCount < MAX_LIGHTS)
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{
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// Allocate dynamic memory
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@ -2506,9 +2507,15 @@ Light CreateLight(int type, Vector3 position, Color diffuse)
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// Increase enabled lights count
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lightsCount++;
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}
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else TraceLog(WARNING, "Too many lights, only supported up to %i lights", MAX_LIGHTS);
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#else
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// TODO: Support OpenGL 1.1 lighting system
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else
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{
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TraceLog(WARNING, "Too many lights, only supported up to %i lights", MAX_LIGHTS);
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// NOTE: Returning latest created light to avoid crashes
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light = lights[lightsCount];
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}
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#if defined(GRAPHICS_API_OPENGL_11)
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TraceLog(WARNING, "Lighting currently not supported on OpenGL 1.1");
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#endif
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@ -2518,7 +2525,6 @@ Light CreateLight(int type, Vector3 position, Color diffuse)
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// Destroy a light and take it out of the list
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void DestroyLight(Light light)
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{
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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if (light != NULL)
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{
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// Free dynamic memory allocation
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@ -2539,7 +2545,6 @@ void DestroyLight(Light light)
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// Decrease enabled physic objects count
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lightsCount--;
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}
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#endif
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}
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// Init VR device (or simulator)
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@ -2547,6 +2552,7 @@ void DestroyLight(Light light)
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// NOTE: It modifies the global variable: VrDeviceInfo hmd
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void InitVrDevice(int hmdDevice)
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{
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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switch (hmdDevice)
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{
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case HMD_DEFAULT_DEVICE: TraceLog(INFO, "Initializing default VR Device (Oculus Rift CV1)");
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@ -2631,11 +2637,13 @@ void InitVrDevice(int hmdDevice)
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vrSimulator = true;
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vrEnabled = true;
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}
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#endif
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}
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// Close VR device (or simulator)
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void CloseVrDevice(void)
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{
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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#if defined(RLGL_OCULUS_SUPPORT)
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if (vrDeviceReady) CloseOculusDevice();
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else
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@ -2644,7 +2652,7 @@ void CloseVrDevice(void)
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rlDeleteRenderTextures(vrConfig.stereoFbo); // Unload stereo framebuffer and texture
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UnloadShader(vrConfig.distortionShader); // Unload distortion shader
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}
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#endif
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vrDeviceReady = false;
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}
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@ -2675,6 +2683,7 @@ void UpdateVrTracking(void)
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// Begin Oculus drawing configuration
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void BeginVrDrawing(void)
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{
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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#if defined(RLGL_OCULUS_SUPPORT)
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if (vrDeviceReady)
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{
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@ -2697,11 +2706,13 @@ void BeginVrDrawing(void)
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rlClearScreenBuffers(); // Clear current framebuffer(s)
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vrRendering = true;
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#endif
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}
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// End Oculus drawing process (and desktop mirror)
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void EndVrDrawing(void)
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{
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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#if defined(RLGL_OCULUS_SUPPORT)
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if (vrDeviceReady)
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{
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@ -2764,6 +2775,7 @@ void EndVrDrawing(void)
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rlDisableDepthTest();
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vrRendering = false;
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#endif
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}
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//----------------------------------------------------------------------------------
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@ -3652,6 +3664,124 @@ static char *ReadTextFile(const char *fileName)
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return text;
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}
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// Configure stereo rendering (including distortion shader) with HMD device parameters
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static void SetStereoConfig(VrDeviceInfo hmd)
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{
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// Compute aspect ratio
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float aspect = ((float)hmd.hResolution*0.5f)/(float)hmd.vResolution;
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// Compute lens parameters
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float lensShift = (hmd.hScreenSize*0.25f - hmd.lensSeparationDistance*0.5f)/hmd.hScreenSize;
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float leftLensCenter[2] = { 0.25 + lensShift, 0.5f };
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float rightLensCenter[2] = { 0.75 - lensShift, 0.5f };
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float leftScreenCenter[2] = { 0.25f, 0.5f };
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float rightScreenCenter[2] = { 0.75f, 0.5f };
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// Compute distortion scale parameters
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// NOTE: To get lens max radius, lensShift must be normalized to [-1..1]
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float lensRadius = fabsf(-1.0f - 4.0f*lensShift);
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float lensRadiusSq = lensRadius*lensRadius;
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float distortionScale = hmd.distortionK[0] +
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hmd.distortionK[1]*lensRadiusSq +
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hmd.distortionK[2]*lensRadiusSq*lensRadiusSq +
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hmd.distortionK[3]*lensRadiusSq*lensRadiusSq*lensRadiusSq;
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TraceLog(DEBUG, "VR: Distortion Scale: %f", distortionScale);
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float normScreenWidth = 0.5f;
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float normScreenHeight = 1.0f;
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float scaleIn[2] = { 2/normScreenWidth, 2/normScreenHeight/aspect };
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float scale[2] = { normScreenWidth*0.5/distortionScale, normScreenHeight*0.5*aspect/distortionScale };
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TraceLog(DEBUG, "VR: Distortion Shader: LeftLensCenter = { %f, %f }", leftLensCenter[0], leftLensCenter[1]);
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TraceLog(DEBUG, "VR: Distortion Shader: RightLensCenter = { %f, %f }", rightLensCenter[0], rightLensCenter[1]);
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TraceLog(DEBUG, "VR: Distortion Shader: Scale = { %f, %f }", scale[0], scale[1]);
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TraceLog(DEBUG, "VR: Distortion Shader: ScaleIn = { %f, %f }", scaleIn[0], scaleIn[1]);
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// Update distortion shader with lens and distortion-scale parameters
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SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "leftLensCenter"), leftLensCenter, 2);
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SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "rightLensCenter"), rightLensCenter, 2);
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SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "leftScreenCenter"), leftScreenCenter, 2);
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SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "rightScreenCenter"), rightScreenCenter, 2);
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SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "scale"), scale, 2);
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SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "scaleIn"), scaleIn, 2);
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SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "hmdWarpParam"), hmd.distortionK, 4);
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SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "chromaAbParam"), hmd.chromaAbCorrection, 4);
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// Fovy is normally computed with: 2*atan2(hmd.vScreenSize, 2*hmd.eyeToScreenDistance)*RAD2DEG
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// ...but with lens distortion it is increased (see Oculus SDK Documentation)
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//float fovy = 2.0f*atan2(hmd.vScreenSize*0.5f*distortionScale, hmd.eyeToScreenDistance)*RAD2DEG; // Really need distortionScale?
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float fovy = 2.0f*atan2(hmd.vScreenSize*0.5f, hmd.eyeToScreenDistance)*RAD2DEG;
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// Compute camera projection matrices
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float projOffset = 4.0f*lensShift; // Scaled to projection space coordinates [-1..1]
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Matrix proj = MatrixPerspective(fovy, aspect, 0.01, 1000.0);
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vrConfig.eyesProjection[0] = MatrixMultiply(proj, MatrixTranslate(projOffset, 0.0f, 0.0f));
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vrConfig.eyesProjection[1] = MatrixMultiply(proj, MatrixTranslate(-projOffset, 0.0f, 0.0f));
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// NOTE: Projection matrices must be transposed due to raymath convention
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MatrixTranspose(&vrConfig.eyesProjection[0]);
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MatrixTranspose(&vrConfig.eyesProjection[1]);
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// Compute camera transformation matrices
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// NOTE: Camera movement might seem more natural if we model the head.
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// Our axis of rotation is the base of our head, so we might want to add
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// some y (base of head to eye level) and -z (center of head to eye protrusion) to the camera positions.
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vrConfig.eyesViewOffset[0] = MatrixTranslate(-hmd.interpupillaryDistance*0.5f, 0.075f, 0.045f);
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vrConfig.eyesViewOffset[1] = MatrixTranslate(hmd.interpupillaryDistance*0.5f, 0.075f, 0.045f);
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// Compute eyes Viewports
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//vrConfig.eyesViewport[0] = (Rectangle){ 0, 0, hmd.hResolution/2, hmd.vResolution };
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//vrConfig.eyesViewport[1] = (Rectangle){ hmd.hResolution/2, 0, hmd.hResolution/2, hmd.vResolution };
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}
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// Set internal projection and modelview matrix depending on eyes tracking data
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static void SetStereoView(int eye, Matrix matProjection, Matrix matModelView)
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{
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if (vrEnabled)
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{
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Matrix eyeProjection = matProjection;
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Matrix eyeModelView = matModelView;
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#if defined(RLGL_OCULUS_SUPPORT)
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if (vrDeviceReady)
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{
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rlViewport(layer.eyeLayer.Viewport[eye].Pos.x, layer.eyeLayer.Viewport[eye].Pos.y,
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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(matModelView, eyeView); // Combine internal camera matrix (modelview) wih eye-head movement
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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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// 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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// Apply view offset to modelview matrix
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eyeModelView = MatrixMultiply(matModelView, vrConfig.eyesViewOffset[eye]);
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eyeProjection = vrConfig.eyesProjection[eye];
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}
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SetMatrixModelview(eyeModelView);
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SetMatrixProjection(eyeProjection);
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}
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}
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#endif //defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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#if defined(GRAPHICS_API_OPENGL_11)
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@ -3781,124 +3911,6 @@ static Color *GenNextMipmap(Color *srcData, int srcWidth, int srcHeight)
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}
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#endif
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// Configure stereo rendering (including distortion shader) with HMD device parameters
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static void SetStereoConfig(VrDeviceInfo hmd)
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{
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// Compute aspect ratio
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float aspect = ((float)hmd.hResolution*0.5f)/(float)hmd.vResolution;
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// Compute lens parameters
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float lensShift = (hmd.hScreenSize*0.25f - hmd.lensSeparationDistance*0.5f)/hmd.hScreenSize;
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float leftLensCenter[2] = { 0.25 + lensShift, 0.5f };
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float rightLensCenter[2] = { 0.75 - lensShift, 0.5f };
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float leftScreenCenter[2] = { 0.25f, 0.5f };
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float rightScreenCenter[2] = { 0.75f, 0.5f };
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// Compute distortion scale parameters
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// NOTE: To get lens max radius, lensShift must be normalized to [-1..1]
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float lensRadius = fabsf(-1.0f - 4.0f*lensShift);
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float lensRadiusSq = lensRadius*lensRadius;
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float distortionScale = hmd.distortionK[0] +
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hmd.distortionK[1]*lensRadiusSq +
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hmd.distortionK[2]*lensRadiusSq*lensRadiusSq +
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hmd.distortionK[3]*lensRadiusSq*lensRadiusSq*lensRadiusSq;
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TraceLog(DEBUG, "VR: Distortion Scale: %f", distortionScale);
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float normScreenWidth = 0.5f;
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float normScreenHeight = 1.0f;
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float scaleIn[2] = { 2/normScreenWidth, 2/normScreenHeight/aspect };
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float scale[2] = { normScreenWidth*0.5/distortionScale, normScreenHeight*0.5*aspect/distortionScale };
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TraceLog(DEBUG, "VR: Distortion Shader: LeftLensCenter = { %f, %f }", leftLensCenter[0], leftLensCenter[1]);
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TraceLog(DEBUG, "VR: Distortion Shader: RightLensCenter = { %f, %f }", rightLensCenter[0], rightLensCenter[1]);
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TraceLog(DEBUG, "VR: Distortion Shader: Scale = { %f, %f }", scale[0], scale[1]);
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TraceLog(DEBUG, "VR: Distortion Shader: ScaleIn = { %f, %f }", scaleIn[0], scaleIn[1]);
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// Update distortion shader with lens and distortion-scale parameters
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SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "leftLensCenter"), leftLensCenter, 2);
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SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "rightLensCenter"), rightLensCenter, 2);
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SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "leftScreenCenter"), leftScreenCenter, 2);
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SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "rightScreenCenter"), rightScreenCenter, 2);
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SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "scale"), scale, 2);
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SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "scaleIn"), scaleIn, 2);
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SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "hmdWarpParam"), hmd.distortionK, 4);
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SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "chromaAbParam"), hmd.chromaAbCorrection, 4);
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// Fovy is normally computed with: 2*atan2(hmd.vScreenSize, 2*hmd.eyeToScreenDistance)*RAD2DEG
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// ...but with lens distortion it is increased (see Oculus SDK Documentation)
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//float fovy = 2.0f*atan2(hmd.vScreenSize*0.5f*distortionScale, hmd.eyeToScreenDistance)*RAD2DEG; // Really need distortionScale?
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float fovy = 2.0f*atan2(hmd.vScreenSize*0.5f, hmd.eyeToScreenDistance)*RAD2DEG;
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// Compute camera projection matrices
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float projOffset = 4.0f*lensShift; // Scaled to projection space coordinates [-1..1]
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Matrix proj = MatrixPerspective(fovy, aspect, 0.01, 1000.0);
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vrConfig.eyesProjection[0] = MatrixMultiply(proj, MatrixTranslate(projOffset, 0.0f, 0.0f));
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vrConfig.eyesProjection[1] = MatrixMultiply(proj, MatrixTranslate(-projOffset, 0.0f, 0.0f));
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// NOTE: Projection matrices must be transposed due to raymath convention
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MatrixTranspose(&vrConfig.eyesProjection[0]);
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MatrixTranspose(&vrConfig.eyesProjection[1]);
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// Compute camera transformation matrices
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// NOTE: Camera movement might seem more natural if we model the head.
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// Our axis of rotation is the base of our head, so we might want to add
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// some y (base of head to eye level) and -z (center of head to eye protrusion) to the camera positions.
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vrConfig.eyesViewOffset[0] = MatrixTranslate(-hmd.interpupillaryDistance*0.5f, 0.075f, 0.045f);
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vrConfig.eyesViewOffset[1] = MatrixTranslate(hmd.interpupillaryDistance*0.5f, 0.075f, 0.045f);
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// Compute eyes Viewports
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//vrConfig.eyesViewport[0] = (Rectangle){ 0, 0, hmd.hResolution/2, hmd.vResolution };
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//vrConfig.eyesViewport[1] = (Rectangle){ hmd.hResolution/2, 0, hmd.hResolution/2, hmd.vResolution };
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}
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// Set internal projection and modelview matrix depending on eyes tracking data
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static void SetStereoView(int eye, Matrix matProjection, Matrix matModelView)
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{
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if (vrEnabled)
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{
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Matrix eyeProjection = matProjection;
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Matrix eyeModelView = matModelView;
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#if defined(RLGL_OCULUS_SUPPORT)
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if (vrDeviceReady)
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{
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rlViewport(layer.eyeLayer.Viewport[eye].Pos.x, layer.eyeLayer.Viewport[eye].Pos.y,
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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(matModelView, eyeView); // Combine internal camera matrix (modelview) wih eye-head movement
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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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// Setup viewport and projection/modelview matrices using tracking data
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rlViewport(eye*screenWidth/2, 0, screenWidth/2, screenHeight);
|
||||
|
||||
// Apply view offset to modelview matrix
|
||||
eyeModelView = MatrixMultiply(matModelView, vrConfig.eyesViewOffset[eye]);
|
||||
|
||||
eyeProjection = vrConfig.eyesProjection[eye];
|
||||
}
|
||||
|
||||
SetMatrixModelview(eyeModelView);
|
||||
SetMatrixProjection(eyeProjection);
|
||||
}
|
||||
}
|
||||
|
||||
#if defined(RLGL_OCULUS_SUPPORT)
|
||||
// Initialize Oculus device
|
||||
static bool InitOculusDevice(void)
|
||||
|
Loading…
Reference in New Issue
Block a user