Remove Oculus support from code
Moved to custom example, now raylib only supports simulated VR rendering. Oculus code was too device dependant... waiting for OpenXR.
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@ -3,7 +3,12 @@
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* raylib [core] example - Oculus Rift CV1
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*
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* Compile example using:
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* gcc -o $(NAME_PART).exe $(FILE_NAME) -L. -L..\src\external\OculusSDK\LibOVR -lLibOVRRT32_1 -lraylib -lglfw3 -lopengl32 -lgdi32 -std=c99
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* gcc -o $(NAME_PART).exe $(FILE_NAME) -I..\src\external -I..\src\external\OculusSDK\LibOVR\Include /
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* -L. -L..\src\external\OculusSDK\LibOVR -lLibOVRRT32_1 -lraylib -lglfw3 -lopengl32 -lgdi32 -std=c99 /
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* -Wl,-allow-multiple-definition
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*
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* #define SUPPORT_OCULUS_RIFT_CV1 / RLGL_OCULUS_SUPPORT
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* Enable Oculus Rift CV1 functionality
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*
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* This example has been created using raylib 1.5 (www.raylib.com)
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* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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@ -14,6 +19,95 @@
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#include "raylib.h"
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#include "glad.h" // Required for: OpenGL types and functions declarations
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#include "raymath.h" // Required for: Vector3, Quaternion and Matrix functionality
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#include <string.h> // Required for: memset()
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#include <stdlib.h> // Required for: exit()
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#include <stdio.h> // required for: vfprintf()
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#include <stdarg.h> // Required for: va_list, va_start(), vfprintf(), va_end()
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#define RLGL_OCULUS_SUPPORT // Enable Oculus Rift code
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#if defined(RLGL_OCULUS_SUPPORT)
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#include "OVR_CAPI_GL.h" // Oculus SDK for OpenGL
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#endif
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//----------------------------------------------------------------------------------
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// Defines and Macros
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//----------------------------------------------------------------------------------
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// ...
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//----------------------------------------------------------------------------------
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// Types and Structures Definition
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//----------------------------------------------------------------------------------
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// TraceLog message types
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typedef enum { INFO = 0, ERROR, WARNING, DEBUG, OTHER } TraceLogType;
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#if defined(RLGL_OCULUS_SUPPORT)
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// Oculus buffer type
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typedef struct OculusBuffer {
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ovrTextureSwapChain textureChain;
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GLuint depthId;
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GLuint fboId;
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int width;
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int height;
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} OculusBuffer;
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// Oculus mirror texture type
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typedef struct OculusMirror {
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ovrMirrorTexture texture;
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GLuint fboId;
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int width;
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int height;
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} OculusMirror;
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// Oculus layer type
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typedef struct OculusLayer {
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ovrViewScaleDesc viewScaleDesc;
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ovrLayerEyeFov eyeLayer; // layer 0
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//ovrLayerQuad quadLayer; // TODO: layer 1: '2D' quad for GUI
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Matrix eyeProjections[2];
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int width;
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int height;
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} OculusLayer;
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#endif
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//----------------------------------------------------------------------------------
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// Global Variables Definition
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//----------------------------------------------------------------------------------
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#if defined(RLGL_OCULUS_SUPPORT)
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// OVR device variables
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static ovrSession session; // Oculus session (pointer to ovrHmdStruct)
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static ovrHmdDesc hmdDesc; // Oculus device descriptor parameters
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static ovrGraphicsLuid luid; // Oculus locally unique identifier for the program (64 bit)
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static OculusLayer layer; // Oculus drawing layer (similar to photoshop)
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static OculusBuffer buffer; // Oculus internal buffers (texture chain and fbo)
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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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//----------------------------------------------------------------------------------
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// Module specific Functions Declaration
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//----------------------------------------------------------------------------------
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#if defined(RLGL_OCULUS_SUPPORT)
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static bool InitOculusDevice(void); // Initialize Oculus device (returns true if success)
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static void CloseOculusDevice(void); // Close Oculus device
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static void UpdateOculusTracking(Camera *camera); // Update Oculus head position-orientation tracking
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static void BeginOculusDrawing(void); // Setup Oculus buffers for drawing
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static void EndOculusDrawing(void); // Finish Oculus drawing and blit framebuffer to mirror
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static OculusBuffer LoadOculusBuffer(ovrSession session, int width, int height); // Load Oculus required buffers
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static void UnloadOculusBuffer(ovrSession session, OculusBuffer buffer); // Unload texture required buffers
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static OculusMirror LoadOculusMirror(ovrSession session, int width, int height); // Load Oculus mirror buffers
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static void UnloadOculusMirror(ovrSession session, OculusMirror mirror); // Unload Oculus mirror buffers
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static void BlitOculusMirror(ovrSession session, OculusMirror mirror); // Copy Oculus screen buffer to mirror texture
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static OculusLayer InitOculusLayer(ovrSession session); // Init Oculus layer (similar to photoshop)
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static Matrix FromOvrMatrix(ovrMatrix4f ovrM); // Convert from Oculus ovrMatrix4f struct to raymath Matrix struct
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#endif
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static void TraceLog(int msgType, const char *text, ...);
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int main()
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{
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// Initialization
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@ -25,8 +119,9 @@ int main()
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InitWindow(screenWidth, screenHeight, "raylib [core] example - oculus rift");
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// NOTE: If device is not available, it fallbacks to default device (simulator)
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InitVrDevice(HMD_OCULUS_RIFT_CV1); // Init VR device (Oculus Rift CV1)
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bool vrDeviceReady = InitOculusDevice(); // Init VR device Oculus Rift CV1
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if (!vrDeviceReady) InitVrSimulator(HMD_OCULUS_RIFT_CV1); // Init VR simulator if device fails
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// Define the camera to look into our 3d world
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Camera camera;
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@ -47,10 +142,10 @@ int main()
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{
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// Update
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//----------------------------------------------------------------------------------
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if (IsVrSimulator()) UpdateCamera(&camera); // Update camera (simulator mode)
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else if (IsVrDeviceReady()) UpdateVrTracking(&camera); // Update camera with device tracking data
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if (IsKeyPressed(KEY_SPACE)) ToggleVrMode(); // Toggle VR mode
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if (!vrDeviceReady) UpdateCamera(&camera); // Update camera (simulator mode)
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else UpdateOculusTracking(&camera); // Update camera with device tracking data
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if (IsKeyPressed(KEY_SPACE)) ToggleVrMode(); // Toggle VR mode
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//----------------------------------------------------------------------------------
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// Draw
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@ -58,6 +153,9 @@ int main()
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BeginDrawing();
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ClearBackground(RAYWHITE);
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if (vrDeviceReady) BeginOculusDrawing();
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else BeginVrDrawing();
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Begin3dMode(camera);
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@ -67,6 +165,9 @@ int main()
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DrawGrid(40, 1.0f);
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End3dMode();
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if (vrDeviceReady) EndOculusDrawing();
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else EndVrDrawing();
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DrawFPS(10, 10);
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@ -76,10 +177,362 @@ int main()
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// De-Initialization
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//--------------------------------------------------------------------------------------
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CloseVrDevice(); // Close VR device
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if (vrDeviceReady) CloseOculusDevice();
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else CloseVrSimulator();
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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}
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//----------------------------------------------------------------------------------
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// Module specific Functions Definition
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//----------------------------------------------------------------------------------
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#if defined(RLGL_OCULUS_SUPPORT)
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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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Matrix eyeProjection = matProjection;
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Matrix eyeModelView = matModelView;
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glViewport(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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// Initialize Oculus device (returns true if success)
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static bool InitOculusDevice(void)
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{
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bool oculusReady = false;
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ovrResult result = ovr_Initialize(NULL);
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if (OVR_FAILURE(result)) TraceLog(WARNING, "OVR: Could not initialize Oculus device");
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else
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{
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result = ovr_Create(&session, &luid);
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if (OVR_FAILURE(result))
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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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}
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else
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{
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hmdDesc = ovr_GetHmdDesc(session);
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TraceLog(INFO, "OVR: Product Name: %s", hmdDesc.ProductName);
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TraceLog(INFO, "OVR: Manufacturer: %s", hmdDesc.Manufacturer);
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TraceLog(INFO, "OVR: Product ID: %i", hmdDesc.ProductId);
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TraceLog(INFO, "OVR: Product Type: %i", hmdDesc.Type);
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//TraceLog(INFO, "OVR: Serial Number: %s", hmdDesc.SerialNumber);
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TraceLog(INFO, "OVR: Resolution: %ix%i", hmdDesc.Resolution.w, hmdDesc.Resolution.h);
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// NOTE: Oculus mirror is set to defined screenWidth and screenHeight...
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// ...ideally, it should be (hmdDesc.Resolution.w/2, hmdDesc.Resolution.h/2)
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// Initialize Oculus Buffers
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layer = InitOculusLayer(session);
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buffer = LoadOculusBuffer(session, layer.width, layer.height);
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mirror = LoadOculusMirror(session, hmdDesc.Resolution.w/2, hmdDesc.Resolution.h/2); // NOTE: hardcoded...
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layer.eyeLayer.ColorTexture[0] = buffer.textureChain; //SetOculusLayerTexture(eyeLayer, buffer.textureChain);
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// Recenter OVR tracking origin
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ovr_RecenterTrackingOrigin(session);
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oculusReady = true;
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}
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}
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return oculusReady;
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}
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// Close Oculus device (and unload buffers)
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static void CloseOculusDevice(void)
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{
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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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// Update Oculus head position-orientation tracking
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static void UpdateOculusTracking(Camera *camera)
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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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// TODO: Update external camera with eyePoses data (position, orientation)
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// NOTE: We can simplify to simple camera if we consider IPD and HMD device configuration again later
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// it will be useful for the user to draw, lets say, billboards oriented to camera
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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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// Setup Oculus buffers for drawing
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static void BeginOculusDrawing(void)
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{
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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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// Finish Oculus drawing and blit framebuffer to mirror
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static void EndOculusDrawing(void)
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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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}
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// Load Oculus required buffers: texture-swap-chain, fbo, texture-depth
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static OculusBuffer LoadOculusBuffer(ovrSession session, int width, int height)
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{
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OculusBuffer buffer;
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buffer.width = width;
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buffer.height = height;
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// Create OVR texture chain
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ovrTextureSwapChainDesc desc = {};
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desc.Type = ovrTexture_2D;
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desc.ArraySize = 1;
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desc.Width = width;
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desc.Height = height;
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desc.MipLevels = 1;
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desc.Format = OVR_FORMAT_R8G8B8A8_UNORM_SRGB; // Requires glEnable(GL_FRAMEBUFFER_SRGB);
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desc.SampleCount = 1;
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desc.StaticImage = ovrFalse;
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ovrResult result = ovr_CreateTextureSwapChainGL(session, &desc, &buffer.textureChain);
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if (!OVR_SUCCESS(result)) TraceLog(WARNING, "OVR: Failed to create swap textures buffer");
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int textureCount = 0;
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ovr_GetTextureSwapChainLength(session, buffer.textureChain, &textureCount);
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if (!OVR_SUCCESS(result) || !textureCount) TraceLog(WARNING, "OVR: Unable to count swap chain textures");
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for (int i = 0; i < textureCount; ++i)
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{
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GLuint chainTexId;
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ovr_GetTextureSwapChainBufferGL(session, buffer.textureChain, i, &chainTexId);
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glBindTexture(GL_TEXTURE_2D, chainTexId);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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}
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glBindTexture(GL_TEXTURE_2D, 0);
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/*
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// Setup framebuffer object (using depth texture)
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glGenFramebuffers(1, &buffer.fboId);
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glGenTextures(1, &buffer.depthId);
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glBindTexture(GL_TEXTURE_2D, buffer.depthId);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT16, buffer.width, buffer.height, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
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*/
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// Setup framebuffer object (using depth renderbuffer)
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glGenFramebuffers(1, &buffer.fboId);
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glGenRenderbuffers(1, &buffer.depthId);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, buffer.fboId);
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glBindRenderbuffer(GL_RENDERBUFFER, buffer.depthId);
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, buffer.width, buffer.height);
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glBindRenderbuffer(GL_RENDERBUFFER, 0);
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glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, buffer.depthId);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
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return buffer;
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}
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// Unload texture required buffers
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static void UnloadOculusBuffer(ovrSession session, OculusBuffer buffer)
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{
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if (buffer.textureChain)
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{
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ovr_DestroyTextureSwapChain(session, buffer.textureChain);
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buffer.textureChain = NULL;
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}
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if (buffer.depthId != 0) glDeleteTextures(1, &buffer.depthId);
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if (buffer.fboId != 0) glDeleteFramebuffers(1, &buffer.fboId);
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}
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// Load Oculus mirror buffers
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static OculusMirror LoadOculusMirror(ovrSession session, int width, int height)
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{
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OculusMirror mirror;
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mirror.width = width;
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mirror.height = height;
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ovrMirrorTextureDesc mirrorDesc;
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memset(&mirrorDesc, 0, sizeof(mirrorDesc));
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mirrorDesc.Format = OVR_FORMAT_R8G8B8A8_UNORM_SRGB;
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mirrorDesc.Width = mirror.width;
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mirrorDesc.Height = mirror.height;
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if (!OVR_SUCCESS(ovr_CreateMirrorTextureGL(session, &mirrorDesc, &mirror.texture))) TraceLog(WARNING, "Could not create mirror texture");
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glGenFramebuffers(1, &mirror.fboId);
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return mirror;
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}
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// Unload Oculus mirror buffers
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static void UnloadOculusMirror(ovrSession session, OculusMirror mirror)
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{
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if (mirror.fboId != 0) glDeleteFramebuffers(1, &mirror.fboId);
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if (mirror.texture) ovr_DestroyMirrorTexture(session, mirror.texture);
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}
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// Copy Oculus screen buffer to mirror texture
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static void BlitOculusMirror(ovrSession session, OculusMirror mirror)
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{
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GLuint mirrorTextureId;
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ovr_GetMirrorTextureBufferGL(session, mirror.texture, &mirrorTextureId);
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||||
glBindFramebuffer(GL_READ_FRAMEBUFFER, mirror.fboId);
|
||||
glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mirrorTextureId, 0);
|
||||
#if defined(GRAPHICS_API_OPENGL_33)
|
||||
// NOTE: glBlitFramebuffer() requires extension: GL_EXT_framebuffer_blit (not available in OpenGL ES 2.0)
|
||||
glBlitFramebuffer(0, 0, mirror.width, mirror.height, 0, mirror.height, mirror.width, 0, GL_COLOR_BUFFER_BIT, GL_NEAREST);
|
||||
#endif
|
||||
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
|
||||
}
|
||||
|
||||
// Init Oculus layer (similar to photoshop)
|
||||
static OculusLayer InitOculusLayer(ovrSession session)
|
||||
{
|
||||
OculusLayer layer = { 0 };
|
||||
|
||||
layer.viewScaleDesc.HmdSpaceToWorldScaleInMeters = 1.0f;
|
||||
|
||||
memset(&layer.eyeLayer, 0, sizeof(ovrLayerEyeFov));
|
||||
layer.eyeLayer.Header.Type = ovrLayerType_EyeFov;
|
||||
layer.eyeLayer.Header.Flags = ovrLayerFlag_TextureOriginAtBottomLeft;
|
||||
|
||||
ovrEyeRenderDesc eyeRenderDescs[2];
|
||||
|
||||
for (int eye = 0; eye < 2; eye++)
|
||||
{
|
||||
eyeRenderDescs[eye] = ovr_GetRenderDesc(session, eye, hmdDesc.DefaultEyeFov[eye]);
|
||||
ovrMatrix4f ovrPerspectiveProjection = ovrMatrix4f_Projection(eyeRenderDescs[eye].Fov, 0.01f, 10000.0f, ovrProjection_None); //ovrProjection_ClipRangeOpenGL);
|
||||
layer.eyeProjections[eye] = FromOvrMatrix(ovrPerspectiveProjection); // NOTE: struct ovrMatrix4f { float M[4][4] } --> struct Matrix
|
||||
|
||||
layer.viewScaleDesc.HmdToEyeOffset[eye] = eyeRenderDescs[eye].HmdToEyeOffset;
|
||||
layer.eyeLayer.Fov[eye] = eyeRenderDescs[eye].Fov;
|
||||
|
||||
ovrSizei eyeSize = ovr_GetFovTextureSize(session, eye, layer.eyeLayer.Fov[eye], 1.0f);
|
||||
layer.eyeLayer.Viewport[eye].Size = eyeSize;
|
||||
layer.eyeLayer.Viewport[eye].Pos.x = layer.width;
|
||||
layer.eyeLayer.Viewport[eye].Pos.y = 0;
|
||||
|
||||
layer.height = eyeSize.h; //std::max(renderTargetSize.y, (uint32_t)eyeSize.h);
|
||||
layer.width += eyeSize.w;
|
||||
}
|
||||
|
||||
return layer;
|
||||
}
|
||||
|
||||
// Convert from Oculus ovrMatrix4f struct to raymath Matrix struct
|
||||
static Matrix FromOvrMatrix(ovrMatrix4f ovrmat)
|
||||
{
|
||||
Matrix rmat;
|
||||
|
||||
rmat.m0 = ovrmat.M[0][0];
|
||||
rmat.m1 = ovrmat.M[1][0];
|
||||
rmat.m2 = ovrmat.M[2][0];
|
||||
rmat.m3 = ovrmat.M[3][0];
|
||||
rmat.m4 = ovrmat.M[0][1];
|
||||
rmat.m5 = ovrmat.M[1][1];
|
||||
rmat.m6 = ovrmat.M[2][1];
|
||||
rmat.m7 = ovrmat.M[3][1];
|
||||
rmat.m8 = ovrmat.M[0][2];
|
||||
rmat.m9 = ovrmat.M[1][2];
|
||||
rmat.m10 = ovrmat.M[2][2];
|
||||
rmat.m11 = ovrmat.M[3][2];
|
||||
rmat.m12 = ovrmat.M[0][3];
|
||||
rmat.m13 = ovrmat.M[1][3];
|
||||
rmat.m14 = ovrmat.M[2][3];
|
||||
rmat.m15 = ovrmat.M[3][3];
|
||||
|
||||
MatrixTranspose(&rmat);
|
||||
|
||||
return rmat;
|
||||
}
|
||||
#endif
|
||||
|
||||
// Output a trace log message
|
||||
// NOTE: Expected msgType: (0)Info, (1)Error, (2)Warning
|
||||
static void TraceLog(int msgType, const char *text, ...)
|
||||
{
|
||||
va_list args;
|
||||
va_start(args, text);
|
||||
|
||||
switch (msgType)
|
||||
{
|
||||
case INFO: fprintf(stdout, "INFO: "); break;
|
||||
case ERROR: fprintf(stdout, "ERROR: "); break;
|
||||
case WARNING: fprintf(stdout, "WARNING: "); break;
|
||||
case DEBUG: fprintf(stdout, "DEBUG: "); break;
|
||||
default: break;
|
||||
}
|
||||
|
||||
vfprintf(stdout, text, args);
|
||||
fprintf(stdout, "\n");
|
||||
|
||||
va_end(args);
|
||||
|
||||
if (msgType == ERROR) exit(1);
|
||||
}
|
||||
|
||||
|
@ -755,11 +755,8 @@ void End2dMode(void)
|
||||
void Begin3dMode(Camera camera)
|
||||
{
|
||||
rlglDraw(); // Draw Buffers (Only OpenGL 3+ and ES2)
|
||||
|
||||
if (IsVrDeviceReady() || IsVrSimulator()) BeginVrDrawing();
|
||||
|
||||
|
||||
rlMatrixMode(RL_PROJECTION); // Switch to projection matrix
|
||||
|
||||
rlPushMatrix(); // Save previous matrix, which contains the settings for the 2d ortho projection
|
||||
rlLoadIdentity(); // Reset current matrix (PROJECTION)
|
||||
|
||||
@ -786,8 +783,6 @@ void End3dMode(void)
|
||||
{
|
||||
rlglDraw(); // Process internal buffers (update + draw)
|
||||
|
||||
if (IsVrDeviceReady() || IsVrSimulator()) EndVrDrawing();
|
||||
|
||||
rlMatrixMode(RL_PROJECTION); // Switch to projection matrix
|
||||
rlPopMatrix(); // Restore previous matrix (PROJECTION) from matrix stack
|
||||
|
||||
|
14
src/raylib.h
14
src/raylib.h
@ -687,6 +687,7 @@ RLAPI Color Fade(Color color, float alpha); // Color fade-
|
||||
|
||||
RLAPI void SetConfigFlags(char flags); // Setup some window configuration flags
|
||||
RLAPI void ShowLogo(void); // Activates raylib logo at startup (can be done with flags)
|
||||
//RLAPI void TraceLog(int logType, const char *text, ...); // Trace log messages showing (INFO, WARNING, ERROR, DEBUG)
|
||||
|
||||
RLAPI bool IsFileDropped(void); // Check if a file have been dropped into window
|
||||
RLAPI char **GetDroppedFiles(int *count); // Retrieve dropped files into window
|
||||
@ -944,12 +945,13 @@ RLAPI void EndBlendMode(void); // End
|
||||
// VR experience Functions (Module: rlgl)
|
||||
// NOTE: This functions are useless when using OpenGL 1.1
|
||||
//------------------------------------------------------------------------------------
|
||||
RLAPI void InitVrDevice(int vdDevice); // Init VR device
|
||||
RLAPI void CloseVrDevice(void); // Close VR device
|
||||
RLAPI bool IsVrDeviceReady(void); // Detect if VR device is ready
|
||||
RLAPI bool IsVrSimulator(void); // Detect if VR simulator is running
|
||||
RLAPI void UpdateVrTracking(Camera *camera); // Update VR tracking (position and orientation) and camera
|
||||
RLAPI void ToggleVrMode(void); // Enable/Disable VR experience (device or simulator)
|
||||
RLAPI void InitVrSimulator(int vrDevice); // Init VR simulator for selected device
|
||||
RLAPI void CloseVrSimulator(void); // Close VR simulator for current device
|
||||
RLAPI bool IsVrSimulatorReady(void); // Detect if VR device is ready
|
||||
RLAPI void UpdateVrTracking(Camera *camera); // Update VR tracking (position and orientation) and camera
|
||||
RLAPI void ToggleVrMode(void); // Enable/Disable VR experience (device or simulator)
|
||||
RLAPI void BeginVrDrawing(void); // Begin VR simulator stereo rendering
|
||||
RLAPI void EndVrDrawing(void); // End VR simulator stereo rendering
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Audio Loading and Playing Functions (Module: audio)
|
||||
|
693
src/rlgl.c
693
src/rlgl.c
@ -37,9 +37,7 @@
|
||||
*
|
||||
* #define SUPPORT_SHADER_DISTORTION
|
||||
*
|
||||
*
|
||||
* #define SUPPORT_OCULUS_RIFT_CV1 / RLGL_OCULUS_SUPPORT
|
||||
* Enable Oculus Rift CV1 functionality
|
||||
* #define SUPPORT_VR_SIMULATION
|
||||
*
|
||||
* #define SUPPORT_STEREO_RENDERING
|
||||
*
|
||||
@ -121,17 +119,6 @@
|
||||
#include "shader_distortion.h" // Distortion shader to be embedded
|
||||
#endif
|
||||
|
||||
//#define RLGL_OCULUS_SUPPORT // Enable Oculus Rift code
|
||||
#if defined(RLGL_OCULUS_SUPPORT)
|
||||
#include "external/OculusSDK/LibOVR/Include/OVR_CAPI_GL.h" // Oculus SDK for OpenGL
|
||||
#endif
|
||||
|
||||
#if defined(RLGL_STANDALONE)
|
||||
#define OCULUSAPI
|
||||
#else
|
||||
#define OCULUSAPI static
|
||||
#endif
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Defines and Macros
|
||||
//----------------------------------------------------------------------------------
|
||||
@ -187,15 +174,15 @@
|
||||
#endif
|
||||
|
||||
#if defined(GRAPHICS_API_OPENGL_11)
|
||||
#define GL_UNSIGNED_SHORT_5_6_5 0x8363
|
||||
#define GL_UNSIGNED_SHORT_5_5_5_1 0x8034
|
||||
#define GL_UNSIGNED_SHORT_4_4_4_4 0x8033
|
||||
#define GL_UNSIGNED_SHORT_5_6_5 0x8363
|
||||
#define GL_UNSIGNED_SHORT_5_5_5_1 0x8034
|
||||
#define GL_UNSIGNED_SHORT_4_4_4_4 0x8033
|
||||
#endif
|
||||
|
||||
#if defined(GRAPHICS_API_OPENGL_ES2)
|
||||
#define glClearDepth glClearDepthf
|
||||
#define GL_READ_FRAMEBUFFER GL_FRAMEBUFFER
|
||||
#define GL_DRAW_FRAMEBUFFER GL_FRAMEBUFFER
|
||||
#define glClearDepth glClearDepthf
|
||||
#define GL_READ_FRAMEBUFFER GL_FRAMEBUFFER
|
||||
#define GL_DRAW_FRAMEBUFFER GL_FRAMEBUFFER
|
||||
#endif
|
||||
|
||||
// Default vertex attribute names on shader to set location points
|
||||
@ -267,32 +254,6 @@ typedef struct VrStereoConfig {
|
||||
Matrix eyesViewOffset[2]; // VR stereo rendering eyes view offset matrices
|
||||
} VrStereoConfig;
|
||||
|
||||
#if defined(RLGL_OCULUS_SUPPORT)
|
||||
typedef struct OculusBuffer {
|
||||
ovrTextureSwapChain textureChain;
|
||||
GLuint depthId;
|
||||
GLuint fboId;
|
||||
int width;
|
||||
int height;
|
||||
} OculusBuffer;
|
||||
|
||||
typedef struct OculusMirror {
|
||||
ovrMirrorTexture texture;
|
||||
GLuint fboId;
|
||||
int width;
|
||||
int height;
|
||||
} OculusMirror;
|
||||
|
||||
typedef struct OculusLayer {
|
||||
ovrViewScaleDesc viewScaleDesc;
|
||||
ovrLayerEyeFov eyeLayer; // layer 0
|
||||
//ovrLayerQuad quadLayer; // TODO: layer 1: '2D' quad for GUI
|
||||
Matrix eyeProjections[2];
|
||||
int width;
|
||||
int height;
|
||||
} OculusLayer;
|
||||
#endif
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Global Variables Definition
|
||||
//----------------------------------------------------------------------------------
|
||||
@ -343,24 +304,11 @@ static float maxAnisotropicLevel = 0.0f; // Maximum anisotropy level supp
|
||||
// Extension supported flag: Clamp mirror wrap mode
|
||||
static bool texClampMirrorSupported = false; // Clamp mirror wrap mode supported
|
||||
|
||||
#if defined(RLGL_OCULUS_SUPPORT)
|
||||
// OVR device variables
|
||||
static ovrSession session; // Oculus session (pointer to ovrHmdStruct)
|
||||
static ovrHmdDesc hmdDesc; // Oculus device descriptor parameters
|
||||
static ovrGraphicsLuid luid; // Oculus locally unique identifier for the program (64 bit)
|
||||
static OculusLayer layer; // Oculus drawing layer (similar to photoshop)
|
||||
static OculusBuffer buffer; // Oculus internal buffers (texture chain and fbo)
|
||||
static OculusMirror mirror; // Oculus mirror texture and fbo
|
||||
static unsigned int frameIndex = 0; // Oculus frames counter, used to discard frames from chain
|
||||
#endif
|
||||
|
||||
// VR global variables
|
||||
static VrDeviceInfo hmd; // Current VR device info
|
||||
static VrStereoConfig vrConfig; // VR stereo configuration for simulator
|
||||
static bool vrDeviceReady = false; // VR device ready flag
|
||||
static bool vrSimulator = false; // VR simulator enabled flag
|
||||
static bool vrEnabled = false; // VR experience enabled (device or simulator)
|
||||
static bool vrRendering = true; // VR stereo rendering enabled/disabled flag
|
||||
static bool vrSimulatorReady = false; // VR simulator ready flag
|
||||
static bool vrStereoRender = false; // VR stereo rendering enabled/disabled flag
|
||||
// NOTE: This flag is useful to render data over stereo image (i.e. FPS)
|
||||
|
||||
#if defined(GRAPHICS_API_OPENGL_ES2)
|
||||
@ -380,7 +328,7 @@ static int blendMode = 0; // Track current blending mode
|
||||
// White texture useful for plain color polys (required by shader)
|
||||
static unsigned int whiteTexture;
|
||||
|
||||
// Default framebuffer size (required by Oculus device)
|
||||
// Default framebuffer size
|
||||
static int screenWidth; // Default framebuffer width
|
||||
static int screenHeight; // Default framebuffer height
|
||||
|
||||
@ -397,7 +345,7 @@ static void UnloadDefaultShader(void); // Unload default shader
|
||||
|
||||
static void LoadDefaultBuffers(void); // Load default internal buffers (lines, triangles, quads)
|
||||
static void UpdateDefaultBuffers(void); // Update default internal buffers (VAOs/VBOs) with vertex data
|
||||
static void DrawDefaultBuffers(int eyesCount); // Draw default internal buffers vertex data
|
||||
static void DrawDefaultBuffers(void); // Draw default internal buffers vertex data
|
||||
static void UnloadDefaultBuffers(void); // Unload default internal buffers vertex data from CPU and GPU
|
||||
|
||||
// Configure stereo rendering (including distortion shader) with HMD device parameters
|
||||
@ -407,26 +355,6 @@ static void SetStereoConfig(VrDeviceInfo info);
|
||||
static void SetStereoView(int eye, Matrix matProjection, Matrix matModelView);
|
||||
#endif
|
||||
|
||||
#if defined(RLGL_OCULUS_SUPPORT)
|
||||
#if !defined(RLGL_STANDALONE)
|
||||
static bool InitOculusDevice(void); // Initialize Oculus device (returns true if success)
|
||||
static void CloseOculusDevice(void); // Close Oculus device
|
||||
static void UpdateOculusTracking(Camera *camera); // Update Oculus head position-orientation tracking
|
||||
static void BeginOculusDrawing(void); // Setup Oculus buffers for drawing
|
||||
static void EndOculusDrawing(void); // Finish Oculus drawing and blit framebuffer to mirror
|
||||
#endif
|
||||
|
||||
static OculusBuffer LoadOculusBuffer(ovrSession session, int width, int height); // Load Oculus required buffers
|
||||
static void UnloadOculusBuffer(ovrSession session, OculusBuffer buffer); // Unload texture required buffers
|
||||
static OculusMirror LoadOculusMirror(ovrSession session, int width, int height); // Load Oculus mirror buffers
|
||||
static void UnloadOculusMirror(ovrSession session, OculusMirror mirror); // Unload Oculus mirror buffers
|
||||
static void BlitOculusMirror(ovrSession session, OculusMirror mirror); // Copy Oculus screen buffer to mirror texture
|
||||
static OculusLayer InitOculusLayer(ovrSession session); // Init Oculus layer (similar to photoshop)
|
||||
static Matrix FromOvrMatrix(ovrMatrix4f ovrM); // Convert from Oculus ovrMatrix4f struct to raymath Matrix struct
|
||||
#endif
|
||||
|
||||
|
||||
|
||||
#if defined(GRAPHICS_API_OPENGL_11)
|
||||
static int GenerateMipmaps(unsigned char *data, int baseWidth, int baseHeight);
|
||||
static Color *GenNextMipmap(Color *srcData, int srcWidth, int srcHeight);
|
||||
@ -1352,9 +1280,7 @@ void rlglDraw(void)
|
||||
|
||||
// NOTE: Default buffers upload and draw
|
||||
UpdateDefaultBuffers();
|
||||
|
||||
if (vrEnabled && vrRendering) DrawDefaultBuffers(2);
|
||||
else DrawDefaultBuffers(1);
|
||||
DrawDefaultBuffers(); // NOTE: Stereo rendering is checked inside
|
||||
#endif
|
||||
}
|
||||
|
||||
@ -2018,9 +1944,6 @@ void rlglDrawMesh(Mesh mesh, Material material, Matrix transform)
|
||||
#endif
|
||||
|
||||
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
||||
int eyesCount = 1;
|
||||
if (vrEnabled) eyesCount = 2;
|
||||
|
||||
glUseProgram(material.shader.id);
|
||||
|
||||
// Upload to shader material.colDiffuse
|
||||
@ -2153,6 +2076,9 @@ void rlglDrawMesh(Mesh mesh, Material material, Matrix transform)
|
||||
if (mesh.indices != NULL) glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, quads.vboId[3]);
|
||||
}
|
||||
|
||||
int eyesCount = 1;
|
||||
if (vrStereoRender) eyesCount = 2;
|
||||
|
||||
for (int eye = 0; eye < eyesCount; eye++)
|
||||
{
|
||||
if (eyesCount == 2) SetStereoView(eye, matProjection, matModelView);
|
||||
@ -2617,146 +2543,119 @@ void EndBlendMode(void)
|
||||
BeginBlendMode(BLEND_ALPHA);
|
||||
}
|
||||
|
||||
// Init VR device (or simulator)
|
||||
// NOTE: If device is not available, it fallbacks to default device (simulator)
|
||||
// Init VR simulator for selected device
|
||||
// NOTE: It modifies the global variable: VrDeviceInfo hmd
|
||||
void InitVrDevice(int vrDevice)
|
||||
void InitVrSimulator(int vrDevice)
|
||||
{
|
||||
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
||||
switch (vrDevice)
|
||||
if (vrDevice == HMD_OCULUS_RIFT_DK2)
|
||||
{
|
||||
case HMD_DEFAULT_DEVICE: TraceLog(INFO, "Initializing default VR Device (Oculus Rift CV1)");
|
||||
case HMD_OCULUS_RIFT_DK2:
|
||||
case HMD_OCULUS_RIFT_CV1:
|
||||
{
|
||||
#if defined(RLGL_OCULUS_SUPPORT)
|
||||
vrDeviceReady = InitOculusDevice();
|
||||
#else
|
||||
TraceLog(WARNING, "Oculus Rift not supported by default, recompile raylib with Oculus support");
|
||||
#endif
|
||||
} break;
|
||||
case HMD_VALVE_HTC_VIVE:
|
||||
case HMD_SAMSUNG_GEAR_VR:
|
||||
case HMD_GOOGLE_CARDBOARD:
|
||||
case HMD_SONY_PLAYSTATION_VR:
|
||||
case HMD_RAZER_OSVR:
|
||||
case HMD_FOVE_VR: TraceLog(WARNING, "VR Device not supported");
|
||||
default: break;
|
||||
// Oculus Rift DK2 parameters
|
||||
hmd.hResolution = 1280; // HMD horizontal resolution in pixels
|
||||
hmd.vResolution = 800; // HMD vertical resolution in pixels
|
||||
hmd.hScreenSize = 0.14976f; // HMD horizontal size in meters
|
||||
hmd.vScreenSize = 0.09356f; // HMD vertical size in meters
|
||||
hmd.vScreenCenter = 0.04678f; // HMD screen center in meters
|
||||
hmd.eyeToScreenDistance = 0.041f; // HMD distance between eye and display in meters
|
||||
hmd.lensSeparationDistance = 0.0635f; // HMD lens separation distance in meters
|
||||
hmd.interpupillaryDistance = 0.064f; // HMD IPD (distance between pupils) in meters
|
||||
hmd.distortionK[0] = 1.0f; // HMD lens distortion constant parameter 0
|
||||
hmd.distortionK[1] = 0.22f; // HMD lens distortion constant parameter 1
|
||||
hmd.distortionK[2] = 0.24f; // HMD lens distortion constant parameter 2
|
||||
hmd.distortionK[3] = 0.0f; // HMD lens distortion constant parameter 3
|
||||
hmd.chromaAbCorrection[0] = 0.996f; // HMD chromatic aberration correction parameter 0
|
||||
hmd.chromaAbCorrection[1] = -0.004f; // HMD chromatic aberration correction parameter 1
|
||||
hmd.chromaAbCorrection[2] = 1.014f; // HMD chromatic aberration correction parameter 2
|
||||
hmd.chromaAbCorrection[3] = 0.0f; // HMD chromatic aberration correction parameter 3
|
||||
|
||||
TraceLog(WARNING, "Initializing VR Simulator (Oculus Rift DK2)");
|
||||
}
|
||||
else if ((vrDevice == HMD_DEFAULT_DEVICE) || (vrDevice == HMD_OCULUS_RIFT_CV1))
|
||||
{
|
||||
// Oculus Rift CV1 parameters
|
||||
// NOTE: CV1 represents a complete HMD redesign compared to previous versions,
|
||||
// new Fresnel-hybrid-asymmetric lenses have been added and, consequently,
|
||||
// previous parameters (DK2) and distortion shader (DK2) doesn't work any more.
|
||||
// I just defined a set of parameters for simulator that approximate to CV1 stereo rendering
|
||||
// but result is not the same obtained with Oculus PC SDK.
|
||||
hmd.hResolution = 2160; // HMD horizontal resolution in pixels
|
||||
hmd.vResolution = 1200; // HMD vertical resolution in pixels
|
||||
hmd.hScreenSize = 0.133793f; // HMD horizontal size in meters
|
||||
hmd.vScreenSize = 0.0669f; // HMD vertical size in meters
|
||||
hmd.vScreenCenter = 0.04678f; // HMD screen center in meters
|
||||
hmd.eyeToScreenDistance = 0.041f; // HMD distance between eye and display in meters
|
||||
hmd.lensSeparationDistance = 0.07f; // HMD lens separation distance in meters
|
||||
hmd.interpupillaryDistance = 0.07f; // HMD IPD (distance between pupils) in meters
|
||||
hmd.distortionK[0] = 1.0f; // HMD lens distortion constant parameter 0
|
||||
hmd.distortionK[1] = 0.22f; // HMD lens distortion constant parameter 1
|
||||
hmd.distortionK[2] = 0.24f; // HMD lens distortion constant parameter 2
|
||||
hmd.distortionK[3] = 0.0f; // HMD lens distortion constant parameter 3
|
||||
hmd.chromaAbCorrection[0] = 0.996f; // HMD chromatic aberration correction parameter 0
|
||||
hmd.chromaAbCorrection[1] = -0.004f; // HMD chromatic aberration correction parameter 1
|
||||
hmd.chromaAbCorrection[2] = 1.014f; // HMD chromatic aberration correction parameter 2
|
||||
hmd.chromaAbCorrection[3] = 0.0f; // HMD chromatic aberration correction parameter 3
|
||||
|
||||
TraceLog(WARNING, "Initializing VR Simulator (Oculus Rift CV1)");
|
||||
}
|
||||
else
|
||||
{
|
||||
TraceLog(WARNING, "VR Simulator doesn't support current device yet,");
|
||||
TraceLog(WARNING, "using default VR Simulator parameters");
|
||||
}
|
||||
|
||||
if (!vrDeviceReady)
|
||||
{
|
||||
TraceLog(WARNING, "VR Device not found: Initializing VR Simulator (Oculus Rift CV1)");
|
||||
// Initialize framebuffer and textures for stereo rendering
|
||||
// NOTE: screen size should match HMD aspect ratio
|
||||
vrConfig.stereoFbo = rlglLoadRenderTexture(screenWidth, screenHeight);
|
||||
|
||||
if (vrDevice == HMD_OCULUS_RIFT_DK2)
|
||||
{
|
||||
// Oculus Rift DK2 parameters
|
||||
hmd.hResolution = 1280; // HMD horizontal resolution in pixels
|
||||
hmd.vResolution = 800; // HMD vertical resolution in pixels
|
||||
hmd.hScreenSize = 0.14976f; // HMD horizontal size in meters
|
||||
hmd.vScreenSize = 0.09356f; // HMD vertical size in meters
|
||||
hmd.vScreenCenter = 0.04678f; // HMD screen center in meters
|
||||
hmd.eyeToScreenDistance = 0.041f; // HMD distance between eye and display in meters
|
||||
hmd.lensSeparationDistance = 0.0635f; // HMD lens separation distance in meters
|
||||
hmd.interpupillaryDistance = 0.064f; // HMD IPD (distance between pupils) in meters
|
||||
hmd.distortionK[0] = 1.0f; // HMD lens distortion constant parameter 0
|
||||
hmd.distortionK[1] = 0.22f; // HMD lens distortion constant parameter 1
|
||||
hmd.distortionK[2] = 0.24f; // HMD lens distortion constant parameter 2
|
||||
hmd.distortionK[3] = 0.0f; // HMD lens distortion constant parameter 3
|
||||
hmd.chromaAbCorrection[0] = 0.996f; // HMD chromatic aberration correction parameter 0
|
||||
hmd.chromaAbCorrection[1] = -0.004f; // HMD chromatic aberration correction parameter 1
|
||||
hmd.chromaAbCorrection[2] = 1.014f; // HMD chromatic aberration correction parameter 2
|
||||
hmd.chromaAbCorrection[3] = 0.0f; // HMD chromatic aberration correction parameter 3
|
||||
}
|
||||
else if ((vrDevice == HMD_DEFAULT_DEVICE) || (vrDevice == HMD_OCULUS_RIFT_CV1))
|
||||
{
|
||||
// Oculus Rift CV1 parameters
|
||||
// NOTE: CV1 represents a complete HMD redesign compared to previous versions,
|
||||
// new Fresnel-hybrid-asymmetric lenses have been added and, consequently,
|
||||
// previous parameters (DK2) and distortion shader (DK2) doesn't work any more.
|
||||
// I just defined a set of parameters for simulator that approximate to CV1 stereo rendering
|
||||
// but result is not the same obtained with Oculus PC SDK.
|
||||
hmd.hResolution = 2160; // HMD horizontal resolution in pixels
|
||||
hmd.vResolution = 1200; // HMD vertical resolution in pixels
|
||||
hmd.hScreenSize = 0.133793f; // HMD horizontal size in meters
|
||||
hmd.vScreenSize = 0.0669f; // HMD vertical size in meters
|
||||
hmd.vScreenCenter = 0.04678f; // HMD screen center in meters
|
||||
hmd.eyeToScreenDistance = 0.041f; // HMD distance between eye and display in meters
|
||||
hmd.lensSeparationDistance = 0.07f; // HMD lens separation distance in meters
|
||||
hmd.interpupillaryDistance = 0.07f; // HMD IPD (distance between pupils) in meters
|
||||
hmd.distortionK[0] = 1.0f; // HMD lens distortion constant parameter 0
|
||||
hmd.distortionK[1] = 0.22f; // HMD lens distortion constant parameter 1
|
||||
hmd.distortionK[2] = 0.24f; // HMD lens distortion constant parameter 2
|
||||
hmd.distortionK[3] = 0.0f; // HMD lens distortion constant parameter 3
|
||||
hmd.chromaAbCorrection[0] = 0.996f; // HMD chromatic aberration correction parameter 0
|
||||
hmd.chromaAbCorrection[1] = -0.004f; // HMD chromatic aberration correction parameter 1
|
||||
hmd.chromaAbCorrection[2] = 1.014f; // HMD chromatic aberration correction parameter 2
|
||||
hmd.chromaAbCorrection[3] = 0.0f; // HMD chromatic aberration correction parameter 3
|
||||
}
|
||||
// Load distortion shader (initialized by default with Oculus Rift CV1 parameters)
|
||||
vrConfig.distortionShader.id = LoadShaderProgram(vDistortionShaderStr, fDistortionShaderStr);
|
||||
if (vrConfig.distortionShader.id != 0) LoadDefaultShaderLocations(&vrConfig.distortionShader);
|
||||
|
||||
// Initialize framebuffer and textures for stereo rendering
|
||||
// NOTE: screen size should match HMD aspect ratio
|
||||
vrConfig.stereoFbo = rlglLoadRenderTexture(screenWidth, screenHeight);
|
||||
SetStereoConfig(hmd);
|
||||
|
||||
// Load distortion shader (initialized by default with Oculus Rift CV1 parameters)
|
||||
vrConfig.distortionShader.id = LoadShaderProgram(vDistortionShaderStr, fDistortionShaderStr);
|
||||
if (vrConfig.distortionShader.id != 0) LoadDefaultShaderLocations(&vrConfig.distortionShader);
|
||||
|
||||
SetStereoConfig(hmd);
|
||||
|
||||
vrSimulator = true;
|
||||
vrEnabled = true;
|
||||
}
|
||||
vrSimulatorReady = true;
|
||||
#endif
|
||||
|
||||
#if defined(GRAPHICS_API_OPENGL_11)
|
||||
TraceLog(WARNING, "VR device or simulator not supported on OpenGL 1.1");
|
||||
TraceLog(WARNING, "VR Simulator not supported on OpenGL 1.1");
|
||||
#endif
|
||||
}
|
||||
|
||||
// Close VR device (or simulator)
|
||||
void CloseVrDevice(void)
|
||||
// Close VR simulator for current device
|
||||
void CloseVrSimulator(void)
|
||||
{
|
||||
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
||||
#if defined(RLGL_OCULUS_SUPPORT)
|
||||
if (vrDeviceReady) CloseOculusDevice();
|
||||
else
|
||||
#endif
|
||||
if (vrSimulatorReady)
|
||||
{
|
||||
rlDeleteRenderTextures(vrConfig.stereoFbo); // Unload stereo framebuffer and texture
|
||||
UnloadShader(vrConfig.distortionShader); // Unload distortion shader
|
||||
}
|
||||
#endif
|
||||
vrDeviceReady = false;
|
||||
}
|
||||
|
||||
// Detect if VR device is available
|
||||
bool IsVrDeviceReady(void)
|
||||
{
|
||||
return (vrDeviceReady && vrEnabled);
|
||||
}
|
||||
|
||||
// Detect if VR simulator is running
|
||||
bool IsVrSimulator(void)
|
||||
bool IsVrSimulatorReady(void)
|
||||
{
|
||||
return (vrSimulator && vrEnabled);
|
||||
return vrSimulatorReady;
|
||||
}
|
||||
|
||||
// Enable/Disable VR experience (device or simulator)
|
||||
void ToggleVrMode(void)
|
||||
{
|
||||
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
||||
if (vrDeviceReady || vrSimulator) vrEnabled = !vrEnabled;
|
||||
else vrEnabled = false;
|
||||
vrSimulatorReady = !vrSimulatorReady;
|
||||
|
||||
if (!vrEnabled)
|
||||
if (!vrSimulatorReady)
|
||||
{
|
||||
vrStereoRender = false;
|
||||
|
||||
// Reset viewport and default projection-modelview matrices
|
||||
rlViewport(0, 0, screenWidth, screenHeight);
|
||||
projection = MatrixOrtho(0, screenWidth, screenHeight, 0, 0.0f, 1.0f);
|
||||
MatrixTranspose(&projection);
|
||||
modelview = MatrixIdentity();
|
||||
}
|
||||
else vrStereoRender = true;
|
||||
#endif
|
||||
}
|
||||
|
||||
@ -2764,37 +2663,29 @@ void ToggleVrMode(void)
|
||||
// NOTE: Camera (position, target, up) gets update with head tracking information
|
||||
void UpdateVrTracking(Camera *camera)
|
||||
{
|
||||
#if defined(RLGL_OCULUS_SUPPORT)
|
||||
if (vrDeviceReady) UpdateOculusTracking(camera);
|
||||
#endif
|
||||
// TODO: Simulate 1st person camera system
|
||||
}
|
||||
|
||||
// Begin Oculus drawing configuration
|
||||
void BeginVrDrawing(void)
|
||||
{
|
||||
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
||||
#if defined(RLGL_OCULUS_SUPPORT)
|
||||
if (vrDeviceReady)
|
||||
{
|
||||
BeginOculusDrawing();
|
||||
}
|
||||
else
|
||||
#endif
|
||||
if (vrSimulatorReady)
|
||||
{
|
||||
// Setup framebuffer for stereo rendering
|
||||
rlEnableRenderTexture(vrConfig.stereoFbo.id);
|
||||
|
||||
// NOTE: If your application is configured to treat the texture as a linear format (e.g. GL_RGBA)
|
||||
// and performs linear-to-gamma conversion in GLSL or does not care about gamma-correction, then:
|
||||
// - Require OculusBuffer format to be OVR_FORMAT_R8G8B8A8_UNORM_SRGB
|
||||
// - Do NOT enable GL_FRAMEBUFFER_SRGB
|
||||
//glEnable(GL_FRAMEBUFFER_SRGB);
|
||||
|
||||
//glViewport(0, 0, buffer.width, buffer.height); // Useful if rendering to separate framebuffers (every eye)
|
||||
rlClearScreenBuffers(); // Clear current framebuffer(s)
|
||||
|
||||
vrStereoRender = true;
|
||||
}
|
||||
|
||||
// NOTE: If your application is configured to treat the texture as a linear format (e.g. GL_RGBA)
|
||||
// and performs linear-to-gamma conversion in GLSL or does not care about gamma-correction, then:
|
||||
// - Require OculusBuffer format to be OVR_FORMAT_R8G8B8A8_UNORM_SRGB
|
||||
// - Do NOT enable GL_FRAMEBUFFER_SRGB
|
||||
//glEnable(GL_FRAMEBUFFER_SRGB);
|
||||
|
||||
//glViewport(0, 0, buffer.width, buffer.height); // Useful if rendering to separate framebuffers (every eye)
|
||||
rlClearScreenBuffers(); // Clear current framebuffer(s)
|
||||
|
||||
vrRendering = true;
|
||||
#endif
|
||||
}
|
||||
|
||||
@ -2802,18 +2693,13 @@ void BeginVrDrawing(void)
|
||||
void EndVrDrawing(void)
|
||||
{
|
||||
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
||||
#if defined(RLGL_OCULUS_SUPPORT)
|
||||
if (vrDeviceReady)
|
||||
if (vrSimulatorReady)
|
||||
{
|
||||
EndOculusDrawing();
|
||||
}
|
||||
else
|
||||
#endif
|
||||
{
|
||||
// Unbind current framebuffer
|
||||
rlDisableRenderTexture();
|
||||
vrStereoRender = false; // Disable stereo render
|
||||
|
||||
rlDisableRenderTexture(); // Unbind current framebuffer
|
||||
|
||||
rlClearScreenBuffers(); // Clear current framebuffer
|
||||
rlClearScreenBuffers(); // Clear current framebuffer
|
||||
|
||||
// Set viewport to default framebuffer size (screen size)
|
||||
rlViewport(0, 0, screenWidth, screenHeight);
|
||||
@ -2855,15 +2741,21 @@ void EndVrDrawing(void)
|
||||
|
||||
rlDisableTexture();
|
||||
|
||||
// Update and draw render texture fbo with distortion to backbuffer
|
||||
UpdateDefaultBuffers();
|
||||
DrawDefaultBuffers(1);
|
||||
|
||||
DrawDefaultBuffers();
|
||||
|
||||
// Restore defaultShader
|
||||
currentShader = defaultShader;
|
||||
|
||||
// Reset viewport and default projection-modelview matrices
|
||||
rlViewport(0, 0, screenWidth, screenHeight);
|
||||
projection = MatrixOrtho(0, screenWidth, screenHeight, 0, 0.0f, 1.0f);
|
||||
MatrixTranspose(&projection);
|
||||
modelview = MatrixIdentity();
|
||||
|
||||
rlDisableDepthTest();
|
||||
}
|
||||
|
||||
rlDisableDepthTest();
|
||||
|
||||
vrRendering = false;
|
||||
#endif
|
||||
}
|
||||
|
||||
@ -3405,10 +3297,13 @@ static void UpdateDefaultBuffers(void)
|
||||
|
||||
// Draw default internal buffers vertex data
|
||||
// NOTE: We draw in this order: lines, triangles, quads
|
||||
static void DrawDefaultBuffers(int eyesCount)
|
||||
static void DrawDefaultBuffers()
|
||||
{
|
||||
Matrix matProjection = projection;
|
||||
Matrix matModelView = modelview;
|
||||
|
||||
int eyesCount = 1;
|
||||
if (vrStereoRender) eyesCount = 2;
|
||||
|
||||
for (int eye = 0; eye < eyesCount; eye++)
|
||||
{
|
||||
@ -3693,47 +3588,19 @@ static void SetStereoConfig(VrDeviceInfo hmd)
|
||||
// Set internal projection and modelview matrix depending on eyes tracking data
|
||||
static void SetStereoView(int eye, Matrix matProjection, Matrix matModelView)
|
||||
{
|
||||
if (vrEnabled)
|
||||
{
|
||||
Matrix eyeProjection = matProjection;
|
||||
Matrix eyeModelView = matModelView;
|
||||
Matrix eyeProjection = matProjection;
|
||||
Matrix eyeModelView = matModelView;
|
||||
|
||||
#if defined(RLGL_OCULUS_SUPPORT)
|
||||
if (vrDeviceReady)
|
||||
{
|
||||
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);
|
||||
// Setup viewport and projection/modelview matrices using tracking data
|
||||
rlViewport(eye*screenWidth/2, 0, screenWidth/2, screenHeight);
|
||||
|
||||
Quaternion eyeRenderPose = (Quaternion){ layer.eyeLayer.RenderPose[eye].Orientation.x,
|
||||
layer.eyeLayer.RenderPose[eye].Orientation.y,
|
||||
layer.eyeLayer.RenderPose[eye].Orientation.z,
|
||||
layer.eyeLayer.RenderPose[eye].Orientation.w };
|
||||
QuaternionInvert(&eyeRenderPose);
|
||||
Matrix eyeOrientation = QuaternionToMatrix(eyeRenderPose);
|
||||
Matrix eyeTranslation = MatrixTranslate(-layer.eyeLayer.RenderPose[eye].Position.x,
|
||||
-layer.eyeLayer.RenderPose[eye].Position.y,
|
||||
-layer.eyeLayer.RenderPose[eye].Position.z);
|
||||
// Apply view offset to modelview matrix
|
||||
eyeModelView = MatrixMultiply(matModelView, vrConfig.eyesViewOffset[eye]);
|
||||
|
||||
Matrix eyeView = MatrixMultiply(eyeTranslation, eyeOrientation); // Matrix containing eye-head movement
|
||||
eyeModelView = MatrixMultiply(matModelView, eyeView); // Combine internal camera matrix (modelview) wih eye-head movement
|
||||
eyeProjection = vrConfig.eyesProjection[eye];
|
||||
|
||||
eyeProjection = layer.eyeProjections[eye];
|
||||
}
|
||||
else
|
||||
#endif
|
||||
{
|
||||
// Setup viewport and projection/modelview matrices using tracking data
|
||||
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);
|
||||
}
|
||||
SetMatrixModelview(eyeModelView);
|
||||
SetMatrixProjection(eyeProjection);
|
||||
}
|
||||
#endif //defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
||||
|
||||
@ -3864,304 +3731,6 @@ static Color *GenNextMipmap(Color *srcData, int srcWidth, int srcHeight)
|
||||
}
|
||||
#endif
|
||||
|
||||
#if defined(RLGL_OCULUS_SUPPORT)
|
||||
// Initialize Oculus device (returns true if success)
|
||||
OCULUSAPI bool InitOculusDevice(void)
|
||||
{
|
||||
bool oculusReady = false;
|
||||
|
||||
ovrResult result = ovr_Initialize(NULL);
|
||||
|
||||
if (OVR_FAILURE(result)) TraceLog(WARNING, "OVR: Could not initialize Oculus device");
|
||||
else
|
||||
{
|
||||
result = ovr_Create(&session, &luid);
|
||||
if (OVR_FAILURE(result))
|
||||
{
|
||||
TraceLog(WARNING, "OVR: Could not create Oculus session");
|
||||
ovr_Shutdown();
|
||||
}
|
||||
else
|
||||
{
|
||||
hmdDesc = ovr_GetHmdDesc(session);
|
||||
|
||||
TraceLog(INFO, "OVR: Product Name: %s", hmdDesc.ProductName);
|
||||
TraceLog(INFO, "OVR: Manufacturer: %s", hmdDesc.Manufacturer);
|
||||
TraceLog(INFO, "OVR: Product ID: %i", hmdDesc.ProductId);
|
||||
TraceLog(INFO, "OVR: Product Type: %i", hmdDesc.Type);
|
||||
//TraceLog(INFO, "OVR: Serial Number: %s", hmdDesc.SerialNumber);
|
||||
TraceLog(INFO, "OVR: Resolution: %ix%i", hmdDesc.Resolution.w, hmdDesc.Resolution.h);
|
||||
|
||||
// NOTE: Oculus mirror is set to defined screenWidth and screenHeight...
|
||||
// ...ideally, it should be (hmdDesc.Resolution.w/2, hmdDesc.Resolution.h/2)
|
||||
|
||||
// Initialize Oculus Buffers
|
||||
layer = InitOculusLayer(session);
|
||||
buffer = LoadOculusBuffer(session, layer.width, layer.height);
|
||||
mirror = LoadOculusMirror(session, hmdDesc.Resolution.w/2, hmdDesc.Resolution.h/2); // NOTE: hardcoded...
|
||||
layer.eyeLayer.ColorTexture[0] = buffer.textureChain; //SetOculusLayerTexture(eyeLayer, buffer.textureChain);
|
||||
|
||||
// Recenter OVR tracking origin
|
||||
ovr_RecenterTrackingOrigin(session);
|
||||
|
||||
oculusReady = true;
|
||||
vrEnabled = true;
|
||||
}
|
||||
}
|
||||
|
||||
return oculusReady;
|
||||
}
|
||||
|
||||
// Close Oculus device (and unload buffers)
|
||||
OCULUSAPI void CloseOculusDevice(void)
|
||||
{
|
||||
UnloadOculusMirror(session, mirror); // Unload Oculus mirror buffer
|
||||
UnloadOculusBuffer(session, buffer); // Unload Oculus texture buffers
|
||||
|
||||
ovr_Destroy(session); // Free Oculus session data
|
||||
ovr_Shutdown(); // Close Oculus device connection
|
||||
}
|
||||
|
||||
// Update Oculus head position-orientation tracking
|
||||
OCULUSAPI void UpdateOculusTracking(Camera *camera)
|
||||
{
|
||||
frameIndex++;
|
||||
|
||||
ovrPosef eyePoses[2];
|
||||
ovr_GetEyePoses(session, frameIndex, ovrTrue, layer.viewScaleDesc.HmdToEyeOffset, eyePoses, &layer.eyeLayer.SensorSampleTime);
|
||||
|
||||
layer.eyeLayer.RenderPose[0] = eyePoses[0];
|
||||
layer.eyeLayer.RenderPose[1] = eyePoses[1];
|
||||
|
||||
// TODO: Update external camera with eyePoses data (position, orientation)
|
||||
// NOTE: We can simplify to simple camera if we consider IPD and HMD device configuration again later
|
||||
// it will be useful for the user to draw, lets say, billboards oriented to camera
|
||||
|
||||
// Get session status information
|
||||
ovrSessionStatus sessionStatus;
|
||||
ovr_GetSessionStatus(session, &sessionStatus);
|
||||
|
||||
if (sessionStatus.ShouldQuit) TraceLog(WARNING, "OVR: Session should quit...");
|
||||
if (sessionStatus.ShouldRecenter) ovr_RecenterTrackingOrigin(session);
|
||||
//if (sessionStatus.HmdPresent) // HMD is present.
|
||||
//if (sessionStatus.DisplayLost) // HMD was unplugged or the display driver was manually disabled or encountered a TDR.
|
||||
//if (sessionStatus.HmdMounted) // HMD is on the user's head.
|
||||
//if (sessionStatus.IsVisible) // the game or experience has VR focus and is visible in the HMD.
|
||||
}
|
||||
|
||||
// Setup Oculus buffers for drawing
|
||||
OCULUSAPI void BeginOculusDrawing(void)
|
||||
{
|
||||
GLuint currentTexId;
|
||||
int currentIndex;
|
||||
|
||||
ovr_GetTextureSwapChainCurrentIndex(session, buffer.textureChain, ¤tIndex);
|
||||
ovr_GetTextureSwapChainBufferGL(session, buffer.textureChain, currentIndex, ¤tTexId);
|
||||
|
||||
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, buffer.fboId);
|
||||
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, currentTexId, 0);
|
||||
//glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, buffer.depthId, 0); // Already binded
|
||||
}
|
||||
|
||||
// Finish Oculus drawing and blit framebuffer to mirror
|
||||
OCULUSAPI void EndOculusDrawing(void)
|
||||
{
|
||||
// Unbind current framebuffer (Oculus buffer)
|
||||
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
|
||||
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
|
||||
|
||||
ovr_CommitTextureSwapChain(session, buffer.textureChain);
|
||||
|
||||
ovrLayerHeader *layers = &layer.eyeLayer.Header;
|
||||
ovr_SubmitFrame(session, frameIndex, &layer.viewScaleDesc, &layers, 1);
|
||||
|
||||
// Blit mirror texture to back buffer
|
||||
BlitOculusMirror(session, mirror);
|
||||
}
|
||||
|
||||
// Load Oculus required buffers: texture-swap-chain, fbo, texture-depth
|
||||
static OculusBuffer LoadOculusBuffer(ovrSession session, int width, int height)
|
||||
{
|
||||
OculusBuffer buffer;
|
||||
buffer.width = width;
|
||||
buffer.height = height;
|
||||
|
||||
// Create OVR texture chain
|
||||
ovrTextureSwapChainDesc desc = {};
|
||||
desc.Type = ovrTexture_2D;
|
||||
desc.ArraySize = 1;
|
||||
desc.Width = width;
|
||||
desc.Height = height;
|
||||
desc.MipLevels = 1;
|
||||
desc.Format = OVR_FORMAT_R8G8B8A8_UNORM_SRGB; // Requires glEnable(GL_FRAMEBUFFER_SRGB);
|
||||
desc.SampleCount = 1;
|
||||
desc.StaticImage = ovrFalse;
|
||||
|
||||
ovrResult result = ovr_CreateTextureSwapChainGL(session, &desc, &buffer.textureChain);
|
||||
|
||||
if (!OVR_SUCCESS(result)) TraceLog(WARNING, "OVR: Failed to create swap textures buffer");
|
||||
|
||||
int textureCount = 0;
|
||||
ovr_GetTextureSwapChainLength(session, buffer.textureChain, &textureCount);
|
||||
|
||||
if (!OVR_SUCCESS(result) || !textureCount) TraceLog(WARNING, "OVR: Unable to count swap chain textures");
|
||||
|
||||
for (int i = 0; i < textureCount; ++i)
|
||||
{
|
||||
GLuint chainTexId;
|
||||
ovr_GetTextureSwapChainBufferGL(session, buffer.textureChain, i, &chainTexId);
|
||||
glBindTexture(GL_TEXTURE_2D, chainTexId);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||
}
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
|
||||
/*
|
||||
// Setup framebuffer object (using depth texture)
|
||||
glGenFramebuffers(1, &buffer.fboId);
|
||||
glGenTextures(1, &buffer.depthId);
|
||||
glBindTexture(GL_TEXTURE_2D, buffer.depthId);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT16, buffer.width, buffer.height, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
|
||||
*/
|
||||
|
||||
// Setup framebuffer object (using depth renderbuffer)
|
||||
glGenFramebuffers(1, &buffer.fboId);
|
||||
glGenRenderbuffers(1, &buffer.depthId);
|
||||
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, buffer.fboId);
|
||||
glBindRenderbuffer(GL_RENDERBUFFER, buffer.depthId);
|
||||
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, buffer.width, buffer.height);
|
||||
glBindRenderbuffer(GL_RENDERBUFFER, 0);
|
||||
glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, buffer.depthId);
|
||||
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
|
||||
|
||||
return buffer;
|
||||
}
|
||||
|
||||
// Unload texture required buffers
|
||||
static void UnloadOculusBuffer(ovrSession session, OculusBuffer buffer)
|
||||
{
|
||||
if (buffer.textureChain)
|
||||
{
|
||||
ovr_DestroyTextureSwapChain(session, buffer.textureChain);
|
||||
buffer.textureChain = NULL;
|
||||
}
|
||||
|
||||
if (buffer.depthId != 0) glDeleteTextures(1, &buffer.depthId);
|
||||
if (buffer.fboId != 0) glDeleteFramebuffers(1, &buffer.fboId);
|
||||
}
|
||||
|
||||
// Load Oculus mirror buffers
|
||||
static OculusMirror LoadOculusMirror(ovrSession session, int width, int height)
|
||||
{
|
||||
OculusMirror mirror;
|
||||
mirror.width = width;
|
||||
mirror.height = height;
|
||||
|
||||
ovrMirrorTextureDesc mirrorDesc;
|
||||
memset(&mirrorDesc, 0, sizeof(mirrorDesc));
|
||||
mirrorDesc.Format = OVR_FORMAT_R8G8B8A8_UNORM_SRGB;
|
||||
mirrorDesc.Width = mirror.width;
|
||||
mirrorDesc.Height = mirror.height;
|
||||
|
||||
if (!OVR_SUCCESS(ovr_CreateMirrorTextureGL(session, &mirrorDesc, &mirror.texture))) TraceLog(WARNING, "Could not create mirror texture");
|
||||
|
||||
glGenFramebuffers(1, &mirror.fboId);
|
||||
|
||||
return mirror;
|
||||
}
|
||||
|
||||
// Unload Oculus mirror buffers
|
||||
static void UnloadOculusMirror(ovrSession session, OculusMirror mirror)
|
||||
{
|
||||
if (mirror.fboId != 0) glDeleteFramebuffers(1, &mirror.fboId);
|
||||
if (mirror.texture) ovr_DestroyMirrorTexture(session, mirror.texture);
|
||||
}
|
||||
|
||||
// Copy Oculus screen buffer to mirror texture
|
||||
static void BlitOculusMirror(ovrSession session, OculusMirror mirror)
|
||||
{
|
||||
GLuint mirrorTextureId;
|
||||
|
||||
ovr_GetMirrorTextureBufferGL(session, mirror.texture, &mirrorTextureId);
|
||||
|
||||
glBindFramebuffer(GL_READ_FRAMEBUFFER, mirror.fboId);
|
||||
glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mirrorTextureId, 0);
|
||||
#if defined(GRAPHICS_API_OPENGL_33)
|
||||
// NOTE: glBlitFramebuffer() requires extension: GL_EXT_framebuffer_blit (not available in OpenGL ES 2.0)
|
||||
glBlitFramebuffer(0, 0, mirror.width, mirror.height, 0, mirror.height, mirror.width, 0, GL_COLOR_BUFFER_BIT, GL_NEAREST);
|
||||
#endif
|
||||
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
|
||||
}
|
||||
|
||||
// Init Oculus layer (similar to photoshop)
|
||||
static OculusLayer InitOculusLayer(ovrSession session)
|
||||
{
|
||||
OculusLayer layer = { 0 };
|
||||
|
||||
layer.viewScaleDesc.HmdSpaceToWorldScaleInMeters = 1.0f;
|
||||
|
||||
memset(&layer.eyeLayer, 0, sizeof(ovrLayerEyeFov));
|
||||
layer.eyeLayer.Header.Type = ovrLayerType_EyeFov;
|
||||
layer.eyeLayer.Header.Flags = ovrLayerFlag_TextureOriginAtBottomLeft;
|
||||
|
||||
ovrEyeRenderDesc eyeRenderDescs[2];
|
||||
|
||||
for (int eye = 0; eye < 2; eye++)
|
||||
{
|
||||
eyeRenderDescs[eye] = ovr_GetRenderDesc(session, eye, hmdDesc.DefaultEyeFov[eye]);
|
||||
ovrMatrix4f ovrPerspectiveProjection = ovrMatrix4f_Projection(eyeRenderDescs[eye].Fov, 0.01f, 10000.0f, ovrProjection_None); //ovrProjection_ClipRangeOpenGL);
|
||||
layer.eyeProjections[eye] = FromOvrMatrix(ovrPerspectiveProjection); // NOTE: struct ovrMatrix4f { float M[4][4] } --> struct Matrix
|
||||
|
||||
layer.viewScaleDesc.HmdToEyeOffset[eye] = eyeRenderDescs[eye].HmdToEyeOffset;
|
||||
layer.eyeLayer.Fov[eye] = eyeRenderDescs[eye].Fov;
|
||||
|
||||
ovrSizei eyeSize = ovr_GetFovTextureSize(session, eye, layer.eyeLayer.Fov[eye], 1.0f);
|
||||
layer.eyeLayer.Viewport[eye].Size = eyeSize;
|
||||
layer.eyeLayer.Viewport[eye].Pos.x = layer.width;
|
||||
layer.eyeLayer.Viewport[eye].Pos.y = 0;
|
||||
|
||||
layer.height = eyeSize.h; //std::max(renderTargetSize.y, (uint32_t)eyeSize.h);
|
||||
layer.width += eyeSize.w;
|
||||
}
|
||||
|
||||
return layer;
|
||||
}
|
||||
|
||||
// Convert from Oculus ovrMatrix4f struct to raymath Matrix struct
|
||||
static Matrix FromOvrMatrix(ovrMatrix4f ovrmat)
|
||||
{
|
||||
Matrix rmat;
|
||||
|
||||
rmat.m0 = ovrmat.M[0][0];
|
||||
rmat.m1 = ovrmat.M[1][0];
|
||||
rmat.m2 = ovrmat.M[2][0];
|
||||
rmat.m3 = ovrmat.M[3][0];
|
||||
rmat.m4 = ovrmat.M[0][1];
|
||||
rmat.m5 = ovrmat.M[1][1];
|
||||
rmat.m6 = ovrmat.M[2][1];
|
||||
rmat.m7 = ovrmat.M[3][1];
|
||||
rmat.m8 = ovrmat.M[0][2];
|
||||
rmat.m9 = ovrmat.M[1][2];
|
||||
rmat.m10 = ovrmat.M[2][2];
|
||||
rmat.m11 = ovrmat.M[3][2];
|
||||
rmat.m12 = ovrmat.M[0][3];
|
||||
rmat.m13 = ovrmat.M[1][3];
|
||||
rmat.m14 = ovrmat.M[2][3];
|
||||
rmat.m15 = ovrmat.M[3][3];
|
||||
|
||||
MatrixTranspose(&rmat);
|
||||
|
||||
return rmat;
|
||||
}
|
||||
#endif
|
||||
|
||||
#if defined(RLGL_STANDALONE)
|
||||
// Output a trace log message
|
||||
// NOTE: Expected msgType: (0)Info, (1)Error, (2)Warning
|
||||
|
15
src/rlgl.h
15
src/rlgl.h
@ -399,19 +399,12 @@ void EndBlendMode(void); // End blend
|
||||
void TraceLog(int msgType, const char *text, ...);
|
||||
float *MatrixToFloat(Matrix mat);
|
||||
|
||||
void InitVrDevice(int vrDevice); // Init VR device
|
||||
void CloseVrDevice(void); // Close VR device
|
||||
bool IsVrDeviceReady(void); // Detect if VR device is ready
|
||||
bool IsVrSimulator(void); // Detect if VR simulator is running
|
||||
void InitVrSimulator(int vrDevice); // Init VR simulator for selected device
|
||||
void CloseVrSimulator(void); // Close VR simulator for current device
|
||||
void UpdateVrTracking(Camera *camera); // Update VR tracking (position and orientation) and camera
|
||||
void ToggleVrMode(void); // Enable/Disable VR experience (device or simulator)
|
||||
|
||||
// Oculus Rift API for direct access the device (no simulator)
|
||||
bool InitOculusDevice(void); // Initialize Oculus device (returns true if success)
|
||||
void CloseOculusDevice(void); // Close Oculus device
|
||||
void UpdateOculusTracking(Camera *camera); // Update Oculus head position-orientation tracking (and camera)
|
||||
void BeginOculusDrawing(void); // Setup Oculus buffers for drawing
|
||||
void EndOculusDrawing(void); // Finish Oculus drawing and blit framebuffer to mirror
|
||||
void BeginVrDrawing(void); // Begin VR stereo rendering
|
||||
void EndVrDrawing(void); // End VR stereo rendering
|
||||
#endif
|
||||
|
||||
#ifdef __cplusplus
|
||||
|
Loading…
Reference in New Issue
Block a user