Simplify Oculus example...
...to align it with standard raylib code. Final goal would be having the same code work for every platform with no changes...
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@ -52,14 +52,9 @@ int main()
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ClearBackground(RAYWHITE);
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Begin3dMode(camera);
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//BeginOculusDrawing(camera); // Add it to Begin3dMode() ?
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for (int eye = 0; eye < 2; eye++)
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{
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// TODO: Probably projection and view matrices could be created here...
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// ...without the need to create it internally through Begin3dMode()
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//Begin3dMode(camera);
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SetOculusView(eye);
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DrawCube(cubePosition, 2.0f, 2.0f, 2.0f, RED);
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@ -67,15 +62,10 @@ int main()
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DrawGrid(10, 1.0f);
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// TODO: Call internal buffers drawing directly (rlglDraw()) and...
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// ...reset internal matrices, instead of letting End3dMode() do that
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//End3dMode();
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DrawDefaultBuffers(); // Process internal dynamic buffers
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}
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End3dMode();
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//EndOculusDrawing(); // Add it to End3dMode() ?
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EndDrawing();
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//----------------------------------------------------------------------------------
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@ -607,13 +607,14 @@ void Begin3dMode(Camera camera)
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rlEnableDepthTest(); // Enable DEPTH_TEST for 3D
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//if (vrEnabled) BeginVrMode();
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if (VrEnabled()) BeginOculusDrawing();
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}
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// Ends 3D mode and returns to default 2D orthographic mode
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void End3dMode(void)
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{
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rlglDraw(); // Draw Buffers (Only OpenGL 3+ and ES2)
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if (VrEnabled()) EndOculusDrawing();
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else rlglDraw(); // Draw Buffers (Only OpenGL 3+ and ES2)
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rlMatrixMode(RL_PROJECTION); // Switch to projection matrix
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rlPopMatrix(); // Restore previous matrix (PROJECTION) from matrix stack
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12
src/rlgl.c
12
src/rlgl.c
@ -76,7 +76,7 @@
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#include "standard_shader.h" // Standard shader to embed
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#endif
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#define RLGL_OCULUS_SUPPORT // Enable Oculus Rift code
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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 "external/OculusSDK/LibOVR/Include/OVR_CAPI_GL.h" // Oculus SDK for OpenGL
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#endif
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@ -268,6 +268,7 @@ static unsigned int frameIndex = 0; // Oculus frames counter, used to discar
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#endif
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static bool vrSimulator = false; // VR simulator (stereo rendering on window, without vr device)
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static bool vrEnabled = false; // VR enabled flag (required by core module)
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// Compressed textures support flags
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static bool texCompDXTSupported = false; // DDS texture compression support
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@ -2523,6 +2524,7 @@ void InitOculusDevice(void)
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}
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#else
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vrSimulator = true;
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vrEnabled = true;
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#endif
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if (vrSimulator)
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@ -2548,6 +2550,14 @@ void CloseOculusDevice(void)
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// TODO: Unload stereo framebuffer and texture
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// TODO: Unload oculus-distortion shader
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}
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vrEnabled = false;
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}
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// Track stereoscopic rendering
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bool VrEnabled(void)
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{
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return vrEnabled;
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}
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// Update Oculus Rift tracking (position and orientation)
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@ -362,6 +362,7 @@ void UpdateOculusTracking(void); // Update Oculus Rift tracking (posi
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void SetOculusView(int eye); // Set internal projection and modelview matrix depending on eyes tracking data
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void BeginOculusDrawing(void); // Begin Oculus drawing configuration
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void EndOculusDrawing(void); // End Oculus drawing process (and desktop mirror)
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bool VrEnabled(void); // Track stereoscopic rendering
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#ifdef __cplusplus
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}
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