Updated Oculus sample

Now GLFW3 windows/context creation works ok and a sample red rectangle
has been drawn using rlgl. Next step is working in tracking
position/orientation maths and try to get a simple 3d scene...
This commit is contained in:
raysan5 2016-05-04 20:25:32 +02:00
parent fd67e31f63
commit ba60918eaa
6 changed files with 975 additions and 764 deletions

View File

@ -17,57 +17,52 @@
* *
********************************************************************************************/ ********************************************************************************************/
#if defined(_WIN32) #include <stdlib.h>
#define GLFW_EXPOSE_NATIVE_WIN32 #include <stdarg.h>
#define GLFW_EXPOSE_NATIVE_WGL #include <stdio.h>
#define OVR_OS_WIN32 #include <string.h>
#elif defined(__APPLE__)
#define GLFW_EXPOSE_NATIVE_COCOA
#define GLFW_EXPOSE_NATIVE_NSGL
#define OVR_OS_MAC
#elif defined(__linux__)
#define GLFW_EXPOSE_NATIVE_X11
#define GLFW_EXPOSE_NATIVE_GLX
#define OVR_OS_LINUX
#endif
#include "glad.h" // Extensions loading library #include "glad.h" // Extensions loading library
#include <GLFW/glfw3.h> // Windows/Context and inputs management
#include <GLFW/glfw3.h>
#include <GLFW/glfw3native.h>
#include "OculusSDK/LibOVR/Include/OVR_CAPI_GL.h" // Oculus SDK for OpenGL #include "OculusSDK/LibOVR/Include/OVR_CAPI_GL.h" // Oculus SDK for OpenGL
//#include "GL/CAPI_GLE.h" // stripped-down GLEW/GLAD library to manage extensions (really required?)
//#include "Extras/OVR_Math.h" // math utilities C++ (really required?)
#define RLGL_STANDALONE #define RLGL_STANDALONE
#include "rlgl.h" #include "rlgl.h"
#include <stdlib.h> // OVR device variables
#include <stdio.h> ovrSession session;
ovrHmdDesc hmdDesc;
ovrGraphicsLuid luid;
// OVR OpenGL required variables
GLuint fbo = 0;
GLuint depthBuffer = 0;
ovrTextureSwapChain eyeTexture;
GLuint mirrorFbo = 0;
ovrMirrorTexture mirrorTexture;
ovrEyeRenderDesc eyeRenderDescs[2];
Matrix eyeProjections[2];
ovrLayerEyeFov eyeLayer;
ovrViewScaleDesc viewScaleDesc;
Vector2 renderTargetSize = { 0, 0 };
Vector2 mirrorSize;
unsigned int frame = 0;
// GLFW variables
GLFWwindow *window = NULL;
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
// Types and Structures Definition // Types and Structures Definition
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
typedef struct OculusBuffer {
ovrTextureSwapChain textureChain;
GLuint depthId;
GLuint fboId;
int width;
int height;
} OculusBuffer;
typedef enum { LOG_INFO = 0, LOG_ERROR, LOG_WARNING, LOG_DEBUG, LOG_OTHER } TraceLogType; typedef enum { LOG_INFO = 0, LOG_ERROR, LOG_WARNING, LOG_DEBUG, LOG_OTHER } TraceLogType;
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
// Module specific Functions Declaration // Module specific Functions Declaration
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
static OculusBuffer LoadOculusBuffer(ovrSession session, int width, int height);
static void UnloadOculusBuffer(ovrSession session, OculusBuffer buffer);
static void SetOculusBuffer(ovrSession session, OculusBuffer buffer);
static void UnsetOculusBuffer(OculusBuffer buffer);
static void ErrorCallback(int error, const char* description) static void ErrorCallback(int error, const char* description)
{ {
fputs(description, stderr); fputs(description, stderr);
@ -83,18 +78,15 @@ static void KeyCallback(GLFWwindow* window, int key, int scancode, int action, i
static void DrawRectangleV(Vector2 position, Vector2 size, Color color); static void DrawRectangleV(Vector2 position, Vector2 size, Color color);
static void TraceLog(int msgType, const char *text, ...); static void TraceLog(int msgType, const char *text, ...);
static Matrix FromOvrMatrix(ovrMatrix4f ovrM);
void DrawGrid(int slices, float spacing);
void DrawCube(Vector3 position, float width, float height, float length, Color color);
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
// Main Entry point // Main Entry point
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
int main() int main()
{ {
// Initialization
//--------------------------------------------------------------------------------------
ovrSession session;
ovrGraphicsLuid luid; // Useless for OpenGL since SDK 0.7
ovrHmdDesc hmdDesc;
ovrResult result = ovr_Initialize(NULL); ovrResult result = ovr_Initialize(NULL);
if (OVR_FAILURE(result)) TraceLog(LOG_ERROR, "OVR: Could not initialize Oculus device"); if (OVR_FAILURE(result)) TraceLog(LOG_ERROR, "OVR: Could not initialize Oculus device");
@ -114,15 +106,37 @@ int main()
TraceLog(LOG_INFO, "OVR: Serian Number: %s", hmdDesc.SerialNumber); TraceLog(LOG_INFO, "OVR: Serian Number: %s", hmdDesc.SerialNumber);
TraceLog(LOG_INFO, "OVR: Resolution: %ix%i", hmdDesc.Resolution.w, hmdDesc.Resolution.h); TraceLog(LOG_INFO, "OVR: Resolution: %ix%i", hmdDesc.Resolution.w, hmdDesc.Resolution.h);
int screenWidth = hmdDesc.Resolution.w/2 + 100; // Added 100 pixels for testing
int screenHeight = hmdDesc.Resolution.h/2 + 100; // Added 100 pixels for testing viewScaleDesc.HmdSpaceToWorldScaleInMeters = 1.0f;
memset(&eyeLayer, 0, sizeof(ovrLayerEyeFov));
eyeLayer.Header.Type = ovrLayerType_EyeFov;
eyeLayer.Header.Flags = ovrLayerFlag_TextureOriginAtBottomLeft;
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, 1000.0f, ovrProjection_ClipRangeOpenGL);
// NOTE struct ovrMatrix4f { float M[4][4] }
eyeProjections[eye] = FromOvrMatrix(ovrPerspectiveProjection);
viewScaleDesc.HmdToEyeOffset[eye] = eyeRenderDescs[eye].HmdToEyeOffset;
eyeLayer.Fov[eye] = eyeRenderDescs[eye].Fov;
ovrSizei eyeSize = ovr_GetFovTextureSize(session, eye, eyeLayer.Fov[eye], 1.0f);
eyeLayer.Viewport[eye].Size = eyeSize;
eyeLayer.Viewport[eye].Pos.x = renderTargetSize.x;
eyeLayer.Viewport[eye].Pos.y = 0;
renderTargetSize.y = eyeSize.h; //std::max(renderTargetSize.y, (uint32_t)eyeSize.h);
renderTargetSize.x += eyeSize.w;
}
// Make the on screen window 1/2 the resolution of the device
mirrorSize.x = hmdDesc.Resolution.w/2;
mirrorSize.y = hmdDesc.Resolution.h/2;
// GLFW3 Initialization + OpenGL 3.3 Context + Extensions // GLFW3 Initialization + OpenGL 3.3 Context + Extensions
//-------------------------------------------------------- //--------------------------------------------------------
GLFWwindow *window;
glfwSetErrorCallback(ErrorCallback);
if (!glfwInit()) if (!glfwInit())
{ {
TraceLog(LOG_WARNING, "GLFW3: Can not initialize GLFW"); TraceLog(LOG_WARNING, "GLFW3: Can not initialize GLFW");
@ -133,12 +147,11 @@ int main()
glfwWindowHint(GLFW_DEPTH_BITS, 16); glfwWindowHint(GLFW_DEPTH_BITS, 16);
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
//glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_OPENGL_DEBUG_CONTEXT, GL_TRUE); glfwWindowHint(GLFW_OPENGL_DEBUG_CONTEXT, GL_TRUE);
glfwWindowHint(GLFW_DECORATED, GL_FALSE); // Mandatory on Oculus Rift to avoid program crash! //glfwWindowHint(GLFW_DECORATED, GL_FALSE); // Mandatory on Oculus Rift to avoid program crash? --> NO
window = glfwCreateWindow(screenWidth, screenHeight, "rlgl standalone", NULL, NULL); window = glfwCreateWindow(mirrorSize.x, mirrorSize.y, "raylib oculus sample", NULL, NULL);
if (!window) if (!window)
{ {
@ -147,6 +160,7 @@ int main()
} }
else TraceLog(LOG_INFO, "GLFW3: Window created successfully"); else TraceLog(LOG_INFO, "GLFW3: Window created successfully");
glfwSetErrorCallback(ErrorCallback);
glfwSetKeyCallback(window, KeyCallback); glfwSetKeyCallback(window, KeyCallback);
glfwMakeContextCurrent(window); glfwMakeContextCurrent(window);
@ -159,174 +173,132 @@ int main()
} }
else TraceLog(LOG_INFO, "GLAD: OpenGL extensions loaded successfully"); else TraceLog(LOG_INFO, "GLAD: OpenGL extensions loaded successfully");
rlglInit(); // Initialize OVR OpenGL swap chain textures
rlglInitGraphics(0, 0, screenWidth, screenHeight); ovrTextureSwapChainDesc desc = {};
rlClearColor(245, 245, 245, 255); // Define clear color desc.Type = ovrTexture_2D;
desc.ArraySize = 1;
desc.Width = renderTargetSize.x;
desc.Height = renderTargetSize.y;
desc.MipLevels = 1;
desc.Format = OVR_FORMAT_R8G8B8A8_UNORM_SRGB;
desc.SampleCount = 1;
desc.StaticImage = ovrFalse;
Vector2 position = { screenWidth/2 - 100, screenHeight/2 - 100 }; result = ovr_CreateTextureSwapChainGL(session, &desc, &eyeTexture);
Vector2 size = { 200, 200 }; eyeLayer.ColorTexture[0] = eyeTexture;
Color color = { 180, 20, 20, 255 };
//---------------------------------------------------------------------------
OculusBuffer eyeRenderBuffer[2]; if (!OVR_SUCCESS(result)) TraceLog(LOG_WARNING, "Failed to create swap textures");
GLuint mirrorFBO = 0;
ovrMirrorTexture mirrorTexture = NULL;
bool isVisible = true;
long long frameIndex = 0;
// Make eyes render buffers
ovrSizei recommendedTexSizeLeft = ovr_GetFovTextureSize(session, ovrEye_Left, hmdDesc.DefaultEyeFov[0], 1.0f);
eyeRenderBuffer[0] = LoadOculusBuffer(session, recommendedTexSizeLeft.w, recommendedTexSizeLeft.h);
ovrSizei recommendedTexSizeRight = ovr_GetFovTextureSize(session, ovrEye_Right, hmdDesc.DefaultEyeFov[1], 1.0f);
eyeRenderBuffer[1] = LoadOculusBuffer(session, recommendedTexSizeRight.w, recommendedTexSizeRight.h);
// Note: the mirror window can be any size, for this sample we use 1/2 the HMD resolution int length = 0;
ovrSizei windowSize = { hmdDesc.Resolution.w/2, hmdDesc.Resolution.h/2 }; result = ovr_GetTextureSwapChainLength(session, eyeTexture, &length);
// Define mirror texture descriptor
ovrMirrorTextureDesc mirrorDesc;
memset(&mirrorDesc, 0, sizeof(mirrorDesc));
mirrorDesc.Width = windowSize.w;
mirrorDesc.Height = windowSize.h;
mirrorDesc.Format = OVR_FORMAT_R8G8B8A8_UNORM_SRGB;
// Create mirror texture and an FBO used to copy mirror texture to back buffer
result = ovr_CreateMirrorTextureGL(session, &mirrorDesc, &mirrorTexture);
if (!OVR_SUCCESS(result)) TraceLog(LOG_WARNING, "OVR: Failed to create mirror texture");
// Configure the mirror read buffer
GLuint texId;
ovr_GetMirrorTextureBufferGL(session, mirrorTexture, &texId);
glGenFramebuffers(1, &mirrorFBO);
glBindFramebuffer(GL_READ_FRAMEBUFFER, mirrorFBO);
glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texId, 0);
glFramebufferRenderbuffer(GL_READ_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, 0);
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) if (!OVR_SUCCESS(result) || !length) TraceLog(LOG_WARNING, "Unable to count swap chain textures");
for (int i = 0; i < length; ++i)
{ {
glDeleteFramebuffers(1, &mirrorFBO); GLuint chainTexId;
TraceLog(LOG_WARNING, "OVR: Could not initialize mirror framebuffers"); ovr_GetTextureSwapChainBufferGL(session, eyeTexture, 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);
} }
glClearColor(1.0f, 0.1f, 0.1f, 0.0f); glBindTexture(GL_TEXTURE_2D, 0);
glEnable(GL_DEPTH_TEST);
// Setup framebuffer object
glGenFramebuffers(1, &fbo);
glGenRenderbuffers(1, &depthBuffer);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo);
glBindRenderbuffer(GL_RENDERBUFFER, depthBuffer);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, renderTargetSize.x, renderTargetSize.y);
glBindRenderbuffer(GL_RENDERBUFFER, 0);
glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthBuffer);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
// Setup mirror texture
ovrMirrorTextureDesc mirrorDesc;
memset(&mirrorDesc, 0, sizeof(mirrorDesc));
mirrorDesc.Format = OVR_FORMAT_R8G8B8A8_UNORM_SRGB;
mirrorDesc.Width = mirrorSize.x;
mirrorDesc.Height = mirrorSize.y;
if (!OVR_SUCCESS(ovr_CreateMirrorTextureGL(session, &mirrorDesc, &mirrorTexture))) TraceLog(LOG_WARNING, "Could not create mirror texture");
glGenFramebuffers(1, &mirrorFbo);
// Recenter OVR tracking origin
ovr_RecenterTrackingOrigin(session); ovr_RecenterTrackingOrigin(session);
// FloorLevel will give tracking poses where the floor height is 0 // Initialize rlgl internal buffers and OpenGL state
ovr_SetTrackingOriginType(session, ovrTrackingOrigin_FloorLevel); rlglInit();
//-------------------------------------------------------------------------------------- rlglInitGraphics(0, 0, mirrorSize.x, mirrorSize.y);
rlClearColor(245, 245, 245, 255); // Define clear color
glEnable(GL_DEPTH_TEST);
Vector2 position = { mirrorSize.x/2 - 100, mirrorSize.y/2 - 100 };
Vector2 size = { 200, 200 };
Color color = { 180, 20, 20, 255 };
Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
// Main loop while (!glfwWindowShouldClose(window))
while (!glfwWindowShouldClose(window))
{ {
// Update // Update
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
frameIndex++; frame++;
// TODO: Update game here! ovrPosef eyePoses[2];
ovr_GetEyePoses(session, frame, ovrTrue, viewScaleDesc.HmdToEyeOffset, eyePoses, &eyeLayer.SensorSampleTime);
// Call ovr_GetRenderDesc each frame to get the ovrEyeRenderDesc, as the returned values (e.g. HmdToEyeOffset) may change at runtime.
ovrEyeRenderDesc eyeRenderDesc[2];
eyeRenderDesc[0] = ovr_GetRenderDesc(session, ovrEye_Left, hmdDesc.DefaultEyeFov[0]);
eyeRenderDesc[1] = ovr_GetRenderDesc(session, ovrEye_Right, hmdDesc.DefaultEyeFov[1]);
// Get eye poses, feeding in correct IPD offset
ovrPosef eyeRenderPose[2];
ovrVector3f hmdToEyeOffset[2] = { eyeRenderDesc[0].HmdToEyeOffset, eyeRenderDesc[1].HmdToEyeOffset };
double sensorSampleTime; // sensorSampleTime is fed into the layer later
ovr_GetEyePoses(session, frameIndex, ovrTrue, hmdToEyeOffset, eyeRenderPose, &sensorSampleTime);
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
// Draw // Draw
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
int curIndex;
ovr_GetTextureSwapChainCurrentIndex(session, eyeTexture, &curIndex);
GLuint curTexId;
ovr_GetTextureSwapChainBufferGL(session, eyeTexture, curIndex, &curTexId);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo);
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, curTexId, 0);
// Clear screen to red color glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
//glClearColor(1.0f, 0.1f, 0.1f, 0.0f);
//glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
if (isVisible)
{
for (int eye = 0; eye < 2; ++eye)
{
SetOculusBuffer(session, eyeRenderBuffer[eye]);
// TODO: Get view and projection matrices for the eye
// Sample using Oculus OVR_Math.h (C++)
/*
Matrix4f projection[eye] = Matrix4f(ovrMatrix4f_Projection(eyeRenderDesc[eye].Fov, 0.01f, 10000.0f, ovrProjection_None));
Matrix4f eyeOrientation[eye] = Matrix4f(Quatf(eyeRenderPose[eye].Orientation).Inverted());
Matrix4f eyePose[eye] = Matrix4f::Translation(-Vector3f(eyeRenderPose[eye].Position));
Matrix4f mvp = projection[eye]*eyeOrientation[eye]*eyePose[eye];
*/
// Sample using custom raymath.h (C) -INCOMPLETE-
/*
Matrix projection = MatrixPerspective(eyeRenderDesc[eye].Fov, ((double)screenWidth/(double)screenHeight), 0.01, 1000.0);
Matrix eyeOrientation = QuaternionToMatrix((Quaternion){ -eyeRenderPose[eye].Orientation.x, -eyeRenderPose[eye].Orientation.y,
-eyeRenderPose[eye].Orientation.z, -eyeRenderPose[eye].Orientation.w });
Matrix eyePose = MatrixTranslate(-eyeRenderPose[eye].Position.x, -eyeRenderPose[eye].Position.y, -eyeRenderPose[eye].Position.z);
Matrix mvp = MatrixMultiply(projection, MatrixMultiply(eyeOrientation, eyePose));
*/
// Render everything
// TODO: Pass calculated mvp matrix to default shader to consider projection and orientation!
//DrawRectangleV(position, size, color);
//rlglDraw();
UnsetOculusBuffer(eyeRenderBuffer[eye]);
// Commit changes to the textures so they get picked up frame
ovr_CommitTextureSwapChain(session, eyeRenderBuffer[eye].textureChain);
}
}
// Set up positional data
ovrViewScaleDesc viewScaleDesc;
viewScaleDesc.HmdSpaceToWorldScaleInMeters = 1.0f;
viewScaleDesc.HmdToEyeOffset[0] = hmdToEyeOffset[0];
viewScaleDesc.HmdToEyeOffset[1] = hmdToEyeOffset[1];
// Create the main eye layer
ovrLayerEyeFov eyeLayer;
eyeLayer.Header.Type = ovrLayerType_EyeFov;
eyeLayer.Header.Flags = ovrLayerFlag_TextureOriginAtBottomLeft; // Because OpenGL
for (int eye = 0; eye < 2; eye++) for (int eye = 0; eye < 2; eye++)
{ {
eyeLayer.ColorTexture[eye] = eyeRenderBuffer[eye].textureChain; glViewport(eyeLayer.Viewport[eye].Pos.x, eyeLayer.Viewport[eye].Pos.y,
eyeLayer.Viewport[eye] = (ovrRecti){ eyeRenderBuffer[eye].width, eyeRenderBuffer[eye].height }; eyeLayer.Viewport[eye].Size.w, eyeLayer.Viewport[eye].Size.h);
eyeLayer.Fov[eye] = hmdDesc.DefaultEyeFov[eye]; eyeLayer.RenderPose[eye] = eyePoses[eye];
eyeLayer.RenderPose[eye] = eyeRenderPose[eye];
eyeLayer.SensorSampleTime = sensorSampleTime; // Convert struct ovrPosef { ovrQuatf Orientation; ovrVector3f Position; } to Matrix
// TODO: Review maths!
Matrix eyeOrientation = QuaternionToMatrix((Quaternion){ -eyePoses[eye].Orientation.x, -eyePoses[eye].Orientation.y, -eyePoses[eye].Orientation.z, -eyePoses[eye].Orientation.w });
Matrix eyePosition = MatrixTranslate(-eyePoses[eye].Position.x, -eyePoses[eye].Position.y, -eyePoses[eye].Position.z);
Matrix mvp = MatrixMultiply(eyeProjections[eye], MatrixMultiply(eyeOrientation, eyePosition));
// NOTE: Nothing is drawn until rlglDraw()
DrawRectangleV(position, size, color);
//DrawCube(cubePosition, 2.0f, 2.0f, 2.0f, color);
//DrawGrid(10, 1.0f);
// NOTE: rlglDraw() must be modified to support an external modelview-projection matrix
// TODO: Still working on it (now uses internal mvp)
rlglDraw(mvp);
} }
// Append all the layers to global list
ovrLayerHeader *layerList = &eyeLayer.Header;
ovrResult result = ovr_SubmitFrame(session, frameIndex, NULL, &layerList, 1);
// exit the rendering loop if submit returns an error, will retry on ovrError_DisplayLost glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
if (!OVR_SUCCESS(result)) return 1;
isVisible = (result == ovrSuccess);
// Get session status information
ovrSessionStatus sessionStatus;
ovr_GetSessionStatus(session, &sessionStatus);
if (sessionStatus.ShouldQuit) TraceLog(LOG_WARNING, "OVR: Session should quit.");
if (sessionStatus.ShouldRecenter) ovr_RecenterTrackingOrigin(session);
// Blit mirror texture to back buffer
glBindFramebuffer(GL_READ_FRAMEBUFFER, mirrorFBO);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
GLint w = mirrorDesc.Width; ovr_CommitTextureSwapChain(session, eyeTexture);
GLint h = mirrorDesc.Height; ovrLayerHeader *headerList = &eyeLayer.Header;
glBlitFramebuffer(0, h, w, 0, 0, 0, w, h, GL_COLOR_BUFFER_BIT, GL_NEAREST); ovr_SubmitFrame(session, frame, &viewScaleDesc, &headerList, 1);
// Blit mirror texture to back buffer
GLuint mirrorTextureId;
ovr_GetMirrorTextureBufferGL(session, mirrorTexture, &mirrorTextureId);
glBindFramebuffer(GL_READ_FRAMEBUFFER, mirrorFbo);
glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mirrorTextureId, 0);
glBlitFramebuffer(0, 0, mirrorSize.x, mirrorSize.y, 0, mirrorSize.y, mirrorSize.x, 0, GL_COLOR_BUFFER_BIT, GL_NEAREST);
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0); glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
glfwSwapBuffers(window); glfwSwapBuffers(window);
glfwPollEvents(); glfwPollEvents();
@ -335,10 +307,13 @@ int main()
// De-Initialization // De-Initialization
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
if (mirrorFBO) glDeleteFramebuffers(1, &mirrorFBO); if (mirrorFbo) glDeleteFramebuffers(1, &mirrorFbo);
if (mirrorTexture) ovr_DestroyMirrorTexture(session, mirrorTexture); if (mirrorTexture) ovr_DestroyMirrorTexture(session, mirrorTexture);
for (int eye = 0; eye < 2; eye++) UnloadOculusBuffer(session, eyeRenderBuffer[eye]);
if (fbo) glDeleteFramebuffers(1, &fbo);
if (depthBuffer) glDeleteTextures(1, &depthBuffer);
if (eyeTexture) ovr_DestroyTextureSwapChain(session, eyeTexture);
rlglClose(); rlglClose();
glfwDestroyWindow(window); glfwDestroyWindow(window);
@ -355,108 +330,6 @@ int main()
// Module specific Functions Definitions // Module specific Functions Definitions
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
// 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;
desc.SampleCount = 1;
desc.StaticImage = ovrFalse;
ovrResult result = ovr_CreateTextureSwapChainGL(session, &desc, &buffer.textureChain);
int textureCount = 0;
ovr_GetTextureSwapChainLength(session, buffer.textureChain, &textureCount);
if (OVR_SUCCESS(result))
{
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);
}
}
// Generate framebuffer
glGenFramebuffers(1, &buffer.fboId);
// Create Depth texture
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);
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)
{
glDeleteTextures(1, &buffer.depthId);
buffer.depthId = 0;
}
if (buffer.fboId)
{
glDeleteFramebuffers(1, &buffer.fboId);
buffer.fboId = 0;
}
}
// Set current Oculus buffer
static void SetOculusBuffer(ovrSession session, OculusBuffer buffer)
{
GLuint currentTexId;
int currentIndex;
ovr_GetTextureSwapChainCurrentIndex(session, buffer.textureChain, &currentIndex);
ovr_GetTextureSwapChainBufferGL(session, buffer.textureChain, currentIndex, &currentTexId);
glBindFramebuffer(GL_FRAMEBUFFER, buffer.fboId);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, currentTexId, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, buffer.depthId, 0);
glViewport(0, 0, buffer.width, buffer.height);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glEnable(GL_FRAMEBUFFER_SRGB);
}
// Unset Oculus buffer
static void UnsetOculusBuffer(OculusBuffer buffer)
{
glBindFramebuffer(GL_FRAMEBUFFER, buffer.fboId);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
}
// Draw rectangle using rlgl OpenGL 1.1 style coding (translated to OpenGL 3.3 internally) // Draw rectangle using rlgl OpenGL 1.1 style coding (translated to OpenGL 3.3 internally)
static void DrawRectangleV(Vector2 position, Vector2 size, Color color) static void DrawRectangleV(Vector2 position, Vector2 size, Color color)
{ {
@ -495,4 +368,137 @@ static void TraceLog(int msgType, const char *text, ...)
va_end(args); va_end(args);
//if (msgType == LOG_ERROR) exit(1); //if (msgType == LOG_ERROR) exit(1);
} }
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;
}
// Draw cube
// NOTE: Cube position is the center position
void DrawCube(Vector3 position, float width, float height, float length, Color color)
{
float x = 0.0f;
float y = 0.0f;
float z = 0.0f;
rlPushMatrix();
// NOTE: Be careful! Function order matters (rotate -> scale -> translate)
rlTranslatef(position.x, position.y, position.z);
//rlScalef(2.0f, 2.0f, 2.0f);
//rlRotatef(45, 0, 1, 0);
rlBegin(RL_TRIANGLES);
rlColor4ub(color.r, color.g, color.b, color.a);
// Front Face -----------------------------------------------------
rlVertex3f(x-width/2, y-height/2, z+length/2); // Bottom Left
rlVertex3f(x+width/2, y-height/2, z+length/2); // Bottom Right
rlVertex3f(x-width/2, y+height/2, z+length/2); // Top Left
rlVertex3f(x+width/2, y+height/2, z+length/2); // Top Right
rlVertex3f(x-width/2, y+height/2, z+length/2); // Top Left
rlVertex3f(x+width/2, y-height/2, z+length/2); // Bottom Right
// Back Face ------------------------------------------------------
rlVertex3f(x-width/2, y-height/2, z-length/2); // Bottom Left
rlVertex3f(x-width/2, y+height/2, z-length/2); // Top Left
rlVertex3f(x+width/2, y-height/2, z-length/2); // Bottom Right
rlVertex3f(x+width/2, y+height/2, z-length/2); // Top Right
rlVertex3f(x+width/2, y-height/2, z-length/2); // Bottom Right
rlVertex3f(x-width/2, y+height/2, z-length/2); // Top Left
// Top Face -------------------------------------------------------
rlVertex3f(x-width/2, y+height/2, z-length/2); // Top Left
rlVertex3f(x-width/2, y+height/2, z+length/2); // Bottom Left
rlVertex3f(x+width/2, y+height/2, z+length/2); // Bottom Right
rlVertex3f(x+width/2, y+height/2, z-length/2); // Top Right
rlVertex3f(x-width/2, y+height/2, z-length/2); // Top Left
rlVertex3f(x+width/2, y+height/2, z+length/2); // Bottom Right
// Bottom Face ----------------------------------------------------
rlVertex3f(x-width/2, y-height/2, z-length/2); // Top Left
rlVertex3f(x+width/2, y-height/2, z+length/2); // Bottom Right
rlVertex3f(x-width/2, y-height/2, z+length/2); // Bottom Left
rlVertex3f(x+width/2, y-height/2, z-length/2); // Top Right
rlVertex3f(x+width/2, y-height/2, z+length/2); // Bottom Right
rlVertex3f(x-width/2, y-height/2, z-length/2); // Top Left
// Right face -----------------------------------------------------
rlVertex3f(x+width/2, y-height/2, z-length/2); // Bottom Right
rlVertex3f(x+width/2, y+height/2, z-length/2); // Top Right
rlVertex3f(x+width/2, y+height/2, z+length/2); // Top Left
rlVertex3f(x+width/2, y-height/2, z+length/2); // Bottom Left
rlVertex3f(x+width/2, y-height/2, z-length/2); // Bottom Right
rlVertex3f(x+width/2, y+height/2, z+length/2); // Top Left
// Left Face ------------------------------------------------------
rlVertex3f(x-width/2, y-height/2, z-length/2); // Bottom Right
rlVertex3f(x-width/2, y+height/2, z+length/2); // Top Left
rlVertex3f(x-width/2, y+height/2, z-length/2); // Top Right
rlVertex3f(x-width/2, y-height/2, z+length/2); // Bottom Left
rlVertex3f(x-width/2, y+height/2, z+length/2); // Top Left
rlVertex3f(x-width/2, y-height/2, z-length/2); // Bottom Right
rlEnd();
rlPopMatrix();
}
// Draw a grid centered at (0, 0, 0)
void DrawGrid(int slices, float spacing)
{
int halfSlices = slices / 2;
rlBegin(RL_LINES);
for(int i = -halfSlices; i <= halfSlices; i++)
{
if (i == 0)
{
rlColor3f(0.5f, 0.5f, 0.5f);
rlColor3f(0.5f, 0.5f, 0.5f);
rlColor3f(0.5f, 0.5f, 0.5f);
rlColor3f(0.5f, 0.5f, 0.5f);
}
else
{
rlColor3f(0.75f, 0.75f, 0.75f);
rlColor3f(0.75f, 0.75f, 0.75f);
rlColor3f(0.75f, 0.75f, 0.75f);
rlColor3f(0.75f, 0.75f, 0.75f);
}
rlVertex3f((float)i*spacing, 0.0f, (float)-halfSlices*spacing);
rlVertex3f((float)i*spacing, 0.0f, (float)halfSlices*spacing);
rlVertex3f((float)-halfSlices*spacing, 0.0f, (float)i*spacing);
rlVertex3f((float)halfSlices*spacing, 0.0f, (float)i*spacing);
}
rlEnd();
}

View File

@ -0,0 +1,498 @@
/*******************************************************************************************
*
* raylib Oculus minimum sample (OpenGL 3.3 Core)
*
* NOTE: This example requires raylib module [rlgl]
*
* Compile rlgl using:
* gcc -c rlgl.c -Wall -std=c99 -DRLGL_STANDALONE -DRAYMATH_IMPLEMENTATION -DGRAPHICS_API_OPENGL_33
*
* Compile example using:
* gcc -o oculus_glfw_sample.exe oculus_glfw_sample.c rlgl.o glad.o -L. -lLibOVRRT32_1 -lglfw3 -lopengl32 -lgdi32 -std=c99
*
* This example has been created using raylib 1.5 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2015 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#if defined(_WIN32)
#define GLFW_EXPOSE_NATIVE_WIN32
#define GLFW_EXPOSE_NATIVE_WGL
#define OVR_OS_WIN32
#elif defined(__APPLE__)
#define GLFW_EXPOSE_NATIVE_COCOA
#define GLFW_EXPOSE_NATIVE_NSGL
#define OVR_OS_MAC
#elif defined(__linux__)
#define GLFW_EXPOSE_NATIVE_X11
#define GLFW_EXPOSE_NATIVE_GLX
#define OVR_OS_LINUX
#endif
#include "glad.h" // Extensions loading library
#include <GLFW/glfw3.h>
#include <GLFW/glfw3native.h>
#include "OculusSDK/LibOVR/Include/OVR_CAPI_GL.h" // Oculus SDK for OpenGL
//#include "GL/CAPI_GLE.h" // stripped-down GLEW/GLAD library to manage extensions (really required?)
//#include "Extras/OVR_Math.h" // math utilities C++ (really required?)
#define RLGL_STANDALONE
#include "rlgl.h"
#include <stdlib.h>
#include <stdio.h>
//----------------------------------------------------------------------------------
// Types and Structures Definition
//----------------------------------------------------------------------------------
typedef struct OculusBuffer {
ovrTextureSwapChain textureChain;
GLuint depthId;
GLuint fboId;
int width;
int height;
} OculusBuffer;
typedef enum { LOG_INFO = 0, LOG_ERROR, LOG_WARNING, LOG_DEBUG, LOG_OTHER } TraceLogType;
//----------------------------------------------------------------------------------
// Module specific Functions Declaration
//----------------------------------------------------------------------------------
static OculusBuffer LoadOculusBuffer(ovrSession session, int width, int height);
static void UnloadOculusBuffer(ovrSession session, OculusBuffer buffer);
static void SetOculusBuffer(ovrSession session, OculusBuffer buffer);
static void UnsetOculusBuffer(OculusBuffer buffer);
static void ErrorCallback(int error, const char* description)
{
fputs(description, stderr);
}
static void KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods)
{
if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
{
glfwSetWindowShouldClose(window, GL_TRUE);
}
}
static void DrawRectangleV(Vector2 position, Vector2 size, Color color);
static void TraceLog(int msgType, const char *text, ...);
//----------------------------------------------------------------------------------
// Main Entry point
//----------------------------------------------------------------------------------
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
ovrSession session;
ovrGraphicsLuid luid; // Useless for OpenGL since SDK 0.7
ovrHmdDesc hmdDesc;
ovrResult result = ovr_Initialize(NULL);
if (OVR_FAILURE(result)) TraceLog(LOG_ERROR, "OVR: Could not initialize Oculus device");
result = ovr_Create(&session, &luid);
if (OVR_FAILURE(result))
{
TraceLog(LOG_WARNING, "OVR: Could not create Oculus session");
ovr_Shutdown();
}
hmdDesc = ovr_GetHmdDesc(session);
TraceLog(LOG_INFO, "OVR: Product Name: %s", hmdDesc.ProductName);
TraceLog(LOG_INFO, "OVR: Manufacturer: %s", hmdDesc.Manufacturer);
TraceLog(LOG_INFO, "OVR: Product ID: %i", hmdDesc.ProductId);
TraceLog(LOG_INFO, "OVR: Product Type: %i", hmdDesc.Type);
TraceLog(LOG_INFO, "OVR: Serian Number: %s", hmdDesc.SerialNumber);
TraceLog(LOG_INFO, "OVR: Resolution: %ix%i", hmdDesc.Resolution.w, hmdDesc.Resolution.h);
int screenWidth = hmdDesc.Resolution.w/2 + 100; // Added 100 pixels for testing
int screenHeight = hmdDesc.Resolution.h/2 + 100; // Added 100 pixels for testing
// GLFW3 Initialization + OpenGL 3.3 Context + Extensions
//--------------------------------------------------------
GLFWwindow *window;
glfwSetErrorCallback(ErrorCallback);
if (!glfwInit())
{
TraceLog(LOG_WARNING, "GLFW3: Can not initialize GLFW");
exit(EXIT_FAILURE);
}
else TraceLog(LOG_INFO, "GLFW3: GLFW initialized successfully");
glfwWindowHint(GLFW_DEPTH_BITS, 16);
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
//glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_OPENGL_DEBUG_CONTEXT, GL_TRUE);
glfwWindowHint(GLFW_DECORATED, GL_FALSE); // Mandatory on Oculus Rift to avoid program crash!
window = glfwCreateWindow(screenWidth, screenHeight, "rlgl standalone", NULL, NULL);
if (!window)
{
glfwTerminate();
exit(EXIT_FAILURE);
}
else TraceLog(LOG_INFO, "GLFW3: Window created successfully");
glfwSetKeyCallback(window, KeyCallback);
glfwMakeContextCurrent(window);
glfwSwapInterval(0);
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
{
TraceLog(LOG_WARNING, "GLAD: Cannot load OpenGL extensions");
exit(1);
}
else TraceLog(LOG_INFO, "GLAD: OpenGL extensions loaded successfully");
rlglInit();
rlglInitGraphics(0, 0, screenWidth, screenHeight);
rlClearColor(245, 245, 245, 255); // Define clear color
Vector2 position = { screenWidth/2 - 100, screenHeight/2 - 100 };
Vector2 size = { 200, 200 };
Color color = { 180, 20, 20, 255 };
//---------------------------------------------------------------------------
OculusBuffer eyeRenderBuffer[2];
GLuint mirrorFBO = 0;
ovrMirrorTexture mirrorTexture = NULL;
bool isVisible = true;
long long frameIndex = 0;
// Make eyes render buffers
ovrSizei recommendedTexSizeLeft = ovr_GetFovTextureSize(session, ovrEye_Left, hmdDesc.DefaultEyeFov[0], 1.0f);
eyeRenderBuffer[0] = LoadOculusBuffer(session, recommendedTexSizeLeft.w, recommendedTexSizeLeft.h);
ovrSizei recommendedTexSizeRight = ovr_GetFovTextureSize(session, ovrEye_Right, hmdDesc.DefaultEyeFov[1], 1.0f);
eyeRenderBuffer[1] = LoadOculusBuffer(session, recommendedTexSizeRight.w, recommendedTexSizeRight.h);
// Note: the mirror window can be any size, for this sample we use 1/2 the HMD resolution
ovrSizei windowSize = { hmdDesc.Resolution.w/2, hmdDesc.Resolution.h/2 };
// Define mirror texture descriptor
ovrMirrorTextureDesc mirrorDesc;
memset(&mirrorDesc, 0, sizeof(mirrorDesc));
mirrorDesc.Width = windowSize.w;
mirrorDesc.Height = windowSize.h;
mirrorDesc.Format = OVR_FORMAT_R8G8B8A8_UNORM_SRGB;
// Create mirror texture and an FBO used to copy mirror texture to back buffer
result = ovr_CreateMirrorTextureGL(session, &mirrorDesc, &mirrorTexture);
if (!OVR_SUCCESS(result)) TraceLog(LOG_WARNING, "OVR: Failed to create mirror texture");
// Configure the mirror read buffer
GLuint texId;
ovr_GetMirrorTextureBufferGL(session, mirrorTexture, &texId);
glGenFramebuffers(1, &mirrorFBO);
glBindFramebuffer(GL_READ_FRAMEBUFFER, mirrorFBO);
glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texId, 0);
glFramebufferRenderbuffer(GL_READ_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, 0);
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
{
glDeleteFramebuffers(1, &mirrorFBO);
TraceLog(LOG_WARNING, "OVR: Could not initialize mirror framebuffers");
}
glClearColor(1.0f, 0.1f, 0.1f, 0.0f);
glEnable(GL_DEPTH_TEST);
ovr_RecenterTrackingOrigin(session);
// FloorLevel will give tracking poses where the floor height is 0
ovr_SetTrackingOriginType(session, ovrTrackingOrigin_FloorLevel);
//--------------------------------------------------------------------------------------
// Main loop
while (!glfwWindowShouldClose(window))
{
// Update
//----------------------------------------------------------------------------------
frameIndex++;
// TODO: Update game here!
// Call ovr_GetRenderDesc each frame to get the ovrEyeRenderDesc, as the returned values (e.g. HmdToEyeOffset) may change at runtime.
ovrEyeRenderDesc eyeRenderDesc[2];
eyeRenderDesc[0] = ovr_GetRenderDesc(session, ovrEye_Left, hmdDesc.DefaultEyeFov[0]);
eyeRenderDesc[1] = ovr_GetRenderDesc(session, ovrEye_Right, hmdDesc.DefaultEyeFov[1]);
// Get eye poses, feeding in correct IPD offset
ovrPosef eyeRenderPose[2];
ovrVector3f hmdToEyeOffset[2] = { eyeRenderDesc[0].HmdToEyeOffset, eyeRenderDesc[1].HmdToEyeOffset };
double sensorSampleTime; // sensorSampleTime is fed into the layer later
ovr_GetEyePoses(session, frameIndex, ovrTrue, hmdToEyeOffset, eyeRenderPose, &sensorSampleTime);
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
// Clear screen to red color
glClearColor(1.0f, 0.1f, 0.1f, 0.0f);
//glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
if (isVisible)
{
for (int eye = 0; eye < 2; ++eye)
{
SetOculusBuffer(session, eyeRenderBuffer[eye]);
// TODO: Get view and projection matrices for the eye
// Sample using Oculus OVR_Math.h (C++)
/*
Matrix4f projection[eye] = Matrix4f(ovrMatrix4f_Projection(eyeRenderDesc[eye].Fov, 0.01f, 10000.0f, ovrProjection_None));
Matrix4f eyeOrientation[eye] = Matrix4f(Quatf(eyeRenderPose[eye].Orientation).Inverted());
Matrix4f eyePose[eye] = Matrix4f::Translation(-Vector3f(eyeRenderPose[eye].Position));
Matrix4f mvp = projection[eye]*eyeOrientation[eye]*eyePose[eye];
*/
// Sample using custom raymath.h (C) -INCOMPLETE-
/*
Matrix projection = MatrixPerspective(eyeRenderDesc[eye].Fov, ((double)screenWidth/(double)screenHeight), 0.01, 1000.0);
Matrix eyeOrientation = QuaternionToMatrix((Quaternion){ -eyeRenderPose[eye].Orientation.x, -eyeRenderPose[eye].Orientation.y,
-eyeRenderPose[eye].Orientation.z, -eyeRenderPose[eye].Orientation.w });
Matrix eyePose = MatrixTranslate(-eyeRenderPose[eye].Position.x, -eyeRenderPose[eye].Position.y, -eyeRenderPose[eye].Position.z);
Matrix mvp = MatrixMultiply(projection, MatrixMultiply(eyeOrientation, eyePose));
*/
// Render everything
// TODO: Pass calculated mvp matrix to default shader to consider projection and orientation!
//DrawRectangleV(position, size, color);
//rlglDraw();
UnsetOculusBuffer(eyeRenderBuffer[eye]);
// Commit changes to the textures so they get picked up frame
ovr_CommitTextureSwapChain(session, eyeRenderBuffer[eye].textureChain);
}
}
// Set up positional data
ovrViewScaleDesc viewScaleDesc;
viewScaleDesc.HmdSpaceToWorldScaleInMeters = 1.0f;
viewScaleDesc.HmdToEyeOffset[0] = hmdToEyeOffset[0];
viewScaleDesc.HmdToEyeOffset[1] = hmdToEyeOffset[1];
// Create the main eye layer
ovrLayerEyeFov eyeLayer;
eyeLayer.Header.Type = ovrLayerType_EyeFov;
eyeLayer.Header.Flags = ovrLayerFlag_TextureOriginAtBottomLeft; // Because OpenGL
for (int eye = 0; eye < 2; eye++)
{
eyeLayer.ColorTexture[eye] = eyeRenderBuffer[eye].textureChain;
eyeLayer.Viewport[eye] = (ovrRecti){ eyeRenderBuffer[eye].width, eyeRenderBuffer[eye].height };
eyeLayer.Fov[eye] = hmdDesc.DefaultEyeFov[eye];
eyeLayer.RenderPose[eye] = eyeRenderPose[eye];
eyeLayer.SensorSampleTime = sensorSampleTime;
}
// Append all the layers to global list
ovrLayerHeader *layerList = &eyeLayer.Header;
ovrResult result = ovr_SubmitFrame(session, frameIndex, NULL, &layerList, 1);
// exit the rendering loop if submit returns an error, will retry on ovrError_DisplayLost
if (!OVR_SUCCESS(result)) return 1;
isVisible = (result == ovrSuccess);
// Get session status information
ovrSessionStatus sessionStatus;
ovr_GetSessionStatus(session, &sessionStatus);
if (sessionStatus.ShouldQuit) TraceLog(LOG_WARNING, "OVR: Session should quit.");
if (sessionStatus.ShouldRecenter) ovr_RecenterTrackingOrigin(session);
// Blit mirror texture to back buffer
glBindFramebuffer(GL_READ_FRAMEBUFFER, mirrorFBO);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
GLint w = mirrorDesc.Width;
GLint h = mirrorDesc.Height;
glBlitFramebuffer(0, h, w, 0, 0, 0, w, h, GL_COLOR_BUFFER_BIT, GL_NEAREST);
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
glfwSwapBuffers(window);
glfwPollEvents();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
if (mirrorFBO) glDeleteFramebuffers(1, &mirrorFBO);
if (mirrorTexture) ovr_DestroyMirrorTexture(session, mirrorTexture);
for (int eye = 0; eye < 2; eye++) UnloadOculusBuffer(session, eyeRenderBuffer[eye]);
rlglClose();
glfwDestroyWindow(window);
glfwTerminate();
ovr_Destroy(session); // Must be called after glfwTerminate()
ovr_Shutdown();
//--------------------------------------------------------------------------------------
return 0;
}
//----------------------------------------------------------------------------------
// Module specific Functions Definitions
//----------------------------------------------------------------------------------
// 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;
desc.SampleCount = 1;
desc.StaticImage = ovrFalse;
ovrResult result = ovr_CreateTextureSwapChainGL(session, &desc, &buffer.textureChain);
int textureCount = 0;
ovr_GetTextureSwapChainLength(session, buffer.textureChain, &textureCount);
if (OVR_SUCCESS(result))
{
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);
}
}
// Generate framebuffer
glGenFramebuffers(1, &buffer.fboId);
// Create Depth texture
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);
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)
{
glDeleteTextures(1, &buffer.depthId);
buffer.depthId = 0;
}
if (buffer.fboId)
{
glDeleteFramebuffers(1, &buffer.fboId);
buffer.fboId = 0;
}
}
// Set current Oculus buffer
static void SetOculusBuffer(ovrSession session, OculusBuffer buffer)
{
GLuint currentTexId;
int currentIndex;
ovr_GetTextureSwapChainCurrentIndex(session, buffer.textureChain, &currentIndex);
ovr_GetTextureSwapChainBufferGL(session, buffer.textureChain, currentIndex, &currentTexId);
glBindFramebuffer(GL_FRAMEBUFFER, buffer.fboId);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, currentTexId, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, buffer.depthId, 0);
glViewport(0, 0, buffer.width, buffer.height);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glEnable(GL_FRAMEBUFFER_SRGB);
}
// Unset Oculus buffer
static void UnsetOculusBuffer(OculusBuffer buffer)
{
glBindFramebuffer(GL_FRAMEBUFFER, buffer.fboId);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
}
// Draw rectangle using rlgl OpenGL 1.1 style coding (translated to OpenGL 3.3 internally)
static void DrawRectangleV(Vector2 position, Vector2 size, Color color)
{
rlBegin(RL_TRIANGLES);
rlColor4ub(color.r, color.g, color.b, color.a);
rlVertex2i(position.x, position.y);
rlVertex2i(position.x, position.y + size.y);
rlVertex2i(position.x + size.x, position.y + size.y);
rlVertex2i(position.x, position.y);
rlVertex2i(position.x + size.x, position.y + size.y);
rlVertex2i(position.x + size.x, position.y);
rlEnd();
}
// 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 LOG_INFO: fprintf(stdout, "INFO: "); break;
case LOG_ERROR: fprintf(stdout, "ERROR: "); break;
case LOG_WARNING: fprintf(stdout, "WARNING: "); break;
case LOG_DEBUG: fprintf(stdout, "DEBUG: "); break;
default: break;
}
vfprintf(stdout, text, args);
fprintf(stdout, "\n");
va_end(args);
//if (msgType == LOG_ERROR) exit(1);
}

View File

@ -1,280 +0,0 @@
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include "glad.h" // Extensions loading library
#include <GLFW/glfw3.h>
#include "OculusSDK/LibOVR/Include/OVR_CAPI_GL.h" // Oculus SDK for OpenGL
#define FAIL(X) printf(X);
typedef struct Vector2 {
float x;
float y;
} Vector2;
typedef struct Matrix {
float m0, m4, m8, m12;
float m1, m5, m9, m13;
float m2, m6, m10, m14;
float m3, m7, m11, m15;
} Matrix;
// RiftManagerApp class
ovrSession session;
ovrHmdDesc hmdDesc;
ovrGraphicsLuid luid;
// RiftApp class
GLuint fbo = 0;
GLuint depthBuffer = 0;
ovrTextureSwapChain eyeTexture;
GLuint mirrorFbo = 0;
ovrMirrorTexture mirrorTexture;
ovrEyeRenderDesc eyeRenderDescs[2];
Matrix eyeProjections[2];
ovrLayerEyeFov eyeLayer;
ovrViewScaleDesc viewScaleDesc;
Vector2 renderTargetSize;
Vector2 mirrorSize;
// GlfwApp class
GLFWwindow *window = NULL;
unsigned int frame = 0;
static void ErrorCallback(int error, const char* description)
{
fputs(description, stderr);
}
static void KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods)
{
if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
{
glfwSetWindowShouldClose(window, GL_TRUE);
}
}
// Execute our example class
int main()
{
if (!OVR_SUCCESS(ovr_Initialize(NULL))) FAIL("Failed to initialize the Oculus SDK\n");
//result = ExampleApp().run(); // class ExampleApp : public RiftApp : public GlfwApp, public RiftManagerApp
if (!OVR_SUCCESS(ovr_Create(&session, &luid))) FAIL("Unable to create HMD session\n");
hmdDesc = ovr_GetHmdDesc(session);
// RiftApp() constructor
viewScaleDesc.HmdSpaceToWorldScaleInMeters = 1.0f;
memset(&eyeLayer, 0, sizeof(ovrLayerEyeFov));
eyeLayer.Header.Type = ovrLayerType_EyeFov;
eyeLayer.Header.Flags = ovrLayerFlag_TextureOriginAtBottomLeft;
//ovr::for_each_eye([&](ovrEyeType eye)
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, 1000.0f, ovrProjection_ClipRangeOpenGL);
//eyeProjections[eye] = ovr::toGlm(ovrPerspectiveProjection);
viewScaleDesc.HmdToEyeOffset[eye] = eyeRenderDescs[eye].HmdToEyeOffset;
eyeLayer.Fov[eye] = eyeRenderDescs[eye].Fov;
ovrSizei eyeSize = ovr_GetFovTextureSize(session, eye, eyeLayer.Fov[eye], 1.0f);
eyeLayer.Viewport[eye].Size = eyeSize;
eyeLayer.Viewport[eye].Pos.x = renderTargetSize.x;
eyeLayer.Viewport[eye].Pos.y = 0;
renderTargetSize.y = renderTargetSize.y; // std::max(renderTargetSize.y, (uint32_t)eyeSize.h);
renderTargetSize.x += eyeSize.w;
}
// Make the on screen window 1/4 the resolution of the render target
mirrorSize = renderTargetSize;
mirrorSize.x /= 2;
mirrorSize.y /= 2;
// GLFWApp() constructor
if (!glfwInit()) FAIL("Failed to initialize GLFW\n"); // Initialize the GLFW system for creating and positioning windows
glfwSetErrorCallback(ErrorCallback);
////preCreate();
glfwWindowHint(GLFW_DEPTH_BITS, 16);
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 1);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_OPENGL_DEBUG_CONTEXT, GL_TRUE);
//***************window = createRenderingTarget(windowSize, windowPosition); //GLFWwindow *createRenderingTarget(uvec2 & size, ivec2 & pos) = 0; //glfw::createWindow(_mirrorSize);
/*
GLFWwindow *createWindow(const uvec2 &size, const ivec2 &position = ivec2(INT_MIN))
{
GLFWwindow *window = glfwCreateWindow(size.x, size.y, "glfw", NULL, NULL); // size = mirrorSize
if (!window) FAIL("Unable to create rendering window\n");
if ((position.x > INT_MIN) && (position.y > INT_MIN)) // INT_MIN = -32767 // #define INT_MIN (-2147483647 - 1)
{
glfwSetWindowPos(window, position.x, position.y);
}
return window;
}
*/
window = glfwCreateWindow(mirrorSize.x, mirrorSize.y, "glfw", NULL, NULL);
if (!window) FAIL("Unable to create OpenGL window\n");
////postCreate();
//glfwSetWindowUserPointer(window, this); //// Useful to hack input callbacks
glfwSetKeyCallback(window, KeyCallback);
glfwMakeContextCurrent(window);
// Initialize the OpenGL extensions
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) FAIL("GLAD failed\n");
/*
glewExperimental = GL_TRUE;
if (0 != glewInit()) FAIL("Failed to initialize GLEW\n");
glGetError();
if (GLEW_KHR_debug)
{
GLint v;
glGetIntegerv(GL_CONTEXT_FLAGS, &v);
if (v & GL_CONTEXT_FLAG_DEBUG_BIT) glDebugMessageCallback(glDebugCallbackHandler, this);
}
*/
////initGl();
{
// RiftApp::InitGL() ----->
//GlfwApp::initGl(); // virtual
// Disable the v-sync for buffer swap
glfwSwapInterval(0);
ovrTextureSwapChainDesc desc = {};
desc.Type = ovrTexture_2D;
desc.ArraySize = 1;
desc.Width = renderTargetSize.x;
desc.Height = renderTargetSize.y;
desc.MipLevels = 1;
desc.Format = OVR_FORMAT_R8G8B8A8_UNORM_SRGB;
desc.SampleCount = 1;
desc.StaticImage = ovrFalse;
ovrResult result = ovr_CreateTextureSwapChainGL(session, &desc, &eyeTexture);
eyeLayer.ColorTexture[0] = eyeTexture;
if (!OVR_SUCCESS(result)) FAIL("Failed to create swap textures");
int length = 0;
result = ovr_GetTextureSwapChainLength(session, eyeTexture, &length);
if (!OVR_SUCCESS(result) || !length) FAIL("Unable to count swap chain textures");
for (int i = 0; i < length; ++i)
{
GLuint chainTexId;
ovr_GetTextureSwapChainBufferGL(session, eyeTexture, 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);
// Set up the framebuffer object
glGenFramebuffers(1, &fbo);
glGenRenderbuffers(1, &depthBuffer);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo);
glBindRenderbuffer(GL_RENDERBUFFER, depthBuffer);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, renderTargetSize.x, renderTargetSize.y);
glBindRenderbuffer(GL_RENDERBUFFER, 0);
glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthBuffer);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
ovrMirrorTextureDesc mirrorDesc;
memset(&mirrorDesc, 0, sizeof(mirrorDesc));
mirrorDesc.Format = OVR_FORMAT_R8G8B8A8_UNORM_SRGB;
mirrorDesc.Width = mirrorSize.x;
mirrorDesc.Height = mirrorSize.y;
if (!OVR_SUCCESS(ovr_CreateMirrorTextureGL(session, &mirrorDesc, &mirrorTexture))) FAIL("Could not create mirror texture");
glGenFramebuffers(1, &mirrorFbo);
// RiftApp::InitGL() <------
glClearColor(0.2f, 0.2f, 0.2f, 0.0f);
glEnable(GL_DEPTH_TEST);
ovr_RecenterTrackingOrigin(session);
// TODO: Init cube scene --> cubeScene = std::shared_ptr<ColorCubeScene>(new ColorCubeScene());
}
while (!glfwWindowShouldClose(window))
{
frame++;
glfwPollEvents();
//update();
//draw(); ------>
ovrPosef eyePoses[2];
ovr_GetEyePoses(session, frame, ovrTrue, viewScaleDesc.HmdToEyeOffset, eyePoses, &eyeLayer.SensorSampleTime);
int curIndex;
ovr_GetTextureSwapChainCurrentIndex(session, eyeTexture, &curIndex);
GLuint curTexId;
ovr_GetTextureSwapChainBufferGL(session, eyeTexture, curIndex, &curTexId);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo);
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, curTexId, 0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
for (int eye = 0; eye < 2; eye++)
{
glViewport(eyeLayer.Viewport[eye].Pos.x, eyeLayer.Viewport[eye].Pos.y,
eyeLayer.Viewport[eye].Size.w, eyeLayer.Viewport[eye].Size.h);
eyeLayer.RenderPose[eye] = eyePoses[eye];
//renderScene(_eyeProjections[eye], ovr::toGlm(eyePoses[eye])); --> cubeScene->render(projection, glm::inverse(headPose));
}
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
ovr_CommitTextureSwapChain(session, eyeTexture);
ovrLayerHeader *headerList = &eyeLayer.Header;
ovr_SubmitFrame(session, frame, &viewScaleDesc, &headerList, 1);
GLuint mirrorTextureId;
ovr_GetMirrorTextureBufferGL(session, mirrorTexture, &mirrorTextureId);
glBindFramebuffer(GL_READ_FRAMEBUFFER, mirrorFbo);
glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mirrorTextureId, 0);
glBlitFramebuffer(0, 0, mirrorSize.x, mirrorSize.y, 0, mirrorSize.y, mirrorSize.x, 0, GL_COLOR_BUFFER_BIT, GL_NEAREST);
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
//draw() <-------------
glfwSwapBuffers(window); //finishFrame();
}
//shutdownGl(); // Delete scene: cubeScene.reset();
glfwDestroyWindow(window);
glfwTerminate();
ovr_Destroy(session);
ovr_Shutdown();
return 0;
}

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@ -196,23 +196,20 @@ static DrawMode currentDrawMode;
static float currentDepth = -1.0f; static float currentDepth = -1.0f;
// Vertex arrays for lines, triangles and quads // Default vertex buffers for lines, triangles and quads
static VertexPositionColorBuffer lines; // No texture support static VertexPositionColorBuffer lines; // No texture support
static VertexPositionColorBuffer triangles; // No texture support static VertexPositionColorBuffer triangles; // No texture support
static VertexPositionColorTextureIndexBuffer quads; static VertexPositionColorTextureIndexBuffer quads;
// Shader Programs // Default vertex buffers VAOs (if supported)
static Shader defaultShader;
static Shader currentShader; // By default, defaultShader
// Vertex Array Objects (VAO)
static GLuint vaoLines, vaoTriangles, vaoQuads; static GLuint vaoLines, vaoTriangles, vaoQuads;
// Vertex Buffer Objects (VBO) // Default vertex buffers VBOs
static GLuint linesBuffer[2]; static GLuint linesBuffer[2]; // Lines buffers (position, color)
static GLuint trianglesBuffer[2]; static GLuint trianglesBuffer[2]; // Triangles buffers (position, color)
static GLuint quadsBuffer[4]; static GLuint quadsBuffer[4]; // Quads buffers (position, texcoord, color, index)
// Default buffers draw calls
static DrawCall *draws; static DrawCall *draws;
static int drawsCounter; static int drawsCounter;
@ -221,11 +218,14 @@ static Vector3 *tempBuffer;
static int tempBufferCount = 0; static int tempBufferCount = 0;
static bool useTempBuffer = false; static bool useTempBuffer = false;
// Shader Programs
static Shader defaultShader;
static Shader currentShader; // By default, defaultShader
// Flags for supported extensions // Flags for supported extensions
static bool vaoSupported = false; // VAO support (OpenGL ES2 could not support VAO extension) static bool vaoSupported = false; // VAO support (OpenGL ES2 could not support VAO extension)
// Compressed textures support flags // Compressed textures support flags
//static bool texCompDXTSupported = false; // DDS texture compression support
static bool texCompETC1Supported = false; // ETC1 texture compression support static bool texCompETC1Supported = false; // ETC1 texture compression support
static bool texCompETC2Supported = false; // ETC2/EAC texture compression support static bool texCompETC2Supported = false; // ETC2/EAC texture compression support
static bool texCompPVRTSupported = false; // PVR texture compression support static bool texCompPVRTSupported = false; // PVR texture compression support
@ -233,8 +233,8 @@ static bool texCompASTCSupported = false; // ASTC texture compression support
#endif #endif
// Compressed textures support flags // Compressed textures support flags
static bool texCompDXTSupported = false; // DDS texture compression support static bool texCompDXTSupported = false; // DDS texture compression support
static bool npotSupported = false; // NPOT textures full support static bool npotSupported = false; // NPOT textures full support
#if defined(GRAPHICS_API_OPENGL_ES2) #if defined(GRAPHICS_API_OPENGL_ES2)
// NOTE: VAO functionality is exposed through extensions (OES) // NOTE: VAO functionality is exposed through extensions (OES)
@ -254,14 +254,17 @@ unsigned int whiteTexture;
// Module specific Functions Declaration // Module specific Functions Declaration
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
static void LoadCompressedTexture(unsigned char *data, int width, int height, int mipmapCount, int compressedFormat);
static Shader LoadDefaultShader(void); static Shader LoadDefaultShader(void);
static void LoadDefaultShaderLocations(Shader *shader); static void LoadDefaultShaderLocations(Shader *shader);
static void InitializeBuffers(void); static void UnloadDefaultShader(void);
static void InitializeBuffersGPU(void);
static void UpdateBuffers(void);
static char *TextFileRead(char *fn);
static void LoadCompressedTexture(unsigned char *data, int width, int height, int mipmapCount, int compressedFormat); static void LoadDefaultBuffers(void);
static void UpdateDefaultBuffers(void);
static void UnloadDefaultBuffers(void);
static char *ReadTextFile(const char *fileName);
#endif #endif
#if defined(GRAPHICS_API_OPENGL_11) #if defined(GRAPHICS_API_OPENGL_11)
@ -274,20 +277,6 @@ static void TraceLog(int msgType, const char *text, ...);
float *MatrixToFloat(Matrix mat); // Converts Matrix to float array float *MatrixToFloat(Matrix mat); // Converts Matrix to float array
#endif #endif
#if defined(GRAPHICS_API_OPENGL_ES2)
// NOTE: strdup() functions replacement (not C99, POSIX function, not available on emscripten)
// Duplicates a string, returning an identical malloc'd string
char *mystrdup(const char *str)
{
size_t len = strlen(str) + 1;
void *newstr = malloc(len);
if (newstr == NULL) return NULL;
return (char *)memcpy(newstr, str, len);
}
#endif
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
// Module Functions Definition - Matrix operations // Module Functions Definition - Matrix operations
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
@ -919,13 +908,18 @@ void rlglInit(void)
// NOTE: We have to duplicate string because glGetString() returns a const value // NOTE: We have to duplicate string because glGetString() returns a const value
// If not duplicated, it fails in some systems (Raspberry Pi) // If not duplicated, it fails in some systems (Raspberry Pi)
char *extensionsDup = mystrdup(extensions); // Equivalent to function: char *strdup(const char *str)
char *extensionsDup;
size_t len = strlen(extensions) + 1;
void *newstr = malloc(len);
if (newstr == NULL) extensionsDup = NULL;
extensionsDup = (char *)memcpy(newstr, extensions, len);
// NOTE: String could be splitted using strtok() function (string.h) // NOTE: String could be splitted using strtok() function (string.h)
// NOTE: strtok() modifies the received string, it can not be const // NOTE: strtok() modifies the received string, it can not be const
char *extList[512]; // Allocate 512 strings pointers (2 KB) char *extList[512]; // Allocate 512 strings pointers (2 KB)
extList[numExt] = strtok(extensionsDup, " "); extList[numExt] = strtok(extensionsDup, " ");
while (extList[numExt] != NULL) while (extList[numExt] != NULL)
@ -969,10 +963,12 @@ void rlglInit(void)
// DDS texture compression support // DDS texture compression support
if ((strcmp(extList[i], (const char *)"GL_EXT_texture_compression_s3tc") == 0) || if ((strcmp(extList[i], (const char *)"GL_EXT_texture_compression_s3tc") == 0) ||
(strcmp(extList[i], (const char *)"GL_WEBGL_compressed_texture_s3tc") == 0) ||
(strcmp(extList[i], (const char *)"GL_WEBKIT_WEBGL_compressed_texture_s3tc") == 0)) texCompDXTSupported = true; (strcmp(extList[i], (const char *)"GL_WEBKIT_WEBGL_compressed_texture_s3tc") == 0)) texCompDXTSupported = true;
// ETC1 texture compression support // ETC1 texture compression support
if (strcmp(extList[i], (const char *)"GL_OES_compressed_ETC1_RGB8_texture") == 0) texCompETC1Supported = true; if ((strcmp(extList[i], (const char *)"GL_OES_compressed_ETC1_RGB8_texture") == 0) ||
(strcmp(extList[i], (const char *)"GL_WEBGL_compressed_texture_etc1") == 0)) texCompETC1Supported = true;
// ETC2/EAC texture compression support // ETC2/EAC texture compression support
if (strcmp(extList[i], (const char *)"GL_ARB_ES3_compatibility") == 0) texCompETC2Supported = true; if (strcmp(extList[i], (const char *)"GL_ARB_ES3_compatibility") == 0) texCompETC2Supported = true;
@ -1022,12 +1018,9 @@ void rlglInit(void)
// Init default Shader (customized for GL 3.3 and ES2) // Init default Shader (customized for GL 3.3 and ES2)
defaultShader = LoadDefaultShader(); defaultShader = LoadDefaultShader();
//customShader = LoadShader("custom.vs", "custom.fs"); // Works ok
currentShader = defaultShader; currentShader = defaultShader;
InitializeBuffers(); // Init vertex arrays LoadDefaultBuffers(); // Initialize default vertex arrays buffers (lines, triangles, quads)
InitializeBuffersGPU(); // Init VBO and VAO
// Init temp vertex buffer, used when transformation required (translate, rotate, scale) // Init temp vertex buffer, used when transformation required (translate, rotate, scale)
tempBuffer = (Vector3 *)malloc(sizeof(Vector3)*TEMP_VERTEX_BUFFER_SIZE); tempBuffer = (Vector3 *)malloc(sizeof(Vector3)*TEMP_VERTEX_BUFFER_SIZE);
@ -1052,54 +1045,10 @@ void rlglInit(void)
void rlglClose(void) void rlglClose(void)
{ {
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
// Unbind everything UnloadDefaultShader();
if (vaoSupported) glBindVertexArray(0); UnloadDefaultBuffers();
glDisableVertexAttribArray(0);
glDisableVertexAttribArray(1); // Delete default white texture
glDisableVertexAttribArray(2);
glDisableVertexAttribArray(3);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glUseProgram(0);
// Delete VBOs
glDeleteBuffers(1, &linesBuffer[0]);
glDeleteBuffers(1, &linesBuffer[1]);
glDeleteBuffers(1, &trianglesBuffer[0]);
glDeleteBuffers(1, &trianglesBuffer[1]);
glDeleteBuffers(1, &quadsBuffer[0]);
glDeleteBuffers(1, &quadsBuffer[1]);
glDeleteBuffers(1, &quadsBuffer[2]);
glDeleteBuffers(1, &quadsBuffer[3]);
if (vaoSupported)
{
// Delete VAOs
glDeleteVertexArrays(1, &vaoLines);
glDeleteVertexArrays(1, &vaoTriangles);
glDeleteVertexArrays(1, &vaoQuads);
}
//glDetachShader(defaultShaderProgram, vertexShader);
//glDetachShader(defaultShaderProgram, fragmentShader);
//glDeleteShader(vertexShader); // Already deleted on shader compilation
//glDeleteShader(fragmentShader); // Already deleted on sahder compilation
glDeleteProgram(defaultShader.id);
// Free vertex arrays memory
free(lines.vertices);
free(lines.colors);
free(triangles.vertices);
free(triangles.colors);
free(quads.vertices);
free(quads.texcoords);
free(quads.colors);
free(quads.indices);
// Free GPU texture
glDeleteTextures(1, &whiteTexture); glDeleteTextures(1, &whiteTexture);
TraceLog(INFO, "[TEX ID %i] Unloaded texture data (base white texture) from VRAM", whiteTexture); TraceLog(INFO, "[TEX ID %i] Unloaded texture data (base white texture) from VRAM", whiteTexture);
@ -1108,18 +1057,18 @@ void rlglClose(void)
} }
// Drawing batches: triangles, quads, lines // Drawing batches: triangles, quads, lines
void rlglDraw(void) void rlglDraw(Matrix mvp)
{ {
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
UpdateBuffers(); UpdateDefaultBuffers();
if ((lines.vCounter > 0) || (triangles.vCounter > 0) || (quads.vCounter > 0)) if ((lines.vCounter > 0) || (triangles.vCounter > 0) || (quads.vCounter > 0))
{ {
glUseProgram(currentShader.id); glUseProgram(currentShader.id);
Matrix matMVP = MatrixMultiply(modelview, projection); // Create modelview-projection matrix Matrix mvp2 = MatrixMultiply(modelview, projection); // Create modelview-projection matrix
glUniformMatrix4fv(currentShader.mvpLoc, 1, false, MatrixToFloat(matMVP)); glUniformMatrix4fv(currentShader.mvpLoc, 1, false, MatrixToFloat(mvp2));
glUniform1i(currentShader.mapDiffuseLoc, 0); glUniform1i(currentShader.mapDiffuseLoc, 0);
glUniform4f(currentShader.tintColorLoc, 1.0f, 1.0f, 1.0f, 1.0f); glUniform4f(currentShader.tintColorLoc, 1.0f, 1.0f, 1.0f, 1.0f);
} }
@ -1348,14 +1297,14 @@ void rlglDrawModel(Model model, Vector3 position, Vector3 rotationAxis, float ro
glBindTexture(GL_TEXTURE_2D, model.material.texDiffuse.id); glBindTexture(GL_TEXTURE_2D, model.material.texDiffuse.id);
glUniform1i(model.material.shader.mapDiffuseLoc, 0); // Texture fits in active texture unit 0 glUniform1i(model.material.shader.mapDiffuseLoc, 0); // Texture fits in active texture unit 0
if (model.material.texNormal.id != 0) if ((model.material.texNormal.id != 0) && (model.material.shader.mapNormalLoc != -1))
{ {
glActiveTexture(GL_TEXTURE1); glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, model.material.texNormal.id); glBindTexture(GL_TEXTURE_2D, model.material.texNormal.id);
glUniform1i(model.material.shader.mapNormalLoc, 1); // Texture fits in active texture unit 1 glUniform1i(model.material.shader.mapNormalLoc, 1); // Texture fits in active texture unit 1
} }
if (model.material.texSpecular.id != 0) if ((model.material.texSpecular.id != 0) && (model.material.shader.mapSpecularLoc != -1))
{ {
glActiveTexture(GL_TEXTURE2); glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, model.material.texSpecular.id); glBindTexture(GL_TEXTURE_2D, model.material.texSpecular.id);
@ -1844,7 +1793,9 @@ void rlglGenerateMipmaps(Texture2D texture)
// NOTE: Once mipmaps have been generated and data has been uploaded to GPU VRAM, we can discard RAM data // NOTE: Once mipmaps have been generated and data has been uploaded to GPU VRAM, we can discard RAM data
free(data); free(data);
#elif defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) #endif
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
glGenerateMipmap(GL_TEXTURE_2D); // Generate mipmaps automatically glGenerateMipmap(GL_TEXTURE_2D); // Generate mipmaps automatically
TraceLog(INFO, "[TEX ID %i] Mipmaps generated automatically", texture.id); TraceLog(INFO, "[TEX ID %i] Mipmaps generated automatically", texture.id);
@ -2114,8 +2065,8 @@ Shader LoadShader(char *vsFileName, char *fsFileName)
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
// Shaders loading from external text file // Shaders loading from external text file
char *vShaderStr = TextFileRead(vsFileName); char *vShaderStr = ReadTextFile(vsFileName);
char *fShaderStr = TextFileRead(fsFileName); char *fShaderStr = ReadTextFile(fsFileName);
if ((vShaderStr != NULL) && (fShaderStr != NULL)) if ((vShaderStr != NULL) && (fShaderStr != NULL))
{ {
@ -2123,17 +2074,13 @@ Shader LoadShader(char *vsFileName, char *fsFileName)
// After shader loading, we try to load default location names // After shader loading, we try to load default location names
if (shader.id != 0) LoadDefaultShaderLocations(&shader); if (shader.id != 0) LoadDefaultShaderLocations(&shader);
else
{
TraceLog(WARNING, "Custom shader could not be loaded");
shader = defaultShader;
}
// Shader strings must be freed // Shader strings must be freed
free(vShaderStr); free(vShaderStr);
free(fShaderStr); free(fShaderStr);
} }
else
if (shader.id == 0)
{ {
TraceLog(WARNING, "Custom shader could not be loaded"); TraceLog(WARNING, "Custom shader could not be loaded");
shader = defaultShader; shader = defaultShader;
@ -2259,7 +2206,7 @@ void SetCustomShader(Shader shader)
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
if (currentShader.id != shader.id) if (currentShader.id != shader.id)
{ {
rlglDraw(); //rlglDraw();
currentShader = shader; currentShader = shader;
} }
#endif #endif
@ -2365,7 +2312,7 @@ void SetBlendMode(int mode)
{ {
if ((blendMode != mode) && (mode < 3)) if ((blendMode != mode) && (mode < 3))
{ {
rlglDraw(); //rlglDraw();
switch (mode) switch (mode)
{ {
@ -2379,18 +2326,6 @@ void SetBlendMode(int mode)
} }
} }
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
void PrintProjectionMatrix(void)
{
PrintMatrix(projection);
}
void PrintModelviewMatrix(void)
{
PrintMatrix(modelview);
}
#endif
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
// Module specific Functions Definition // Module specific Functions Definition
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
@ -2432,7 +2367,7 @@ static void LoadCompressedTexture(unsigned char *data, int width, int height, in
} }
} }
// Load Shader (Vertex and Fragment) // Load default shader (Vertex and Fragment)
// NOTE: This shader program is used for batch buffers (lines, triangles, quads) // NOTE: This shader program is used for batch buffers (lines, triangles, quads)
static Shader LoadDefaultShader(void) static Shader LoadDefaultShader(void)
{ {
@ -2492,7 +2427,7 @@ static Shader LoadDefaultShader(void)
if (shader.id != 0) TraceLog(INFO, "[SHDR ID %i] Default shader loaded successfully", shader.id); if (shader.id != 0) TraceLog(INFO, "[SHDR ID %i] Default shader loaded successfully", shader.id);
else TraceLog(WARNING, "[SHDR ID %i] Default shader could not be loaded", shader.id); else TraceLog(WARNING, "[SHDR ID %i] Default shader could not be loaded", shader.id);
LoadDefaultShaderLocations(&shader); if (shader.id != 0) LoadDefaultShaderLocations(&shader);
return shader; return shader;
} }
@ -2517,43 +2452,24 @@ static void LoadDefaultShaderLocations(Shader *shader)
shader->mapSpecularLoc = glGetUniformLocation(shader->id, "texture2"); shader->mapSpecularLoc = glGetUniformLocation(shader->id, "texture2");
} }
// Read text file // Unload default shader
// NOTE: text chars array should be freed manually static void UnloadDefaultShader(void)
static char *TextFileRead(char *fileName)
{ {
FILE *textFile; glUseProgram(0);
char *text = NULL;
int count = 0; //glDetachShader(defaultShaderProgram, vertexShader);
//glDetachShader(defaultShaderProgram, fragmentShader);
if (fileName != NULL) //glDeleteShader(vertexShader); // Already deleted on shader compilation
{ //glDeleteShader(fragmentShader); // Already deleted on sahder compilation
textFile = fopen(fileName,"rt"); glDeleteProgram(defaultShader.id);
if (textFile != NULL)
{
fseek(textFile, 0, SEEK_END);
count = ftell(textFile);
rewind(textFile);
if (count > 0)
{
text = (char *)malloc(sizeof(char)*(count + 1));
count = fread(text, sizeof(char), count, textFile);
text[count] = '\0';
}
fclose(textFile);
}
else TraceLog(WARNING, "[%s] Text file could not be opened", fileName);
}
return text;
} }
// Allocate and initialize float array buffers to store vertex data (lines, triangles, quads) // Load default internal buffers (lines, triangles, quads)
static void InitializeBuffers(void) static void LoadDefaultBuffers(void)
{ {
// [CPU] Allocate and initialize float array buffers to store vertex data (lines, triangles, quads)
//--------------------------------------------------------------------------------------------
// Initialize lines arrays (vertex position and color data) // Initialize lines arrays (vertex position and color data)
lines.vertices = (float *)malloc(sizeof(float)*3*2*MAX_LINES_BATCH); // 3 float by vertex, 2 vertex by line lines.vertices = (float *)malloc(sizeof(float)*3*2*MAX_LINES_BATCH); // 3 float by vertex, 2 vertex by line
lines.colors = (unsigned char *)malloc(sizeof(unsigned char)*4*2*MAX_LINES_BATCH); // 4 float by color, 2 colors by line lines.colors = (unsigned char *)malloc(sizeof(unsigned char)*4*2*MAX_LINES_BATCH); // 4 float by color, 2 colors by line
@ -2607,13 +2523,14 @@ static void InitializeBuffers(void)
quads.tcCounter = 0; quads.tcCounter = 0;
quads.cCounter = 0; quads.cCounter = 0;
TraceLog(INFO, "CPU buffers (lines, triangles, quads) initialized successfully"); TraceLog(INFO, "Default buffers initialized successfully in CPU (lines, triangles, quads)");
} //--------------------------------------------------------------------------------------------
// Initialize Vertex Array Objects (Contain VBO) // [GPU] Upload vertex data and initialize VAOs/VBOs (lines, triangles, quads)
// NOTE: lines, triangles and quads buffers use currentShader // NOTE: Default buffers are linked to use currentShader (defaultShader)
static void InitializeBuffersGPU(void) //--------------------------------------------------------------------------------------------
{
// Upload and link lines vertex buffers
if (vaoSupported) if (vaoSupported)
{ {
// Initialize Lines VAO // Initialize Lines VAO
@ -2636,10 +2553,10 @@ static void InitializeBuffersGPU(void)
glEnableVertexAttribArray(currentShader.colorLoc); glEnableVertexAttribArray(currentShader.colorLoc);
glVertexAttribPointer(currentShader.colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0); glVertexAttribPointer(currentShader.colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
if (vaoSupported) TraceLog(INFO, "[VAO ID %i] Lines VAO initialized successfully", vaoLines); if (vaoSupported) TraceLog(INFO, "[VAO ID %i] Default buffers (lines) VAO initialized successfully", vaoLines);
else TraceLog(INFO, "[VBO ID %i][VBO ID %i] Lines VBOs initialized successfully", linesBuffer[0], linesBuffer[1]); else TraceLog(INFO, "[VBO ID %i][VBO ID %i] Default buffers (lines) VBOs initialized successfully", linesBuffer[0], linesBuffer[1]);
//--------------------------------------------------------------
// Upload and link triangles vertex buffers
if (vaoSupported) if (vaoSupported)
{ {
// Initialize Triangles VAO // Initialize Triangles VAO
@ -2661,10 +2578,10 @@ static void InitializeBuffersGPU(void)
glEnableVertexAttribArray(currentShader.colorLoc); glEnableVertexAttribArray(currentShader.colorLoc);
glVertexAttribPointer(currentShader.colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0); glVertexAttribPointer(currentShader.colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
if (vaoSupported) TraceLog(INFO, "[VAO ID %i] Triangles VAO initialized successfully", vaoTriangles); if (vaoSupported) TraceLog(INFO, "[VAO ID %i] Default buffers (triangles) VAO initialized successfully", vaoTriangles);
else TraceLog(INFO, "[VBO ID %i][VBO ID %i] Triangles VBOs initialized successfully", trianglesBuffer[0], trianglesBuffer[1]); else TraceLog(INFO, "[VBO ID %i][VBO ID %i] Default buffers (triangles) VBOs initialized successfully", trianglesBuffer[0], trianglesBuffer[1]);
//--------------------------------------------------------------
// Upload and link quads vertex buffers
if (vaoSupported) if (vaoSupported)
{ {
// Initialize Quads VAO // Initialize Quads VAO
@ -2699,18 +2616,20 @@ static void InitializeBuffersGPU(void)
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(short)*6*MAX_QUADS_BATCH, quads.indices, GL_STATIC_DRAW); glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(short)*6*MAX_QUADS_BATCH, quads.indices, GL_STATIC_DRAW);
#endif #endif
if (vaoSupported) TraceLog(INFO, "[VAO ID %i] Quads VAO initialized successfully", vaoQuads); if (vaoSupported) TraceLog(INFO, "[VAO ID %i] Default buffers (quads) VAO initialized successfully", vaoQuads);
else TraceLog(INFO, "[VBO ID %i][VBO ID %i][VBO ID %i][VBO ID %i] Quads VBOs initialized successfully", quadsBuffer[0], quadsBuffer[1], quadsBuffer[2], quadsBuffer[3]); else TraceLog(INFO, "[VBO ID %i][VBO ID %i][VBO ID %i][VBO ID %i] Default buffers (quads) VBOs initialized successfully", quadsBuffer[0], quadsBuffer[1], quadsBuffer[2], quadsBuffer[3]);
// Unbind the current VAO // Unbind the current VAO
if (vaoSupported) glBindVertexArray(0); if (vaoSupported) glBindVertexArray(0);
//--------------------------------------------------------------------------------------------
} }
// Update VBOs with vertex array data // Update default buffers (VAOs/VBOs) with vertex array data
// NOTE: If there is not vertex data, buffers doesn't need to be updated (vertexCount > 0) // NOTE: If there is not vertex data, buffers doesn't need to be updated (vertexCount > 0)
// TODO: If no data changed on the CPU arrays --> No need to update GPU arrays (change flag required) // TODO: If no data changed on the CPU arrays --> No need to re-update GPU arrays (change flag required)
static void UpdateBuffers(void) static void UpdateDefaultBuffers(void)
{ {
// Update lines vertex buffers
if (lines.vCounter > 0) if (lines.vCounter > 0)
{ {
// Activate Lines VAO // Activate Lines VAO
@ -2726,8 +2645,8 @@ static void UpdateBuffers(void)
//glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*2*MAX_LINES_BATCH, lines.colors, GL_DYNAMIC_DRAW); //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*2*MAX_LINES_BATCH, lines.colors, GL_DYNAMIC_DRAW);
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(unsigned char)*4*lines.cCounter, lines.colors); glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(unsigned char)*4*lines.cCounter, lines.colors);
} }
//--------------------------------------------------------------
// Update triangles vertex buffers
if (triangles.vCounter > 0) if (triangles.vCounter > 0)
{ {
// Activate Triangles VAO // Activate Triangles VAO
@ -2743,8 +2662,8 @@ static void UpdateBuffers(void)
//glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*3*MAX_TRIANGLES_BATCH, triangles.colors, GL_DYNAMIC_DRAW); //glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*3*MAX_TRIANGLES_BATCH, triangles.colors, GL_DYNAMIC_DRAW);
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(unsigned char)*4*triangles.cCounter, triangles.colors); glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(unsigned char)*4*triangles.cCounter, triangles.colors);
} }
//--------------------------------------------------------------
// Update quads vertex buffers
if (quads.vCounter > 0) if (quads.vCounter > 0)
{ {
// Activate Quads VAO // Activate Quads VAO
@ -2766,7 +2685,7 @@ static void UpdateBuffers(void)
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(unsigned char)*4*quads.vCounter, quads.colors); glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(unsigned char)*4*quads.vCounter, quads.colors);
// Another option would be using buffer mapping... // Another option would be using buffer mapping...
//triangles.vertices = glMapBuffer(GL_ARRAY_BUFFER, GL_READ_WRITE); //quads.vertices = glMapBuffer(GL_ARRAY_BUFFER, GL_READ_WRITE);
// Now we can modify vertices // Now we can modify vertices
//glUnmapBuffer(GL_ARRAY_BUFFER); //glUnmapBuffer(GL_ARRAY_BUFFER);
} }
@ -2775,6 +2694,83 @@ static void UpdateBuffers(void)
// Unbind the current VAO // Unbind the current VAO
if (vaoSupported) glBindVertexArray(0); if (vaoSupported) glBindVertexArray(0);
} }
// Unload default buffers vertex data from CPU and GPU
static void UnloadDefaultBuffers(void)
{
// Unbind everything
if (vaoSupported) glBindVertexArray(0);
glDisableVertexAttribArray(0);
glDisableVertexAttribArray(1);
glDisableVertexAttribArray(2);
glDisableVertexAttribArray(3);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
// Delete VBOs from GPU (VRAM)
glDeleteBuffers(1, &linesBuffer[0]);
glDeleteBuffers(1, &linesBuffer[1]);
glDeleteBuffers(1, &trianglesBuffer[0]);
glDeleteBuffers(1, &trianglesBuffer[1]);
glDeleteBuffers(1, &quadsBuffer[0]);
glDeleteBuffers(1, &quadsBuffer[1]);
glDeleteBuffers(1, &quadsBuffer[2]);
glDeleteBuffers(1, &quadsBuffer[3]);
if (vaoSupported)
{
// Delete VAOs from GPU (VRAM)
glDeleteVertexArrays(1, &vaoLines);
glDeleteVertexArrays(1, &vaoTriangles);
glDeleteVertexArrays(1, &vaoQuads);
}
// Free vertex arrays memory from CPU (RAM)
free(lines.vertices);
free(lines.colors);
free(triangles.vertices);
free(triangles.colors);
free(quads.vertices);
free(quads.texcoords);
free(quads.colors);
free(quads.indices);
}
// Read text data from file
// NOTE: text chars array should be freed manually
static char *ReadTextFile(const char *fileName)
{
FILE *textFile;
char *text = NULL;
int count = 0;
if (fileName != NULL)
{
textFile = fopen(fileName,"rt");
if (textFile != NULL)
{
fseek(textFile, 0, SEEK_END);
count = ftell(textFile);
rewind(textFile);
if (count > 0)
{
text = (char *)malloc(sizeof(char)*(count + 1));
count = fread(text, sizeof(char), count, textFile);
text[count] = '\0';
}
fclose(textFile);
}
else TraceLog(WARNING, "[%s] Text file could not be opened", fileName);
}
return text;
}
#endif //defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) #endif //defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
#if defined(GRAPHICS_API_OPENGL_11) #if defined(GRAPHICS_API_OPENGL_11)
@ -2905,7 +2901,6 @@ static Color *GenNextMipmap(Color *srcData, int srcWidth, int srcHeight)
#endif #endif
#if defined(RLGL_STANDALONE) #if defined(RLGL_STANDALONE)
// Output a trace log message // Output a trace log message
// NOTE: Expected msgType: (0)Info, (1)Error, (2)Warning // NOTE: Expected msgType: (0)Info, (1)Error, (2)Warning
static void TraceLog(int msgType, const char *text, ...) static void TraceLog(int msgType, const char *text, ...)

View File

@ -273,7 +273,7 @@ int rlGetVersion(void); // Returns current OpenGL versio
//------------------------------------------------------------------------------------ //------------------------------------------------------------------------------------
void rlglInit(void); // Initialize rlgl (shaders, VAO, VBO...) void rlglInit(void); // Initialize rlgl (shaders, VAO, VBO...)
void rlglClose(void); // De-init rlgl void rlglClose(void); // De-init rlgl
void rlglDraw(void); // Draw VAO/VBO void rlglDraw(Matrix mvp); // Draw VAO/VBO
void rlglInitGraphics(int offsetX, int offsetY, int width, int height); // Initialize Graphics (OpenGL stuff) void rlglInitGraphics(int offsetX, int offsetY, int width, int height); // Initialize Graphics (OpenGL stuff)
unsigned int rlglLoadTexture(void *data, int width, int height, int textureFormat, int mipmapCount); // Load texture in GPU unsigned int rlglLoadTexture(void *data, int width, int height, int textureFormat, int mipmapCount); // Load texture in GPU
@ -292,11 +292,6 @@ Vector3 rlglUnproject(Vector3 source, Matrix proj, Matrix view); // Get world
unsigned char *rlglReadScreenPixels(int width, int height); // Read screen pixel data (color buffer) unsigned char *rlglReadScreenPixels(int width, int height); // Read screen pixel data (color buffer)
void *rlglReadTexturePixels(Texture2D texture); // Read texture pixel data void *rlglReadTexturePixels(Texture2D texture); // Read texture pixel data
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
void PrintProjectionMatrix(void); // DEBUG: Print projection matrix
void PrintModelviewMatrix(void); // DEBUG: Print modelview matrix
#endif
#if defined(RLGL_STANDALONE) #if defined(RLGL_STANDALONE)
//------------------------------------------------------------------------------------ //------------------------------------------------------------------------------------
// Shaders System Functions (Module: rlgl) // Shaders System Functions (Module: rlgl)
@ -309,13 +304,10 @@ void SetCustomShader(Shader shader); // Set custo
void SetDefaultShader(void); // Set default shader to be used in batch draw void SetDefaultShader(void); // Set default shader to be used in batch draw
void SetModelShader(Model *model, Shader shader); // Link a shader to a model void SetModelShader(Model *model, Shader shader); // Link a shader to a model
int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location
void SetShaderValue(Shader shader, int uniformLoc, float *value, int size); // Set shader uniform value (float) void SetShaderValue(Shader shader, int uniformLoc, float *value, int size); // Set shader uniform value (float)
void SetShaderValuei(Shader shader, int uniformLoc, int *value, int size); // Set shader uniform value (int) void SetShaderValuei(Shader shader, int uniformLoc, int *value, int size); // Set shader uniform value (int)
void SetShaderMapDiffuse(Shader *shader, Texture2D texture); // Default diffuse shader map texture assignment void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat); // Set shader uniform value (matrix 4x4)
void SetShaderMapNormal(Shader *shader, const char *uniformName, Texture2D texture); // Normal map texture shader assignment
void SetShaderMapSpecular(Shader *shader, const char *uniformName, Texture2D texture); // Specular map texture shader assignment
void SetShaderMap(Shader *shader, int mapLocation, Texture2D texture, int textureUnit); // TODO: Generic shader map assignment
void SetBlendMode(int mode); // Set blending mode (alpha, additive, multiplied) void SetBlendMode(int mode); // Set blending mode (alpha, additive, multiplied)
#endif #endif