mirror of https://github.com/raysan5/raylib
Redesigned stereo rendering mechanism
Now it's easier for the user! Just init Oculus device and get stereo rendering!
This commit is contained in:
parent
164ead03c9
commit
ee72654b55
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@ -50,22 +50,15 @@ int main()
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(RAYWHITE);
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Begin3dMode(camera);
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for (int eye = 0; eye < 2; eye++)
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{
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SetOculusView(eye);
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DrawCube(cubePosition, 2.0f, 2.0f, 2.0f, RED);
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DrawCubeWires(cubePosition, 2.0f, 2.0f, 2.0f, MAROON);
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DrawGrid(10, 1.0f);
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DrawDefaultBuffers(); // Process internal dynamic buffers
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}
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End3dMode();
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@ -10,12 +10,13 @@ uniform sampler2D texture0;
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out vec4 finalColor;
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// NOTE: Add here your custom variables
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const vec2 LeftLensCenter = vec2(0.2863248, 0.5);
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const vec2 RightLensCenter = vec2(0.7136753, 0.5);
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const vec2 LeftLensCenter = vec2(0.288, 0.5);
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const vec2 RightLensCenter = vec2(0.712, 0.5);
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const vec2 LeftScreenCenter = vec2(0.25, 0.5);
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const vec2 RightScreenCenter = vec2(0.75, 0.5);
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const vec2 Scale = vec2(0.25, 0.45); //vec2(0.1469278, 0.2350845);
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const vec2 ScaleIn = vec2(4, 2.2222);
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uniform vec2 Scale = vec2(0.25, 0.45); //vec2(0.1469278, 0.2350845);
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uniform vec2 ScaleIn = vec2(4, 2.2222);
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const vec4 HmdWarpParam = vec4(1, 0.22, 0.24, 0);
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const vec4 ChromaAbParam = vec4(0.996, -0.004, 1.014, 0.0);
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18
src/core.c
18
src/core.c
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@ -520,6 +520,8 @@ void BeginDrawing(void)
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currentTime = GetTime(); // Number of elapsed seconds since InitTimer() was called
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updateTime = currentTime - previousTime;
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previousTime = currentTime;
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if (IsOculusReady()) BeginOculusDrawing();
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rlClearScreenBuffers(); // Clear current framebuffers
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rlLoadIdentity(); // Reset current matrix (MODELVIEW)
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@ -533,6 +535,8 @@ void BeginDrawing(void)
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void EndDrawing(void)
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{
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rlglDraw(); // Draw Buffers (Only OpenGL 3+ and ES2)
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if (IsOculusReady()) EndOculusDrawing();
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SwapBuffers(); // Copy back buffer to front buffer
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PollInputEvents(); // Poll user events
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@ -608,15 +612,11 @@ void Begin3dMode(Camera camera)
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rlMultMatrixf(MatrixToFloat(cameraView)); // Multiply MODELVIEW matrix by view matrix (camera)
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rlEnableDepthTest(); // Enable DEPTH_TEST for 3D
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if (IsOculusReady()) BeginOculusDrawing();
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}
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// Ends 3D mode and returns to default 2D orthographic mode
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void End3dMode(void)
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{
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if (IsOculusReady()) EndOculusDrawing();
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{
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rlglDraw(); // Process internal buffers (update + draw)
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rlMatrixMode(RL_PROJECTION); // Switch to projection matrix
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@ -1021,14 +1021,6 @@ Matrix GetCameraMatrix(Camera camera)
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return MatrixLookAt(camera.position, camera.target, camera.up);
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}
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// Update and draw default buffers vertex data
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// NOTE: This data has been stored dynamically during frame on each Draw*() call
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void DrawDefaultBuffers(void)
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{
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rlglUpdateDefaultBuffers(); // Upload frame vertex data to GPU
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rlglDrawDefaultBuffers(); // Draw vertex data into framebuffer
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}
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//----------------------------------------------------------------------------------
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// Module Functions Definition - Input (Keyboard, Mouse, Gamepad) Functions
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//----------------------------------------------------------------------------------
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@ -572,7 +572,6 @@ void EndTextureMode(void); // Ends drawing to r
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Ray GetMouseRay(Vector2 mousePosition, Camera camera); // Returns a ray trace from mouse position
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Vector2 GetWorldToScreen(Vector3 position, Camera camera); // Returns the screen space position from a 3d world space position
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Matrix GetCameraMatrix(Camera camera); // Returns camera transform matrix (view matrix)
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void DrawDefaultBuffers(void); // Update and draw default buffers vertex data (stored dynamically in frame)
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void SetTargetFPS(int fps); // Set target FPS (maximum)
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float GetFPS(void); // Returns current FPS
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@ -853,7 +852,6 @@ void DestroyLight(Light light); // Destroy a
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void InitOculusDevice(void); // Init Oculus Rift device
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void CloseOculusDevice(void); // Close Oculus Rift device
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void UpdateOculusTracking(void); // Update Oculus Rift tracking (position and orientation)
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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 IsOculusReady(void); // Detect if oculus device (or simulator) is ready
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459
src/rlgl.c
459
src/rlgl.c
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@ -276,9 +276,10 @@ static unsigned int frameIndex = 0; // Oculus frames counter, used to discar
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static bool oculusReady = false; // Oculus device ready flag
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static bool oculusSimulator = false; // Oculus device simulator
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static bool vrEnabled = false; // VR experience enabled (Oculus device or simulator)
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static bool vrControl = true; // VR controlled by user code, instead of internally
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static RenderTexture2D stereoFbo;
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static Shader distortion;
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static Shader distortionShader;
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// Compressed textures support flags
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static bool texCompDXTSupported = false; // DDS texture compression support
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@ -315,10 +316,13 @@ static void UnloadDefaultShader(void); // Unload default shader
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static void UnloadStandardShader(void); // Unload standard shader
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static void LoadDefaultBuffers(void); // Load default internal buffers (lines, triangles, quads)
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void rlglUpdateDefaultBuffers(void); // Update default internal buffers (VAOs/VBOs) with vertex data
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void rlglDrawDefaultBuffers(void); // Draw default internal buffers vertex data
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static void UpdateDefaultBuffers(void); // Update default internal buffers (VAOs/VBOs) with vertex data
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static void DrawDefaultBuffers(int eyesCount); // Draw default internal buffers vertex data
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static void UnloadDefaultBuffers(void); // Unload default internal buffers vertex data from CPU and GPU
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// Set internal projection and modelview matrix depending on eyes tracking data
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static void SetOculusView(int eye, Matrix matProjection, Matrix matModelView);
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static void SetShaderLights(Shader shader); // Sets shader uniform values for lights array
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static char *ReadTextFile(const char *fileName);
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@ -1205,15 +1209,14 @@ void rlglClose(void)
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void rlglDraw(void)
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{
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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/*
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for (int i = 0; i < modelsCount; i++)
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{
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rlglDrawMesh(models[i]->mesh, models[i]->material, models[i]->transform);
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}
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*/
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// NOTE: Default buffers always drawn at the end
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rlglUpdateDefaultBuffers();
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rlglDrawDefaultBuffers();
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// NOTE: In a future version, models could be stored in a stack...
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//for (int i = 0; i < modelsCount; i++) rlglDrawMesh(models[i]->mesh, models[i]->material, models[i]->transform);
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// NOTE: Default buffers upload and draw
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UpdateDefaultBuffers();
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if (vrEnabled && vrControl) DrawDefaultBuffers(2);
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else DrawDefaultBuffers(1);
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#endif
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}
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@ -1865,26 +1868,23 @@ void rlglDrawMesh(Mesh mesh, Material material, Matrix transform)
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#endif
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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int eyesCount = 1;
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if (vrEnabled) eyesCount = 2;
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glUseProgram(material.shader.id);
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// Upload to shader material.colDiffuse
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float vColorDiffuse[4] = { (float)material.colDiffuse.r/255, (float)material.colDiffuse.g/255, (float)material.colDiffuse.b/255, (float)material.colDiffuse.a/255 };
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glUniform4fv(material.shader.tintColorLoc, 1, vColorDiffuse);
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// At this point the modelview matrix just contains the view matrix (camera)
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// That's because Begin3dMode() sets it an no model-drawing function modifies it, all use rlPushMatrix() and rlPopMatrix()
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Matrix matView = modelview; // View matrix (camera)
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Matrix matProjection = projection; // Projection matrix (perspective)
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// Calculate model-view matrix combining matModel and matView
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Matrix matModelView = MatrixMultiply(transform, matView); // Transform to camera-space coordinates
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// Calculate model-view-projection matrix (MVP)
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Matrix matMVP = MatrixMultiply(matModelView, matProjection); // Transform to screen-space coordinates
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// Send combined model-view-projection matrix to shader
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glUniformMatrix4fv(material.shader.mvpLoc, 1, false, MatrixToFloat(matMVP));
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// Upload to shader material.colDiffuse
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float vColorDiffuse[4] = { (float)material.colDiffuse.r/255, (float)material.colDiffuse.g/255, (float)material.colDiffuse.b/255, (float)material.colDiffuse.a/255 };
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glUniform4fv(material.shader.tintColorLoc, 1, vColorDiffuse);
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// Check if using standard shader to get location points
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// NOTE: standard shader specific locations are got at render time to keep Shader struct as simple as possible (with just default shader locations)
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if (material.shader.id == standardShader.id)
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@ -1989,9 +1989,20 @@ void rlglDrawMesh(Mesh mesh, Material material, Matrix transform)
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if (mesh.indices != NULL) glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, quads.vboId[3]);
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}
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// Draw call!
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if (mesh.indices != NULL) glDrawElements(GL_TRIANGLES, mesh.triangleCount*3, GL_UNSIGNED_SHORT, 0); // Indexed vertices draw
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else glDrawArrays(GL_TRIANGLES, 0, mesh.vertexCount);
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for (int eye = 0; eye < eyesCount; eye++)
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{
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if (eyesCount == 2) SetOculusView(eye, matProjection, matModelView);
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// Calculate model-view-projection matrix (MVP)
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Matrix matMVP = MatrixMultiply(modelview, projection); // Transform to screen-space coordinates
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// Send combined model-view-projection matrix to shader
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glUniformMatrix4fv(material.shader.mvpLoc, 1, false, MatrixToFloat(matMVP));
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// Draw call!
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if (mesh.indices != NULL) glDrawElements(GL_TRIANGLES, mesh.triangleCount*3, GL_UNSIGNED_SHORT, 0); // Indexed vertices draw
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else glDrawArrays(GL_TRIANGLES, 0, mesh.vertexCount);
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}
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if (material.texNormal.id != 0)
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{
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@ -2016,6 +2027,10 @@ void rlglDrawMesh(Mesh mesh, Material material, Matrix transform)
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}
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glUseProgram(0); // Unbind shader program
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// Restore projection/modelview matrices
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projection = matProjection;
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modelview = matView;
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#endif
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}
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@ -2538,7 +2553,7 @@ void InitOculusDevice(void)
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// Load oculus-distortion shader (oculus parameters setup internally)
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// TODO: Embed coulus distortion shader (in this function like default shader?)
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distortion = LoadShader("resources/shaders/glsl330/base.vs", "resources/shaders/glsl330/distortion.fs");
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distortionShader = LoadShader("resources/shaders/glsl330/base.vs", "resources/shaders/glsl330/distortion.fs");
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oculusSimulator = true;
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vrEnabled = true;
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rlDeleteRenderTextures(stereoFbo);
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// Unload oculus-distortion shader
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UnloadShader(distortion);
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UnloadShader(distortionShader);
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}
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oculusReady = false;
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}
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// Set internal projection and modelview matrix depending on eyes tracking data
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void SetOculusView(int eye)
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{
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Matrix eyeProjection;
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Matrix eyeModelView;
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static void SetOculusView(int eye, Matrix matProjection, Matrix matModelView)
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{
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if (vrEnabled)
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{
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Matrix eyeProjection = matProjection;
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Matrix eyeModelView = matModelView;
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#if defined(RLGL_OCULUS_SUPPORT)
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if (oculusReady)
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{
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@ -2639,10 +2654,8 @@ void SetOculusView(int eye)
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-layer.eyeLayer.RenderPose[eye].Position.z);
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Matrix eyeView = MatrixMultiply(eyeTranslation, eyeOrientation); // Matrix containing eye-head movement
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eyeModelView = MatrixMultiply(modelview, eyeView); // Combine internal camera matrix (modelview) wih eye-head movement
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eyeModelView = MatrixMultiply(matModelView, eyeView); // Combine internal camera matrix (modelview) wih eye-head movement
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// TODO: Find a better way to get camera view matrix (instead of using internal modelview)
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eyeProjection = layer.eyeProjections[eye];
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}
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else
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@ -2651,28 +2664,43 @@ void SetOculusView(int eye)
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// Setup viewport and projection/modelview matrices using tracking data
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rlViewport(eye*screenWidth/2, 0, screenWidth/2, screenHeight);
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float hmdIPD = 0.064f;
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float hmdHScreenSize = 0.14976f;
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float hmdVScreenSize = 0.0936f;
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//float hmdVScreenCenter = 0.04675f;
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float hmdEyeToScreenDistance = 0.041f;
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float hmdLensSeparationDistance = 0.064f;
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static float IPD = 0.064f; // InterpupillaryDistance
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float HScreenSize = 0.14976f;
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float VScreenSize = 0.0936f; // HScreenSize/(1280.0f/800.0f)
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float VScreenCenter = 0.04675f;
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float EyeToScreenDistance = 0.041f;
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float LensSeparationDistance = 0.064f; //0.0635f (DK1)
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//NOTE: fovy value hardcoded to 60 degrees (Oculus Rift CV1 vertical FOV is 100 degrees)
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//float halfScreenDistance = hmdVScreenSize/2.0f;
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//float yfov = 2.0f*atan(halfScreenDistance/hmdEyeToScreenDistance);
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// NOTE: fovy value obtained from device parameters (Oculus Rift CV1)
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float halfScreenDistance = VScreenSize/2.0f;
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float fovy = 2.0f*atan(halfScreenDistance/EyeToScreenDistance)*RAD2DEG;
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float viewCenter = (float)hmdHScreenSize*0.25f;
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float eyeProjectionShift = viewCenter - hmdLensSeparationDistance*0.5f;
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float projectionCenterOffset = 4.0f*eyeProjectionShift/(float)hmdHScreenSize;
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float viewCenter = (float)HScreenSize*0.25f;
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float eyeProjectionShift = viewCenter - LensSeparationDistance*0.5f;
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float projectionCenterOffset = 4.0f*eyeProjectionShift/(float)HScreenSize;
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/*
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static float scale[2] = { 0.25, 0.45 };
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if (IsKeyDown(KEY_RIGHT)) scale[0] += 0.01;
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else if (IsKeyDown(KEY_LEFT)) scale[0] -= 0.01;
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else if (IsKeyDown(KEY_UP)) scale[1] += 0.01;
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else if (IsKeyDown(KEY_DOWN)) scale[1] -= 0.01;
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SetShaderValue(distortionShader, GetShaderLocation(distortionShader, "Scale"), scale, 2);
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if (IsKeyDown(KEY_N)) IPD += 0.02;
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else if (IsKeyDown(KEY_M)) IPD -= 0.02;
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*/
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// The matrixes for offsetting the projection and view for each eye, to achieve stereo effect
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Vector3 projectionOffset = { -projectionCenterOffset, 0.0f, 0.0f };
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Vector3 viewOffset = { -hmdIPD/2.0f, 0.0f, 0.0f };
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// Camera movement might seem more natural if we model the head.
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// Our axis of rotation is the base of our head, so we might want to add
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// some y (base of head to eye level) and -z (center of head to eye protrusion) to the camera positions.
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Vector3 viewOffset = { -IPD/2.0f, 0.075f, 0.045f };
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// Negate the left eye versions
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if (eye == 1)
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if (eye == 0)
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{
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projectionOffset.x *= -1.0f;
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viewOffset.x *= -1.0f;
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// Adjust the view and projection matrixes
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// View matrix is translated based on the eye offset
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Matrix projCenter = MatrixPerspective(60.0, (double)((float)screenWidth*0.5f)/(double)screenHeight, 0.01, 1000.0);
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Matrix projCenter = MatrixPerspective(fovy, (double)((float)screenWidth*0.5f)/(double)screenHeight, 0.01, 1000.0);
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Matrix projTranslation = MatrixTranslate(projectionOffset.x, projectionOffset.y, projectionOffset.z);
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Matrix viewTranslation = MatrixTranslate(viewOffset.x, viewOffset.y, viewOffset.z);
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eyeProjection = MatrixMultiply(projCenter, projTranslation); // projection
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eyeModelView = MatrixMultiply(modelview, viewTranslation); // modelview
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eyeModelView = MatrixMultiply(matModelView, viewTranslation); // modelview
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MatrixTranspose(&eyeProjection);
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/*
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// NOTE: fovy value hardcoded to 60 degrees (Oculus Rift CV1 vertical FOV is 100 degrees)
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eyeProjection = MatrixPerspective(60.0, (double)(screenWidth/2)/(double)screenHeight, 0.01, 1000.0);
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MatrixTranspose(&eyeProjection);
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// TODO: Compute eyes IPD and apply to current modelview matrix (camera)
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Matrix eyeView = MatrixIdentity();
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eyeModelView = MatrixMultiply(modelview, eyeView);
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*/
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}
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SetMatrixModelview(eyeModelView);
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SetMatrixModelview(eyeModelView); // ERROR! We are modifying modelview for next eye!!!
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SetMatrixProjection(eyeProjection);
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}
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}
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@ -2738,6 +2755,8 @@ void BeginOculusDrawing(void)
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//glViewport(0, 0, buffer.width, buffer.height); // Useful if rendering to separate framebuffers (every eye)
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rlClearScreenBuffers(); // Clear current framebuffer(s)
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vrControl = true;
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}
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// End Oculus drawing process (and desktop mirror)
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@ -2777,40 +2796,44 @@ void EndOculusDrawing(void)
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rlLoadIdentity(); // Reset internal modelview matrix
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// Draw RenderTexture (stereoFbo) using distortion shader
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BeginShaderMode(distortion);
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currentShader = distortionShader;
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rlEnableTexture(stereoFbo.texture.id);
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rlEnableTexture(stereoFbo.texture.id);
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rlPushMatrix();
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rlBegin(RL_QUADS);
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rlColor4ub(255, 255, 255, 255);
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rlNormal3f(0.0f, 0.0f, 1.0f);
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rlPushMatrix();
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rlBegin(RL_QUADS);
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rlColor4ub(255, 255, 255, 255);
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rlNormal3f(0.0f, 0.0f, 1.0f);
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// Bottom-left corner for texture and quad
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||||
rlTexCoord2f(0.0f, 1.0f);
|
||||
rlVertex2f(0.0f, 0.0f);
|
||||
// Bottom-left corner for texture and quad
|
||||
rlTexCoord2f(0.0f, 1.0f);
|
||||
rlVertex2f(0.0f, 0.0f);
|
||||
|
||||
// Bottom-right corner for texture and quad
|
||||
rlTexCoord2f(0.0f, 0.0f);
|
||||
rlVertex2f(0.0f, stereoFbo.texture.height);
|
||||
// Bottom-right corner for texture and quad
|
||||
rlTexCoord2f(0.0f, 0.0f);
|
||||
rlVertex2f(0.0f, stereoFbo.texture.height);
|
||||
|
||||
// Top-right corner for texture and quad
|
||||
rlTexCoord2f(1.0f, 0.0f);
|
||||
rlVertex2f(stereoFbo.texture.width, stereoFbo.texture.height);
|
||||
// Top-right corner for texture and quad
|
||||
rlTexCoord2f(1.0f, 0.0f);
|
||||
rlVertex2f(stereoFbo.texture.width, stereoFbo.texture.height);
|
||||
|
||||
// Top-left corner for texture and quad
|
||||
rlTexCoord2f(1.0f, 1.0f);
|
||||
rlVertex2f(stereoFbo.texture.width, 0.0f);
|
||||
rlEnd();
|
||||
rlPopMatrix();
|
||||
// Top-left corner for texture and quad
|
||||
rlTexCoord2f(1.0f, 1.0f);
|
||||
rlVertex2f(stereoFbo.texture.width, 0.0f);
|
||||
rlEnd();
|
||||
rlPopMatrix();
|
||||
|
||||
rlDisableTexture();
|
||||
|
||||
//rlglDraw();
|
||||
EndShaderMode();
|
||||
rlDisableTexture();
|
||||
|
||||
UpdateDefaultBuffers();
|
||||
DrawDefaultBuffers(1);
|
||||
|
||||
currentShader = defaultShader;
|
||||
}
|
||||
|
||||
rlDisableDepthTest();
|
||||
|
||||
vrControl = false;
|
||||
}
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
|
@ -3303,7 +3326,7 @@ static void LoadDefaultBuffers(void)
|
|||
// Update default internal buffers (VAOs/VBOs) with vertex array data
|
||||
// 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 re-update GPU arrays (change flag required)
|
||||
void rlglUpdateDefaultBuffers(void)
|
||||
static void UpdateDefaultBuffers(void)
|
||||
{
|
||||
// Update lines vertex buffers
|
||||
if (lines.vCounter > 0)
|
||||
|
@ -3373,146 +3396,154 @@ void rlglUpdateDefaultBuffers(void)
|
|||
|
||||
// Draw default internal buffers vertex data
|
||||
// NOTE: We draw in this order: lines, triangles, quads
|
||||
void rlglDrawDefaultBuffers(void)
|
||||
static void DrawDefaultBuffers(int eyesCount)
|
||||
{
|
||||
// Set current shader and upload current MVP matrix
|
||||
if ((lines.vCounter > 0) || (triangles.vCounter > 0) || (quads.vCounter > 0))
|
||||
Matrix matProjection = projection;
|
||||
Matrix matModelView = modelview;
|
||||
|
||||
for (int eye = 0; eye < eyesCount; eye++)
|
||||
{
|
||||
glUseProgram(currentShader.id);
|
||||
|
||||
// Create modelview-projection matrix
|
||||
Matrix matMVP = MatrixMultiply(modelview, projection);
|
||||
if (eyesCount == 2) SetOculusView(eye, matProjection, matModelView);
|
||||
|
||||
glUniformMatrix4fv(currentShader.mvpLoc, 1, false, MatrixToFloat(matMVP));
|
||||
glUniform4f(currentShader.tintColorLoc, 1.0f, 1.0f, 1.0f, 1.0f);
|
||||
glUniform1i(currentShader.mapTexture0Loc, 0);
|
||||
|
||||
// NOTE: Additional map textures not considered for default buffers drawing
|
||||
}
|
||||
|
||||
// Draw lines buffers
|
||||
if (lines.vCounter > 0)
|
||||
{
|
||||
glBindTexture(GL_TEXTURE_2D, whiteTexture);
|
||||
|
||||
if (vaoSupported)
|
||||
// Set current shader and upload current MVP matrix
|
||||
if ((lines.vCounter > 0) || (triangles.vCounter > 0) || (quads.vCounter > 0))
|
||||
{
|
||||
glBindVertexArray(lines.vaoId);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Bind vertex attrib: position (shader-location = 0)
|
||||
glBindBuffer(GL_ARRAY_BUFFER, lines.vboId[0]);
|
||||
glVertexAttribPointer(currentShader.vertexLoc, 3, GL_FLOAT, 0, 0, 0);
|
||||
glEnableVertexAttribArray(currentShader.vertexLoc);
|
||||
|
||||
// Bind vertex attrib: color (shader-location = 3)
|
||||
glBindBuffer(GL_ARRAY_BUFFER, lines.vboId[1]);
|
||||
glVertexAttribPointer(currentShader.colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
|
||||
glEnableVertexAttribArray(currentShader.colorLoc);
|
||||
}
|
||||
|
||||
glDrawArrays(GL_LINES, 0, lines.vCounter);
|
||||
|
||||
if (!vaoSupported) glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
}
|
||||
|
||||
// Draw triangles buffers
|
||||
if (triangles.vCounter > 0)
|
||||
{
|
||||
glBindTexture(GL_TEXTURE_2D, whiteTexture);
|
||||
|
||||
if (vaoSupported)
|
||||
{
|
||||
glBindVertexArray(triangles.vaoId);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Bind vertex attrib: position (shader-location = 0)
|
||||
glBindBuffer(GL_ARRAY_BUFFER, triangles.vboId[0]);
|
||||
glVertexAttribPointer(currentShader.vertexLoc, 3, GL_FLOAT, 0, 0, 0);
|
||||
glEnableVertexAttribArray(currentShader.vertexLoc);
|
||||
|
||||
// Bind vertex attrib: color (shader-location = 3)
|
||||
glBindBuffer(GL_ARRAY_BUFFER, triangles.vboId[1]);
|
||||
glVertexAttribPointer(currentShader.colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
|
||||
glEnableVertexAttribArray(currentShader.colorLoc);
|
||||
}
|
||||
|
||||
glDrawArrays(GL_TRIANGLES, 0, triangles.vCounter);
|
||||
|
||||
if (!vaoSupported) glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
}
|
||||
|
||||
// Draw quads buffers
|
||||
if (quads.vCounter > 0)
|
||||
{
|
||||
int quadsCount = 0;
|
||||
int numIndicesToProcess = 0;
|
||||
int indicesOffset = 0;
|
||||
|
||||
if (vaoSupported)
|
||||
{
|
||||
glBindVertexArray(quads.vaoId);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Bind vertex attrib: position (shader-location = 0)
|
||||
glBindBuffer(GL_ARRAY_BUFFER, quads.vboId[0]);
|
||||
glVertexAttribPointer(currentShader.vertexLoc, 3, GL_FLOAT, 0, 0, 0);
|
||||
glEnableVertexAttribArray(currentShader.vertexLoc);
|
||||
|
||||
// Bind vertex attrib: texcoord (shader-location = 1)
|
||||
glBindBuffer(GL_ARRAY_BUFFER, quads.vboId[1]);
|
||||
glVertexAttribPointer(currentShader.texcoordLoc, 2, GL_FLOAT, 0, 0, 0);
|
||||
glEnableVertexAttribArray(currentShader.texcoordLoc);
|
||||
|
||||
// Bind vertex attrib: color (shader-location = 3)
|
||||
glBindBuffer(GL_ARRAY_BUFFER, quads.vboId[2]);
|
||||
glVertexAttribPointer(currentShader.colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
|
||||
glEnableVertexAttribArray(currentShader.colorLoc);
|
||||
glUseProgram(currentShader.id);
|
||||
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, quads.vboId[3]);
|
||||
// Create modelview-projection matrix
|
||||
Matrix matMVP = MatrixMultiply(modelview, projection);
|
||||
|
||||
glUniformMatrix4fv(currentShader.mvpLoc, 1, false, MatrixToFloat(matMVP));
|
||||
glUniform4f(currentShader.tintColorLoc, 1.0f, 1.0f, 1.0f, 1.0f);
|
||||
glUniform1i(currentShader.mapTexture0Loc, 0);
|
||||
|
||||
// NOTE: Additional map textures not considered for default buffers drawing
|
||||
}
|
||||
|
||||
//TraceLog(DEBUG, "Draws required per frame: %i", drawsCounter);
|
||||
|
||||
for (int i = 0; i < drawsCounter; i++)
|
||||
|
||||
// Draw lines buffers
|
||||
if (lines.vCounter > 0)
|
||||
{
|
||||
quadsCount = draws[i].vertexCount/4;
|
||||
numIndicesToProcess = quadsCount*6; // Get number of Quads * 6 index by Quad
|
||||
glBindTexture(GL_TEXTURE_2D, whiteTexture);
|
||||
|
||||
//TraceLog(DEBUG, "Quads to render: %i - Vertex Count: %i", quadsCount, draws[i].vertexCount);
|
||||
if (vaoSupported)
|
||||
{
|
||||
glBindVertexArray(lines.vaoId);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Bind vertex attrib: position (shader-location = 0)
|
||||
glBindBuffer(GL_ARRAY_BUFFER, lines.vboId[0]);
|
||||
glVertexAttribPointer(currentShader.vertexLoc, 3, GL_FLOAT, 0, 0, 0);
|
||||
glEnableVertexAttribArray(currentShader.vertexLoc);
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D, draws[i].textureId);
|
||||
// Bind vertex attrib: color (shader-location = 3)
|
||||
glBindBuffer(GL_ARRAY_BUFFER, lines.vboId[1]);
|
||||
glVertexAttribPointer(currentShader.colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
|
||||
glEnableVertexAttribArray(currentShader.colorLoc);
|
||||
}
|
||||
|
||||
// NOTE: The final parameter tells the GPU the offset in bytes from the start of the index buffer to the location of the first index to process
|
||||
#if defined(GRAPHICS_API_OPENGL_33)
|
||||
glDrawElements(GL_TRIANGLES, numIndicesToProcess, GL_UNSIGNED_INT, (GLvoid *)(sizeof(GLuint)*indicesOffset));
|
||||
#elif defined(GRAPHICS_API_OPENGL_ES2)
|
||||
glDrawElements(GL_TRIANGLES, numIndicesToProcess, GL_UNSIGNED_SHORT, (GLvoid *)(sizeof(GLushort)*indicesOffset));
|
||||
#endif
|
||||
//GLenum err;
|
||||
//if ((err = glGetError()) != GL_NO_ERROR) TraceLog(INFO, "OpenGL error: %i", (int)err); //GL_INVALID_ENUM!
|
||||
glDrawArrays(GL_LINES, 0, lines.vCounter);
|
||||
|
||||
indicesOffset += draws[i].vertexCount/4*6;
|
||||
if (!vaoSupported) glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
}
|
||||
|
||||
if (!vaoSupported)
|
||||
// Draw triangles buffers
|
||||
if (triangles.vCounter > 0)
|
||||
{
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
|
||||
glBindTexture(GL_TEXTURE_2D, whiteTexture);
|
||||
|
||||
if (vaoSupported)
|
||||
{
|
||||
glBindVertexArray(triangles.vaoId);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Bind vertex attrib: position (shader-location = 0)
|
||||
glBindBuffer(GL_ARRAY_BUFFER, triangles.vboId[0]);
|
||||
glVertexAttribPointer(currentShader.vertexLoc, 3, GL_FLOAT, 0, 0, 0);
|
||||
glEnableVertexAttribArray(currentShader.vertexLoc);
|
||||
|
||||
// Bind vertex attrib: color (shader-location = 3)
|
||||
glBindBuffer(GL_ARRAY_BUFFER, triangles.vboId[1]);
|
||||
glVertexAttribPointer(currentShader.colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
|
||||
glEnableVertexAttribArray(currentShader.colorLoc);
|
||||
}
|
||||
|
||||
glDrawArrays(GL_TRIANGLES, 0, triangles.vCounter);
|
||||
|
||||
if (!vaoSupported) glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
}
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D, 0); // Unbind textures
|
||||
// Draw quads buffers
|
||||
if (quads.vCounter > 0)
|
||||
{
|
||||
int quadsCount = 0;
|
||||
int numIndicesToProcess = 0;
|
||||
int indicesOffset = 0;
|
||||
|
||||
if (vaoSupported)
|
||||
{
|
||||
glBindVertexArray(quads.vaoId);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Bind vertex attrib: position (shader-location = 0)
|
||||
glBindBuffer(GL_ARRAY_BUFFER, quads.vboId[0]);
|
||||
glVertexAttribPointer(currentShader.vertexLoc, 3, GL_FLOAT, 0, 0, 0);
|
||||
glEnableVertexAttribArray(currentShader.vertexLoc);
|
||||
|
||||
// Bind vertex attrib: texcoord (shader-location = 1)
|
||||
glBindBuffer(GL_ARRAY_BUFFER, quads.vboId[1]);
|
||||
glVertexAttribPointer(currentShader.texcoordLoc, 2, GL_FLOAT, 0, 0, 0);
|
||||
glEnableVertexAttribArray(currentShader.texcoordLoc);
|
||||
|
||||
// Bind vertex attrib: color (shader-location = 3)
|
||||
glBindBuffer(GL_ARRAY_BUFFER, quads.vboId[2]);
|
||||
glVertexAttribPointer(currentShader.colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
|
||||
glEnableVertexAttribArray(currentShader.colorLoc);
|
||||
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, quads.vboId[3]);
|
||||
}
|
||||
|
||||
//TraceLog(DEBUG, "Draws required per frame: %i", drawsCounter);
|
||||
|
||||
for (int i = 0; i < drawsCounter; i++)
|
||||
{
|
||||
quadsCount = draws[i].vertexCount/4;
|
||||
numIndicesToProcess = quadsCount*6; // Get number of Quads * 6 index by Quad
|
||||
|
||||
//TraceLog(DEBUG, "Quads to render: %i - Vertex Count: %i", quadsCount, draws[i].vertexCount);
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D, draws[i].textureId);
|
||||
|
||||
// NOTE: The final parameter tells the GPU the offset in bytes from the start of the index buffer to the location of the first index to process
|
||||
#if defined(GRAPHICS_API_OPENGL_33)
|
||||
glDrawElements(GL_TRIANGLES, numIndicesToProcess, GL_UNSIGNED_INT, (GLvoid *)(sizeof(GLuint)*indicesOffset));
|
||||
#elif defined(GRAPHICS_API_OPENGL_ES2)
|
||||
glDrawElements(GL_TRIANGLES, numIndicesToProcess, GL_UNSIGNED_SHORT, (GLvoid *)(sizeof(GLushort)*indicesOffset));
|
||||
#endif
|
||||
//GLenum err;
|
||||
//if ((err = glGetError()) != GL_NO_ERROR) TraceLog(INFO, "OpenGL error: %i", (int)err); //GL_INVALID_ENUM!
|
||||
|
||||
indicesOffset += draws[i].vertexCount/4*6;
|
||||
}
|
||||
|
||||
if (!vaoSupported)
|
||||
{
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
|
||||
}
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D, 0); // Unbind textures
|
||||
}
|
||||
|
||||
if (vaoSupported) glBindVertexArray(0); // Unbind VAO
|
||||
|
||||
glUseProgram(0); // Unbind shader program
|
||||
}
|
||||
|
||||
if (vaoSupported) glBindVertexArray(0); // Unbind VAO
|
||||
|
||||
glUseProgram(0); // Unbind shader program
|
||||
|
||||
|
||||
// Reset draws counter
|
||||
drawsCounter = 1;
|
||||
draws[0].textureId = whiteTexture;
|
||||
|
@ -3529,6 +3560,10 @@ void rlglDrawDefaultBuffers(void)
|
|||
|
||||
// Reset depth for next draw
|
||||
currentDepth = -1.0f;
|
||||
|
||||
// Restore projection/modelview matrices
|
||||
projection = matProjection;
|
||||
modelview = matModelView;
|
||||
}
|
||||
|
||||
// Unload default internal buffers vertex data from CPU and GPU
|
||||
|
|
|
@ -303,9 +303,6 @@ void rlglClose(void); // De-init rlgl
|
|||
void rlglDraw(void); // Draw VAO/VBO
|
||||
void rlglLoadExtensions(void *loader); // Load OpenGL extensions
|
||||
|
||||
void rlglUpdateDefaultBuffers(void); // Update default internal buffers (VAOs/VBOs) with vertex data
|
||||
void rlglDrawDefaultBuffers(void); // Draw default internal buffers vertex data
|
||||
|
||||
unsigned int rlglLoadTexture(void *data, int width, int height, int textureFormat, int mipmapCount); // Load texture in GPU
|
||||
RenderTexture2D rlglLoadRenderTexture(int width, int height); // Load a texture to be used for rendering (fbo with color and depth attachments)
|
||||
void rlglUpdateTexture(unsigned int id, int width, int height, int format, void *data); // Update GPU texture with new data
|
||||
|
@ -358,7 +355,6 @@ void TraceLog(int msgType, const char *text, ...);
|
|||
void InitOculusDevice(void); // Init Oculus Rift device
|
||||
void CloseOculusDevice(void); // Close Oculus Rift device
|
||||
void UpdateOculusTracking(void); // Update Oculus Rift tracking (position and orientation)
|
||||
void SetOculusView(int eye); // Set internal projection and modelview matrix depending on eyes tracking data
|
||||
void BeginOculusDrawing(void); // Begin Oculus drawing configuration
|
||||
void EndOculusDrawing(void); // End Oculus drawing process (and desktop mirror)
|
||||
bool IsOculusReady(void); // Detect if oculus device (or simulator) is ready
|
||||
|
|
Loading…
Reference in New Issue