raylib/examples/oculus_glfw_sample/oculus_glfw_sample.c
raysan5 8f91ed81c5 Updated Oculus sample to Oculus SDK 1.4
Still working on the sample but almost finished. Some rlgl internals
redesign required and it will be ready!
2016-05-31 20:08:36 +02:00

759 lines
29 KiB
C

/*******************************************************************************************
*
* raylib Oculus minimum sample (OpenGL 3.3 Core)
*
* NOTE: This example requires raylib module [rlgl]
*
* Compile rlgl module 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 -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)
*
********************************************************************************************/
#include <stdlib.h>
#include <stdarg.h>
#include <stdio.h>
#include <string.h>
#include <math.h>
#define GLAD_IMPLEMENTATION
#include "glad.h" // Extensions loading library
#include <GLFW/glfw3.h> // Windows/Context and inputs management
#define RLGL_STANDALONE
#include "rlgl.h"
//#define PLATFORM_OCULUS
#if defined(PLATFORM_OCULUS)
#include "OculusSDK/LibOVR/Include/OVR_CAPI_GL.h" // Oculus SDK for OpenGL
#endif
#if defined(PLATFORM_OCULUS)
// OVR device variables
ovrSession session;
ovrHmdDesc hmdDesc;
ovrGraphicsLuid luid;
#endif
unsigned int frameIndex = 0;
#define RED (Color){ 230, 41, 55, 255 } // Red
#define MAROON (Color){ 190, 33, 55, 255 } // Maroon
#define RAYWHITE (Color){ 245, 245, 245, 255 } // My own White (raylib logo)
#define DARKGRAY (Color){ 80, 80, 80, 255 } // Dark Gray
//----------------------------------------------------------------------------------
// Types and Structures Definition
//----------------------------------------------------------------------------------
#if defined(PLATFORM_OCULUS)
typedef struct OculusBuffer {
ovrTextureSwapChain textureChain;
GLuint depthId;
GLuint fboId;
int width;
int height;
} OculusBuffer;
typedef struct OculusMirror {
ovrMirrorTexture texture;
GLuint fboId;
int width;
int height;
} OculusMirror;
typedef struct OculusLayer {
ovrViewScaleDesc viewScaleDesc;
ovrLayerEyeFov eyeLayer; // layer 0
//ovrLayerQuad quadLayer; // layer 1
Matrix eyeProjections[2];
int width;
int height;
} OculusLayer;
#endif
typedef enum { LOG_INFO = 0, LOG_ERROR, LOG_WARNING, LOG_DEBUG, LOG_OTHER } TraceLogType;
//----------------------------------------------------------------------------------
// Module specific Functions Declaration
//----------------------------------------------------------------------------------
static void ErrorCallback(int error, const char* description);
static void KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods);
static void TraceLog(int msgType, const char *text, ...);
// Drawing functions (uses rlgl functionality)
static void DrawGrid(int slices, float spacing);
static void DrawCube(Vector3 position, float width, float height, float length, Color color);
static void DrawCubeWires(Vector3 position, float width, float height, float length, Color color);
static void DrawRectangleV(Vector2 position, Vector2 size, Color color);
#if defined(PLATFORM_OCULUS)
// Oculus Rift functions
static Matrix FromOvrMatrix(ovrMatrix4f ovrM);
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 OculusMirror LoadOculusMirror(ovrSession session, int width, int height); // Load Oculus mirror buffers
static void UnloadOculusMirror(ovrSession session, OculusMirror mirror); // Unload Oculus mirror buffers
static void BlitOculusMirror(ovrSession session, OculusMirror mirror);
static OculusLayer InitOculusLayer(ovrSession session);
#endif
//----------------------------------------------------------------------------------
// Main Entry point
//----------------------------------------------------------------------------------
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 1080;
int screenHeight = 600;
#if defined(PLATFORM_OCULUS)
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);
screenWidth = hmdDesc.Resolution.w/2;
screenHeight = hmdDesc.Resolution.h/2;
#endif
// GLFW3 Initialization + OpenGL 3.3 Context + Extensions
//--------------------------------------------------------
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_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_OPENGL_DEBUG_CONTEXT, GL_TRUE);
GLFWwindow *window = glfwCreateWindow(screenWidth, screenHeight, "raylib oculus sample", NULL, NULL);
if (!window)
{
glfwTerminate();
exit(EXIT_FAILURE);
}
else TraceLog(LOG_INFO, "GLFW3: Window created successfully");
glfwSetKeyCallback(window, KeyCallback);
glfwMakeContextCurrent(window);
glfwSwapInterval(0);
// Load OpenGL 3.3 extensions
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
{
TraceLog(LOG_WARNING, "GLAD: Cannot load OpenGL extensions");
exit(1);
}
else TraceLog(LOG_INFO, "GLAD: OpenGL extensions loaded successfully");
//--------------------------------------------------------
#if defined(PLATFORM_OCULUS)
// Initialize Oculus Buffers
OculusLayer layer = InitOculusLayer(session);
OculusBuffer buffer = LoadOculusBuffer(session, layer.width, layer.height);
OculusMirror mirror = LoadOculusMirror(session, hmdDesc.Resolution.w/2, hmdDesc.Resolution.h/2);
layer.eyeLayer.ColorTexture[0] = buffer.textureChain; //SetOculusLayerTexture(eyeLayer, buffer.textureChain);
// Recenter OVR tracking origin
ovr_RecenterTrackingOrigin(session);
#endif
// Initialize rlgl internal buffers and OpenGL state
rlglInit();
rlglInitGraphics(0, 0, screenWidth, screenHeight);
rlClearColor(245, 245, 245, 255); // Define clear color
rlEnableDepthTest(); // Enable DEPTH_TEST for 3D
Vector2 size = { 200, 200 };
Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
Camera camera;
camera.position = (Vector3){ 5.0f, 5.0f, 5.0f }; // Camera position
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
camera.fovy = 45.0f; // Camera field-of-view Y
//--------------------------------------------------------------------------------------
// Main game loop
while (!glfwWindowShouldClose(window))
{
// Update
//----------------------------------------------------------------------------------
#if defined(PLATFORM_OCULUS)
frameIndex++;
ovrPosef eyePoses[2];
ovr_GetEyePoses(session, frameIndex, ovrTrue, layer.viewScaleDesc.HmdToEyeOffset, eyePoses, &layer.eyeLayer.SensorSampleTime);
layer.eyeLayer.RenderPose[0] = eyePoses[0];
layer.eyeLayer.RenderPose[1] = eyePoses[1];
#endif
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
#if defined(PLATFORM_OCULUS)
SetOculusBuffer(session, buffer);
#endif
rlClearScreenBuffers(); // Clear current framebuffers
#if defined(PLATFORM_OCULUS)
for (int eye = 0; eye < 2; eye++)
{
glViewport(layer.eyeLayer.Viewport[eye].Pos.x, layer.eyeLayer.Viewport[eye].Pos.y, layer.eyeLayer.Viewport[eye].Size.w, layer.eyeLayer.Viewport[eye].Size.h);
Quaternion eyeRPose = (Quaternion){ eyePoses[eye].Orientation.x, eyePoses[eye].Orientation.y, eyePoses[eye].Orientation.z, eyePoses[eye].Orientation.w };
QuaternionInvert(&eyeRPose);
Matrix eyeOrientation = QuaternionToMatrix(eyeRPose);
Matrix eyeTranslation = MatrixTranslate(-eyePoses[eye].Position.x, -eyePoses[eye].Position.y, -eyePoses[eye].Position.z);
Matrix eyeView = MatrixMultiply(eyeTranslation, eyeOrientation);
Matrix modelview = MatrixMultiply(matView, eyeView);
Matrix mvp = MatrixMultiply(modelview, layer.eyeProjections[eye]);
#else
// Calculate projection matrix (from perspective) and view matrix from camera look at
Matrix matProj = MatrixPerspective(camera.fovy, (double)screenWidth/(double)screenHeight, 0.01, 1000.0);
MatrixTranspose(&matProj);
Matrix matView = MatrixLookAt(camera.position, camera.target, camera.up);
Matrix mvp = MatrixMultiply(matView, matProj);
#endif
DrawCube(cubePosition, 2.0f, 2.0f, 2.0f, RED);
DrawCubeWires(cubePosition, 2.0f, 2.0f, 2.0f, RAYWHITE);
DrawGrid(10, 1.0f);
// NOTE: Internal buffers drawing (3D data)
rlglDraw(mvp);
matProj = MatrixOrtho(0.0, screenWidth, screenHeight, 0.0, 0.0, 1.0);
MatrixTranspose(&matProj);
matView = MatrixIdentity();
mvp = MatrixMultiply(matView, matProj);
// TODO: 2D drawing on Oculus Rift: requires an ovrLayerQuad layer
DrawRectangleV((Vector2){ 10.0f, 10.0f }, (Vector2){ 300.0f, 20.0f }, DARKGRAY);
// NOTE: Internal buffers drawing (2D data)
rlglDraw(mvp);
#if defined(PLATFORM_OCULUS)
}
UnsetOculusBuffer(buffer);
ovr_CommitTextureSwapChain(session, buffer.textureChain);
ovrLayerHeader *layers = &layer.eyeLayer.Header;
ovr_SubmitFrame(session, frameIndex, &layer.viewScaleDesc, &layers, 1);
// Blit mirror texture to back buffer
BlitOculusMirror(session, mirror);
// 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);
#endif
glfwSwapBuffers(window);
glfwPollEvents();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
#if defined(PLATFORM_OCULUS)
UnloadOculusMirror(session, mirror); // Unload Oculus mirror buffer
UnloadOculusBuffer(session, buffer); // Unload Oculus texture buffers
#endif
rlglClose(); // Unload rlgl internal buffers and default shader/texture
glfwDestroyWindow(window);
glfwTerminate();
#if defined(PLATFORM_OCULUS)
ovr_Destroy(session); // Must be called after glfwTerminate()
ovr_Shutdown();
#endif
//--------------------------------------------------------------------------------------
return 0;
}
//----------------------------------------------------------------------------------
// Module specific Functions Definitions
//----------------------------------------------------------------------------------
// GLFW3: Error callback
static void ErrorCallback(int error, const char* description)
{
TraceLog(LOG_ERROR, description);
}
// GLFW3: Keyboard callback
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);
}
}
// Output a trace log message
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);
}
// 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();
}
// Draw a grid centered at (0, 0, 0)
static 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();
}
// 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 cube wires
void DrawCubeWires(Vector3 position, float width, float height, float length, Color color)
{
float x = 0.0f;
float y = 0.0f;
float z = 0.0f;
rlPushMatrix();
rlTranslatef(position.x, position.y, position.z);
//rlRotatef(45, 0, 1, 0);
rlBegin(RL_LINES);
rlColor4ub(color.r, color.g, color.b, color.a);
// Front Face -----------------------------------------------------
// Bottom Line
rlVertex3f(x-width/2, y-height/2, z+length/2); // Bottom Left
rlVertex3f(x+width/2, y-height/2, z+length/2); // Bottom Right
// Left Line
rlVertex3f(x+width/2, y-height/2, z+length/2); // Bottom Right
rlVertex3f(x+width/2, y+height/2, z+length/2); // Top Right
// Top Line
rlVertex3f(x+width/2, y+height/2, z+length/2); // Top Right
rlVertex3f(x-width/2, y+height/2, z+length/2); // Top Left
// Right Line
rlVertex3f(x-width/2, y+height/2, z+length/2); // Top Left
rlVertex3f(x-width/2, y-height/2, z+length/2); // Bottom Left
// Back Face ------------------------------------------------------
// Bottom Line
rlVertex3f(x-width/2, y-height/2, z-length/2); // Bottom Left
rlVertex3f(x+width/2, y-height/2, z-length/2); // Bottom Right
// Left Line
rlVertex3f(x+width/2, y-height/2, z-length/2); // Bottom Right
rlVertex3f(x+width/2, y+height/2, z-length/2); // Top Right
// Top Line
rlVertex3f(x+width/2, y+height/2, z-length/2); // Top Right
rlVertex3f(x-width/2, y+height/2, z-length/2); // Top Left
// Right Line
rlVertex3f(x-width/2, y+height/2, z-length/2); // Top Left
rlVertex3f(x-width/2, y-height/2, z-length/2); // Bottom Left
// Top Face -------------------------------------------------------
// Left Line
rlVertex3f(x-width/2, y+height/2, z+length/2); // Top Left Front
rlVertex3f(x-width/2, y+height/2, z-length/2); // Top Left Back
// Right Line
rlVertex3f(x+width/2, y+height/2, z+length/2); // Top Right Front
rlVertex3f(x+width/2, y+height/2, z-length/2); // Top Right Back
// Bottom Face ---------------------------------------------------
// Left Line
rlVertex3f(x-width/2, y-height/2, z+length/2); // Top Left Front
rlVertex3f(x-width/2, y-height/2, z-length/2); // Top Left Back
// Right Line
rlVertex3f(x+width/2, y-height/2, z+length/2); // Top Right Front
rlVertex3f(x+width/2, y-height/2, z-length/2); // Top Right Back
rlEnd();
rlPopMatrix();
}
#if defined(PLATFORM_OCULUS)
// Convert from Oculus ovrMatrix4f struct to raymath Matrix struct
static Matrix FromOvrMatrix(ovrMatrix4f ovrmat)
{
Matrix rmat;
rmat.m0 = ovrmat.M[0][0];
rmat.m1 = ovrmat.M[1][0];
rmat.m2 = ovrmat.M[2][0];
rmat.m3 = ovrmat.M[3][0];
rmat.m4 = ovrmat.M[0][1];
rmat.m5 = ovrmat.M[1][1];
rmat.m6 = ovrmat.M[2][1];
rmat.m7 = ovrmat.M[3][1];
rmat.m8 = ovrmat.M[0][2];
rmat.m9 = ovrmat.M[1][2];
rmat.m10 = ovrmat.M[2][2];
rmat.m11 = ovrmat.M[3][2];
rmat.m12 = ovrmat.M[0][3];
rmat.m13 = ovrmat.M[1][3];
rmat.m14 = ovrmat.M[2][3];
rmat.m15 = ovrmat.M[3][3];
MatrixTranspose(&rmat);
return rmat;
}
// 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);
//eyeLayer.ColorTexture[0] = buffer.textureChain; // <------------------- ???
if (!OVR_SUCCESS(result)) TraceLog(LOG_WARNING, "OVR: Failed to create swap textures buffer");
int textureCount = 0;
ovr_GetTextureSwapChainLength(session, buffer.textureChain, &textureCount);
if (!OVR_SUCCESS(result) || !textureCount) TraceLog(LOG_WARNING, "OVR: Unable to count swap chain textures");
for (int i = 0; i < textureCount; ++i)
{
GLuint chainTexId;
ovr_GetTextureSwapChainBufferGL(session, buffer.textureChain, i, &chainTexId);
glBindTexture(GL_TEXTURE_2D, chainTexId);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
}
glBindTexture(GL_TEXTURE_2D, 0);
/*
// Setup framebuffer object (using depth texture)
glGenFramebuffers(1, &buffer.fboId);
glGenTextures(1, &buffer.depthId);
glBindTexture(GL_TEXTURE_2D, buffer.depthId);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT16, buffer.width, buffer.height, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
*/
// Setup framebuffer object (using depth renderbuffer)
glGenFramebuffers(1, &buffer.fboId);
glGenRenderbuffers(1, &buffer.depthId);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, buffer.fboId);
glBindRenderbuffer(GL_RENDERBUFFER, buffer.depthId);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, buffer.width, buffer.height);
glBindRenderbuffer(GL_RENDERBUFFER, 0);
glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, buffer.depthId);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
return buffer;
}
// Unload texture required buffers
static void UnloadOculusBuffer(ovrSession session, OculusBuffer buffer)
{
if (buffer.textureChain)
{
ovr_DestroyTextureSwapChain(session, buffer.textureChain);
buffer.textureChain = NULL;
}
if (buffer.depthId != 0) glDeleteTextures(1, &buffer.depthId);
if (buffer.fboId != 0) glDeleteFramebuffers(1, &buffer.fboId);
}
// 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_DRAW_FRAMEBUFFER, buffer.fboId);
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, currentTexId, 0);
//glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, buffer.depthId, 0); // Already binded
//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)
{
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
}
// Load Oculus mirror buffers
static OculusMirror LoadOculusMirror(ovrSession session, int width, int height)
{
OculusMirror mirror;
mirror.width = width;
mirror.height = height;
ovrMirrorTextureDesc mirrorDesc;
memset(&mirrorDesc, 0, sizeof(mirrorDesc));
mirrorDesc.Format = OVR_FORMAT_R8G8B8A8_UNORM_SRGB;
mirrorDesc.Width = mirror.width;
mirrorDesc.Height = mirror.height;
if (!OVR_SUCCESS(ovr_CreateMirrorTextureGL(session, &mirrorDesc, &mirror.texture))) TraceLog(LOG_WARNING, "Could not create mirror texture");
glGenFramebuffers(1, &mirror.fboId);
return mirror;
}
// Unload Oculus mirror buffers
static void UnloadOculusMirror(ovrSession session, OculusMirror mirror)
{
if (mirror.fboId != 0) glDeleteFramebuffers(1, &mirror.fboId);
if (mirror.texture) ovr_DestroyMirrorTexture(session, mirror.texture);
}
static void BlitOculusMirror(ovrSession session, OculusMirror mirror)
{
GLuint mirrorTextureId;
ovr_GetMirrorTextureBufferGL(session, mirror.texture, &mirrorTextureId);
glBindFramebuffer(GL_READ_FRAMEBUFFER, mirror.fboId);
glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mirrorTextureId, 0);
glBlitFramebuffer(0, 0, mirror.width, mirror.height, 0, mirror.height, mirror.width, 0, GL_COLOR_BUFFER_BIT, GL_NEAREST);
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
}
// Requires: session, hmdDesc
static OculusLayer InitOculusLayer(ovrSession session)
{
OculusLayer layer = { 0 };
layer.viewScaleDesc.HmdSpaceToWorldScaleInMeters = 1.0f;
memset(&layer.eyeLayer, 0, sizeof(ovrLayerEyeFov));
layer.eyeLayer.Header.Type = ovrLayerType_EyeFov;
layer.eyeLayer.Header.Flags = ovrLayerFlag_TextureOriginAtBottomLeft;
ovrEyeRenderDesc eyeRenderDescs[2];
for (int eye = 0; eye < 2; eye++)
{
eyeRenderDescs[eye] = ovr_GetRenderDesc(session, eye, hmdDesc.DefaultEyeFov[eye]);
ovrMatrix4f ovrPerspectiveProjection = ovrMatrix4f_Projection(eyeRenderDescs[eye].Fov, 0.01f, 10000.0f, ovrProjection_None); //ovrProjection_ClipRangeOpenGL);
layer.eyeProjections[eye] = FromOvrMatrix(ovrPerspectiveProjection); // NOTE: struct ovrMatrix4f { float M[4][4] } --> struct Matrix
layer.viewScaleDesc.HmdToEyeOffset[eye] = eyeRenderDescs[eye].HmdToEyeOffset;
layer.eyeLayer.Fov[eye] = eyeRenderDescs[eye].Fov;
ovrSizei eyeSize = ovr_GetFovTextureSize(session, eye, layer.eyeLayer.Fov[eye], 1.0f);
layer.eyeLayer.Viewport[eye].Size = eyeSize;
layer.eyeLayer.Viewport[eye].Pos.x = layer.width;
layer.eyeLayer.Viewport[eye].Pos.y = 0;
layer.height = eyeSize.h; //std::max(renderTargetSize.y, (uint32_t)eyeSize.h);
layer.width += eyeSize.w;
}
return layer;
}
#endif