6045062a05
- Renamed Begin3dMode() --> BeginMode3D() - Renamed Begin2dMode() --> BeginMode2D() - Renamed End3dMode() --> EndMode3D() - Renamed End2dMode() --> EndMode2D()
508 lines
21 KiB
C
508 lines
21 KiB
C
/*******************************************************************************************
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*
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* raylib [core] example - Oculus Rift CV1
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*
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* Compile example using:
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* gcc -o $(NAME_PART).exe $(FILE_NAME) -I..\src\external -I..\src\external\OculusSDK\LibOVR\Include /
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* -L. -L..\src\external\OculusSDK\LibOVR -lLibOVRRT32_1 -lraylib -lglfw3 -lopengl32 -lgdi32 -std=c99 /
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* -Wl,-allow-multiple-definition
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*
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* #define SUPPORT_OCULUS_RIFT_CV1 / RLGL_OCULUS_SUPPORT
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* Enable Oculus Rift CV1 functionality
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*
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* This example has been created using raylib 1.5 (www.raylib.com)
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* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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*
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* Copyright (c) 2016 Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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#include "raylib.h"
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#include "glad.h" // Required for: OpenGL types and functions declarations
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#include "raymath.h" // Required for: Vector3, Quaternion and Matrix functionality
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#include <string.h> // Required for: memset()
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#include <stdlib.h> // Required for: exit()
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#include <stdio.h> // required for: vfprintf()
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#include <stdarg.h> // Required for: va_list, va_start(), vfprintf(), va_end()
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#define RLGL_OCULUS_SUPPORT // Enable Oculus Rift code
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#if defined(RLGL_OCULUS_SUPPORT)
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#include "OVR_CAPI_GL.h" // Oculus SDK for OpenGL
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#endif
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//----------------------------------------------------------------------------------
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// Defines and Macros
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//----------------------------------------------------------------------------------
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// ...
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//----------------------------------------------------------------------------------
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// Types and Structures Definition
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//----------------------------------------------------------------------------------
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#if defined(RLGL_OCULUS_SUPPORT)
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// Oculus buffer type
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typedef struct OculusBuffer {
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ovrTextureSwapChain textureChain;
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GLuint depthId;
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GLuint fboId;
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int width;
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int height;
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} OculusBuffer;
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// Oculus mirror texture type
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typedef struct OculusMirror {
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ovrMirrorTexture texture;
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GLuint fboId;
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int width;
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int height;
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} OculusMirror;
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// Oculus layer type
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typedef struct OculusLayer {
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ovrViewScaleDesc viewScaleDesc;
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ovrLayerEyeFov eyeLayer; // layer 0
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//ovrLayerQuad quadLayer; // TODO: layer 1: '2D' quad for GUI
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Matrix eyeProjections[2];
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int width;
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int height;
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} OculusLayer;
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#endif
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//----------------------------------------------------------------------------------
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// Global Variables Definition
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//----------------------------------------------------------------------------------
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#if defined(RLGL_OCULUS_SUPPORT)
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// OVR device variables
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static ovrSession session; // Oculus session (pointer to ovrHmdStruct)
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static ovrHmdDesc hmdDesc; // Oculus device descriptor parameters
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static ovrGraphicsLuid luid; // Oculus locally unique identifier for the program (64 bit)
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static OculusLayer layer; // Oculus drawing layer (similar to photoshop)
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static OculusBuffer buffer; // Oculus internal buffers (texture chain and fbo)
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static OculusMirror mirror; // Oculus mirror texture and fbo
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static unsigned int frameIndex = 0; // Oculus frames counter, used to discard frames from chain
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#endif
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//----------------------------------------------------------------------------------
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// Module specific Functions Declaration
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//----------------------------------------------------------------------------------
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#if defined(RLGL_OCULUS_SUPPORT)
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static bool InitOculusDevice(void); // Initialize Oculus device (returns true if success)
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static void CloseOculusDevice(void); // Close Oculus device
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static void UpdateOculusTracking(Camera *camera); // Update Oculus head position-orientation tracking
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static void BeginOculusDrawing(void); // Setup Oculus buffers for drawing
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static void EndOculusDrawing(void); // Finish Oculus drawing and blit framebuffer to mirror
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static OculusBuffer LoadOculusBuffer(ovrSession session, int width, int height); // Load Oculus required buffers
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static void UnloadOculusBuffer(ovrSession session, OculusBuffer buffer); // Unload texture required buffers
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static OculusMirror LoadOculusMirror(ovrSession session, int width, int height); // Load Oculus mirror buffers
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static void UnloadOculusMirror(ovrSession session, OculusMirror mirror); // Unload Oculus mirror buffers
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static void BlitOculusMirror(ovrSession session, OculusMirror mirror); // Copy Oculus screen buffer to mirror texture
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static OculusLayer InitOculusLayer(ovrSession session); // Init Oculus layer (similar to photoshop)
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static Matrix FromOvrMatrix(ovrMatrix4f ovrM); // Convert from Oculus ovrMatrix4f struct to raymath Matrix struct
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#endif
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int main()
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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int screenWidth = 1080;
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int screenHeight = 600;
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// NOTE: screenWidth/screenHeight should match VR device aspect ratio
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InitWindow(screenWidth, screenHeight, "raylib [core] example - oculus rift");
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bool vrDeviceReady = InitOculusDevice(); // Init VR device Oculus Rift CV1
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if (!vrDeviceReady) InitVrSimulator(HMD_OCULUS_RIFT_CV1); // Init VR simulator if device fails
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// Define the camera to look into our 3d world
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Camera camera;
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camera.position = (Vector3){ 5.0f, 2.0f, 5.0f }; // Camera position
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camera.target = (Vector3){ 0.0f, 2.0f, 0.0f }; // Camera looking at point
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camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
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camera.fovy = 60.0f; // Camera field-of-view Y
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Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
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SetCameraMode(camera, CAMERA_FIRST_PERSON); // Set first person camera mode
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SetTargetFPS(90); // Set our game to run at 90 frames-per-second
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//--------------------------------------------------------------------------------------
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// Main game loop
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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// Update
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//----------------------------------------------------------------------------------
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if (!vrDeviceReady) UpdateCamera(&camera); // Update camera (simulator mode)
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else UpdateOculusTracking(&camera); // Update camera with device tracking data
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if (IsKeyPressed(KEY_SPACE)) ToggleVrMode(); // Toggle VR mode
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(RAYWHITE);
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if (vrDeviceReady) BeginOculusDrawing();
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else BeginVrDrawing();
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BeginMode3D(camera);
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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(40, 1.0f);
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EndMode3D();
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if (vrDeviceReady) EndOculusDrawing();
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else EndVrDrawing();
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DrawFPS(10, 10);
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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// De-Initialization
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//--------------------------------------------------------------------------------------
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if (vrDeviceReady) CloseOculusDevice();
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else CloseVrSimulator();
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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}
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//----------------------------------------------------------------------------------
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// Module specific Functions Definition
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//----------------------------------------------------------------------------------
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#if defined(RLGL_OCULUS_SUPPORT)
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// Set internal projection and modelview matrix depending on eyes tracking data
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static void SetStereoView(int eye, Matrix matProjection, Matrix matModelView)
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{
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Matrix eyeProjection = matProjection;
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Matrix eyeModelView = matModelView;
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glViewport(layer.eyeLayer.Viewport[eye].Pos.x, layer.eyeLayer.Viewport[eye].Pos.y,
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layer.eyeLayer.Viewport[eye].Size.w, layer.eyeLayer.Viewport[eye].Size.h);
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Quaternion eyeRenderPose = (Quaternion){ layer.eyeLayer.RenderPose[eye].Orientation.x,
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layer.eyeLayer.RenderPose[eye].Orientation.y,
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layer.eyeLayer.RenderPose[eye].Orientation.z,
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layer.eyeLayer.RenderPose[eye].Orientation.w };
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QuaternionInvert(&eyeRenderPose);
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Matrix eyeOrientation = QuaternionToMatrix(eyeRenderPose);
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Matrix eyeTranslation = MatrixTranslate(-layer.eyeLayer.RenderPose[eye].Position.x,
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-layer.eyeLayer.RenderPose[eye].Position.y,
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-layer.eyeLayer.RenderPose[eye].Position.z);
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Matrix eyeView = MatrixMultiply(eyeTranslation, eyeOrientation); // Matrix containing eye-head movement
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eyeModelView = MatrixMultiply(matModelView, eyeView); // Combine internal camera matrix (modelview) wih eye-head movement
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eyeProjection = layer.eyeProjections[eye];
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}
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// Initialize Oculus device (returns true if success)
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static bool InitOculusDevice(void)
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{
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bool oculusReady = false;
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ovrResult result = ovr_Initialize(NULL);
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if (OVR_FAILURE(result)) TraceLog(WARNING, "OVR: Could not initialize Oculus device");
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else
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{
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result = ovr_Create(&session, &luid);
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if (OVR_FAILURE(result))
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{
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TraceLog(LOG_WARNING, "OVR: Could not create Oculus session");
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ovr_Shutdown();
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}
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else
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{
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hmdDesc = ovr_GetHmdDesc(session);
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TraceLog(LOG_INFO, "OVR: Product Name: %s", hmdDesc.ProductName);
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TraceLog(LOG_INFO, "OVR: Manufacturer: %s", hmdDesc.Manufacturer);
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TraceLog(LOG_INFO, "OVR: Product ID: %i", hmdDesc.ProductId);
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TraceLog(LOG_INFO, "OVR: Product Type: %i", hmdDesc.Type);
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//TraceLog(LOG_INFO, "OVR: Serial Number: %s", hmdDesc.SerialNumber);
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TraceLog(LOG_INFO, "OVR: Resolution: %ix%i", hmdDesc.Resolution.w, hmdDesc.Resolution.h);
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// NOTE: Oculus mirror is set to defined screenWidth and screenHeight...
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// ...ideally, it should be (hmdDesc.Resolution.w/2, hmdDesc.Resolution.h/2)
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// Initialize Oculus Buffers
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layer = InitOculusLayer(session);
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buffer = LoadOculusBuffer(session, layer.width, layer.height);
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mirror = LoadOculusMirror(session, hmdDesc.Resolution.w/2, hmdDesc.Resolution.h/2); // NOTE: hardcoded...
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layer.eyeLayer.ColorTexture[0] = buffer.textureChain; //SetOculusLayerTexture(eyeLayer, buffer.textureChain);
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// Recenter OVR tracking origin
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ovr_RecenterTrackingOrigin(session);
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oculusReady = true;
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}
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}
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return oculusReady;
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}
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// Close Oculus device (and unload buffers)
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static void CloseOculusDevice(void)
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{
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UnloadOculusMirror(session, mirror); // Unload Oculus mirror buffer
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UnloadOculusBuffer(session, buffer); // Unload Oculus texture buffers
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ovr_Destroy(session); // Free Oculus session data
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ovr_Shutdown(); // Close Oculus device connection
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}
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// Update Oculus head position-orientation tracking
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static void UpdateOculusTracking(Camera *camera)
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{
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frameIndex++;
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ovrPosef eyePoses[2];
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ovr_GetEyePoses(session, frameIndex, ovrTrue, layer.viewScaleDesc.HmdToEyeOffset, eyePoses, &layer.eyeLayer.SensorSampleTime);
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layer.eyeLayer.RenderPose[0] = eyePoses[0];
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layer.eyeLayer.RenderPose[1] = eyePoses[1];
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// TODO: Update external camera with eyePoses data (position, orientation)
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// NOTE: We can simplify to simple camera if we consider IPD and HMD device configuration again later
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// it will be useful for the user to draw, lets say, billboards oriented to camera
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// Get session status information
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ovrSessionStatus sessionStatus;
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ovr_GetSessionStatus(session, &sessionStatus);
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if (sessionStatus.ShouldQuit) TraceLog(LOG_WARNING, "OVR: Session should quit...");
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if (sessionStatus.ShouldRecenter) ovr_RecenterTrackingOrigin(session);
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//if (sessionStatus.HmdPresent) // HMD is present.
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//if (sessionStatus.DisplayLost) // HMD was unplugged or the display driver was manually disabled or encountered a TDR.
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//if (sessionStatus.HmdMounted) // HMD is on the user's head.
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//if (sessionStatus.IsVisible) // the game or experience has VR focus and is visible in the HMD.
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}
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// Setup Oculus buffers for drawing
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static void BeginOculusDrawing(void)
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{
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GLuint currentTexId;
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int currentIndex;
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ovr_GetTextureSwapChainCurrentIndex(session, buffer.textureChain, ¤tIndex);
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ovr_GetTextureSwapChainBufferGL(session, buffer.textureChain, currentIndex, ¤tTexId);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, buffer.fboId);
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, currentTexId, 0);
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//glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, buffer.depthId, 0); // Already binded
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}
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// Finish Oculus drawing and blit framebuffer to mirror
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static void EndOculusDrawing(void)
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{
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// Unbind current framebuffer (Oculus buffer)
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
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ovr_CommitTextureSwapChain(session, buffer.textureChain);
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ovrLayerHeader *layers = &layer.eyeLayer.Header;
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ovr_SubmitFrame(session, frameIndex, &layer.viewScaleDesc, &layers, 1);
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// Blit mirror texture to back buffer
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BlitOculusMirror(session, mirror);
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}
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// Load Oculus required buffers: texture-swap-chain, fbo, texture-depth
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static OculusBuffer LoadOculusBuffer(ovrSession session, int width, int height)
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{
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OculusBuffer buffer;
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buffer.width = width;
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buffer.height = height;
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// Create OVR texture chain
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ovrTextureSwapChainDesc desc = {};
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desc.Type = ovrTexture_2D;
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desc.ArraySize = 1;
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desc.Width = width;
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desc.Height = height;
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desc.MipLevels = 1;
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desc.Format = OVR_FORMAT_R8G8B8A8_UNORM_SRGB; // Requires glEnable(GL_FRAMEBUFFER_SRGB);
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desc.SampleCount = 1;
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desc.StaticImage = ovrFalse;
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ovrResult result = ovr_CreateTextureSwapChainGL(session, &desc, &buffer.textureChain);
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if (!OVR_SUCCESS(result)) TraceLog(LOG_WARNING, "OVR: Failed to create swap textures buffer");
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int textureCount = 0;
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ovr_GetTextureSwapChainLength(session, buffer.textureChain, &textureCount);
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if (!OVR_SUCCESS(result) || !textureCount) TraceLog(LOG_WARNING, "OVR: Unable to count swap chain textures");
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for (int i = 0; i < textureCount; ++i)
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{
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GLuint chainTexId;
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ovr_GetTextureSwapChainBufferGL(session, buffer.textureChain, i, &chainTexId);
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glBindTexture(GL_TEXTURE_2D, chainTexId);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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}
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glBindTexture(GL_TEXTURE_2D, 0);
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/*
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// Setup framebuffer object (using depth texture)
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glGenFramebuffers(1, &buffer.fboId);
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glGenTextures(1, &buffer.depthId);
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glBindTexture(GL_TEXTURE_2D, buffer.depthId);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT16, buffer.width, buffer.height, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
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*/
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// Setup framebuffer object (using depth renderbuffer)
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glGenFramebuffers(1, &buffer.fboId);
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glGenRenderbuffers(1, &buffer.depthId);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, buffer.fboId);
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glBindRenderbuffer(GL_RENDERBUFFER, buffer.depthId);
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, buffer.width, buffer.height);
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glBindRenderbuffer(GL_RENDERBUFFER, 0);
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glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, buffer.depthId);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
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return buffer;
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}
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// Unload texture required buffers
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static void UnloadOculusBuffer(ovrSession session, OculusBuffer buffer)
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{
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if (buffer.textureChain)
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{
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ovr_DestroyTextureSwapChain(session, buffer.textureChain);
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buffer.textureChain = NULL;
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}
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if (buffer.depthId != 0) glDeleteTextures(1, &buffer.depthId);
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if (buffer.fboId != 0) glDeleteFramebuffers(1, &buffer.fboId);
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}
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// Load Oculus mirror buffers
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static OculusMirror LoadOculusMirror(ovrSession session, int width, int height)
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{
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OculusMirror mirror;
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mirror.width = width;
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mirror.height = height;
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ovrMirrorTextureDesc mirrorDesc;
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memset(&mirrorDesc, 0, sizeof(mirrorDesc));
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mirrorDesc.Format = OVR_FORMAT_R8G8B8A8_UNORM_SRGB;
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mirrorDesc.Width = mirror.width;
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mirrorDesc.Height = mirror.height;
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if (!OVR_SUCCESS(ovr_CreateMirrorTextureGL(session, &mirrorDesc, &mirror.texture))) TraceLog(LOG_WARNING, "Could not create mirror texture");
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glGenFramebuffers(1, &mirror.fboId);
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return mirror;
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}
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// Unload Oculus mirror buffers
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static void UnloadOculusMirror(ovrSession session, OculusMirror mirror)
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{
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if (mirror.fboId != 0) glDeleteFramebuffers(1, &mirror.fboId);
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if (mirror.texture) ovr_DestroyMirrorTexture(session, mirror.texture);
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}
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// Copy Oculus screen buffer to mirror texture
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static void BlitOculusMirror(ovrSession session, OculusMirror mirror)
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{
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GLuint mirrorTextureId;
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ovr_GetMirrorTextureBufferGL(session, mirror.texture, &mirrorTextureId);
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glBindFramebuffer(GL_READ_FRAMEBUFFER, mirror.fboId);
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glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mirrorTextureId, 0);
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#if defined(GRAPHICS_API_OPENGL_33)
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// NOTE: glBlitFramebuffer() requires extension: GL_EXT_framebuffer_blit (not available in OpenGL ES 2.0)
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glBlitFramebuffer(0, 0, mirror.width, mirror.height, 0, mirror.height, mirror.width, 0, GL_COLOR_BUFFER_BIT, GL_NEAREST);
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#endif
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glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
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}
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// Init Oculus layer (similar to photoshop)
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static OculusLayer InitOculusLayer(ovrSession session)
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{
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OculusLayer layer = { 0 };
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layer.viewScaleDesc.HmdSpaceToWorldScaleInMeters = 1.0f;
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memset(&layer.eyeLayer, 0, sizeof(ovrLayerEyeFov));
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layer.eyeLayer.Header.Type = ovrLayerType_EyeFov;
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layer.eyeLayer.Header.Flags = ovrLayerFlag_TextureOriginAtBottomLeft;
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ovrEyeRenderDesc eyeRenderDescs[2];
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for (int eye = 0; eye < 2; eye++)
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{
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eyeRenderDescs[eye] = ovr_GetRenderDesc(session, eye, hmdDesc.DefaultEyeFov[eye]);
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ovrMatrix4f ovrPerspectiveProjection = ovrMatrix4f_Projection(eyeRenderDescs[eye].Fov, 0.01f, 10000.0f, ovrProjection_None); //ovrProjection_ClipRangeOpenGL);
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layer.eyeProjections[eye] = FromOvrMatrix(ovrPerspectiveProjection); // NOTE: struct ovrMatrix4f { float M[4][4] } --> struct Matrix
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|
|
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layer.viewScaleDesc.HmdToEyeOffset[eye] = eyeRenderDescs[eye].HmdToEyeOffset;
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layer.eyeLayer.Fov[eye] = eyeRenderDescs[eye].Fov;
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|
|
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ovrSizei eyeSize = ovr_GetFovTextureSize(session, eye, layer.eyeLayer.Fov[eye], 1.0f);
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|
layer.eyeLayer.Viewport[eye].Size = eyeSize;
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layer.eyeLayer.Viewport[eye].Pos.x = layer.width;
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layer.eyeLayer.Viewport[eye].Pos.y = 0;
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|
|
|
layer.height = eyeSize.h; //std::max(renderTargetSize.y, (uint32_t)eyeSize.h);
|
|
layer.width += eyeSize.w;
|
|
}
|
|
|
|
return layer;
|
|
}
|
|
|
|
// Convert from Oculus ovrMatrix4f struct to raymath Matrix struct
|
|
static Matrix FromOvrMatrix(ovrMatrix4f ovrmat)
|
|
{
|
|
Matrix rmat;
|
|
|
|
rmat.m0 = ovrmat.M[0][0];
|
|
rmat.m1 = ovrmat.M[1][0];
|
|
rmat.m2 = ovrmat.M[2][0];
|
|
rmat.m3 = ovrmat.M[3][0];
|
|
rmat.m4 = ovrmat.M[0][1];
|
|
rmat.m5 = ovrmat.M[1][1];
|
|
rmat.m6 = ovrmat.M[2][1];
|
|
rmat.m7 = ovrmat.M[3][1];
|
|
rmat.m8 = ovrmat.M[0][2];
|
|
rmat.m9 = ovrmat.M[1][2];
|
|
rmat.m10 = ovrmat.M[2][2];
|
|
rmat.m11 = ovrmat.M[3][2];
|
|
rmat.m12 = ovrmat.M[0][3];
|
|
rmat.m13 = ovrmat.M[1][3];
|
|
rmat.m14 = ovrmat.M[2][3];
|
|
rmat.m15 = ovrmat.M[3][3];
|
|
|
|
MatrixTranspose(&rmat);
|
|
|
|
return rmat;
|
|
}
|
|
#endif
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