raylib/examples/oculus_glfw_sample/oculus_glfw_sample.old.c
raysan5 ba60918eaa Updated Oculus sample
Now GLFW3 windows/context creation works ok and a sample red rectangle
has been drawn using rlgl. Next step is working in tracking
position/orientation maths and try to get a simple 3d scene...
2016-05-04 20:25:32 +02:00

498 lines
19 KiB
C

/*******************************************************************************************
*
* raylib Oculus minimum sample (OpenGL 3.3 Core)
*
* NOTE: This example requires raylib module [rlgl]
*
* Compile rlgl using:
* gcc -c rlgl.c -Wall -std=c99 -DRLGL_STANDALONE -DRAYMATH_IMPLEMENTATION -DGRAPHICS_API_OPENGL_33
*
* Compile example using:
* gcc -o oculus_glfw_sample.exe oculus_glfw_sample.c rlgl.o glad.o -L. -lLibOVRRT32_1 -lglfw3 -lopengl32 -lgdi32 -std=c99
*
* This example has been created using raylib 1.5 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2015 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#if defined(_WIN32)
#define GLFW_EXPOSE_NATIVE_WIN32
#define GLFW_EXPOSE_NATIVE_WGL
#define OVR_OS_WIN32
#elif defined(__APPLE__)
#define GLFW_EXPOSE_NATIVE_COCOA
#define GLFW_EXPOSE_NATIVE_NSGL
#define OVR_OS_MAC
#elif defined(__linux__)
#define GLFW_EXPOSE_NATIVE_X11
#define GLFW_EXPOSE_NATIVE_GLX
#define OVR_OS_LINUX
#endif
#include "glad.h" // Extensions loading library
#include <GLFW/glfw3.h>
#include <GLFW/glfw3native.h>
#include "OculusSDK/LibOVR/Include/OVR_CAPI_GL.h" // Oculus SDK for OpenGL
//#include "GL/CAPI_GLE.h" // stripped-down GLEW/GLAD library to manage extensions (really required?)
//#include "Extras/OVR_Math.h" // math utilities C++ (really required?)
#define RLGL_STANDALONE
#include "rlgl.h"
#include <stdlib.h>
#include <stdio.h>
//----------------------------------------------------------------------------------
// Types and Structures Definition
//----------------------------------------------------------------------------------
typedef struct OculusBuffer {
ovrTextureSwapChain textureChain;
GLuint depthId;
GLuint fboId;
int width;
int height;
} OculusBuffer;
typedef enum { LOG_INFO = 0, LOG_ERROR, LOG_WARNING, LOG_DEBUG, LOG_OTHER } TraceLogType;
//----------------------------------------------------------------------------------
// Module specific Functions Declaration
//----------------------------------------------------------------------------------
static OculusBuffer LoadOculusBuffer(ovrSession session, int width, int height);
static void UnloadOculusBuffer(ovrSession session, OculusBuffer buffer);
static void SetOculusBuffer(ovrSession session, OculusBuffer buffer);
static void UnsetOculusBuffer(OculusBuffer buffer);
static void ErrorCallback(int error, const char* description)
{
fputs(description, stderr);
}
static void KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods)
{
if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
{
glfwSetWindowShouldClose(window, GL_TRUE);
}
}
static void DrawRectangleV(Vector2 position, Vector2 size, Color color);
static void TraceLog(int msgType, const char *text, ...);
//----------------------------------------------------------------------------------
// Main Entry point
//----------------------------------------------------------------------------------
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
ovrSession session;
ovrGraphicsLuid luid; // Useless for OpenGL since SDK 0.7
ovrHmdDesc hmdDesc;
ovrResult result = ovr_Initialize(NULL);
if (OVR_FAILURE(result)) TraceLog(LOG_ERROR, "OVR: Could not initialize Oculus device");
result = ovr_Create(&session, &luid);
if (OVR_FAILURE(result))
{
TraceLog(LOG_WARNING, "OVR: Could not create Oculus session");
ovr_Shutdown();
}
hmdDesc = ovr_GetHmdDesc(session);
TraceLog(LOG_INFO, "OVR: Product Name: %s", hmdDesc.ProductName);
TraceLog(LOG_INFO, "OVR: Manufacturer: %s", hmdDesc.Manufacturer);
TraceLog(LOG_INFO, "OVR: Product ID: %i", hmdDesc.ProductId);
TraceLog(LOG_INFO, "OVR: Product Type: %i", hmdDesc.Type);
TraceLog(LOG_INFO, "OVR: Serian Number: %s", hmdDesc.SerialNumber);
TraceLog(LOG_INFO, "OVR: Resolution: %ix%i", hmdDesc.Resolution.w, hmdDesc.Resolution.h);
int screenWidth = hmdDesc.Resolution.w/2 + 100; // Added 100 pixels for testing
int screenHeight = hmdDesc.Resolution.h/2 + 100; // Added 100 pixels for testing
// GLFW3 Initialization + OpenGL 3.3 Context + Extensions
//--------------------------------------------------------
GLFWwindow *window;
glfwSetErrorCallback(ErrorCallback);
if (!glfwInit())
{
TraceLog(LOG_WARNING, "GLFW3: Can not initialize GLFW");
exit(EXIT_FAILURE);
}
else TraceLog(LOG_INFO, "GLFW3: GLFW initialized successfully");
glfwWindowHint(GLFW_DEPTH_BITS, 16);
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
//glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_OPENGL_DEBUG_CONTEXT, GL_TRUE);
glfwWindowHint(GLFW_DECORATED, GL_FALSE); // Mandatory on Oculus Rift to avoid program crash!
window = glfwCreateWindow(screenWidth, screenHeight, "rlgl standalone", NULL, NULL);
if (!window)
{
glfwTerminate();
exit(EXIT_FAILURE);
}
else TraceLog(LOG_INFO, "GLFW3: Window created successfully");
glfwSetKeyCallback(window, KeyCallback);
glfwMakeContextCurrent(window);
glfwSwapInterval(0);
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
{
TraceLog(LOG_WARNING, "GLAD: Cannot load OpenGL extensions");
exit(1);
}
else TraceLog(LOG_INFO, "GLAD: OpenGL extensions loaded successfully");
rlglInit();
rlglInitGraphics(0, 0, screenWidth, screenHeight);
rlClearColor(245, 245, 245, 255); // Define clear color
Vector2 position = { screenWidth/2 - 100, screenHeight/2 - 100 };
Vector2 size = { 200, 200 };
Color color = { 180, 20, 20, 255 };
//---------------------------------------------------------------------------
OculusBuffer eyeRenderBuffer[2];
GLuint mirrorFBO = 0;
ovrMirrorTexture mirrorTexture = NULL;
bool isVisible = true;
long long frameIndex = 0;
// Make eyes render buffers
ovrSizei recommendedTexSizeLeft = ovr_GetFovTextureSize(session, ovrEye_Left, hmdDesc.DefaultEyeFov[0], 1.0f);
eyeRenderBuffer[0] = LoadOculusBuffer(session, recommendedTexSizeLeft.w, recommendedTexSizeLeft.h);
ovrSizei recommendedTexSizeRight = ovr_GetFovTextureSize(session, ovrEye_Right, hmdDesc.DefaultEyeFov[1], 1.0f);
eyeRenderBuffer[1] = LoadOculusBuffer(session, recommendedTexSizeRight.w, recommendedTexSizeRight.h);
// Note: the mirror window can be any size, for this sample we use 1/2 the HMD resolution
ovrSizei windowSize = { hmdDesc.Resolution.w/2, hmdDesc.Resolution.h/2 };
// Define mirror texture descriptor
ovrMirrorTextureDesc mirrorDesc;
memset(&mirrorDesc, 0, sizeof(mirrorDesc));
mirrorDesc.Width = windowSize.w;
mirrorDesc.Height = windowSize.h;
mirrorDesc.Format = OVR_FORMAT_R8G8B8A8_UNORM_SRGB;
// Create mirror texture and an FBO used to copy mirror texture to back buffer
result = ovr_CreateMirrorTextureGL(session, &mirrorDesc, &mirrorTexture);
if (!OVR_SUCCESS(result)) TraceLog(LOG_WARNING, "OVR: Failed to create mirror texture");
// Configure the mirror read buffer
GLuint texId;
ovr_GetMirrorTextureBufferGL(session, mirrorTexture, &texId);
glGenFramebuffers(1, &mirrorFBO);
glBindFramebuffer(GL_READ_FRAMEBUFFER, mirrorFBO);
glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texId, 0);
glFramebufferRenderbuffer(GL_READ_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, 0);
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
{
glDeleteFramebuffers(1, &mirrorFBO);
TraceLog(LOG_WARNING, "OVR: Could not initialize mirror framebuffers");
}
glClearColor(1.0f, 0.1f, 0.1f, 0.0f);
glEnable(GL_DEPTH_TEST);
ovr_RecenterTrackingOrigin(session);
// FloorLevel will give tracking poses where the floor height is 0
ovr_SetTrackingOriginType(session, ovrTrackingOrigin_FloorLevel);
//--------------------------------------------------------------------------------------
// Main loop
while (!glfwWindowShouldClose(window))
{
// Update
//----------------------------------------------------------------------------------
frameIndex++;
// TODO: Update game here!
// Call ovr_GetRenderDesc each frame to get the ovrEyeRenderDesc, as the returned values (e.g. HmdToEyeOffset) may change at runtime.
ovrEyeRenderDesc eyeRenderDesc[2];
eyeRenderDesc[0] = ovr_GetRenderDesc(session, ovrEye_Left, hmdDesc.DefaultEyeFov[0]);
eyeRenderDesc[1] = ovr_GetRenderDesc(session, ovrEye_Right, hmdDesc.DefaultEyeFov[1]);
// Get eye poses, feeding in correct IPD offset
ovrPosef eyeRenderPose[2];
ovrVector3f hmdToEyeOffset[2] = { eyeRenderDesc[0].HmdToEyeOffset, eyeRenderDesc[1].HmdToEyeOffset };
double sensorSampleTime; // sensorSampleTime is fed into the layer later
ovr_GetEyePoses(session, frameIndex, ovrTrue, hmdToEyeOffset, eyeRenderPose, &sensorSampleTime);
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
// Clear screen to red color
glClearColor(1.0f, 0.1f, 0.1f, 0.0f);
//glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
if (isVisible)
{
for (int eye = 0; eye < 2; ++eye)
{
SetOculusBuffer(session, eyeRenderBuffer[eye]);
// TODO: Get view and projection matrices for the eye
// Sample using Oculus OVR_Math.h (C++)
/*
Matrix4f projection[eye] = Matrix4f(ovrMatrix4f_Projection(eyeRenderDesc[eye].Fov, 0.01f, 10000.0f, ovrProjection_None));
Matrix4f eyeOrientation[eye] = Matrix4f(Quatf(eyeRenderPose[eye].Orientation).Inverted());
Matrix4f eyePose[eye] = Matrix4f::Translation(-Vector3f(eyeRenderPose[eye].Position));
Matrix4f mvp = projection[eye]*eyeOrientation[eye]*eyePose[eye];
*/
// Sample using custom raymath.h (C) -INCOMPLETE-
/*
Matrix projection = MatrixPerspective(eyeRenderDesc[eye].Fov, ((double)screenWidth/(double)screenHeight), 0.01, 1000.0);
Matrix eyeOrientation = QuaternionToMatrix((Quaternion){ -eyeRenderPose[eye].Orientation.x, -eyeRenderPose[eye].Orientation.y,
-eyeRenderPose[eye].Orientation.z, -eyeRenderPose[eye].Orientation.w });
Matrix eyePose = MatrixTranslate(-eyeRenderPose[eye].Position.x, -eyeRenderPose[eye].Position.y, -eyeRenderPose[eye].Position.z);
Matrix mvp = MatrixMultiply(projection, MatrixMultiply(eyeOrientation, eyePose));
*/
// Render everything
// TODO: Pass calculated mvp matrix to default shader to consider projection and orientation!
//DrawRectangleV(position, size, color);
//rlglDraw();
UnsetOculusBuffer(eyeRenderBuffer[eye]);
// Commit changes to the textures so they get picked up frame
ovr_CommitTextureSwapChain(session, eyeRenderBuffer[eye].textureChain);
}
}
// Set up positional data
ovrViewScaleDesc viewScaleDesc;
viewScaleDesc.HmdSpaceToWorldScaleInMeters = 1.0f;
viewScaleDesc.HmdToEyeOffset[0] = hmdToEyeOffset[0];
viewScaleDesc.HmdToEyeOffset[1] = hmdToEyeOffset[1];
// Create the main eye layer
ovrLayerEyeFov eyeLayer;
eyeLayer.Header.Type = ovrLayerType_EyeFov;
eyeLayer.Header.Flags = ovrLayerFlag_TextureOriginAtBottomLeft; // Because OpenGL
for (int eye = 0; eye < 2; eye++)
{
eyeLayer.ColorTexture[eye] = eyeRenderBuffer[eye].textureChain;
eyeLayer.Viewport[eye] = (ovrRecti){ eyeRenderBuffer[eye].width, eyeRenderBuffer[eye].height };
eyeLayer.Fov[eye] = hmdDesc.DefaultEyeFov[eye];
eyeLayer.RenderPose[eye] = eyeRenderPose[eye];
eyeLayer.SensorSampleTime = sensorSampleTime;
}
// Append all the layers to global list
ovrLayerHeader *layerList = &eyeLayer.Header;
ovrResult result = ovr_SubmitFrame(session, frameIndex, NULL, &layerList, 1);
// exit the rendering loop if submit returns an error, will retry on ovrError_DisplayLost
if (!OVR_SUCCESS(result)) return 1;
isVisible = (result == ovrSuccess);
// Get session status information
ovrSessionStatus sessionStatus;
ovr_GetSessionStatus(session, &sessionStatus);
if (sessionStatus.ShouldQuit) TraceLog(LOG_WARNING, "OVR: Session should quit.");
if (sessionStatus.ShouldRecenter) ovr_RecenterTrackingOrigin(session);
// Blit mirror texture to back buffer
glBindFramebuffer(GL_READ_FRAMEBUFFER, mirrorFBO);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
GLint w = mirrorDesc.Width;
GLint h = mirrorDesc.Height;
glBlitFramebuffer(0, h, w, 0, 0, 0, w, h, GL_COLOR_BUFFER_BIT, GL_NEAREST);
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
glfwSwapBuffers(window);
glfwPollEvents();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
if (mirrorFBO) glDeleteFramebuffers(1, &mirrorFBO);
if (mirrorTexture) ovr_DestroyMirrorTexture(session, mirrorTexture);
for (int eye = 0; eye < 2; eye++) UnloadOculusBuffer(session, eyeRenderBuffer[eye]);
rlglClose();
glfwDestroyWindow(window);
glfwTerminate();
ovr_Destroy(session); // Must be called after glfwTerminate()
ovr_Shutdown();
//--------------------------------------------------------------------------------------
return 0;
}
//----------------------------------------------------------------------------------
// Module specific Functions Definitions
//----------------------------------------------------------------------------------
// Load Oculus required buffers: texture-swap-chain, fbo, texture-depth
static OculusBuffer LoadOculusBuffer(ovrSession session, int width, int height)
{
OculusBuffer buffer;
buffer.width = width;
buffer.height = height;
// Create OVR texture chain
ovrTextureSwapChainDesc desc = {};
desc.Type = ovrTexture_2D;
desc.ArraySize = 1;
desc.Width = width;
desc.Height = height;
desc.MipLevels = 1;
desc.Format = OVR_FORMAT_R8G8B8A8_UNORM_SRGB;
desc.SampleCount = 1;
desc.StaticImage = ovrFalse;
ovrResult result = ovr_CreateTextureSwapChainGL(session, &desc, &buffer.textureChain);
int textureCount = 0;
ovr_GetTextureSwapChainLength(session, buffer.textureChain, &textureCount);
if (OVR_SUCCESS(result))
{
for (int i = 0; i < textureCount; ++i)
{
GLuint chainTexId;
ovr_GetTextureSwapChainBufferGL(session, buffer.textureChain, i, &chainTexId);
glBindTexture(GL_TEXTURE_2D, chainTexId);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
}
}
// Generate framebuffer
glGenFramebuffers(1, &buffer.fboId);
// Create Depth texture
glGenTextures(1, &buffer.depthId);
glBindTexture(GL_TEXTURE_2D, buffer.depthId);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT16, buffer.width, buffer.height, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
return buffer;
}
// Unload texture required buffers
static void UnloadOculusBuffer(ovrSession session, OculusBuffer buffer)
{
if (buffer.textureChain)
{
ovr_DestroyTextureSwapChain(session, buffer.textureChain);
buffer.textureChain = NULL;
}
if (buffer.depthId)
{
glDeleteTextures(1, &buffer.depthId);
buffer.depthId = 0;
}
if (buffer.fboId)
{
glDeleteFramebuffers(1, &buffer.fboId);
buffer.fboId = 0;
}
}
// Set current Oculus buffer
static void SetOculusBuffer(ovrSession session, OculusBuffer buffer)
{
GLuint currentTexId;
int currentIndex;
ovr_GetTextureSwapChainCurrentIndex(session, buffer.textureChain, &currentIndex);
ovr_GetTextureSwapChainBufferGL(session, buffer.textureChain, currentIndex, &currentTexId);
glBindFramebuffer(GL_FRAMEBUFFER, buffer.fboId);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, currentTexId, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, buffer.depthId, 0);
glViewport(0, 0, buffer.width, buffer.height);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glEnable(GL_FRAMEBUFFER_SRGB);
}
// Unset Oculus buffer
static void UnsetOculusBuffer(OculusBuffer buffer)
{
glBindFramebuffer(GL_FRAMEBUFFER, buffer.fboId);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
}
// Draw rectangle using rlgl OpenGL 1.1 style coding (translated to OpenGL 3.3 internally)
static void DrawRectangleV(Vector2 position, Vector2 size, Color color)
{
rlBegin(RL_TRIANGLES);
rlColor4ub(color.r, color.g, color.b, color.a);
rlVertex2i(position.x, position.y);
rlVertex2i(position.x, position.y + size.y);
rlVertex2i(position.x + size.x, position.y + size.y);
rlVertex2i(position.x, position.y);
rlVertex2i(position.x + size.x, position.y + size.y);
rlVertex2i(position.x + size.x, position.y);
rlEnd();
}
// Output a trace log message
// NOTE: Expected msgType: (0)Info, (1)Error, (2)Warning
static void TraceLog(int msgType, const char *text, ...)
{
va_list args;
va_start(args, text);
switch(msgType)
{
case LOG_INFO: fprintf(stdout, "INFO: "); break;
case LOG_ERROR: fprintf(stdout, "ERROR: "); break;
case LOG_WARNING: fprintf(stdout, "WARNING: "); break;
case LOG_DEBUG: fprintf(stdout, "DEBUG: "); break;
default: break;
}
vfprintf(stdout, text, args);
fprintf(stdout, "\n");
va_end(args);
//if (msgType == LOG_ERROR) exit(1);
}