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-/*******************************************************************************************
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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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-
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-#include "raylib.h"
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-
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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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-
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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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-
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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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-//----------------------------------------------------------------------------------
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-// Defines and Macros
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-//----------------------------------------------------------------------------------
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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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-
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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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-
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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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-//----------------------------------------------------------------------------------
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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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-//----------------------------------------------------------------------------------
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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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-
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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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-
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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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-
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- // NOTE: screenWidth/screenHeight should match VR device aspect ratio
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-
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- InitWindow(screenWidth, screenHeight, "raylib [core] example - oculus rift");
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-
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- bool vrDeviceReady = InitOculusDevice(); // Init VR device Oculus Rift CV1
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-
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- if (!vrDeviceReady) InitVrSimulator(HMD_OCULUS_RIFT_CV1); // Init VR simulator if device fails
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-
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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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-
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- Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
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-
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- SetCameraMode(camera, CAMERA_FIRST_PERSON); // Set first person camera mode
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-
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- SetTargetFPS(90); // Set our game to run at 90 frames-per-second
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- //--------------------------------------------------------------------------------------
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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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-
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- if (IsKeyPressed(KEY_SPACE)) ToggleVrMode(); // Toggle VR mode
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- //----------------------------------------------------------------------------------
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-
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- // Draw
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- //----------------------------------------------------------------------------------
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- BeginDrawing();
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-
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- ClearBackground(RAYWHITE);
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-
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- if (vrDeviceReady) BeginOculusDrawing();
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- else BeginVrDrawing();
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-
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- BeginMode3D(camera);
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-
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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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-
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- DrawGrid(40, 1.0f);
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-
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- EndMode3D();
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-
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- if (vrDeviceReady) EndOculusDrawing();
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- else EndVrDrawing();
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-
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- DrawFPS(10, 10);
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-
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- EndDrawing();
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- //----------------------------------------------------------------------------------
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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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-
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- CloseWindow(); // Close window and OpenGL context
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- //--------------------------------------------------------------------------------------
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-
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- return 0;
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-}
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-
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-//----------------------------------------------------------------------------------
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-// Module specific Functions Definition
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-//----------------------------------------------------------------------------------
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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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-
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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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-
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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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-
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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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-
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- eyeProjection = layer.eyeProjections[eye];
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-}
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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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-
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- ovrResult result = ovr_Initialize(NULL);
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-
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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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-
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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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-
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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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-
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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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-
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- // Recenter OVR tracking origin
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- ovr_RecenterTrackingOrigin(session);
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-
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- oculusReady = true;
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- }
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- }
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-
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- return oculusReady;
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-}
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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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-
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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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-
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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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-
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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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-
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- layer.eyeLayer.RenderPose[0] = eyePoses[0];
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- layer.eyeLayer.RenderPose[1] = eyePoses[1];
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-
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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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-
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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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-
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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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-
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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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-
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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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-
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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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-
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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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-
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- ovr_CommitTextureSwapChain(session, buffer.textureChain);
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-
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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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-
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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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-
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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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-
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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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-
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- ovrResult result = ovr_CreateTextureSwapChainGL(session, &desc, &buffer.textureChain);
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-
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- if (!OVR_SUCCESS(result)) TraceLog(LOG_WARNING, "OVR: Failed to create swap textures buffer");
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-
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- int textureCount = 0;
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- ovr_GetTextureSwapChainLength(session, buffer.textureChain, &textureCount);
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-
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- if (!OVR_SUCCESS(result) || !textureCount) TraceLog(LOG_WARNING, "OVR: Unable to count swap chain textures");
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-
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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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-
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- glBindTexture(GL_TEXTURE_2D, 0);
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-
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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);
|
|
|
- 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);
|
|
|
-}
|
|
|
-
|
|
|
-// 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);
|
|
|
-}
|
|
|
-
|
|
|
-// Copy Oculus screen buffer to 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);
|
|
|
-#if defined(GRAPHICS_API_OPENGL_33)
|
|
|
- // NOTE: glBlitFramebuffer() requires extension: GL_EXT_framebuffer_blit (not available in OpenGL ES 2.0)
|
|
|
- glBlitFramebuffer(0, 0, mirror.width, mirror.height, 0, mirror.height, mirror.width, 0, GL_COLOR_BUFFER_BIT, GL_NEAREST);
|
|
|
-#endif
|
|
|
- glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
|
|
|
-}
|
|
|
-
|
|
|
-// Init Oculus layer (similar to photoshop)
|
|
|
-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;
|
|
|
-}
|
|
|
-
|
|
|
-// 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
|