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Removed Oculus example

Oculus API has changed so much that it has no sense to keep this example here... it was funny to test it in the past...
Ray 7 年之前
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共有 1 个文件被更改,包括 0 次插入507 次删除
  1. 0 507
      examples/others/oculus_rift.c

+ 0 - 507
examples/others/oculus_rift.c

@@ -1,507 +0,0 @@
-/*******************************************************************************************
-*
-*   raylib [core] example - Oculus Rift CV1
-*
-*   Compile example using:
-*   gcc -o $(NAME_PART).exe $(FILE_NAME) -I..\src\external -I..\src\external\OculusSDK\LibOVR\Include /
-*       -L. -L..\src\external\OculusSDK\LibOVR -lLibOVRRT32_1 -lraylib -lglfw3 -lopengl32 -lgdi32 -std=c99 /
-*       -Wl,-allow-multiple-definition
-*
-*   #define SUPPORT_OCULUS_RIFT_CV1 / RLGL_OCULUS_SUPPORT
-*       Enable Oculus Rift CV1 functionality
-*
-*   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) 2016 Ramon Santamaria (@raysan5)
-*
-********************************************************************************************/
-
-#include "raylib.h"
-
-#include "glad.h"                   // Required for: OpenGL types and functions declarations
-#include "raymath.h"                // Required for: Vector3, Quaternion and Matrix functionality
-
-#include <string.h>                 // Required for: memset()
-#include <stdlib.h>                 // Required for: exit()
-#include <stdio.h>                  // required for: vfprintf()
-#include <stdarg.h>                 // Required for: va_list, va_start(), vfprintf(), va_end()
-
-#define RLGL_OCULUS_SUPPORT         // Enable Oculus Rift code
-#if defined(RLGL_OCULUS_SUPPORT)
-    #include "OVR_CAPI_GL.h"        // Oculus SDK for OpenGL
-#endif
-
-//----------------------------------------------------------------------------------
-// Defines and Macros
-//----------------------------------------------------------------------------------
-// ...
-
-//----------------------------------------------------------------------------------
-// Types and Structures Definition
-//----------------------------------------------------------------------------------
-#if defined(RLGL_OCULUS_SUPPORT)
-// Oculus buffer type
-typedef struct OculusBuffer {
-    ovrTextureSwapChain textureChain;
-    GLuint depthId;
-    GLuint fboId;
-    int width;
-    int height;
-} OculusBuffer;
-
-// Oculus mirror texture type
-typedef struct OculusMirror {
-    ovrMirrorTexture texture;
-    GLuint fboId;
-    int width;
-    int height;
-} OculusMirror;
-
-// Oculus layer type
-typedef struct OculusLayer {
-    ovrViewScaleDesc viewScaleDesc;
-    ovrLayerEyeFov eyeLayer;      // layer 0
-    //ovrLayerQuad quadLayer;     // TODO: layer 1: '2D' quad for GUI
-    Matrix eyeProjections[2];
-    int width;
-    int height;
-} OculusLayer;
-#endif
-
-//----------------------------------------------------------------------------------
-// Global Variables Definition
-//----------------------------------------------------------------------------------
-#if defined(RLGL_OCULUS_SUPPORT)
-// OVR device variables
-static ovrSession session;              // Oculus session (pointer to ovrHmdStruct)
-static ovrHmdDesc hmdDesc;              // Oculus device descriptor parameters
-static ovrGraphicsLuid luid;            // Oculus locally unique identifier for the program (64 bit)
-static OculusLayer layer;               // Oculus drawing layer (similar to photoshop)
-static OculusBuffer buffer;             // Oculus internal buffers (texture chain and fbo)
-static OculusMirror mirror;             // Oculus mirror texture and fbo
-static unsigned int frameIndex = 0;     // Oculus frames counter, used to discard frames from chain
-#endif
-
-//----------------------------------------------------------------------------------
-// Module specific Functions Declaration
-//----------------------------------------------------------------------------------
-#if defined(RLGL_OCULUS_SUPPORT)
-static bool InitOculusDevice(void);                 // Initialize Oculus device (returns true if success)
-static void CloseOculusDevice(void);                // Close Oculus device
-static void UpdateOculusTracking(Camera *camera);   // Update Oculus head position-orientation tracking
-static void BeginOculusDrawing(void);               // Setup Oculus buffers for drawing
-static void EndOculusDrawing(void);                 // Finish Oculus drawing and blit framebuffer to mirror
-
-static OculusBuffer LoadOculusBuffer(ovrSession session, int width, int height);    // Load Oculus required buffers
-static void UnloadOculusBuffer(ovrSession session, OculusBuffer buffer);            // Unload texture required buffers
-static OculusMirror LoadOculusMirror(ovrSession session, int width, int height);    // Load Oculus mirror buffers
-static void UnloadOculusMirror(ovrSession session, OculusMirror mirror);            // Unload Oculus mirror buffers
-static void BlitOculusMirror(ovrSession session, OculusMirror mirror);              // Copy Oculus screen buffer to mirror texture
-static OculusLayer InitOculusLayer(ovrSession session);                             // Init Oculus layer (similar to photoshop)
-static Matrix FromOvrMatrix(ovrMatrix4f ovrM);  // Convert from Oculus ovrMatrix4f struct to raymath Matrix struct
-#endif
-
-int main()
-{
-    // Initialization
-    //--------------------------------------------------------------------------------------
-    int screenWidth = 1080;
-    int screenHeight = 600;
-    
-    // NOTE: screenWidth/screenHeight should match VR device aspect ratio
-    
-    InitWindow(screenWidth, screenHeight, "raylib [core] example - oculus rift");
-    
-    bool vrDeviceReady = InitOculusDevice();            // Init VR device Oculus Rift CV1
-    
-    if (!vrDeviceReady) InitVrSimulator(HMD_OCULUS_RIFT_CV1); // Init VR simulator if device fails
-    
-    // Define the camera to look into our 3d world
-    Camera camera;
-    camera.position = (Vector3){ 5.0f, 2.0f, 5.0f };    // Camera position
-    camera.target = (Vector3){ 0.0f, 2.0f, 0.0f };      // Camera looking at point
-    camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };          // Camera up vector (rotation towards target)
-    camera.fovy = 60.0f;                                // Camera field-of-view Y
-    
-    Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
-    
-    SetCameraMode(camera, CAMERA_FIRST_PERSON);         // Set first person camera mode
-    
-    SetTargetFPS(90);                   // Set our game to run at 90 frames-per-second
-    //--------------------------------------------------------------------------------------
-
-    // Main game loop
-    while (!WindowShouldClose())        // Detect window close button or ESC key
-    {
-        // Update
-        //----------------------------------------------------------------------------------
-        if (!vrDeviceReady) UpdateCamera(&camera);      // Update camera (simulator mode)
-        else UpdateOculusTracking(&camera);             // Update camera with device tracking data
-    
-        if (IsKeyPressed(KEY_SPACE)) ToggleVrMode();    // Toggle VR mode
-        //----------------------------------------------------------------------------------
-
-        // Draw
-        //----------------------------------------------------------------------------------
-        BeginDrawing();
-
-            ClearBackground(RAYWHITE);
-            
-            if (vrDeviceReady) BeginOculusDrawing();
-            else BeginVrDrawing();
-
-            BeginMode3D(camera);
-
-                DrawCube(cubePosition, 2.0f, 2.0f, 2.0f, RED);
-                DrawCubeWires(cubePosition, 2.0f, 2.0f, 2.0f, MAROON);
-
-                DrawGrid(40, 1.0f);
-
-            EndMode3D();
-            
-            if (vrDeviceReady) EndOculusDrawing();
-            else EndVrDrawing();
-
-            DrawFPS(10, 10);
-
-        EndDrawing();
-        //----------------------------------------------------------------------------------
-    }
-
-    // De-Initialization
-    //--------------------------------------------------------------------------------------
-    if (vrDeviceReady) CloseOculusDevice();
-    else CloseVrSimulator();
-    
-    CloseWindow();          // Close window and OpenGL context
-    //--------------------------------------------------------------------------------------
-
-    return 0;
-}
-
-//----------------------------------------------------------------------------------
-// Module specific Functions Definition
-//----------------------------------------------------------------------------------
-
-#if defined(RLGL_OCULUS_SUPPORT)
-// Set internal projection and modelview matrix depending on eyes tracking data
-static void SetStereoView(int eye, Matrix matProjection, Matrix matModelView)
-{
-    Matrix eyeProjection = matProjection;
-    Matrix eyeModelView = matModelView;
-
-    glViewport(layer.eyeLayer.Viewport[eye].Pos.x, layer.eyeLayer.Viewport[eye].Pos.y,
-               layer.eyeLayer.Viewport[eye].Size.w, layer.eyeLayer.Viewport[eye].Size.h);
-
-    Quaternion eyeRenderPose = (Quaternion){ layer.eyeLayer.RenderPose[eye].Orientation.x,
-                                             layer.eyeLayer.RenderPose[eye].Orientation.y,
-                                             layer.eyeLayer.RenderPose[eye].Orientation.z,
-                                             layer.eyeLayer.RenderPose[eye].Orientation.w };
-    QuaternionInvert(&eyeRenderPose);
-    Matrix eyeOrientation = QuaternionToMatrix(eyeRenderPose);
-    Matrix eyeTranslation = MatrixTranslate(-layer.eyeLayer.RenderPose[eye].Position.x,
-                                            -layer.eyeLayer.RenderPose[eye].Position.y,
-                                            -layer.eyeLayer.RenderPose[eye].Position.z);
-
-    Matrix eyeView = MatrixMultiply(eyeTranslation, eyeOrientation);    // Matrix containing eye-head movement
-    eyeModelView = MatrixMultiply(matModelView, eyeView);               // Combine internal camera matrix (modelview) wih eye-head movement
-
-    eyeProjection = layer.eyeProjections[eye];
-}
-
-// Initialize Oculus device (returns true if success)
-static bool InitOculusDevice(void)
-{
-    bool oculusReady = false;
-
-    ovrResult result = ovr_Initialize(NULL);
-
-    if (OVR_FAILURE(result)) TraceLog(WARNING, "OVR: Could not initialize Oculus device");
-    else
-    {
-        result = ovr_Create(&session, &luid);
-        if (OVR_FAILURE(result))
-        {
-            TraceLog(LOG_WARNING, "OVR: Could not create Oculus session");
-            ovr_Shutdown();
-        }
-        else
-        {
-            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: Serial Number: %s", hmdDesc.SerialNumber);
-            TraceLog(LOG_INFO, "OVR: Resolution: %ix%i", hmdDesc.Resolution.w, hmdDesc.Resolution.h);
-
-            // NOTE: Oculus mirror is set to defined screenWidth and screenHeight...
-            // ...ideally, it should be (hmdDesc.Resolution.w/2, hmdDesc.Resolution.h/2)
-
-            // Initialize Oculus Buffers
-            layer = InitOculusLayer(session);
-            buffer = LoadOculusBuffer(session, layer.width, layer.height);
-            mirror = LoadOculusMirror(session, hmdDesc.Resolution.w/2, hmdDesc.Resolution.h/2);     // NOTE: hardcoded...
-            layer.eyeLayer.ColorTexture[0] = buffer.textureChain;     //SetOculusLayerTexture(eyeLayer, buffer.textureChain);
-
-            // Recenter OVR tracking origin
-            ovr_RecenterTrackingOrigin(session);
-
-            oculusReady = true;
-        }
-    }
-
-    return oculusReady;
-}
-
-// Close Oculus device (and unload buffers)
-static void CloseOculusDevice(void)
-{
-    UnloadOculusMirror(session, mirror);    // Unload Oculus mirror buffer
-    UnloadOculusBuffer(session, buffer);    // Unload Oculus texture buffers
-
-    ovr_Destroy(session);   // Free Oculus session data
-    ovr_Shutdown();         // Close Oculus device connection
-}
-
-// Update Oculus head position-orientation tracking
-static void UpdateOculusTracking(Camera *camera)
-{
-    frameIndex++;
-
-    ovrPosef eyePoses[2];
-    ovr_GetEyePoses(session, frameIndex, ovrTrue, layer.viewScaleDesc.HmdToEyeOffset, eyePoses, &layer.eyeLayer.SensorSampleTime);
-
-    layer.eyeLayer.RenderPose[0] = eyePoses[0];
-    layer.eyeLayer.RenderPose[1] = eyePoses[1];
-
-    // TODO: Update external camera with eyePoses data (position, orientation)
-    // NOTE: We can simplify to simple camera if we consider IPD and HMD device configuration again later
-    // it will be useful for the user to draw, lets say, billboards oriented to camera
-
-    // 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);
-    //if (sessionStatus.HmdPresent)  // HMD is present.
-    //if (sessionStatus.DisplayLost) // HMD was unplugged or the display driver was manually disabled or encountered a TDR.
-    //if (sessionStatus.HmdMounted)  // HMD is on the user's head.
-    //if (sessionStatus.IsVisible)   // the game or experience has VR focus and is visible in the HMD.
-}
-
-// Setup Oculus buffers for drawing
-static void BeginOculusDrawing(void)
-{
-    GLuint currentTexId;
-    int currentIndex;
-
-    ovr_GetTextureSwapChainCurrentIndex(session, buffer.textureChain, &currentIndex);
-    ovr_GetTextureSwapChainBufferGL(session, buffer.textureChain, currentIndex, &currentTexId);
-
-    glBindFramebuffer(GL_DRAW_FRAMEBUFFER, buffer.fboId);
-    glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, currentTexId, 0);
-    //glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, buffer.depthId, 0);    // Already binded
-}
-
-// Finish Oculus drawing and blit framebuffer to mirror
-static void EndOculusDrawing(void)
-{
-    // Unbind current framebuffer (Oculus buffer)
-    glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
-    glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
-
-    ovr_CommitTextureSwapChain(session, buffer.textureChain);
-
-    ovrLayerHeader *layers = &layer.eyeLayer.Header;
-    ovr_SubmitFrame(session, frameIndex, &layer.viewScaleDesc, &layers, 1);
-
-    // Blit mirror texture to back buffer
-    BlitOculusMirror(session, mirror);
-}
-
-// 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;   // Requires glEnable(GL_FRAMEBUFFER_SRGB);
-    desc.SampleCount = 1;
-    desc.StaticImage = ovrFalse;
-
-    ovrResult result = ovr_CreateTextureSwapChainGL(session, &desc, &buffer.textureChain);
-
-    if (!OVR_SUCCESS(result)) TraceLog(LOG_WARNING, "OVR: Failed to create swap textures buffer");
-
-    int textureCount = 0;
-    ovr_GetTextureSwapChainLength(session, buffer.textureChain, &textureCount);
-
-    if (!OVR_SUCCESS(result) || !textureCount) TraceLog(LOG_WARNING, "OVR: Unable to count swap chain textures");
-
-    for (int i = 0; i < textureCount; ++i)
-    {
-        GLuint chainTexId;
-        ovr_GetTextureSwapChainBufferGL(session, buffer.textureChain, i, &chainTexId);
-        glBindTexture(GL_TEXTURE_2D, chainTexId);
-        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
-        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
-        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
-        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
-    }
-
-    glBindTexture(GL_TEXTURE_2D, 0);
-
-    /*
-    // Setup framebuffer object (using depth texture)
-    glGenFramebuffers(1, &buffer.fboId);
-    glGenTextures(1, &buffer.depthId);
-    glBindTexture(GL_TEXTURE_2D, buffer.depthId);
-    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
-    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
-    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
-    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
-    glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT16, buffer.width, buffer.height, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
-    */
-
-    // Setup framebuffer object (using depth renderbuffer)
-    glGenFramebuffers(1, &buffer.fboId);
-    glGenRenderbuffers(1, &buffer.depthId);
-    glBindFramebuffer(GL_DRAW_FRAMEBUFFER, buffer.fboId);
-    glBindRenderbuffer(GL_RENDERBUFFER, buffer.depthId);
-    glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, buffer.width, buffer.height);
-    glBindRenderbuffer(GL_RENDERBUFFER, 0);
-    glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, buffer.depthId);
-    glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
-
-    return buffer;
-}
-
-// Unload texture required buffers
-static void UnloadOculusBuffer(ovrSession session, OculusBuffer buffer)
-{
-    if (buffer.textureChain)
-    {
-        ovr_DestroyTextureSwapChain(session, buffer.textureChain);
-        buffer.textureChain = NULL;
-    }
-
-    if (buffer.depthId != 0) glDeleteTextures(1, &buffer.depthId);
-    if (buffer.fboId != 0) glDeleteFramebuffers(1, &buffer.fboId);
-}
-
-// 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