|
@@ -284,10 +284,6 @@ static bool texCompETC1Supported = false; // ETC1 texture compression support
|
|
|
static bool texCompETC2Supported = false; // ETC2/EAC texture compression support
|
|
|
static bool texCompPVRTSupported = false; // PVR texture compression support
|
|
|
static bool texCompASTCSupported = false; // ASTC texture compression support
|
|
|
-
|
|
|
-// Lighting data
|
|
|
-static Light lights[MAX_LIGHTS]; // Lights pool
|
|
|
-static int lightsCount = 0; // Enabled lights counter
|
|
|
#endif
|
|
|
|
|
|
#if defined(RLGL_OCULUS_SUPPORT)
|
|
@@ -331,6 +327,10 @@ static unsigned int whiteTexture;
|
|
|
static int screenWidth; // Default framebuffer width
|
|
|
static int screenHeight; // Default framebuffer height
|
|
|
|
|
|
+// Lighting data
|
|
|
+static Light lights[MAX_LIGHTS]; // Lights pool
|
|
|
+static int lightsCount = 0; // Enabled lights counter
|
|
|
+
|
|
|
//----------------------------------------------------------------------------------
|
|
|
// Module specific Functions Declaration
|
|
|
//----------------------------------------------------------------------------------
|
|
@@ -1880,6 +1880,8 @@ void rlglDrawMesh(Mesh mesh, Material material, Matrix transform)
|
|
|
glTexCoordPointer(2, GL_FLOAT, 0, mesh.texcoords); // Pointer to texture coords array
|
|
|
if (mesh.normals != NULL) glNormalPointer(GL_FLOAT, 0, mesh.normals); // Pointer to normals array
|
|
|
if (mesh.colors != NULL) glColorPointer(4, GL_UNSIGNED_BYTE, 0, mesh.colors); // Pointer to colors array
|
|
|
+
|
|
|
+ // TODO: Support OpenGL 1.1 lighting system
|
|
|
|
|
|
rlPushMatrix();
|
|
|
rlMultMatrixf(MatrixToFloat(transform));
|
|
@@ -2484,7 +2486,6 @@ Light CreateLight(int type, Vector3 position, Color diffuse)
|
|
|
{
|
|
|
Light light = NULL;
|
|
|
|
|
|
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
|
if (lightsCount < MAX_LIGHTS)
|
|
|
{
|
|
|
// Allocate dynamic memory
|
|
@@ -2506,9 +2507,15 @@ Light CreateLight(int type, Vector3 position, Color diffuse)
|
|
|
// Increase enabled lights count
|
|
|
lightsCount++;
|
|
|
}
|
|
|
- else TraceLog(WARNING, "Too many lights, only supported up to %i lights", MAX_LIGHTS);
|
|
|
-#else
|
|
|
- // TODO: Support OpenGL 1.1 lighting system
|
|
|
+ else
|
|
|
+ {
|
|
|
+ TraceLog(WARNING, "Too many lights, only supported up to %i lights", MAX_LIGHTS);
|
|
|
+
|
|
|
+ // NOTE: Returning latest created light to avoid crashes
|
|
|
+ light = lights[lightsCount];
|
|
|
+ }
|
|
|
+
|
|
|
+#if defined(GRAPHICS_API_OPENGL_11)
|
|
|
TraceLog(WARNING, "Lighting currently not supported on OpenGL 1.1");
|
|
|
#endif
|
|
|
|
|
@@ -2518,7 +2525,6 @@ Light CreateLight(int type, Vector3 position, Color diffuse)
|
|
|
// Destroy a light and take it out of the list
|
|
|
void DestroyLight(Light light)
|
|
|
{
|
|
|
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
|
if (light != NULL)
|
|
|
{
|
|
|
// Free dynamic memory allocation
|
|
@@ -2539,7 +2545,6 @@ void DestroyLight(Light light)
|
|
|
// Decrease enabled physic objects count
|
|
|
lightsCount--;
|
|
|
}
|
|
|
-#endif
|
|
|
}
|
|
|
|
|
|
// Init VR device (or simulator)
|
|
@@ -2547,6 +2552,7 @@ void DestroyLight(Light light)
|
|
|
// NOTE: It modifies the global variable: VrDeviceInfo hmd
|
|
|
void InitVrDevice(int hmdDevice)
|
|
|
{
|
|
|
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
|
switch (hmdDevice)
|
|
|
{
|
|
|
case HMD_DEFAULT_DEVICE: TraceLog(INFO, "Initializing default VR Device (Oculus Rift CV1)");
|
|
@@ -2631,11 +2637,13 @@ void InitVrDevice(int hmdDevice)
|
|
|
vrSimulator = true;
|
|
|
vrEnabled = true;
|
|
|
}
|
|
|
+#endif
|
|
|
}
|
|
|
|
|
|
// Close VR device (or simulator)
|
|
|
void CloseVrDevice(void)
|
|
|
{
|
|
|
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
|
#if defined(RLGL_OCULUS_SUPPORT)
|
|
|
if (vrDeviceReady) CloseOculusDevice();
|
|
|
else
|
|
@@ -2644,7 +2652,7 @@ void CloseVrDevice(void)
|
|
|
rlDeleteRenderTextures(vrConfig.stereoFbo); // Unload stereo framebuffer and texture
|
|
|
UnloadShader(vrConfig.distortionShader); // Unload distortion shader
|
|
|
}
|
|
|
-
|
|
|
+#endif
|
|
|
vrDeviceReady = false;
|
|
|
}
|
|
|
|
|
@@ -2675,6 +2683,7 @@ void UpdateVrTracking(void)
|
|
|
// Begin Oculus drawing configuration
|
|
|
void BeginVrDrawing(void)
|
|
|
{
|
|
|
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
|
#if defined(RLGL_OCULUS_SUPPORT)
|
|
|
if (vrDeviceReady)
|
|
|
{
|
|
@@ -2697,11 +2706,13 @@ void BeginVrDrawing(void)
|
|
|
rlClearScreenBuffers(); // Clear current framebuffer(s)
|
|
|
|
|
|
vrRendering = true;
|
|
|
+#endif
|
|
|
}
|
|
|
|
|
|
// End Oculus drawing process (and desktop mirror)
|
|
|
void EndVrDrawing(void)
|
|
|
{
|
|
|
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
|
#if defined(RLGL_OCULUS_SUPPORT)
|
|
|
if (vrDeviceReady)
|
|
|
{
|
|
@@ -2764,6 +2775,7 @@ void EndVrDrawing(void)
|
|
|
rlDisableDepthTest();
|
|
|
|
|
|
vrRendering = false;
|
|
|
+#endif
|
|
|
}
|
|
|
|
|
|
//----------------------------------------------------------------------------------
|
|
@@ -3652,6 +3664,124 @@ static char *ReadTextFile(const char *fileName)
|
|
|
|
|
|
return text;
|
|
|
}
|
|
|
+
|
|
|
+// Configure stereo rendering (including distortion shader) with HMD device parameters
|
|
|
+static void SetStereoConfig(VrDeviceInfo hmd)
|
|
|
+{
|
|
|
+ // Compute aspect ratio
|
|
|
+ float aspect = ((float)hmd.hResolution*0.5f)/(float)hmd.vResolution;
|
|
|
+
|
|
|
+ // Compute lens parameters
|
|
|
+ float lensShift = (hmd.hScreenSize*0.25f - hmd.lensSeparationDistance*0.5f)/hmd.hScreenSize;
|
|
|
+ float leftLensCenter[2] = { 0.25 + lensShift, 0.5f };
|
|
|
+ float rightLensCenter[2] = { 0.75 - lensShift, 0.5f };
|
|
|
+ float leftScreenCenter[2] = { 0.25f, 0.5f };
|
|
|
+ float rightScreenCenter[2] = { 0.75f, 0.5f };
|
|
|
+
|
|
|
+ // Compute distortion scale parameters
|
|
|
+ // NOTE: To get lens max radius, lensShift must be normalized to [-1..1]
|
|
|
+ float lensRadius = fabsf(-1.0f - 4.0f*lensShift);
|
|
|
+ float lensRadiusSq = lensRadius*lensRadius;
|
|
|
+ float distortionScale = hmd.distortionK[0] +
|
|
|
+ hmd.distortionK[1]*lensRadiusSq +
|
|
|
+ hmd.distortionK[2]*lensRadiusSq*lensRadiusSq +
|
|
|
+ hmd.distortionK[3]*lensRadiusSq*lensRadiusSq*lensRadiusSq;
|
|
|
+
|
|
|
+ TraceLog(DEBUG, "VR: Distortion Scale: %f", distortionScale);
|
|
|
+
|
|
|
+ float normScreenWidth = 0.5f;
|
|
|
+ float normScreenHeight = 1.0f;
|
|
|
+ float scaleIn[2] = { 2/normScreenWidth, 2/normScreenHeight/aspect };
|
|
|
+ float scale[2] = { normScreenWidth*0.5/distortionScale, normScreenHeight*0.5*aspect/distortionScale };
|
|
|
+
|
|
|
+ TraceLog(DEBUG, "VR: Distortion Shader: LeftLensCenter = { %f, %f }", leftLensCenter[0], leftLensCenter[1]);
|
|
|
+ TraceLog(DEBUG, "VR: Distortion Shader: RightLensCenter = { %f, %f }", rightLensCenter[0], rightLensCenter[1]);
|
|
|
+ TraceLog(DEBUG, "VR: Distortion Shader: Scale = { %f, %f }", scale[0], scale[1]);
|
|
|
+ TraceLog(DEBUG, "VR: Distortion Shader: ScaleIn = { %f, %f }", scaleIn[0], scaleIn[1]);
|
|
|
+
|
|
|
+ // Update distortion shader with lens and distortion-scale parameters
|
|
|
+ SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "leftLensCenter"), leftLensCenter, 2);
|
|
|
+ SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "rightLensCenter"), rightLensCenter, 2);
|
|
|
+ SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "leftScreenCenter"), leftScreenCenter, 2);
|
|
|
+ SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "rightScreenCenter"), rightScreenCenter, 2);
|
|
|
+
|
|
|
+ SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "scale"), scale, 2);
|
|
|
+ SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "scaleIn"), scaleIn, 2);
|
|
|
+ SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "hmdWarpParam"), hmd.distortionK, 4);
|
|
|
+ SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "chromaAbParam"), hmd.chromaAbCorrection, 4);
|
|
|
+
|
|
|
+ // Fovy is normally computed with: 2*atan2(hmd.vScreenSize, 2*hmd.eyeToScreenDistance)*RAD2DEG
|
|
|
+ // ...but with lens distortion it is increased (see Oculus SDK Documentation)
|
|
|
+ //float fovy = 2.0f*atan2(hmd.vScreenSize*0.5f*distortionScale, hmd.eyeToScreenDistance)*RAD2DEG; // Really need distortionScale?
|
|
|
+ float fovy = 2.0f*atan2(hmd.vScreenSize*0.5f, hmd.eyeToScreenDistance)*RAD2DEG;
|
|
|
+
|
|
|
+ // Compute camera projection matrices
|
|
|
+ float projOffset = 4.0f*lensShift; // Scaled to projection space coordinates [-1..1]
|
|
|
+ Matrix proj = MatrixPerspective(fovy, aspect, 0.01, 1000.0);
|
|
|
+ vrConfig.eyesProjection[0] = MatrixMultiply(proj, MatrixTranslate(projOffset, 0.0f, 0.0f));
|
|
|
+ vrConfig.eyesProjection[1] = MatrixMultiply(proj, MatrixTranslate(-projOffset, 0.0f, 0.0f));
|
|
|
+
|
|
|
+ // NOTE: Projection matrices must be transposed due to raymath convention
|
|
|
+ MatrixTranspose(&vrConfig.eyesProjection[0]);
|
|
|
+ MatrixTranspose(&vrConfig.eyesProjection[1]);
|
|
|
+
|
|
|
+ // Compute camera transformation matrices
|
|
|
+ // NOTE: Camera movement might seem more natural if we model the head.
|
|
|
+ // Our axis of rotation is the base of our head, so we might want to add
|
|
|
+ // some y (base of head to eye level) and -z (center of head to eye protrusion) to the camera positions.
|
|
|
+ vrConfig.eyesViewOffset[0] = MatrixTranslate(-hmd.interpupillaryDistance*0.5f, 0.075f, 0.045f);
|
|
|
+ vrConfig.eyesViewOffset[1] = MatrixTranslate(hmd.interpupillaryDistance*0.5f, 0.075f, 0.045f);
|
|
|
+
|
|
|
+ // Compute eyes Viewports
|
|
|
+ //vrConfig.eyesViewport[0] = (Rectangle){ 0, 0, hmd.hResolution/2, hmd.vResolution };
|
|
|
+ //vrConfig.eyesViewport[1] = (Rectangle){ hmd.hResolution/2, 0, hmd.hResolution/2, hmd.vResolution };
|
|
|
+}
|
|
|
+
|
|
|
+// Set internal projection and modelview matrix depending on eyes tracking data
|
|
|
+static void SetStereoView(int eye, Matrix matProjection, Matrix matModelView)
|
|
|
+{
|
|
|
+ if (vrEnabled)
|
|
|
+ {
|
|
|
+ Matrix eyeProjection = matProjection;
|
|
|
+ Matrix eyeModelView = matModelView;
|
|
|
+
|
|
|
+#if defined(RLGL_OCULUS_SUPPORT)
|
|
|
+ if (vrDeviceReady)
|
|
|
+ {
|
|
|
+ rlViewport(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];
|
|
|
+ }
|
|
|
+ else
|
|
|
+#endif
|
|
|
+ {
|
|
|
+ // Setup viewport and projection/modelview matrices using tracking data
|
|
|
+ rlViewport(eye*screenWidth/2, 0, screenWidth/2, screenHeight);
|
|
|
+
|
|
|
+ // Apply view offset to modelview matrix
|
|
|
+ eyeModelView = MatrixMultiply(matModelView, vrConfig.eyesViewOffset[eye]);
|
|
|
+
|
|
|
+ eyeProjection = vrConfig.eyesProjection[eye];
|
|
|
+ }
|
|
|
+
|
|
|
+ SetMatrixModelview(eyeModelView);
|
|
|
+ SetMatrixProjection(eyeProjection);
|
|
|
+ }
|
|
|
+}
|
|
|
#endif //defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
|
|
|
|
#if defined(GRAPHICS_API_OPENGL_11)
|
|
@@ -3781,124 +3911,6 @@ static Color *GenNextMipmap(Color *srcData, int srcWidth, int srcHeight)
|
|
|
}
|
|
|
#endif
|
|
|
|
|
|
-// Configure stereo rendering (including distortion shader) with HMD device parameters
|
|
|
-static void SetStereoConfig(VrDeviceInfo hmd)
|
|
|
-{
|
|
|
- // Compute aspect ratio
|
|
|
- float aspect = ((float)hmd.hResolution*0.5f)/(float)hmd.vResolution;
|
|
|
-
|
|
|
- // Compute lens parameters
|
|
|
- float lensShift = (hmd.hScreenSize*0.25f - hmd.lensSeparationDistance*0.5f)/hmd.hScreenSize;
|
|
|
- float leftLensCenter[2] = { 0.25 + lensShift, 0.5f };
|
|
|
- float rightLensCenter[2] = { 0.75 - lensShift, 0.5f };
|
|
|
- float leftScreenCenter[2] = { 0.25f, 0.5f };
|
|
|
- float rightScreenCenter[2] = { 0.75f, 0.5f };
|
|
|
-
|
|
|
- // Compute distortion scale parameters
|
|
|
- // NOTE: To get lens max radius, lensShift must be normalized to [-1..1]
|
|
|
- float lensRadius = fabsf(-1.0f - 4.0f*lensShift);
|
|
|
- float lensRadiusSq = lensRadius*lensRadius;
|
|
|
- float distortionScale = hmd.distortionK[0] +
|
|
|
- hmd.distortionK[1]*lensRadiusSq +
|
|
|
- hmd.distortionK[2]*lensRadiusSq*lensRadiusSq +
|
|
|
- hmd.distortionK[3]*lensRadiusSq*lensRadiusSq*lensRadiusSq;
|
|
|
-
|
|
|
- TraceLog(DEBUG, "VR: Distortion Scale: %f", distortionScale);
|
|
|
-
|
|
|
- float normScreenWidth = 0.5f;
|
|
|
- float normScreenHeight = 1.0f;
|
|
|
- float scaleIn[2] = { 2/normScreenWidth, 2/normScreenHeight/aspect };
|
|
|
- float scale[2] = { normScreenWidth*0.5/distortionScale, normScreenHeight*0.5*aspect/distortionScale };
|
|
|
-
|
|
|
- TraceLog(DEBUG, "VR: Distortion Shader: LeftLensCenter = { %f, %f }", leftLensCenter[0], leftLensCenter[1]);
|
|
|
- TraceLog(DEBUG, "VR: Distortion Shader: RightLensCenter = { %f, %f }", rightLensCenter[0], rightLensCenter[1]);
|
|
|
- TraceLog(DEBUG, "VR: Distortion Shader: Scale = { %f, %f }", scale[0], scale[1]);
|
|
|
- TraceLog(DEBUG, "VR: Distortion Shader: ScaleIn = { %f, %f }", scaleIn[0], scaleIn[1]);
|
|
|
-
|
|
|
- // Update distortion shader with lens and distortion-scale parameters
|
|
|
- SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "leftLensCenter"), leftLensCenter, 2);
|
|
|
- SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "rightLensCenter"), rightLensCenter, 2);
|
|
|
- SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "leftScreenCenter"), leftScreenCenter, 2);
|
|
|
- SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "rightScreenCenter"), rightScreenCenter, 2);
|
|
|
-
|
|
|
- SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "scale"), scale, 2);
|
|
|
- SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "scaleIn"), scaleIn, 2);
|
|
|
- SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "hmdWarpParam"), hmd.distortionK, 4);
|
|
|
- SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "chromaAbParam"), hmd.chromaAbCorrection, 4);
|
|
|
-
|
|
|
- // Fovy is normally computed with: 2*atan2(hmd.vScreenSize, 2*hmd.eyeToScreenDistance)*RAD2DEG
|
|
|
- // ...but with lens distortion it is increased (see Oculus SDK Documentation)
|
|
|
- //float fovy = 2.0f*atan2(hmd.vScreenSize*0.5f*distortionScale, hmd.eyeToScreenDistance)*RAD2DEG; // Really need distortionScale?
|
|
|
- float fovy = 2.0f*atan2(hmd.vScreenSize*0.5f, hmd.eyeToScreenDistance)*RAD2DEG;
|
|
|
-
|
|
|
- // Compute camera projection matrices
|
|
|
- float projOffset = 4.0f*lensShift; // Scaled to projection space coordinates [-1..1]
|
|
|
- Matrix proj = MatrixPerspective(fovy, aspect, 0.01, 1000.0);
|
|
|
- vrConfig.eyesProjection[0] = MatrixMultiply(proj, MatrixTranslate(projOffset, 0.0f, 0.0f));
|
|
|
- vrConfig.eyesProjection[1] = MatrixMultiply(proj, MatrixTranslate(-projOffset, 0.0f, 0.0f));
|
|
|
-
|
|
|
- // NOTE: Projection matrices must be transposed due to raymath convention
|
|
|
- MatrixTranspose(&vrConfig.eyesProjection[0]);
|
|
|
- MatrixTranspose(&vrConfig.eyesProjection[1]);
|
|
|
-
|
|
|
- // Compute camera transformation matrices
|
|
|
- // NOTE: Camera movement might seem more natural if we model the head.
|
|
|
- // Our axis of rotation is the base of our head, so we might want to add
|
|
|
- // some y (base of head to eye level) and -z (center of head to eye protrusion) to the camera positions.
|
|
|
- vrConfig.eyesViewOffset[0] = MatrixTranslate(-hmd.interpupillaryDistance*0.5f, 0.075f, 0.045f);
|
|
|
- vrConfig.eyesViewOffset[1] = MatrixTranslate(hmd.interpupillaryDistance*0.5f, 0.075f, 0.045f);
|
|
|
-
|
|
|
- // Compute eyes Viewports
|
|
|
- //vrConfig.eyesViewport[0] = (Rectangle){ 0, 0, hmd.hResolution/2, hmd.vResolution };
|
|
|
- //vrConfig.eyesViewport[1] = (Rectangle){ hmd.hResolution/2, 0, hmd.hResolution/2, hmd.vResolution };
|
|
|
-}
|
|
|
-
|
|
|
-// Set internal projection and modelview matrix depending on eyes tracking data
|
|
|
-static void SetStereoView(int eye, Matrix matProjection, Matrix matModelView)
|
|
|
-{
|
|
|
- if (vrEnabled)
|
|
|
- {
|
|
|
- Matrix eyeProjection = matProjection;
|
|
|
- Matrix eyeModelView = matModelView;
|
|
|
-
|
|
|
-#if defined(RLGL_OCULUS_SUPPORT)
|
|
|
- if (vrDeviceReady)
|
|
|
- {
|
|
|
- rlViewport(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];
|
|
|
- }
|
|
|
- else
|
|
|
-#endif
|
|
|
- {
|
|
|
- // Setup viewport and projection/modelview matrices using tracking data
|
|
|
- rlViewport(eye*screenWidth/2, 0, screenWidth/2, screenHeight);
|
|
|
-
|
|
|
- // Apply view offset to modelview matrix
|
|
|
- eyeModelView = MatrixMultiply(matModelView, vrConfig.eyesViewOffset[eye]);
|
|
|
-
|
|
|
- eyeProjection = vrConfig.eyesProjection[eye];
|
|
|
- }
|
|
|
-
|
|
|
- SetMatrixModelview(eyeModelView);
|
|
|
- SetMatrixProjection(eyeProjection);
|
|
|
- }
|
|
|
-}
|
|
|
-
|
|
|
#if defined(RLGL_OCULUS_SUPPORT)
|
|
|
// Initialize Oculus device
|
|
|
static bool InitOculusDevice(void)
|