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@@ -17,57 +17,52 @@
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*
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********************************************************************************************/
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-#if defined(_WIN32)
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- #define GLFW_EXPOSE_NATIVE_WIN32
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- #define GLFW_EXPOSE_NATIVE_WGL
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- #define OVR_OS_WIN32
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-#elif defined(__APPLE__)
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- #define GLFW_EXPOSE_NATIVE_COCOA
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- #define GLFW_EXPOSE_NATIVE_NSGL
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- #define OVR_OS_MAC
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-#elif defined(__linux__)
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- #define GLFW_EXPOSE_NATIVE_X11
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- #define GLFW_EXPOSE_NATIVE_GLX
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- #define OVR_OS_LINUX
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-#endif
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-
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-#include "glad.h" // Extensions loading library
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-
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-#include <GLFW/glfw3.h>
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-#include <GLFW/glfw3native.h>
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+#include <stdlib.h>
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+#include <stdarg.h>
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+#include <stdio.h>
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+#include <string.h>
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-#include "OculusSDK/LibOVR/Include/OVR_CAPI_GL.h" // Oculus SDK for OpenGL
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+#include "glad.h" // Extensions loading library
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+#include <GLFW/glfw3.h> // Windows/Context and inputs management
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-//#include "GL/CAPI_GLE.h" // stripped-down GLEW/GLAD library to manage extensions (really required?)
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-//#include "Extras/OVR_Math.h" // math utilities C++ (really required?)
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+#include "OculusSDK/LibOVR/Include/OVR_CAPI_GL.h" // Oculus SDK for OpenGL
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#define RLGL_STANDALONE
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#include "rlgl.h"
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-#include <stdlib.h>
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-#include <stdio.h>
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+// OVR device variables
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+ovrSession session;
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+ovrHmdDesc hmdDesc;
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+ovrGraphicsLuid luid;
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+
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+// OVR OpenGL required variables
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+GLuint fbo = 0;
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+GLuint depthBuffer = 0;
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+ovrTextureSwapChain eyeTexture;
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+
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+GLuint mirrorFbo = 0;
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+ovrMirrorTexture mirrorTexture;
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+ovrEyeRenderDesc eyeRenderDescs[2];
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+Matrix eyeProjections[2];
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+
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+ovrLayerEyeFov eyeLayer;
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+ovrViewScaleDesc viewScaleDesc;
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+
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+Vector2 renderTargetSize = { 0, 0 };
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+Vector2 mirrorSize;
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+unsigned int frame = 0;
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+
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+// GLFW variables
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+GLFWwindow *window = NULL;
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//----------------------------------------------------------------------------------
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// Types and Structures Definition
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//----------------------------------------------------------------------------------
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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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typedef enum { LOG_INFO = 0, LOG_ERROR, LOG_WARNING, LOG_DEBUG, LOG_OTHER } TraceLogType;
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//----------------------------------------------------------------------------------
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// Module specific Functions Declaration
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//----------------------------------------------------------------------------------
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-static OculusBuffer LoadOculusBuffer(ovrSession session, int width, int height);
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-static void UnloadOculusBuffer(ovrSession session, OculusBuffer buffer);
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-static void SetOculusBuffer(ovrSession session, OculusBuffer buffer);
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-static void UnsetOculusBuffer(OculusBuffer buffer);
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-
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static void ErrorCallback(int error, const char* description)
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{
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fputs(description, stderr);
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@@ -83,18 +78,15 @@ static void KeyCallback(GLFWwindow* window, int key, int scancode, int action, i
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static void DrawRectangleV(Vector2 position, Vector2 size, Color color);
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static void TraceLog(int msgType, const char *text, ...);
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+static Matrix FromOvrMatrix(ovrMatrix4f ovrM);
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+void DrawGrid(int slices, float spacing);
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+void DrawCube(Vector3 position, float width, float height, float length, Color color);
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//----------------------------------------------------------------------------------
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// Main Entry point
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//----------------------------------------------------------------------------------
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-int main()
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+int main()
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{
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- // Initialization
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- //--------------------------------------------------------------------------------------
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- ovrSession session;
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- ovrGraphicsLuid luid; // Useless for OpenGL since SDK 0.7
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- ovrHmdDesc hmdDesc;
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-
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ovrResult result = ovr_Initialize(NULL);
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if (OVR_FAILURE(result)) TraceLog(LOG_ERROR, "OVR: Could not initialize Oculus device");
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@@ -114,15 +106,37 @@ int main()
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TraceLog(LOG_INFO, "OVR: Serian 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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- int screenWidth = hmdDesc.Resolution.w/2 + 100; // Added 100 pixels for testing
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- int screenHeight = hmdDesc.Resolution.h/2 + 100; // Added 100 pixels for testing
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+
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+ viewScaleDesc.HmdSpaceToWorldScaleInMeters = 1.0f;
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+ memset(&eyeLayer, 0, sizeof(ovrLayerEyeFov));
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+ eyeLayer.Header.Type = ovrLayerType_EyeFov;
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+ eyeLayer.Header.Flags = ovrLayerFlag_TextureOriginAtBottomLeft;
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+
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+ for (int eye = 0; eye < 2; eye++)
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+ {
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+ eyeRenderDescs[eye] = ovr_GetRenderDesc(session, eye, hmdDesc.DefaultEyeFov[eye]);
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+ ovrMatrix4f ovrPerspectiveProjection = ovrMatrix4f_Projection(eyeRenderDescs[eye].Fov, 0.01f, 1000.0f, ovrProjection_ClipRangeOpenGL);
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+ // NOTE struct ovrMatrix4f { float M[4][4] }
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+ eyeProjections[eye] = FromOvrMatrix(ovrPerspectiveProjection);
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+ viewScaleDesc.HmdToEyeOffset[eye] = eyeRenderDescs[eye].HmdToEyeOffset;
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+
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+ eyeLayer.Fov[eye] = eyeRenderDescs[eye].Fov;
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+ ovrSizei eyeSize = ovr_GetFovTextureSize(session, eye, eyeLayer.Fov[eye], 1.0f);
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+ eyeLayer.Viewport[eye].Size = eyeSize;
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+ eyeLayer.Viewport[eye].Pos.x = renderTargetSize.x;
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+ eyeLayer.Viewport[eye].Pos.y = 0;
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+
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+ renderTargetSize.y = eyeSize.h; //std::max(renderTargetSize.y, (uint32_t)eyeSize.h);
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+ renderTargetSize.x += eyeSize.w;
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+ }
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+
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+ // Make the on screen window 1/2 the resolution of the device
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+ mirrorSize.x = hmdDesc.Resolution.w/2;
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+ mirrorSize.y = hmdDesc.Resolution.h/2;
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+
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// GLFW3 Initialization + OpenGL 3.3 Context + Extensions
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//--------------------------------------------------------
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- GLFWwindow *window;
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-
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- glfwSetErrorCallback(ErrorCallback);
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-
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if (!glfwInit())
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{
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TraceLog(LOG_WARNING, "GLFW3: Can not initialize GLFW");
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@@ -133,12 +147,11 @@ int main()
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glfwWindowHint(GLFW_DEPTH_BITS, 16);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
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- //glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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glfwWindowHint(GLFW_OPENGL_DEBUG_CONTEXT, GL_TRUE);
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- glfwWindowHint(GLFW_DECORATED, GL_FALSE); // Mandatory on Oculus Rift to avoid program crash!
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+ //glfwWindowHint(GLFW_DECORATED, GL_FALSE); // Mandatory on Oculus Rift to avoid program crash? --> NO
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- window = glfwCreateWindow(screenWidth, screenHeight, "rlgl standalone", NULL, NULL);
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+ window = glfwCreateWindow(mirrorSize.x, mirrorSize.y, "raylib oculus sample", NULL, NULL);
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if (!window)
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{
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@@ -147,6 +160,7 @@ int main()
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}
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else TraceLog(LOG_INFO, "GLFW3: Window created successfully");
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+ glfwSetErrorCallback(ErrorCallback);
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glfwSetKeyCallback(window, KeyCallback);
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glfwMakeContextCurrent(window);
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@@ -159,174 +173,132 @@ int main()
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}
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else TraceLog(LOG_INFO, "GLAD: OpenGL extensions loaded successfully");
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- rlglInit();
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- rlglInitGraphics(0, 0, screenWidth, screenHeight);
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- rlClearColor(245, 245, 245, 255); // Define clear color
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+ // Initialize OVR OpenGL swap chain textures
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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 = renderTargetSize.x;
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+ desc.Height = renderTargetSize.y;
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+ desc.MipLevels = 1;
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+ desc.Format = OVR_FORMAT_R8G8B8A8_UNORM_SRGB;
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+ desc.SampleCount = 1;
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+ desc.StaticImage = ovrFalse;
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- Vector2 position = { screenWidth/2 - 100, screenHeight/2 - 100 };
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- Vector2 size = { 200, 200 };
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- Color color = { 180, 20, 20, 255 };
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- //---------------------------------------------------------------------------
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+ result = ovr_CreateTextureSwapChainGL(session, &desc, &eyeTexture);
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+ eyeLayer.ColorTexture[0] = eyeTexture;
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- OculusBuffer eyeRenderBuffer[2];
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-
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- GLuint mirrorFBO = 0;
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- ovrMirrorTexture mirrorTexture = NULL;
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-
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- bool isVisible = true;
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- long long frameIndex = 0;
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-
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- // Make eyes render buffers
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- ovrSizei recommendedTexSizeLeft = ovr_GetFovTextureSize(session, ovrEye_Left, hmdDesc.DefaultEyeFov[0], 1.0f);
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- eyeRenderBuffer[0] = LoadOculusBuffer(session, recommendedTexSizeLeft.w, recommendedTexSizeLeft.h);
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- ovrSizei recommendedTexSizeRight = ovr_GetFovTextureSize(session, ovrEye_Right, hmdDesc.DefaultEyeFov[1], 1.0f);
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- eyeRenderBuffer[1] = LoadOculusBuffer(session, recommendedTexSizeRight.w, recommendedTexSizeRight.h);
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+ if (!OVR_SUCCESS(result)) TraceLog(LOG_WARNING, "Failed to create swap textures");
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- // Note: the mirror window can be any size, for this sample we use 1/2 the HMD resolution
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- ovrSizei windowSize = { hmdDesc.Resolution.w/2, hmdDesc.Resolution.h/2 };
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+ int length = 0;
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+ result = ovr_GetTextureSwapChainLength(session, eyeTexture, &length);
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+
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+ if (!OVR_SUCCESS(result) || !length) TraceLog(LOG_WARNING, "Unable to count swap chain textures");
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- // Define mirror texture descriptor
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+ for (int i = 0; i < length; ++i)
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+ {
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+ GLuint chainTexId;
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+ ovr_GetTextureSwapChainBufferGL(session, eyeTexture, 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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+ // Setup framebuffer object
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+ glGenFramebuffers(1, &fbo);
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+ glGenRenderbuffers(1, &depthBuffer);
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+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo);
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+ glBindRenderbuffer(GL_RENDERBUFFER, depthBuffer);
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+ glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, renderTargetSize.x, renderTargetSize.y);
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+ glBindRenderbuffer(GL_RENDERBUFFER, 0);
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+ glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthBuffer);
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+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
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+
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+ // Setup mirror texture
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ovrMirrorTextureDesc mirrorDesc;
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memset(&mirrorDesc, 0, sizeof(mirrorDesc));
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- mirrorDesc.Width = windowSize.w;
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- mirrorDesc.Height = windowSize.h;
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mirrorDesc.Format = OVR_FORMAT_R8G8B8A8_UNORM_SRGB;
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+ mirrorDesc.Width = mirrorSize.x;
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+ mirrorDesc.Height = mirrorSize.y;
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+
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+ if (!OVR_SUCCESS(ovr_CreateMirrorTextureGL(session, &mirrorDesc, &mirrorTexture))) TraceLog(LOG_WARNING, "Could not create mirror texture");
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- // Create mirror texture and an FBO used to copy mirror texture to back buffer
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- result = ovr_CreateMirrorTextureGL(session, &mirrorDesc, &mirrorTexture);
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- if (!OVR_SUCCESS(result)) TraceLog(LOG_WARNING, "OVR: Failed to create mirror texture");
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-
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- // Configure the mirror read buffer
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- GLuint texId;
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- ovr_GetMirrorTextureBufferGL(session, mirrorTexture, &texId);
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+ glGenFramebuffers(1, &mirrorFbo);
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- glGenFramebuffers(1, &mirrorFBO);
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- glBindFramebuffer(GL_READ_FRAMEBUFFER, mirrorFBO);
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- glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texId, 0);
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- glFramebufferRenderbuffer(GL_READ_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, 0);
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- glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
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-
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- if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
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- {
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- glDeleteFramebuffers(1, &mirrorFBO);
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- TraceLog(LOG_WARNING, "OVR: Could not initialize mirror framebuffers");
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- }
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+ // Recenter OVR tracking origin
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+ ovr_RecenterTrackingOrigin(session);
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- glClearColor(1.0f, 0.1f, 0.1f, 0.0f);
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+ // Initialize rlgl internal buffers and OpenGL state
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+ rlglInit();
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+ rlglInitGraphics(0, 0, mirrorSize.x, mirrorSize.y);
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+ rlClearColor(245, 245, 245, 255); // Define clear color
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glEnable(GL_DEPTH_TEST);
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- ovr_RecenterTrackingOrigin(session);
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- // FloorLevel will give tracking poses where the floor height is 0
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- ovr_SetTrackingOriginType(session, ovrTrackingOrigin_FloorLevel);
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- //--------------------------------------------------------------------------------------
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+ Vector2 position = { mirrorSize.x/2 - 100, mirrorSize.y/2 - 100 };
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+ Vector2 size = { 200, 200 };
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+ Color color = { 180, 20, 20, 255 };
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+ Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
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- // Main loop
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- while (!glfwWindowShouldClose(window))
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+ while (!glfwWindowShouldClose(window))
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{
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// Update
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//----------------------------------------------------------------------------------
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- frameIndex++;
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-
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- // TODO: Update game here!
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+ frame++;
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- // Call ovr_GetRenderDesc each frame to get the ovrEyeRenderDesc, as the returned values (e.g. HmdToEyeOffset) may change at runtime.
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- ovrEyeRenderDesc eyeRenderDesc[2];
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- eyeRenderDesc[0] = ovr_GetRenderDesc(session, ovrEye_Left, hmdDesc.DefaultEyeFov[0]);
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- eyeRenderDesc[1] = ovr_GetRenderDesc(session, ovrEye_Right, hmdDesc.DefaultEyeFov[1]);
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-
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- // Get eye poses, feeding in correct IPD offset
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- ovrPosef eyeRenderPose[2];
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- ovrVector3f hmdToEyeOffset[2] = { eyeRenderDesc[0].HmdToEyeOffset, eyeRenderDesc[1].HmdToEyeOffset };
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-
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- double sensorSampleTime; // sensorSampleTime is fed into the layer later
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- ovr_GetEyePoses(session, frameIndex, ovrTrue, hmdToEyeOffset, eyeRenderPose, &sensorSampleTime);
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+ ovrPosef eyePoses[2];
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+ ovr_GetEyePoses(session, frame, ovrTrue, viewScaleDesc.HmdToEyeOffset, eyePoses, &eyeLayer.SensorSampleTime);
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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+ int curIndex;
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+ ovr_GetTextureSwapChainCurrentIndex(session, eyeTexture, &curIndex);
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+ GLuint curTexId;
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+ ovr_GetTextureSwapChainBufferGL(session, eyeTexture, curIndex, &curTexId);
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+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo);
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+ glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, curTexId, 0);
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- // Clear screen to red color
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- //glClearColor(1.0f, 0.1f, 0.1f, 0.0f);
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- //glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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-
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- if (isVisible)
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- {
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- for (int eye = 0; eye < 2; ++eye)
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- {
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- SetOculusBuffer(session, eyeRenderBuffer[eye]);
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-
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- // TODO: Get view and projection matrices for the eye
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- // Sample using Oculus OVR_Math.h (C++)
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- /*
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- Matrix4f projection[eye] = Matrix4f(ovrMatrix4f_Projection(eyeRenderDesc[eye].Fov, 0.01f, 10000.0f, ovrProjection_None));
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- Matrix4f eyeOrientation[eye] = Matrix4f(Quatf(eyeRenderPose[eye].Orientation).Inverted());
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- Matrix4f eyePose[eye] = Matrix4f::Translation(-Vector3f(eyeRenderPose[eye].Position));
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- Matrix4f mvp = projection[eye]*eyeOrientation[eye]*eyePose[eye];
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- */
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-
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- // Sample using custom raymath.h (C) -INCOMPLETE-
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- /*
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- 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);
|
|
|
- }
|
|
|
- }
|
|
|
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
|
|
|
|
|
- // 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;
|
|
|
+ glViewport(eyeLayer.Viewport[eye].Pos.x, eyeLayer.Viewport[eye].Pos.y,
|
|
|
+ eyeLayer.Viewport[eye].Size.w, eyeLayer.Viewport[eye].Size.h);
|
|
|
+ eyeLayer.RenderPose[eye] = eyePoses[eye];
|
|
|
+
|
|
|
+ // Convert struct ovrPosef { ovrQuatf Orientation; ovrVector3f Position; } to Matrix
|
|
|
+ // TODO: Review maths!
|
|
|
+ Matrix eyeOrientation = QuaternionToMatrix((Quaternion){ -eyePoses[eye].Orientation.x, -eyePoses[eye].Orientation.y, -eyePoses[eye].Orientation.z, -eyePoses[eye].Orientation.w });
|
|
|
+ Matrix eyePosition = MatrixTranslate(-eyePoses[eye].Position.x, -eyePoses[eye].Position.y, -eyePoses[eye].Position.z);
|
|
|
+ Matrix mvp = MatrixMultiply(eyeProjections[eye], MatrixMultiply(eyeOrientation, eyePosition));
|
|
|
+
|
|
|
+ // NOTE: Nothing is drawn until rlglDraw()
|
|
|
+ DrawRectangleV(position, size, color);
|
|
|
+ //DrawCube(cubePosition, 2.0f, 2.0f, 2.0f, color);
|
|
|
+ //DrawGrid(10, 1.0f);
|
|
|
+
|
|
|
+ // NOTE: rlglDraw() must be modified to support an external modelview-projection matrix
|
|
|
+ // TODO: Still working on it (now uses internal mvp)
|
|
|
+ rlglDraw(mvp);
|
|
|
}
|
|
|
-
|
|
|
- // 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);
|
|
|
+ glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
|
|
|
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
|
|
|
+ ovr_CommitTextureSwapChain(session, eyeTexture);
|
|
|
+ ovrLayerHeader *headerList = &eyeLayer.Header;
|
|
|
+ ovr_SubmitFrame(session, frame, &viewScaleDesc, &headerList, 1);
|
|
|
|
|
|
- // 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);
|
|
|
+ GLuint mirrorTextureId;
|
|
|
+ ovr_GetMirrorTextureBufferGL(session, mirrorTexture, &mirrorTextureId);
|
|
|
+ glBindFramebuffer(GL_READ_FRAMEBUFFER, mirrorFbo);
|
|
|
+ glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mirrorTextureId, 0);
|
|
|
+ glBlitFramebuffer(0, 0, mirrorSize.x, mirrorSize.y, 0, mirrorSize.y, mirrorSize.x, 0, GL_COLOR_BUFFER_BIT, GL_NEAREST);
|
|
|
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
|
|
|
+
|
|
|
|
|
|
glfwSwapBuffers(window);
|
|
|
glfwPollEvents();
|
|
@@ -335,10 +307,13 @@ int main()
|
|
|
|
|
|
// De-Initialization
|
|
|
//--------------------------------------------------------------------------------------
|
|
|
- if (mirrorFBO) glDeleteFramebuffers(1, &mirrorFBO);
|
|
|
+ if (mirrorFbo) glDeleteFramebuffers(1, &mirrorFbo);
|
|
|
if (mirrorTexture) ovr_DestroyMirrorTexture(session, mirrorTexture);
|
|
|
- for (int eye = 0; eye < 2; eye++) UnloadOculusBuffer(session, eyeRenderBuffer[eye]);
|
|
|
-
|
|
|
+
|
|
|
+ if (fbo) glDeleteFramebuffers(1, &fbo);
|
|
|
+ if (depthBuffer) glDeleteTextures(1, &depthBuffer);
|
|
|
+ if (eyeTexture) ovr_DestroyTextureSwapChain(session, eyeTexture);
|
|
|
+
|
|
|
rlglClose();
|
|
|
|
|
|
glfwDestroyWindow(window);
|
|
@@ -355,108 +330,6 @@ int main()
|
|
|
// 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, ¤tIndex);
|
|
|
- ovr_GetTextureSwapChainBufferGL(session, buffer.textureChain, currentIndex, ¤tTexId);
|
|
|
-
|
|
|
- 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)
|
|
|
{
|
|
@@ -495,4 +368,137 @@ static void TraceLog(int msgType, const char *text, ...)
|
|
|
va_end(args);
|
|
|
|
|
|
//if (msgType == LOG_ERROR) exit(1);
|
|
|
-}
|
|
|
+}
|
|
|
+
|
|
|
+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;
|
|
|
+}
|
|
|
+
|
|
|
+// Draw cube
|
|
|
+// NOTE: Cube position is the center position
|
|
|
+void DrawCube(Vector3 position, float width, float height, float length, Color color)
|
|
|
+{
|
|
|
+ float x = 0.0f;
|
|
|
+ float y = 0.0f;
|
|
|
+ float z = 0.0f;
|
|
|
+
|
|
|
+ rlPushMatrix();
|
|
|
+
|
|
|
+ // NOTE: Be careful! Function order matters (rotate -> scale -> translate)
|
|
|
+ rlTranslatef(position.x, position.y, position.z);
|
|
|
+ //rlScalef(2.0f, 2.0f, 2.0f);
|
|
|
+ //rlRotatef(45, 0, 1, 0);
|
|
|
+
|
|
|
+ rlBegin(RL_TRIANGLES);
|
|
|
+ rlColor4ub(color.r, color.g, color.b, color.a);
|
|
|
+
|
|
|
+ // Front Face -----------------------------------------------------
|
|
|
+ rlVertex3f(x-width/2, y-height/2, z+length/2); // Bottom Left
|
|
|
+ rlVertex3f(x+width/2, y-height/2, z+length/2); // Bottom Right
|
|
|
+ rlVertex3f(x-width/2, y+height/2, z+length/2); // Top Left
|
|
|
+
|
|
|
+ rlVertex3f(x+width/2, y+height/2, z+length/2); // Top Right
|
|
|
+ rlVertex3f(x-width/2, y+height/2, z+length/2); // Top Left
|
|
|
+ rlVertex3f(x+width/2, y-height/2, z+length/2); // Bottom Right
|
|
|
+
|
|
|
+ // Back Face ------------------------------------------------------
|
|
|
+ rlVertex3f(x-width/2, y-height/2, z-length/2); // Bottom Left
|
|
|
+ rlVertex3f(x-width/2, y+height/2, z-length/2); // Top Left
|
|
|
+ rlVertex3f(x+width/2, y-height/2, z-length/2); // Bottom Right
|
|
|
+
|
|
|
+ rlVertex3f(x+width/2, y+height/2, z-length/2); // Top Right
|
|
|
+ rlVertex3f(x+width/2, y-height/2, z-length/2); // Bottom Right
|
|
|
+ rlVertex3f(x-width/2, y+height/2, z-length/2); // Top Left
|
|
|
+
|
|
|
+ // Top Face -------------------------------------------------------
|
|
|
+ rlVertex3f(x-width/2, y+height/2, z-length/2); // Top Left
|
|
|
+ rlVertex3f(x-width/2, y+height/2, z+length/2); // Bottom Left
|
|
|
+ rlVertex3f(x+width/2, y+height/2, z+length/2); // Bottom Right
|
|
|
+
|
|
|
+ rlVertex3f(x+width/2, y+height/2, z-length/2); // Top Right
|
|
|
+ rlVertex3f(x-width/2, y+height/2, z-length/2); // Top Left
|
|
|
+ rlVertex3f(x+width/2, y+height/2, z+length/2); // Bottom Right
|
|
|
+
|
|
|
+ // Bottom Face ----------------------------------------------------
|
|
|
+ rlVertex3f(x-width/2, y-height/2, z-length/2); // Top Left
|
|
|
+ rlVertex3f(x+width/2, y-height/2, z+length/2); // Bottom Right
|
|
|
+ rlVertex3f(x-width/2, y-height/2, z+length/2); // Bottom Left
|
|
|
+
|
|
|
+ rlVertex3f(x+width/2, y-height/2, z-length/2); // Top Right
|
|
|
+ rlVertex3f(x+width/2, y-height/2, z+length/2); // Bottom Right
|
|
|
+ rlVertex3f(x-width/2, y-height/2, z-length/2); // Top Left
|
|
|
+
|
|
|
+ // Right face -----------------------------------------------------
|
|
|
+ rlVertex3f(x+width/2, y-height/2, z-length/2); // Bottom Right
|
|
|
+ rlVertex3f(x+width/2, y+height/2, z-length/2); // Top Right
|
|
|
+ rlVertex3f(x+width/2, y+height/2, z+length/2); // Top Left
|
|
|
+
|
|
|
+ rlVertex3f(x+width/2, y-height/2, z+length/2); // Bottom Left
|
|
|
+ rlVertex3f(x+width/2, y-height/2, z-length/2); // Bottom Right
|
|
|
+ rlVertex3f(x+width/2, y+height/2, z+length/2); // Top Left
|
|
|
+
|
|
|
+ // Left Face ------------------------------------------------------
|
|
|
+ rlVertex3f(x-width/2, y-height/2, z-length/2); // Bottom Right
|
|
|
+ rlVertex3f(x-width/2, y+height/2, z+length/2); // Top Left
|
|
|
+ rlVertex3f(x-width/2, y+height/2, z-length/2); // Top Right
|
|
|
+
|
|
|
+ rlVertex3f(x-width/2, y-height/2, z+length/2); // Bottom Left
|
|
|
+ rlVertex3f(x-width/2, y+height/2, z+length/2); // Top Left
|
|
|
+ rlVertex3f(x-width/2, y-height/2, z-length/2); // Bottom Right
|
|
|
+ rlEnd();
|
|
|
+ rlPopMatrix();
|
|
|
+}
|
|
|
+
|
|
|
+// Draw a grid centered at (0, 0, 0)
|
|
|
+void DrawGrid(int slices, float spacing)
|
|
|
+{
|
|
|
+ int halfSlices = slices / 2;
|
|
|
+
|
|
|
+ rlBegin(RL_LINES);
|
|
|
+ for(int i = -halfSlices; i <= halfSlices; i++)
|
|
|
+ {
|
|
|
+ if (i == 0)
|
|
|
+ {
|
|
|
+ rlColor3f(0.5f, 0.5f, 0.5f);
|
|
|
+ rlColor3f(0.5f, 0.5f, 0.5f);
|
|
|
+ rlColor3f(0.5f, 0.5f, 0.5f);
|
|
|
+ rlColor3f(0.5f, 0.5f, 0.5f);
|
|
|
+ }
|
|
|
+ else
|
|
|
+ {
|
|
|
+ rlColor3f(0.75f, 0.75f, 0.75f);
|
|
|
+ rlColor3f(0.75f, 0.75f, 0.75f);
|
|
|
+ rlColor3f(0.75f, 0.75f, 0.75f);
|
|
|
+ rlColor3f(0.75f, 0.75f, 0.75f);
|
|
|
+ }
|
|
|
+
|
|
|
+ rlVertex3f((float)i*spacing, 0.0f, (float)-halfSlices*spacing);
|
|
|
+ rlVertex3f((float)i*spacing, 0.0f, (float)halfSlices*spacing);
|
|
|
+
|
|
|
+ rlVertex3f((float)-halfSlices*spacing, 0.0f, (float)i*spacing);
|
|
|
+ rlVertex3f((float)halfSlices*spacing, 0.0f, (float)i*spacing);
|
|
|
+ }
|
|
|
+ rlEnd();
|
|
|
+}
|