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@@ -29,8 +29,6 @@
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* #define RLGL_STANDALONE
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* #define RLGL_STANDALONE
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* Use rlgl as standalone library (no raylib dependency)
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* Use rlgl as standalone library (no raylib dependency)
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*
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*
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-* #define SUPPORT_VR_SIMULATOR
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-* Support VR simulation functionality (stereo rendering)
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*
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*
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* DEPENDENCIES:
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* DEPENDENCIES:
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* raymath - 3D math functionality (Vector3, Matrix, Quaternion)
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* raymath - 3D math functionality (Vector3, Matrix, Quaternion)
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@@ -327,29 +325,6 @@ typedef enum {
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float fovy; // Camera field-of-view apperture in Y (degrees)
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float fovy; // Camera field-of-view apperture in Y (degrees)
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} Camera;
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} Camera;
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- // Head-Mounted-Display device parameters
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- typedef struct VrDeviceInfo {
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- int hResolution; // HMD horizontal resolution in pixels
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- int vResolution; // HMD vertical resolution in pixels
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- float hScreenSize; // HMD horizontal size in meters
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- float vScreenSize; // HMD vertical size in meters
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- float vScreenCenter; // HMD screen center in meters
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- float eyeToScreenDistance; // HMD distance between eye and display in meters
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- float lensSeparationDistance; // HMD lens separation distance in meters
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- float interpupillaryDistance; // HMD IPD (distance between pupils) in meters
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- float lensDistortionValues[4]; // HMD lens distortion constant parameters
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- float chromaAbCorrection[4]; // HMD chromatic aberration correction parameters
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- } VrDeviceInfo;
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-
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- // VR Stereo rendering configuration for simulator
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- typedef struct VrStereoConfig {
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- Shader distortionShader; // VR stereo rendering distortion shader
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- Matrix eyesProjection[2]; // VR stereo rendering eyes projection matrices
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- Matrix eyesViewOffset[2]; // VR stereo rendering eyes view offset matrices
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- int eyeViewportRight[4]; // VR stereo rendering right eye viewport [x, y, w, h]
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- int eyeViewportLeft[4]; // VR stereo rendering left eye viewport [x, y, w, h]
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- } VrStereoConfig;
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-
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// TraceLog message types
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// TraceLog message types
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typedef enum {
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typedef enum {
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LOG_ALL,
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LOG_ALL,
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@@ -532,6 +507,8 @@ RLAPI void rlSetLineWidth(float width); // Set the line dr
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RLAPI float rlGetLineWidth(void); // Get the line drawing width
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RLAPI float rlGetLineWidth(void); // Get the line drawing width
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RLAPI void rlEnableSmoothLines(void); // Enable line aliasing
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RLAPI void rlEnableSmoothLines(void); // Enable line aliasing
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RLAPI void rlDisableSmoothLines(void); // Disable line aliasing
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RLAPI void rlDisableSmoothLines(void); // Disable line aliasing
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+RLAPI void rlEnableStereoRender(void); // Enable stereo rendering
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+RLAPI void rlDisableStereoRender(void); // Disable stereo rendering
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RLAPI void rlClearColor(unsigned char r, unsigned char g, unsigned char b, unsigned char a); // Clear color buffer with color
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RLAPI void rlClearColor(unsigned char r, unsigned char g, unsigned char b, unsigned char a); // Clear color buffer with color
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RLAPI void rlClearScreenBuffers(void); // Clear used screen buffers (color and depth)
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RLAPI void rlClearScreenBuffers(void); // Clear used screen buffers (color and depth)
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@@ -564,6 +541,9 @@ RLAPI void rlGenerateMipmaps(Texture2D *texture); // Gen
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RLAPI void *rlReadTexturePixels(Texture2D texture); // Read texture pixel data
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RLAPI void *rlReadTexturePixels(Texture2D texture); // Read texture pixel data
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RLAPI unsigned char *rlReadScreenPixels(int width, int height); // Read screen pixel data (color buffer)
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RLAPI unsigned char *rlReadScreenPixels(int width, int height); // Read screen pixel data (color buffer)
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+RLAPI void rlSetMatrixProjectionStereo(Matrix right, Matrix left); // Set eyes projection matrices for stereo rendering
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+RLAPI void rlSetMatrixViewOffsetStereo(Matrix right, Matrix left); // Set eyes view offsets matrices for stereo rendering
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+
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// Framebuffer management (fbo)
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// Framebuffer management (fbo)
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RLAPI unsigned int rlLoadFramebuffer(int width, int height); // Load an empty framebuffer
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RLAPI unsigned int rlLoadFramebuffer(int width, int height); // Load an empty framebuffer
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RLAPI void rlFramebufferAttach(unsigned int fboId, unsigned int texId, int attachType, int texType); // Attach texture/renderbuffer to a framebuffer
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RLAPI void rlFramebufferAttach(unsigned int fboId, unsigned int texId, int attachType, int texType); // Attach texture/renderbuffer to a framebuffer
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@@ -597,14 +577,15 @@ RLAPI Texture2D GetShapesTexture(void); // Get
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RLAPI Rectangle GetShapesTextureRec(void); // Get texture rectangle to draw shapes
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RLAPI Rectangle GetShapesTextureRec(void); // Get texture rectangle to draw shapes
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// Shader configuration functions
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// Shader configuration functions
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-RLAPI int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location
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-RLAPI int GetShaderLocationAttrib(Shader shader, const char *attribName); // Get shader attribute location
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+RLAPI int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location
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+RLAPI int GetShaderLocationAttrib(Shader shader, const char *attribName); // Get shader attribute location
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RLAPI void SetShaderValue(Shader shader, int locIndex, const void *value, int uniformType); // Set shader uniform value
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RLAPI void SetShaderValue(Shader shader, int locIndex, const void *value, int uniformType); // Set shader uniform value
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RLAPI void SetShaderValueV(Shader shader, int locIndex, const void *value, int uniformType, int count); // Set shader uniform value vector
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RLAPI void SetShaderValueV(Shader shader, int locIndex, const void *value, int uniformType, int count); // Set shader uniform value vector
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-RLAPI void SetShaderValueMatrix(Shader shader, int locIndex, Matrix mat); // Set shader uniform value (matrix 4x4)
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+RLAPI void SetShaderValueMatrix(Shader shader, int locIndex, Matrix mat); // Set shader uniform value (matrix 4x4)
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RLAPI void SetMatrixProjection(Matrix proj); // Set a custom projection matrix (replaces internal projection matrix)
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RLAPI void SetMatrixProjection(Matrix proj); // Set a custom projection matrix (replaces internal projection matrix)
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RLAPI void SetMatrixModelview(Matrix view); // Set a custom modelview matrix (replaces internal modelview matrix)
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RLAPI void SetMatrixModelview(Matrix view); // Set a custom modelview matrix (replaces internal modelview matrix)
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RLAPI Matrix GetMatrixModelview(void); // Get internal modelview matrix
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RLAPI Matrix GetMatrixModelview(void); // Get internal modelview matrix
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+RLAPI Matrix GetMatrixProjection(void); // Get internal projection matrix
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// Texture maps generation (PBR)
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// Texture maps generation (PBR)
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// NOTE: Required shaders should be provided
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// NOTE: Required shaders should be provided
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@@ -619,16 +600,6 @@ RLAPI void EndShaderMode(void); // End custom shader dra
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RLAPI void BeginBlendMode(int mode); // Begin blending mode (alpha, additive, multiplied)
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RLAPI void BeginBlendMode(int mode); // Begin blending mode (alpha, additive, multiplied)
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RLAPI void EndBlendMode(void); // End blending mode (reset to default: alpha blending)
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RLAPI void EndBlendMode(void); // End blending mode (reset to default: alpha blending)
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-// VR control functions
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-RLAPI void InitVrSimulator(void); // Init VR simulator for selected device parameters
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-RLAPI void CloseVrSimulator(void); // Close VR simulator for current device
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-RLAPI void UpdateVrTracking(Camera *camera); // Update VR tracking (position and orientation) and camera
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-RLAPI void SetVrConfiguration(VrDeviceInfo info, Shader distortion); // Set stereo rendering configuration parameters
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-RLAPI bool IsVrSimulatorReady(void); // Detect if VR simulator is ready
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-RLAPI void ToggleVrMode(void); // Enable/Disable VR experience
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-RLAPI void BeginVrDrawing(void); // Begin VR simulator stereo rendering
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-RLAPI void EndVrDrawing(void); // End VR simulator stereo rendering
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-
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RLAPI char *LoadFileText(const char *fileName); // Load chars array from text file
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RLAPI char *LoadFileText(const char *fileName); // Load chars array from text file
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RLAPI int GetPixelDataSize(int width, int height, int format);// Get pixel data size in bytes (image or texture)
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RLAPI int GetPixelDataSize(int width, int height, int format);// Get pixel data size in bytes (image or texture)
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#endif
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#endif
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@@ -847,17 +818,6 @@ typedef struct RenderBatch {
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float currentDepth; // Current depth value for next draw
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float currentDepth; // Current depth value for next draw
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} RenderBatch;
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} RenderBatch;
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-#if defined(SUPPORT_VR_SIMULATOR) && !defined(RLGL_STANDALONE)
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-// VR Stereo rendering configuration for simulator
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-typedef struct VrStereoConfig {
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- Shader distortionShader; // VR stereo rendering distortion shader
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- Matrix eyesProjection[2]; // VR stereo rendering eyes projection matrices
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- Matrix eyesViewOffset[2]; // VR stereo rendering eyes view offset matrices
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- int eyeViewportRight[4]; // VR stereo rendering right eye viewport [x, y, w, h]
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- int eyeViewportLeft[4]; // VR stereo rendering left eye viewport [x, y, w, h]
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-} VrStereoConfig;
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-#endif
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-
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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typedef struct rlglData {
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typedef struct rlglData {
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RenderBatch *currentBatch; // Current render batch
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RenderBatch *currentBatch; // Current render batch
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@@ -881,6 +841,10 @@ typedef struct rlglData {
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unsigned int defaultFShaderId; // Default fragment shader Id (used by default shader program)
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unsigned int defaultFShaderId; // Default fragment shader Id (used by default shader program)
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Shader defaultShader; // Basic shader, support vertex color and diffuse texture
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Shader defaultShader; // Basic shader, support vertex color and diffuse texture
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Shader currentShader; // Shader to be used on rendering (by default, defaultShader)
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Shader currentShader; // Shader to be used on rendering (by default, defaultShader)
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+
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+ bool stereoRender; // Stereo rendering flag
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+ Matrix eyesProjection[2]; // VR stereo rendering eyes projection matrices
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+ Matrix eyesViewOffset[2]; // VR stereo rendering eyes view offset matrices
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int currentBlendMode; // Blending mode active
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int currentBlendMode; // Blending mode active
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int glBlendSrcFactor; // Blending source factor
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int glBlendSrcFactor; // Blending source factor
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@@ -910,15 +874,6 @@ typedef struct rlglData {
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int maxDepthBits; // Maximum bits for depth component
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int maxDepthBits; // Maximum bits for depth component
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} ExtSupported; // Extensions supported flags
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} ExtSupported; // Extensions supported flags
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-#if defined(SUPPORT_VR_SIMULATOR)
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- struct {
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- VrStereoConfig config; // VR stereo configuration for simulator
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- unsigned int stereoFboId; // VR stereo rendering framebuffer id
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- unsigned int stereoTexId; // VR stereo color texture (attached to framebuffer)
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- bool simulatorReady; // VR simulator ready flag
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- bool stereoRender; // VR stereo rendering enabled/disabled flag
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- } Vr; // VR simulator data
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-#endif // SUPPORT_VR_SIMULATOR
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} rlglData;
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} rlglData;
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#endif // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2
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#endif // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2
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@@ -961,11 +916,6 @@ static void SetRenderBatchDefault(void); // Set default render ba
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static void GenDrawCube(void); // Generate and draw cube
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static void GenDrawCube(void); // Generate and draw cube
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static void GenDrawQuad(void); // Generate and draw quad
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static void GenDrawQuad(void); // Generate and draw quad
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-
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-#if defined(SUPPORT_VR_SIMULATOR)
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-static void SetStereoView(int eye, Matrix matProjection, Matrix matModelView); // Set internal projection and modelview matrix depending on eye
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-#endif
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-
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#endif // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2
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#endif // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2
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#if defined(GRAPHICS_API_OPENGL_11)
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#if defined(GRAPHICS_API_OPENGL_11)
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@@ -1469,13 +1419,13 @@ void rlEnableBackfaceCulling(void) { glEnable(GL_CULL_FACE); }
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void rlDisableBackfaceCulling(void) { glDisable(GL_CULL_FACE); }
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void rlDisableBackfaceCulling(void) { glDisable(GL_CULL_FACE); }
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// Enable scissor test
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// Enable scissor test
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-RLAPI void rlEnableScissorTest(void) { glEnable(GL_SCISSOR_TEST); }
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+void rlEnableScissorTest(void) { glEnable(GL_SCISSOR_TEST); }
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// Disable scissor test
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// Disable scissor test
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-RLAPI void rlDisableScissorTest(void) { glDisable(GL_SCISSOR_TEST); }
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+void rlDisableScissorTest(void) { glDisable(GL_SCISSOR_TEST); }
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// Scissor test
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// Scissor test
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-RLAPI void rlScissor(int x, int y, int width, int height) { glScissor(x, y, width, height); }
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+void rlScissor(int x, int y, int width, int height) { glScissor(x, y, width, height); }
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// Enable wire mode
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// Enable wire mode
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void rlEnableWireMode(void)
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void rlEnableWireMode(void)
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@@ -1524,6 +1474,18 @@ void rlDisableSmoothLines(void)
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#endif
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#endif
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}
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}
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+// Enable stereo rendering
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+void rlEnableStereoRender(void)
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+{
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+ RLGL.State.stereoRender = true;
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+}
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+
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+// Disable stereo rendering
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+void rlDisableStereoRender(void)
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+{
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+ RLGL.State.stereoRender = false;
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+}
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+
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// Unload framebuffer from GPU memory
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// Unload framebuffer from GPU memory
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// NOTE: All attached textures/cubemaps/renderbuffers are also deleted
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// NOTE: All attached textures/cubemaps/renderbuffers are also deleted
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void rlUnloadFramebuffer(unsigned int id)
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void rlUnloadFramebuffer(unsigned int id)
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@@ -2889,16 +2851,21 @@ void rlDrawMesh(Mesh mesh, Material material, Matrix transform)
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}
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}
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int eyesCount = 1;
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int eyesCount = 1;
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-#if defined(SUPPORT_VR_SIMULATOR)
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- if (RLGL.Vr.stereoRender) eyesCount = 2;
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-#endif
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+ if (RLGL.State.stereoRender) eyesCount = 2;
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for (int eye = 0; eye < eyesCount; eye++)
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for (int eye = 0; eye < eyesCount; eye++)
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{
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{
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if (eyesCount == 1) RLGL.State.modelview = matModelView;
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if (eyesCount == 1) RLGL.State.modelview = matModelView;
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- #if defined(SUPPORT_VR_SIMULATOR)
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- else SetStereoView(eye, matProjection, matModelView);
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- #endif
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+ else
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+ {
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+ // Setup current eye viewport (half screen width)
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+ rlViewport(eye*RLGL.State.framebufferWidth/2, 0, RLGL.State.framebufferWidth/2, RLGL.State.framebufferHeight);
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+
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+ // Set current eye view offset to modelview matrix
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+ SetMatrixModelview(MatrixMultiply(matModelView, RLGL.State.eyesViewOffset[eye]));
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+ // Set current eye projection matrix
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+ SetMatrixProjection(RLGL.State.eyesProjection[eye]);
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+ }
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// Calculate model-view-projection matrix (MVP)
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// Calculate model-view-projection matrix (MVP)
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Matrix matMVP = MatrixMultiply(RLGL.State.modelview, RLGL.State.projection); // Transform to screen-space coordinates
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Matrix matMVP = MatrixMultiply(RLGL.State.modelview, RLGL.State.projection); // Transform to screen-space coordinates
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@@ -3145,6 +3112,20 @@ void *rlReadTexturePixels(Texture2D texture)
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return pixels;
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return pixels;
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}
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}
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+// Set eyes projection matrices for stereo rendering
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+void rlSetMatrixProjectionStereo(Matrix right, Matrix left)
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+{
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+ RLGL.State.eyesProjection[0] = right;
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+ RLGL.State.eyesProjection[1] = left;
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+}
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+
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+// Set eyes view offsets matrices for stereo rendering
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+void rlSetMatrixViewOffsetStereo(Matrix right, Matrix left)
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+{
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+ RLGL.State.eyesViewOffset[0] = right;
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+ RLGL.State.eyesViewOffset[1] = left;
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+}
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+
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//----------------------------------------------------------------------------------
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//----------------------------------------------------------------------------------
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// Module Functions Definition - Shaders Functions
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// Module Functions Definition - Shaders Functions
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// NOTE: Those functions are exposed directly to the user in raylib.h
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// NOTE: Those functions are exposed directly to the user in raylib.h
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@@ -3813,250 +3794,6 @@ void EndBlendMode(void)
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BeginBlendMode(BLEND_ALPHA);
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BeginBlendMode(BLEND_ALPHA);
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}
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}
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-#if defined(SUPPORT_VR_SIMULATOR)
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-// Init VR simulator for selected device parameters
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-// NOTE: It modifies the global variable: RLGL.Vr.stereoFboId
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-void InitVrSimulator(void)
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-{
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-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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- // Initialize framebuffer and textures for stereo rendering
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- // NOTE: Screen size should match HMD aspect ratio
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- RLGL.Vr.stereoFboId = rlLoadFramebuffer(RLGL.State.framebufferWidth, RLGL.State.framebufferHeight);
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-
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- // Load color/depth textures to attach to framebuffer
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- RLGL.Vr.stereoTexId = rlLoadTexture(NULL, RLGL.State.framebufferWidth, RLGL.State.framebufferHeight, PIXELFORMAT_UNCOMPRESSED_R8G8B8A8, 1);
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- unsigned int depthId = rlLoadTextureDepth(RLGL.State.framebufferWidth, RLGL.State.framebufferHeight, true);
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-
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- // Attach color texture and depth renderbuffer/texture to FBO
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- rlFramebufferAttach(RLGL.Vr.stereoFboId, RLGL.Vr.stereoTexId, RL_ATTACHMENT_COLOR_CHANNEL0, RL_ATTACHMENT_TEXTURE2D);
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- rlFramebufferAttach(RLGL.Vr.stereoFboId, depthId, RL_ATTACHMENT_DEPTH, RL_ATTACHMENT_RENDERBUFFER);
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-
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- RLGL.Vr.simulatorReady = true;
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-#else
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- TRACELOG(LOG_WARNING, "RLGL: VR Simulator not supported on OpenGL 1.1");
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|
-#endif
|
|
|
|
-}
|
|
|
|
-
|
|
|
|
-// Update VR tracking (position and orientation) and camera
|
|
|
|
-// NOTE: Camera (position, target, up) gets update with head tracking information
|
|
|
|
-void UpdateVrTracking(Camera *camera)
|
|
|
|
-{
|
|
|
|
- // TODO: Simulate 1st person camera system
|
|
|
|
-}
|
|
|
|
-
|
|
|
|
-// Close VR simulator for current device
|
|
|
|
-void CloseVrSimulator(void)
|
|
|
|
-{
|
|
|
|
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
|
|
- if (RLGL.Vr.simulatorReady)
|
|
|
|
- {
|
|
|
|
- rlUnloadTexture(RLGL.Vr.stereoTexId); // Unload color texture
|
|
|
|
- rlUnloadFramebuffer(RLGL.Vr.stereoFboId); // Unload stereo framebuffer and depth texture/renderbuffer
|
|
|
|
- }
|
|
|
|
-#endif
|
|
|
|
-}
|
|
|
|
-
|
|
|
|
-// Set stereo rendering configuration parameters
|
|
|
|
-void SetVrConfiguration(VrDeviceInfo hmd, Shader distortion)
|
|
|
|
-{
|
|
|
|
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
|
|
- // Reset RLGL.Vr.config for a new values assignment
|
|
|
|
- memset(&RLGL.Vr.config, 0, sizeof(RLGL.Vr.config));
|
|
|
|
-
|
|
|
|
- // Assign distortion shader
|
|
|
|
- RLGL.Vr.config.distortionShader = distortion;
|
|
|
|
-
|
|
|
|
- // 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] = { 0.25f + lensShift, 0.5f };
|
|
|
|
- float rightLensCenter[2] = { 0.75f - 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.lensDistortionValues[0] +
|
|
|
|
- hmd.lensDistortionValues[1]*lensRadiusSq +
|
|
|
|
- hmd.lensDistortionValues[2]*lensRadiusSq*lensRadiusSq +
|
|
|
|
- hmd.lensDistortionValues[3]*lensRadiusSq*lensRadiusSq*lensRadiusSq;
|
|
|
|
-
|
|
|
|
- TRACELOGD("RLGL: VR device configuration:");
|
|
|
|
- TRACELOGD(" > Distortion Scale: %f", distortionScale);
|
|
|
|
-
|
|
|
|
- float normScreenWidth = 0.5f;
|
|
|
|
- float normScreenHeight = 1.0f;
|
|
|
|
- float scaleIn[2] = { 2.0f/normScreenWidth, 2.0f/normScreenHeight/aspect };
|
|
|
|
- float scale[2] = { normScreenWidth*0.5f/distortionScale, normScreenHeight*0.5f*aspect/distortionScale };
|
|
|
|
-
|
|
|
|
- TRACELOGD(" > Distortion Shader: LeftLensCenter = { %f, %f }", leftLensCenter[0], leftLensCenter[1]);
|
|
|
|
- TRACELOGD(" > Distortion Shader: RightLensCenter = { %f, %f }", rightLensCenter[0], rightLensCenter[1]);
|
|
|
|
- TRACELOGD(" > Distortion Shader: Scale = { %f, %f }", scale[0], scale[1]);
|
|
|
|
- TRACELOGD(" > Distortion Shader: ScaleIn = { %f, %f }", scaleIn[0], scaleIn[1]);
|
|
|
|
-
|
|
|
|
- // Fovy is normally computed with: 2*atan2f(hmd.vScreenSize, 2*hmd.eyeToScreenDistance)
|
|
|
|
- // ...but with lens distortion it is increased (see Oculus SDK Documentation)
|
|
|
|
- //float fovy = 2.0f*atan2f(hmd.vScreenSize*0.5f*distortionScale, hmd.eyeToScreenDistance); // Really need distortionScale?
|
|
|
|
- float fovy = 2.0f*(float)atan2f(hmd.vScreenSize*0.5f, hmd.eyeToScreenDistance);
|
|
|
|
-
|
|
|
|
- // Compute camera projection matrices
|
|
|
|
- float projOffset = 4.0f*lensShift; // Scaled to projection space coordinates [-1..1]
|
|
|
|
- Matrix proj = MatrixPerspective(fovy, aspect, RL_CULL_DISTANCE_NEAR, RL_CULL_DISTANCE_FAR);
|
|
|
|
- RLGL.Vr.config.eyesProjection[0] = MatrixMultiply(proj, MatrixTranslate(projOffset, 0.0f, 0.0f));
|
|
|
|
- RLGL.Vr.config.eyesProjection[1] = MatrixMultiply(proj, MatrixTranslate(-projOffset, 0.0f, 0.0f));
|
|
|
|
-
|
|
|
|
- // 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.
|
|
|
|
- RLGL.Vr.config.eyesViewOffset[0] = MatrixTranslate(-hmd.interpupillaryDistance*0.5f, 0.075f, 0.045f);
|
|
|
|
- RLGL.Vr.config.eyesViewOffset[1] = MatrixTranslate(hmd.interpupillaryDistance*0.5f, 0.075f, 0.045f);
|
|
|
|
-
|
|
|
|
- // Compute eyes Viewports
|
|
|
|
- RLGL.Vr.config.eyeViewportRight[2] = hmd.hResolution/2;
|
|
|
|
- RLGL.Vr.config.eyeViewportRight[3] = hmd.vResolution;
|
|
|
|
-
|
|
|
|
- RLGL.Vr.config.eyeViewportLeft[0] = hmd.hResolution/2;
|
|
|
|
- RLGL.Vr.config.eyeViewportLeft[1] = 0;
|
|
|
|
- RLGL.Vr.config.eyeViewportLeft[2] = hmd.hResolution/2;
|
|
|
|
- RLGL.Vr.config.eyeViewportLeft[3] = hmd.vResolution;
|
|
|
|
-
|
|
|
|
- if (RLGL.Vr.config.distortionShader.id > 0)
|
|
|
|
- {
|
|
|
|
- // Update distortion shader with lens and distortion-scale parameters
|
|
|
|
- SetShaderValue(RLGL.Vr.config.distortionShader, GetShaderLocation(RLGL.Vr.config.distortionShader, "leftLensCenter"), leftLensCenter, SHADER_UNIFORM_VEC2);
|
|
|
|
- SetShaderValue(RLGL.Vr.config.distortionShader, GetShaderLocation(RLGL.Vr.config.distortionShader, "rightLensCenter"), rightLensCenter, SHADER_UNIFORM_VEC2);
|
|
|
|
- SetShaderValue(RLGL.Vr.config.distortionShader, GetShaderLocation(RLGL.Vr.config.distortionShader, "leftScreenCenter"), leftScreenCenter, SHADER_UNIFORM_VEC2);
|
|
|
|
- SetShaderValue(RLGL.Vr.config.distortionShader, GetShaderLocation(RLGL.Vr.config.distortionShader, "rightScreenCenter"), rightScreenCenter, SHADER_UNIFORM_VEC2);
|
|
|
|
-
|
|
|
|
- SetShaderValue(RLGL.Vr.config.distortionShader, GetShaderLocation(RLGL.Vr.config.distortionShader, "scale"), scale, SHADER_UNIFORM_VEC2);
|
|
|
|
- SetShaderValue(RLGL.Vr.config.distortionShader, GetShaderLocation(RLGL.Vr.config.distortionShader, "scaleIn"), scaleIn, SHADER_UNIFORM_VEC2);
|
|
|
|
- SetShaderValue(RLGL.Vr.config.distortionShader, GetShaderLocation(RLGL.Vr.config.distortionShader, "hmdWarpParam"), hmd.lensDistortionValues, SHADER_UNIFORM_VEC4);
|
|
|
|
- SetShaderValue(RLGL.Vr.config.distortionShader, GetShaderLocation(RLGL.Vr.config.distortionShader, "chromaAbParam"), hmd.chromaAbCorrection, SHADER_UNIFORM_VEC4);
|
|
|
|
- }
|
|
|
|
-#endif
|
|
|
|
-}
|
|
|
|
-
|
|
|
|
-// Detect if VR simulator is running
|
|
|
|
-bool IsVrSimulatorReady(void)
|
|
|
|
-{
|
|
|
|
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
|
|
- return RLGL.Vr.simulatorReady;
|
|
|
|
-#else
|
|
|
|
- return false;
|
|
|
|
-#endif
|
|
|
|
-}
|
|
|
|
-
|
|
|
|
-// Enable/Disable VR experience (device or simulator)
|
|
|
|
-void ToggleVrMode(void)
|
|
|
|
-{
|
|
|
|
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
|
|
- RLGL.Vr.simulatorReady = !RLGL.Vr.simulatorReady;
|
|
|
|
-
|
|
|
|
- if (!RLGL.Vr.simulatorReady)
|
|
|
|
- {
|
|
|
|
- RLGL.Vr.stereoRender = false;
|
|
|
|
-
|
|
|
|
- // Reset viewport and default projection-modelview matrices
|
|
|
|
- rlViewport(0, 0, RLGL.State.framebufferWidth, RLGL.State.framebufferHeight);
|
|
|
|
- RLGL.State.projection = MatrixOrtho(0.0, RLGL.State.framebufferWidth, RLGL.State.framebufferHeight, 0.0, 0.0, 1.0);
|
|
|
|
- RLGL.State.modelview = MatrixIdentity();
|
|
|
|
- }
|
|
|
|
- else RLGL.Vr.stereoRender = true;
|
|
|
|
-#endif
|
|
|
|
-}
|
|
|
|
-
|
|
|
|
-// Begin VR drawing configuration
|
|
|
|
-void BeginVrDrawing(void)
|
|
|
|
-{
|
|
|
|
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
|
|
- if (RLGL.Vr.simulatorReady)
|
|
|
|
- {
|
|
|
|
- rlEnableFramebuffer(RLGL.Vr.stereoFboId); // Setup framebuffer for stereo rendering
|
|
|
|
- //glEnable(GL_FRAMEBUFFER_SRGB); // Enable SRGB framebuffer (only if required)
|
|
|
|
-
|
|
|
|
- //rlViewport(0, 0, buffer.width, buffer.height); // Useful if rendering to separate framebuffers (every eye)
|
|
|
|
- rlClearScreenBuffers(); // Clear current framebuffer
|
|
|
|
-
|
|
|
|
- RLGL.Vr.stereoRender = true;
|
|
|
|
- }
|
|
|
|
-#endif
|
|
|
|
-}
|
|
|
|
-
|
|
|
|
-// End VR drawing process (and desktop mirror)
|
|
|
|
-void EndVrDrawing(void)
|
|
|
|
-{
|
|
|
|
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
|
|
|
- if (RLGL.Vr.simulatorReady)
|
|
|
|
- {
|
|
|
|
- RLGL.Vr.stereoRender = false; // Disable stereo render
|
|
|
|
-
|
|
|
|
- rlDisableFramebuffer(); // Unbind current framebuffer
|
|
|
|
-
|
|
|
|
- rlClearScreenBuffers(); // Clear current framebuffer
|
|
|
|
-
|
|
|
|
- // Set viewport to default framebuffer size (screen size)
|
|
|
|
- rlViewport(0, 0, RLGL.State.framebufferWidth, RLGL.State.framebufferHeight);
|
|
|
|
-
|
|
|
|
- // Let rlgl reconfigure internal matrices
|
|
|
|
- rlMatrixMode(RL_PROJECTION); // Enable internal projection matrix
|
|
|
|
- rlLoadIdentity(); // Reset internal projection matrix
|
|
|
|
- rlOrtho(0.0, RLGL.State.framebufferWidth, RLGL.State.framebufferHeight, 0.0, 0.0, 1.0); // Recalculate internal RLGL.State.projection matrix
|
|
|
|
- rlMatrixMode(RL_MODELVIEW); // Enable internal modelview matrix
|
|
|
|
- rlLoadIdentity(); // Reset internal modelview matrix
|
|
|
|
-
|
|
|
|
- // Draw stereo framebuffer texture using distortion shader if available
|
|
|
|
- if (RLGL.Vr.config.distortionShader.id > 0) RLGL.State.currentShader = RLGL.Vr.config.distortionShader;
|
|
|
|
- else RLGL.State.currentShader = GetShaderDefault();
|
|
|
|
-
|
|
|
|
- rlEnableTexture(RLGL.Vr.stereoTexId);
|
|
|
|
-
|
|
|
|
- rlPushMatrix();
|
|
|
|
- rlBegin(RL_QUADS);
|
|
|
|
- rlColor4ub(255, 255, 255, 255);
|
|
|
|
- rlNormal3f(0.0f, 0.0f, 1.0f);
|
|
|
|
-
|
|
|
|
- // Bottom-left corner for texture and quad
|
|
|
|
- rlTexCoord2f(0.0f, 1.0f);
|
|
|
|
- rlVertex2f(0.0f, 0.0f);
|
|
|
|
-
|
|
|
|
- // Bottom-right corner for texture and quad
|
|
|
|
- rlTexCoord2f(0.0f, 0.0f);
|
|
|
|
- rlVertex2f(0.0f, (float)RLGL.State.framebufferHeight);
|
|
|
|
-
|
|
|
|
- // Top-right corner for texture and quad
|
|
|
|
- rlTexCoord2f(1.0f, 0.0f);
|
|
|
|
- rlVertex2f((float)RLGL.State.framebufferWidth, (float)RLGL.State.framebufferHeight);
|
|
|
|
-
|
|
|
|
- // Top-left corner for texture and quad
|
|
|
|
- rlTexCoord2f(1.0f, 1.0f);
|
|
|
|
- rlVertex2f((float)RLGL.State.framebufferWidth, 0.0f);
|
|
|
|
- rlEnd();
|
|
|
|
- rlPopMatrix();
|
|
|
|
-
|
|
|
|
- rlDisableTexture();
|
|
|
|
-
|
|
|
|
- // Update and draw render texture fbo with distortion to backbuffer
|
|
|
|
- DrawRenderBatch(RLGL.currentBatch);
|
|
|
|
-
|
|
|
|
- // Restore RLGL.State.defaultShader
|
|
|
|
- RLGL.State.currentShader = RLGL.State.defaultShader;
|
|
|
|
-
|
|
|
|
- // Reset viewport and default projection-modelview matrices
|
|
|
|
- rlViewport(0, 0, RLGL.State.framebufferWidth, RLGL.State.framebufferHeight);
|
|
|
|
- RLGL.State.projection = MatrixOrtho(0.0, RLGL.State.framebufferWidth, RLGL.State.framebufferHeight, 0.0, 0.0, 1.0);
|
|
|
|
- RLGL.State.modelview = MatrixIdentity();
|
|
|
|
-
|
|
|
|
- rlDisableDepthTest();
|
|
|
|
- }
|
|
|
|
-#endif
|
|
|
|
-}
|
|
|
|
-#endif // SUPPORT_VR_SIMULATOR
|
|
|
|
-
|
|
|
|
//----------------------------------------------------------------------------------
|
|
//----------------------------------------------------------------------------------
|
|
// Module specific Functions Definition
|
|
// Module specific Functions Definition
|
|
//----------------------------------------------------------------------------------
|
|
//----------------------------------------------------------------------------------
|
|
@@ -4475,15 +4212,21 @@ static void DrawRenderBatch(RenderBatch *batch)
|
|
Matrix matModelView = RLGL.State.modelview;
|
|
Matrix matModelView = RLGL.State.modelview;
|
|
|
|
|
|
int eyesCount = 1;
|
|
int eyesCount = 1;
|
|
-#if defined(SUPPORT_VR_SIMULATOR)
|
|
|
|
- if (RLGL.Vr.stereoRender) eyesCount = 2;
|
|
|
|
-#endif
|
|
|
|
|
|
+ if (RLGL.State.stereoRender) eyesCount = 2;
|
|
|
|
|
|
for (int eye = 0; eye < eyesCount; eye++)
|
|
for (int eye = 0; eye < eyesCount; eye++)
|
|
{
|
|
{
|
|
-#if defined(SUPPORT_VR_SIMULATOR)
|
|
|
|
- if (eyesCount == 2) SetStereoView(eye, matProjection, matModelView);
|
|
|
|
-#endif
|
|
|
|
|
|
+ if (eyesCount == 2)
|
|
|
|
+ {
|
|
|
|
+ // Setup current eye viewport (half screen width)
|
|
|
|
+ rlViewport(eye*RLGL.State.framebufferWidth/2, 0, RLGL.State.framebufferWidth/2, RLGL.State.framebufferHeight);
|
|
|
|
+
|
|
|
|
+ // Set current eye view offset to modelview matrix
|
|
|
|
+ SetMatrixModelview(MatrixMultiply(matModelView, RLGL.State.eyesViewOffset[eye]));
|
|
|
|
+ // Set current eye projection matrix
|
|
|
|
+ SetMatrixProjection(RLGL.State.eyesProjection[eye]);
|
|
|
|
+ }
|
|
|
|
+
|
|
// Draw buffers
|
|
// Draw buffers
|
|
if (batch->vertexBuffer[batch->currentBuffer].vCounter > 0)
|
|
if (batch->vertexBuffer[batch->currentBuffer].vCounter > 0)
|
|
{
|
|
{
|
|
@@ -4769,28 +4512,6 @@ static void GenDrawCube(void)
|
|
glDeleteBuffers(1, &cubeVBO);
|
|
glDeleteBuffers(1, &cubeVBO);
|
|
glDeleteVertexArrays(1, &cubeVAO);
|
|
glDeleteVertexArrays(1, &cubeVAO);
|
|
}
|
|
}
|
|
-
|
|
|
|
-#if defined(SUPPORT_VR_SIMULATOR)
|
|
|
|
-// 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;
|
|
|
|
-
|
|
|
|
- // Setup viewport and projection/modelview matrices using tracking data
|
|
|
|
- rlViewport(eye*RLGL.State.framebufferWidth/2, 0, RLGL.State.framebufferWidth/2, RLGL.State.framebufferHeight);
|
|
|
|
-
|
|
|
|
- // Apply view offset to modelview matrix
|
|
|
|
- eyeModelView = MatrixMultiply(matModelView, RLGL.Vr.config.eyesViewOffset[eye]);
|
|
|
|
-
|
|
|
|
- // Set current eye projection matrix
|
|
|
|
- eyeProjection = RLGL.Vr.config.eyesProjection[eye];
|
|
|
|
-
|
|
|
|
- SetMatrixModelview(eyeModelView);
|
|
|
|
- SetMatrixProjection(eyeProjection);
|
|
|
|
-}
|
|
|
|
-#endif // SUPPORT_VR_SIMULATOR
|
|
|
|
-
|
|
|
|
#endif // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2
|
|
#endif // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2
|
|
|
|
|
|
#if defined(GRAPHICS_API_OPENGL_11)
|
|
#if defined(GRAPHICS_API_OPENGL_11)
|