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@@ -76,6 +76,7 @@
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#include "standard_shader.h" // Standard shader to embed
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#endif
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+#define RLGL_OCULUS_SUPPORT // Enable Oculus Rift code
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#if defined(RLGL_OCULUS_SUPPORT)
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#include "external/OculusSDK/LibOVR/Include/OVR_CAPI_GL.h" // Oculus SDK for OpenGL
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#endif
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@@ -266,6 +267,8 @@ static OculusMirror mirror; // Oculus mirror texture and fbo
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static unsigned int frameIndex = 0; // Oculus frames counter, used to discard frames from chain
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#endif
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+static bool vrSimulator = false; // VR simulator (stereo rendering on window, without vr device)
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+
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// Compressed textures support flags
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static bool texCompDXTSupported = false; // DDS texture compression support
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static bool npotSupported = false; // NPOT textures full support
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@@ -306,7 +309,7 @@ static void SetShaderLights(Shader shader); // Sets shader uniform values for li
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static char *ReadTextFile(const char *fileName);
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#endif
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-#if defined(RLGL_OCULUS_SUPPORT) // Oculus Rift functions
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+#if defined(RLGL_OCULUS_SUPPORT)
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static OculusBuffer LoadOculusBuffer(ovrSession session, int width, int height); // Load Oculus required buffers
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static void UnloadOculusBuffer(ovrSession session, OculusBuffer buffer); // Unload texture required buffers
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static OculusMirror LoadOculusMirror(ovrSession session, int width, int height); // Load Oculus mirror buffers
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@@ -1158,8 +1161,8 @@ void rlglDraw(void)
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}
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*/
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// NOTE: Default buffers always drawn at the end
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- UpdateDefaultBuffers();
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- DrawDefaultBuffers();
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+ rlglUpdateDefaultBuffers();
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+ rlglDrawDefaultBuffers();
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#endif
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}
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@@ -2471,57 +2474,86 @@ void DestroyLight(Light light)
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#endif
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}
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-#if defined(RLGL_OCULUS_SUPPORT)
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-// Init Oculus Rift device
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-// NOTE: Device initialization should be done before window creation?
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+// Init Oculus Rift device (or Oculus device simulator)
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void InitOculusDevice(void)
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{
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+#if defined(RLGL_OCULUS_SUPPORT)
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// Initialize Oculus device
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ovrResult result = ovr_Initialize(NULL);
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- if (OVR_FAILURE(result)) TraceLog(WARNING, "OVR: Could not initialize Oculus device");
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-
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- result = ovr_Create(&session, &luid);
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if (OVR_FAILURE(result))
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{
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- TraceLog(WARNING, "OVR: Could not create Oculus session");
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- ovr_Shutdown();
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+ TraceLog(WARNING, "OVR: Could not initialize Oculus device");
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+ TraceLog(INFO, "VR: Initializing Oculus simulator");
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+ vrSimulator = true;
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}
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+ else
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+ {
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+ result = ovr_Create(&session, &luid);
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+ if (OVR_FAILURE(result))
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+ {
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+ TraceLog(WARNING, "OVR: Could not create Oculus session");
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+ ovr_Shutdown();
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+
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+ TraceLog(INFO, "VR: Initializing Oculus simulator");
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+ vrSimulator = true;
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+ }
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+ else
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+ {
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+ hmdDesc = ovr_GetHmdDesc(session);
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+
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+ TraceLog(INFO, "OVR: Product Name: %s", hmdDesc.ProductName);
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+ TraceLog(INFO, "OVR: Manufacturer: %s", hmdDesc.Manufacturer);
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+ TraceLog(INFO, "OVR: Product ID: %i", hmdDesc.ProductId);
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+ TraceLog(INFO, "OVR: Product Type: %i", hmdDesc.Type);
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+ //TraceLog(INFO, "OVR: Serial Number: %s", hmdDesc.SerialNumber);
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+ TraceLog(INFO, "OVR: Resolution: %ix%i", hmdDesc.Resolution.w, hmdDesc.Resolution.h);
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+
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+ // NOTE: Oculus mirror is set to defined screenWidth and screenHeight...
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+ // ...ideally, it should be (hmdDesc.Resolution.w/2, hmdDesc.Resolution.h/2)
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+
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+ // Initialize Oculus Buffers
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+ layer = InitOculusLayer(session);
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+ buffer = LoadOculusBuffer(session, layer.width, layer.height);
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+ mirror = LoadOculusMirror(session, hmdDesc.Resolution.w/2, hmdDesc.Resolution.h/2); // NOTE: hardcoded...
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+ layer.eyeLayer.ColorTexture[0] = buffer.textureChain; //SetOculusLayerTexture(eyeLayer, buffer.textureChain);
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+
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+ // Recenter OVR tracking origin
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+ ovr_RecenterTrackingOrigin(session);
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+ }
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+ }
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+#else
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+ vrSimulator = true;
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+#endif
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- hmdDesc = ovr_GetHmdDesc(session);
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-
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- TraceLog(INFO, "OVR: Product Name: %s", hmdDesc.ProductName);
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- TraceLog(INFO, "OVR: Manufacturer: %s", hmdDesc.Manufacturer);
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- TraceLog(INFO, "OVR: Product ID: %i", hmdDesc.ProductId);
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- TraceLog(INFO, "OVR: Product Type: %i", hmdDesc.Type);
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- //TraceLog(INFO, "OVR: Serial Number: %s", hmdDesc.SerialNumber);
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- TraceLog(INFO, "OVR: Resolution: %ix%i", hmdDesc.Resolution.w, hmdDesc.Resolution.h);
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-
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- // NOTE: Oculus mirror is set to defined screenWidth and screenHeight...
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- // ...ideally, it should be (hmdDesc.Resolution.w/2, hmdDesc.Resolution.h/2)
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-
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- // Initialize Oculus Buffers
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- layer = InitOculusLayer(session);
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- buffer = LoadOculusBuffer(session, layer.width, layer.height);
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- mirror = LoadOculusMirror(session, hmdDesc.Resolution.w/2, hmdDesc.Resolution.h/2); // NOTE: hardcoded...
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- layer.eyeLayer.ColorTexture[0] = buffer.textureChain; //SetOculusLayerTexture(eyeLayer, buffer.textureChain);
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-
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- // Recenter OVR tracking origin
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- ovr_RecenterTrackingOrigin(session);
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+ if (vrSimulator)
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+ {
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+ // TODO: Initialize framebuffer and textures for stereo rendering
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+ // TODO: Load oculus-distortion shader (oculus parameters setup internally)
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+ }
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}
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-// Close Oculus Rift device
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+// Close Oculus Rift device (or Oculus device simulator)
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void CloseOculusDevice(void)
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{
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+#if defined(RLGL_OCULUS_SUPPORT)
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UnloadOculusMirror(session, mirror); // Unload Oculus mirror buffer
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UnloadOculusBuffer(session, buffer); // Unload Oculus texture buffers
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ovr_Destroy(session); // Free Oculus session data
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ovr_Shutdown(); // Close Oculus device connection
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+#endif
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+
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+ if (vrSimulator)
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+ {
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+ // TODO: Unload stereo framebuffer and texture
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+ // TODO: Unload oculus-distortion shader
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+ }
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}
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// Update Oculus Rift tracking (position and orientation)
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void UpdateOculusTracking(void)
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{
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+#if defined(RLGL_OCULUS_SUPPORT)
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frameIndex++;
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ovrPosef eyePoses[2];
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@@ -2540,10 +2572,21 @@ void UpdateOculusTracking(void)
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//if (sessionStatus.DisplayLost) // HMD was unplugged or the display driver was manually disabled or encountered a TDR.
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//if (sessionStatus.HmdMounted) // HMD is on the user's head.
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//if (sessionStatus.IsVisible) // the game or experience has VR focus and is visible in the HMD.
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+#endif
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+
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+ if (vrSimulator)
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+ {
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+ // TODO: Use alternative inputs (mouse, keyboard) to simulate tracking data (eyes position/orientation)
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+ }
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}
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+// Set internal projection and modelview matrix depending on eyes tracking data
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void SetOculusView(int eye)
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{
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+ Matrix eyeProjection;
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+ Matrix eyeModelView;
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+
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+#if defined(RLGL_OCULUS_SUPPORT)
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rlViewport(layer.eyeLayer.Viewport[eye].Pos.x, layer.eyeLayer.Viewport[eye].Pos.y, layer.eyeLayer.Viewport[eye].Size.w, layer.eyeLayer.Viewport[eye].Size.h);
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Quaternion eyeRenderPose = (Quaternion){ layer.eyeLayer.RenderPose[eye].Orientation.x,
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@@ -2557,16 +2600,26 @@ void SetOculusView(int eye)
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-layer.eyeLayer.RenderPose[eye].Position.z);
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Matrix eyeView = MatrixMultiply(eyeTranslation, eyeOrientation); // Matrix containing eye-head movement
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- Matrix eyeModelView = MatrixMultiply(modelview, eyeView); // Combine internal camera matrix (modelview) wih eye-head movement
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+ eyeModelView = MatrixMultiply(modelview, eyeView); // Combine internal camera matrix (modelview) wih eye-head movement
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// TODO: Find a better way to get camera view matrix (instead of using internal modelview)
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+ eyeProjection = layer.eyeProjections[eye];
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+#endif
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+
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+ if (vrSimulator)
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+ {
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+ // TODO: Setup viewport and projection/modelview matrices using tracking data
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+ }
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+
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SetMatrixModelview(eyeModelView);
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- SetMatrixProjection(layer.eyeProjections[eye]);
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+ SetMatrixProjection(eyeProjection);
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}
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+// Begin Oculus drawing configuration
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void BeginOculusDrawing(void)
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{
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+#if defined(RLGL_OCULUS_SUPPORT)
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GLuint currentTexId;
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int currentIndex;
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@@ -2576,6 +2629,13 @@ void BeginOculusDrawing(void)
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, buffer.fboId);
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, currentTexId, 0);
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//glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, buffer.depthId, 0); // Already binded
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+#endif
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+
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+ if (vrSimulator)
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+ {
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+ // TODO: Setup framebuffer for stereo rendering
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+ //rlEnableRenderTexture(buffer.fboId);
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+ }
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// NOTE: If your application is configured to treat the texture as a linear format (e.g. GL_RGBA)
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// and performs linear-to-gamma conversion in GLSL or does not care about gamma-correction, then:
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@@ -2587,8 +2647,10 @@ void BeginOculusDrawing(void)
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rlClearScreenBuffers(); // Clear current framebuffer(s)
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}
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+// End Oculus drawing process (and desktop mirror)
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void EndOculusDrawing(void)
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{
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+#if defined(RLGL_OCULUS_SUPPORT)
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// Unbind current framebuffer (Oculus buffer)
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
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@@ -2600,10 +2662,21 @@ void EndOculusDrawing(void)
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// Blit mirror texture to back buffer
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BlitOculusMirror(session, mirror);
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-
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+#endif
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+
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+ if (vrSimulator)
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+ {
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+ // Unbind current framebuffer
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+ //rlDisableRenderTexture();
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+
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+ // TODO: Draw RenderTexture (fbo) using distortion shader
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+ //BeginShaderMode(distortion);
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+ // TODO: DrawTextureRec(target.texture, (Rectangle){ 0, 0, target.texture.width, -target.texture.height }, (Vector2){ 0, 0 }, WHITE);
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+ //EndShaderMode();
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+ }
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+
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rlDisableDepthTest();
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}
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-#endif
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//----------------------------------------------------------------------------------
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// Module specific Functions Definition
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