mirror of
https://github.com/raysan5/raylib.git
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Updated Oculus sample to Oculus SDK 1.4
Still working on the sample but almost finished. Some rlgl internals redesign required and it will be ready!
This commit is contained in:
@ -4,11 +4,11 @@
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*
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* NOTE: This example requires raylib module [rlgl]
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*
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* Compile rlgl using:
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* Compile rlgl module using:
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* gcc -c rlgl.c -Wall -std=c99 -DRLGL_STANDALONE -DRAYMATH_IMPLEMENTATION -DGRAPHICS_API_OPENGL_33
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*
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* Compile example using:
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* gcc -o oculus_glfw_sample.exe oculus_glfw_sample.c rlgl.o glad.o -L. -lLibOVRRT32_1 -lglfw3 -lopengl32 -lgdi32 -std=c99
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* gcc -o oculus_glfw_sample.exe oculus_glfw_sample.c rlgl.o -L. -lLibOVRRT32_1 -lglfw3 -lopengl32 -lgdi32 -std=c99
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*
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* This example has been created using raylib 1.5 (www.raylib.com)
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* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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@ -21,72 +21,103 @@
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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 <math.h>
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#define GLAD_IMPLEMENTATION
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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 "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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//#define PLATFORM_OCULUS
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#if defined(PLATFORM_OCULUS)
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#include "OculusSDK/LibOVR/Include/OVR_CAPI_GL.h" // Oculus SDK for OpenGL
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#endif
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#if defined(PLATFORM_OCULUS)
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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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#endif
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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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unsigned int frameIndex = 0;
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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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ovrLayerEyeFov eyeLayer;
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ovrViewScaleDesc viewScaleDesc;
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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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// GLFW variables
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GLFWwindow *window = NULL;
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#define RED (Color){ 230, 41, 55, 255 } // Red
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#define MAROON (Color){ 190, 33, 55, 255 } // Maroon
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#define RAYWHITE (Color){ 245, 245, 245, 255 } // My own White (raylib logo)
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#define DARKGRAY (Color){ 80, 80, 80, 255 } // Dark Gray
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//----------------------------------------------------------------------------------
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// Types and Structures Definition
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//----------------------------------------------------------------------------------
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#if defined(PLATFORM_OCULUS)
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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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typedef struct OculusMirror {
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ovrMirrorTexture texture;
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GLuint fboId;
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int width;
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int height;
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} OculusMirror;
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typedef struct OculusLayer {
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ovrViewScaleDesc viewScaleDesc;
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ovrLayerEyeFov eyeLayer; // layer 0
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//ovrLayerQuad quadLayer; // layer 1
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Matrix eyeProjections[2];
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int width;
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int height;
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} OculusLayer;
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#endif
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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 void ErrorCallback(int error, const char* description)
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{
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fputs(description, stderr);
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}
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static void KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods)
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{
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if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
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{
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glfwSetWindowShouldClose(window, GL_TRUE);
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}
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}
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static void DrawRectangleV(Vector2 position, Vector2 size, Color color);
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static void ErrorCallback(int error, const char* description);
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static void KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods);
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static void TraceLog(int msgType, const char *text, ...);
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// Drawing functions (uses rlgl functionality)
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static void DrawGrid(int slices, float spacing);
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static void DrawCube(Vector3 position, float width, float height, float length, Color color);
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static void DrawCubeWires(Vector3 position, float width, float height, float length, Color color);
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static void DrawRectangleV(Vector2 position, Vector2 size, Color color);
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#if defined(PLATFORM_OCULUS)
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// Oculus Rift functions
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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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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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static OculusMirror LoadOculusMirror(ovrSession session, int width, int height); // Load Oculus mirror buffers
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static void UnloadOculusMirror(ovrSession session, OculusMirror mirror); // Unload Oculus mirror buffers
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static void BlitOculusMirror(ovrSession session, OculusMirror mirror);
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static OculusLayer InitOculusLayer(ovrSession session);
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#endif
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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(void)
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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int screenWidth = 1080;
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int screenHeight = 600;
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#if defined(PLATFORM_OCULUS)
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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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@ -106,37 +137,14 @@ 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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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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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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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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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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// 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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screenWidth = hmdDesc.Resolution.w/2;
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screenHeight = hmdDesc.Resolution.h/2;
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#endif
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// GLFW3 Initialization + OpenGL 3.3 Context + Extensions
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//--------------------------------------------------------
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glfwSetErrorCallback(ErrorCallback);
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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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@ -149,9 +157,8 @@ int main()
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
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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? --> NO
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window = glfwCreateWindow(mirrorSize.x, mirrorSize.y, "raylib oculus sample", NULL, NULL);
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GLFWwindow *window = glfwCreateWindow(screenWidth, screenHeight, "raylib oculus sample", NULL, NULL);
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if (!window)
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{
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@ -160,146 +167,129 @@ 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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glfwSwapInterval(0);
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// Load OpenGL 3.3 extensions
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if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
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{
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TraceLog(LOG_WARNING, "GLAD: Cannot load OpenGL extensions");
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exit(1);
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}
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else TraceLog(LOG_INFO, "GLAD: OpenGL extensions loaded successfully");
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//--------------------------------------------------------
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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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result = ovr_CreateTextureSwapChainGL(session, &desc, &eyeTexture);
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eyeLayer.ColorTexture[0] = eyeTexture;
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if (!OVR_SUCCESS(result)) TraceLog(LOG_WARNING, "Failed to create swap textures");
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int length = 0;
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result = ovr_GetTextureSwapChainLength(session, eyeTexture, &length);
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if (!OVR_SUCCESS(result) || !length) TraceLog(LOG_WARNING, "Unable to count swap chain textures");
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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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glBindTexture(GL_TEXTURE_2D, 0);
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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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// Setup mirror texture
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ovrMirrorTextureDesc mirrorDesc;
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memset(&mirrorDesc, 0, sizeof(mirrorDesc));
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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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if (!OVR_SUCCESS(ovr_CreateMirrorTextureGL(session, &mirrorDesc, &mirrorTexture))) TraceLog(LOG_WARNING, "Could not create mirror texture");
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glGenFramebuffers(1, &mirrorFbo);
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#if defined(PLATFORM_OCULUS)
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// Initialize Oculus Buffers
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OculusLayer layer = InitOculusLayer(session);
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OculusBuffer buffer = LoadOculusBuffer(session, layer.width, layer.height);
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OculusMirror mirror = LoadOculusMirror(session, hmdDesc.Resolution.w/2, hmdDesc.Resolution.h/2);
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layer.eyeLayer.ColorTexture[0] = buffer.textureChain; //SetOculusLayerTexture(eyeLayer, buffer.textureChain);
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// Recenter OVR tracking origin
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ovr_RecenterTrackingOrigin(session);
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#endif
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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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rlglInitGraphics(0, 0, screenWidth, screenHeight);
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rlClearColor(245, 245, 245, 255); // Define clear color
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rlEnableDepthTest(); // Enable DEPTH_TEST for 3D
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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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Camera camera;
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camera.position = (Vector3){ 5.0f, 5.0f, 5.0f }; // Camera position
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camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point
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camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
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camera.fovy = 45.0f; // Camera field-of-view Y
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//--------------------------------------------------------------------------------------
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// Main game loop
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while (!glfwWindowShouldClose(window))
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{
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// Update
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//----------------------------------------------------------------------------------
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frame++;
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#if defined(PLATFORM_OCULUS)
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frameIndex++;
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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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ovr_GetEyePoses(session, frameIndex, ovrTrue, layer.viewScaleDesc.HmdToEyeOffset, eyePoses, &layer.eyeLayer.SensorSampleTime);
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layer.eyeLayer.RenderPose[0] = eyePoses[0];
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layer.eyeLayer.RenderPose[1] = eyePoses[1];
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#endif
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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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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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#if defined(PLATFORM_OCULUS)
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SetOculusBuffer(session, buffer);
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#endif
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rlClearScreenBuffers(); // Clear current framebuffers
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#if defined(PLATFORM_OCULUS)
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for (int eye = 0; eye < 2; eye++)
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{
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glViewport(eyeLayer.Viewport[eye].Pos.x, eyeLayer.Viewport[eye].Pos.y,
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eyeLayer.Viewport[eye].Size.w, eyeLayer.Viewport[eye].Size.h);
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eyeLayer.RenderPose[eye] = eyePoses[eye];
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// Convert struct ovrPosef { ovrQuatf Orientation; ovrVector3f Position; } to Matrix
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// TODO: Review maths!
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Matrix eyeOrientation = QuaternionToMatrix((Quaternion){ -eyePoses[eye].Orientation.x, -eyePoses[eye].Orientation.y, -eyePoses[eye].Orientation.z, -eyePoses[eye].Orientation.w });
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Matrix eyePosition = MatrixTranslate(-eyePoses[eye].Position.x, -eyePoses[eye].Position.y, -eyePoses[eye].Position.z);
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Matrix mvp = MatrixMultiply(eyeProjections[eye], MatrixMultiply(eyeOrientation, eyePosition));
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glViewport(layer.eyeLayer.Viewport[eye].Pos.x, layer.eyeLayer.Viewport[eye].Pos.y, layer.eyeLayer.Viewport[eye].Size.w, layer.eyeLayer.Viewport[eye].Size.h);
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// NOTE: Nothing is drawn until rlglDraw()
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DrawRectangleV(position, size, color);
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//DrawCube(cubePosition, 2.0f, 2.0f, 2.0f, color);
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//DrawGrid(10, 1.0f);
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// NOTE: rlglDraw() must be modified to support an external modelview-projection matrix
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// TODO: Still working on it (now uses internal mvp)
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Quaternion eyeRPose = (Quaternion){ eyePoses[eye].Orientation.x, eyePoses[eye].Orientation.y, eyePoses[eye].Orientation.z, eyePoses[eye].Orientation.w };
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QuaternionInvert(&eyeRPose);
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Matrix eyeOrientation = QuaternionToMatrix(eyeRPose);
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Matrix eyeTranslation = MatrixTranslate(-eyePoses[eye].Position.x, -eyePoses[eye].Position.y, -eyePoses[eye].Position.z);
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Matrix eyeView = MatrixMultiply(eyeTranslation, eyeOrientation);
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Matrix modelview = MatrixMultiply(matView, eyeView);
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Matrix mvp = MatrixMultiply(modelview, layer.eyeProjections[eye]);
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#else
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// Calculate projection matrix (from perspective) and view matrix from camera look at
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Matrix matProj = MatrixPerspective(camera.fovy, (double)screenWidth/(double)screenHeight, 0.01, 1000.0);
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MatrixTranspose(&matProj);
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Matrix matView = MatrixLookAt(camera.position, camera.target, camera.up);
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Matrix mvp = MatrixMultiply(matView, matProj);
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#endif
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DrawCube(cubePosition, 2.0f, 2.0f, 2.0f, RED);
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DrawCubeWires(cubePosition, 2.0f, 2.0f, 2.0f, RAYWHITE);
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DrawGrid(10, 1.0f);
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// NOTE: Internal buffers drawing (3D data)
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rlglDraw(mvp);
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matProj = MatrixOrtho(0.0, screenWidth, screenHeight, 0.0, 0.0, 1.0);
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MatrixTranspose(&matProj);
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matView = MatrixIdentity();
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mvp = MatrixMultiply(matView, matProj);
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// TODO: 2D drawing on Oculus Rift: requires an ovrLayerQuad layer
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DrawRectangleV((Vector2){ 10.0f, 10.0f }, (Vector2){ 300.0f, 20.0f }, DARKGRAY);
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|
||||
// NOTE: Internal buffers drawing (2D data)
|
||||
rlglDraw(mvp);
|
||||
|
||||
#if defined(PLATFORM_OCULUS)
|
||||
}
|
||||
|
||||
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);
|
||||
UnsetOculusBuffer(buffer);
|
||||
|
||||
ovr_CommitTextureSwapChain(session, buffer.textureChain);
|
||||
|
||||
ovrLayerHeader *layers = &layer.eyeLayer.Header;
|
||||
ovr_SubmitFrame(session, frameIndex, &layer.viewScaleDesc, &layers, 1);
|
||||
|
||||
// Blit mirror texture to back buffer
|
||||
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);
|
||||
BlitOculusMirror(session, mirror);
|
||||
|
||||
// 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);
|
||||
#endif
|
||||
|
||||
|
||||
glfwSwapBuffers(window);
|
||||
glfwPollEvents();
|
||||
//----------------------------------------------------------------------------------
|
||||
@ -307,20 +297,20 @@ int main()
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
if (mirrorFbo) glDeleteFramebuffers(1, &mirrorFbo);
|
||||
if (mirrorTexture) ovr_DestroyMirrorTexture(session, mirrorTexture);
|
||||
#if defined(PLATFORM_OCULUS)
|
||||
UnloadOculusMirror(session, mirror); // Unload Oculus mirror buffer
|
||||
UnloadOculusBuffer(session, buffer); // Unload Oculus texture buffers
|
||||
#endif
|
||||
|
||||
if (fbo) glDeleteFramebuffers(1, &fbo);
|
||||
if (depthBuffer) glDeleteTextures(1, &depthBuffer);
|
||||
if (eyeTexture) ovr_DestroyTextureSwapChain(session, eyeTexture);
|
||||
|
||||
rlglClose();
|
||||
rlglClose(); // Unload rlgl internal buffers and default shader/texture
|
||||
|
||||
glfwDestroyWindow(window);
|
||||
glfwTerminate();
|
||||
|
||||
#if defined(PLATFORM_OCULUS)
|
||||
ovr_Destroy(session); // Must be called after glfwTerminate()
|
||||
ovr_Shutdown();
|
||||
#endif
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
@ -330,24 +320,22 @@ int main()
|
||||
// Module specific Functions Definitions
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw rectangle using rlgl OpenGL 1.1 style coding (translated to OpenGL 3.3 internally)
|
||||
static void DrawRectangleV(Vector2 position, Vector2 size, Color color)
|
||||
// GLFW3: Error callback
|
||||
static void ErrorCallback(int error, const char* description)
|
||||
{
|
||||
rlBegin(RL_TRIANGLES);
|
||||
rlColor4ub(color.r, color.g, color.b, color.a);
|
||||
TraceLog(LOG_ERROR, description);
|
||||
}
|
||||
|
||||
rlVertex2i(position.x, position.y);
|
||||
rlVertex2i(position.x, position.y + size.y);
|
||||
rlVertex2i(position.x + size.x, position.y + size.y);
|
||||
|
||||
rlVertex2i(position.x, position.y);
|
||||
rlVertex2i(position.x + size.x, position.y + size.y);
|
||||
rlVertex2i(position.x + size.x, position.y);
|
||||
rlEnd();
|
||||
// GLFW3: Keyboard callback
|
||||
static void KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods)
|
||||
{
|
||||
if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
|
||||
{
|
||||
glfwSetWindowShouldClose(window, GL_TRUE);
|
||||
}
|
||||
}
|
||||
|
||||
// Output a trace log message
|
||||
// NOTE: Expected msgType: (0)Info, (1)Error, (2)Warning
|
||||
static void TraceLog(int msgType, const char *text, ...)
|
||||
{
|
||||
va_list args;
|
||||
@ -370,30 +358,52 @@ static void TraceLog(int msgType, const char *text, ...)
|
||||
//if (msgType == LOG_ERROR) exit(1);
|
||||
}
|
||||
|
||||
static Matrix FromOvrMatrix(ovrMatrix4f ovrmat)
|
||||
// Draw rectangle using rlgl OpenGL 1.1 style coding (translated to OpenGL 3.3 internally)
|
||||
static void DrawRectangleV(Vector2 position, Vector2 size, Color color)
|
||||
{
|
||||
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;
|
||||
rlBegin(RL_TRIANGLES);
|
||||
rlColor4ub(color.r, color.g, color.b, color.a);
|
||||
|
||||
rlVertex2i(position.x, position.y);
|
||||
rlVertex2i(position.x, position.y + size.y);
|
||||
rlVertex2i(position.x + size.x, position.y + size.y);
|
||||
|
||||
rlVertex2i(position.x, position.y);
|
||||
rlVertex2i(position.x + size.x, position.y + size.y);
|
||||
rlVertex2i(position.x + size.x, position.y);
|
||||
rlEnd();
|
||||
}
|
||||
|
||||
// Draw a grid centered at (0, 0, 0)
|
||||
static 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();
|
||||
}
|
||||
|
||||
// Draw cube
|
||||
@ -471,34 +481,279 @@ void DrawCube(Vector3 position, float width, float height, float length, Color c
|
||||
rlPopMatrix();
|
||||
}
|
||||
|
||||
// Draw a grid centered at (0, 0, 0)
|
||||
void DrawGrid(int slices, float spacing)
|
||||
// Draw cube wires
|
||||
void DrawCubeWires(Vector3 position, float width, float height, float length, Color color)
|
||||
{
|
||||
int halfSlices = slices / 2;
|
||||
float x = 0.0f;
|
||||
float y = 0.0f;
|
||||
float z = 0.0f;
|
||||
|
||||
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);
|
||||
}
|
||||
rlPushMatrix();
|
||||
|
||||
rlVertex3f((float)i*spacing, 0.0f, (float)-halfSlices*spacing);
|
||||
rlVertex3f((float)i*spacing, 0.0f, (float)halfSlices*spacing);
|
||||
rlTranslatef(position.x, position.y, position.z);
|
||||
//rlRotatef(45, 0, 1, 0);
|
||||
|
||||
rlVertex3f((float)-halfSlices*spacing, 0.0f, (float)i*spacing);
|
||||
rlVertex3f((float)halfSlices*spacing, 0.0f, (float)i*spacing);
|
||||
}
|
||||
rlEnd();
|
||||
rlBegin(RL_LINES);
|
||||
rlColor4ub(color.r, color.g, color.b, color.a);
|
||||
|
||||
// Front Face -----------------------------------------------------
|
||||
// Bottom Line
|
||||
rlVertex3f(x-width/2, y-height/2, z+length/2); // Bottom Left
|
||||
rlVertex3f(x+width/2, y-height/2, z+length/2); // Bottom Right
|
||||
|
||||
// Left Line
|
||||
rlVertex3f(x+width/2, y-height/2, z+length/2); // Bottom Right
|
||||
rlVertex3f(x+width/2, y+height/2, z+length/2); // Top Right
|
||||
|
||||
// Top Line
|
||||
rlVertex3f(x+width/2, y+height/2, z+length/2); // Top Right
|
||||
rlVertex3f(x-width/2, y+height/2, z+length/2); // Top Left
|
||||
|
||||
// Right Line
|
||||
rlVertex3f(x-width/2, y+height/2, z+length/2); // Top Left
|
||||
rlVertex3f(x-width/2, y-height/2, z+length/2); // Bottom Left
|
||||
|
||||
// Back Face ------------------------------------------------------
|
||||
// Bottom Line
|
||||
rlVertex3f(x-width/2, y-height/2, z-length/2); // Bottom Left
|
||||
rlVertex3f(x+width/2, y-height/2, z-length/2); // Bottom Right
|
||||
|
||||
// Left Line
|
||||
rlVertex3f(x+width/2, y-height/2, z-length/2); // Bottom Right
|
||||
rlVertex3f(x+width/2, y+height/2, z-length/2); // Top Right
|
||||
|
||||
// Top Line
|
||||
rlVertex3f(x+width/2, y+height/2, z-length/2); // Top Right
|
||||
rlVertex3f(x-width/2, y+height/2, z-length/2); // Top Left
|
||||
|
||||
// Right Line
|
||||
rlVertex3f(x-width/2, y+height/2, z-length/2); // Top Left
|
||||
rlVertex3f(x-width/2, y-height/2, z-length/2); // Bottom Left
|
||||
|
||||
// Top Face -------------------------------------------------------
|
||||
// Left Line
|
||||
rlVertex3f(x-width/2, y+height/2, z+length/2); // Top Left Front
|
||||
rlVertex3f(x-width/2, y+height/2, z-length/2); // Top Left Back
|
||||
|
||||
// Right Line
|
||||
rlVertex3f(x+width/2, y+height/2, z+length/2); // Top Right Front
|
||||
rlVertex3f(x+width/2, y+height/2, z-length/2); // Top Right Back
|
||||
|
||||
// Bottom Face ---------------------------------------------------
|
||||
// Left Line
|
||||
rlVertex3f(x-width/2, y-height/2, z+length/2); // Top Left Front
|
||||
rlVertex3f(x-width/2, y-height/2, z-length/2); // Top Left Back
|
||||
|
||||
// Right Line
|
||||
rlVertex3f(x+width/2, y-height/2, z+length/2); // Top Right Front
|
||||
rlVertex3f(x+width/2, y-height/2, z-length/2); // Top Right Back
|
||||
rlEnd();
|
||||
rlPopMatrix();
|
||||
}
|
||||
|
||||
#if defined(PLATFORM_OCULUS)
|
||||
// Convert from Oculus ovrMatrix4f struct to raymath Matrix struct
|
||||
static Matrix FromOvrMatrix(ovrMatrix4f ovrmat)
|
||||
{
|
||||
Matrix rmat;
|
||||
|
||||
rmat.m0 = ovrmat.M[0][0];
|
||||
rmat.m1 = ovrmat.M[1][0];
|
||||
rmat.m2 = ovrmat.M[2][0];
|
||||
rmat.m3 = ovrmat.M[3][0];
|
||||
rmat.m4 = ovrmat.M[0][1];
|
||||
rmat.m5 = ovrmat.M[1][1];
|
||||
rmat.m6 = ovrmat.M[2][1];
|
||||
rmat.m7 = ovrmat.M[3][1];
|
||||
rmat.m8 = ovrmat.M[0][2];
|
||||
rmat.m9 = ovrmat.M[1][2];
|
||||
rmat.m10 = ovrmat.M[2][2];
|
||||
rmat.m11 = ovrmat.M[3][2];
|
||||
rmat.m12 = ovrmat.M[0][3];
|
||||
rmat.m13 = ovrmat.M[1][3];
|
||||
rmat.m14 = ovrmat.M[2][3];
|
||||
rmat.m15 = ovrmat.M[3][3];
|
||||
|
||||
MatrixTranspose(&rmat);
|
||||
|
||||
return rmat;
|
||||
}
|
||||
|
||||
// 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);
|
||||
|
||||
//eyeLayer.ColorTexture[0] = buffer.textureChain; // <------------------- ???
|
||||
|
||||
if (!OVR_SUCCESS(result)) TraceLog(LOG_WARNING, "OVR: Failed to create swap textures buffer");
|
||||
|
||||
int textureCount = 0;
|
||||
ovr_GetTextureSwapChainLength(session, buffer.textureChain, &textureCount);
|
||||
|
||||
if (!OVR_SUCCESS(result) || !textureCount) TraceLog(LOG_WARNING, "OVR: Unable to count swap chain textures");
|
||||
|
||||
for (int i = 0; i < textureCount; ++i)
|
||||
{
|
||||
GLuint chainTexId;
|
||||
ovr_GetTextureSwapChainBufferGL(session, buffer.textureChain, i, &chainTexId);
|
||||
glBindTexture(GL_TEXTURE_2D, chainTexId);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||
}
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
|
||||
/*
|
||||
// Setup framebuffer object (using depth texture)
|
||||
glGenFramebuffers(1, &buffer.fboId);
|
||||
glGenTextures(1, &buffer.depthId);
|
||||
glBindTexture(GL_TEXTURE_2D, buffer.depthId);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT16, buffer.width, buffer.height, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
|
||||
*/
|
||||
|
||||
// Setup framebuffer object (using depth renderbuffer)
|
||||
glGenFramebuffers(1, &buffer.fboId);
|
||||
glGenRenderbuffers(1, &buffer.depthId);
|
||||
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, buffer.fboId);
|
||||
glBindRenderbuffer(GL_RENDERBUFFER, buffer.depthId);
|
||||
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, buffer.width, buffer.height);
|
||||
glBindRenderbuffer(GL_RENDERBUFFER, 0);
|
||||
glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, buffer.depthId);
|
||||
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
|
||||
|
||||
return buffer;
|
||||
}
|
||||
|
||||
// Unload texture required buffers
|
||||
static void UnloadOculusBuffer(ovrSession session, OculusBuffer buffer)
|
||||
{
|
||||
if (buffer.textureChain)
|
||||
{
|
||||
ovr_DestroyTextureSwapChain(session, buffer.textureChain);
|
||||
buffer.textureChain = NULL;
|
||||
}
|
||||
|
||||
if (buffer.depthId != 0) glDeleteTextures(1, &buffer.depthId);
|
||||
if (buffer.fboId != 0) glDeleteFramebuffers(1, &buffer.fboId);
|
||||
}
|
||||
|
||||
// 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_DRAW_FRAMEBUFFER, buffer.fboId);
|
||||
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, currentTexId, 0);
|
||||
//glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, buffer.depthId, 0); // Already binded
|
||||
|
||||
//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)
|
||||
{
|
||||
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
|
||||
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
|
||||
}
|
||||
|
||||
// Load Oculus mirror buffers
|
||||
static OculusMirror LoadOculusMirror(ovrSession session, int width, int height)
|
||||
{
|
||||
OculusMirror mirror;
|
||||
mirror.width = width;
|
||||
mirror.height = height;
|
||||
|
||||
ovrMirrorTextureDesc mirrorDesc;
|
||||
memset(&mirrorDesc, 0, sizeof(mirrorDesc));
|
||||
mirrorDesc.Format = OVR_FORMAT_R8G8B8A8_UNORM_SRGB;
|
||||
mirrorDesc.Width = mirror.width;
|
||||
mirrorDesc.Height = mirror.height;
|
||||
|
||||
if (!OVR_SUCCESS(ovr_CreateMirrorTextureGL(session, &mirrorDesc, &mirror.texture))) TraceLog(LOG_WARNING, "Could not create mirror texture");
|
||||
|
||||
glGenFramebuffers(1, &mirror.fboId);
|
||||
|
||||
return mirror;
|
||||
}
|
||||
|
||||
// Unload Oculus mirror buffers
|
||||
static void UnloadOculusMirror(ovrSession session, OculusMirror mirror)
|
||||
{
|
||||
if (mirror.fboId != 0) glDeleteFramebuffers(1, &mirror.fboId);
|
||||
if (mirror.texture) ovr_DestroyMirrorTexture(session, mirror.texture);
|
||||
}
|
||||
|
||||
static void BlitOculusMirror(ovrSession session, OculusMirror mirror)
|
||||
{
|
||||
GLuint mirrorTextureId;
|
||||
|
||||
ovr_GetMirrorTextureBufferGL(session, mirror.texture, &mirrorTextureId);
|
||||
|
||||
glBindFramebuffer(GL_READ_FRAMEBUFFER, mirror.fboId);
|
||||
glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mirrorTextureId, 0);
|
||||
glBlitFramebuffer(0, 0, mirror.width, mirror.height, 0, mirror.height, mirror.width, 0, GL_COLOR_BUFFER_BIT, GL_NEAREST);
|
||||
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
|
||||
}
|
||||
|
||||
// Requires: session, hmdDesc
|
||||
static OculusLayer InitOculusLayer(ovrSession session)
|
||||
{
|
||||
OculusLayer layer = { 0 };
|
||||
|
||||
layer.viewScaleDesc.HmdSpaceToWorldScaleInMeters = 1.0f;
|
||||
|
||||
memset(&layer.eyeLayer, 0, sizeof(ovrLayerEyeFov));
|
||||
layer.eyeLayer.Header.Type = ovrLayerType_EyeFov;
|
||||
layer.eyeLayer.Header.Flags = ovrLayerFlag_TextureOriginAtBottomLeft;
|
||||
|
||||
ovrEyeRenderDesc eyeRenderDescs[2];
|
||||
|
||||
for (int eye = 0; eye < 2; eye++)
|
||||
{
|
||||
eyeRenderDescs[eye] = ovr_GetRenderDesc(session, eye, hmdDesc.DefaultEyeFov[eye]);
|
||||
ovrMatrix4f ovrPerspectiveProjection = ovrMatrix4f_Projection(eyeRenderDescs[eye].Fov, 0.01f, 10000.0f, ovrProjection_None); //ovrProjection_ClipRangeOpenGL);
|
||||
layer.eyeProjections[eye] = FromOvrMatrix(ovrPerspectiveProjection); // NOTE: struct ovrMatrix4f { float M[4][4] } --> struct Matrix
|
||||
|
||||
layer.viewScaleDesc.HmdToEyeOffset[eye] = eyeRenderDescs[eye].HmdToEyeOffset;
|
||||
layer.eyeLayer.Fov[eye] = eyeRenderDescs[eye].Fov;
|
||||
|
||||
ovrSizei eyeSize = ovr_GetFovTextureSize(session, eye, layer.eyeLayer.Fov[eye], 1.0f);
|
||||
layer.eyeLayer.Viewport[eye].Size = eyeSize;
|
||||
layer.eyeLayer.Viewport[eye].Pos.x = layer.width;
|
||||
layer.eyeLayer.Viewport[eye].Pos.y = 0;
|
||||
|
||||
layer.height = eyeSize.h; //std::max(renderTargetSize.y, (uint32_t)eyeSize.h);
|
||||
layer.width += eyeSize.w;
|
||||
}
|
||||
|
||||
return layer;
|
||||
}
|
||||
#endif
|
||||
Reference in New Issue
Block a user