mirror of
https://github.com/raysan5/raylib.git
synced 2025-12-25 10:22:33 -05:00
Updated Oculus sample
Now GLFW3 windows/context creation works ok and a sample red rectangle has been drawn using rlgl. Next step is working in tracking position/orientation maths and try to get a simple 3d scene...
This commit is contained in:
@ -17,57 +17,52 @@
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#if defined(_WIN32)
|
||||
#define GLFW_EXPOSE_NATIVE_WIN32
|
||||
#define GLFW_EXPOSE_NATIVE_WGL
|
||||
#define OVR_OS_WIN32
|
||||
#elif defined(__APPLE__)
|
||||
#define GLFW_EXPOSE_NATIVE_COCOA
|
||||
#define GLFW_EXPOSE_NATIVE_NSGL
|
||||
#define OVR_OS_MAC
|
||||
#elif defined(__linux__)
|
||||
#define GLFW_EXPOSE_NATIVE_X11
|
||||
#define GLFW_EXPOSE_NATIVE_GLX
|
||||
#define OVR_OS_LINUX
|
||||
#endif
|
||||
#include <stdlib.h>
|
||||
#include <stdarg.h>
|
||||
#include <stdio.h>
|
||||
#include <string.h>
|
||||
|
||||
#include "glad.h" // Extensions loading library
|
||||
|
||||
#include <GLFW/glfw3.h>
|
||||
#include <GLFW/glfw3native.h>
|
||||
#include "glad.h" // Extensions loading library
|
||||
#include <GLFW/glfw3.h> // Windows/Context and inputs management
|
||||
|
||||
#include "OculusSDK/LibOVR/Include/OVR_CAPI_GL.h" // Oculus SDK for OpenGL
|
||||
|
||||
//#include "GL/CAPI_GLE.h" // stripped-down GLEW/GLAD library to manage extensions (really required?)
|
||||
//#include "Extras/OVR_Math.h" // math utilities C++ (really required?)
|
||||
|
||||
#define RLGL_STANDALONE
|
||||
#include "rlgl.h"
|
||||
|
||||
#include <stdlib.h>
|
||||
#include <stdio.h>
|
||||
// OVR device variables
|
||||
ovrSession session;
|
||||
ovrHmdDesc hmdDesc;
|
||||
ovrGraphicsLuid luid;
|
||||
|
||||
// OVR OpenGL required variables
|
||||
GLuint fbo = 0;
|
||||
GLuint depthBuffer = 0;
|
||||
ovrTextureSwapChain eyeTexture;
|
||||
|
||||
GLuint mirrorFbo = 0;
|
||||
ovrMirrorTexture mirrorTexture;
|
||||
ovrEyeRenderDesc eyeRenderDescs[2];
|
||||
Matrix eyeProjections[2];
|
||||
|
||||
ovrLayerEyeFov eyeLayer;
|
||||
ovrViewScaleDesc viewScaleDesc;
|
||||
|
||||
Vector2 renderTargetSize = { 0, 0 };
|
||||
Vector2 mirrorSize;
|
||||
unsigned int frame = 0;
|
||||
|
||||
// GLFW variables
|
||||
GLFWwindow *window = NULL;
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Types and Structures Definition
|
||||
//----------------------------------------------------------------------------------
|
||||
typedef struct OculusBuffer {
|
||||
ovrTextureSwapChain textureChain;
|
||||
GLuint depthId;
|
||||
GLuint fboId;
|
||||
int width;
|
||||
int height;
|
||||
} OculusBuffer;
|
||||
|
||||
typedef enum { LOG_INFO = 0, LOG_ERROR, LOG_WARNING, LOG_DEBUG, LOG_OTHER } TraceLogType;
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Module specific Functions Declaration
|
||||
//----------------------------------------------------------------------------------
|
||||
static OculusBuffer LoadOculusBuffer(ovrSession session, int width, int height);
|
||||
static void UnloadOculusBuffer(ovrSession session, OculusBuffer buffer);
|
||||
static void SetOculusBuffer(ovrSession session, OculusBuffer buffer);
|
||||
static void UnsetOculusBuffer(OculusBuffer buffer);
|
||||
|
||||
static void ErrorCallback(int error, const char* description)
|
||||
{
|
||||
fputs(description, stderr);
|
||||
@ -83,18 +78,15 @@ static void KeyCallback(GLFWwindow* window, int key, int scancode, int action, i
|
||||
|
||||
static void DrawRectangleV(Vector2 position, Vector2 size, Color color);
|
||||
static void TraceLog(int msgType, const char *text, ...);
|
||||
static Matrix FromOvrMatrix(ovrMatrix4f ovrM);
|
||||
void DrawGrid(int slices, float spacing);
|
||||
void DrawCube(Vector3 position, float width, float height, float length, Color color);
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Main Entry point
|
||||
//----------------------------------------------------------------------------------
|
||||
int main()
|
||||
int main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
ovrSession session;
|
||||
ovrGraphicsLuid luid; // Useless for OpenGL since SDK 0.7
|
||||
ovrHmdDesc hmdDesc;
|
||||
|
||||
ovrResult result = ovr_Initialize(NULL);
|
||||
if (OVR_FAILURE(result)) TraceLog(LOG_ERROR, "OVR: Could not initialize Oculus device");
|
||||
|
||||
@ -114,15 +106,37 @@ int main()
|
||||
TraceLog(LOG_INFO, "OVR: Serian Number: %s", hmdDesc.SerialNumber);
|
||||
TraceLog(LOG_INFO, "OVR: Resolution: %ix%i", hmdDesc.Resolution.w, hmdDesc.Resolution.h);
|
||||
|
||||
int screenWidth = hmdDesc.Resolution.w/2 + 100; // Added 100 pixels for testing
|
||||
int screenHeight = hmdDesc.Resolution.h/2 + 100; // Added 100 pixels for testing
|
||||
|
||||
viewScaleDesc.HmdSpaceToWorldScaleInMeters = 1.0f;
|
||||
memset(&eyeLayer, 0, sizeof(ovrLayerEyeFov));
|
||||
eyeLayer.Header.Type = ovrLayerType_EyeFov;
|
||||
eyeLayer.Header.Flags = ovrLayerFlag_TextureOriginAtBottomLeft;
|
||||
|
||||
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, 1000.0f, ovrProjection_ClipRangeOpenGL);
|
||||
// NOTE struct ovrMatrix4f { float M[4][4] }
|
||||
eyeProjections[eye] = FromOvrMatrix(ovrPerspectiveProjection);
|
||||
viewScaleDesc.HmdToEyeOffset[eye] = eyeRenderDescs[eye].HmdToEyeOffset;
|
||||
|
||||
eyeLayer.Fov[eye] = eyeRenderDescs[eye].Fov;
|
||||
ovrSizei eyeSize = ovr_GetFovTextureSize(session, eye, eyeLayer.Fov[eye], 1.0f);
|
||||
eyeLayer.Viewport[eye].Size = eyeSize;
|
||||
eyeLayer.Viewport[eye].Pos.x = renderTargetSize.x;
|
||||
eyeLayer.Viewport[eye].Pos.y = 0;
|
||||
|
||||
renderTargetSize.y = eyeSize.h; //std::max(renderTargetSize.y, (uint32_t)eyeSize.h);
|
||||
renderTargetSize.x += eyeSize.w;
|
||||
}
|
||||
|
||||
// Make the on screen window 1/2 the resolution of the device
|
||||
mirrorSize.x = hmdDesc.Resolution.w/2;
|
||||
mirrorSize.y = hmdDesc.Resolution.h/2;
|
||||
|
||||
|
||||
// GLFW3 Initialization + OpenGL 3.3 Context + Extensions
|
||||
//--------------------------------------------------------
|
||||
GLFWwindow *window;
|
||||
|
||||
glfwSetErrorCallback(ErrorCallback);
|
||||
|
||||
if (!glfwInit())
|
||||
{
|
||||
TraceLog(LOG_WARNING, "GLFW3: Can not initialize GLFW");
|
||||
@ -133,12 +147,11 @@ int main()
|
||||
glfwWindowHint(GLFW_DEPTH_BITS, 16);
|
||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
|
||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
|
||||
//glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
|
||||
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
|
||||
glfwWindowHint(GLFW_OPENGL_DEBUG_CONTEXT, GL_TRUE);
|
||||
glfwWindowHint(GLFW_DECORATED, GL_FALSE); // Mandatory on Oculus Rift to avoid program crash!
|
||||
//glfwWindowHint(GLFW_DECORATED, GL_FALSE); // Mandatory on Oculus Rift to avoid program crash? --> NO
|
||||
|
||||
window = glfwCreateWindow(screenWidth, screenHeight, "rlgl standalone", NULL, NULL);
|
||||
window = glfwCreateWindow(mirrorSize.x, mirrorSize.y, "raylib oculus sample", NULL, NULL);
|
||||
|
||||
if (!window)
|
||||
{
|
||||
@ -147,6 +160,7 @@ int main()
|
||||
}
|
||||
else TraceLog(LOG_INFO, "GLFW3: Window created successfully");
|
||||
|
||||
glfwSetErrorCallback(ErrorCallback);
|
||||
glfwSetKeyCallback(window, KeyCallback);
|
||||
|
||||
glfwMakeContextCurrent(window);
|
||||
@ -159,174 +173,132 @@ int main()
|
||||
}
|
||||
else TraceLog(LOG_INFO, "GLAD: OpenGL extensions loaded successfully");
|
||||
|
||||
rlglInit();
|
||||
rlglInitGraphics(0, 0, screenWidth, screenHeight);
|
||||
rlClearColor(245, 245, 245, 255); // Define clear color
|
||||
// Initialize OVR OpenGL swap chain textures
|
||||
ovrTextureSwapChainDesc desc = {};
|
||||
desc.Type = ovrTexture_2D;
|
||||
desc.ArraySize = 1;
|
||||
desc.Width = renderTargetSize.x;
|
||||
desc.Height = renderTargetSize.y;
|
||||
desc.MipLevels = 1;
|
||||
desc.Format = OVR_FORMAT_R8G8B8A8_UNORM_SRGB;
|
||||
desc.SampleCount = 1;
|
||||
desc.StaticImage = ovrFalse;
|
||||
|
||||
Vector2 position = { screenWidth/2 - 100, screenHeight/2 - 100 };
|
||||
Vector2 size = { 200, 200 };
|
||||
Color color = { 180, 20, 20, 255 };
|
||||
//---------------------------------------------------------------------------
|
||||
result = ovr_CreateTextureSwapChainGL(session, &desc, &eyeTexture);
|
||||
eyeLayer.ColorTexture[0] = eyeTexture;
|
||||
|
||||
OculusBuffer eyeRenderBuffer[2];
|
||||
|
||||
GLuint mirrorFBO = 0;
|
||||
ovrMirrorTexture mirrorTexture = NULL;
|
||||
|
||||
bool isVisible = true;
|
||||
long long frameIndex = 0;
|
||||
|
||||
// Make eyes render buffers
|
||||
ovrSizei recommendedTexSizeLeft = ovr_GetFovTextureSize(session, ovrEye_Left, hmdDesc.DefaultEyeFov[0], 1.0f);
|
||||
eyeRenderBuffer[0] = LoadOculusBuffer(session, recommendedTexSizeLeft.w, recommendedTexSizeLeft.h);
|
||||
ovrSizei recommendedTexSizeRight = ovr_GetFovTextureSize(session, ovrEye_Right, hmdDesc.DefaultEyeFov[1], 1.0f);
|
||||
eyeRenderBuffer[1] = LoadOculusBuffer(session, recommendedTexSizeRight.w, recommendedTexSizeRight.h);
|
||||
if (!OVR_SUCCESS(result)) TraceLog(LOG_WARNING, "Failed to create swap textures");
|
||||
|
||||
// Note: the mirror window can be any size, for this sample we use 1/2 the HMD resolution
|
||||
ovrSizei windowSize = { hmdDesc.Resolution.w/2, hmdDesc.Resolution.h/2 };
|
||||
|
||||
// Define mirror texture descriptor
|
||||
ovrMirrorTextureDesc mirrorDesc;
|
||||
memset(&mirrorDesc, 0, sizeof(mirrorDesc));
|
||||
mirrorDesc.Width = windowSize.w;
|
||||
mirrorDesc.Height = windowSize.h;
|
||||
mirrorDesc.Format = OVR_FORMAT_R8G8B8A8_UNORM_SRGB;
|
||||
|
||||
// Create mirror texture and an FBO used to copy mirror texture to back buffer
|
||||
result = ovr_CreateMirrorTextureGL(session, &mirrorDesc, &mirrorTexture);
|
||||
if (!OVR_SUCCESS(result)) TraceLog(LOG_WARNING, "OVR: Failed to create mirror texture");
|
||||
|
||||
// Configure the mirror read buffer
|
||||
GLuint texId;
|
||||
ovr_GetMirrorTextureBufferGL(session, mirrorTexture, &texId);
|
||||
|
||||
glGenFramebuffers(1, &mirrorFBO);
|
||||
glBindFramebuffer(GL_READ_FRAMEBUFFER, mirrorFBO);
|
||||
glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texId, 0);
|
||||
glFramebufferRenderbuffer(GL_READ_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, 0);
|
||||
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
|
||||
int length = 0;
|
||||
result = ovr_GetTextureSwapChainLength(session, eyeTexture, &length);
|
||||
|
||||
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
|
||||
if (!OVR_SUCCESS(result) || !length) TraceLog(LOG_WARNING, "Unable to count swap chain textures");
|
||||
|
||||
for (int i = 0; i < length; ++i)
|
||||
{
|
||||
glDeleteFramebuffers(1, &mirrorFBO);
|
||||
TraceLog(LOG_WARNING, "OVR: Could not initialize mirror framebuffers");
|
||||
GLuint chainTexId;
|
||||
ovr_GetTextureSwapChainBufferGL(session, eyeTexture, 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);
|
||||
}
|
||||
|
||||
glClearColor(1.0f, 0.1f, 0.1f, 0.0f);
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
|
||||
// Setup framebuffer object
|
||||
glGenFramebuffers(1, &fbo);
|
||||
glGenRenderbuffers(1, &depthBuffer);
|
||||
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo);
|
||||
glBindRenderbuffer(GL_RENDERBUFFER, depthBuffer);
|
||||
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, renderTargetSize.x, renderTargetSize.y);
|
||||
glBindRenderbuffer(GL_RENDERBUFFER, 0);
|
||||
glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthBuffer);
|
||||
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
|
||||
|
||||
// Setup mirror texture
|
||||
ovrMirrorTextureDesc mirrorDesc;
|
||||
memset(&mirrorDesc, 0, sizeof(mirrorDesc));
|
||||
mirrorDesc.Format = OVR_FORMAT_R8G8B8A8_UNORM_SRGB;
|
||||
mirrorDesc.Width = mirrorSize.x;
|
||||
mirrorDesc.Height = mirrorSize.y;
|
||||
|
||||
if (!OVR_SUCCESS(ovr_CreateMirrorTextureGL(session, &mirrorDesc, &mirrorTexture))) TraceLog(LOG_WARNING, "Could not create mirror texture");
|
||||
|
||||
glGenFramebuffers(1, &mirrorFbo);
|
||||
|
||||
// Recenter OVR tracking origin
|
||||
ovr_RecenterTrackingOrigin(session);
|
||||
|
||||
// FloorLevel will give tracking poses where the floor height is 0
|
||||
ovr_SetTrackingOriginType(session, ovrTrackingOrigin_FloorLevel);
|
||||
//--------------------------------------------------------------------------------------
|
||||
// Initialize rlgl internal buffers and OpenGL state
|
||||
rlglInit();
|
||||
rlglInitGraphics(0, 0, mirrorSize.x, mirrorSize.y);
|
||||
rlClearColor(245, 245, 245, 255); // Define clear color
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
|
||||
Vector2 position = { mirrorSize.x/2 - 100, mirrorSize.y/2 - 100 };
|
||||
Vector2 size = { 200, 200 };
|
||||
Color color = { 180, 20, 20, 255 };
|
||||
Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
|
||||
|
||||
// Main loop
|
||||
while (!glfwWindowShouldClose(window))
|
||||
while (!glfwWindowShouldClose(window))
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
frameIndex++;
|
||||
frame++;
|
||||
|
||||
// TODO: Update game here!
|
||||
|
||||
// Call ovr_GetRenderDesc each frame to get the ovrEyeRenderDesc, as the returned values (e.g. HmdToEyeOffset) may change at runtime.
|
||||
ovrEyeRenderDesc eyeRenderDesc[2];
|
||||
eyeRenderDesc[0] = ovr_GetRenderDesc(session, ovrEye_Left, hmdDesc.DefaultEyeFov[0]);
|
||||
eyeRenderDesc[1] = ovr_GetRenderDesc(session, ovrEye_Right, hmdDesc.DefaultEyeFov[1]);
|
||||
|
||||
// Get eye poses, feeding in correct IPD offset
|
||||
ovrPosef eyeRenderPose[2];
|
||||
ovrVector3f hmdToEyeOffset[2] = { eyeRenderDesc[0].HmdToEyeOffset, eyeRenderDesc[1].HmdToEyeOffset };
|
||||
|
||||
double sensorSampleTime; // sensorSampleTime is fed into the layer later
|
||||
ovr_GetEyePoses(session, frameIndex, ovrTrue, hmdToEyeOffset, eyeRenderPose, &sensorSampleTime);
|
||||
ovrPosef eyePoses[2];
|
||||
ovr_GetEyePoses(session, frame, ovrTrue, viewScaleDesc.HmdToEyeOffset, eyePoses, &eyeLayer.SensorSampleTime);
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
int curIndex;
|
||||
ovr_GetTextureSwapChainCurrentIndex(session, eyeTexture, &curIndex);
|
||||
GLuint curTexId;
|
||||
ovr_GetTextureSwapChainBufferGL(session, eyeTexture, curIndex, &curTexId);
|
||||
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo);
|
||||
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, curTexId, 0);
|
||||
|
||||
// Clear screen to red color
|
||||
//glClearColor(1.0f, 0.1f, 0.1f, 0.0f);
|
||||
//glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
|
||||
if (isVisible)
|
||||
{
|
||||
for (int eye = 0; eye < 2; ++eye)
|
||||
{
|
||||
SetOculusBuffer(session, eyeRenderBuffer[eye]);
|
||||
|
||||
// TODO: Get view and projection matrices for the eye
|
||||
// Sample using Oculus OVR_Math.h (C++)
|
||||
/*
|
||||
Matrix4f projection[eye] = Matrix4f(ovrMatrix4f_Projection(eyeRenderDesc[eye].Fov, 0.01f, 10000.0f, ovrProjection_None));
|
||||
Matrix4f eyeOrientation[eye] = Matrix4f(Quatf(eyeRenderPose[eye].Orientation).Inverted());
|
||||
Matrix4f eyePose[eye] = Matrix4f::Translation(-Vector3f(eyeRenderPose[eye].Position));
|
||||
Matrix4f mvp = projection[eye]*eyeOrientation[eye]*eyePose[eye];
|
||||
*/
|
||||
|
||||
// Sample using custom raymath.h (C) -INCOMPLETE-
|
||||
/*
|
||||
Matrix projection = MatrixPerspective(eyeRenderDesc[eye].Fov, ((double)screenWidth/(double)screenHeight), 0.01, 1000.0);
|
||||
Matrix eyeOrientation = QuaternionToMatrix((Quaternion){ -eyeRenderPose[eye].Orientation.x, -eyeRenderPose[eye].Orientation.y,
|
||||
-eyeRenderPose[eye].Orientation.z, -eyeRenderPose[eye].Orientation.w });
|
||||
Matrix eyePose = MatrixTranslate(-eyeRenderPose[eye].Position.x, -eyeRenderPose[eye].Position.y, -eyeRenderPose[eye].Position.z);
|
||||
Matrix mvp = MatrixMultiply(projection, MatrixMultiply(eyeOrientation, eyePose));
|
||||
*/
|
||||
|
||||
// Render everything
|
||||
// TODO: Pass calculated mvp matrix to default shader to consider projection and orientation!
|
||||
//DrawRectangleV(position, size, color);
|
||||
//rlglDraw();
|
||||
|
||||
UnsetOculusBuffer(eyeRenderBuffer[eye]);
|
||||
|
||||
// Commit changes to the textures so they get picked up frame
|
||||
ovr_CommitTextureSwapChain(session, eyeRenderBuffer[eye].textureChain);
|
||||
}
|
||||
}
|
||||
|
||||
// Set up positional data
|
||||
ovrViewScaleDesc viewScaleDesc;
|
||||
viewScaleDesc.HmdSpaceToWorldScaleInMeters = 1.0f;
|
||||
viewScaleDesc.HmdToEyeOffset[0] = hmdToEyeOffset[0];
|
||||
viewScaleDesc.HmdToEyeOffset[1] = hmdToEyeOffset[1];
|
||||
|
||||
// Create the main eye layer
|
||||
ovrLayerEyeFov eyeLayer;
|
||||
eyeLayer.Header.Type = ovrLayerType_EyeFov;
|
||||
eyeLayer.Header.Flags = ovrLayerFlag_TextureOriginAtBottomLeft; // Because OpenGL
|
||||
|
||||
for (int eye = 0; eye < 2; eye++)
|
||||
{
|
||||
eyeLayer.ColorTexture[eye] = eyeRenderBuffer[eye].textureChain;
|
||||
eyeLayer.Viewport[eye] = (ovrRecti){ eyeRenderBuffer[eye].width, eyeRenderBuffer[eye].height };
|
||||
eyeLayer.Fov[eye] = hmdDesc.DefaultEyeFov[eye];
|
||||
eyeLayer.RenderPose[eye] = eyeRenderPose[eye];
|
||||
eyeLayer.SensorSampleTime = sensorSampleTime;
|
||||
glViewport(eyeLayer.Viewport[eye].Pos.x, eyeLayer.Viewport[eye].Pos.y,
|
||||
eyeLayer.Viewport[eye].Size.w, eyeLayer.Viewport[eye].Size.h);
|
||||
eyeLayer.RenderPose[eye] = eyePoses[eye];
|
||||
|
||||
// Convert struct ovrPosef { ovrQuatf Orientation; ovrVector3f Position; } to Matrix
|
||||
// TODO: Review maths!
|
||||
Matrix eyeOrientation = QuaternionToMatrix((Quaternion){ -eyePoses[eye].Orientation.x, -eyePoses[eye].Orientation.y, -eyePoses[eye].Orientation.z, -eyePoses[eye].Orientation.w });
|
||||
Matrix eyePosition = MatrixTranslate(-eyePoses[eye].Position.x, -eyePoses[eye].Position.y, -eyePoses[eye].Position.z);
|
||||
Matrix mvp = MatrixMultiply(eyeProjections[eye], MatrixMultiply(eyeOrientation, eyePosition));
|
||||
|
||||
// NOTE: Nothing is drawn until rlglDraw()
|
||||
DrawRectangleV(position, size, color);
|
||||
//DrawCube(cubePosition, 2.0f, 2.0f, 2.0f, color);
|
||||
//DrawGrid(10, 1.0f);
|
||||
|
||||
// NOTE: rlglDraw() must be modified to support an external modelview-projection matrix
|
||||
// TODO: Still working on it (now uses internal mvp)
|
||||
rlglDraw(mvp);
|
||||
}
|
||||
|
||||
// Append all the layers to global list
|
||||
ovrLayerHeader *layerList = &eyeLayer.Header;
|
||||
ovrResult result = ovr_SubmitFrame(session, frameIndex, NULL, &layerList, 1);
|
||||
|
||||
// exit the rendering loop if submit returns an error, will retry on ovrError_DisplayLost
|
||||
if (!OVR_SUCCESS(result)) return 1;
|
||||
|
||||
isVisible = (result == ovrSuccess);
|
||||
|
||||
// Get session status information
|
||||
ovrSessionStatus sessionStatus;
|
||||
ovr_GetSessionStatus(session, &sessionStatus);
|
||||
if (sessionStatus.ShouldQuit) TraceLog(LOG_WARNING, "OVR: Session should quit.");
|
||||
if (sessionStatus.ShouldRecenter) ovr_RecenterTrackingOrigin(session);
|
||||
|
||||
// Blit mirror texture to back buffer
|
||||
glBindFramebuffer(GL_READ_FRAMEBUFFER, mirrorFBO);
|
||||
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
|
||||
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
|
||||
GLint w = mirrorDesc.Width;
|
||||
GLint h = mirrorDesc.Height;
|
||||
glBlitFramebuffer(0, h, w, 0, 0, 0, w, h, GL_COLOR_BUFFER_BIT, GL_NEAREST);
|
||||
ovr_CommitTextureSwapChain(session, eyeTexture);
|
||||
ovrLayerHeader *headerList = &eyeLayer.Header;
|
||||
ovr_SubmitFrame(session, frame, &viewScaleDesc, &headerList, 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);
|
||||
|
||||
|
||||
glfwSwapBuffers(window);
|
||||
glfwPollEvents();
|
||||
@ -335,10 +307,13 @@ int main()
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
if (mirrorFBO) glDeleteFramebuffers(1, &mirrorFBO);
|
||||
if (mirrorFbo) glDeleteFramebuffers(1, &mirrorFbo);
|
||||
if (mirrorTexture) ovr_DestroyMirrorTexture(session, mirrorTexture);
|
||||
for (int eye = 0; eye < 2; eye++) UnloadOculusBuffer(session, eyeRenderBuffer[eye]);
|
||||
|
||||
|
||||
if (fbo) glDeleteFramebuffers(1, &fbo);
|
||||
if (depthBuffer) glDeleteTextures(1, &depthBuffer);
|
||||
if (eyeTexture) ovr_DestroyTextureSwapChain(session, eyeTexture);
|
||||
|
||||
rlglClose();
|
||||
|
||||
glfwDestroyWindow(window);
|
||||
@ -355,108 +330,6 @@ int main()
|
||||
// Module specific Functions Definitions
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Load Oculus required buffers: texture-swap-chain, fbo, texture-depth
|
||||
static OculusBuffer LoadOculusBuffer(ovrSession session, int width, int height)
|
||||
{
|
||||
OculusBuffer buffer;
|
||||
buffer.width = width;
|
||||
buffer.height = height;
|
||||
|
||||
// Create OVR texture chain
|
||||
ovrTextureSwapChainDesc desc = {};
|
||||
desc.Type = ovrTexture_2D;
|
||||
desc.ArraySize = 1;
|
||||
desc.Width = width;
|
||||
desc.Height = height;
|
||||
desc.MipLevels = 1;
|
||||
desc.Format = OVR_FORMAT_R8G8B8A8_UNORM_SRGB;
|
||||
desc.SampleCount = 1;
|
||||
desc.StaticImage = ovrFalse;
|
||||
|
||||
ovrResult result = ovr_CreateTextureSwapChainGL(session, &desc, &buffer.textureChain);
|
||||
|
||||
int textureCount = 0;
|
||||
ovr_GetTextureSwapChainLength(session, buffer.textureChain, &textureCount);
|
||||
|
||||
if (OVR_SUCCESS(result))
|
||||
{
|
||||
for (int i = 0; i < textureCount; ++i)
|
||||
{
|
||||
GLuint chainTexId;
|
||||
ovr_GetTextureSwapChainBufferGL(session, buffer.textureChain, i, &chainTexId);
|
||||
glBindTexture(GL_TEXTURE_2D, chainTexId);
|
||||
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||
}
|
||||
}
|
||||
|
||||
// Generate framebuffer
|
||||
glGenFramebuffers(1, &buffer.fboId);
|
||||
|
||||
// Create Depth texture
|
||||
glGenTextures(1, &buffer.depthId);
|
||||
glBindTexture(GL_TEXTURE_2D, buffer.depthId);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT16, buffer.width, buffer.height, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
|
||||
|
||||
return buffer;
|
||||
}
|
||||
|
||||
// Unload texture required buffers
|
||||
static void UnloadOculusBuffer(ovrSession session, OculusBuffer buffer)
|
||||
{
|
||||
if (buffer.textureChain)
|
||||
{
|
||||
ovr_DestroyTextureSwapChain(session, buffer.textureChain);
|
||||
buffer.textureChain = NULL;
|
||||
}
|
||||
|
||||
if (buffer.depthId)
|
||||
{
|
||||
glDeleteTextures(1, &buffer.depthId);
|
||||
buffer.depthId = 0;
|
||||
}
|
||||
|
||||
if (buffer.fboId)
|
||||
{
|
||||
glDeleteFramebuffers(1, &buffer.fboId);
|
||||
buffer.fboId = 0;
|
||||
}
|
||||
}
|
||||
|
||||
// Set current Oculus buffer
|
||||
static void SetOculusBuffer(ovrSession session, OculusBuffer buffer)
|
||||
{
|
||||
GLuint currentTexId;
|
||||
int currentIndex;
|
||||
|
||||
ovr_GetTextureSwapChainCurrentIndex(session, buffer.textureChain, ¤tIndex);
|
||||
ovr_GetTextureSwapChainBufferGL(session, buffer.textureChain, currentIndex, ¤tTexId);
|
||||
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, buffer.fboId);
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, currentTexId, 0);
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, buffer.depthId, 0);
|
||||
|
||||
glViewport(0, 0, buffer.width, buffer.height);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
glEnable(GL_FRAMEBUFFER_SRGB);
|
||||
}
|
||||
|
||||
// Unset Oculus buffer
|
||||
static void UnsetOculusBuffer(OculusBuffer buffer)
|
||||
{
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, buffer.fboId);
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
|
||||
}
|
||||
|
||||
// Draw rectangle using rlgl OpenGL 1.1 style coding (translated to OpenGL 3.3 internally)
|
||||
static void DrawRectangleV(Vector2 position, Vector2 size, Color color)
|
||||
{
|
||||
@ -495,4 +368,137 @@ static void TraceLog(int msgType, const char *text, ...)
|
||||
va_end(args);
|
||||
|
||||
//if (msgType == LOG_ERROR) exit(1);
|
||||
}
|
||||
}
|
||||
|
||||
static Matrix FromOvrMatrix(ovrMatrix4f ovrmat)
|
||||
{
|
||||
Matrix rmat;
|
||||
|
||||
rmat.m0 = ovrmat.M[0][0];
|
||||
rmat.m1 = ovrmat.M[1][0];
|
||||
rmat.m2 = ovrmat.M[2][0];
|
||||
rmat.m3 = ovrmat.M[3][0];
|
||||
rmat.m4 = ovrmat.M[0][1];
|
||||
rmat.m5 = ovrmat.M[1][1];
|
||||
rmat.m6 = ovrmat.M[2][1];
|
||||
rmat.m7 = ovrmat.M[3][1];
|
||||
rmat.m8 = ovrmat.M[0][2];
|
||||
rmat.m9 = ovrmat.M[1][2];
|
||||
rmat.m10 = ovrmat.M[2][2];
|
||||
rmat.m11 = ovrmat.M[3][2];
|
||||
rmat.m12 = ovrmat.M[0][3];
|
||||
rmat.m13 = ovrmat.M[1][3];
|
||||
rmat.m14 = ovrmat.M[2][3];
|
||||
rmat.m15 = ovrmat.M[3][3];
|
||||
|
||||
//MatrixTranspose(&rmat);
|
||||
|
||||
return rmat;
|
||||
}
|
||||
|
||||
// Draw cube
|
||||
// NOTE: Cube position is the center position
|
||||
void DrawCube(Vector3 position, float width, float height, float length, Color color)
|
||||
{
|
||||
float x = 0.0f;
|
||||
float y = 0.0f;
|
||||
float z = 0.0f;
|
||||
|
||||
rlPushMatrix();
|
||||
|
||||
// NOTE: Be careful! Function order matters (rotate -> scale -> translate)
|
||||
rlTranslatef(position.x, position.y, position.z);
|
||||
//rlScalef(2.0f, 2.0f, 2.0f);
|
||||
//rlRotatef(45, 0, 1, 0);
|
||||
|
||||
rlBegin(RL_TRIANGLES);
|
||||
rlColor4ub(color.r, color.g, color.b, color.a);
|
||||
|
||||
// Front Face -----------------------------------------------------
|
||||
rlVertex3f(x-width/2, y-height/2, z+length/2); // Bottom Left
|
||||
rlVertex3f(x+width/2, y-height/2, z+length/2); // Bottom Right
|
||||
rlVertex3f(x-width/2, y+height/2, z+length/2); // Top Left
|
||||
|
||||
rlVertex3f(x+width/2, y+height/2, z+length/2); // Top Right
|
||||
rlVertex3f(x-width/2, y+height/2, z+length/2); // Top Left
|
||||
rlVertex3f(x+width/2, y-height/2, z+length/2); // Bottom Right
|
||||
|
||||
// Back Face ------------------------------------------------------
|
||||
rlVertex3f(x-width/2, y-height/2, z-length/2); // Bottom Left
|
||||
rlVertex3f(x-width/2, y+height/2, z-length/2); // Top Left
|
||||
rlVertex3f(x+width/2, y-height/2, z-length/2); // Bottom Right
|
||||
|
||||
rlVertex3f(x+width/2, y+height/2, z-length/2); // Top Right
|
||||
rlVertex3f(x+width/2, y-height/2, z-length/2); // Bottom Right
|
||||
rlVertex3f(x-width/2, y+height/2, z-length/2); // Top Left
|
||||
|
||||
// Top Face -------------------------------------------------------
|
||||
rlVertex3f(x-width/2, y+height/2, z-length/2); // Top Left
|
||||
rlVertex3f(x-width/2, y+height/2, z+length/2); // Bottom Left
|
||||
rlVertex3f(x+width/2, y+height/2, z+length/2); // Bottom Right
|
||||
|
||||
rlVertex3f(x+width/2, y+height/2, z-length/2); // Top Right
|
||||
rlVertex3f(x-width/2, y+height/2, z-length/2); // Top Left
|
||||
rlVertex3f(x+width/2, y+height/2, z+length/2); // Bottom Right
|
||||
|
||||
// Bottom Face ----------------------------------------------------
|
||||
rlVertex3f(x-width/2, y-height/2, z-length/2); // Top Left
|
||||
rlVertex3f(x+width/2, y-height/2, z+length/2); // Bottom Right
|
||||
rlVertex3f(x-width/2, y-height/2, z+length/2); // Bottom Left
|
||||
|
||||
rlVertex3f(x+width/2, y-height/2, z-length/2); // Top Right
|
||||
rlVertex3f(x+width/2, y-height/2, z+length/2); // Bottom Right
|
||||
rlVertex3f(x-width/2, y-height/2, z-length/2); // Top Left
|
||||
|
||||
// Right face -----------------------------------------------------
|
||||
rlVertex3f(x+width/2, y-height/2, z-length/2); // Bottom Right
|
||||
rlVertex3f(x+width/2, y+height/2, z-length/2); // Top Right
|
||||
rlVertex3f(x+width/2, y+height/2, z+length/2); // Top Left
|
||||
|
||||
rlVertex3f(x+width/2, y-height/2, z+length/2); // Bottom Left
|
||||
rlVertex3f(x+width/2, y-height/2, z-length/2); // Bottom Right
|
||||
rlVertex3f(x+width/2, y+height/2, z+length/2); // Top Left
|
||||
|
||||
// Left Face ------------------------------------------------------
|
||||
rlVertex3f(x-width/2, y-height/2, z-length/2); // Bottom Right
|
||||
rlVertex3f(x-width/2, y+height/2, z+length/2); // Top Left
|
||||
rlVertex3f(x-width/2, y+height/2, z-length/2); // Top Right
|
||||
|
||||
rlVertex3f(x-width/2, y-height/2, z+length/2); // Bottom Left
|
||||
rlVertex3f(x-width/2, y+height/2, z+length/2); // Top Left
|
||||
rlVertex3f(x-width/2, y-height/2, z-length/2); // Bottom Right
|
||||
rlEnd();
|
||||
rlPopMatrix();
|
||||
}
|
||||
|
||||
// Draw a grid centered at (0, 0, 0)
|
||||
void DrawGrid(int slices, float spacing)
|
||||
{
|
||||
int halfSlices = slices / 2;
|
||||
|
||||
rlBegin(RL_LINES);
|
||||
for(int i = -halfSlices; i <= halfSlices; i++)
|
||||
{
|
||||
if (i == 0)
|
||||
{
|
||||
rlColor3f(0.5f, 0.5f, 0.5f);
|
||||
rlColor3f(0.5f, 0.5f, 0.5f);
|
||||
rlColor3f(0.5f, 0.5f, 0.5f);
|
||||
rlColor3f(0.5f, 0.5f, 0.5f);
|
||||
}
|
||||
else
|
||||
{
|
||||
rlColor3f(0.75f, 0.75f, 0.75f);
|
||||
rlColor3f(0.75f, 0.75f, 0.75f);
|
||||
rlColor3f(0.75f, 0.75f, 0.75f);
|
||||
rlColor3f(0.75f, 0.75f, 0.75f);
|
||||
}
|
||||
|
||||
rlVertex3f((float)i*spacing, 0.0f, (float)-halfSlices*spacing);
|
||||
rlVertex3f((float)i*spacing, 0.0f, (float)halfSlices*spacing);
|
||||
|
||||
rlVertex3f((float)-halfSlices*spacing, 0.0f, (float)i*spacing);
|
||||
rlVertex3f((float)halfSlices*spacing, 0.0f, (float)i*spacing);
|
||||
}
|
||||
rlEnd();
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user