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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:
498
examples/oculus_glfw_sample/oculus_glfw_sample.old.c
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498
examples/oculus_glfw_sample/oculus_glfw_sample.old.c
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@ -0,0 +1,498 @@
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/*******************************************************************************************
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*
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* raylib Oculus minimum sample (OpenGL 3.3 Core)
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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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* 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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*
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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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*
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* Copyright (c) 2015 Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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#if defined(_WIN32)
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#define GLFW_EXPOSE_NATIVE_WIN32
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#define GLFW_EXPOSE_NATIVE_WGL
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#define OVR_OS_WIN32
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#elif defined(__APPLE__)
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#define GLFW_EXPOSE_NATIVE_COCOA
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#define GLFW_EXPOSE_NATIVE_NSGL
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#define OVR_OS_MAC
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#elif defined(__linux__)
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#define GLFW_EXPOSE_NATIVE_X11
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#define GLFW_EXPOSE_NATIVE_GLX
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#define OVR_OS_LINUX
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#endif
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#include "glad.h" // Extensions loading library
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#include <GLFW/glfw3.h>
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#include <GLFW/glfw3native.h>
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#include "OculusSDK/LibOVR/Include/OVR_CAPI_GL.h" // Oculus SDK for OpenGL
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//#include "GL/CAPI_GLE.h" // stripped-down GLEW/GLAD library to manage extensions (really required?)
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//#include "Extras/OVR_Math.h" // math utilities C++ (really required?)
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#define RLGL_STANDALONE
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#include "rlgl.h"
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#include <stdlib.h>
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#include <stdio.h>
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//----------------------------------------------------------------------------------
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// Types and Structures Definition
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//----------------------------------------------------------------------------------
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typedef struct OculusBuffer {
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ovrTextureSwapChain textureChain;
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GLuint depthId;
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GLuint fboId;
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int width;
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int height;
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} OculusBuffer;
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typedef enum { LOG_INFO = 0, LOG_ERROR, LOG_WARNING, LOG_DEBUG, LOG_OTHER } TraceLogType;
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//----------------------------------------------------------------------------------
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// Module specific Functions Declaration
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//----------------------------------------------------------------------------------
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static OculusBuffer LoadOculusBuffer(ovrSession session, int width, int height);
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static void UnloadOculusBuffer(ovrSession session, OculusBuffer buffer);
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static void SetOculusBuffer(ovrSession session, OculusBuffer buffer);
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static void UnsetOculusBuffer(OculusBuffer buffer);
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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 TraceLog(int msgType, const char *text, ...);
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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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{
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// Initialization
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//--------------------------------------------------------------------------------------
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ovrSession session;
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ovrGraphicsLuid luid; // Useless for OpenGL since SDK 0.7
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ovrHmdDesc hmdDesc;
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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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result = ovr_Create(&session, &luid);
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if (OVR_FAILURE(result))
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{
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TraceLog(LOG_WARNING, "OVR: Could not create Oculus session");
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ovr_Shutdown();
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}
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hmdDesc = ovr_GetHmdDesc(session);
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TraceLog(LOG_INFO, "OVR: Product Name: %s", hmdDesc.ProductName);
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TraceLog(LOG_INFO, "OVR: Manufacturer: %s", hmdDesc.Manufacturer);
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TraceLog(LOG_INFO, "OVR: Product ID: %i", hmdDesc.ProductId);
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TraceLog(LOG_INFO, "OVR: Product Type: %i", hmdDesc.Type);
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TraceLog(LOG_INFO, "OVR: Serian Number: %s", hmdDesc.SerialNumber);
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TraceLog(LOG_INFO, "OVR: Resolution: %ix%i", hmdDesc.Resolution.w, hmdDesc.Resolution.h);
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int screenWidth = hmdDesc.Resolution.w/2 + 100; // Added 100 pixels for testing
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int screenHeight = hmdDesc.Resolution.h/2 + 100; // Added 100 pixels for testing
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// GLFW3 Initialization + OpenGL 3.3 Context + Extensions
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//--------------------------------------------------------
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GLFWwindow *window;
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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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exit(EXIT_FAILURE);
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}
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else TraceLog(LOG_INFO, "GLFW3: GLFW initialized successfully");
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glfwWindowHint(GLFW_DEPTH_BITS, 16);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
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//glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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glfwWindowHint(GLFW_OPENGL_DEBUG_CONTEXT, GL_TRUE);
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glfwWindowHint(GLFW_DECORATED, GL_FALSE); // Mandatory on Oculus Rift to avoid program crash!
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window = glfwCreateWindow(screenWidth, screenHeight, "rlgl standalone", NULL, NULL);
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if (!window)
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{
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glfwTerminate();
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exit(EXIT_FAILURE);
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}
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else TraceLog(LOG_INFO, "GLFW3: Window created successfully");
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glfwSetKeyCallback(window, KeyCallback);
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glfwMakeContextCurrent(window);
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glfwSwapInterval(0);
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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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rlglInit();
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rlglInitGraphics(0, 0, screenWidth, screenHeight);
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rlClearColor(245, 245, 245, 255); // Define clear color
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Vector2 position = { screenWidth/2 - 100, screenHeight/2 - 100 };
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Vector2 size = { 200, 200 };
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Color color = { 180, 20, 20, 255 };
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//---------------------------------------------------------------------------
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OculusBuffer eyeRenderBuffer[2];
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GLuint mirrorFBO = 0;
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ovrMirrorTexture mirrorTexture = NULL;
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bool isVisible = true;
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long long frameIndex = 0;
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// Make eyes render buffers
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ovrSizei recommendedTexSizeLeft = ovr_GetFovTextureSize(session, ovrEye_Left, hmdDesc.DefaultEyeFov[0], 1.0f);
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eyeRenderBuffer[0] = LoadOculusBuffer(session, recommendedTexSizeLeft.w, recommendedTexSizeLeft.h);
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ovrSizei recommendedTexSizeRight = ovr_GetFovTextureSize(session, ovrEye_Right, hmdDesc.DefaultEyeFov[1], 1.0f);
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eyeRenderBuffer[1] = LoadOculusBuffer(session, recommendedTexSizeRight.w, recommendedTexSizeRight.h);
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// Note: the mirror window can be any size, for this sample we use 1/2 the HMD resolution
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ovrSizei windowSize = { hmdDesc.Resolution.w/2, hmdDesc.Resolution.h/2 };
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// Define mirror texture descriptor
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ovrMirrorTextureDesc mirrorDesc;
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memset(&mirrorDesc, 0, sizeof(mirrorDesc));
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mirrorDesc.Width = windowSize.w;
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mirrorDesc.Height = windowSize.h;
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mirrorDesc.Format = OVR_FORMAT_R8G8B8A8_UNORM_SRGB;
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// Create mirror texture and an FBO used to copy mirror texture to back buffer
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result = ovr_CreateMirrorTextureGL(session, &mirrorDesc, &mirrorTexture);
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if (!OVR_SUCCESS(result)) TraceLog(LOG_WARNING, "OVR: Failed to create mirror texture");
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// Configure the mirror read buffer
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GLuint texId;
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ovr_GetMirrorTextureBufferGL(session, mirrorTexture, &texId);
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glGenFramebuffers(1, &mirrorFBO);
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glBindFramebuffer(GL_READ_FRAMEBUFFER, mirrorFBO);
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glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texId, 0);
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glFramebufferRenderbuffer(GL_READ_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, 0);
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glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
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if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
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{
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glDeleteFramebuffers(1, &mirrorFBO);
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TraceLog(LOG_WARNING, "OVR: Could not initialize mirror framebuffers");
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}
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glClearColor(1.0f, 0.1f, 0.1f, 0.0f);
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glEnable(GL_DEPTH_TEST);
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ovr_RecenterTrackingOrigin(session);
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// FloorLevel will give tracking poses where the floor height is 0
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ovr_SetTrackingOriginType(session, ovrTrackingOrigin_FloorLevel);
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//--------------------------------------------------------------------------------------
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// Main 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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frameIndex++;
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// TODO: Update game here!
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// Call ovr_GetRenderDesc each frame to get the ovrEyeRenderDesc, as the returned values (e.g. HmdToEyeOffset) may change at runtime.
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ovrEyeRenderDesc eyeRenderDesc[2];
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eyeRenderDesc[0] = ovr_GetRenderDesc(session, ovrEye_Left, hmdDesc.DefaultEyeFov[0]);
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eyeRenderDesc[1] = ovr_GetRenderDesc(session, ovrEye_Right, hmdDesc.DefaultEyeFov[1]);
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// Get eye poses, feeding in correct IPD offset
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ovrPosef eyeRenderPose[2];
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ovrVector3f hmdToEyeOffset[2] = { eyeRenderDesc[0].HmdToEyeOffset, eyeRenderDesc[1].HmdToEyeOffset };
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double sensorSampleTime; // sensorSampleTime is fed into the layer later
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ovr_GetEyePoses(session, frameIndex, ovrTrue, hmdToEyeOffset, eyeRenderPose, &sensorSampleTime);
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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// Clear screen to red color
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glClearColor(1.0f, 0.1f, 0.1f, 0.0f);
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//glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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if (isVisible)
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{
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for (int eye = 0; eye < 2; ++eye)
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{
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SetOculusBuffer(session, eyeRenderBuffer[eye]);
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// TODO: Get view and projection matrices for the eye
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// Sample using Oculus OVR_Math.h (C++)
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/*
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Matrix4f projection[eye] = Matrix4f(ovrMatrix4f_Projection(eyeRenderDesc[eye].Fov, 0.01f, 10000.0f, ovrProjection_None));
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Matrix4f eyeOrientation[eye] = Matrix4f(Quatf(eyeRenderPose[eye].Orientation).Inverted());
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Matrix4f eyePose[eye] = Matrix4f::Translation(-Vector3f(eyeRenderPose[eye].Position));
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Matrix4f mvp = projection[eye]*eyeOrientation[eye]*eyePose[eye];
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*/
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// Sample using custom raymath.h (C) -INCOMPLETE-
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/*
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Matrix projection = MatrixPerspective(eyeRenderDesc[eye].Fov, ((double)screenWidth/(double)screenHeight), 0.01, 1000.0);
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Matrix eyeOrientation = QuaternionToMatrix((Quaternion){ -eyeRenderPose[eye].Orientation.x, -eyeRenderPose[eye].Orientation.y,
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-eyeRenderPose[eye].Orientation.z, -eyeRenderPose[eye].Orientation.w });
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Matrix eyePose = MatrixTranslate(-eyeRenderPose[eye].Position.x, -eyeRenderPose[eye].Position.y, -eyeRenderPose[eye].Position.z);
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Matrix mvp = MatrixMultiply(projection, MatrixMultiply(eyeOrientation, eyePose));
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*/
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// Render everything
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// TODO: Pass calculated mvp matrix to default shader to consider projection and orientation!
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//DrawRectangleV(position, size, color);
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//rlglDraw();
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UnsetOculusBuffer(eyeRenderBuffer[eye]);
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// Commit changes to the textures so they get picked up frame
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ovr_CommitTextureSwapChain(session, eyeRenderBuffer[eye].textureChain);
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}
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}
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// Set up positional data
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ovrViewScaleDesc viewScaleDesc;
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viewScaleDesc.HmdSpaceToWorldScaleInMeters = 1.0f;
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viewScaleDesc.HmdToEyeOffset[0] = hmdToEyeOffset[0];
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viewScaleDesc.HmdToEyeOffset[1] = hmdToEyeOffset[1];
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// Create the main eye layer
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ovrLayerEyeFov eyeLayer;
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eyeLayer.Header.Type = ovrLayerType_EyeFov;
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eyeLayer.Header.Flags = ovrLayerFlag_TextureOriginAtBottomLeft; // Because OpenGL
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for (int eye = 0; eye < 2; eye++)
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{
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eyeLayer.ColorTexture[eye] = eyeRenderBuffer[eye].textureChain;
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eyeLayer.Viewport[eye] = (ovrRecti){ eyeRenderBuffer[eye].width, eyeRenderBuffer[eye].height };
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eyeLayer.Fov[eye] = hmdDesc.DefaultEyeFov[eye];
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eyeLayer.RenderPose[eye] = eyeRenderPose[eye];
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eyeLayer.SensorSampleTime = sensorSampleTime;
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}
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// Append all the layers to global list
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ovrLayerHeader *layerList = &eyeLayer.Header;
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ovrResult result = ovr_SubmitFrame(session, frameIndex, NULL, &layerList, 1);
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// exit the rendering loop if submit returns an error, will retry on ovrError_DisplayLost
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if (!OVR_SUCCESS(result)) return 1;
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isVisible = (result == ovrSuccess);
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// Get session status information
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ovrSessionStatus sessionStatus;
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ovr_GetSessionStatus(session, &sessionStatus);
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if (sessionStatus.ShouldQuit) TraceLog(LOG_WARNING, "OVR: Session should quit.");
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if (sessionStatus.ShouldRecenter) ovr_RecenterTrackingOrigin(session);
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// Blit mirror texture to back buffer
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glBindFramebuffer(GL_READ_FRAMEBUFFER, mirrorFBO);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
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GLint w = mirrorDesc.Width;
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GLint h = mirrorDesc.Height;
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glBlitFramebuffer(0, h, w, 0, 0, 0, w, h, GL_COLOR_BUFFER_BIT, GL_NEAREST);
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glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
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glfwSwapBuffers(window);
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glfwPollEvents();
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//----------------------------------------------------------------------------------
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}
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// De-Initialization
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//--------------------------------------------------------------------------------------
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if (mirrorFBO) glDeleteFramebuffers(1, &mirrorFBO);
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if (mirrorTexture) ovr_DestroyMirrorTexture(session, mirrorTexture);
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for (int eye = 0; eye < 2; eye++) UnloadOculusBuffer(session, eyeRenderBuffer[eye]);
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rlglClose();
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glfwDestroyWindow(window);
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glfwTerminate();
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ovr_Destroy(session); // Must be called after glfwTerminate()
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ovr_Shutdown();
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//--------------------------------------------------------------------------------------
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return 0;
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}
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//----------------------------------------------------------------------------------
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||||
// Module specific Functions Definitions
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||||
//----------------------------------------------------------------------------------
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||||
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// Load Oculus required buffers: texture-swap-chain, fbo, texture-depth
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static OculusBuffer LoadOculusBuffer(ovrSession session, int width, int height)
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{
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OculusBuffer buffer;
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buffer.width = width;
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buffer.height = height;
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// Create OVR texture chain
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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 = width;
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desc.Height = height;
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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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ovrResult result = ovr_CreateTextureSwapChainGL(session, &desc, &buffer.textureChain);
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int textureCount = 0;
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ovr_GetTextureSwapChainLength(session, buffer.textureChain, &textureCount);
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||||
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if (OVR_SUCCESS(result))
|
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{
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||||
for (int i = 0; i < textureCount; ++i)
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||||
{
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GLuint chainTexId;
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ovr_GetTextureSwapChainBufferGL(session, buffer.textureChain, i, &chainTexId);
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glBindTexture(GL_TEXTURE_2D, chainTexId);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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||||
}
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||||
}
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||||
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||||
// Generate framebuffer
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||||
glGenFramebuffers(1, &buffer.fboId);
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||||
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||||
// Create Depth texture
|
||||
glGenTextures(1, &buffer.depthId);
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||||
glBindTexture(GL_TEXTURE_2D, buffer.depthId);
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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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glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT16, buffer.width, buffer.height, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
|
||||
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||||
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)
|
||||
{
|
||||
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();
|
||||
}
|
||||
|
||||
// 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;
|
||||
va_start(args, text);
|
||||
|
||||
switch(msgType)
|
||||
{
|
||||
case LOG_INFO: fprintf(stdout, "INFO: "); break;
|
||||
case LOG_ERROR: fprintf(stdout, "ERROR: "); break;
|
||||
case LOG_WARNING: fprintf(stdout, "WARNING: "); break;
|
||||
case LOG_DEBUG: fprintf(stdout, "DEBUG: "); break;
|
||||
default: break;
|
||||
}
|
||||
|
||||
vfprintf(stdout, text, args);
|
||||
fprintf(stdout, "\n");
|
||||
|
||||
va_end(args);
|
||||
|
||||
//if (msgType == LOG_ERROR) exit(1);
|
||||
}
|
||||
Reference in New Issue
Block a user