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- /*******************************************************************************************
- *
- * raylib [rlgl] example - Oculus minimum sample
- *
- * NOTE: This example requires OpenGL 3.3 or ES2 versions for shaders support,
- * OpenGL 1.1 does not support shaders but it can also be used.
- *
- * Compile rlgl module using:
- * gcc -c rlgl.c -Wall -std=c99 -DRLGL_STANDALONE -DRAYMATH_IMPLEMENTATION -DGRAPHICS_API_OPENGL_33 -DRLGL_OCULUS_SUPPORT
- *
- * NOTE 1: rlgl module requires the following header-only files:
- * external/glad.h - OpenGL extensions loader (stripped to only required extensions)
- * shader_standard.h - Standard shader for materials and lighting
- * shader_distortion.h - Distortion shader for VR
- * raymath.h - Vector and matrix math functions
- *
- * NOTE 2: rlgl requires LibOVR (Oculus PC SDK) to support Oculus Rift CV1
- *
- * Compile example using:
- * gcc -o rlgl_oculus_rift.exe rlgl_oculus_rift.c rlgl.o -L. -lLibOVRRT32_1 -lglfw3 -lopengl32 -lgdi32 -std=c99
- *
- * NOTE: Example must be linked against LibOVRRT32_1.dll that comes with Oculus Rift runtime.
- *
- * This example has been created using raylib 1.5 (www.raylib.com)
- * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
- *
- * Copyright (c) 2015 Ramon Santamaria (@raysan5)
- *
- ********************************************************************************************/
-
- #include <stdlib.h>
- #include <stdarg.h>
- #include <stdio.h>
- #include <string.h>
- #include <math.h>
-
- #include <GLFW/glfw3.h> // Windows/Context and inputs management
-
- #define RLGL_STANDALONE
- #include "rlgl.h" // rlgl library: OpenGL 1.1 immediate-mode style coding
-
- #define RED (Color){ 230, 41, 55, 255 } // Red
- #define RAYWHITE (Color){ 245, 245, 245, 255 } // My own White (raylib logo)
- #define DARKGRAY (Color){ 80, 80, 80, 255 } // Dark Gray
-
- //----------------------------------------------------------------------------------
- // Module specific Functions Declaration
- //----------------------------------------------------------------------------------
- static void ErrorCallback(int error, const char* description);
- static void KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods);
-
- // Drawing functions (uses rlgl functionality)
- static void DrawGrid(int slices, float spacing);
- static void DrawCube(Vector3 position, float width, float height, float length, Color color);
- static void DrawCubeWires(Vector3 position, float width, float height, float length, Color color);
- static void DrawRectangleV(Vector2 position, Vector2 size, Color color);
-
- //----------------------------------------------------------------------------------
- // Main Entry point
- //----------------------------------------------------------------------------------
- int main(void)
- {
- // Initialization
- //--------------------------------------------------------------------------------------
- int screenWidth = 1080; // Mirror screen width (set to hmdDesc.Resolution.w/2)
- int screenHeight = 600; // Mirror screen height (set to hmdDesc.Resolution.h/2)
-
- // NOTE: Mirror screen size can be set to any desired resolution!
-
- // GLFW3 Initialization + OpenGL 3.3 Context + Extensions
- //--------------------------------------------------------
- glfwSetErrorCallback(ErrorCallback);
-
- if (!glfwInit())
- {
- TraceLog(WARNING, "GLFW3: Can not initialize GLFW");
- return 1;
- }
- else TraceLog(INFO, "GLFW3: GLFW initialized successfully");
-
- glfwWindowHint(GLFW_SAMPLES, 4);
- glfwWindowHint(GLFW_DEPTH_BITS, 16);
- glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
- glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
- glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
- glfwWindowHint(GLFW_OPENGL_DEBUG_CONTEXT, GL_TRUE);
-
- GLFWwindow *window = glfwCreateWindow(screenWidth, screenHeight, "rlgl oculus rift", NULL, NULL);
-
- if (!window)
- {
- glfwTerminate();
- return 2;
- }
- else TraceLog(INFO, "GLFW3: Window created successfully");
-
- glfwSetKeyCallback(window, KeyCallback);
-
- glfwMakeContextCurrent(window);
- glfwSwapInterval(0);
-
- // Load OpenGL 3.3 supported extensions
- rlglLoadExtensions(glfwGetProcAddress);
- //--------------------------------------------------------
-
- // Initialize OpenGL context (states and resources)
- rlglInit(screenWidth, screenHeight);
-
- rlClearColor(245, 245, 245, 255); // Define clear color
- rlEnableDepthTest(); // Enable DEPTH_TEST for 3D
-
- // Define custom camera to initialize projection and view matrices
- Camera camera;
- camera.position = (Vector3){ 5.0f, 5.0f, 5.0f }; // Camera position
- camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point
- camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
- camera.fovy = 45.0f; // Camera field-of-view Y
-
- // Initialize viewport and internal projection/modelview matrices
- rlViewport(0, 0, screenWidth, screenHeight);
- rlMatrixMode(RL_PROJECTION); // Switch to PROJECTION matrix
- rlLoadIdentity(); // Reset current matrix (PROJECTION)
-
- // Setup perspective projection
- float aspect = (float)screenWidth/(float)screenHeight;
- double top = 0.01*tan(camera.fovy*PI/360.0);
- double right = top*aspect;
- rlFrustum(-right, right, -top, top, 0.01, 1000.0);
-
- rlMatrixMode(RL_MODELVIEW); // Switch back to MODELVIEW matrix
- rlLoadIdentity(); // Reset current matrix (MODELVIEW)
-
- // Setup Camera view
- Matrix cameraView = MatrixLookAt(camera.position, camera.target, camera.up);
- rlMultMatrixf(MatrixToFloat(cameraView)); // Multiply MODELVIEW matrix by view matrix (camera)
-
- InitOculusDevice(); // Initialize Oculus Rift CV1
-
- Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
- //--------------------------------------------------------------------------------------
-
- // Main game loop
- while (!glfwWindowShouldClose(window))
- {
- // Update
- //----------------------------------------------------------------------------------
- UpdateOculusTracking(&camera);
- //----------------------------------------------------------------------------------
-
- // Draw
- //----------------------------------------------------------------------------------
- BeginOculusDrawing();
-
- rlClearScreenBuffers(); // Clear current framebuffer(s)
-
- DrawCube(cubePosition, 2.0f, 2.0f, 2.0f, RED);
- DrawCubeWires(cubePosition, 2.0f, 2.0f, 2.0f, RAYWHITE);
- DrawGrid(10, 1.0f);
-
- // NOTE: Internal buffers drawing (3D data)
- rlglDraw();
-
- EndOculusDrawing();
-
- glfwSwapBuffers(window);
- glfwPollEvents();
- //----------------------------------------------------------------------------------
- }
-
- // De-Initialization
- //--------------------------------------------------------------------------------------
- CloseOculusDevice(); // Close Oculus device and clear resources
-
- rlglClose(); // Unload rlgl internal buffers and default shader/texture
-
- glfwDestroyWindow(window); // Close window
- glfwTerminate(); // Free GLFW3 resources
- //--------------------------------------------------------------------------------------
-
- return 0;
- }
-
- //----------------------------------------------------------------------------------
- // Module specific Functions Definitions
- //----------------------------------------------------------------------------------
-
- // GLFW3: Error callback
- static void ErrorCallback(int error, const char* description)
- {
- TraceLog(ERROR, description);
- }
-
- // 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);
- }
- }
-
- // 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();
- }
-
- // 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
- // 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 cube wires
- void DrawCubeWires(Vector3 position, float width, float height, float length, Color color)
- {
- float x = 0.0f;
- float y = 0.0f;
- float z = 0.0f;
-
- rlPushMatrix();
-
- rlTranslatef(position.x, position.y, position.z);
- //rlRotatef(45, 0, 1, 0);
-
- 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();
- }
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