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@ -267,8 +267,11 @@ static OculusMirror mirror; // Oculus mirror texture and fbo |
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static unsigned int frameIndex = 0; // Oculus frames counter, used to discard frames from chain |
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#endif |
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static bool vrSimulator = false; // VR simulator (stereo rendering on window, without vr device) |
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static bool vrEnabled = false; // VR enabled flag (required by core module) |
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static bool oculusEnabled = false; // Oculus device enabled flag (required by core module) |
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static bool oculusSimulator = false; // Oculus device simulator |
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static RenderTexture2D stereoFbo; |
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static Shader distortion; |
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// Compressed textures support flags |
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static bool texCompDXTSupported = false; // DDS texture compression support |
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@ -865,6 +868,8 @@ void rlDeleteRenderTextures(RenderTexture2D target) |
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if (target.id != 0) glDeleteFramebuffers(1, &target.id); |
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if (target.texture.id != 0) glDeleteTextures(1, &target.texture.id); |
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if (target.depth.id != 0) glDeleteTextures(1, &target.depth.id); |
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TraceLog(INFO, "[FBO ID %i] Unloaded render texture data from VRAM (GPU)", target.id); |
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#endif |
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} |
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@ -2484,8 +2489,7 @@ void InitOculusDevice(void) |
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if (OVR_FAILURE(result)) |
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{ |
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TraceLog(WARNING, "OVR: Could not initialize Oculus device"); |
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TraceLog(INFO, "VR: Initializing Oculus simulator"); |
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vrSimulator = true; |
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oculusEnabled = false; |
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} |
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else |
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{ |
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@ -2494,9 +2498,7 @@ void InitOculusDevice(void) |
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{ |
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TraceLog(WARNING, "OVR: Could not create Oculus session"); |
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ovr_Shutdown(); |
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TraceLog(INFO, "VR: Initializing Oculus simulator"); |
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vrSimulator = true; |
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oculusEnabled = false; |
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} |
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else |
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{ |
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@ -2520,17 +2522,29 @@ void InitOculusDevice(void) |
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// Recenter OVR tracking origin |
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ovr_RecenterTrackingOrigin(session); |
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oculusEnabled = true; |
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} |
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} |
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#else |
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vrSimulator = true; |
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vrEnabled = true; |
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oculusEnabled = false; |
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#endif |
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if (n">vrSimulator) |
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if (o">!oculusEnabled) |
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{ |
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// TODO: Initialize framebuffer and textures for stereo rendering |
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// TODO: Load oculus-distortion shader (oculus parameters setup internally) |
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TraceLog(INFO, "VR: Initializing Oculus simulator"); |
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int screenWidth = 1080; |
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int screenHeight = 600; |
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// Initialize framebuffer and textures for stereo rendering |
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stereoFbo = rlglLoadRenderTexture(screenWidth, screenHeight); |
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// Load oculus-distortion shader (oculus parameters setup internally) |
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// TODO: Embed coulus distortion shader (in this function like default shader?) |
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distortion = LoadShader("resources/shaders/base.vs", "resources/shaders/distortion.fs"); |
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oculusSimulator = true; |
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} |
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} |
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@ -2538,53 +2552,60 @@ void InitOculusDevice(void) |
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void CloseOculusDevice(void) |
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{ |
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#if defined(RLGL_OCULUS_SUPPORT) |
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UnloadOculusMirror(session, mirror); // Unload Oculus mirror buffer |
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UnloadOculusBuffer(session, buffer); // Unload Oculus texture buffers |
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if (oculusEnabled) |
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{ |
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UnloadOculusMirror(session, mirror); // Unload Oculus mirror buffer |
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UnloadOculusBuffer(session, buffer); // Unload Oculus texture buffers |
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ovr_Destroy(session); // Free Oculus session data |
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ovr_Shutdown(); // Close Oculus device connection |
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ovr_Destroy(session); // Free Oculus session data |
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ovr_Shutdown(); // Close Oculus device connection |
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} |
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else |
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#endif |
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if (vrSimulator) |
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{ |
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// TODO: Unload stereo framebuffer and texture |
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// TODO: Unload oculus-distortion shader |
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// Unload stereo framebuffer and texture |
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rlDeleteRenderTextures(stereoFbo); |
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// Unload oculus-distortion shader |
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UnloadShader(distortion); |
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} |
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vrEnabled = false; |
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oculusEnabled = false; |
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} |
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// Track stereoscopic rendering |
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bool VrEnabled(void) |
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// Detect if oculus device is available |
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bool IsOculusReady(void) |
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{ |
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return n">vrEnabled; |
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return p">(oculusEnabled || oculusSimulator); |
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} |
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// Update Oculus Rift tracking (position and orientation) |
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void UpdateOculusTracking(void) |
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{ |
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#if defined(RLGL_OCULUS_SUPPORT) |
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frameIndex++; |
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if (oculusEnabled) |
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{ |
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frameIndex++; |
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ovrPosef eyePoses[2]; |
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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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// 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(WARNING, "OVR: Session should quit..."); |
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if (sessionStatus.ShouldRecenter) ovr_RecenterTrackingOrigin(session); |
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//if (sessionStatus.HmdPresent) // HMD is present. |
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//if (sessionStatus.DisplayLost) // HMD was unplugged or the display driver was manually disabled or encountered a TDR. |
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//if (sessionStatus.HmdMounted) // HMD is on the user's head. |
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//if (sessionStatus.IsVisible) // the game or experience has VR focus and is visible in the HMD. |
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ovrPosef eyePoses[2]; |
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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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// 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(WARNING, "OVR: Session should quit..."); |
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if (sessionStatus.ShouldRecenter) ovr_RecenterTrackingOrigin(session); |
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//if (sessionStatus.HmdPresent) // HMD is present. |
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//if (sessionStatus.DisplayLost) // HMD was unplugged or the display driver was manually disabled or encountered a TDR. |
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//if (sessionStatus.HmdMounted) // HMD is on the user's head. |
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//if (sessionStatus.IsVisible) // the game or experience has VR focus and is visible in the HMD. |
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} |
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else |
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#endif |
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if (vrSimulator) |
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{ |
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// TODO: Use alternative inputs (mouse, keyboard) to simulate tracking data (eyes position/orientation) |
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} |
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@ -2597,29 +2618,44 @@ void SetOculusView(int eye) |
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Matrix eyeModelView; |
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#if defined(RLGL_OCULUS_SUPPORT) |
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rlViewport(layer.eyeLayer.Viewport[eye].Pos.x, layer.eyeLayer.Viewport[eye].Pos.y, layer.eyeLayer.Viewport[eye].Size.w, layer.eyeLayer.Viewport[eye].Size.h); |
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if (oculusEnabled) |
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{ |
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rlViewport(layer.eyeLayer.Viewport[eye].Pos.x, layer.eyeLayer.Viewport[eye].Pos.y, layer.eyeLayer.Viewport[eye].Size.w, layer.eyeLayer.Viewport[eye].Size.h); |
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Quaternion eyeRenderPose = (Quaternion){ layer.eyeLayer.RenderPose[eye].Orientation.x, |
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layer.eyeLayer.RenderPose[eye].Orientation.y, |
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layer.eyeLayer.RenderPose[eye].Orientation.z, |
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layer.eyeLayer.RenderPose[eye].Orientation.w }; |
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QuaternionInvert(&eyeRenderPose); |
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Matrix eyeOrientation = QuaternionToMatrix(eyeRenderPose); |
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Matrix eyeTranslation = MatrixTranslate(-layer.eyeLayer.RenderPose[eye].Position.x, |
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-layer.eyeLayer.RenderPose[eye].Position.y, |
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-layer.eyeLayer.RenderPose[eye].Position.z); |
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Quaternion eyeRenderPose = (Quaternion){ layer.eyeLayer.RenderPose[eye].Orientation.x, |
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layer.eyeLayer.RenderPose[eye].Orientation.y, |
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layer.eyeLayer.RenderPose[eye].Orientation.z, |
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layer.eyeLayer.RenderPose[eye].Orientation.w }; |
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QuaternionInvert(&eyeRenderPose); |
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Matrix eyeOrientation = QuaternionToMatrix(eyeRenderPose); |
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Matrix eyeTranslation = MatrixTranslate(-layer.eyeLayer.RenderPose[eye].Position.x, |
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-layer.eyeLayer.RenderPose[eye].Position.y, |
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-layer.eyeLayer.RenderPose[eye].Position.z); |
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Matrix eyeView = MatrixMultiply(eyeTranslation, eyeOrientation); // Matrix containing eye-head movement |
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eyeModelView = MatrixMultiply(modelview, eyeView); // Combine internal camera matrix (modelview) wih eye-head movement |
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Matrix eyeView = MatrixMultiply(eyeTranslation, eyeOrientation); // Matrix containing eye-head movement |
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eyeModelView = MatrixMultiply(modelview, eyeView); // Combine internal camera matrix (modelview) wih eye-head movement |
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// TODO: Find a better way to get camera view matrix (instead of using internal modelview) |
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eyeProjection = layer.eyeProjections[eye]; |
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// TODO: Find a better way to get camera view matrix (instead of using internal modelview) |
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eyeProjection = layer.eyeProjections[eye]; |
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} |
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else |
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#endif |
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if (vrSimulator) |
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{ |
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// TODO: Setup viewport and projection/modelview matrices using tracking data |
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int screenWidth = 1080; |
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int screenHeight = 600; |
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float fovy = 45.0f; |
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// Setup viewport and projection/modelview matrices using tracking data |
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rlViewport(eye*screenWidth/2, 0, screenWidth/2, screenHeight); |
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eyeProjection = MatrixPerspective(fovy, (double)(screenWidth/2)/(double)screenHeight, 0.01, 1000.0); |
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MatrixTranspose(&eyeProjection); |
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// TODO: Compute eyes IPD and apply to current modelview matrix (camera) |
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Matrix eyeView = MatrixIdentity(); |
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eyeModelView = MatrixMultiply(modelview, eyeView); |
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} |
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SetMatrixModelview(eyeModelView); |
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@ -2630,21 +2666,23 @@ void SetOculusView(int eye) |
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void BeginOculusDrawing(void) |
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{ |
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#if defined(RLGL_OCULUS_SUPPORT) |
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GLuint currentTexId; |
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int currentIndex; |
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ovr_GetTextureSwapChainCurrentIndex(session, buffer.textureChain, ¤tIndex); |
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ovr_GetTextureSwapChainBufferGL(session, buffer.textureChain, currentIndex, ¤tTexId); |
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if (oculusEnabled) |
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{ |
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GLuint currentTexId; |
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int currentIndex; |
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ovr_GetTextureSwapChainCurrentIndex(session, buffer.textureChain, ¤tIndex); |
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ovr_GetTextureSwapChainBufferGL(session, buffer.textureChain, currentIndex, ¤tTexId); |
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, buffer.fboId); |
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, currentTexId, 0); |
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//glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, buffer.depthId, 0); // Already binded |
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, buffer.fboId); |
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, currentTexId, 0); |
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//glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, buffer.depthId, 0); // Already binded |
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} |
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else |
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#endif |
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if (vrSimulator) |
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{ |
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// l">TODO: Setup framebuffer for stereo rendering |
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o">//rlEnableRenderTexture(buffer.fboId); |
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// Setup framebuffer for stereo rendering |
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rlEnableRenderTexture(stereoFbo.id); |
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} |
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// NOTE: If your application is configured to treat the texture as a linear format (e.g. GL_RGBA) |
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@ -2661,28 +2699,73 @@ void BeginOculusDrawing(void) |
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void EndOculusDrawing(void) |
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{ |
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#if defined(RLGL_OCULUS_SUPPORT) |
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// Unbind current framebuffer (Oculus buffer) |
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0); |
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); |
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ovr_CommitTextureSwapChain(session, buffer.textureChain); |
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ovrLayerHeader *layers = &layer.eyeLayer.Header; |
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ovr_SubmitFrame(session, frameIndex, &layer.viewScaleDesc, &layers, 1); |
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if (oculusEnabled) |
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{ |
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// Unbind current framebuffer (Oculus buffer) |
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0); |
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); |
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ovr_CommitTextureSwapChain(session, buffer.textureChain); |
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ovrLayerHeader *layers = &layer.eyeLayer.Header; |
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ovr_SubmitFrame(session, frameIndex, &layer.viewScaleDesc, &layers, 1); |
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// Blit mirror texture to back buffer |
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BlitOculusMirror(session, mirror); |
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// Blit mirror texture to back buffer |
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BlitOculusMirror(session, mirror); |
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} |
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else |
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#endif |
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if (vrSimulator) |
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{ |
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// Unbind current framebuffer |
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//rlDisableRenderTexture(); |
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rlDisableRenderTexture(); |
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rlClearScreenBuffers(); // Clear current framebuffer |
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// TODO: Draw RenderTexture (fbo) using distortion shader |
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//BeginShaderMode(distortion); |
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// TODO: DrawTextureRec(target.texture, (Rectangle){ 0, 0, target.texture.width, -target.texture.height }, (Vector2){ 0, 0 }, WHITE); |
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//EndShaderMode(); |
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int screenWidth = 1080; |
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int screenHeight = 600; |
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// Set viewport to default framebuffer size (screen size) |
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rlViewport(0, 0, screenWidth, screenHeight); |
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// Let rlgl reconfigure internal matrices |
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rlMatrixMode(RL_PROJECTION); // Enable internal projection matrix |
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rlLoadIdentity(); // Reset internal projection matrix |
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rlOrtho(0.0, screenWidth, screenHeight, 0.0, 0.0, 1.0); // Recalculate internal projection matrix |
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rlMatrixMode(RL_MODELVIEW); // Enable internal modelview matrix |
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rlLoadIdentity(); // Reset internal modelview matrix |
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// Draw RenderTexture (stereoFbo) using distortion shader |
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BeginShaderMode(distortion); |
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rlEnableTexture(stereoFbo.texture.id); |
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rlPushMatrix(); |
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rlBegin(RL_QUADS); |
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rlColor4ub(255, 255, 255, 255); |
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rlNormal3f(0.0f, 0.0f, 1.0f); // Normal vector pointing towards viewer |
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// Bottom-left corner for texture and quad |
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rlTexCoord2f(0.0f, 1.0f); |
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rlVertex2f(0.0f, 0.0f); |
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// Bottom-right corner for texture and quad |
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rlTexCoord2f(0.0f, 0.0f); |
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rlVertex2f(0.0f, stereoFbo.texture.height); |
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// Top-right corner for texture and quad |
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rlTexCoord2f(1.0f, 0.0f); |
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rlVertex2f(stereoFbo.texture.width, stereoFbo.texture.height); |
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// Top-left corner for texture and quad |
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rlTexCoord2f(1.0f, 1.0f); |
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rlVertex2f(stereoFbo.texture.width, 0.0f); |
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rlEnd(); |
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rlPopMatrix(); |
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rlDisableTexture(); |
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//rlglDraw(); |
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EndShaderMode(); |
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} |
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rlDisableDepthTest(); |
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