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/******************************************************************************************* |
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* |
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* raylib [rlgl] example - Oculus minimum sample |
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* |
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* NOTE: This example requires OpenGL 3.3 or ES2 versions for shaders support, |
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* OpenGL 1.1 does not support shaders but it can also be used. |
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* |
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* Compile rlgl module using: |
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* gcc -c rlgl.c -Wall -std=c99 -DRLGL_STANDALONE -DRAYMATH_IMPLEMENTATION -DGRAPHICS_API_OPENGL_33 -DRLGL_OCULUS_SUPPORT |
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* |
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* NOTE 1: rlgl module requires the following header-only files: |
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* external/glad.h - OpenGL extensions loader (stripped to only required extensions) |
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* shader_standard.h - Standard shader for materials and lighting |
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* shader_distortion.h - Distortion shader for VR |
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* raymath.h - Vector and matrix math functions |
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* |
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* NOTE 2: rlgl requires LibOVR (Oculus PC SDK) to support Oculus Rift CV1 |
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* |
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* Compile example using: |
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* gcc -o rlgl_oculus_rift.exe rlgl_oculus_rift.c rlgl.o -L. -lLibOVRRT32_1 -lglfw3 -lopengl32 -lgdi32 -std=c99 |
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* |
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* NOTE: Example must be linked against LibOVRRT32_1.dll that comes with Oculus Rift runtime. |
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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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#include <stdlib.h> |
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#include <stdarg.h> |
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#include <stdio.h> |
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#include <string.h> |
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#include <math.h> |
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#include <GLFW/glfw3.h> // Windows/Context and inputs management |
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#define RLGL_STANDALONE |
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#include "rlgl.h" // rlgl library: OpenGL 1.1 immediate-mode style coding |
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#define RED (Color){ 230, 41, 55, 255 } // Red |
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#define RAYWHITE (Color){ 245, 245, 245, 255 } // My own White (raylib logo) |
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#define DARKGRAY (Color){ 80, 80, 80, 255 } // Dark Gray |
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//---------------------------------------------------------------------------------- |
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// Module specific Functions Declaration |
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//---------------------------------------------------------------------------------- |
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static void ErrorCallback(int error, const char* description); |
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static void KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods); |
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// Drawing functions (uses rlgl functionality) |
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static void DrawGrid(int slices, float spacing); |
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static void DrawCube(Vector3 position, float width, float height, float length, Color color); |
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static void DrawCubeWires(Vector3 position, float width, float height, float length, Color color); |
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static void DrawRectangleV(Vector2 position, Vector2 size, Color color); |
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//---------------------------------------------------------------------------------- |
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// Main Entry point |
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//---------------------------------------------------------------------------------- |
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int main(void) |
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{ |
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// Initialization |
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//-------------------------------------------------------------------------------------- |
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int screenWidth = 1080; // Mirror screen width (set to hmdDesc.Resolution.w/2) |
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int screenHeight = 600; // Mirror screen height (set to hmdDesc.Resolution.h/2) |
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// NOTE: Mirror screen size can be set to any desired resolution! |
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// GLFW3 Initialization + OpenGL 3.3 Context + Extensions |
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//-------------------------------------------------------- |
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glfwSetErrorCallback(ErrorCallback); |
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if (!glfwInit()) |
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{ |
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TraceLog(WARNING, "GLFW3: Can not initialize GLFW"); |
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return 1; |
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} |
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else TraceLog(INFO, "GLFW3: GLFW initialized successfully"); |
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glfwWindowHint(GLFW_SAMPLES, 4); |
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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_PROFILE, GLFW_OPENGL_CORE_PROFILE); |
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glfwWindowHint(GLFW_OPENGL_DEBUG_CONTEXT, GL_TRUE); |
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GLFWwindow *window = glfwCreateWindow(screenWidth, screenHeight, "rlgl oculus rift", NULL, NULL); |
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if (!window) |
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{ |
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glfwTerminate(); |
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return 2; |
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} |
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else TraceLog(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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// Load OpenGL 3.3 supported extensions |
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rlglLoadExtensions(glfwGetProcAddress); |
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//-------------------------------------------------------- |
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// Initialize OpenGL context (states and resources) |
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rlglInit(screenWidth, screenHeight); |
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rlClearColor(245, 245, 245, 255); // Define clear color |
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rlEnableDepthTest(); // Enable DEPTH_TEST for 3D |
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// Define custom camera to initialize projection and view matrices |
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Camera camera; |
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camera.position = (Vector3){ 5.0f, 5.0f, 5.0f }; // Camera position |
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camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point |
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camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target) |
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camera.fovy = 45.0f; // Camera field-of-view Y |
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// Initialize viewport and internal projection/modelview matrices |
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rlViewport(0, 0, screenWidth, screenHeight); |
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rlMatrixMode(RL_PROJECTION); // Switch to PROJECTION matrix |
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rlLoadIdentity(); // Reset current matrix (PROJECTION) |
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// Setup perspective projection |
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float aspect = (float)screenWidth/(float)screenHeight; |
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double top = 0.01*tan(camera.fovy*PI/360.0); |
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double right = top*aspect; |
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rlFrustum(-right, right, -top, top, 0.01, 1000.0); |
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rlMatrixMode(RL_MODELVIEW); // Switch back to MODELVIEW matrix |
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rlLoadIdentity(); // Reset current matrix (MODELVIEW) |
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// Setup Camera view |
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Matrix cameraView = MatrixLookAt(camera.position, camera.target, camera.up); |
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rlMultMatrixf(MatrixToFloat(cameraView)); // Multiply MODELVIEW matrix by view matrix (camera) |
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InitOculusDevice(); // Initialize Oculus Rift CV1 |
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Vector3 cubePosition = { 0.0f, 0.0f, 0.0f }; |
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//-------------------------------------------------------------------------------------- |
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// Main game loop |
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while (!glfwWindowShouldClose(window)) |
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{ |
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// Update |
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//---------------------------------------------------------------------------------- |
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UpdateOculusTracking(); |
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//---------------------------------------------------------------------------------- |
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// Draw |
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//---------------------------------------------------------------------------------- |
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BeginOculusDrawing(); |
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rlClearScreenBuffers(); // Clear current framebuffer(s) |
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DrawCube(cubePosition, 2.0f, 2.0f, 2.0f, RED); |
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DrawCubeWires(cubePosition, 2.0f, 2.0f, 2.0f, RAYWHITE); |
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DrawGrid(10, 1.0f); |
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// NOTE: Internal buffers drawing (3D data) |
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rlglDraw(); |
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EndOculusDrawing(); |
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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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CloseOculusDevice(); // Close Oculus device and clear resources |
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rlglClose(); // Unload rlgl internal buffers and default shader/texture |
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glfwDestroyWindow(window); // Close window |
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glfwTerminate(); // Free GLFW3 resources |
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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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// GLFW3: Error callback |
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static void ErrorCallback(int error, const char* description) |
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{ |
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TraceLog(ERROR, description); |
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} |
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// GLFW3: Keyboard callback |
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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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// Draw rectangle using rlgl OpenGL 1.1 style coding (translated to OpenGL 3.3 internally) |
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static void DrawRectangleV(Vector2 position, Vector2 size, Color color) |
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{ |
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rlBegin(RL_TRIANGLES); |
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rlColor4ub(color.r, color.g, color.b, color.a); |
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rlVertex2i(position.x, position.y); |
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rlVertex2i(position.x, position.y + size.y); |
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rlVertex2i(position.x + size.x, position.y + size.y); |
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rlVertex2i(position.x, position.y); |
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rlVertex2i(position.x + size.x, position.y + size.y); |
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rlVertex2i(position.x + size.x, position.y); |
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rlEnd(); |
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} |
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// Draw a grid centered at (0, 0, 0) |
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static void DrawGrid(int slices, float spacing) |
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{ |
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int halfSlices = slices / 2; |
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rlBegin(RL_LINES); |
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for(int i = -halfSlices; i <= halfSlices; i++) |
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{ |
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if (i == 0) |
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{ |
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rlColor3f(0.5f, 0.5f, 0.5f); |
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rlColor3f(0.5f, 0.5f, 0.5f); |
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rlColor3f(0.5f, 0.5f, 0.5f); |
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rlColor3f(0.5f, 0.5f, 0.5f); |
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} |
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else |
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{ |
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rlColor3f(0.75f, 0.75f, 0.75f); |
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rlColor3f(0.75f, 0.75f, 0.75f); |
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rlColor3f(0.75f, 0.75f, 0.75f); |
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rlColor3f(0.75f, 0.75f, 0.75f); |
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} |
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rlVertex3f((float)i*spacing, 0.0f, (float)-halfSlices*spacing); |
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rlVertex3f((float)i*spacing, 0.0f, (float)halfSlices*spacing); |
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rlVertex3f((float)-halfSlices*spacing, 0.0f, (float)i*spacing); |
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rlVertex3f((float)halfSlices*spacing, 0.0f, (float)i*spacing); |
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} |
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rlEnd(); |
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} |
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// Draw cube |
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// NOTE: Cube position is the center position |
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void DrawCube(Vector3 position, float width, float height, float length, Color color) |
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{ |
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float x = 0.0f; |
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float y = 0.0f; |
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float z = 0.0f; |
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rlPushMatrix(); |
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// NOTE: Be careful! Function order matters (rotate -> scale -> translate) |
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rlTranslatef(position.x, position.y, position.z); |
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//rlScalef(2.0f, 2.0f, 2.0f); |
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//rlRotatef(45, 0, 1, 0); |
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rlBegin(RL_TRIANGLES); |
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rlColor4ub(color.r, color.g, color.b, color.a); |
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// Front Face ----------------------------------------------------- |
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rlVertex3f(x-width/2, y-height/2, z+length/2); // Bottom Left |
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rlVertex3f(x+width/2, y-height/2, z+length/2); // Bottom Right |
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rlVertex3f(x-width/2, y+height/2, z+length/2); // Top Left |
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rlVertex3f(x+width/2, y+height/2, z+length/2); // Top Right |
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rlVertex3f(x-width/2, y+height/2, z+length/2); // Top Left |
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rlVertex3f(x+width/2, y-height/2, z+length/2); // Bottom Right |
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// Back Face ------------------------------------------------------ |
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rlVertex3f(x-width/2, y-height/2, z-length/2); // Bottom Left |
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rlVertex3f(x-width/2, y+height/2, z-length/2); // Top Left |
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rlVertex3f(x+width/2, y-height/2, z-length/2); // Bottom Right |
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rlVertex3f(x+width/2, y+height/2, z-length/2); // Top Right |
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rlVertex3f(x+width/2, y-height/2, z-length/2); // Bottom Right |
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rlVertex3f(x-width/2, y+height/2, z-length/2); // Top Left |
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// Top Face ------------------------------------------------------- |
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rlVertex3f(x-width/2, y+height/2, z-length/2); // Top Left |
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rlVertex3f(x-width/2, y+height/2, z+length/2); // Bottom Left |
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rlVertex3f(x+width/2, y+height/2, z+length/2); // Bottom Right |
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rlVertex3f(x+width/2, y+height/2, z-length/2); // Top Right |
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rlVertex3f(x-width/2, y+height/2, z-length/2); // Top Left |
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rlVertex3f(x+width/2, y+height/2, z+length/2); // Bottom Right |
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// Bottom Face ---------------------------------------------------- |
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rlVertex3f(x-width/2, y-height/2, z-length/2); // Top Left |
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rlVertex3f(x+width/2, y-height/2, z+length/2); // Bottom Right |
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rlVertex3f(x-width/2, y-height/2, z+length/2); // Bottom Left |
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rlVertex3f(x+width/2, y-height/2, z-length/2); // Top Right |
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rlVertex3f(x+width/2, y-height/2, z+length/2); // Bottom Right |
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rlVertex3f(x-width/2, y-height/2, z-length/2); // Top Left |
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// Right face ----------------------------------------------------- |
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rlVertex3f(x+width/2, y-height/2, z-length/2); // Bottom Right |
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rlVertex3f(x+width/2, y+height/2, z-length/2); // Top Right |
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rlVertex3f(x+width/2, y+height/2, z+length/2); // Top Left |
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rlVertex3f(x+width/2, y-height/2, z+length/2); // Bottom Left |
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rlVertex3f(x+width/2, y-height/2, z-length/2); // Bottom Right |
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rlVertex3f(x+width/2, y+height/2, z+length/2); // Top Left |
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// Left Face ------------------------------------------------------ |
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rlVertex3f(x-width/2, y-height/2, z-length/2); // Bottom Right |
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rlVertex3f(x-width/2, y+height/2, z+length/2); // Top Left |
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rlVertex3f(x-width/2, y+height/2, z-length/2); // Top Right |
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rlVertex3f(x-width/2, y-height/2, z+length/2); // Bottom Left |
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rlVertex3f(x-width/2, y+height/2, z+length/2); // Top Left |
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rlVertex3f(x-width/2, y-height/2, z-length/2); // Bottom Right |
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rlEnd(); |
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rlPopMatrix(); |
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} |
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// Draw cube wires |
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void DrawCubeWires(Vector3 position, float width, float height, float length, Color color) |
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{ |
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float x = 0.0f; |
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float y = 0.0f; |
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float z = 0.0f; |
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rlPushMatrix(); |
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rlTranslatef(position.x, position.y, position.z); |
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//rlRotatef(45, 0, 1, 0); |
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rlBegin(RL_LINES); |
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rlColor4ub(color.r, color.g, color.b, color.a); |
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// Front Face ----------------------------------------------------- |
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// Bottom Line |
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rlVertex3f(x-width/2, y-height/2, z+length/2); // Bottom Left |
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rlVertex3f(x+width/2, y-height/2, z+length/2); // Bottom Right |
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// Left Line |
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rlVertex3f(x+width/2, y-height/2, z+length/2); // Bottom Right |
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rlVertex3f(x+width/2, y+height/2, z+length/2); // Top Right |
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// Top Line |
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rlVertex3f(x+width/2, y+height/2, z+length/2); // Top Right |
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rlVertex3f(x-width/2, y+height/2, z+length/2); // Top Left |
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// Right Line |
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rlVertex3f(x-width/2, y+height/2, z+length/2); // Top Left |
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rlVertex3f(x-width/2, y-height/2, z+length/2); // Bottom Left |
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// Back Face ------------------------------------------------------ |
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// Bottom Line |
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rlVertex3f(x-width/2, y-height/2, z-length/2); // Bottom Left |
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rlVertex3f(x+width/2, y-height/2, z-length/2); // Bottom Right |
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// Left Line |
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rlVertex3f(x+width/2, y-height/2, z-length/2); // Bottom Right |
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rlVertex3f(x+width/2, y+height/2, z-length/2); // Top Right |
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// Top Line |
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rlVertex3f(x+width/2, y+height/2, z-length/2); // Top Right |
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rlVertex3f(x-width/2, y+height/2, z-length/2); // Top Left |
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// Right Line |
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rlVertex3f(x-width/2, y+height/2, z-length/2); // Top Left |
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rlVertex3f(x-width/2, y-height/2, z-length/2); // Bottom Left |
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// Top Face ------------------------------------------------------- |
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// Left Line |
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rlVertex3f(x-width/2, y+height/2, z+length/2); // Top Left Front |
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rlVertex3f(x-width/2, y+height/2, z-length/2); // Top Left Back |
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// Right Line |
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rlVertex3f(x+width/2, y+height/2, z+length/2); // Top Right Front |
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rlVertex3f(x+width/2, y+height/2, z-length/2); // Top Right Back |
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// Bottom Face --------------------------------------------------- |
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// Left Line |
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rlVertex3f(x-width/2, y-height/2, z+length/2); // Top Left Front |
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rlVertex3f(x-width/2, y-height/2, z-length/2); // Top Left Back |
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// Right Line |
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rlVertex3f(x+width/2, y-height/2, z+length/2); // Top Right Front |
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rlVertex3f(x+width/2, y-height/2, z-length/2); // Top Right Back |
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rlEnd(); |
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rlPopMatrix(); |
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} |