From 3468af213f88cd367eac43826ad49f9e9fc730f4 Mon Sep 17 00:00:00 2001 From: Ray Date: Wed, 15 Jun 2016 00:54:55 +0200 Subject: [PATCH] Reviewing Oculus rendering... --- examples/core_oculus_rift.c | 4 ++++ src/rlgl.c | 42 +++++++++++++++++++++---------------- 2 files changed, 28 insertions(+), 18 deletions(-) diff --git a/examples/core_oculus_rift.c b/examples/core_oculus_rift.c index 865178295..3c9d78409 100644 --- a/examples/core_oculus_rift.c +++ b/examples/core_oculus_rift.c @@ -55,6 +55,8 @@ int main() for (int eye = 0; eye < 2; eye++) { + // TODO: Probably projection and view matrices could be created here... + // ...without the need to create it internally through Begin3dMode() Begin3dMode(camera); SetOculusMatrix(eye); @@ -64,6 +66,8 @@ int main() DrawGrid(10, 1.0f); + // TODO: Call internal buffers drawing directly (rlglDraw()) and... + // ...reset internal matrices, instead of letting End3dMode() do that End3dMode(); } diff --git a/src/rlgl.c b/src/rlgl.c index 5d6fd9d7e..fec039269 100644 --- a/src/rlgl.c +++ b/src/rlgl.c @@ -2519,26 +2519,39 @@ void UpdateOculusTracking(void) layer.eyeLayer.RenderPose[0] = eyePoses[0]; layer.eyeLayer.RenderPose[1] = eyePoses[1]; + + // Get session status information + ovrSessionStatus sessionStatus; + ovr_GetSessionStatus(session, &sessionStatus); + + if (sessionStatus.ShouldQuit) TraceLog(WARNING, "OVR: Session should quit..."); + if (sessionStatus.ShouldRecenter) ovr_RecenterTrackingOrigin(session); + //if (sessionStatus.HmdPresent) // HMD is present. + //if (sessionStatus.DisplayLost) // HMD was unplugged or the display driver was manually disabled or encountered a TDR. + //if (sessionStatus.HmdMounted) // HMD is on the user's head. + //if (sessionStatus.IsVisible) // the game or experience has VR focus and is visible in the HMD. } void SetOculusMatrix(int eye) { 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); - Quaternion eyeRPose = (Quaternion){ layer.eyeLayer.RenderPose[eye].Orientation.x, - layer.eyeLayer.RenderPose[eye].Orientation.y, - layer.eyeLayer.RenderPose[eye].Orientation.z, - layer.eyeLayer.RenderPose[eye].Orientation.w }; - QuaternionInvert(&eyeRPose); - Matrix eyeOrientation = QuaternionToMatrix(eyeRPose); + Quaternion eyeRenderPose = (Quaternion){ layer.eyeLayer.RenderPose[eye].Orientation.x, + layer.eyeLayer.RenderPose[eye].Orientation.y, + layer.eyeLayer.RenderPose[eye].Orientation.z, + layer.eyeLayer.RenderPose[eye].Orientation.w }; + QuaternionInvert(&eyeRenderPose); + Matrix eyeOrientation = QuaternionToMatrix(eyeRenderPose); Matrix eyeTranslation = MatrixTranslate(-layer.eyeLayer.RenderPose[eye].Position.x, -layer.eyeLayer.RenderPose[eye].Position.y, -layer.eyeLayer.RenderPose[eye].Position.z); - Matrix eyeView = MatrixMultiply(eyeTranslation, eyeOrientation); - Matrix modelEyeView = MatrixMultiply(modelview, eyeView); // Using internal camera modelview matrix + Matrix eyeView = MatrixMultiply(eyeTranslation, eyeOrientation); // Matrix containing eye-head movement + Matrix eyeModelView = MatrixMultiply(modelview, eyeView); // Combine internal camera matrix (modelview) wih eye-head movement - SetMatrixModelview(modelEyeView); + // TODO: Find a better way to get camera view matrix (instead of using internal modelview) + + SetMatrixModelview(eyeModelView); SetMatrixProjection(layer.eyeProjections[eye]); } @@ -2554,20 +2567,19 @@ void BeginOculusDrawing(void) glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, currentTexId, 0); //glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, buffer.depthId, 0); // Already binded - //glViewport(0, 0, buffer.width, buffer.height); // Useful if rendering to separate framebuffers (every eye) - //glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Same as rlClearScreenBuffers() - // NOTE: If your application is configured to treat the texture as a linear format (e.g. GL_RGBA) // and performs linear-to-gamma conversion in GLSL or does not care about gamma-correction, then: // - Require OculusBuffer format to be OVR_FORMAT_R8G8B8A8_UNORM_SRGB // - Do NOT enable GL_FRAMEBUFFER_SRGB //glEnable(GL_FRAMEBUFFER_SRGB); + //glViewport(0, 0, buffer.width, buffer.height); // Useful if rendering to separate framebuffers (every eye) rlClearScreenBuffers(); // Clear current framebuffer(s) } void EndOculusDrawing(void) { + // Unbind current framebuffer (Oculus buffer) glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); @@ -2578,12 +2590,6 @@ void EndOculusDrawing(void) // Blit mirror texture to back buffer BlitOculusMirror(session, mirror); - - // Get session status information - ovrSessionStatus sessionStatus; - ovr_GetSessionStatus(session, &sessionStatus); - if (sessionStatus.ShouldQuit) TraceLog(WARNING, "OVR: Session should quit..."); - if (sessionStatus.ShouldRecenter) ovr_RecenterTrackingOrigin(session); } #endif