From 4d4d9b0170c66871fc0597ed2a172baa1e03569d Mon Sep 17 00:00:00 2001 From: Ray Date: Mon, 16 Jul 2018 18:41:40 +0200 Subject: [PATCH] Removed Oculus example Oculus API has changed so much that it has no sense to keep this example here... it was funny to test it in the past... --- examples/others/oculus_rift.c | 507 ---------------------------------- 1 file changed, 507 deletions(-) delete mode 100644 examples/others/oculus_rift.c diff --git a/examples/others/oculus_rift.c b/examples/others/oculus_rift.c deleted file mode 100644 index cdfa5f11..00000000 --- a/examples/others/oculus_rift.c +++ /dev/null @@ -1,507 +0,0 @@ -/******************************************************************************************* -* -* raylib [core] example - Oculus Rift CV1 -* -* Compile example using: -* gcc -o $(NAME_PART).exe $(FILE_NAME) -I..\src\external -I..\src\external\OculusSDK\LibOVR\Include / -* -L. -L..\src\external\OculusSDK\LibOVR -lLibOVRRT32_1 -lraylib -lglfw3 -lopengl32 -lgdi32 -std=c99 / -* -Wl,-allow-multiple-definition -* -* #define SUPPORT_OCULUS_RIFT_CV1 / RLGL_OCULUS_SUPPORT -* Enable Oculus Rift CV1 functionality -* -* 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) 2016 Ramon Santamaria (@raysan5) -* -********************************************************************************************/ - -#include "raylib.h" - -#include "glad.h" // Required for: OpenGL types and functions declarations -#include "raymath.h" // Required for: Vector3, Quaternion and Matrix functionality - -#include // Required for: memset() -#include // Required for: exit() -#include // required for: vfprintf() -#include // Required for: va_list, va_start(), vfprintf(), va_end() - -#define RLGL_OCULUS_SUPPORT // Enable Oculus Rift code -#if defined(RLGL_OCULUS_SUPPORT) - #include "OVR_CAPI_GL.h" // Oculus SDK for OpenGL -#endif - -//---------------------------------------------------------------------------------- -// Defines and Macros -//---------------------------------------------------------------------------------- -// ... - -//---------------------------------------------------------------------------------- -// Types and Structures Definition -//---------------------------------------------------------------------------------- -#if defined(RLGL_OCULUS_SUPPORT) -// Oculus buffer type -typedef struct OculusBuffer { - ovrTextureSwapChain textureChain; - GLuint depthId; - GLuint fboId; - int width; - int height; -} OculusBuffer; - -// Oculus mirror texture type -typedef struct OculusMirror { - ovrMirrorTexture texture; - GLuint fboId; - int width; - int height; -} OculusMirror; - -// Oculus layer type -typedef struct OculusLayer { - ovrViewScaleDesc viewScaleDesc; - ovrLayerEyeFov eyeLayer; // layer 0 - //ovrLayerQuad quadLayer; // TODO: layer 1: '2D' quad for GUI - Matrix eyeProjections[2]; - int width; - int height; -} OculusLayer; -#endif - -//---------------------------------------------------------------------------------- -// Global Variables Definition -//---------------------------------------------------------------------------------- -#if defined(RLGL_OCULUS_SUPPORT) -// OVR device variables -static ovrSession session; // Oculus session (pointer to ovrHmdStruct) -static ovrHmdDesc hmdDesc; // Oculus device descriptor parameters -static ovrGraphicsLuid luid; // Oculus locally unique identifier for the program (64 bit) -static OculusLayer layer; // Oculus drawing layer (similar to photoshop) -static OculusBuffer buffer; // Oculus internal buffers (texture chain and fbo) -static OculusMirror mirror; // Oculus mirror texture and fbo -static unsigned int frameIndex = 0; // Oculus frames counter, used to discard frames from chain -#endif - -//---------------------------------------------------------------------------------- -// Module specific Functions Declaration -//---------------------------------------------------------------------------------- -#if defined(RLGL_OCULUS_SUPPORT) -static bool InitOculusDevice(void); // Initialize Oculus device (returns true if success) -static void CloseOculusDevice(void); // Close Oculus device -static void UpdateOculusTracking(Camera *camera); // Update Oculus head position-orientation tracking -static void BeginOculusDrawing(void); // Setup Oculus buffers for drawing -static void EndOculusDrawing(void); // Finish Oculus drawing and blit framebuffer to mirror - -static OculusBuffer LoadOculusBuffer(ovrSession session, int width, int height); // Load Oculus required buffers -static void UnloadOculusBuffer(ovrSession session, OculusBuffer buffer); // Unload texture required buffers -static OculusMirror LoadOculusMirror(ovrSession session, int width, int height); // Load Oculus mirror buffers -static void UnloadOculusMirror(ovrSession session, OculusMirror mirror); // Unload Oculus mirror buffers -static void BlitOculusMirror(ovrSession session, OculusMirror mirror); // Copy Oculus screen buffer to mirror texture -static OculusLayer InitOculusLayer(ovrSession session); // Init Oculus layer (similar to photoshop) -static Matrix FromOvrMatrix(ovrMatrix4f ovrM); // Convert from Oculus ovrMatrix4f struct to raymath Matrix struct -#endif - -int main() -{ - // Initialization - //-------------------------------------------------------------------------------------- - int screenWidth = 1080; - int screenHeight = 600; - - // NOTE: screenWidth/screenHeight should match VR device aspect ratio - - InitWindow(screenWidth, screenHeight, "raylib [core] example - oculus rift"); - - bool vrDeviceReady = InitOculusDevice(); // Init VR device Oculus Rift CV1 - - if (!vrDeviceReady) InitVrSimulator(HMD_OCULUS_RIFT_CV1); // Init VR simulator if device fails - - // Define the camera to look into our 3d world - Camera camera; - camera.position = (Vector3){ 5.0f, 2.0f, 5.0f }; // Camera position - camera.target = (Vector3){ 0.0f, 2.0f, 0.0f }; // Camera looking at point - camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target) - camera.fovy = 60.0f; // Camera field-of-view Y - - Vector3 cubePosition = { 0.0f, 0.0f, 0.0f }; - - SetCameraMode(camera, CAMERA_FIRST_PERSON); // Set first person camera mode - - SetTargetFPS(90); // Set our game to run at 90 frames-per-second - //-------------------------------------------------------------------------------------- - - // Main game loop - while (!WindowShouldClose()) // Detect window close button or ESC key - { - // Update - //---------------------------------------------------------------------------------- - if (!vrDeviceReady) UpdateCamera(&camera); // Update camera (simulator mode) - else UpdateOculusTracking(&camera); // Update camera with device tracking data - - if (IsKeyPressed(KEY_SPACE)) ToggleVrMode(); // Toggle VR mode - //---------------------------------------------------------------------------------- - - // Draw - //---------------------------------------------------------------------------------- - BeginDrawing(); - - ClearBackground(RAYWHITE); - - if (vrDeviceReady) BeginOculusDrawing(); - else BeginVrDrawing(); - - BeginMode3D(camera); - - DrawCube(cubePosition, 2.0f, 2.0f, 2.0f, RED); - DrawCubeWires(cubePosition, 2.0f, 2.0f, 2.0f, MAROON); - - DrawGrid(40, 1.0f); - - EndMode3D(); - - if (vrDeviceReady) EndOculusDrawing(); - else EndVrDrawing(); - - DrawFPS(10, 10); - - EndDrawing(); - //---------------------------------------------------------------------------------- - } - - // De-Initialization - //-------------------------------------------------------------------------------------- - if (vrDeviceReady) CloseOculusDevice(); - else CloseVrSimulator(); - - CloseWindow(); // Close window and OpenGL context - //-------------------------------------------------------------------------------------- - - return 0; -} - -//---------------------------------------------------------------------------------- -// Module specific Functions Definition -//---------------------------------------------------------------------------------- - -#if defined(RLGL_OCULUS_SUPPORT) -// Set internal projection and modelview matrix depending on eyes tracking data -static void SetStereoView(int eye, Matrix matProjection, Matrix matModelView) -{ - Matrix eyeProjection = matProjection; - Matrix eyeModelView = matModelView; - - glViewport(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 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 containing eye-head movement - eyeModelView = MatrixMultiply(matModelView, eyeView); // Combine internal camera matrix (modelview) wih eye-head movement - - eyeProjection = layer.eyeProjections[eye]; -} - -// Initialize Oculus device (returns true if success) -static bool InitOculusDevice(void) -{ - bool oculusReady = false; - - ovrResult result = ovr_Initialize(NULL); - - if (OVR_FAILURE(result)) TraceLog(WARNING, "OVR: Could not initialize Oculus device"); - else - { - result = ovr_Create(&session, &luid); - if (OVR_FAILURE(result)) - { - TraceLog(LOG_WARNING, "OVR: Could not create Oculus session"); - ovr_Shutdown(); - } - else - { - hmdDesc = ovr_GetHmdDesc(session); - - TraceLog(LOG_INFO, "OVR: Product Name: %s", hmdDesc.ProductName); - TraceLog(LOG_INFO, "OVR: Manufacturer: %s", hmdDesc.Manufacturer); - TraceLog(LOG_INFO, "OVR: Product ID: %i", hmdDesc.ProductId); - TraceLog(LOG_INFO, "OVR: Product Type: %i", hmdDesc.Type); - //TraceLog(LOG_INFO, "OVR: Serial Number: %s", hmdDesc.SerialNumber); - TraceLog(LOG_INFO, "OVR: Resolution: %ix%i", hmdDesc.Resolution.w, hmdDesc.Resolution.h); - - // NOTE: Oculus mirror is set to defined screenWidth and screenHeight... - // ...ideally, it should be (hmdDesc.Resolution.w/2, hmdDesc.Resolution.h/2) - - // Initialize Oculus Buffers - layer = InitOculusLayer(session); - buffer = LoadOculusBuffer(session, layer.width, layer.height); - mirror = LoadOculusMirror(session, hmdDesc.Resolution.w/2, hmdDesc.Resolution.h/2); // NOTE: hardcoded... - layer.eyeLayer.ColorTexture[0] = buffer.textureChain; //SetOculusLayerTexture(eyeLayer, buffer.textureChain); - - // Recenter OVR tracking origin - ovr_RecenterTrackingOrigin(session); - - oculusReady = true; - } - } - - return oculusReady; -} - -// Close Oculus device (and unload buffers) -static void CloseOculusDevice(void) -{ - UnloadOculusMirror(session, mirror); // Unload Oculus mirror buffer - UnloadOculusBuffer(session, buffer); // Unload Oculus texture buffers - - ovr_Destroy(session); // Free Oculus session data - ovr_Shutdown(); // Close Oculus device connection -} - -// Update Oculus head position-orientation tracking -static void UpdateOculusTracking(Camera *camera) -{ - frameIndex++; - - ovrPosef eyePoses[2]; - ovr_GetEyePoses(session, frameIndex, ovrTrue, layer.viewScaleDesc.HmdToEyeOffset, eyePoses, &layer.eyeLayer.SensorSampleTime); - - layer.eyeLayer.RenderPose[0] = eyePoses[0]; - layer.eyeLayer.RenderPose[1] = eyePoses[1]; - - // TODO: Update external camera with eyePoses data (position, orientation) - // NOTE: We can simplify to simple camera if we consider IPD and HMD device configuration again later - // it will be useful for the user to draw, lets say, billboards oriented to camera - - // Get session status information - ovrSessionStatus sessionStatus; - ovr_GetSessionStatus(session, &sessionStatus); - - if (sessionStatus.ShouldQuit) TraceLog(LOG_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. -} - -// Setup Oculus buffers for drawing -static void BeginOculusDrawing(void) -{ - GLuint currentTexId; - int currentIndex; - - ovr_GetTextureSwapChainCurrentIndex(session, buffer.textureChain, ¤tIndex); - ovr_GetTextureSwapChainBufferGL(session, buffer.textureChain, currentIndex, ¤tTexId); - - glBindFramebuffer(GL_DRAW_FRAMEBUFFER, buffer.fboId); - 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 -} - -// Finish Oculus drawing and blit framebuffer to mirror -static 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); - - ovr_CommitTextureSwapChain(session, buffer.textureChain); - - ovrLayerHeader *layers = &layer.eyeLayer.Header; - ovr_SubmitFrame(session, frameIndex, &layer.viewScaleDesc, &layers, 1); - - // Blit mirror texture to back buffer - BlitOculusMirror(session, mirror); -} - -// Load Oculus required buffers: texture-swap-chain, fbo, texture-depth -static OculusBuffer LoadOculusBuffer(ovrSession session, int width, int height) -{ - OculusBuffer buffer; - buffer.width = width; - buffer.height = height; - - // Create OVR texture chain - ovrTextureSwapChainDesc desc = {}; - desc.Type = ovrTexture_2D; - desc.ArraySize = 1; - desc.Width = width; - desc.Height = height; - desc.MipLevels = 1; - desc.Format = OVR_FORMAT_R8G8B8A8_UNORM_SRGB; // Requires glEnable(GL_FRAMEBUFFER_SRGB); - desc.SampleCount = 1; - desc.StaticImage = ovrFalse; - - ovrResult result = ovr_CreateTextureSwapChainGL(session, &desc, &buffer.textureChain); - - if (!OVR_SUCCESS(result)) TraceLog(LOG_WARNING, "OVR: Failed to create swap textures buffer"); - - int textureCount = 0; - ovr_GetTextureSwapChainLength(session, buffer.textureChain, &textureCount); - - if (!OVR_SUCCESS(result) || !textureCount) TraceLog(LOG_WARNING, "OVR: Unable to count swap chain textures"); - - for (int i = 0; i < textureCount; ++i) - { - GLuint chainTexId; - ovr_GetTextureSwapChainBufferGL(session, buffer.textureChain, i, &chainTexId); - glBindTexture(GL_TEXTURE_2D, chainTexId); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); - } - - glBindTexture(GL_TEXTURE_2D, 0); - - /* - // Setup framebuffer object (using depth texture) - glGenFramebuffers(1, &buffer.fboId); - glGenTextures(1, &buffer.depthId); - glBindTexture(GL_TEXTURE_2D, buffer.depthId); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); - glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT16, buffer.width, buffer.height, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL); - */ - - // Setup framebuffer object (using depth renderbuffer) - glGenFramebuffers(1, &buffer.fboId); - glGenRenderbuffers(1, &buffer.depthId); - glBindFramebuffer(GL_DRAW_FRAMEBUFFER, buffer.fboId); - glBindRenderbuffer(GL_RENDERBUFFER, buffer.depthId); - glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, buffer.width, buffer.height); - glBindRenderbuffer(GL_RENDERBUFFER, 0); - glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, buffer.depthId); - glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); - - 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 != 0) glDeleteTextures(1, &buffer.depthId); - if (buffer.fboId != 0) glDeleteFramebuffers(1, &buffer.fboId); -} - -// Load Oculus mirror buffers -static OculusMirror LoadOculusMirror(ovrSession session, int width, int height) -{ - OculusMirror mirror; - mirror.width = width; - mirror.height = height; - - ovrMirrorTextureDesc mirrorDesc; - memset(&mirrorDesc, 0, sizeof(mirrorDesc)); - mirrorDesc.Format = OVR_FORMAT_R8G8B8A8_UNORM_SRGB; - mirrorDesc.Width = mirror.width; - mirrorDesc.Height = mirror.height; - - if (!OVR_SUCCESS(ovr_CreateMirrorTextureGL(session, &mirrorDesc, &mirror.texture))) TraceLog(LOG_WARNING, "Could not create mirror texture"); - - glGenFramebuffers(1, &mirror.fboId); - - return mirror; -} - -// Unload Oculus mirror buffers -static void UnloadOculusMirror(ovrSession session, OculusMirror mirror) -{ - if (mirror.fboId != 0) glDeleteFramebuffers(1, &mirror.fboId); - if (mirror.texture) ovr_DestroyMirrorTexture(session, mirror.texture); -} - -// Copy Oculus screen buffer to mirror texture -static void BlitOculusMirror(ovrSession session, OculusMirror mirror) -{ - GLuint mirrorTextureId; - - ovr_GetMirrorTextureBufferGL(session, mirror.texture, &mirrorTextureId); - - glBindFramebuffer(GL_READ_FRAMEBUFFER, mirror.fboId); - glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mirrorTextureId, 0); -#if defined(GRAPHICS_API_OPENGL_33) - // NOTE: glBlitFramebuffer() requires extension: GL_EXT_framebuffer_blit (not available in OpenGL ES 2.0) - glBlitFramebuffer(0, 0, mirror.width, mirror.height, 0, mirror.height, mirror.width, 0, GL_COLOR_BUFFER_BIT, GL_NEAREST); -#endif - glBindFramebuffer(GL_READ_FRAMEBUFFER, 0); -} - -// Init Oculus layer (similar to photoshop) -static OculusLayer InitOculusLayer(ovrSession session) -{ - OculusLayer layer = { 0 }; - - layer.viewScaleDesc.HmdSpaceToWorldScaleInMeters = 1.0f; - - memset(&layer.eyeLayer, 0, sizeof(ovrLayerEyeFov)); - layer.eyeLayer.Header.Type = ovrLayerType_EyeFov; - layer.eyeLayer.Header.Flags = ovrLayerFlag_TextureOriginAtBottomLeft; - - ovrEyeRenderDesc eyeRenderDescs[2]; - - for (int eye = 0; eye < 2; eye++) - { - eyeRenderDescs[eye] = ovr_GetRenderDesc(session, eye, hmdDesc.DefaultEyeFov[eye]); - ovrMatrix4f ovrPerspectiveProjection = ovrMatrix4f_Projection(eyeRenderDescs[eye].Fov, 0.01f, 10000.0f, ovrProjection_None); //ovrProjection_ClipRangeOpenGL); - layer.eyeProjections[eye] = FromOvrMatrix(ovrPerspectiveProjection); // NOTE: struct ovrMatrix4f { float M[4][4] } --> struct Matrix - - layer.viewScaleDesc.HmdToEyeOffset[eye] = eyeRenderDescs[eye].HmdToEyeOffset; - layer.eyeLayer.Fov[eye] = eyeRenderDescs[eye].Fov; - - ovrSizei eyeSize = ovr_GetFovTextureSize(session, eye, layer.eyeLayer.Fov[eye], 1.0f); - layer.eyeLayer.Viewport[eye].Size = eyeSize; - layer.eyeLayer.Viewport[eye].Pos.x = layer.width; - layer.eyeLayer.Viewport[eye].Pos.y = 0; - - layer.height = eyeSize.h; //std::max(renderTargetSize.y, (uint32_t)eyeSize.h); - layer.width += eyeSize.w; - } - - return layer; -} - -// Convert from Oculus ovrMatrix4f struct to raymath Matrix struct -static Matrix FromOvrMatrix(ovrMatrix4f ovrmat) -{ - Matrix rmat; - - rmat.m0 = ovrmat.M[0][0]; - rmat.m1 = ovrmat.M[1][0]; - rmat.m2 = ovrmat.M[2][0]; - rmat.m3 = ovrmat.M[3][0]; - rmat.m4 = ovrmat.M[0][1]; - rmat.m5 = ovrmat.M[1][1]; - rmat.m6 = ovrmat.M[2][1]; - rmat.m7 = ovrmat.M[3][1]; - rmat.m8 = ovrmat.M[0][2]; - rmat.m9 = ovrmat.M[1][2]; - rmat.m10 = ovrmat.M[2][2]; - rmat.m11 = ovrmat.M[3][2]; - rmat.m12 = ovrmat.M[0][3]; - rmat.m13 = ovrmat.M[1][3]; - rmat.m14 = ovrmat.M[2][3]; - rmat.m15 = ovrmat.M[3][3]; - - MatrixTranspose(&rmat); - - return rmat; -} -#endif