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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...
pull/579/head
Ray vor 6 Jahren
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      examples/others/oculus_rift.c

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/*******************************************************************************************
*
* 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 <string.h> // Required for: memset()
#include <stdlib.h> // Required for: exit()
#include <stdio.h> // required for: vfprintf()
#include <stdarg.h> // 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, &currentIndex);
ovr_GetTextureSwapChainBufferGL(session, buffer.textureChain, currentIndex, &currentTexId);
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

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