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@ -1,507 +0,0 @@ |
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/******************************************************************************************* |
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* |
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* raylib [core] example - Oculus Rift CV1 |
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* |
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* Compile example using: |
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* gcc -o $(NAME_PART).exe $(FILE_NAME) -I..\src\external -I..\src\external\OculusSDK\LibOVR\Include / |
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* -L. -L..\src\external\OculusSDK\LibOVR -lLibOVRRT32_1 -lraylib -lglfw3 -lopengl32 -lgdi32 -std=c99 / |
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* -Wl,-allow-multiple-definition |
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* |
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* #define SUPPORT_OCULUS_RIFT_CV1 / RLGL_OCULUS_SUPPORT |
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* Enable Oculus Rift CV1 functionality |
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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) 2016 Ramon Santamaria (@raysan5) |
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* |
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********************************************************************************************/ |
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#include "raylib.h" |
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#include "glad.h" // Required for: OpenGL types and functions declarations |
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#include "raymath.h" // Required for: Vector3, Quaternion and Matrix functionality |
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#include <string.h> // Required for: memset() |
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#include <stdlib.h> // Required for: exit() |
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#include <stdio.h> // required for: vfprintf() |
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#include <stdarg.h> // Required for: va_list, va_start(), vfprintf(), va_end() |
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#define RLGL_OCULUS_SUPPORT // Enable Oculus Rift code |
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#if defined(RLGL_OCULUS_SUPPORT) |
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#include "OVR_CAPI_GL.h" // Oculus SDK for OpenGL |
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#endif |
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//---------------------------------------------------------------------------------- |
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// Defines and Macros |
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//---------------------------------------------------------------------------------- |
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// ... |
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//---------------------------------------------------------------------------------- |
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// Types and Structures Definition |
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//---------------------------------------------------------------------------------- |
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#if defined(RLGL_OCULUS_SUPPORT) |
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// Oculus buffer type |
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typedef struct OculusBuffer { |
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ovrTextureSwapChain textureChain; |
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GLuint depthId; |
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GLuint fboId; |
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int width; |
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int height; |
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} OculusBuffer; |
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// Oculus mirror texture type |
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typedef struct OculusMirror { |
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ovrMirrorTexture texture; |
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GLuint fboId; |
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int width; |
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int height; |
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} OculusMirror; |
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// Oculus layer type |
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typedef struct OculusLayer { |
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ovrViewScaleDesc viewScaleDesc; |
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ovrLayerEyeFov eyeLayer; // layer 0 |
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//ovrLayerQuad quadLayer; // TODO: layer 1: '2D' quad for GUI |
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Matrix eyeProjections[2]; |
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int width; |
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int height; |
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} OculusLayer; |
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#endif |
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//---------------------------------------------------------------------------------- |
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// Global Variables Definition |
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//---------------------------------------------------------------------------------- |
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#if defined(RLGL_OCULUS_SUPPORT) |
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// OVR device variables |
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static ovrSession session; // Oculus session (pointer to ovrHmdStruct) |
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static ovrHmdDesc hmdDesc; // Oculus device descriptor parameters |
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static ovrGraphicsLuid luid; // Oculus locally unique identifier for the program (64 bit) |
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static OculusLayer layer; // Oculus drawing layer (similar to photoshop) |
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static OculusBuffer buffer; // Oculus internal buffers (texture chain and fbo) |
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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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//---------------------------------------------------------------------------------- |
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// Module specific Functions Declaration |
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//---------------------------------------------------------------------------------- |
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#if defined(RLGL_OCULUS_SUPPORT) |
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static bool InitOculusDevice(void); // Initialize Oculus device (returns true if success) |
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static void CloseOculusDevice(void); // Close Oculus device |
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static void UpdateOculusTracking(Camera *camera); // Update Oculus head position-orientation tracking |
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static void BeginOculusDrawing(void); // Setup Oculus buffers for drawing |
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static void EndOculusDrawing(void); // Finish Oculus drawing and blit framebuffer to mirror |
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static OculusBuffer LoadOculusBuffer(ovrSession session, int width, int height); // Load Oculus required buffers |
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static void UnloadOculusBuffer(ovrSession session, OculusBuffer buffer); // Unload texture required buffers |
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static OculusMirror LoadOculusMirror(ovrSession session, int width, int height); // Load Oculus mirror buffers |
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static void UnloadOculusMirror(ovrSession session, OculusMirror mirror); // Unload Oculus mirror buffers |
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static void BlitOculusMirror(ovrSession session, OculusMirror mirror); // Copy Oculus screen buffer to mirror texture |
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static OculusLayer InitOculusLayer(ovrSession session); // Init Oculus layer (similar to photoshop) |
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static Matrix FromOvrMatrix(ovrMatrix4f ovrM); // Convert from Oculus ovrMatrix4f struct to raymath Matrix struct |
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#endif |
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int main() |
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{ |
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// Initialization |
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//-------------------------------------------------------------------------------------- |
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int screenWidth = 1080; |
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int screenHeight = 600; |
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// NOTE: screenWidth/screenHeight should match VR device aspect ratio |
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InitWindow(screenWidth, screenHeight, "raylib [core] example - oculus rift"); |
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bool vrDeviceReady = InitOculusDevice(); // Init VR device Oculus Rift CV1 |
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if (!vrDeviceReady) InitVrSimulator(HMD_OCULUS_RIFT_CV1); // Init VR simulator if device fails |
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// Define the camera to look into our 3d world |
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Camera camera; |
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camera.position = (Vector3){ 5.0f, 2.0f, 5.0f }; // Camera position |
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camera.target = (Vector3){ 0.0f, 2.0f, 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 = 60.0f; // Camera field-of-view Y |
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Vector3 cubePosition = { 0.0f, 0.0f, 0.0f }; |
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SetCameraMode(camera, CAMERA_FIRST_PERSON); // Set first person camera mode |
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SetTargetFPS(90); // Set our game to run at 90 frames-per-second |
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//-------------------------------------------------------------------------------------- |
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// Main game loop |
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while (!WindowShouldClose()) // Detect window close button or ESC key |
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{ |
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// Update |
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//---------------------------------------------------------------------------------- |
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if (!vrDeviceReady) UpdateCamera(&camera); // Update camera (simulator mode) |
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else UpdateOculusTracking(&camera); // Update camera with device tracking data |
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if (IsKeyPressed(KEY_SPACE)) ToggleVrMode(); // Toggle VR mode |
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//---------------------------------------------------------------------------------- |
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// Draw |
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//---------------------------------------------------------------------------------- |
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BeginDrawing(); |
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ClearBackground(RAYWHITE); |
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if (vrDeviceReady) BeginOculusDrawing(); |
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else BeginVrDrawing(); |
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BeginMode3D(camera); |
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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, MAROON); |
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DrawGrid(40, 1.0f); |
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EndMode3D(); |
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if (vrDeviceReady) EndOculusDrawing(); |
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else EndVrDrawing(); |
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DrawFPS(10, 10); |
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EndDrawing(); |
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//---------------------------------------------------------------------------------- |
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} |
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// De-Initialization |
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//-------------------------------------------------------------------------------------- |
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if (vrDeviceReady) CloseOculusDevice(); |
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else CloseVrSimulator(); |
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CloseWindow(); // Close window and OpenGL context |
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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 Definition |
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//---------------------------------------------------------------------------------- |
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#if defined(RLGL_OCULUS_SUPPORT) |
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// Set internal projection and modelview matrix depending on eyes tracking data |
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static void SetStereoView(int eye, Matrix matProjection, Matrix matModelView) |
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{ |
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Matrix eyeProjection = matProjection; |
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Matrix eyeModelView = matModelView; |
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glViewport(layer.eyeLayer.Viewport[eye].Pos.x, layer.eyeLayer.Viewport[eye].Pos.y, |
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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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Matrix eyeView = MatrixMultiply(eyeTranslation, eyeOrientation); // Matrix containing eye-head movement |
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eyeModelView = MatrixMultiply(matModelView, eyeView); // Combine internal camera matrix (modelview) wih eye-head movement |
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eyeProjection = layer.eyeProjections[eye]; |
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} |
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// Initialize Oculus device (returns true if success) |
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static bool InitOculusDevice(void) |
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{ |
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bool oculusReady = false; |
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ovrResult result = ovr_Initialize(NULL); |
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if (OVR_FAILURE(result)) TraceLog(WARNING, "OVR: Could not initialize Oculus device"); |
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else |
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{ |
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result = ovr_Create(&session, &luid); |
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if (OVR_FAILURE(result)) |
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{ |
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TraceLog(LOG_WARNING, "OVR: Could not create Oculus session"); |
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ovr_Shutdown(); |
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} |
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else |
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{ |
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hmdDesc = ovr_GetHmdDesc(session); |
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TraceLog(LOG_INFO, "OVR: Product Name: %s", hmdDesc.ProductName); |
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TraceLog(LOG_INFO, "OVR: Manufacturer: %s", hmdDesc.Manufacturer); |
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TraceLog(LOG_INFO, "OVR: Product ID: %i", hmdDesc.ProductId); |
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TraceLog(LOG_INFO, "OVR: Product Type: %i", hmdDesc.Type); |
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//TraceLog(LOG_INFO, "OVR: Serial Number: %s", hmdDesc.SerialNumber); |
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TraceLog(LOG_INFO, "OVR: Resolution: %ix%i", hmdDesc.Resolution.w, hmdDesc.Resolution.h); |
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// NOTE: Oculus mirror is set to defined screenWidth and screenHeight... |
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// ...ideally, it should be (hmdDesc.Resolution.w/2, hmdDesc.Resolution.h/2) |
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// Initialize Oculus Buffers |
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layer = InitOculusLayer(session); |
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buffer = LoadOculusBuffer(session, layer.width, layer.height); |
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mirror = LoadOculusMirror(session, hmdDesc.Resolution.w/2, hmdDesc.Resolution.h/2); // NOTE: hardcoded... |
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layer.eyeLayer.ColorTexture[0] = buffer.textureChain; //SetOculusLayerTexture(eyeLayer, buffer.textureChain); |
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// Recenter OVR tracking origin |
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ovr_RecenterTrackingOrigin(session); |
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oculusReady = true; |
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} |
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} |
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return oculusReady; |
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} |
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// Close Oculus device (and unload buffers) |
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static void CloseOculusDevice(void) |
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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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} |
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// Update Oculus head position-orientation tracking |
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static void UpdateOculusTracking(Camera *camera) |
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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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// TODO: Update external camera with eyePoses data (position, orientation) |
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// NOTE: We can simplify to simple camera if we consider IPD and HMD device configuration again later |
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// it will be useful for the user to draw, lets say, billboards oriented to camera |
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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(LOG_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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// Setup Oculus buffers for drawing |
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static void BeginOculusDrawing(void) |
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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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} |
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// Finish Oculus drawing and blit framebuffer to mirror |
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static void EndOculusDrawing(void) |
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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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} |
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// Load Oculus required buffers: texture-swap-chain, fbo, texture-depth |
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static OculusBuffer LoadOculusBuffer(ovrSession session, int width, int height) |
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{ |
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OculusBuffer buffer; |
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buffer.width = width; |
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buffer.height = height; |
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// Create OVR texture chain |
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ovrTextureSwapChainDesc desc = {}; |
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desc.Type = ovrTexture_2D; |
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desc.ArraySize = 1; |
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desc.Width = width; |
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desc.Height = height; |
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desc.MipLevels = 1; |
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desc.Format = OVR_FORMAT_R8G8B8A8_UNORM_SRGB; // Requires glEnable(GL_FRAMEBUFFER_SRGB); |
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desc.SampleCount = 1; |
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desc.StaticImage = ovrFalse; |
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ovrResult result = ovr_CreateTextureSwapChainGL(session, &desc, &buffer.textureChain); |
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if (!OVR_SUCCESS(result)) TraceLog(LOG_WARNING, "OVR: Failed to create swap textures buffer"); |
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int textureCount = 0; |
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ovr_GetTextureSwapChainLength(session, buffer.textureChain, &textureCount); |
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if (!OVR_SUCCESS(result) || !textureCount) TraceLog(LOG_WARNING, "OVR: Unable to count swap chain textures"); |
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for (int i = 0; i < textureCount; ++i) |
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{ |
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GLuint chainTexId; |
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ovr_GetTextureSwapChainBufferGL(session, buffer.textureChain, i, &chainTexId); |
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glBindTexture(GL_TEXTURE_2D, chainTexId); |
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); |
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); |
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); |
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} |
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glBindTexture(GL_TEXTURE_2D, 0); |
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/* |
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// Setup framebuffer object (using depth texture) |
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glGenFramebuffers(1, &buffer.fboId); |
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glGenTextures(1, &buffer.depthId); |
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glBindTexture(GL_TEXTURE_2D, buffer.depthId); |
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); |
|
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
|
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); |
|
|
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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); |
|
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|
*/ |
|
|
|
|
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|
// Setup framebuffer object (using depth renderbuffer) |
|
|
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glGenFramebuffers(1, &buffer.fboId); |
|
|
|
glGenRenderbuffers(1, &buffer.depthId); |
|
|
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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 |