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@ -72,6 +72,10 @@ |
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#include "standard_shader.h" // Standard shader to embed |
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#endif |
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#if defined(RLGL_OCULUS_SUPPORT) |
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#include "external/OculusSDK/LibOVR/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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@ -159,11 +163,45 @@ typedef struct { |
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// Draw call type |
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// NOTE: Used to track required draw-calls, organized by texture |
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typedef struct { |
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GLuint textureId; |
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int vertexCount; |
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// TODO: Store draw state -> blending mode, shader |
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GLuint vaoId; |
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GLuint textureId; |
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GLuint shaderId; |
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Matrix projection; |
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Matrix modelview; |
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// TODO: Store additional draw state data |
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//int blendMode; |
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//Guint fboId; |
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} DrawCall; |
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#if defined(RLGL_OCULUS_SUPPORT) |
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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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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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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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@ -213,6 +251,17 @@ static Light lights[MAX_LIGHTS]; // Lights pool |
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static int lightsCount; // Counts current enabled physic objects |
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#endif |
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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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// Compressed textures support flags |
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static bool texCompDXTSupported = false; // DDS texture compression support |
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static bool npotSupported = false; // NPOT textures full support |
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@ -228,15 +277,14 @@ static PFNGLDELETEVERTEXARRAYSOESPROC glDeleteVertexArrays; |
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static int blendMode = 0; |
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// White texture useful for plain color polys (required by shader) |
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// NOTE: It's required in shapes and models modules! |
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unsigned int whiteTexture; |
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static unsigned int whiteTexture; |
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//---------------------------------------------------------------------------------- |
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// Module specific Functions Declaration |
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//---------------------------------------------------------------------------------- |
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) |
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static void LoadCompressedTexture(unsigned char *data, int width, int height, int mipmapCount, int compressedFormat); |
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static unsigned int LoadShaderProgram(char *vShaderStr, char *fShaderStr); // Load custom shader strings and return program id |
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static unsigned int LoadShaderProgram(">const char *vShaderStr, const char *fShaderStr); // Load custom shader strings and return program id |
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static Shader LoadDefaultShader(void); // Load default shader (just vertex positioning and texture coloring) |
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static Shader LoadStandardShader(void); // Load standard shader (support materials and lighting) |
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@ -254,6 +302,16 @@ static void SetShaderLights(Shader shader); // Sets shader uniform values for li |
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static char *ReadTextFile(const char *fileName); |
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#endif |
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#if defined(RLGL_OCULUS_SUPPORT) // Oculus Rift functions |
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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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#if defined(GRAPHICS_API_OPENGL_11) |
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static int GenerateMipmaps(unsigned char *data, int baseWidth, int baseHeight); |
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static Color *GenNextMipmap(Color *srcData, int srcWidth, int srcHeight); |
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@ -1146,6 +1204,23 @@ void rlglInitGraphics(int offsetX, int offsetY, int width, int height) |
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TraceLog(INFO, "OpenGL graphic device initialized successfully"); |
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} |
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// Load OpenGL extensions |
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// NOTE: External loader function could be passed as a pointer |
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void rlglLoadExtensions(void *loader) |
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{ |
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#if defined(GRAPHICS_API_OPENGL_33) |
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// NOTE: glad is generated and contains only required OpenGL 3.3 Core extensions |
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if (!gladLoadGLLoader((GLADloadproc)loader)) TraceLog(WARNING, "GLAD: Cannot load OpenGL extensions"); |
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else TraceLog(INFO, "GLAD: OpenGL extensions loaded successfully"); |
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if (GLAD_GL_VERSION_3_3) TraceLog(INFO, "OpenGL 3.3 Core profile supported"); |
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else TraceLog(ERROR, "OpenGL 3.3 Core profile not supported"); |
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// With GLAD, we can check if an extension is supported using the GLAD_GL_xxx booleans |
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//if (GLAD_GL_ARB_vertex_array_object) // Use GL_ARB_vertex_array_object |
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#endif |
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} |
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// Get world coordinates from screen coordinates |
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Vector3 rlglUnproject(Vector3 source, Matrix proj, Matrix view) |
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{ |
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@ -1177,11 +1252,13 @@ unsigned int rlglLoadTexture(void *data, int width, int height, int textureForma |
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GLuint id = 0; |
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// Check texture format support by OpenGL 1.1 (compressed textures not supported) |
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if ((rlGetVersion() == OPENGL_11) && (textureFormat >= 8)) |
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#if defined(GRAPHICS_API_OPENGL_11) |
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if (textureFormat >= 8) |
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{ |
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TraceLog(WARNING, "OpenGL 1.1 does not support GPU compressed texture formats"); |
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return id; |
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} |
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#endif |
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if ((!texCompDXTSupported) && ((textureFormat == COMPRESSED_DXT1_RGB) || (textureFormat == COMPRESSED_DXT1_RGBA) || |
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(textureFormat == COMPRESSED_DXT3_RGBA) || (textureFormat == COMPRESSED_DXT5_RGBA))) |
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@ -1795,8 +1872,13 @@ void rlglDrawMesh(Mesh mesh, Material material, Matrix transform) |
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// NOTE: standard shader specific locations are got at render time to keep Shader struct as simple as possible (with just default shader locations) |
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if (material.shader.id == standardShader.id) |
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{ |
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// Transpose and inverse model transformations matrix for fragment normal calculations |
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Matrix transInvTransform = transform; |
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MatrixTranspose(&transInvTransform); |
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MatrixInvert(&transInvTransform); |
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// Send model transformations matrix to shader |
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glUniformMatrix4fv(glGetUniformLocation(material.shader.id, "modelMatrix"), 1, false, MatrixToFloat(transform)); |
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glUniformMatrix4fv(glGetUniformLocation(material.shader.id, "modelMatrix"), 1, false, MatrixToFloat(transInvTransform)); |
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// Send view transformation matrix to shader. View matrix 8, 9 and 10 are view direction vector axis values (target - position) |
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glUniform3f(glGetUniformLocation(material.shader.id, "viewDir"), matView.m8, matView.m9, matView.m10); |
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@ -2095,6 +2177,24 @@ void *rlglReadTexturePixels(Texture2D texture) |
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return pixels; |
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} |
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/* |
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// TODO: Record draw calls to be processed in batch |
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// NOTE: Global state must be kept |
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void rlglRecordDraw(void) |
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{ |
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// TODO: Before adding a new draw, check if anything changed from last stored draw |
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) |
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draws[drawsCounter].vaoId = currentState.vaoId; // lines.id, trangles.id, quads.id? |
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draws[drawsCounter].textureId = currentState.textureId; // whiteTexture? |
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draws[drawsCounter].shaderId = currentState.shaderId; // defaultShader.id |
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draws[drawsCounter].projection = projection; |
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draws[drawsCounter].modelview = modelview; |
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draws[drawsCounter].vertexCount = currentState.vertexCount; |
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drawsCounter++; |
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#endif |
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} |
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*/ |
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//---------------------------------------------------------------------------------- |
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// Module Functions Definition - Shaders Functions |
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@ -2361,6 +2461,130 @@ void DestroyLight(Light light) |
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#endif |
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} |
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#if defined(RLGL_OCULUS_SUPPORT) |
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// Init Oculus Rift device |
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// NOTE: Device initialization should be done before window creation? |
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void InitOculusDevice(void) |
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{ |
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// Initialize Oculus device |
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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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result = ovr_Create(&session, &luid); |
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if (OVR_FAILURE(result)) |
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{ |
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TraceLog(WARNING, "OVR: Could not create Oculus session"); |
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ovr_Shutdown(); |
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} |
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hmdDesc = ovr_GetHmdDesc(session); |
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TraceLog(INFO, "OVR: Product Name: %s", hmdDesc.ProductName); |
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TraceLog(INFO, "OVR: Manufacturer: %s", hmdDesc.Manufacturer); |
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TraceLog(INFO, "OVR: Product ID: %i", hmdDesc.ProductId); |
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TraceLog(INFO, "OVR: Product Type: %i", hmdDesc.Type); |
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//TraceLog(INFO, "OVR: Serial Number: %s", hmdDesc.SerialNumber); |
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TraceLog(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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} |
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// Close Oculus Rift device |
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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 Rift tracking (position and orientation) |
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void UpdateOculusTracking(void) |
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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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} |
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void SetOculusMatrix(int eye) |
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{ |
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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); |
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Quaternion eyeRPose = (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(&eyeRPose); |
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Matrix eyeOrientation = QuaternionToMatrix(eyeRPose); |
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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); |
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Matrix modelEyeView = MatrixMultiply(modelview, eyeView); // Using internal camera modelview matrix |
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SetMatrixModelview(modelEyeView); |
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SetMatrixProjection(layer.eyeProjections[eye]); |
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} |
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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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//glViewport(0, 0, buffer.width, buffer.height); // Useful if rendering to separate framebuffers (every eye) |
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//glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Same as rlClearScreenBuffers() |
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// NOTE: If your application is configured to treat the texture as a linear format (e.g. GL_RGBA) |
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// and performs linear-to-gamma conversion in GLSL or does not care about gamma-correction, then: |
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// - Require OculusBuffer format to be OVR_FORMAT_R8G8B8A8_UNORM_SRGB |
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// - Do NOT enable GL_FRAMEBUFFER_SRGB |
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//glEnable(GL_FRAMEBUFFER_SRGB); |
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} |
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void EndOculusDrawing(void) |
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{ |
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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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// 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(WARNING, "OVR: Session should quit..."); |
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if (sessionStatus.ShouldRecenter) ovr_RecenterTrackingOrigin(session); |
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} |
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#endif |
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//---------------------------------------------------------------------------------- |
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// Module specific Functions Definition |
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//---------------------------------------------------------------------------------- |
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@ -2403,7 +2627,7 @@ static void LoadCompressedTexture(unsigned char *data, int width, int height, in |
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} |
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// Load custom shader strings and return program id |
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static unsigned int LoadShaderProgram(char *vShaderStr, char *fShaderStr) |
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static unsigned int LoadShaderProgram(">const char *vShaderStr, const char *fShaderStr) |
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{ |
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unsigned int program = 0; |
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@ -3341,6 +3565,187 @@ static Color *GenNextMipmap(Color *srcData, int srcWidth, int srcHeight) |
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} |
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#endif |
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#if defined(RLGL_OCULUS_SUPPORT) |
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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(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(WARNING, "OVR: Unable to count swap chain textures"); |
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for (int i = 0; i < textureCount; ++i) |
|
|
|
{ |
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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); |
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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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|
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) |
|
|
|
glGenFramebuffers(1, &buffer.fboId); |
|
|
|
glGenRenderbuffers(1, &buffer.depthId); |
|
|
|
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, buffer.fboId); |
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|
|
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(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); |
|
|
|
glBlitFramebuffer(0, 0, mirror.width, mirror.height, 0, mirror.height, mirror.width, 0, GL_COLOR_BUFFER_BIT, GL_NEAREST); |
|
|
|
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 |
|
|
|
|
|
|
|
#if defined(RLGL_STANDALONE) |
|
|
|
// Output a trace log message |
|
|
|
// NOTE: Expected msgType: (0)Info, (1)Error, (2)Warning |
|
|
|