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@ -37,9 +37,7 @@ |
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* |
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* #define SUPPORT_SHADER_DISTORTION |
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* |
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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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* #define SUPPORT_VR_SIMULATION |
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* |
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* #define SUPPORT_STEREO_RENDERING |
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* |
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@ -121,17 +119,6 @@ |
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#include "shader_distortion.h" // Distortion shader to be embedded |
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#endif |
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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 "external/OculusSDK/LibOVR/Include/OVR_CAPI_GL.h" // Oculus SDK for OpenGL |
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#endif |
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#if defined(RLGL_STANDALONE) |
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#define OCULUSAPI |
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#else |
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#define OCULUSAPI static |
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#endif |
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//---------------------------------------------------------------------------------- |
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// Defines and Macros |
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//---------------------------------------------------------------------------------- |
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@ -187,15 +174,15 @@ |
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#endif |
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#if defined(GRAPHICS_API_OPENGL_11) |
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#define GL_UNSIGNED_SHORT_5_6_5 0x8363 |
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#define GL_UNSIGNED_SHORT_5_5_5_1 0x8034 |
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#define GL_UNSIGNED_SHORT_4_4_4_4 0x8033 |
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#define GL_UNSIGNED_SHORT_5_6_5 0x8363 |
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#define GL_UNSIGNED_SHORT_5_5_5_1 0x8034 |
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#define GL_UNSIGNED_SHORT_4_4_4_4 0x8033 |
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#endif |
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#if defined(GRAPHICS_API_OPENGL_ES2) |
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#define glClearDepth glClearDepthf |
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#define GL_READ_FRAMEBUFFER GL_FRAMEBUFFER |
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#define GL_DRAW_FRAMEBUFFER GL_FRAMEBUFFER |
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#define glClearDepth glClearDepthf |
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#define GL_READ_FRAMEBUFFER GL_FRAMEBUFFER |
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#define GL_DRAW_FRAMEBUFFER GL_FRAMEBUFFER |
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#endif |
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// Default vertex attribute names on shader to set location points |
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@ -267,32 +254,6 @@ typedef struct VrStereoConfig { |
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Matrix eyesViewOffset[2]; // VR stereo rendering eyes view offset matrices |
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} VrStereoConfig; |
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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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@ -343,24 +304,11 @@ static float maxAnisotropicLevel = 0.0f; // Maximum anisotropy level supp |
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// Extension supported flag: Clamp mirror wrap mode |
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static bool texClampMirrorSupported = false; // Clamp mirror wrap mode supported |
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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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// VR global variables |
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static VrDeviceInfo hmd; // Current VR device info |
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static VrStereoConfig vrConfig; // VR stereo configuration for simulator |
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static bool vrDeviceReady = false; // VR device ready flag |
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static bool vrSimulator = false; // VR simulator enabled flag |
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static bool vrEnabled = false; // VR experience enabled (device or simulator) |
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static bool vrRendering = true; // VR stereo rendering enabled/disabled flag |
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static bool vrSimulatorReady = false; // VR simulator ready flag |
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static bool vrStereoRender = false; // VR stereo rendering enabled/disabled flag |
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// NOTE: This flag is useful to render data over stereo image (i.e. FPS) |
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#if defined(GRAPHICS_API_OPENGL_ES2) |
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@ -380,7 +328,7 @@ static int blendMode = 0; // Track current blending mode |
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// White texture useful for plain color polys (required by shader) |
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static unsigned int whiteTexture; |
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// Default framebuffer size (required by Oculus device) |
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// Default framebuffer size |
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static int screenWidth; // Default framebuffer width |
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static int screenHeight; // Default framebuffer height |
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@ -397,7 +345,7 @@ static void UnloadDefaultShader(void); // Unload default shader |
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static void LoadDefaultBuffers(void); // Load default internal buffers (lines, triangles, quads) |
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static void UpdateDefaultBuffers(void); // Update default internal buffers (VAOs/VBOs) with vertex data |
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static void DrawDefaultBuffers(int eyesCount); // Draw default internal buffers vertex data |
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static void DrawDefaultBuffers(void); // Draw default internal buffers vertex data |
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static void UnloadDefaultBuffers(void); // Unload default internal buffers vertex data from CPU and GPU |
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// Configure stereo rendering (including distortion shader) with HMD device parameters |
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@ -407,26 +355,6 @@ static void SetStereoConfig(VrDeviceInfo info); |
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static void SetStereoView(int eye, Matrix matProjection, Matrix matModelView); |
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#endif |
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#if defined(RLGL_OCULUS_SUPPORT) |
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#if !defined(RLGL_STANDALONE) |
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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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#endif |
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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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@ -1352,9 +1280,7 @@ void rlglDraw(void) |
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// NOTE: Default buffers upload and draw |
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UpdateDefaultBuffers(); |
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if (vrEnabled && vrRendering) DrawDefaultBuffers(2); |
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else DrawDefaultBuffers(1); |
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DrawDefaultBuffers(); // NOTE: Stereo rendering is checked inside |
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#endif |
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} |
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@ -2018,9 +1944,6 @@ void rlglDrawMesh(Mesh mesh, Material material, Matrix transform) |
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#endif |
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) |
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int eyesCount = 1; |
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if (vrEnabled) eyesCount = 2; |
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glUseProgram(material.shader.id); |
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// Upload to shader material.colDiffuse |
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@ -2153,6 +2076,9 @@ void rlglDrawMesh(Mesh mesh, Material material, Matrix transform) |
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if (mesh.indices != NULL) glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, quads.vboId[3]); |
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} |
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int eyesCount = 1; |
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if (vrStereoRender) eyesCount = 2; |
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for (int eye = 0; eye < eyesCount; eye++) |
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{ |
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if (eyesCount == 2) SetStereoView(eye, matProjection, matModelView); |
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@ -2617,146 +2543,119 @@ void EndBlendMode(void) |
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BeginBlendMode(BLEND_ALPHA); |
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} |
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// Init VR device (or simulator) |
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// NOTE: If device is not available, it fallbacks to default device (simulator) |
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// Init VR simulator for selected device |
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// NOTE: It modifies the global variable: VrDeviceInfo hmd |
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void InitVrDevice(int vrDevice) |
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void InitVrSimulator(int vrDevice) |
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{ |
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) |
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switch (vrDevice) |
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{ |
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case HMD_DEFAULT_DEVICE: TraceLog(INFO, "Initializing default VR Device (Oculus Rift CV1)"); |
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case HMD_OCULUS_RIFT_DK2: |
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case HMD_OCULUS_RIFT_CV1: |
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{ |
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#if defined(RLGL_OCULUS_SUPPORT) |
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vrDeviceReady = InitOculusDevice(); |
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#else |
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TraceLog(WARNING, "Oculus Rift not supported by default, recompile raylib with Oculus support"); |
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#endif |
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} break; |
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case HMD_VALVE_HTC_VIVE: |
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case HMD_SAMSUNG_GEAR_VR: |
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case HMD_GOOGLE_CARDBOARD: |
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case HMD_SONY_PLAYSTATION_VR: |
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case HMD_RAZER_OSVR: |
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case HMD_FOVE_VR: TraceLog(WARNING, "VR Device not supported"); |
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default: break; |
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} |
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if (!vrDeviceReady) |
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{ |
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TraceLog(WARNING, "VR Device not found: Initializing VR Simulator (Oculus Rift CV1)"); |
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if (vrDevice == HMD_OCULUS_RIFT_DK2) |
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{ |
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// Oculus Rift DK2 parameters |
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hmd.hResolution = 1280; // HMD horizontal resolution in pixels |
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hmd.vResolution = 800; // HMD vertical resolution in pixels |
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hmd.hScreenSize = 0.14976f; // HMD horizontal size in meters |
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hmd.vScreenSize = 0.09356f; // HMD vertical size in meters |
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hmd.vScreenCenter = 0.04678f; // HMD screen center in meters |
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hmd.eyeToScreenDistance = 0.041f; // HMD distance between eye and display in meters |
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hmd.lensSeparationDistance = 0.0635f; // HMD lens separation distance in meters |
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hmd.interpupillaryDistance = 0.064f; // HMD IPD (distance between pupils) in meters |
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hmd.distortionK[0] = 1.0f; // HMD lens distortion constant parameter 0 |
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hmd.distortionK[1] = 0.22f; // HMD lens distortion constant parameter 1 |
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hmd.distortionK[2] = 0.24f; // HMD lens distortion constant parameter 2 |
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hmd.distortionK[3] = 0.0f; // HMD lens distortion constant parameter 3 |
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hmd.chromaAbCorrection[0] = 0.996f; // HMD chromatic aberration correction parameter 0 |
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hmd.chromaAbCorrection[1] = -0.004f; // HMD chromatic aberration correction parameter 1 |
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hmd.chromaAbCorrection[2] = 1.014f; // HMD chromatic aberration correction parameter 2 |
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hmd.chromaAbCorrection[3] = 0.0f; // HMD chromatic aberration correction parameter 3 |
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} |
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else if ((vrDevice == HMD_DEFAULT_DEVICE) || (vrDevice == HMD_OCULUS_RIFT_CV1)) |
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{ |
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// Oculus Rift CV1 parameters |
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// NOTE: CV1 represents a complete HMD redesign compared to previous versions, |
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// new Fresnel-hybrid-asymmetric lenses have been added and, consequently, |
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// previous parameters (DK2) and distortion shader (DK2) doesn't work any more. |
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// I just defined a set of parameters for simulator that approximate to CV1 stereo rendering |
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// but result is not the same obtained with Oculus PC SDK. |
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hmd.hResolution = 2160; // HMD horizontal resolution in pixels |
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hmd.vResolution = 1200; // HMD vertical resolution in pixels |
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hmd.hScreenSize = 0.133793f; // HMD horizontal size in meters |
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hmd.vScreenSize = 0.0669f; // HMD vertical size in meters |
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hmd.vScreenCenter = 0.04678f; // HMD screen center in meters |
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hmd.eyeToScreenDistance = 0.041f; // HMD distance between eye and display in meters |
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hmd.lensSeparationDistance = 0.07f; // HMD lens separation distance in meters |
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hmd.interpupillaryDistance = 0.07f; // HMD IPD (distance between pupils) in meters |
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hmd.distortionK[0] = 1.0f; // HMD lens distortion constant parameter 0 |
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hmd.distortionK[1] = 0.22f; // HMD lens distortion constant parameter 1 |
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hmd.distortionK[2] = 0.24f; // HMD lens distortion constant parameter 2 |
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hmd.distortionK[3] = 0.0f; // HMD lens distortion constant parameter 3 |
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hmd.chromaAbCorrection[0] = 0.996f; // HMD chromatic aberration correction parameter 0 |
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hmd.chromaAbCorrection[1] = -0.004f; // HMD chromatic aberration correction parameter 1 |
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hmd.chromaAbCorrection[2] = 1.014f; // HMD chromatic aberration correction parameter 2 |
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hmd.chromaAbCorrection[3] = 0.0f; // HMD chromatic aberration correction parameter 3 |
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} |
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// Initialize framebuffer and textures for stereo rendering |
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// NOTE: screen size should match HMD aspect ratio |
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vrConfig.stereoFbo = rlglLoadRenderTexture(screenWidth, screenHeight); |
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// Load distortion shader (initialized by default with Oculus Rift CV1 parameters) |
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vrConfig.distortionShader.id = LoadShaderProgram(vDistortionShaderStr, fDistortionShaderStr); |
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if (vrConfig.distortionShader.id != 0) LoadDefaultShaderLocations(&vrConfig.distortionShader); |
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SetStereoConfig(hmd); |
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vrSimulator = true; |
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vrEnabled = true; |
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} |
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if (vrDevice == HMD_OCULUS_RIFT_DK2) |
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{ |
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// Oculus Rift DK2 parameters |
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hmd.hResolution = 1280; // HMD horizontal resolution in pixels |
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hmd.vResolution = 800; // HMD vertical resolution in pixels |
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hmd.hScreenSize = 0.14976f; // HMD horizontal size in meters |
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hmd.vScreenSize = 0.09356f; // HMD vertical size in meters |
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hmd.vScreenCenter = 0.04678f; // HMD screen center in meters |
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hmd.eyeToScreenDistance = 0.041f; // HMD distance between eye and display in meters |
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hmd.lensSeparationDistance = 0.0635f; // HMD lens separation distance in meters |
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hmd.interpupillaryDistance = 0.064f; // HMD IPD (distance between pupils) in meters |
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hmd.distortionK[0] = 1.0f; // HMD lens distortion constant parameter 0 |
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hmd.distortionK[1] = 0.22f; // HMD lens distortion constant parameter 1 |
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hmd.distortionK[2] = 0.24f; // HMD lens distortion constant parameter 2 |
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hmd.distortionK[3] = 0.0f; // HMD lens distortion constant parameter 3 |
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hmd.chromaAbCorrection[0] = 0.996f; // HMD chromatic aberration correction parameter 0 |
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hmd.chromaAbCorrection[1] = -0.004f; // HMD chromatic aberration correction parameter 1 |
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hmd.chromaAbCorrection[2] = 1.014f; // HMD chromatic aberration correction parameter 2 |
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hmd.chromaAbCorrection[3] = 0.0f; // HMD chromatic aberration correction parameter 3 |
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TraceLog(WARNING, "Initializing VR Simulator (Oculus Rift DK2)"); |
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} |
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else if ((vrDevice == HMD_DEFAULT_DEVICE) || (vrDevice == HMD_OCULUS_RIFT_CV1)) |
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{ |
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// Oculus Rift CV1 parameters |
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// NOTE: CV1 represents a complete HMD redesign compared to previous versions, |
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// new Fresnel-hybrid-asymmetric lenses have been added and, consequently, |
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// previous parameters (DK2) and distortion shader (DK2) doesn't work any more. |
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// I just defined a set of parameters for simulator that approximate to CV1 stereo rendering |
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// but result is not the same obtained with Oculus PC SDK. |
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hmd.hResolution = 2160; // HMD horizontal resolution in pixels |
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hmd.vResolution = 1200; // HMD vertical resolution in pixels |
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hmd.hScreenSize = 0.133793f; // HMD horizontal size in meters |
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hmd.vScreenSize = 0.0669f; // HMD vertical size in meters |
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hmd.vScreenCenter = 0.04678f; // HMD screen center in meters |
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hmd.eyeToScreenDistance = 0.041f; // HMD distance between eye and display in meters |
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hmd.lensSeparationDistance = 0.07f; // HMD lens separation distance in meters |
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hmd.interpupillaryDistance = 0.07f; // HMD IPD (distance between pupils) in meters |
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hmd.distortionK[0] = 1.0f; // HMD lens distortion constant parameter 0 |
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hmd.distortionK[1] = 0.22f; // HMD lens distortion constant parameter 1 |
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hmd.distortionK[2] = 0.24f; // HMD lens distortion constant parameter 2 |
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hmd.distortionK[3] = 0.0f; // HMD lens distortion constant parameter 3 |
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hmd.chromaAbCorrection[0] = 0.996f; // HMD chromatic aberration correction parameter 0 |
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hmd.chromaAbCorrection[1] = -0.004f; // HMD chromatic aberration correction parameter 1 |
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hmd.chromaAbCorrection[2] = 1.014f; // HMD chromatic aberration correction parameter 2 |
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hmd.chromaAbCorrection[3] = 0.0f; // HMD chromatic aberration correction parameter 3 |
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TraceLog(WARNING, "Initializing VR Simulator (Oculus Rift CV1)"); |
|
|
|
} |
|
|
|
else |
|
|
|
{ |
|
|
|
TraceLog(WARNING, "VR Simulator doesn't support current device yet,"); |
|
|
|
TraceLog(WARNING, "using default VR Simulator parameters"); |
|
|
|
} |
|
|
|
|
|
|
|
// Initialize framebuffer and textures for stereo rendering |
|
|
|
// NOTE: screen size should match HMD aspect ratio |
|
|
|
vrConfig.stereoFbo = rlglLoadRenderTexture(screenWidth, screenHeight); |
|
|
|
|
|
|
|
// Load distortion shader (initialized by default with Oculus Rift CV1 parameters) |
|
|
|
vrConfig.distortionShader.id = LoadShaderProgram(vDistortionShaderStr, fDistortionShaderStr); |
|
|
|
if (vrConfig.distortionShader.id != 0) LoadDefaultShaderLocations(&vrConfig.distortionShader); |
|
|
|
|
|
|
|
SetStereoConfig(hmd); |
|
|
|
|
|
|
|
vrSimulatorReady = true; |
|
|
|
#endif |
|
|
|
|
|
|
|
#if defined(GRAPHICS_API_OPENGL_11) |
|
|
|
TraceLog(WARNING, "VR device or simulator not supported on OpenGL 1.1"); |
|
|
|
TraceLog(WARNING, "VR Simulator not supported on OpenGL 1.1"); |
|
|
|
#endif |
|
|
|
} |
|
|
|
|
|
|
|
// Close VR device (or simulator) |
|
|
|
void CloseVrDevice(void) |
|
|
|
// Close VR simulator for current device |
|
|
|
void CloseVrSimulator(void) |
|
|
|
{ |
|
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) |
|
|
|
#if defined(RLGL_OCULUS_SUPPORT) |
|
|
|
if (vrDeviceReady) CloseOculusDevice(); |
|
|
|
else |
|
|
|
#endif |
|
|
|
if (vrSimulatorReady) |
|
|
|
{ |
|
|
|
rlDeleteRenderTextures(vrConfig.stereoFbo); // Unload stereo framebuffer and texture |
|
|
|
UnloadShader(vrConfig.distortionShader); // Unload distortion shader |
|
|
|
} |
|
|
|
#endif |
|
|
|
vrDeviceReady = false; |
|
|
|
} |
|
|
|
|
|
|
|
// Detect if VR device is available |
|
|
|
bool IsVrDeviceReady(void) |
|
|
|
{ |
|
|
|
return (vrDeviceReady && vrEnabled); |
|
|
|
} |
|
|
|
|
|
|
|
// Detect if VR simulator is running |
|
|
|
bool IsVrSimulator(void) |
|
|
|
bool IsVrSimulatorReady(void) |
|
|
|
{ |
|
|
|
return p">(vrSimulator && vrEnabled); |
|
|
|
return vrSimulatorReady; |
|
|
|
} |
|
|
|
|
|
|
|
// Enable/Disable VR experience (device or simulator) |
|
|
|
void ToggleVrMode(void) |
|
|
|
{ |
|
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) |
|
|
|
if (vrDeviceReady || vrSimulator) vrEnabled = !vrEnabled; |
|
|
|
else vrEnabled = false; |
|
|
|
vrSimulatorReady = !vrSimulatorReady; |
|
|
|
|
|
|
|
if (!vrEnabled) |
|
|
|
if (!vrSimulatorReady) |
|
|
|
{ |
|
|
|
vrStereoRender = false; |
|
|
|
|
|
|
|
// Reset viewport and default projection-modelview matrices |
|
|
|
rlViewport(0, 0, screenWidth, screenHeight); |
|
|
|
projection = MatrixOrtho(0, screenWidth, screenHeight, 0, 0.0f, 1.0f); |
|
|
|
MatrixTranspose(&projection); |
|
|
|
modelview = MatrixIdentity(); |
|
|
|
} |
|
|
|
else vrStereoRender = true; |
|
|
|
#endif |
|
|
|
} |
|
|
|
|
|
|
@ -2764,37 +2663,29 @@ void ToggleVrMode(void) |
|
|
|
// NOTE: Camera (position, target, up) gets update with head tracking information |
|
|
|
void UpdateVrTracking(Camera *camera) |
|
|
|
{ |
|
|
|
#if defined(RLGL_OCULUS_SUPPORT) |
|
|
|
if (vrDeviceReady) UpdateOculusTracking(camera); |
|
|
|
#endif |
|
|
|
// TODO: Simulate 1st person camera system |
|
|
|
} |
|
|
|
|
|
|
|
// Begin Oculus drawing configuration |
|
|
|
void BeginVrDrawing(void) |
|
|
|
{ |
|
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) |
|
|
|
#if defined(RLGL_OCULUS_SUPPORT) |
|
|
|
if (vrDeviceReady) |
|
|
|
{ |
|
|
|
BeginOculusDrawing(); |
|
|
|
} |
|
|
|
else |
|
|
|
#endif |
|
|
|
if (vrSimulatorReady) |
|
|
|
{ |
|
|
|
// Setup framebuffer for stereo rendering |
|
|
|
rlEnableRenderTexture(vrConfig.stereoFbo.id); |
|
|
|
} |
|
|
|
|
|
|
|
// NOTE: If your application is configured to treat the texture as a linear format (e.g. GL_RGBA) |
|
|
|
// and performs linear-to-gamma conversion in GLSL or does not care about gamma-correction, then: |
|
|
|
// - Require OculusBuffer format to be OVR_FORMAT_R8G8B8A8_UNORM_SRGB |
|
|
|
// - Do NOT enable GL_FRAMEBUFFER_SRGB |
|
|
|
//glEnable(GL_FRAMEBUFFER_SRGB); |
|
|
|
// NOTE: If your application is configured to treat the texture as a linear format (e.g. GL_RGBA) |
|
|
|
// and performs linear-to-gamma conversion in GLSL or does not care about gamma-correction, then: |
|
|
|
// - Require OculusBuffer format to be OVR_FORMAT_R8G8B8A8_UNORM_SRGB |
|
|
|
// - Do NOT enable GL_FRAMEBUFFER_SRGB |
|
|
|
//glEnable(GL_FRAMEBUFFER_SRGB); |
|
|
|
|
|
|
|
//glViewport(0, 0, buffer.width, buffer.height); // Useful if rendering to separate framebuffers (every eye) |
|
|
|
rlClearScreenBuffers(); // Clear current framebuffer(s) |
|
|
|
|
|
|
|
vrRendering = true; |
|
|
|
//glViewport(0, 0, buffer.width, buffer.height); // Useful if rendering to separate framebuffers (every eye) |
|
|
|
rlClearScreenBuffers(); // Clear current framebuffer(s) |
|
|
|
|
|
|
|
vrStereoRender = true; |
|
|
|
} |
|
|
|
#endif |
|
|
|
} |
|
|
|
|
|
|
@ -2802,18 +2693,13 @@ void BeginVrDrawing(void) |
|
|
|
void EndVrDrawing(void) |
|
|
|
{ |
|
|
|
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) |
|
|
|
#if defined(RLGL_OCULUS_SUPPORT) |
|
|
|
if (vrDeviceReady) |
|
|
|
{ |
|
|
|
EndOculusDrawing(); |
|
|
|
} |
|
|
|
else |
|
|
|
#endif |
|
|
|
if (vrSimulatorReady) |
|
|
|
{ |
|
|
|
// Unbind current framebuffer |
|
|
|
rlDisableRenderTexture(); |
|
|
|
vrStereoRender = false; // Disable stereo render |
|
|
|
|
|
|
|
rlDisableRenderTexture(); // Unbind current framebuffer |
|
|
|
|
|
|
|
rlClearScreenBuffers(); // Clear current framebuffer |
|
|
|
rlClearScreenBuffers(); // Clear current framebuffer |
|
|
|
|
|
|
|
// Set viewport to default framebuffer size (screen size) |
|
|
|
rlViewport(0, 0, screenWidth, screenHeight); |
|
|
@ -2855,15 +2741,21 @@ void EndVrDrawing(void) |
|
|
|
|
|
|
|
rlDisableTexture(); |
|
|
|
|
|
|
|
// Update and draw render texture fbo with distortion to backbuffer |
|
|
|
UpdateDefaultBuffers(); |
|
|
|
DrawDefaultBuffers(1); |
|
|
|
|
|
|
|
DrawDefaultBuffers(); |
|
|
|
|
|
|
|
// Restore defaultShader |
|
|
|
currentShader = defaultShader; |
|
|
|
} |
|
|
|
|
|
|
|
rlDisableDepthTest(); |
|
|
|
|
|
|
|
vrRendering = false; |
|
|
|
// Reset viewport and default projection-modelview matrices |
|
|
|
rlViewport(0, 0, screenWidth, screenHeight); |
|
|
|
projection = MatrixOrtho(0, screenWidth, screenHeight, 0, 0.0f, 1.0f); |
|
|
|
MatrixTranspose(&projection); |
|
|
|
modelview = MatrixIdentity(); |
|
|
|
|
|
|
|
rlDisableDepthTest(); |
|
|
|
} |
|
|
|
#endif |
|
|
|
} |
|
|
|
|
|
|
@ -3405,10 +3297,13 @@ static void UpdateDefaultBuffers(void) |
|
|
|
|
|
|
|
// Draw default internal buffers vertex data |
|
|
|
// NOTE: We draw in this order: lines, triangles, quads |
|
|
|
static void DrawDefaultBuffers(kt">int eyesCount) |
|
|
|
static void DrawDefaultBuffers() |
|
|
|
{ |
|
|
|
Matrix matProjection = projection; |
|
|
|
Matrix matModelView = modelview; |
|
|
|
|
|
|
|
int eyesCount = 1; |
|
|
|
if (vrStereoRender) eyesCount = 2; |
|
|
|
|
|
|
|
for (int eye = 0; eye < eyesCount; eye++) |
|
|
|
{ |
|
|
@ -3693,47 +3588,19 @@ static void SetStereoConfig(VrDeviceInfo hmd) |
|
|
|
// Set internal projection and modelview matrix depending on eyes tracking data |
|
|
|
static void SetStereoView(int eye, Matrix matProjection, Matrix matModelView) |
|
|
|
{ |
|
|
|
if (vrEnabled) |
|
|
|
{ |
|
|
|
Matrix eyeProjection = matProjection; |
|
|
|
Matrix eyeModelView = matModelView; |
|
|
|
Matrix eyeProjection = matProjection; |
|
|
|
Matrix eyeModelView = matModelView; |
|
|
|
|
|
|
|
#if defined(RLGL_OCULUS_SUPPORT) |
|
|
|
if (vrDeviceReady) |
|
|
|
{ |
|
|
|
rlViewport(layer.eyeLayer.Viewport[eye].Pos.x, layer.eyeLayer.Viewport[eye].Pos.y, |
|
|
|
layer.eyeLayer.Viewport[eye].Size.w, layer.eyeLayer.Viewport[eye].Size.h); |
|
|
|
|
|
|
|
Quaternion 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]; |
|
|
|
} |
|
|
|
else |
|
|
|
#endif |
|
|
|
{ |
|
|
|
// Setup viewport and projection/modelview matrices using tracking data |
|
|
|
rlViewport(eye*screenWidth/2, 0, screenWidth/2, screenHeight); |
|
|
|
// Setup viewport and projection/modelview matrices using tracking data |
|
|
|
rlViewport(eye*screenWidth/2, 0, screenWidth/2, screenHeight); |
|
|
|
|
|
|
|
// Apply view offset to modelview matrix |
|
|
|
eyeModelView = MatrixMultiply(matModelView, vrConfig.eyesViewOffset[eye]); |
|
|
|
// Apply view offset to modelview matrix |
|
|
|
eyeModelView = MatrixMultiply(matModelView, vrConfig.eyesViewOffset[eye]); |
|
|
|
|
|
|
|
eyeProjection = vrConfig.eyesProjection[eye]; |
|
|
|
} |
|
|
|
eyeProjection = vrConfig.eyesProjection[eye]; |
|
|
|
|
|
|
|
SetMatrixModelview(eyeModelView); |
|
|
|
SetMatrixProjection(eyeProjection); |
|
|
|
} |
|
|
|
SetMatrixModelview(eyeModelView); |
|
|
|
SetMatrixProjection(eyeProjection); |
|
|
|
} |
|
|
|
#endif //defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) |
|
|
|
|
|
|
@ -3864,304 +3731,6 @@ static Color *GenNextMipmap(Color *srcData, int srcWidth, int srcHeight) |
|
|
|
} |
|
|
|
#endif |
|
|
|
|
|
|
|
#if defined(RLGL_OCULUS_SUPPORT) |
|
|
|
// Initialize Oculus device (returns true if success) |
|
|
|
OCULUSAPI 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(WARNING, "OVR: Could not create Oculus session"); |
|
|
|
ovr_Shutdown(); |
|
|
|
} |
|
|
|
else |
|
|
|
{ |
|
|
|
hmdDesc = ovr_GetHmdDesc(session); |
|
|
|
|
|
|
|
TraceLog(INFO, "OVR: Product Name: %s", hmdDesc.ProductName); |
|
|
|
TraceLog(INFO, "OVR: Manufacturer: %s", hmdDesc.Manufacturer); |
|
|
|
TraceLog(INFO, "OVR: Product ID: %i", hmdDesc.ProductId); |
|
|
|
TraceLog(INFO, "OVR: Product Type: %i", hmdDesc.Type); |
|
|
|
//TraceLog(INFO, "OVR: Serial Number: %s", hmdDesc.SerialNumber); |
|
|
|
TraceLog(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; |
|
|
|
vrEnabled = true; |
|
|
|
} |
|
|
|
} |
|
|
|
|
|
|
|
return oculusReady; |
|
|
|
} |
|
|
|
|
|
|
|
// Close Oculus device (and unload buffers) |
|
|
|
OCULUSAPI 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 |
|
|
|
OCULUSAPI 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(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 |
|
|
|
OCULUSAPI void BeginOculusDrawing(void) |
|
|
|
{ |
|
|
|
GLuint currentTexId; |
|
|
|
int currentIndex; |
|
|
|
|
|
|
|
ovr_GetTextureSwapChainCurrentIndex(session, buffer.textureChain, ¤tIndex); |
|
|
|
ovr_GetTextureSwapChainBufferGL(session, buffer.textureChain, currentIndex, ¤tTexId); |
|
|
|
|
|
|
|
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, buffer.fboId); |
|
|
|
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, currentTexId, 0); |
|
|
|
//glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, buffer.depthId, 0); // Already binded |
|
|
|
} |
|
|
|
|
|
|
|
// Finish Oculus drawing and blit framebuffer to mirror |
|
|
|
OCULUSAPI 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; |
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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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|
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|
if (!OVR_SUCCESS(result) || !textureCount) TraceLog(WARNING, "OVR: Unable to count swap chain textures"); |
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|
|
|
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|
for (int i = 0; i < textureCount; ++i) |
|
|
|
{ |
|
|
|
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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|
|
|
|
/* |
|
|
|
// 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); |
|
|
|
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(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 |
|
|
|
|
|
|
|
#if defined(RLGL_STANDALONE) |
|
|
|
// Output a trace log message |
|
|
|
// NOTE: Expected msgType: (0)Info, (1)Error, (2)Warning |
|
|
|