From 5d1f6616618d52f173a918f6a0378aeae1cb05ad Mon Sep 17 00:00:00 2001
From: raysan5 <raysan5@gmail.com>
Date: Tue, 14 Mar 2017 01:05:22 +0100
Subject: [PATCH] Remove Oculus support from code

Moved to custom example, now raylib only supports simulated VR
rendering.
Oculus code was too device dependant... waiting for OpenXR.
---
 examples/core_oculus_rift.c | 469 +++++++++++++++++++++++-
 src/core.c                  |   7 +-
 src/raylib.h                |  14 +-
 src/rlgl.c                  | 703 +++++++-----------------------------
 src/rlgl.h                  |  15 +-
 5 files changed, 610 insertions(+), 598 deletions(-)

diff --git a/examples/core_oculus_rift.c b/examples/core_oculus_rift.c
index eb628cd76..f1b0bd3bd 100644
--- a/examples/core_oculus_rift.c
+++ b/examples/core_oculus_rift.c
@@ -3,7 +3,12 @@
 *   raylib [core] example - Oculus Rift CV1
 *
 *   Compile example using:
-*   gcc -o $(NAME_PART).exe $(FILE_NAME) -L. -L..\src\external\OculusSDK\LibOVR -lLibOVRRT32_1 -lraylib -lglfw3 -lopengl32 -lgdi32 -std=c99
+*   gcc -o $(NAME_PART).exe $(FILE_NAME) -I..\src\external -I..\src\external\OculusSDK\LibOVR\Include /
+*       -L. -L..\src\external\OculusSDK\LibOVR -lLibOVRRT32_1 -lraylib -lglfw3 -lopengl32 -lgdi32 -std=c99 /
+*       -Wl,-allow-multiple-definition
+*
+*   #define SUPPORT_OCULUS_RIFT_CV1 / RLGL_OCULUS_SUPPORT
+*       Enable Oculus Rift CV1 functionality
 *
 *   This example has been created using raylib 1.5 (www.raylib.com)
 *   raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
@@ -14,6 +19,95 @@
 
 #include "raylib.h"
 
+#include "glad.h"                   // Required for: OpenGL types and functions declarations
+#include "raymath.h"                // Required for: Vector3, Quaternion and Matrix functionality
+
+#include <string.h>                 // Required for: memset()
+#include <stdlib.h>                 // Required for: exit()
+#include <stdio.h>                  // required for: vfprintf()
+#include <stdarg.h>                 // Required for: va_list, va_start(), vfprintf(), va_end()
+
+#define RLGL_OCULUS_SUPPORT         // Enable Oculus Rift code
+#if defined(RLGL_OCULUS_SUPPORT)
+    #include "OVR_CAPI_GL.h"        // Oculus SDK for OpenGL
+#endif
+
+//----------------------------------------------------------------------------------
+// Defines and Macros
+//----------------------------------------------------------------------------------
+// ...
+
+//----------------------------------------------------------------------------------
+// Types and Structures Definition
+//----------------------------------------------------------------------------------
+
+// TraceLog message types
+typedef enum { INFO = 0, ERROR, WARNING, DEBUG, OTHER } TraceLogType;
+
+#if defined(RLGL_OCULUS_SUPPORT)
+// Oculus buffer type
+typedef struct OculusBuffer {
+    ovrTextureSwapChain textureChain;
+    GLuint depthId;
+    GLuint fboId;
+    int width;
+    int height;
+} OculusBuffer;
+
+// Oculus mirror texture type
+typedef struct OculusMirror {
+    ovrMirrorTexture texture;
+    GLuint fboId;
+    int width;
+    int height;
+} OculusMirror;
+
+// Oculus layer type
+typedef struct OculusLayer {
+    ovrViewScaleDesc viewScaleDesc;
+    ovrLayerEyeFov eyeLayer;      // layer 0
+    //ovrLayerQuad quadLayer;     // TODO: layer 1: '2D' quad for GUI
+    Matrix eyeProjections[2];
+    int width;
+    int height;
+} OculusLayer;
+#endif
+
+//----------------------------------------------------------------------------------
+// Global Variables Definition
+//----------------------------------------------------------------------------------
+#if defined(RLGL_OCULUS_SUPPORT)
+// OVR device variables
+static ovrSession session;              // Oculus session (pointer to ovrHmdStruct)
+static ovrHmdDesc hmdDesc;              // Oculus device descriptor parameters
+static ovrGraphicsLuid luid;            // Oculus locally unique identifier for the program (64 bit)
+static OculusLayer layer;               // Oculus drawing layer (similar to photoshop)
+static OculusBuffer buffer;             // Oculus internal buffers (texture chain and fbo)
+static OculusMirror mirror;             // Oculus mirror texture and fbo
+static unsigned int frameIndex = 0;     // Oculus frames counter, used to discard frames from chain
+#endif
+
+//----------------------------------------------------------------------------------
+// Module specific Functions Declaration
+//----------------------------------------------------------------------------------
+#if defined(RLGL_OCULUS_SUPPORT)
+static bool InitOculusDevice(void);                 // Initialize Oculus device (returns true if success)
+static void CloseOculusDevice(void);                // Close Oculus device
+static void UpdateOculusTracking(Camera *camera);   // Update Oculus head position-orientation tracking
+static void BeginOculusDrawing(void);               // Setup Oculus buffers for drawing
+static void EndOculusDrawing(void);                 // Finish Oculus drawing and blit framebuffer to mirror
+
+static OculusBuffer LoadOculusBuffer(ovrSession session, int width, int height);    // Load Oculus required buffers
+static void UnloadOculusBuffer(ovrSession session, OculusBuffer buffer);            // Unload texture required buffers
+static OculusMirror LoadOculusMirror(ovrSession session, int width, int height);    // Load Oculus mirror buffers
+static void UnloadOculusMirror(ovrSession session, OculusMirror mirror);            // Unload Oculus mirror buffers
+static void BlitOculusMirror(ovrSession session, OculusMirror mirror);              // Copy Oculus screen buffer to mirror texture
+static OculusLayer InitOculusLayer(ovrSession session);                             // Init Oculus layer (similar to photoshop)
+static Matrix FromOvrMatrix(ovrMatrix4f ovrM);  // Convert from Oculus ovrMatrix4f struct to raymath Matrix struct
+#endif
+
+static void TraceLog(int msgType, const char *text, ...);
+
 int main()
 {
     // Initialization
@@ -25,8 +119,9 @@ int main()
     
     InitWindow(screenWidth, screenHeight, "raylib [core] example - oculus rift");
     
-    // NOTE: If device is not available, it fallbacks to default device (simulator)
-    InitVrDevice(HMD_OCULUS_RIFT_CV1);                  // Init VR device (Oculus Rift CV1)
+    bool vrDeviceReady = InitOculusDevice();            // Init VR device Oculus Rift CV1
+    
+    if (!vrDeviceReady) InitVrSimulator(HMD_OCULUS_RIFT_CV1); // Init VR simulator if device fails
     
     // Define the camera to look into our 3d world
     Camera camera;
@@ -47,10 +142,10 @@ int main()
     {
         // Update
         //----------------------------------------------------------------------------------
-        if (IsVrSimulator()) UpdateCamera(&camera);             // Update camera (simulator mode)
-        else if (IsVrDeviceReady()) UpdateVrTracking(&camera);  // Update camera with device tracking data
-        
-        if (IsKeyPressed(KEY_SPACE)) ToggleVrMode();            // Toggle VR mode
+        if (!vrDeviceReady) UpdateCamera(&camera);      // Update camera (simulator mode)
+        else UpdateOculusTracking(&camera);             // Update camera with device tracking data
+    
+        if (IsKeyPressed(KEY_SPACE)) ToggleVrMode();    // Toggle VR mode
         //----------------------------------------------------------------------------------
 
         // Draw
@@ -58,6 +153,9 @@ int main()
         BeginDrawing();
 
             ClearBackground(RAYWHITE);
+            
+            if (vrDeviceReady) BeginOculusDrawing();
+            else BeginVrDrawing();
 
             Begin3dMode(camera);
 
@@ -67,6 +165,9 @@ int main()
                 DrawGrid(40, 1.0f);
 
             End3dMode();
+            
+            if (vrDeviceReady) EndOculusDrawing();
+            else EndVrDrawing();
 
             DrawFPS(10, 10);
 
@@ -76,10 +177,362 @@ int main()
 
     // De-Initialization
     //--------------------------------------------------------------------------------------
-    CloseVrDevice();        // Close VR device
+    if (vrDeviceReady) CloseOculusDevice();
+    else CloseVrSimulator();
     
     CloseWindow();          // Close window and OpenGL context
     //--------------------------------------------------------------------------------------
 
     return 0;
 }
+
+//----------------------------------------------------------------------------------
+// Module specific Functions Definition
+//----------------------------------------------------------------------------------
+
+#if defined(RLGL_OCULUS_SUPPORT)
+// Set internal projection and modelview matrix depending on eyes tracking data
+static void SetStereoView(int eye, Matrix matProjection, Matrix matModelView)
+{
+    Matrix eyeProjection = matProjection;
+    Matrix eyeModelView = matModelView;
+
+    glViewport(layer.eyeLayer.Viewport[eye].Pos.x, layer.eyeLayer.Viewport[eye].Pos.y,
+               layer.eyeLayer.Viewport[eye].Size.w, layer.eyeLayer.Viewport[eye].Size.h);
+
+    Quaternion eyeRenderPose = (Quaternion){ layer.eyeLayer.RenderPose[eye].Orientation.x,
+                                             layer.eyeLayer.RenderPose[eye].Orientation.y,
+                                             layer.eyeLayer.RenderPose[eye].Orientation.z,
+                                             layer.eyeLayer.RenderPose[eye].Orientation.w };
+    QuaternionInvert(&eyeRenderPose);
+    Matrix eyeOrientation = QuaternionToMatrix(eyeRenderPose);
+    Matrix eyeTranslation = MatrixTranslate(-layer.eyeLayer.RenderPose[eye].Position.x,
+                                            -layer.eyeLayer.RenderPose[eye].Position.y,
+                                            -layer.eyeLayer.RenderPose[eye].Position.z);
+
+    Matrix eyeView = MatrixMultiply(eyeTranslation, eyeOrientation);    // Matrix containing eye-head movement
+    eyeModelView = MatrixMultiply(matModelView, eyeView);               // Combine internal camera matrix (modelview) wih eye-head movement
+
+    eyeProjection = layer.eyeProjections[eye];
+}
+
+// Initialize Oculus device (returns true if success)
+static bool InitOculusDevice(void)
+{
+    bool oculusReady = false;
+
+    ovrResult result = ovr_Initialize(NULL);
+
+    if (OVR_FAILURE(result)) TraceLog(WARNING, "OVR: Could not initialize Oculus device");
+    else
+    {
+        result = ovr_Create(&session, &luid);
+        if (OVR_FAILURE(result))
+        {
+            TraceLog(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;
+        }
+    }
+
+    return oculusReady;
+}
+
+// Close Oculus device (and unload buffers)
+static void CloseOculusDevice(void)
+{
+    UnloadOculusMirror(session, mirror);    // Unload Oculus mirror buffer
+    UnloadOculusBuffer(session, buffer);    // Unload Oculus texture buffers
+
+    ovr_Destroy(session);   // Free Oculus session data
+    ovr_Shutdown();         // Close Oculus device connection
+}
+
+// Update Oculus head position-orientation tracking
+static void UpdateOculusTracking(Camera *camera)
+{
+    frameIndex++;
+
+    ovrPosef eyePoses[2];
+    ovr_GetEyePoses(session, frameIndex, ovrTrue, layer.viewScaleDesc.HmdToEyeOffset, eyePoses, &layer.eyeLayer.SensorSampleTime);
+
+    layer.eyeLayer.RenderPose[0] = eyePoses[0];
+    layer.eyeLayer.RenderPose[1] = eyePoses[1];
+
+    // TODO: Update external camera with eyePoses data (position, orientation)
+    // NOTE: We can simplify to simple camera if we consider IPD and HMD device configuration again later
+    // it will be useful for the user to draw, lets say, billboards oriented to camera
+
+    // Get session status information
+    ovrSessionStatus sessionStatus;
+    ovr_GetSessionStatus(session, &sessionStatus);
+
+    if (sessionStatus.ShouldQuit) TraceLog(WARNING, "OVR: Session should quit...");
+    if (sessionStatus.ShouldRecenter) ovr_RecenterTrackingOrigin(session);
+    //if (sessionStatus.HmdPresent)  // HMD is present.
+    //if (sessionStatus.DisplayLost) // HMD was unplugged or the display driver was manually disabled or encountered a TDR.
+    //if (sessionStatus.HmdMounted)  // HMD is on the user's head.
+    //if (sessionStatus.IsVisible)   // the game or experience has VR focus and is visible in the HMD.
+}
+
+// Setup Oculus buffers for drawing
+static void BeginOculusDrawing(void)
+{
+    GLuint currentTexId;
+    int currentIndex;
+
+    ovr_GetTextureSwapChainCurrentIndex(session, buffer.textureChain, &currentIndex);
+    ovr_GetTextureSwapChainBufferGL(session, buffer.textureChain, currentIndex, &currentTexId);
+
+    glBindFramebuffer(GL_DRAW_FRAMEBUFFER, buffer.fboId);
+    glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, currentTexId, 0);
+    //glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, buffer.depthId, 0);    // Already binded
+}
+
+// Finish Oculus drawing and blit framebuffer to mirror
+static void EndOculusDrawing(void)
+{
+    // Unbind current framebuffer (Oculus buffer)
+    glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
+    glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
+
+    ovr_CommitTextureSwapChain(session, buffer.textureChain);
+
+    ovrLayerHeader *layers = &layer.eyeLayer.Header;
+    ovr_SubmitFrame(session, frameIndex, &layer.viewScaleDesc, &layers, 1);
+
+    // Blit mirror texture to back buffer
+    BlitOculusMirror(session, mirror);
+}
+
+// Load Oculus required buffers: texture-swap-chain, fbo, texture-depth
+static OculusBuffer LoadOculusBuffer(ovrSession session, int width, int height)
+{
+    OculusBuffer buffer;
+    buffer.width = width;
+    buffer.height = height;
+
+    // Create OVR texture chain
+    ovrTextureSwapChainDesc desc = {};
+    desc.Type = ovrTexture_2D;
+    desc.ArraySize = 1;
+    desc.Width = width;
+    desc.Height = height;
+    desc.MipLevels = 1;
+    desc.Format = OVR_FORMAT_R8G8B8A8_UNORM_SRGB;   // Requires glEnable(GL_FRAMEBUFFER_SRGB);
+    desc.SampleCount = 1;
+    desc.StaticImage = ovrFalse;
+
+    ovrResult result = ovr_CreateTextureSwapChainGL(session, &desc, &buffer.textureChain);
+
+    if (!OVR_SUCCESS(result)) TraceLog(WARNING, "OVR: Failed to create swap textures buffer");
+
+    int textureCount = 0;
+    ovr_GetTextureSwapChainLength(session, buffer.textureChain, &textureCount);
+
+    if (!OVR_SUCCESS(result) || !textureCount) TraceLog(WARNING, "OVR: Unable to count swap chain textures");
+
+    for (int i = 0; i < textureCount; ++i)
+    {
+        GLuint chainTexId;
+        ovr_GetTextureSwapChainBufferGL(session, buffer.textureChain, i, &chainTexId);
+        glBindTexture(GL_TEXTURE_2D, chainTexId);
+        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+    }
+
+    glBindTexture(GL_TEXTURE_2D, 0);
+
+    /*
+    // Setup framebuffer object (using depth texture)
+    glGenFramebuffers(1, &buffer.fboId);
+    glGenTextures(1, &buffer.depthId);
+    glBindTexture(GL_TEXTURE_2D, buffer.depthId);
+    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+    glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT16, buffer.width, buffer.height, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
+    */
+
+    // Setup framebuffer object (using depth renderbuffer)
+    glGenFramebuffers(1, &buffer.fboId);
+    glGenRenderbuffers(1, &buffer.depthId);
+    glBindFramebuffer(GL_DRAW_FRAMEBUFFER, buffer.fboId);
+    glBindRenderbuffer(GL_RENDERBUFFER, buffer.depthId);
+    glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, buffer.width, buffer.height);
+    glBindRenderbuffer(GL_RENDERBUFFER, 0);
+    glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, buffer.depthId);
+    glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
+
+    return buffer;
+}
+
+// Unload texture required buffers
+static void UnloadOculusBuffer(ovrSession session, OculusBuffer buffer)
+{
+    if (buffer.textureChain)
+    {
+        ovr_DestroyTextureSwapChain(session, buffer.textureChain);
+        buffer.textureChain = NULL;
+    }
+
+    if (buffer.depthId != 0) glDeleteTextures(1, &buffer.depthId);
+    if (buffer.fboId != 0) glDeleteFramebuffers(1, &buffer.fboId);
+}
+
+// Load Oculus mirror buffers
+static OculusMirror LoadOculusMirror(ovrSession session, int width, int height)
+{
+    OculusMirror mirror;
+    mirror.width = width;
+    mirror.height = height;
+
+    ovrMirrorTextureDesc mirrorDesc;
+    memset(&mirrorDesc, 0, sizeof(mirrorDesc));
+    mirrorDesc.Format = OVR_FORMAT_R8G8B8A8_UNORM_SRGB;
+    mirrorDesc.Width = mirror.width;
+    mirrorDesc.Height = mirror.height;
+
+    if (!OVR_SUCCESS(ovr_CreateMirrorTextureGL(session, &mirrorDesc, &mirror.texture))) TraceLog(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
+
+// Output a trace log message
+// NOTE: Expected msgType: (0)Info, (1)Error, (2)Warning
+static void TraceLog(int msgType, const char *text, ...)
+{
+    va_list args;
+    va_start(args, text);
+
+    switch (msgType)
+    {
+        case INFO: fprintf(stdout, "INFO: "); break;
+        case ERROR: fprintf(stdout, "ERROR: "); break;
+        case WARNING: fprintf(stdout, "WARNING: "); break;
+        case DEBUG: fprintf(stdout, "DEBUG: "); break;
+        default: break;
+    }
+
+    vfprintf(stdout, text, args);
+    fprintf(stdout, "\n");
+
+    va_end(args);
+
+    if (msgType == ERROR) exit(1);
+}
+
diff --git a/src/core.c b/src/core.c
index c0f5be83a..385493549 100644
--- a/src/core.c
+++ b/src/core.c
@@ -755,11 +755,8 @@ void End2dMode(void)
 void Begin3dMode(Camera camera)
 {
     rlglDraw();                         // Draw Buffers (Only OpenGL 3+ and ES2)
-
-    if (IsVrDeviceReady() || IsVrSimulator()) BeginVrDrawing();
-
+    
     rlMatrixMode(RL_PROJECTION);        // Switch to projection matrix
-
     rlPushMatrix();                     // Save previous matrix, which contains the settings for the 2d ortho projection
     rlLoadIdentity();                   // Reset current matrix (PROJECTION)
 
@@ -786,8 +783,6 @@ void End3dMode(void)
 {
     rlglDraw();                         // Process internal buffers (update + draw)
 
-    if (IsVrDeviceReady() || IsVrSimulator()) EndVrDrawing();
-
     rlMatrixMode(RL_PROJECTION);        // Switch to projection matrix
     rlPopMatrix();                      // Restore previous matrix (PROJECTION) from matrix stack
 
diff --git a/src/raylib.h b/src/raylib.h
index 856893783..e679e0115 100644
--- a/src/raylib.h
+++ b/src/raylib.h
@@ -687,6 +687,7 @@ RLAPI Color Fade(Color color, float alpha);                       // Color fade-
 
 RLAPI void SetConfigFlags(char flags);                            // Setup some window configuration flags
 RLAPI void ShowLogo(void);                                        // Activates raylib logo at startup (can be done with flags)
+//RLAPI void TraceLog(int logType, const char *text, ...);          // Trace log messages showing (INFO, WARNING, ERROR, DEBUG)
 
 RLAPI bool IsFileDropped(void);                                   // Check if a file have been dropped into window
 RLAPI char **GetDroppedFiles(int *count);                         // Retrieve dropped files into window
@@ -944,12 +945,13 @@ RLAPI void EndBlendMode(void);                                            // End
 // VR experience Functions (Module: rlgl)
 // NOTE: This functions are useless when using OpenGL 1.1
 //------------------------------------------------------------------------------------
-RLAPI void InitVrDevice(int vdDevice);            // Init VR device
-RLAPI void CloseVrDevice(void);                   // Close VR device
-RLAPI bool IsVrDeviceReady(void);                 // Detect if VR device is ready
-RLAPI bool IsVrSimulator(void);                   // Detect if VR simulator is running
-RLAPI void UpdateVrTracking(Camera *camera);      // Update VR tracking (position and orientation) and camera
-RLAPI void ToggleVrMode(void);                    // Enable/Disable VR experience (device or simulator)
+RLAPI void InitVrSimulator(int vrDevice);           // Init VR simulator for selected device
+RLAPI void CloseVrSimulator(void);                  // Close VR simulator for current device
+RLAPI bool IsVrSimulatorReady(void);                // Detect if VR device is ready
+RLAPI void UpdateVrTracking(Camera *camera);        // Update VR tracking (position and orientation) and camera
+RLAPI void ToggleVrMode(void);                      // Enable/Disable VR experience (device or simulator)
+RLAPI void BeginVrDrawing(void);                    // Begin VR simulator stereo rendering
+RLAPI void EndVrDrawing(void);                      // End VR simulator stereo rendering
 
 //------------------------------------------------------------------------------------
 // Audio Loading and Playing Functions (Module: audio)
diff --git a/src/rlgl.c b/src/rlgl.c
index ffc9d7413..009986244 100644
--- a/src/rlgl.c
+++ b/src/rlgl.c
@@ -37,9 +37,7 @@
 *
 *   #define SUPPORT_SHADER_DISTORTION
 *
-*
-*   #define SUPPORT_OCULUS_RIFT_CV1 / RLGL_OCULUS_SUPPORT
-*       Enable Oculus Rift CV1 functionality
+*   #define SUPPORT_VR_SIMULATION
 *
 *   #define SUPPORT_STEREO_RENDERING
 *
@@ -121,17 +119,6 @@
     #include "shader_distortion.h"  // Distortion shader to be embedded
 #endif
 
-//#define RLGL_OCULUS_SUPPORT       // Enable Oculus Rift code
-#if defined(RLGL_OCULUS_SUPPORT)
-    #include "external/OculusSDK/LibOVR/Include/OVR_CAPI_GL.h"    // Oculus SDK for OpenGL
-#endif
-
-#if defined(RLGL_STANDALONE)
-    #define OCULUSAPI
-#else
-    #define OCULUSAPI static
-#endif
-
 //----------------------------------------------------------------------------------
 // Defines and Macros
 //----------------------------------------------------------------------------------
@@ -187,15 +174,15 @@
 #endif
 
 #if defined(GRAPHICS_API_OPENGL_11)
-    #define GL_UNSIGNED_SHORT_5_6_5     0x8363
-    #define GL_UNSIGNED_SHORT_5_5_5_1   0x8034
-    #define GL_UNSIGNED_SHORT_4_4_4_4   0x8033
+    #define GL_UNSIGNED_SHORT_5_6_5             0x8363
+    #define GL_UNSIGNED_SHORT_5_5_5_1           0x8034
+    #define GL_UNSIGNED_SHORT_4_4_4_4           0x8033
 #endif
 
 #if defined(GRAPHICS_API_OPENGL_ES2)
-    #define glClearDepth            glClearDepthf
-    #define GL_READ_FRAMEBUFFER     GL_FRAMEBUFFER
-    #define GL_DRAW_FRAMEBUFFER     GL_FRAMEBUFFER
+    #define glClearDepth                glClearDepthf
+    #define GL_READ_FRAMEBUFFER         GL_FRAMEBUFFER
+    #define GL_DRAW_FRAMEBUFFER         GL_FRAMEBUFFER
 #endif
 
 // Default vertex attribute names on shader to set location points
@@ -267,32 +254,6 @@ typedef struct VrStereoConfig {
     Matrix eyesViewOffset[2];       // VR stereo rendering eyes view offset matrices
 } VrStereoConfig;
 
-#if defined(RLGL_OCULUS_SUPPORT)
-typedef struct OculusBuffer {
-    ovrTextureSwapChain textureChain;
-    GLuint depthId;
-    GLuint fboId;
-    int width;
-    int height;
-} OculusBuffer;
-
-typedef struct OculusMirror {
-    ovrMirrorTexture texture;
-    GLuint fboId;
-    int width;
-    int height;
-} OculusMirror;
-
-typedef struct OculusLayer {
-    ovrViewScaleDesc viewScaleDesc;
-    ovrLayerEyeFov eyeLayer;      // layer 0
-    //ovrLayerQuad quadLayer;     // TODO: layer 1: '2D' quad for GUI
-    Matrix eyeProjections[2];
-    int width;
-    int height;
-} OculusLayer;
-#endif
-
 //----------------------------------------------------------------------------------
 // Global Variables Definition
 //----------------------------------------------------------------------------------
@@ -343,24 +304,11 @@ static float maxAnisotropicLevel = 0.0f;        // Maximum anisotropy level supp
 // Extension supported flag: Clamp mirror wrap mode
 static bool texClampMirrorSupported = false;    // Clamp mirror wrap mode supported
 
-#if defined(RLGL_OCULUS_SUPPORT)
-// OVR device variables
-static ovrSession session;              // Oculus session (pointer to ovrHmdStruct)
-static ovrHmdDesc hmdDesc;              // Oculus device descriptor parameters
-static ovrGraphicsLuid luid;            // Oculus locally unique identifier for the program (64 bit)
-static OculusLayer layer;               // Oculus drawing layer (similar to photoshop)
-static OculusBuffer buffer;             // Oculus internal buffers (texture chain and fbo)
-static OculusMirror mirror;             // Oculus mirror texture and fbo
-static unsigned int frameIndex = 0;     // Oculus frames counter, used to discard frames from chain
-#endif
-
 // VR global variables
 static VrDeviceInfo hmd;                // Current VR device info
 static VrStereoConfig vrConfig;         // VR stereo configuration for simulator
-static bool vrDeviceReady = false;      // VR device ready flag
-static bool vrSimulator = false;        // VR simulator enabled flag
-static bool vrEnabled = false;          // VR experience enabled (device or simulator)
-static bool vrRendering = true;         // VR stereo rendering enabled/disabled flag
+static bool vrSimulatorReady = false;   // VR simulator ready flag
+static bool vrStereoRender = false;     // VR stereo rendering enabled/disabled flag
                                         // NOTE: This flag is useful to render data over stereo image (i.e. FPS)
 
 #if defined(GRAPHICS_API_OPENGL_ES2)
@@ -380,7 +328,7 @@ static int blendMode = 0;   // Track current blending mode
 // White texture useful for plain color polys (required by shader)
 static unsigned int whiteTexture;
 
-// Default framebuffer size (required by Oculus device)
+// Default framebuffer size
 static int screenWidth;     // Default framebuffer width
 static int screenHeight;    // Default framebuffer height
 
@@ -397,7 +345,7 @@ static void UnloadDefaultShader(void);      // Unload default shader
 
 static void LoadDefaultBuffers(void);       // Load default internal buffers (lines, triangles, quads)
 static void UpdateDefaultBuffers(void);     // Update default internal buffers (VAOs/VBOs) with vertex data
-static void DrawDefaultBuffers(int eyesCount); // Draw default internal buffers vertex data
+static void DrawDefaultBuffers(void);       // Draw default internal buffers vertex data
 static void UnloadDefaultBuffers(void);     // Unload default internal buffers vertex data from CPU and GPU
 
 // Configure stereo rendering (including distortion shader) with HMD device parameters
@@ -407,26 +355,6 @@ static void SetStereoConfig(VrDeviceInfo info);
 static void SetStereoView(int eye, Matrix matProjection, Matrix matModelView);
 #endif
 
-#if defined(RLGL_OCULUS_SUPPORT)
-#if !defined(RLGL_STANDALONE)
-static bool InitOculusDevice(void);                 // Initialize Oculus device (returns true if success)
-static void CloseOculusDevice(void);                // Close Oculus device
-static void UpdateOculusTracking(Camera *camera);   // Update Oculus head position-orientation tracking
-static void BeginOculusDrawing(void);               // Setup Oculus buffers for drawing
-static void EndOculusDrawing(void);                 // Finish Oculus drawing and blit framebuffer to mirror
-#endif
-
-static OculusBuffer LoadOculusBuffer(ovrSession session, int width, int height);    // Load Oculus required buffers
-static void UnloadOculusBuffer(ovrSession session, OculusBuffer buffer);            // Unload texture required buffers
-static OculusMirror LoadOculusMirror(ovrSession session, int width, int height);    // Load Oculus mirror buffers
-static void UnloadOculusMirror(ovrSession session, OculusMirror mirror);            // Unload Oculus mirror buffers
-static void BlitOculusMirror(ovrSession session, OculusMirror mirror);              // Copy Oculus screen buffer to mirror texture
-static OculusLayer InitOculusLayer(ovrSession session);                             // Init Oculus layer (similar to photoshop)
-static Matrix FromOvrMatrix(ovrMatrix4f ovrM);  // Convert from Oculus ovrMatrix4f struct to raymath Matrix struct
-#endif
-
-
-
 #if defined(GRAPHICS_API_OPENGL_11)
 static int GenerateMipmaps(unsigned char *data, int baseWidth, int baseHeight);
 static Color *GenNextMipmap(Color *srcData, int srcWidth, int srcHeight);
@@ -1352,9 +1280,7 @@ void rlglDraw(void)
 
     // NOTE: Default buffers upload and draw
     UpdateDefaultBuffers();
-
-    if (vrEnabled && vrRendering) DrawDefaultBuffers(2);
-    else DrawDefaultBuffers(1);
+    DrawDefaultBuffers();       // NOTE: Stereo rendering is checked inside
 #endif
 }
 
@@ -2018,9 +1944,6 @@ void rlglDrawMesh(Mesh mesh, Material material, Matrix transform)
 #endif
 
 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
-    int eyesCount = 1;
-    if (vrEnabled) eyesCount = 2;
-
     glUseProgram(material.shader.id);
 
     // Upload to shader material.colDiffuse
@@ -2153,6 +2076,9 @@ void rlglDrawMesh(Mesh mesh, Material material, Matrix transform)
         if (mesh.indices != NULL) glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, quads.vboId[3]);
     }
 
+    int eyesCount = 1;
+    if (vrStereoRender) eyesCount = 2;
+    
     for (int eye = 0; eye < eyesCount; eye++)
     {
         if (eyesCount == 2) SetStereoView(eye, matProjection, matModelView);
@@ -2617,146 +2543,119 @@ void EndBlendMode(void)
     BeginBlendMode(BLEND_ALPHA);
 }
 
-// Init VR device (or simulator)
-// NOTE: If device is not available, it fallbacks to default device (simulator)
+// Init VR simulator for selected device
 // NOTE: It modifies the global variable: VrDeviceInfo hmd
-void InitVrDevice(int vrDevice)
+void InitVrSimulator(int vrDevice)
 {
 #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
-    switch (vrDevice)
-    {
-        case HMD_DEFAULT_DEVICE: TraceLog(INFO, "Initializing default VR Device (Oculus Rift CV1)");
-        case HMD_OCULUS_RIFT_DK2:
-        case HMD_OCULUS_RIFT_CV1:
-        {
-#if defined(RLGL_OCULUS_SUPPORT)
-            vrDeviceReady = InitOculusDevice();
-#else
-            TraceLog(WARNING, "Oculus Rift not supported by default, recompile raylib with Oculus support");
-#endif
-        } break;
-        case HMD_VALVE_HTC_VIVE:
-        case HMD_SAMSUNG_GEAR_VR:
-        case HMD_GOOGLE_CARDBOARD:
-        case HMD_SONY_PLAYSTATION_VR:
-        case HMD_RAZER_OSVR:
-        case HMD_FOVE_VR: TraceLog(WARNING, "VR Device not supported");
-        default: break;
-    }
-
-    if (!vrDeviceReady)
-    {
-        TraceLog(WARNING, "VR Device not found: Initializing VR Simulator (Oculus Rift CV1)");
-
-        if (vrDevice == HMD_OCULUS_RIFT_DK2)
-        {
-            // Oculus Rift DK2 parameters
-            hmd.hResolution = 1280;                 // HMD horizontal resolution in pixels
-            hmd.vResolution = 800;                  // HMD vertical resolution in pixels
-            hmd.hScreenSize = 0.14976f;             // HMD horizontal size in meters
-            hmd.vScreenSize = 0.09356f;             // HMD vertical size in meters
-            hmd.vScreenCenter = 0.04678f;           // HMD screen center in meters
-            hmd.eyeToScreenDistance = 0.041f;       // HMD distance between eye and display in meters
-            hmd.lensSeparationDistance = 0.0635f;   // HMD lens separation distance in meters
-            hmd.interpupillaryDistance = 0.064f;    // HMD IPD (distance between pupils) in meters
-            hmd.distortionK[0] = 1.0f;              // HMD lens distortion constant parameter 0
-            hmd.distortionK[1] = 0.22f;             // HMD lens distortion constant parameter 1
-            hmd.distortionK[2] = 0.24f;             // HMD lens distortion constant parameter 2
-            hmd.distortionK[3] = 0.0f;              // HMD lens distortion constant parameter 3
-            hmd.chromaAbCorrection[0] = 0.996f;     // HMD chromatic aberration correction parameter 0
-            hmd.chromaAbCorrection[1] = -0.004f;    // HMD chromatic aberration correction parameter 1
-            hmd.chromaAbCorrection[2] = 1.014f;     // HMD chromatic aberration correction parameter 2
-            hmd.chromaAbCorrection[3] = 0.0f;       // HMD chromatic aberration correction parameter 3
-        }
-        else if ((vrDevice == HMD_DEFAULT_DEVICE) || (vrDevice == HMD_OCULUS_RIFT_CV1))
-        {
-            // Oculus Rift CV1 parameters
-            // NOTE: CV1 represents a complete HMD redesign compared to previous versions,
-            // new Fresnel-hybrid-asymmetric lenses have been added and, consequently,
-            // previous parameters (DK2) and distortion shader (DK2) doesn't work any more.
-            // I just defined a set of parameters for simulator that approximate to CV1 stereo rendering
-            // but result is not the same obtained with Oculus PC SDK.
-            hmd.hResolution = 2160;                 // HMD horizontal resolution in pixels
-            hmd.vResolution = 1200;                 // HMD vertical resolution in pixels
-            hmd.hScreenSize = 0.133793f;            // HMD horizontal size in meters
-            hmd.vScreenSize = 0.0669f;              // HMD vertical size in meters
-            hmd.vScreenCenter = 0.04678f;           // HMD screen center in meters
-            hmd.eyeToScreenDistance = 0.041f;       // HMD distance between eye and display in meters
-            hmd.lensSeparationDistance = 0.07f;     // HMD lens separation distance in meters
-            hmd.interpupillaryDistance = 0.07f;     // HMD IPD (distance between pupils) in meters
-            hmd.distortionK[0] = 1.0f;              // HMD lens distortion constant parameter 0
-            hmd.distortionK[1] = 0.22f;             // HMD lens distortion constant parameter 1
-            hmd.distortionK[2] = 0.24f;             // HMD lens distortion constant parameter 2
-            hmd.distortionK[3] = 0.0f;              // HMD lens distortion constant parameter 3
-            hmd.chromaAbCorrection[0] = 0.996f;     // HMD chromatic aberration correction parameter 0
-            hmd.chromaAbCorrection[1] = -0.004f;    // HMD chromatic aberration correction parameter 1
-            hmd.chromaAbCorrection[2] = 1.014f;     // HMD chromatic aberration correction parameter 2
-            hmd.chromaAbCorrection[3] = 0.0f;       // HMD chromatic aberration correction parameter 3
-        }
-
-        // 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);
-
-        vrSimulator = true;
-        vrEnabled = true;
-    }
+    if (vrDevice == HMD_OCULUS_RIFT_DK2)
+    {
+        // Oculus Rift DK2 parameters
+        hmd.hResolution = 1280;                 // HMD horizontal resolution in pixels
+        hmd.vResolution = 800;                  // HMD vertical resolution in pixels
+        hmd.hScreenSize = 0.14976f;             // HMD horizontal size in meters
+        hmd.vScreenSize = 0.09356f;             // HMD vertical size in meters
+        hmd.vScreenCenter = 0.04678f;           // HMD screen center in meters
+        hmd.eyeToScreenDistance = 0.041f;       // HMD distance between eye and display in meters
+        hmd.lensSeparationDistance = 0.0635f;   // HMD lens separation distance in meters
+        hmd.interpupillaryDistance = 0.064f;    // HMD IPD (distance between pupils) in meters
+        hmd.distortionK[0] = 1.0f;              // HMD lens distortion constant parameter 0
+        hmd.distortionK[1] = 0.22f;             // HMD lens distortion constant parameter 1
+        hmd.distortionK[2] = 0.24f;             // HMD lens distortion constant parameter 2
+        hmd.distortionK[3] = 0.0f;              // HMD lens distortion constant parameter 3
+        hmd.chromaAbCorrection[0] = 0.996f;     // HMD chromatic aberration correction parameter 0
+        hmd.chromaAbCorrection[1] = -0.004f;    // HMD chromatic aberration correction parameter 1
+        hmd.chromaAbCorrection[2] = 1.014f;     // HMD chromatic aberration correction parameter 2
+        hmd.chromaAbCorrection[3] = 0.0f;       // HMD chromatic aberration correction parameter 3
+        
+        TraceLog(WARNING, "Initializing VR Simulator (Oculus Rift DK2)");
+    }
+    else if ((vrDevice == HMD_DEFAULT_DEVICE) || (vrDevice == HMD_OCULUS_RIFT_CV1))
+    {
+        // Oculus Rift CV1 parameters
+        // NOTE: CV1 represents a complete HMD redesign compared to previous versions,
+        // new Fresnel-hybrid-asymmetric lenses have been added and, consequently,
+        // previous parameters (DK2) and distortion shader (DK2) doesn't work any more.
+        // I just defined a set of parameters for simulator that approximate to CV1 stereo rendering
+        // but result is not the same obtained with Oculus PC SDK.
+        hmd.hResolution = 2160;                 // HMD horizontal resolution in pixels
+        hmd.vResolution = 1200;                 // HMD vertical resolution in pixels
+        hmd.hScreenSize = 0.133793f;            // HMD horizontal size in meters
+        hmd.vScreenSize = 0.0669f;              // HMD vertical size in meters
+        hmd.vScreenCenter = 0.04678f;           // HMD screen center in meters
+        hmd.eyeToScreenDistance = 0.041f;       // HMD distance between eye and display in meters
+        hmd.lensSeparationDistance = 0.07f;     // HMD lens separation distance in meters
+        hmd.interpupillaryDistance = 0.07f;     // HMD IPD (distance between pupils) in meters
+        hmd.distortionK[0] = 1.0f;              // HMD lens distortion constant parameter 0
+        hmd.distortionK[1] = 0.22f;             // HMD lens distortion constant parameter 1
+        hmd.distortionK[2] = 0.24f;             // HMD lens distortion constant parameter 2
+        hmd.distortionK[3] = 0.0f;              // HMD lens distortion constant parameter 3
+        hmd.chromaAbCorrection[0] = 0.996f;     // HMD chromatic aberration correction parameter 0
+        hmd.chromaAbCorrection[1] = -0.004f;    // HMD chromatic aberration correction parameter 1
+        hmd.chromaAbCorrection[2] = 1.014f;     // HMD chromatic aberration correction parameter 2
+        hmd.chromaAbCorrection[3] = 0.0f;       // HMD chromatic aberration correction parameter 3
+        
+        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 (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(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, &currentIndex);
-    ovr_GetTextureSwapChainBufferGL(session, buffer.textureChain, currentIndex, &currentTexId);
-
-    glBindFramebuffer(GL_DRAW_FRAMEBUFFER, buffer.fboId);
-    glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, currentTexId, 0);
-    //glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, buffer.depthId, 0);    // Already binded
-}
-
-// Finish Oculus drawing and blit framebuffer to mirror
-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;
-    desc.Width = width;
-    desc.Height = height;
-    desc.MipLevels = 1;
-    desc.Format = OVR_FORMAT_R8G8B8A8_UNORM_SRGB;   // Requires glEnable(GL_FRAMEBUFFER_SRGB);
-    desc.SampleCount = 1;
-    desc.StaticImage = ovrFalse;
-
-    ovrResult result = ovr_CreateTextureSwapChainGL(session, &desc, &buffer.textureChain);
-
-    if (!OVR_SUCCESS(result)) TraceLog(WARNING, "OVR: Failed to create swap textures buffer");
-
-    int textureCount = 0;
-    ovr_GetTextureSwapChainLength(session, buffer.textureChain, &textureCount);
-
-    if (!OVR_SUCCESS(result) || !textureCount) TraceLog(WARNING, "OVR: Unable to count swap chain textures");
-
-    for (int i = 0; i < textureCount; ++i)
-    {
-        GLuint chainTexId;
-        ovr_GetTextureSwapChainBufferGL(session, buffer.textureChain, i, &chainTexId);
-        glBindTexture(GL_TEXTURE_2D, chainTexId);
-        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
-        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
-        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
-        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
-    }
-
-    glBindTexture(GL_TEXTURE_2D, 0);
-
-    /*
-    // Setup framebuffer object (using depth texture)
-    glGenFramebuffers(1, &buffer.fboId);
-    glGenTextures(1, &buffer.depthId);
-    glBindTexture(GL_TEXTURE_2D, buffer.depthId);
-    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
-    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
-    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
-    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
-    glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT16, buffer.width, buffer.height, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
-    */
-
-    // Setup framebuffer object (using depth renderbuffer)
-    glGenFramebuffers(1, &buffer.fboId);
-    glGenRenderbuffers(1, &buffer.depthId);
-    glBindFramebuffer(GL_DRAW_FRAMEBUFFER, buffer.fboId);
-    glBindRenderbuffer(GL_RENDERBUFFER, buffer.depthId);
-    glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, buffer.width, buffer.height);
-    glBindRenderbuffer(GL_RENDERBUFFER, 0);
-    glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, buffer.depthId);
-    glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
-
-    return buffer;
-}
-
-// Unload texture required buffers
-static void UnloadOculusBuffer(ovrSession session, OculusBuffer buffer)
-{
-    if (buffer.textureChain)
-    {
-        ovr_DestroyTextureSwapChain(session, buffer.textureChain);
-        buffer.textureChain = NULL;
-    }
-
-    if (buffer.depthId != 0) glDeleteTextures(1, &buffer.depthId);
-    if (buffer.fboId != 0) glDeleteFramebuffers(1, &buffer.fboId);
-}
-
-// Load Oculus mirror buffers
-static OculusMirror LoadOculusMirror(ovrSession session, int width, int height)
-{
-    OculusMirror mirror;
-    mirror.width = width;
-    mirror.height = height;
-
-    ovrMirrorTextureDesc mirrorDesc;
-    memset(&mirrorDesc, 0, sizeof(mirrorDesc));
-    mirrorDesc.Format = OVR_FORMAT_R8G8B8A8_UNORM_SRGB;
-    mirrorDesc.Width = mirror.width;
-    mirrorDesc.Height = mirror.height;
-
-    if (!OVR_SUCCESS(ovr_CreateMirrorTextureGL(session, &mirrorDesc, &mirror.texture))) TraceLog(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
diff --git a/src/rlgl.h b/src/rlgl.h
index 41f671e6e..344da9874 100644
--- a/src/rlgl.h
+++ b/src/rlgl.h
@@ -399,19 +399,12 @@ void EndBlendMode(void);                                            // End blend
 void TraceLog(int msgType, const char *text, ...);
 float *MatrixToFloat(Matrix mat);
 
-void InitVrDevice(int vrDevice);            // Init VR device
-void CloseVrDevice(void);                   // Close VR device
-bool IsVrDeviceReady(void);                 // Detect if VR device is ready
-bool IsVrSimulator(void);                   // Detect if VR simulator is running
+void InitVrSimulator(int vrDevice);         // Init VR simulator for selected device
+void CloseVrSimulator(void);                // Close VR simulator for current device
 void UpdateVrTracking(Camera *camera);      // Update VR tracking (position and orientation) and camera
 void ToggleVrMode(void);                    // Enable/Disable VR experience (device or simulator)
-
-// Oculus Rift API for direct access the device (no simulator)
-bool InitOculusDevice(void);                // Initialize Oculus device (returns true if success)
-void CloseOculusDevice(void);               // Close Oculus device
-void UpdateOculusTracking(Camera *camera);  // Update Oculus head position-orientation tracking (and camera)
-void BeginOculusDrawing(void);              // Setup Oculus buffers for drawing
-void EndOculusDrawing(void);                // Finish Oculus drawing and blit framebuffer to mirror
+void BeginVrDrawing(void);                  // Begin VR stereo rendering
+void EndVrDrawing(void);                    // End VR stereo rendering
 #endif
 
 #ifdef __cplusplus