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Starting work on VR simulator support

If Oculus device is not available or not initialized correctly,
simulated VR view is generated using stereo-rendering and distortion
pull/132/head
raysan5 8 jaren geleden
bovenliggende
commit
b01f5ff6a7
2 gewijzigde bestanden met toevoegingen van 113 en 39 verwijderingen
  1. +109
    -36
      src/rlgl.c
  2. +4
    -3
      src/rlgl.h

+ 109
- 36
src/rlgl.c Bestand weergeven

@ -76,6 +76,7 @@
#include "standard_shader.h" // Standard shader to embed
#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
@ -266,6 +267,8 @@ static OculusMirror mirror; // Oculus mirror texture and fbo
static unsigned int frameIndex = 0; // Oculus frames counter, used to discard frames from chain
#endif
static bool vrSimulator = false; // VR simulator (stereo rendering on window, without vr device)
// Compressed textures support flags
static bool texCompDXTSupported = false; // DDS texture compression support
static bool npotSupported = false; // NPOT textures full support
@ -306,7 +309,7 @@ static void SetShaderLights(Shader shader); // Sets shader uniform values for li
static char *ReadTextFile(const char *fileName);
#endif
#if defined(RLGL_OCULUS_SUPPORT) // Oculus Rift functions
#if defined(RLGL_OCULUS_SUPPORT)
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
@ -1158,8 +1161,8 @@ void rlglDraw(void)
}
*/
// NOTE: Default buffers always drawn at the end
UpdateDefaultBuffers();
DrawDefaultBuffers();
rlglUpdateDefaultBuffers();
rlglDrawDefaultBuffers();
#endif
}
@ -2471,57 +2474,86 @@ void DestroyLight(Light light)
#endif
}
#if defined(RLGL_OCULUS_SUPPORT)
// Init Oculus Rift device
// NOTE: Device initialization should be done before window creation?
// Init Oculus Rift device (or Oculus device simulator)
void InitOculusDevice(void)
{
#if defined(RLGL_OCULUS_SUPPORT)
// Initialize Oculus device
ovrResult result = ovr_Initialize(NULL);
if (OVR_FAILURE(result)) TraceLog(WARNING, "OVR: Could not initialize Oculus device");
result = ovr_Create(&session, &luid);
if (OVR_FAILURE(result))
{
TraceLog(WARNING, "OVR: Could not create Oculus session");
ovr_Shutdown();
TraceLog(WARNING, "OVR: Could not initialize Oculus device");
TraceLog(INFO, "VR: Initializing Oculus simulator");
vrSimulator = true;
}
else
{
result = ovr_Create(&session, &luid);
if (OVR_FAILURE(result))
{
TraceLog(WARNING, "OVR: Could not create Oculus session");
ovr_Shutdown();
TraceLog(INFO, "VR: Initializing Oculus simulator");
vrSimulator = true;
}
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);
}
}
#else
vrSimulator = true;
#endif
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);
if (vrSimulator)
{
// TODO: Initialize framebuffer and textures for stereo rendering
// TODO: Load oculus-distortion shader (oculus parameters setup internally)
}
}
// Close Oculus Rift device
// Close Oculus Rift device (or Oculus device simulator)
void CloseOculusDevice(void)
{
#if defined(RLGL_OCULUS_SUPPORT)
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
#endif
if (vrSimulator)
{
// TODO: Unload stereo framebuffer and texture
// TODO: Unload oculus-distortion shader
}
}
// Update Oculus Rift tracking (position and orientation)
void UpdateOculusTracking(void)
{
#if defined(RLGL_OCULUS_SUPPORT)
frameIndex++;
ovrPosef eyePoses[2];
@ -2540,10 +2572,21 @@ void UpdateOculusTracking(void)
//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.
#endif
if (vrSimulator)
{
// TODO: Use alternative inputs (mouse, keyboard) to simulate tracking data (eyes position/orientation)
}
}
// Set internal projection and modelview matrix depending on eyes tracking data
void SetOculusView(int eye)
{
Matrix eyeProjection;
Matrix eyeModelView;
#if defined(RLGL_OCULUS_SUPPORT)
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,
@ -2557,16 +2600,26 @@ void SetOculusView(int eye)
-layer.eyeLayer.RenderPose[eye].Position.z);
Matrix eyeView = MatrixMultiply(eyeTranslation, eyeOrientation); // Matrix containing eye-head movement
Matrix eyeModelView = MatrixMultiply(modelview, eyeView); // Combine internal camera matrix (modelview) wih eye-head movement
eyeModelView = MatrixMultiply(modelview, eyeView); // Combine internal camera matrix (modelview) wih eye-head movement
// TODO: Find a better way to get camera view matrix (instead of using internal modelview)
eyeProjection = layer.eyeProjections[eye];
#endif
if (vrSimulator)
{
// TODO: Setup viewport and projection/modelview matrices using tracking data
}
SetMatrixModelview(eyeModelView);
SetMatrixProjection(layer.eyeProjections[eye]);
SetMatrixProjection(eyeProjection);
}
// Begin Oculus drawing configuration
void BeginOculusDrawing(void)
{
#if defined(RLGL_OCULUS_SUPPORT)
GLuint currentTexId;
int currentIndex;
@ -2576,6 +2629,13 @@ void BeginOculusDrawing(void)
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
#endif
if (vrSimulator)
{
// TODO: Setup framebuffer for stereo rendering
//rlEnableRenderTexture(buffer.fboId);
}
// 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:
@ -2587,8 +2647,10 @@ void BeginOculusDrawing(void)
rlClearScreenBuffers(); // Clear current framebuffer(s)
}
// End Oculus drawing process (and desktop mirror)
void EndOculusDrawing(void)
{
#if defined(RLGL_OCULUS_SUPPORT)
// Unbind current framebuffer (Oculus buffer)
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
@ -2600,10 +2662,21 @@ void EndOculusDrawing(void)
// Blit mirror texture to back buffer
BlitOculusMirror(session, mirror);
#endif
if (vrSimulator)
{
// Unbind current framebuffer
//rlDisableRenderTexture();
// TODO: Draw RenderTexture (fbo) using distortion shader
//BeginShaderMode(distortion);
// TODO: DrawTextureRec(target.texture, (Rectangle){ 0, 0, target.texture.width, -target.texture.height }, (Vector2){ 0, 0 }, WHITE);
//EndShaderMode();
}
rlDisableDepthTest();
}
#endif
//----------------------------------------------------------------------------------
// Module specific Functions Definition

+ 4
- 3
src/rlgl.h Bestand weergeven

@ -48,7 +48,7 @@
// Choose opengl version here or just define it at compile time: -DGRAPHICS_API_OPENGL_33
//#define GRAPHICS_API_OPENGL_11 // Only available on PLATFORM_DESKTOP
//#define GRAPHICS_API_OPENGL_33 // Only available on PLATFORM_DESKTOP or PLATFORM_OCULUS
//#define GRAPHICS_API_OPENGL_33 // Only available on PLATFORM_DESKTOP and RLGL_OCULUS_SUPPORT
//#define GRAPHICS_API_OPENGL_ES2 // Only available on PLATFORM_ANDROID or PLATFORM_RPI or PLATFORM_WEB
// Security check in case no GRAPHICS_API_OPENGL_* defined
@ -304,6 +304,9 @@ void rlglDraw(void); // Draw VAO/VBO
void rlglInitGraphics(int offsetX, int offsetY, int width, int height); // Initialize Graphics (OpenGL stuff)
void rlglLoadExtensions(void *loader); // Load OpenGL extensions
void rlglUpdateDefaultBuffers(void); // Update default internal buffers (VAOs/VBOs) with vertex data
void rlglDrawDefaultBuffers(void); // Draw default internal buffers vertex data
unsigned int rlglLoadTexture(void *data, int width, int height, int textureFormat, int mipmapCount); // Load texture in GPU
RenderTexture2D rlglLoadRenderTexture(int width, int height); // Load a texture to be used for rendering (fbo with color and depth attachments)
void rlglUpdateTexture(unsigned int id, int width, int height, int format, void *data); // Update GPU texture with new data
@ -353,14 +356,12 @@ void DestroyLight(Light light); // Destroy a
void TraceLog(int msgType, const char *text, ...);
#endif
#if defined(RLGL_OCULUS_SUPPORT)
void InitOculusDevice(void); // Init Oculus Rift device
void CloseOculusDevice(void); // Close Oculus Rift device
void UpdateOculusTracking(void); // Update Oculus Rift tracking (position and orientation)
void SetOculusView(int eye); // Set internal projection and modelview matrix depending on eyes tracking data
void BeginOculusDrawing(void); // Begin Oculus drawing configuration
void EndOculusDrawing(void); // End Oculus drawing process (and desktop mirror)
#endif
#ifdef __cplusplus
}

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