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								/*******************************************************************************************
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								*
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							 | 
							
								*   raylib [core] example - Oculus Rift CV1
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							 | 
							
								*
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							| 
								
							 | 
							
								*   Compile example using:
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							 | 
							
								*   gcc -o $(NAME_PART).exe $(FILE_NAME) -I..\src\external -I..\src\external\OculusSDK\LibOVR\Include /
							 | 
						
						
						
							| 
								
							 | 
							
								*       -L. -L..\src\external\OculusSDK\LibOVR -lLibOVRRT32_1 -lraylib -lglfw3 -lopengl32 -lgdi32 -std=c99 /
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							| 
								
							 | 
							
								*       -Wl,-allow-multiple-definition
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							 | 
							
								*
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							| 
								
							 | 
							
								*   #define SUPPORT_OCULUS_RIFT_CV1 / RLGL_OCULUS_SUPPORT
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							| 
								
							 | 
							
								*       Enable Oculus Rift CV1 functionality
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							| 
								
							 | 
							
								*
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							| 
								
							 | 
							
								*   This example has been created using raylib 1.5 (www.raylib.com)
							 | 
						
						
						
							| 
								
							 | 
							
								*   raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
							 | 
						
						
						
							| 
								
							 | 
							
								*
							 | 
						
						
						
							| 
								
							 | 
							
								*   Copyright (c) 2016 Ramon Santamaria (@raysan5)
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								*
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								********************************************************************************************/
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								#include "raylib.h"
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								#include "glad.h"                   // Required for: OpenGL types and functions declarations
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								#include "raymath.h"                // Required for: Vector3, Quaternion and Matrix functionality
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								#include <string.h>                 // Required for: memset()
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							 | 
							
								#include <stdlib.h>                 // Required for: exit()
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							 | 
							
								#include <stdio.h>                  // required for: vfprintf()
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								#include <stdarg.h>                 // Required for: va_list, va_start(), vfprintf(), va_end()
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								#define RLGL_OCULUS_SUPPORT         // Enable Oculus Rift code
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								#if defined(RLGL_OCULUS_SUPPORT)
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							 | 
							
								    #include "OVR_CAPI_GL.h"        // Oculus SDK for OpenGL
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								#endif
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								//----------------------------------------------------------------------------------
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							 | 
							
								// Defines and Macros
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								//----------------------------------------------------------------------------------
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							 | 
							
								// ...
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								//----------------------------------------------------------------------------------
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								// Types and Structures Definition
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								//----------------------------------------------------------------------------------
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								#if defined(RLGL_OCULUS_SUPPORT)
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							 | 
							
								// Oculus buffer type
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							 | 
							
								typedef struct OculusBuffer {
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							 | 
							
								    ovrTextureSwapChain textureChain;
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							 | 
							
								    GLuint depthId;
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								    GLuint fboId;
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								    int width;
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								    int height;
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								} OculusBuffer;
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								// Oculus mirror texture type
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								typedef struct OculusMirror {
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							 | 
							
								    ovrMirrorTexture texture;
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								    GLuint fboId;
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								    int width;
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								    int height;
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								} OculusMirror;
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								// Oculus layer type
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								typedef struct OculusLayer {
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							 | 
							
								    ovrViewScaleDesc viewScaleDesc;
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							 | 
							
								    ovrLayerEyeFov eyeLayer;      // layer 0
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							 | 
							
								    //ovrLayerQuad quadLayer;     // TODO: layer 1: '2D' quad for GUI
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								    Matrix eyeProjections[2];
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							 | 
							
								    int width;
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								    int height;
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							 | 
							
								} OculusLayer;
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							 | 
							
								#endif
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								//----------------------------------------------------------------------------------
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							 | 
							
								// Global Variables Definition
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								//----------------------------------------------------------------------------------
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								#if defined(RLGL_OCULUS_SUPPORT)
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							 | 
							
								// OVR device variables
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							 | 
							
								static ovrSession session;              // Oculus session (pointer to ovrHmdStruct)
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							 | 
							
								static ovrHmdDesc hmdDesc;              // Oculus device descriptor parameters
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							 | 
							
								static ovrGraphicsLuid luid;            // Oculus locally unique identifier for the program (64 bit)
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							 | 
							
								static OculusLayer layer;               // Oculus drawing layer (similar to photoshop)
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							 | 
							
								static OculusBuffer buffer;             // Oculus internal buffers (texture chain and fbo)
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								static OculusMirror mirror;             // Oculus mirror texture and fbo
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								static unsigned int frameIndex = 0;     // Oculus frames counter, used to discard frames from chain
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								#endif
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								//----------------------------------------------------------------------------------
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							 | 
							
								// Module specific Functions Declaration
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							 | 
							
								//----------------------------------------------------------------------------------
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							 | 
							
								#if defined(RLGL_OCULUS_SUPPORT)
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								static bool InitOculusDevice(void);                 // Initialize Oculus device (returns true if success)
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								static void CloseOculusDevice(void);                // Close Oculus device
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								static void UpdateOculusTracking(Camera *camera);   // Update Oculus head position-orientation tracking
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								static void BeginOculusDrawing(void);               // Setup Oculus buffers for drawing
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								static void EndOculusDrawing(void);                 // Finish Oculus drawing and blit framebuffer to mirror
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								static OculusBuffer LoadOculusBuffer(ovrSession session, int width, int height);    // Load Oculus required buffers
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								static void UnloadOculusBuffer(ovrSession session, OculusBuffer buffer);            // Unload texture required buffers
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								static OculusMirror LoadOculusMirror(ovrSession session, int width, int height);    // Load Oculus mirror buffers
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								static void UnloadOculusMirror(ovrSession session, OculusMirror mirror);            // Unload Oculus mirror buffers
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								static void BlitOculusMirror(ovrSession session, OculusMirror mirror);              // Copy Oculus screen buffer to mirror texture
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								static OculusLayer InitOculusLayer(ovrSession session);                             // Init Oculus layer (similar to photoshop)
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								static Matrix FromOvrMatrix(ovrMatrix4f ovrM);  // Convert from Oculus ovrMatrix4f struct to raymath Matrix struct
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							 | 
							
								#endif
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								int main()
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								{
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								    // Initialization
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								    //--------------------------------------------------------------------------------------
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								    int screenWidth = 1080;
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							 | 
							
								    int screenHeight = 600;
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							 | 
							
								    // NOTE: screenWidth/screenHeight should match VR device aspect ratio
							 | 
						
						
						
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							 | 
							
								    
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							| 
								
							 | 
							
								    InitWindow(screenWidth, screenHeight, "raylib [core] example - oculus rift");
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							 | 
							
								    bool vrDeviceReady = InitOculusDevice();            // Init VR device Oculus Rift CV1
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							 | 
							
								    if (!vrDeviceReady) InitVrSimulator(HMD_OCULUS_RIFT_CV1); // Init VR simulator if device fails
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								    // Define the camera to look into our 3d world
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								    Camera camera;
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							 | 
							
								    camera.position = (Vector3){ 5.0f, 2.0f, 5.0f };    // Camera position
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							 | 
							
								    camera.target = (Vector3){ 0.0f, 2.0f, 0.0f };      // Camera looking at point
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								    camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };          // Camera up vector (rotation towards target)
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							 | 
							
								    camera.fovy = 60.0f;                                // Camera field-of-view Y
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							 | 
							
								    Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
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							 | 
							
								    SetCameraMode(camera, CAMERA_FIRST_PERSON);         // Set first person camera mode
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								    SetTargetFPS(90);                   // Set our game to run at 90 frames-per-second
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							 | 
							
								    //--------------------------------------------------------------------------------------
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								    // Main game loop
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								    while (!WindowShouldClose())        // Detect window close button or ESC key
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								    {
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								        // Update
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								        //----------------------------------------------------------------------------------
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								        if (!vrDeviceReady) UpdateCamera(&camera);      // Update camera (simulator mode)
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							| 
								
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								        else UpdateOculusTracking(&camera);             // Update camera with device tracking data
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								        if (IsKeyPressed(KEY_SPACE)) ToggleVrMode();    // Toggle VR mode
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								        //----------------------------------------------------------------------------------
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								        // Draw
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							 | 
							
								        //----------------------------------------------------------------------------------
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								        BeginDrawing();
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							 | 
							
								            ClearBackground(RAYWHITE);
							 | 
						
						
						
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							 | 
							
								            
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							 | 
							
								            if (vrDeviceReady) BeginOculusDrawing();
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							 | 
							
								            else BeginVrDrawing();
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							 | 
							
								            BeginMode3D(camera);
							 | 
						
						
						
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							 | 
						
						
						
							| 
								
							 | 
							
								                DrawCube(cubePosition, 2.0f, 2.0f, 2.0f, RED);
							 | 
						
						
						
							| 
								
							 | 
							
								                DrawCubeWires(cubePosition, 2.0f, 2.0f, 2.0f, MAROON);
							 | 
						
						
						
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							 | 
							
								                DrawGrid(40, 1.0f);
							 | 
						
						
						
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								            EndMode3D();
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							 | 
							
								            
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							 | 
							
								            if (vrDeviceReady) EndOculusDrawing();
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							 | 
							
								            else EndVrDrawing();
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								            DrawFPS(10, 10);
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								        EndDrawing();
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								        //----------------------------------------------------------------------------------
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							 | 
							
								    }
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								    // De-Initialization
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							 | 
							
								    //--------------------------------------------------------------------------------------
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							| 
								
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								    if (vrDeviceReady) CloseOculusDevice();
							 | 
						
						
						
							| 
								
							 | 
							
								    else CloseVrSimulator();
							 | 
						
						
						
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							 | 
							
								    
							 | 
						
						
						
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							 | 
							
								    CloseWindow();          // Close window and OpenGL context
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							 | 
							
								    //--------------------------------------------------------------------------------------
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								    return 0;
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							 | 
							
								}
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								//----------------------------------------------------------------------------------
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								// Module specific Functions Definition
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								//----------------------------------------------------------------------------------
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								#if defined(RLGL_OCULUS_SUPPORT)
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							 | 
							
								// Set internal projection and modelview matrix depending on eyes tracking data
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							 | 
							
								static void SetStereoView(int eye, Matrix matProjection, Matrix matModelView)
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							| 
								
							 | 
							
								{
							 | 
						
						
						
							| 
								
							 | 
							
								    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(LOG_WARNING, "OVR: Could not create Oculus session");
							 | 
						
						
						
							| 
								
							 | 
							
								            ovr_Shutdown();
							 | 
						
						
						
							| 
								
							 | 
							
								        }
							 | 
						
						
						
							| 
								
							 | 
							
								        else
							 | 
						
						
						
							| 
								
							 | 
							
								        {
							 | 
						
						
						
							| 
								
							 | 
							
								            hmdDesc = ovr_GetHmdDesc(session);
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								            TraceLog(LOG_INFO, "OVR: Product Name: %s", hmdDesc.ProductName);
							 | 
						
						
						
							| 
								
							 | 
							
								            TraceLog(LOG_INFO, "OVR: Manufacturer: %s", hmdDesc.Manufacturer);
							 | 
						
						
						
							| 
								
							 | 
							
								            TraceLog(LOG_INFO, "OVR: Product ID: %i", hmdDesc.ProductId);
							 | 
						
						
						
							| 
								
							 | 
							
								            TraceLog(LOG_INFO, "OVR: Product Type: %i", hmdDesc.Type);
							 | 
						
						
						
							| 
								
							 | 
							
								            //TraceLog(LOG_INFO, "OVR: Serial Number: %s", hmdDesc.SerialNumber);
							 | 
						
						
						
							| 
								
							 | 
							
								            TraceLog(LOG_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(LOG_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, ¤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
							 | 
						
						
						
							| 
								
							 | 
							
								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(LOG_WARNING, "OVR: Failed to create swap textures buffer");
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								    int textureCount = 0;
							 | 
						
						
						
							| 
								
							 | 
							
								    ovr_GetTextureSwapChainLength(session, buffer.textureChain, &textureCount);
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								    if (!OVR_SUCCESS(result) || !textureCount) TraceLog(LOG_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(LOG_WARNING, "Could not create mirror texture");
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								    glGenFramebuffers(1, &mirror.fboId);
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								    return mirror;
							 | 
						
						
						
							| 
								
							 | 
							
								}
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								// Unload Oculus mirror buffers
							 | 
						
						
						
							| 
								
							 | 
							
								static void UnloadOculusMirror(ovrSession session, OculusMirror mirror)
							 | 
						
						
						
							| 
								
							 | 
							
								{
							 | 
						
						
						
							| 
								
							 | 
							
								    if (mirror.fboId != 0) glDeleteFramebuffers(1, &mirror.fboId);
							 | 
						
						
						
							| 
								
							 | 
							
								    if (mirror.texture) ovr_DestroyMirrorTexture(session, mirror.texture);
							 | 
						
						
						
							| 
								
							 | 
							
								}
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								// Copy Oculus screen buffer to mirror texture
							 | 
						
						
						
							| 
								
							 | 
							
								static void BlitOculusMirror(ovrSession session, OculusMirror mirror)
							 | 
						
						
						
							| 
								
							 | 
							
								{
							 | 
						
						
						
							| 
								
							 | 
							
								    GLuint mirrorTextureId;
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								    ovr_GetMirrorTextureBufferGL(session, mirror.texture, &mirrorTextureId);
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								    glBindFramebuffer(GL_READ_FRAMEBUFFER, mirror.fboId);
							 | 
						
						
						
							| 
								
							 | 
							
								    glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mirrorTextureId, 0);
							 | 
						
						
						
							| 
								
							 | 
							
								#if defined(GRAPHICS_API_OPENGL_33)
							 | 
						
						
						
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								    // NOTE: glBlitFramebuffer() requires extension: GL_EXT_framebuffer_blit (not available in OpenGL ES 2.0)
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								    glBlitFramebuffer(0, 0, mirror.width, mirror.height, 0, mirror.height, mirror.width, 0, GL_COLOR_BUFFER_BIT, GL_NEAREST);
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								#endif
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								    glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
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								}
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								// Init Oculus layer (similar to photoshop)
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								static OculusLayer InitOculusLayer(ovrSession session)
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								{
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								    OculusLayer layer = { 0 };
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								    layer.viewScaleDesc.HmdSpaceToWorldScaleInMeters = 1.0f;
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								    memset(&layer.eyeLayer, 0, sizeof(ovrLayerEyeFov));
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								    layer.eyeLayer.Header.Type = ovrLayerType_EyeFov;
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								    layer.eyeLayer.Header.Flags = ovrLayerFlag_TextureOriginAtBottomLeft;
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								    ovrEyeRenderDesc eyeRenderDescs[2];
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								    for (int eye = 0; eye < 2; eye++)
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								    {
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								        eyeRenderDescs[eye] = ovr_GetRenderDesc(session, eye, hmdDesc.DefaultEyeFov[eye]);
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								        ovrMatrix4f ovrPerspectiveProjection = ovrMatrix4f_Projection(eyeRenderDescs[eye].Fov, 0.01f, 10000.0f, ovrProjection_None); //ovrProjection_ClipRangeOpenGL);
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								        layer.eyeProjections[eye] = FromOvrMatrix(ovrPerspectiveProjection);      // NOTE: struct ovrMatrix4f { float M[4][4] } --> struct Matrix
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								        layer.viewScaleDesc.HmdToEyeOffset[eye] = eyeRenderDescs[eye].HmdToEyeOffset;
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								        layer.eyeLayer.Fov[eye] = eyeRenderDescs[eye].Fov;
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								        ovrSizei eyeSize = ovr_GetFovTextureSize(session, eye, layer.eyeLayer.Fov[eye], 1.0f);
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								        layer.eyeLayer.Viewport[eye].Size = eyeSize;
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								        layer.eyeLayer.Viewport[eye].Pos.x = layer.width;
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								        layer.eyeLayer.Viewport[eye].Pos.y = 0;
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								        layer.height = eyeSize.h;     //std::max(renderTargetSize.y, (uint32_t)eyeSize.h);
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								        layer.width += eyeSize.w;
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								    }
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								    return layer;
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								}
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								// Convert from Oculus ovrMatrix4f struct to raymath Matrix struct
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								static Matrix FromOvrMatrix(ovrMatrix4f ovrmat)
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								{
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								    Matrix rmat;
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								    rmat.m0 = ovrmat.M[0][0];
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								    rmat.m1 = ovrmat.M[1][0];
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								    rmat.m2 = ovrmat.M[2][0];
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								    rmat.m3 = ovrmat.M[3][0];
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								    rmat.m4 = ovrmat.M[0][1];
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								    rmat.m5 = ovrmat.M[1][1];
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								    rmat.m6 = ovrmat.M[2][1];
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								    rmat.m7 = ovrmat.M[3][1];
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								    rmat.m8 = ovrmat.M[0][2];
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								    rmat.m9 = ovrmat.M[1][2];
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								    rmat.m10 = ovrmat.M[2][2];
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								    rmat.m11 = ovrmat.M[3][2];
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								    rmat.m12 = ovrmat.M[0][3];
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								    rmat.m13 = ovrmat.M[1][3];
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								    rmat.m14 = ovrmat.M[2][3];
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								    rmat.m15 = ovrmat.M[3][3];
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								    MatrixTranspose(&rmat);
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								    return rmat;
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								}
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								#endif
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