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authorraysan5 <[email protected]>2016-05-01 21:55:34 +0200
committerraysan5 <[email protected]>2016-05-01 21:55:34 +0200
commitcc39b4660a6a4e0c9a9939c2d9a445bcf102fe66 (patch)
treea78c80bf8f254a350e2ba01c8ba2b0200c47df7d /examples/oculus_glfw_sample/oculus_glfw_sample_new.c
parent6ca1fd59a9ec1b61f4e9b48ed979e643b1dbcb6d (diff)
downloadraylib-cc39b4660a6a4e0c9a9939c2d9a445bcf102fe66.tar.gz
raylib-cc39b4660a6a4e0c9a9939c2d9a445bcf102fe66.zip
New oculus sample to test...
Diffstat (limited to 'examples/oculus_glfw_sample/oculus_glfw_sample_new.c')
-rw-r--r--examples/oculus_glfw_sample/oculus_glfw_sample_new.c280
1 files changed, 280 insertions, 0 deletions
diff --git a/examples/oculus_glfw_sample/oculus_glfw_sample_new.c b/examples/oculus_glfw_sample/oculus_glfw_sample_new.c
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+++ b/examples/oculus_glfw_sample/oculus_glfw_sample_new.c
@@ -0,0 +1,280 @@
+
+#include <stdio.h>
+#include <stdlib.h>
+#include <string.h>
+
+#include "glad.h" // Extensions loading library
+#include <GLFW/glfw3.h>
+
+#include "OculusSDK/LibOVR/Include/OVR_CAPI_GL.h" // Oculus SDK for OpenGL
+
+#define FAIL(X) printf(X);
+
+typedef struct Vector2 {
+ float x;
+ float y;
+} Vector2;
+
+typedef struct Matrix {
+ float m0, m4, m8, m12;
+ float m1, m5, m9, m13;
+ float m2, m6, m10, m14;
+ float m3, m7, m11, m15;
+} Matrix;
+
+// RiftManagerApp class
+ovrSession session;
+ovrHmdDesc hmdDesc;
+ovrGraphicsLuid luid;
+
+// RiftApp class
+GLuint fbo = 0;
+GLuint depthBuffer = 0;
+ovrTextureSwapChain eyeTexture;
+
+GLuint mirrorFbo = 0;
+ovrMirrorTexture mirrorTexture;
+ovrEyeRenderDesc eyeRenderDescs[2];
+Matrix eyeProjections[2];
+
+ovrLayerEyeFov eyeLayer;
+ovrViewScaleDesc viewScaleDesc;
+
+Vector2 renderTargetSize;
+Vector2 mirrorSize;
+
+// GlfwApp class
+GLFWwindow *window = NULL;
+unsigned int frame = 0;
+
+static void ErrorCallback(int error, const char* description)
+{
+ fputs(description, stderr);
+}
+
+static void KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods)
+{
+ if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
+ {
+ glfwSetWindowShouldClose(window, GL_TRUE);
+ }
+}
+
+// Execute our example class
+int main()
+{
+ if (!OVR_SUCCESS(ovr_Initialize(NULL))) FAIL("Failed to initialize the Oculus SDK\n");
+
+ //result = ExampleApp().run(); // class ExampleApp : public RiftApp : public GlfwApp, public RiftManagerApp
+
+ if (!OVR_SUCCESS(ovr_Create(&session, &luid))) FAIL("Unable to create HMD session\n");
+ hmdDesc = ovr_GetHmdDesc(session);
+
+ // RiftApp() constructor
+ viewScaleDesc.HmdSpaceToWorldScaleInMeters = 1.0f;
+ memset(&eyeLayer, 0, sizeof(ovrLayerEyeFov));
+ eyeLayer.Header.Type = ovrLayerType_EyeFov;
+ eyeLayer.Header.Flags = ovrLayerFlag_TextureOriginAtBottomLeft;
+
+ //ovr::for_each_eye([&](ovrEyeType eye)
+ 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, 1000.0f, ovrProjection_ClipRangeOpenGL);
+ //eyeProjections[eye] = ovr::toGlm(ovrPerspectiveProjection);
+ viewScaleDesc.HmdToEyeOffset[eye] = eyeRenderDescs[eye].HmdToEyeOffset;
+
+ eyeLayer.Fov[eye] = eyeRenderDescs[eye].Fov;
+ ovrSizei eyeSize = ovr_GetFovTextureSize(session, eye, eyeLayer.Fov[eye], 1.0f);
+ eyeLayer.Viewport[eye].Size = eyeSize;
+ eyeLayer.Viewport[eye].Pos.x = renderTargetSize.x;
+ eyeLayer.Viewport[eye].Pos.y = 0;
+
+ renderTargetSize.y = renderTargetSize.y; // std::max(renderTargetSize.y, (uint32_t)eyeSize.h);
+ renderTargetSize.x += eyeSize.w;
+ }
+
+ // Make the on screen window 1/4 the resolution of the render target
+ mirrorSize = renderTargetSize;
+ mirrorSize.x /= 2;
+ mirrorSize.y /= 2;
+
+ // GLFWApp() constructor
+ if (!glfwInit()) FAIL("Failed to initialize GLFW\n"); // Initialize the GLFW system for creating and positioning windows
+ glfwSetErrorCallback(ErrorCallback);
+
+ ////preCreate();
+ glfwWindowHint(GLFW_DEPTH_BITS, 16);
+ glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
+ glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 1);
+ glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
+ glfwWindowHint(GLFW_OPENGL_DEBUG_CONTEXT, GL_TRUE);
+
+ //***************window = createRenderingTarget(windowSize, windowPosition); //GLFWwindow *createRenderingTarget(uvec2 & size, ivec2 & pos) = 0; //glfw::createWindow(_mirrorSize);
+ /*
+ GLFWwindow *createWindow(const uvec2 &size, const ivec2 &position = ivec2(INT_MIN))
+ {
+ GLFWwindow *window = glfwCreateWindow(size.x, size.y, "glfw", NULL, NULL); // size = mirrorSize
+
+ if (!window) FAIL("Unable to create rendering window\n");
+
+ if ((position.x > INT_MIN) && (position.y > INT_MIN)) // INT_MIN = -32767 // #define INT_MIN (-2147483647 - 1)
+ {
+ glfwSetWindowPos(window, position.x, position.y);
+ }
+
+ return window;
+ }
+ */
+
+ window = glfwCreateWindow(mirrorSize.x, mirrorSize.y, "glfw", NULL, NULL);
+
+ if (!window) FAIL("Unable to create OpenGL window\n");
+
+ ////postCreate();
+ //glfwSetWindowUserPointer(window, this); //// Useful to hack input callbacks
+ glfwSetKeyCallback(window, KeyCallback);
+ glfwMakeContextCurrent(window);
+
+ // Initialize the OpenGL extensions
+ if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) FAIL("GLAD failed\n");
+ /*
+ glewExperimental = GL_TRUE;
+ if (0 != glewInit()) FAIL("Failed to initialize GLEW\n");
+ glGetError();
+
+ if (GLEW_KHR_debug)
+ {
+ GLint v;
+ glGetIntegerv(GL_CONTEXT_FLAGS, &v);
+ if (v & GL_CONTEXT_FLAG_DEBUG_BIT) glDebugMessageCallback(glDebugCallbackHandler, this);
+ }
+ */
+
+ ////initGl();
+ {
+ // RiftApp::InitGL() ----->
+ //GlfwApp::initGl(); // virtual
+
+ // Disable the v-sync for buffer swap
+ glfwSwapInterval(0);
+
+ ovrTextureSwapChainDesc desc = {};
+ desc.Type = ovrTexture_2D;
+ desc.ArraySize = 1;
+ desc.Width = renderTargetSize.x;
+ desc.Height = renderTargetSize.y;
+ desc.MipLevels = 1;
+ desc.Format = OVR_FORMAT_R8G8B8A8_UNORM_SRGB;
+ desc.SampleCount = 1;
+ desc.StaticImage = ovrFalse;
+
+ ovrResult result = ovr_CreateTextureSwapChainGL(session, &desc, &eyeTexture);
+ eyeLayer.ColorTexture[0] = eyeTexture;
+
+ if (!OVR_SUCCESS(result)) FAIL("Failed to create swap textures");
+
+ int length = 0;
+ result = ovr_GetTextureSwapChainLength(session, eyeTexture, &length);
+
+ if (!OVR_SUCCESS(result) || !length) FAIL("Unable to count swap chain textures");
+
+ for (int i = 0; i < length; ++i)
+ {
+ GLuint chainTexId;
+ ovr_GetTextureSwapChainBufferGL(session, eyeTexture, 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);
+
+ // Set up the framebuffer object
+ glGenFramebuffers(1, &fbo);
+ glGenRenderbuffers(1, &depthBuffer);
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo);
+ glBindRenderbuffer(GL_RENDERBUFFER, depthBuffer);
+ glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, renderTargetSize.x, renderTargetSize.y);
+ glBindRenderbuffer(GL_RENDERBUFFER, 0);
+ glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthBuffer);
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
+
+ ovrMirrorTextureDesc mirrorDesc;
+ memset(&mirrorDesc, 0, sizeof(mirrorDesc));
+ mirrorDesc.Format = OVR_FORMAT_R8G8B8A8_UNORM_SRGB;
+ mirrorDesc.Width = mirrorSize.x;
+ mirrorDesc.Height = mirrorSize.y;
+
+ if (!OVR_SUCCESS(ovr_CreateMirrorTextureGL(session, &mirrorDesc, &mirrorTexture))) FAIL("Could not create mirror texture");
+
+ glGenFramebuffers(1, &mirrorFbo);
+
+ // RiftApp::InitGL() <------
+
+ glClearColor(0.2f, 0.2f, 0.2f, 0.0f);
+ glEnable(GL_DEPTH_TEST);
+ ovr_RecenterTrackingOrigin(session);
+
+ // TODO: Init cube scene --> cubeScene = std::shared_ptr<ColorCubeScene>(new ColorCubeScene());
+ }
+
+ while (!glfwWindowShouldClose(window))
+ {
+ frame++;
+ glfwPollEvents();
+
+ //update();
+
+ //draw(); ------>
+ ovrPosef eyePoses[2];
+ ovr_GetEyePoses(session, frame, ovrTrue, viewScaleDesc.HmdToEyeOffset, eyePoses, &eyeLayer.SensorSampleTime);
+
+ int curIndex;
+ ovr_GetTextureSwapChainCurrentIndex(session, eyeTexture, &curIndex);
+ GLuint curTexId;
+ ovr_GetTextureSwapChainBufferGL(session, eyeTexture, curIndex, &curTexId);
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo);
+ glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, curTexId, 0);
+
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
+ for (int eye = 0; eye < 2; eye++)
+ {
+ glViewport(eyeLayer.Viewport[eye].Pos.x, eyeLayer.Viewport[eye].Pos.y,
+ eyeLayer.Viewport[eye].Size.w, eyeLayer.Viewport[eye].Size.h);
+ eyeLayer.RenderPose[eye] = eyePoses[eye];
+
+ //renderScene(_eyeProjections[eye], ovr::toGlm(eyePoses[eye])); --> cubeScene->render(projection, glm::inverse(headPose));
+ }
+
+ glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
+ ovr_CommitTextureSwapChain(session, eyeTexture);
+ ovrLayerHeader *headerList = &eyeLayer.Header;
+
+ ovr_SubmitFrame(session, frame, &viewScaleDesc, &headerList, 1);
+
+ GLuint mirrorTextureId;
+ ovr_GetMirrorTextureBufferGL(session, mirrorTexture, &mirrorTextureId);
+ glBindFramebuffer(GL_READ_FRAMEBUFFER, mirrorFbo);
+ glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mirrorTextureId, 0);
+ glBlitFramebuffer(0, 0, mirrorSize.x, mirrorSize.y, 0, mirrorSize.y, mirrorSize.x, 0, GL_COLOR_BUFFER_BIT, GL_NEAREST);
+ glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
+ //draw() <-------------
+
+ glfwSwapBuffers(window); //finishFrame();
+ }
+
+ //shutdownGl(); // Delete scene: cubeScene.reset();
+
+ glfwDestroyWindow(window);
+ glfwTerminate();
+
+ ovr_Destroy(session);
+ ovr_Shutdown();
+
+ return 0;
+}