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authorraysan5 <[email protected]>2017-03-14 01:05:22 +0100
committerraysan5 <[email protected]>2017-03-14 01:05:22 +0100
commit5d1f6616618d52f173a918f6a0378aeae1cb05ad (patch)
treeee8661a89e4b9ef591b9394eef6cb65c19ae0740 /src
parent3813722f170066c3113d4a3ef6a21ec53af71034 (diff)
downloadraylib-5d1f6616618d52f173a918f6a0378aeae1cb05ad.tar.gz
raylib-5d1f6616618d52f173a918f6a0378aeae1cb05ad.zip
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.
Diffstat (limited to 'src')
-rw-r--r--src/core.c7
-rw-r--r--src/raylib.h14
-rw-r--r--src/rlgl.c703
-rw-r--r--src/rlgl.h15
4 files changed, 149 insertions, 590 deletions
diff --git a/src/core.c b/src/core.c
index c0f5be83..38549354 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 85689378..e679e011 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 ffc9d741..00998624 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 41f671e6..344da987 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