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diff --git a/examples/oculus_glfw_sample/oculus_glfw_sample.c b/examples/oculus_glfw_sample/oculus_glfw_sample.c
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--- a/examples/oculus_glfw_sample/oculus_glfw_sample.c
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-/*******************************************************************************************
-*
-* raylib Oculus minimum sample (OpenGL 3.3 Core)
-*
-* NOTE: This example requires raylib module [rlgl]
-*
-* Compile rlgl module using:
-* gcc -c rlgl.c -Wall -std=c99 -DRLGL_STANDALONE -DRAYMATH_IMPLEMENTATION -DGRAPHICS_API_OPENGL_33
-*
-* Compile example using:
-* gcc -o oculus_glfw_sample.exe oculus_glfw_sample.c rlgl.o -L. -lLibOVRRT32_1 -lglfw3 -lopengl32 -lgdi32 -std=c99
-*
-* 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) 2015 Ramon Santamaria (@raysan5)
-*
-********************************************************************************************/
-
-#include <stdlib.h>
-#include <stdarg.h>
-#include <stdio.h>
-#include <string.h>
-#include <math.h>
-
-#include "glad.h"
-#include <GLFW/glfw3.h> // Windows/Context and inputs management
-
-#define RLGL_STANDALONE
-#include "rlgl.h" // rlgl library: OpenGL 1.1 immediate-mode style coding
-
-#define PLATFORM_OCULUS
-
-#if defined(PLATFORM_OCULUS)
- #include "OculusSDK/LibOVR/Include/OVR_CAPI_GL.h" // Oculus SDK for OpenGL
-#endif
-
-#if defined(PLATFORM_OCULUS)
-// OVR device variables
-ovrSession session;
-ovrHmdDesc hmdDesc;
-ovrGraphicsLuid luid;
-#endif
-
-unsigned int frameIndex = 0;
-
-#define RED (Color){ 230, 41, 55, 255 } // Red
-#define MAROON (Color){ 190, 33, 55, 255 } // Maroon
-#define RAYWHITE (Color){ 245, 245, 245, 255 } // My own White (raylib logo)
-#define DARKGRAY (Color){ 80, 80, 80, 255 } // Dark Gray
-
-//----------------------------------------------------------------------------------
-// Types and Structures Definition
-//----------------------------------------------------------------------------------
-#if defined(PLATFORM_OCULUS)
-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
-
-//----------------------------------------------------------------------------------
-// Module specific Functions Declaration
-//----------------------------------------------------------------------------------
-static void ErrorCallback(int error, const char* description);
-static void KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods);
-
-// Drawing functions (uses rlgl functionality)
-static void DrawGrid(int slices, float spacing);
-static void DrawCube(Vector3 position, float width, float height, float length, Color color);
-static void DrawCubeWires(Vector3 position, float width, float height, float length, Color color);
-static void DrawRectangleV(Vector2 position, Vector2 size, Color color);
-
-#if defined(PLATFORM_OCULUS)
-// Oculus Rift functions
-static Matrix FromOvrMatrix(ovrMatrix4f ovrM);
-static OculusBuffer LoadOculusBuffer(ovrSession session, int width, int height);
-static void UnloadOculusBuffer(ovrSession session, OculusBuffer buffer);
-static void SetOculusBuffer(ovrSession session, OculusBuffer buffer);
-static void UnsetOculusBuffer(OculusBuffer buffer);
-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);
-static OculusLayer InitOculusLayer(ovrSession session);
-#endif
-
-//----------------------------------------------------------------------------------
-// Main Entry point
-//----------------------------------------------------------------------------------
-int main(void)
-{
- // Initialization
- //--------------------------------------------------------------------------------------
- int screenWidth = 1080; // Mirror screen width (set to hmdDesc.Resolution.w/2)
- int screenHeight = 600; // Mirror screen height (set to hmdDesc.Resolution.h/2)
-
- // NOTE: Mirror screen size can be set to any desired resolution!
-
- // GLFW3 Initialization + OpenGL 3.3 Context + Extensions
- //--------------------------------------------------------
- glfwSetErrorCallback(ErrorCallback);
-
- if (!glfwInit())
- {
- TraceLog(WARNING, "GLFW3: Can not initialize GLFW");
- return 1;
- }
- else TraceLog(INFO, "GLFW3: GLFW initialized successfully");
-
- glfwWindowHint(GLFW_DEPTH_BITS, 16);
- glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
- glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
- glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
- glfwWindowHint(GLFW_OPENGL_DEBUG_CONTEXT, GL_TRUE);
-
- GLFWwindow *window = glfwCreateWindow(screenWidth, screenHeight, "raylib oculus sample", NULL, NULL);
-
- if (!window)
- {
- glfwTerminate();
- return 2;
- }
- else TraceLog(INFO, "GLFW3: Window created successfully");
-
- glfwSetKeyCallback(window, KeyCallback);
-
- glfwMakeContextCurrent(window);
- glfwSwapInterval(0);
-
- // Load OpenGL 3.3 extensions
- rlglLoadExtensions(glfwGetProcAddress);
-
- // Initialize rlgl internal buffers and OpenGL state
- rlglInit();
- rlglInitGraphics(0, 0, screenWidth, screenHeight);
- rlClearColor(245, 245, 245, 255); // Define clear color
- rlEnableDepthTest(); // Enable DEPTH_TEST for 3D
- //--------------------------------------------------------
-
-#if defined(PLATFORM_OCULUS)
- ovrResult result = ovr_Initialize(NULL);
- if (OVR_FAILURE(result)) TraceLog(ERROR, "OVR: Could not initialize Oculus device");
-
- result = ovr_Create(&session, &luid);
- if (OVR_FAILURE(result))
- {
- TraceLog(WARNING, "OVR: Could not create Oculus session");
- ovr_Shutdown();
- }
-
- 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: Serian Number: %s", hmdDesc.SerialNumber);
- TraceLog(INFO, "OVR: Resolution: %ix%i", hmdDesc.Resolution.w, hmdDesc.Resolution.h);
-
- //screenWidth = hmdDesc.Resolution.w/2;
- //screenHeight = hmdDesc.Resolution.h/2;
-
- // Initialize Oculus Buffers
- OculusLayer layer = InitOculusLayer(session);
- OculusBuffer buffer = LoadOculusBuffer(session, layer.width, layer.height);
- OculusMirror mirror = LoadOculusMirror(session, screenWidth, screenHeight);
- layer.eyeLayer.ColorTexture[0] = buffer.textureChain; //SetOculusLayerTexture(eyeLayer, buffer.textureChain);
-
- // Recenter OVR tracking origin
- ovr_RecenterTrackingOrigin(session);
-#endif
-
- Camera camera;
- camera.position = (Vector3){ 5.0f, 5.0f, 5.0f }; // Camera position
- camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point
- camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
- camera.fovy = 45.0f; // Camera field-of-view Y
-
- Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
- //--------------------------------------------------------------------------------------
-
- // Main game loop
- while (!glfwWindowShouldClose(window))
- {
- // Update
- //----------------------------------------------------------------------------------
-#if defined(PLATFORM_OCULUS)
- 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];
-#endif
- Matrix matView = MatrixLookAt(camera.position, camera.target, camera.up);
- //----------------------------------------------------------------------------------
-
- // Draw
- //----------------------------------------------------------------------------------
-#if defined(PLATFORM_OCULUS)
- SetOculusBuffer(session, buffer);
-#endif
- rlClearScreenBuffers(); // Clear current framebuffer(s)
-
-#if defined(PLATFORM_OCULUS)
- for (int eye = 0; eye < 2; eye++)
- {
- 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 eyeRPose = (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(&eyeRPose);
- Matrix eyeOrientation = QuaternionToMatrix(eyeRPose);
- 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 modelview = MatrixMultiply(matView, eyeView);
-
- SetMatrixModelview(modelview);
- SetMatrixProjection(layer.eyeProjections[eye]);
-#else
- // Calculate projection matrix (from perspective) and view matrix from camera look at
- Matrix matProj = MatrixPerspective(camera.fovy, (double)screenWidth/(double)screenHeight, 0.01, 1000.0);
- MatrixTranspose(&matProj);
-
- SetMatrixModelview(matView); // Replace internal modelview matrix by a custom one
- SetMatrixProjection(matProj); // Replace internal projection matrix by a custom one
-#endif
- DrawCube(cubePosition, 2.0f, 2.0f, 2.0f, RED);
- DrawCubeWires(cubePosition, 2.0f, 2.0f, 2.0f, RAYWHITE);
- DrawGrid(10, 1.0f);
-
- // NOTE: Internal buffers drawing (3D data)
- rlglDraw();
-
-#if !defined(PLATFORM_OCULUS)
- // Draw '2D' elements in the scene (GUI)
- // TODO: 2D drawing on Oculus Rift: requires an ovrLayerQuad layer
- rlMatrixMode(RL_PROJECTION); // Enable internal projection matrix
- rlLoadIdentity(); // Reset internal projection matrix
- rlOrtho(0.0, screenWidth, screenHeight, 0.0, 0.0, 1.0); // Recalculate internal projection matrix
- rlMatrixMode(RL_MODELVIEW); // Enable internal modelview matrix
- rlLoadIdentity(); // Reset internal modelview matrix
-
- DrawRectangleV((Vector2){ 10.0f, 10.0f }, (Vector2){ 600.0f, 20.0f }, DARKGRAY);
-
- // NOTE: Internal buffers drawing (2D data)
- rlglDraw();
-#endif
-#if defined(PLATFORM_OCULUS)
- }
-
- UnsetOculusBuffer(buffer);
-
- 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);
-
- // 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);
-#endif
-
- glfwSwapBuffers(window);
- glfwPollEvents();
- //----------------------------------------------------------------------------------
- }
-
- // De-Initialization
- //--------------------------------------------------------------------------------------
-#if defined(PLATFORM_OCULUS)
- UnloadOculusMirror(session, mirror); // Unload Oculus mirror buffer
- UnloadOculusBuffer(session, buffer); // Unload Oculus texture buffers
-
- ovr_Destroy(session); // Must be called after glfwTerminate() --> no
- ovr_Shutdown();
-#endif
-
- rlglClose(); // Unload rlgl internal buffers and default shader/texture
-
- glfwDestroyWindow(window);
- glfwTerminate();
- //--------------------------------------------------------------------------------------
-
- return 0;
-}
-
-//----------------------------------------------------------------------------------
-// Module specific Functions Definitions
-//----------------------------------------------------------------------------------
-
-// GLFW3: Error callback
-static void ErrorCallback(int error, const char* description)
-{
- TraceLog(ERROR, description);
-}
-
-// GLFW3: Keyboard callback
-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);
- }
-}
-
-// Draw rectangle using rlgl OpenGL 1.1 style coding (translated to OpenGL 3.3 internally)
-static void DrawRectangleV(Vector2 position, Vector2 size, Color color)
-{
- rlBegin(RL_TRIANGLES);
- rlColor4ub(color.r, color.g, color.b, color.a);
-
- rlVertex2i(position.x, position.y);
- rlVertex2i(position.x, position.y + size.y);
- rlVertex2i(position.x + size.x, position.y + size.y);
-
- rlVertex2i(position.x, position.y);
- rlVertex2i(position.x + size.x, position.y + size.y);
- rlVertex2i(position.x + size.x, position.y);
- rlEnd();
-}
-
-// Draw a grid centered at (0, 0, 0)
-static void DrawGrid(int slices, float spacing)
-{
- int halfSlices = slices / 2;
-
- rlBegin(RL_LINES);
- for(int i = -halfSlices; i <= halfSlices; i++)
- {
- if (i == 0)
- {
- rlColor3f(0.5f, 0.5f, 0.5f);
- rlColor3f(0.5f, 0.5f, 0.5f);
- rlColor3f(0.5f, 0.5f, 0.5f);
- rlColor3f(0.5f, 0.5f, 0.5f);
- }
- else
- {
- rlColor3f(0.75f, 0.75f, 0.75f);
- rlColor3f(0.75f, 0.75f, 0.75f);
- rlColor3f(0.75f, 0.75f, 0.75f);
- rlColor3f(0.75f, 0.75f, 0.75f);
- }
-
- rlVertex3f((float)i*spacing, 0.0f, (float)-halfSlices*spacing);
- rlVertex3f((float)i*spacing, 0.0f, (float)halfSlices*spacing);
-
- rlVertex3f((float)-halfSlices*spacing, 0.0f, (float)i*spacing);
- rlVertex3f((float)halfSlices*spacing, 0.0f, (float)i*spacing);
- }
- rlEnd();
-}
-
-// Draw cube
-// NOTE: Cube position is the center position
-void DrawCube(Vector3 position, float width, float height, float length, Color color)
-{
- float x = 0.0f;
- float y = 0.0f;
- float z = 0.0f;
-
- rlPushMatrix();
-
- // NOTE: Be careful! Function order matters (rotate -> scale -> translate)
- rlTranslatef(position.x, position.y, position.z);
- //rlScalef(2.0f, 2.0f, 2.0f);
- //rlRotatef(45, 0, 1, 0);
-
- rlBegin(RL_TRIANGLES);
- rlColor4ub(color.r, color.g, color.b, color.a);
-
- // Front Face -----------------------------------------------------
- rlVertex3f(x-width/2, y-height/2, z+length/2); // Bottom Left
- rlVertex3f(x+width/2, y-height/2, z+length/2); // Bottom Right
- rlVertex3f(x-width/2, y+height/2, z+length/2); // Top Left
-
- rlVertex3f(x+width/2, y+height/2, z+length/2); // Top Right
- rlVertex3f(x-width/2, y+height/2, z+length/2); // Top Left
- rlVertex3f(x+width/2, y-height/2, z+length/2); // Bottom Right
-
- // Back Face ------------------------------------------------------
- rlVertex3f(x-width/2, y-height/2, z-length/2); // Bottom Left
- rlVertex3f(x-width/2, y+height/2, z-length/2); // Top Left
- rlVertex3f(x+width/2, y-height/2, z-length/2); // Bottom Right
-
- rlVertex3f(x+width/2, y+height/2, z-length/2); // Top Right
- rlVertex3f(x+width/2, y-height/2, z-length/2); // Bottom Right
- rlVertex3f(x-width/2, y+height/2, z-length/2); // Top Left
-
- // Top Face -------------------------------------------------------
- rlVertex3f(x-width/2, y+height/2, z-length/2); // Top Left
- rlVertex3f(x-width/2, y+height/2, z+length/2); // Bottom Left
- rlVertex3f(x+width/2, y+height/2, z+length/2); // Bottom Right
-
- rlVertex3f(x+width/2, y+height/2, z-length/2); // Top Right
- rlVertex3f(x-width/2, y+height/2, z-length/2); // Top Left
- rlVertex3f(x+width/2, y+height/2, z+length/2); // Bottom Right
-
- // Bottom Face ----------------------------------------------------
- rlVertex3f(x-width/2, y-height/2, z-length/2); // Top Left
- rlVertex3f(x+width/2, y-height/2, z+length/2); // Bottom Right
- rlVertex3f(x-width/2, y-height/2, z+length/2); // Bottom Left
-
- rlVertex3f(x+width/2, y-height/2, z-length/2); // Top Right
- rlVertex3f(x+width/2, y-height/2, z+length/2); // Bottom Right
- rlVertex3f(x-width/2, y-height/2, z-length/2); // Top Left
-
- // Right face -----------------------------------------------------
- rlVertex3f(x+width/2, y-height/2, z-length/2); // Bottom Right
- rlVertex3f(x+width/2, y+height/2, z-length/2); // Top Right
- rlVertex3f(x+width/2, y+height/2, z+length/2); // Top Left
-
- rlVertex3f(x+width/2, y-height/2, z+length/2); // Bottom Left
- rlVertex3f(x+width/2, y-height/2, z-length/2); // Bottom Right
- rlVertex3f(x+width/2, y+height/2, z+length/2); // Top Left
-
- // Left Face ------------------------------------------------------
- rlVertex3f(x-width/2, y-height/2, z-length/2); // Bottom Right
- rlVertex3f(x-width/2, y+height/2, z+length/2); // Top Left
- rlVertex3f(x-width/2, y+height/2, z-length/2); // Top Right
-
- rlVertex3f(x-width/2, y-height/2, z+length/2); // Bottom Left
- rlVertex3f(x-width/2, y+height/2, z+length/2); // Top Left
- rlVertex3f(x-width/2, y-height/2, z-length/2); // Bottom Right
- rlEnd();
- rlPopMatrix();
-}
-
-// Draw cube wires
-void DrawCubeWires(Vector3 position, float width, float height, float length, Color color)
-{
- float x = 0.0f;
- float y = 0.0f;
- float z = 0.0f;
-
- rlPushMatrix();
-
- rlTranslatef(position.x, position.y, position.z);
- //rlRotatef(45, 0, 1, 0);
-
- rlBegin(RL_LINES);
- rlColor4ub(color.r, color.g, color.b, color.a);
-
- // Front Face -----------------------------------------------------
- // Bottom Line
- rlVertex3f(x-width/2, y-height/2, z+length/2); // Bottom Left
- rlVertex3f(x+width/2, y-height/2, z+length/2); // Bottom Right
-
- // Left Line
- rlVertex3f(x+width/2, y-height/2, z+length/2); // Bottom Right
- rlVertex3f(x+width/2, y+height/2, z+length/2); // Top Right
-
- // Top Line
- rlVertex3f(x+width/2, y+height/2, z+length/2); // Top Right
- rlVertex3f(x-width/2, y+height/2, z+length/2); // Top Left
-
- // Right Line
- rlVertex3f(x-width/2, y+height/2, z+length/2); // Top Left
- rlVertex3f(x-width/2, y-height/2, z+length/2); // Bottom Left
-
- // Back Face ------------------------------------------------------
- // Bottom Line
- rlVertex3f(x-width/2, y-height/2, z-length/2); // Bottom Left
- rlVertex3f(x+width/2, y-height/2, z-length/2); // Bottom Right
-
- // Left Line
- rlVertex3f(x+width/2, y-height/2, z-length/2); // Bottom Right
- rlVertex3f(x+width/2, y+height/2, z-length/2); // Top Right
-
- // Top Line
- rlVertex3f(x+width/2, y+height/2, z-length/2); // Top Right
- rlVertex3f(x-width/2, y+height/2, z-length/2); // Top Left
-
- // Right Line
- rlVertex3f(x-width/2, y+height/2, z-length/2); // Top Left
- rlVertex3f(x-width/2, y-height/2, z-length/2); // Bottom Left
-
- // Top Face -------------------------------------------------------
- // Left Line
- rlVertex3f(x-width/2, y+height/2, z+length/2); // Top Left Front
- rlVertex3f(x-width/2, y+height/2, z-length/2); // Top Left Back
-
- // Right Line
- rlVertex3f(x+width/2, y+height/2, z+length/2); // Top Right Front
- rlVertex3f(x+width/2, y+height/2, z-length/2); // Top Right Back
-
- // Bottom Face ---------------------------------------------------
- // Left Line
- rlVertex3f(x-width/2, y-height/2, z+length/2); // Top Left Front
- rlVertex3f(x-width/2, y-height/2, z-length/2); // Top Left Back
-
- // Right Line
- rlVertex3f(x+width/2, y-height/2, z+length/2); // Top Right Front
- rlVertex3f(x+width/2, y-height/2, z-length/2); // Top Right Back
- rlEnd();
- rlPopMatrix();
-}
-
-#if defined(PLATFORM_OCULUS)
-// 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;
-}
-
-// 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);
-}
-
-// Set current Oculus buffer
-static void SetOculusBuffer(ovrSession session, OculusBuffer buffer)
-{
- 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
-
- //glViewport(0, 0, buffer.width, buffer.height); // Useful if rendering to separate framebuffers (every eye)
- //glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Same as rlClearScreenBuffers()
-
- // 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);
-}
-
-// Unset Oculus buffer
-static void UnsetOculusBuffer(OculusBuffer buffer)
-{
- glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
- glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
-}
-
-// 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);
-}
-
-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);
- glBlitFramebuffer(0, 0, mirror.width, mirror.height, 0, mirror.height, mirror.width, 0, GL_COLOR_BUFFER_BIT, GL_NEAREST);
- glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
-}
-
-// Requires: session, hmdDesc
-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;
-}
-#endif \ No newline at end of file