diff options
Diffstat (limited to 'examples/oculus_glfw_sample/oculus_glfw_sample.c')
| -rw-r--r-- | examples/oculus_glfw_sample/oculus_glfw_sample.c | 598 |
1 files changed, 302 insertions, 296 deletions
diff --git a/examples/oculus_glfw_sample/oculus_glfw_sample.c b/examples/oculus_glfw_sample/oculus_glfw_sample.c index 19de0188..b1fabbe9 100644 --- a/examples/oculus_glfw_sample/oculus_glfw_sample.c +++ b/examples/oculus_glfw_sample/oculus_glfw_sample.c @@ -17,57 +17,52 @@ * ********************************************************************************************/ -#if defined(_WIN32) - #define GLFW_EXPOSE_NATIVE_WIN32 - #define GLFW_EXPOSE_NATIVE_WGL - #define OVR_OS_WIN32 -#elif defined(__APPLE__) - #define GLFW_EXPOSE_NATIVE_COCOA - #define GLFW_EXPOSE_NATIVE_NSGL - #define OVR_OS_MAC -#elif defined(__linux__) - #define GLFW_EXPOSE_NATIVE_X11 - #define GLFW_EXPOSE_NATIVE_GLX - #define OVR_OS_LINUX -#endif - -#include "glad.h" // Extensions loading library - -#include <GLFW/glfw3.h> -#include <GLFW/glfw3native.h> +#include <stdlib.h> +#include <stdarg.h> +#include <stdio.h> +#include <string.h> -#include "OculusSDK/LibOVR/Include/OVR_CAPI_GL.h" // Oculus SDK for OpenGL +#include "glad.h" // Extensions loading library +#include <GLFW/glfw3.h> // Windows/Context and inputs management -//#include "GL/CAPI_GLE.h" // stripped-down GLEW/GLAD library to manage extensions (really required?) -//#include "Extras/OVR_Math.h" // math utilities C++ (really required?) +#include "OculusSDK/LibOVR/Include/OVR_CAPI_GL.h" // Oculus SDK for OpenGL #define RLGL_STANDALONE #include "rlgl.h" -#include <stdlib.h> -#include <stdio.h> +// OVR device variables +ovrSession session; +ovrHmdDesc hmdDesc; +ovrGraphicsLuid luid; + +// OVR OpenGL required variables +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 = { 0, 0 }; +Vector2 mirrorSize; +unsigned int frame = 0; + +// GLFW variables +GLFWwindow *window = NULL; //---------------------------------------------------------------------------------- // Types and Structures Definition //---------------------------------------------------------------------------------- -typedef struct OculusBuffer { - ovrTextureSwapChain textureChain; - GLuint depthId; - GLuint fboId; - int width; - int height; -} OculusBuffer; - typedef enum { LOG_INFO = 0, LOG_ERROR, LOG_WARNING, LOG_DEBUG, LOG_OTHER } TraceLogType; //---------------------------------------------------------------------------------- // Module specific Functions Declaration //---------------------------------------------------------------------------------- -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 void ErrorCallback(int error, const char* description) { fputs(description, stderr); @@ -83,18 +78,15 @@ static void KeyCallback(GLFWwindow* window, int key, int scancode, int action, i static void DrawRectangleV(Vector2 position, Vector2 size, Color color); static void TraceLog(int msgType, const char *text, ...); +static Matrix FromOvrMatrix(ovrMatrix4f ovrM); +void DrawGrid(int slices, float spacing); +void DrawCube(Vector3 position, float width, float height, float length, Color color); //---------------------------------------------------------------------------------- // Main Entry point //---------------------------------------------------------------------------------- -int main() +int main() { - // Initialization - //-------------------------------------------------------------------------------------- - ovrSession session; - ovrGraphicsLuid luid; // Useless for OpenGL since SDK 0.7 - ovrHmdDesc hmdDesc; - ovrResult result = ovr_Initialize(NULL); if (OVR_FAILURE(result)) TraceLog(LOG_ERROR, "OVR: Could not initialize Oculus device"); @@ -114,15 +106,37 @@ int main() TraceLog(LOG_INFO, "OVR: Serian Number: %s", hmdDesc.SerialNumber); TraceLog(LOG_INFO, "OVR: Resolution: %ix%i", hmdDesc.Resolution.w, hmdDesc.Resolution.h); - int screenWidth = hmdDesc.Resolution.w/2 + 100; // Added 100 pixels for testing - int screenHeight = hmdDesc.Resolution.h/2 + 100; // Added 100 pixels for testing + + viewScaleDesc.HmdSpaceToWorldScaleInMeters = 1.0f; + memset(&eyeLayer, 0, sizeof(ovrLayerEyeFov)); + eyeLayer.Header.Type = ovrLayerType_EyeFov; + eyeLayer.Header.Flags = ovrLayerFlag_TextureOriginAtBottomLeft; + + 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); + // NOTE struct ovrMatrix4f { float M[4][4] } + eyeProjections[eye] = FromOvrMatrix(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 = eyeSize.h; //std::max(renderTargetSize.y, (uint32_t)eyeSize.h); + renderTargetSize.x += eyeSize.w; + } + + // Make the on screen window 1/2 the resolution of the device + mirrorSize.x = hmdDesc.Resolution.w/2; + mirrorSize.y = hmdDesc.Resolution.h/2; + // GLFW3 Initialization + OpenGL 3.3 Context + Extensions //-------------------------------------------------------- - GLFWwindow *window; - - glfwSetErrorCallback(ErrorCallback); - if (!glfwInit()) { TraceLog(LOG_WARNING, "GLFW3: Can not initialize GLFW"); @@ -133,12 +147,11 @@ int main() glfwWindowHint(GLFW_DEPTH_BITS, 16); glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); - //glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); glfwWindowHint(GLFW_OPENGL_DEBUG_CONTEXT, GL_TRUE); - glfwWindowHint(GLFW_DECORATED, GL_FALSE); // Mandatory on Oculus Rift to avoid program crash! + //glfwWindowHint(GLFW_DECORATED, GL_FALSE); // Mandatory on Oculus Rift to avoid program crash? --> NO - window = glfwCreateWindow(screenWidth, screenHeight, "rlgl standalone", NULL, NULL); + window = glfwCreateWindow(mirrorSize.x, mirrorSize.y, "raylib oculus sample", NULL, NULL); if (!window) { @@ -147,6 +160,7 @@ int main() } else TraceLog(LOG_INFO, "GLFW3: Window created successfully"); + glfwSetErrorCallback(ErrorCallback); glfwSetKeyCallback(window, KeyCallback); glfwMakeContextCurrent(window); @@ -159,174 +173,132 @@ int main() } else TraceLog(LOG_INFO, "GLAD: OpenGL extensions loaded successfully"); - rlglInit(); - rlglInitGraphics(0, 0, screenWidth, screenHeight); - rlClearColor(245, 245, 245, 255); // Define clear color + // Initialize OVR OpenGL swap chain textures + 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; - Vector2 position = { screenWidth/2 - 100, screenHeight/2 - 100 }; - Vector2 size = { 200, 200 }; - Color color = { 180, 20, 20, 255 }; - //--------------------------------------------------------------------------- + result = ovr_CreateTextureSwapChainGL(session, &desc, &eyeTexture); + eyeLayer.ColorTexture[0] = eyeTexture; - OculusBuffer eyeRenderBuffer[2]; - - GLuint mirrorFBO = 0; - ovrMirrorTexture mirrorTexture = NULL; - - bool isVisible = true; - long long frameIndex = 0; - - // Make eyes render buffers - ovrSizei recommendedTexSizeLeft = ovr_GetFovTextureSize(session, ovrEye_Left, hmdDesc.DefaultEyeFov[0], 1.0f); - eyeRenderBuffer[0] = LoadOculusBuffer(session, recommendedTexSizeLeft.w, recommendedTexSizeLeft.h); - ovrSizei recommendedTexSizeRight = ovr_GetFovTextureSize(session, ovrEye_Right, hmdDesc.DefaultEyeFov[1], 1.0f); - eyeRenderBuffer[1] = LoadOculusBuffer(session, recommendedTexSizeRight.w, recommendedTexSizeRight.h); + if (!OVR_SUCCESS(result)) TraceLog(LOG_WARNING, "Failed to create swap textures"); - // Note: the mirror window can be any size, for this sample we use 1/2 the HMD resolution - ovrSizei windowSize = { hmdDesc.Resolution.w/2, hmdDesc.Resolution.h/2 }; + int length = 0; + result = ovr_GetTextureSwapChainLength(session, eyeTexture, &length); + + if (!OVR_SUCCESS(result) || !length) TraceLog(LOG_WARNING, "Unable to count swap chain textures"); - // Define mirror texture descriptor + 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); + + // Setup 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); + + // Setup mirror texture ovrMirrorTextureDesc mirrorDesc; memset(&mirrorDesc, 0, sizeof(mirrorDesc)); - mirrorDesc.Width = windowSize.w; - mirrorDesc.Height = windowSize.h; mirrorDesc.Format = OVR_FORMAT_R8G8B8A8_UNORM_SRGB; + mirrorDesc.Width = mirrorSize.x; + mirrorDesc.Height = mirrorSize.y; + + if (!OVR_SUCCESS(ovr_CreateMirrorTextureGL(session, &mirrorDesc, &mirrorTexture))) TraceLog(LOG_WARNING, "Could not create mirror texture"); - // Create mirror texture and an FBO used to copy mirror texture to back buffer - result = ovr_CreateMirrorTextureGL(session, &mirrorDesc, &mirrorTexture); - if (!OVR_SUCCESS(result)) TraceLog(LOG_WARNING, "OVR: Failed to create mirror texture"); - - // Configure the mirror read buffer - GLuint texId; - ovr_GetMirrorTextureBufferGL(session, mirrorTexture, &texId); + glGenFramebuffers(1, &mirrorFbo); - glGenFramebuffers(1, &mirrorFBO); - glBindFramebuffer(GL_READ_FRAMEBUFFER, mirrorFBO); - glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texId, 0); - glFramebufferRenderbuffer(GL_READ_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, 0); - glBindFramebuffer(GL_READ_FRAMEBUFFER, 0); - - if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) - { - glDeleteFramebuffers(1, &mirrorFBO); - TraceLog(LOG_WARNING, "OVR: Could not initialize mirror framebuffers"); - } + // Recenter OVR tracking origin + ovr_RecenterTrackingOrigin(session); - glClearColor(1.0f, 0.1f, 0.1f, 0.0f); + // Initialize rlgl internal buffers and OpenGL state + rlglInit(); + rlglInitGraphics(0, 0, mirrorSize.x, mirrorSize.y); + rlClearColor(245, 245, 245, 255); // Define clear color glEnable(GL_DEPTH_TEST); - ovr_RecenterTrackingOrigin(session); - // FloorLevel will give tracking poses where the floor height is 0 - ovr_SetTrackingOriginType(session, ovrTrackingOrigin_FloorLevel); - //-------------------------------------------------------------------------------------- + Vector2 position = { mirrorSize.x/2 - 100, mirrorSize.y/2 - 100 }; + Vector2 size = { 200, 200 }; + Color color = { 180, 20, 20, 255 }; + Vector3 cubePosition = { 0.0f, 0.0f, 0.0f }; - // Main loop - while (!glfwWindowShouldClose(window)) + while (!glfwWindowShouldClose(window)) { // Update //---------------------------------------------------------------------------------- - frameIndex++; - - // TODO: Update game here! + frame++; - // Call ovr_GetRenderDesc each frame to get the ovrEyeRenderDesc, as the returned values (e.g. HmdToEyeOffset) may change at runtime. - ovrEyeRenderDesc eyeRenderDesc[2]; - eyeRenderDesc[0] = ovr_GetRenderDesc(session, ovrEye_Left, hmdDesc.DefaultEyeFov[0]); - eyeRenderDesc[1] = ovr_GetRenderDesc(session, ovrEye_Right, hmdDesc.DefaultEyeFov[1]); - - // Get eye poses, feeding in correct IPD offset - ovrPosef eyeRenderPose[2]; - ovrVector3f hmdToEyeOffset[2] = { eyeRenderDesc[0].HmdToEyeOffset, eyeRenderDesc[1].HmdToEyeOffset }; - - double sensorSampleTime; // sensorSampleTime is fed into the layer later - ovr_GetEyePoses(session, frameIndex, ovrTrue, hmdToEyeOffset, eyeRenderPose, &sensorSampleTime); + ovrPosef eyePoses[2]; + ovr_GetEyePoses(session, frame, ovrTrue, viewScaleDesc.HmdToEyeOffset, eyePoses, &eyeLayer.SensorSampleTime); //---------------------------------------------------------------------------------- // Draw //---------------------------------------------------------------------------------- + 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); - // Clear screen to red color - //glClearColor(1.0f, 0.1f, 0.1f, 0.0f); - //glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); - - if (isVisible) - { - for (int eye = 0; eye < 2; ++eye) - { - SetOculusBuffer(session, eyeRenderBuffer[eye]); - - // TODO: Get view and projection matrices for the eye - // Sample using Oculus OVR_Math.h (C++) - /* - Matrix4f projection[eye] = Matrix4f(ovrMatrix4f_Projection(eyeRenderDesc[eye].Fov, 0.01f, 10000.0f, ovrProjection_None)); - Matrix4f eyeOrientation[eye] = Matrix4f(Quatf(eyeRenderPose[eye].Orientation).Inverted()); - Matrix4f eyePose[eye] = Matrix4f::Translation(-Vector3f(eyeRenderPose[eye].Position)); - Matrix4f mvp = projection[eye]*eyeOrientation[eye]*eyePose[eye]; - */ - - // Sample using custom raymath.h (C) -INCOMPLETE- - /* - Matrix projection = MatrixPerspective(eyeRenderDesc[eye].Fov, ((double)screenWidth/(double)screenHeight), 0.01, 1000.0); - Matrix eyeOrientation = QuaternionToMatrix((Quaternion){ -eyeRenderPose[eye].Orientation.x, -eyeRenderPose[eye].Orientation.y, - -eyeRenderPose[eye].Orientation.z, -eyeRenderPose[eye].Orientation.w }); - Matrix eyePose = MatrixTranslate(-eyeRenderPose[eye].Position.x, -eyeRenderPose[eye].Position.y, -eyeRenderPose[eye].Position.z); - Matrix mvp = MatrixMultiply(projection, MatrixMultiply(eyeOrientation, eyePose)); - */ - - // Render everything - // TODO: Pass calculated mvp matrix to default shader to consider projection and orientation! - //DrawRectangleV(position, size, color); - //rlglDraw(); - - UnsetOculusBuffer(eyeRenderBuffer[eye]); - - // Commit changes to the textures so they get picked up frame - ovr_CommitTextureSwapChain(session, eyeRenderBuffer[eye].textureChain); - } - } + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); - // Set up positional data - ovrViewScaleDesc viewScaleDesc; - viewScaleDesc.HmdSpaceToWorldScaleInMeters = 1.0f; - viewScaleDesc.HmdToEyeOffset[0] = hmdToEyeOffset[0]; - viewScaleDesc.HmdToEyeOffset[1] = hmdToEyeOffset[1]; - - // Create the main eye layer - ovrLayerEyeFov eyeLayer; - eyeLayer.Header.Type = ovrLayerType_EyeFov; - eyeLayer.Header.Flags = ovrLayerFlag_TextureOriginAtBottomLeft; // Because OpenGL - for (int eye = 0; eye < 2; eye++) { - eyeLayer.ColorTexture[eye] = eyeRenderBuffer[eye].textureChain; - eyeLayer.Viewport[eye] = (ovrRecti){ eyeRenderBuffer[eye].width, eyeRenderBuffer[eye].height }; - eyeLayer.Fov[eye] = hmdDesc.DefaultEyeFov[eye]; - eyeLayer.RenderPose[eye] = eyeRenderPose[eye]; - eyeLayer.SensorSampleTime = sensorSampleTime; + 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]; + + // Convert struct ovrPosef { ovrQuatf Orientation; ovrVector3f Position; } to Matrix + // TODO: Review maths! + Matrix eyeOrientation = QuaternionToMatrix((Quaternion){ -eyePoses[eye].Orientation.x, -eyePoses[eye].Orientation.y, -eyePoses[eye].Orientation.z, -eyePoses[eye].Orientation.w }); + Matrix eyePosition = MatrixTranslate(-eyePoses[eye].Position.x, -eyePoses[eye].Position.y, -eyePoses[eye].Position.z); + Matrix mvp = MatrixMultiply(eyeProjections[eye], MatrixMultiply(eyeOrientation, eyePosition)); + + // NOTE: Nothing is drawn until rlglDraw() + DrawRectangleV(position, size, color); + //DrawCube(cubePosition, 2.0f, 2.0f, 2.0f, color); + //DrawGrid(10, 1.0f); + + // NOTE: rlglDraw() must be modified to support an external modelview-projection matrix + // TODO: Still working on it (now uses internal mvp) + rlglDraw(mvp); } - - // Append all the layers to global list - ovrLayerHeader *layerList = &eyeLayer.Header; - ovrResult result = ovr_SubmitFrame(session, frameIndex, NULL, &layerList, 1); - // exit the rendering loop if submit returns an error, will retry on ovrError_DisplayLost - if (!OVR_SUCCESS(result)) return 1; - - isVisible = (result == ovrSuccess); + 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); - // 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); - // Blit mirror texture to back buffer - glBindFramebuffer(GL_READ_FRAMEBUFFER, mirrorFBO); - glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); - GLint w = mirrorDesc.Width; - GLint h = mirrorDesc.Height; - glBlitFramebuffer(0, h, w, 0, 0, 0, w, h, GL_COLOR_BUFFER_BIT, GL_NEAREST); + 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); + glfwSwapBuffers(window); glfwPollEvents(); @@ -335,10 +307,13 @@ int main() // De-Initialization //-------------------------------------------------------------------------------------- - if (mirrorFBO) glDeleteFramebuffers(1, &mirrorFBO); + if (mirrorFbo) glDeleteFramebuffers(1, &mirrorFbo); if (mirrorTexture) ovr_DestroyMirrorTexture(session, mirrorTexture); - for (int eye = 0; eye < 2; eye++) UnloadOculusBuffer(session, eyeRenderBuffer[eye]); - + + if (fbo) glDeleteFramebuffers(1, &fbo); + if (depthBuffer) glDeleteTextures(1, &depthBuffer); + if (eyeTexture) ovr_DestroyTextureSwapChain(session, eyeTexture); + rlglClose(); glfwDestroyWindow(window); @@ -355,108 +330,6 @@ int main() // Module specific Functions Definitions //---------------------------------------------------------------------------------- -// 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; - desc.SampleCount = 1; - desc.StaticImage = ovrFalse; - - ovrResult result = ovr_CreateTextureSwapChainGL(session, &desc, &buffer.textureChain); - - int textureCount = 0; - ovr_GetTextureSwapChainLength(session, buffer.textureChain, &textureCount); - - if (OVR_SUCCESS(result)) - { - 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); - } - } - - // Generate framebuffer - glGenFramebuffers(1, &buffer.fboId); - - // Create Depth texture - 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); - - 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) - { - glDeleteTextures(1, &buffer.depthId); - buffer.depthId = 0; - } - - if (buffer.fboId) - { - glDeleteFramebuffers(1, &buffer.fboId); - buffer.fboId = 0; - } -} - -// Set current Oculus buffer -static void SetOculusBuffer(ovrSession session, OculusBuffer buffer) -{ - GLuint currentTexId; - int currentIndex; - - ovr_GetTextureSwapChainCurrentIndex(session, buffer.textureChain, ¤tIndex); - ovr_GetTextureSwapChainBufferGL(session, buffer.textureChain, currentIndex, ¤tTexId); - - glBindFramebuffer(GL_FRAMEBUFFER, buffer.fboId); - glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, currentTexId, 0); - glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, buffer.depthId, 0); - - glViewport(0, 0, buffer.width, buffer.height); - glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); - glEnable(GL_FRAMEBUFFER_SRGB); -} - -// Unset Oculus buffer -static void UnsetOculusBuffer(OculusBuffer buffer) -{ - glBindFramebuffer(GL_FRAMEBUFFER, buffer.fboId); - glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0); - glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, 0, 0); -} - // Draw rectangle using rlgl OpenGL 1.1 style coding (translated to OpenGL 3.3 internally) static void DrawRectangleV(Vector2 position, Vector2 size, Color color) { @@ -495,4 +368,137 @@ static void TraceLog(int msgType, const char *text, ...) va_end(args); //if (msgType == LOG_ERROR) exit(1); -}
\ No newline at end of file +} + +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; +} + +// 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 a grid centered at (0, 0, 0) +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(); +} |
