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#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include "glad.h" // Extensions loading library
#include <GLFW/glfw3.h>
#include "OculusSDK/LibOVR/Include/OVR_CAPI_GL.h" // Oculus SDK for OpenGL
#define FAIL(X) printf(X);
typedef struct Vector2 {
float x;
float y;
} Vector2;
typedef struct Matrix {
float m0, m4, m8, m12;
float m1, m5, m9, m13;
float m2, m6, m10, m14;
float m3, m7, m11, m15;
} Matrix;
// RiftManagerApp class
ovrSession session;
ovrHmdDesc hmdDesc;
ovrGraphicsLuid luid;
// RiftApp class
GLuint fbo = 0;
GLuint depthBuffer = 0;
ovrTextureSwapChain eyeTexture;
GLuint mirrorFbo = 0;
ovrMirrorTexture mirrorTexture;
ovrEyeRenderDesc eyeRenderDescs[2];
Matrix eyeProjections[2];
ovrLayerEyeFov eyeLayer;
ovrViewScaleDesc viewScaleDesc;
Vector2 renderTargetSize;
Vector2 mirrorSize;
// GlfwApp class
GLFWwindow *window = NULL;
unsigned int frame = 0;
static void ErrorCallback(int error, const char* description)
{
fputs(description, stderr);
}
static void KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods)
{
if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
{
glfwSetWindowShouldClose(window, GL_TRUE);
}
}
// Execute our example class
int main()
{
if (!OVR_SUCCESS(ovr_Initialize(NULL))) FAIL("Failed to initialize the Oculus SDK\n");
//result = ExampleApp().run(); // class ExampleApp : public RiftApp : public GlfwApp, public RiftManagerApp
if (!OVR_SUCCESS(ovr_Create(&session, &luid))) FAIL("Unable to create HMD session\n");
hmdDesc = ovr_GetHmdDesc(session);
// RiftApp() constructor
viewScaleDesc.HmdSpaceToWorldScaleInMeters = 1.0f;
memset(&eyeLayer, 0, sizeof(ovrLayerEyeFov));
eyeLayer.Header.Type = ovrLayerType_EyeFov;
eyeLayer.Header.Flags = ovrLayerFlag_TextureOriginAtBottomLeft;
//ovr::for_each_eye([&](ovrEyeType eye)
for (int eye = 0; eye < 2; eye++)
{
eyeRenderDescs[eye] = ovr_GetRenderDesc(session, eye, hmdDesc.DefaultEyeFov[eye]);
ovrMatrix4f ovrPerspectiveProjection = ovrMatrix4f_Projection(eyeRenderDescs[eye].Fov, 0.01f, 1000.0f, ovrProjection_ClipRangeOpenGL);
//eyeProjections[eye] = ovr::toGlm(ovrPerspectiveProjection);
viewScaleDesc.HmdToEyeOffset[eye] = eyeRenderDescs[eye].HmdToEyeOffset;
eyeLayer.Fov[eye] = eyeRenderDescs[eye].Fov;
ovrSizei eyeSize = ovr_GetFovTextureSize(session, eye, eyeLayer.Fov[eye], 1.0f);
eyeLayer.Viewport[eye].Size = eyeSize;
eyeLayer.Viewport[eye].Pos.x = renderTargetSize.x;
eyeLayer.Viewport[eye].Pos.y = 0;
renderTargetSize.y = renderTargetSize.y; // std::max(renderTargetSize.y, (uint32_t)eyeSize.h);
renderTargetSize.x += eyeSize.w;
}
// Make the on screen window 1/4 the resolution of the render target
mirrorSize = renderTargetSize;
mirrorSize.x /= 2;
mirrorSize.y /= 2;
// GLFWApp() constructor
if (!glfwInit()) FAIL("Failed to initialize GLFW\n"); // Initialize the GLFW system for creating and positioning windows
glfwSetErrorCallback(ErrorCallback);
////preCreate();
glfwWindowHint(GLFW_DEPTH_BITS, 16);
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 1);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_OPENGL_DEBUG_CONTEXT, GL_TRUE);
//***************window = createRenderingTarget(windowSize, windowPosition); //GLFWwindow *createRenderingTarget(uvec2 & size, ivec2 & pos) = 0; //glfw::createWindow(_mirrorSize);
/*
GLFWwindow *createWindow(const uvec2 &size, const ivec2 &position = ivec2(INT_MIN))
{
GLFWwindow *window = glfwCreateWindow(size.x, size.y, "glfw", NULL, NULL); // size = mirrorSize
if (!window) FAIL("Unable to create rendering window\n");
if ((position.x > INT_MIN) && (position.y > INT_MIN)) // INT_MIN = -32767 // #define INT_MIN (-2147483647 - 1)
{
glfwSetWindowPos(window, position.x, position.y);
}
return window;
}
*/
window = glfwCreateWindow(mirrorSize.x, mirrorSize.y, "glfw", NULL, NULL);
if (!window) FAIL("Unable to create OpenGL window\n");
////postCreate();
//glfwSetWindowUserPointer(window, this); //// Useful to hack input callbacks
glfwSetKeyCallback(window, KeyCallback);
glfwMakeContextCurrent(window);
// Initialize the OpenGL extensions
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) FAIL("GLAD failed\n");
/*
glewExperimental = GL_TRUE;
if (0 != glewInit()) FAIL("Failed to initialize GLEW\n");
glGetError();
if (GLEW_KHR_debug)
{
GLint v;
glGetIntegerv(GL_CONTEXT_FLAGS, &v);
if (v & GL_CONTEXT_FLAG_DEBUG_BIT) glDebugMessageCallback(glDebugCallbackHandler, this);
}
*/
////initGl();
{
// RiftApp::InitGL() ----->
//GlfwApp::initGl(); // virtual
// Disable the v-sync for buffer swap
glfwSwapInterval(0);
ovrTextureSwapChainDesc desc = {};
desc.Type = ovrTexture_2D;
desc.ArraySize = 1;
desc.Width = renderTargetSize.x;
desc.Height = renderTargetSize.y;
desc.MipLevels = 1;
desc.Format = OVR_FORMAT_R8G8B8A8_UNORM_SRGB;
desc.SampleCount = 1;
desc.StaticImage = ovrFalse;
ovrResult result = ovr_CreateTextureSwapChainGL(session, &desc, &eyeTexture);
eyeLayer.ColorTexture[0] = eyeTexture;
if (!OVR_SUCCESS(result)) FAIL("Failed to create swap textures");
int length = 0;
result = ovr_GetTextureSwapChainLength(session, eyeTexture, &length);
if (!OVR_SUCCESS(result) || !length) FAIL("Unable to count swap chain textures");
for (int i = 0; i < length; ++i)
{
GLuint chainTexId;
ovr_GetTextureSwapChainBufferGL(session, eyeTexture, i, &chainTexId);
glBindTexture(GL_TEXTURE_2D, chainTexId);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
}
glBindTexture(GL_TEXTURE_2D, 0);
// Set up the framebuffer object
glGenFramebuffers(1, &fbo);
glGenRenderbuffers(1, &depthBuffer);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo);
glBindRenderbuffer(GL_RENDERBUFFER, depthBuffer);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, renderTargetSize.x, renderTargetSize.y);
glBindRenderbuffer(GL_RENDERBUFFER, 0);
glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthBuffer);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
ovrMirrorTextureDesc mirrorDesc;
memset(&mirrorDesc, 0, sizeof(mirrorDesc));
mirrorDesc.Format = OVR_FORMAT_R8G8B8A8_UNORM_SRGB;
mirrorDesc.Width = mirrorSize.x;
mirrorDesc.Height = mirrorSize.y;
if (!OVR_SUCCESS(ovr_CreateMirrorTextureGL(session, &mirrorDesc, &mirrorTexture))) FAIL("Could not create mirror texture");
glGenFramebuffers(1, &mirrorFbo);
// RiftApp::InitGL() <------
glClearColor(0.2f, 0.2f, 0.2f, 0.0f);
glEnable(GL_DEPTH_TEST);
ovr_RecenterTrackingOrigin(session);
// TODO: Init cube scene --> cubeScene = std::shared_ptr<ColorCubeScene>(new ColorCubeScene());
}
while (!glfwWindowShouldClose(window))
{
frame++;
glfwPollEvents();
//update();
//draw(); ------>
ovrPosef eyePoses[2];
ovr_GetEyePoses(session, frame, ovrTrue, viewScaleDesc.HmdToEyeOffset, eyePoses, &eyeLayer.SensorSampleTime);
int curIndex;
ovr_GetTextureSwapChainCurrentIndex(session, eyeTexture, &curIndex);
GLuint curTexId;
ovr_GetTextureSwapChainBufferGL(session, eyeTexture, curIndex, &curTexId);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo);
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, curTexId, 0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
for (int eye = 0; eye < 2; eye++)
{
glViewport(eyeLayer.Viewport[eye].Pos.x, eyeLayer.Viewport[eye].Pos.y,
eyeLayer.Viewport[eye].Size.w, eyeLayer.Viewport[eye].Size.h);
eyeLayer.RenderPose[eye] = eyePoses[eye];
//renderScene(_eyeProjections[eye], ovr::toGlm(eyePoses[eye])); --> cubeScene->render(projection, glm::inverse(headPose));
}
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
ovr_CommitTextureSwapChain(session, eyeTexture);
ovrLayerHeader *headerList = &eyeLayer.Header;
ovr_SubmitFrame(session, frame, &viewScaleDesc, &headerList, 1);
GLuint mirrorTextureId;
ovr_GetMirrorTextureBufferGL(session, mirrorTexture, &mirrorTextureId);
glBindFramebuffer(GL_READ_FRAMEBUFFER, mirrorFbo);
glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mirrorTextureId, 0);
glBlitFramebuffer(0, 0, mirrorSize.x, mirrorSize.y, 0, mirrorSize.y, mirrorSize.x, 0, GL_COLOR_BUFFER_BIT, GL_NEAREST);
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
//draw() <-------------
glfwSwapBuffers(window); //finishFrame();
}
//shutdownGl(); // Delete scene: cubeScene.reset();
glfwDestroyWindow(window);
glfwTerminate();
ovr_Destroy(session);
ovr_Shutdown();
return 0;
}
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