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Added Oculus functions declaration and comments
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12
src/rlgl.c
12
src/rlgl.c
@@ -361,6 +361,12 @@ static char *ReadTextFile(const char *fileName);
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#endif
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#if defined(RLGL_OCULUS_SUPPORT)
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static bool InitOculusDevice(void); // Initialize Oculus device (returns true if success)
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static void CloseOculusDevice(void); // Close Oculus device
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static void UpdateOculusTracking(void); // Update Oculus head position-orientation tracking
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static void BeginOculusDrawing(void); // Setup Oculus buffers for drawing
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static void EndOculusDrawing(void); // Finish Oculus drawing and blit framebuffer to mirror
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static OculusBuffer LoadOculusBuffer(ovrSession session, int width, int height); // Load Oculus required buffers
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static void UnloadOculusBuffer(ovrSession session, OculusBuffer buffer); // Unload texture required buffers
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static OculusMirror LoadOculusMirror(ovrSession session, int width, int height); // Load Oculus mirror buffers
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@@ -3912,7 +3918,7 @@ static Color *GenNextMipmap(Color *srcData, int srcWidth, int srcHeight)
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#endif
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#if defined(RLGL_OCULUS_SUPPORT)
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// Initialize Oculus device
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// Initialize Oculus device (returns true if success)
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static bool InitOculusDevice(void)
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{
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bool oculusReady = false;
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@@ -3959,6 +3965,7 @@ static bool InitOculusDevice(void)
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return oculusReady;
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}
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// Close Oculus device (and unload buffers)
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static void CloseOculusDevice(void)
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{
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UnloadOculusMirror(session, mirror); // Unload Oculus mirror buffer
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@@ -3968,6 +3975,7 @@ static void CloseOculusDevice(void)
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ovr_Shutdown(); // Close Oculus device connection
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}
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// Update Oculus head position-orientation tracking
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static void UpdateOculusTracking(void)
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{
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frameIndex++;
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@@ -3990,6 +3998,7 @@ static void UpdateOculusTracking(void)
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//if (sessionStatus.IsVisible) // the game or experience has VR focus and is visible in the HMD.
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}
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// Setup Oculus buffers for drawing
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static void BeginOculusDrawing(void)
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{
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GLuint currentTexId;
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@@ -4003,6 +4012,7 @@ static void BeginOculusDrawing(void)
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//glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, buffer.depthId, 0); // Already binded
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}
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// Finish Oculus drawing and blit framebuffer to mirror
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static void EndOculusDrawing(void)
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{
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// Unbind current framebuffer (Oculus buffer)
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