mirror of
https://github.com/raysan5/raylib.git
synced 2025-09-24 12:08:30 +00:00
Update Oculus sample (will be moved soon)
This commit is contained in:
@@ -72,6 +72,10 @@
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#include "standard_shader.h" // Standard shader to embed
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#endif
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#if defined(RLGL_OCULUS_SUPPORT)
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#include "external/OculusSDK/LibOVR/Include/OVR_CAPI_GL.h" // Oculus SDK for OpenGL
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#endif
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//----------------------------------------------------------------------------------
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// Defines and Macros
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//----------------------------------------------------------------------------------
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@@ -159,11 +163,45 @@ typedef struct {
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// Draw call type
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// NOTE: Used to track required draw-calls, organized by texture
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typedef struct {
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GLuint textureId;
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int vertexCount;
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// TODO: Store draw state -> blending mode, shader
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GLuint vaoId;
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GLuint textureId;
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GLuint shaderId;
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Matrix projection;
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Matrix modelview;
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// TODO: Store additional draw state data
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//int blendMode;
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//Guint fboId;
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} DrawCall;
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#if defined(RLGL_OCULUS_SUPPORT)
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typedef struct OculusBuffer {
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ovrTextureSwapChain textureChain;
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GLuint depthId;
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GLuint fboId;
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int width;
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int height;
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} OculusBuffer;
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typedef struct OculusMirror {
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ovrMirrorTexture texture;
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GLuint fboId;
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int width;
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int height;
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} OculusMirror;
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typedef struct OculusLayer {
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ovrViewScaleDesc viewScaleDesc;
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ovrLayerEyeFov eyeLayer; // layer 0
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//ovrLayerQuad quadLayer; // TODO: layer 1: '2D' quad for GUI
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Matrix eyeProjections[2];
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int width;
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int height;
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} OculusLayer;
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#endif
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//----------------------------------------------------------------------------------
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// Global Variables Definition
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//----------------------------------------------------------------------------------
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@@ -213,6 +251,17 @@ static Light lights[MAX_LIGHTS]; // Lights pool
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static int lightsCount; // Counts current enabled physic objects
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#endif
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#if defined(RLGL_OCULUS_SUPPORT)
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// OVR device variables
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static ovrSession session; // Oculus session (pointer to ovrHmdStruct)
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static ovrHmdDesc hmdDesc; // Oculus device descriptor parameters
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static ovrGraphicsLuid luid; // Oculus locally unique identifier for the program (64 bit)
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static OculusLayer layer; // Oculus drawing layer (similar to photoshop)
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static OculusBuffer buffer; // Oculus internal buffers (texture chain and fbo)
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static OculusMirror mirror; // Oculus mirror texture and fbo
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static unsigned int frameIndex = 0; // Oculus frames counter, used to discard frames from chain
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#endif
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// Compressed textures support flags
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static bool texCompDXTSupported = false; // DDS texture compression support
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static bool npotSupported = false; // NPOT textures full support
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@@ -228,15 +277,14 @@ static PFNGLDELETEVERTEXARRAYSOESPROC glDeleteVertexArrays;
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static int blendMode = 0;
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// White texture useful for plain color polys (required by shader)
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// NOTE: It's required in shapes and models modules!
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unsigned int whiteTexture;
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static unsigned int whiteTexture;
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//----------------------------------------------------------------------------------
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// Module specific Functions Declaration
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//----------------------------------------------------------------------------------
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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static void LoadCompressedTexture(unsigned char *data, int width, int height, int mipmapCount, int compressedFormat);
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static unsigned int LoadShaderProgram(char *vShaderStr, char *fShaderStr); // Load custom shader strings and return program id
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static unsigned int LoadShaderProgram(const char *vShaderStr, const char *fShaderStr); // Load custom shader strings and return program id
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static Shader LoadDefaultShader(void); // Load default shader (just vertex positioning and texture coloring)
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static Shader LoadStandardShader(void); // Load standard shader (support materials and lighting)
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@@ -254,6 +302,16 @@ static void SetShaderLights(Shader shader); // Sets shader uniform values for li
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static char *ReadTextFile(const char *fileName);
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#endif
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#if defined(RLGL_OCULUS_SUPPORT) // Oculus Rift functions
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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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static void UnloadOculusMirror(ovrSession session, OculusMirror mirror); // Unload Oculus mirror buffers
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static void BlitOculusMirror(ovrSession session, OculusMirror mirror); // Copy Oculus screen buffer to mirror texture
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static OculusLayer InitOculusLayer(ovrSession session); // Init Oculus layer (similar to photoshop)
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static Matrix FromOvrMatrix(ovrMatrix4f ovrM); // Convert from Oculus ovrMatrix4f struct to raymath Matrix struct
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#endif
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#if defined(GRAPHICS_API_OPENGL_11)
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static int GenerateMipmaps(unsigned char *data, int baseWidth, int baseHeight);
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static Color *GenNextMipmap(Color *srcData, int srcWidth, int srcHeight);
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@@ -1146,6 +1204,23 @@ void rlglInitGraphics(int offsetX, int offsetY, int width, int height)
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TraceLog(INFO, "OpenGL graphic device initialized successfully");
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}
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// Load OpenGL extensions
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// NOTE: External loader function could be passed as a pointer
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void rlglLoadExtensions(void *loader)
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{
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#if defined(GRAPHICS_API_OPENGL_33)
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// NOTE: glad is generated and contains only required OpenGL 3.3 Core extensions
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if (!gladLoadGLLoader((GLADloadproc)loader)) TraceLog(WARNING, "GLAD: Cannot load OpenGL extensions");
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else TraceLog(INFO, "GLAD: OpenGL extensions loaded successfully");
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if (GLAD_GL_VERSION_3_3) TraceLog(INFO, "OpenGL 3.3 Core profile supported");
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else TraceLog(ERROR, "OpenGL 3.3 Core profile not supported");
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// With GLAD, we can check if an extension is supported using the GLAD_GL_xxx booleans
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//if (GLAD_GL_ARB_vertex_array_object) // Use GL_ARB_vertex_array_object
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#endif
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}
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// Get world coordinates from screen coordinates
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Vector3 rlglUnproject(Vector3 source, Matrix proj, Matrix view)
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{
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@@ -1177,11 +1252,13 @@ unsigned int rlglLoadTexture(void *data, int width, int height, int textureForma
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GLuint id = 0;
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// Check texture format support by OpenGL 1.1 (compressed textures not supported)
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if ((rlGetVersion() == OPENGL_11) && (textureFormat >= 8))
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#if defined(GRAPHICS_API_OPENGL_11)
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if (textureFormat >= 8)
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{
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TraceLog(WARNING, "OpenGL 1.1 does not support GPU compressed texture formats");
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return id;
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}
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#endif
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if ((!texCompDXTSupported) && ((textureFormat == COMPRESSED_DXT1_RGB) || (textureFormat == COMPRESSED_DXT1_RGBA) ||
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(textureFormat == COMPRESSED_DXT3_RGBA) || (textureFormat == COMPRESSED_DXT5_RGBA)))
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@@ -1795,8 +1872,13 @@ void rlglDrawMesh(Mesh mesh, Material material, Matrix transform)
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// NOTE: standard shader specific locations are got at render time to keep Shader struct as simple as possible (with just default shader locations)
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if (material.shader.id == standardShader.id)
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{
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// Transpose and inverse model transformations matrix for fragment normal calculations
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Matrix transInvTransform = transform;
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MatrixTranspose(&transInvTransform);
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MatrixInvert(&transInvTransform);
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// Send model transformations matrix to shader
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glUniformMatrix4fv(glGetUniformLocation(material.shader.id, "modelMatrix"), 1, false, MatrixToFloat(transform));
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glUniformMatrix4fv(glGetUniformLocation(material.shader.id, "modelMatrix"), 1, false, MatrixToFloat(transInvTransform));
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// Send view transformation matrix to shader. View matrix 8, 9 and 10 are view direction vector axis values (target - position)
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glUniform3f(glGetUniformLocation(material.shader.id, "viewDir"), matView.m8, matView.m9, matView.m10);
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@@ -2095,6 +2177,24 @@ void *rlglReadTexturePixels(Texture2D texture)
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return pixels;
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}
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/*
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// TODO: Record draw calls to be processed in batch
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// NOTE: Global state must be kept
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void rlglRecordDraw(void)
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{
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// TODO: Before adding a new draw, check if anything changed from last stored draw
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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draws[drawsCounter].vaoId = currentState.vaoId; // lines.id, trangles.id, quads.id?
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draws[drawsCounter].textureId = currentState.textureId; // whiteTexture?
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draws[drawsCounter].shaderId = currentState.shaderId; // defaultShader.id
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draws[drawsCounter].projection = projection;
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draws[drawsCounter].modelview = modelview;
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draws[drawsCounter].vertexCount = currentState.vertexCount;
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drawsCounter++;
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#endif
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}
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*/
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//----------------------------------------------------------------------------------
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// Module Functions Definition - Shaders Functions
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@@ -2361,6 +2461,130 @@ void DestroyLight(Light light)
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#endif
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}
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#if defined(RLGL_OCULUS_SUPPORT)
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// Init Oculus Rift device
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// NOTE: Device initialization should be done before window creation?
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void InitOculusDevice(void)
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{
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// Initialize Oculus device
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ovrResult result = ovr_Initialize(NULL);
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if (OVR_FAILURE(result)) TraceLog(WARNING, "OVR: Could not initialize Oculus device");
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result = ovr_Create(&session, &luid);
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if (OVR_FAILURE(result))
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{
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TraceLog(WARNING, "OVR: Could not create Oculus session");
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ovr_Shutdown();
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}
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hmdDesc = ovr_GetHmdDesc(session);
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TraceLog(INFO, "OVR: Product Name: %s", hmdDesc.ProductName);
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TraceLog(INFO, "OVR: Manufacturer: %s", hmdDesc.Manufacturer);
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TraceLog(INFO, "OVR: Product ID: %i", hmdDesc.ProductId);
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TraceLog(INFO, "OVR: Product Type: %i", hmdDesc.Type);
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//TraceLog(INFO, "OVR: Serial Number: %s", hmdDesc.SerialNumber);
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TraceLog(INFO, "OVR: Resolution: %ix%i", hmdDesc.Resolution.w, hmdDesc.Resolution.h);
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// NOTE: Oculus mirror is set to defined screenWidth and screenHeight...
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// ...ideally, it should be (hmdDesc.Resolution.w/2, hmdDesc.Resolution.h/2)
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// Initialize Oculus Buffers
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layer = InitOculusLayer(session);
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buffer = LoadOculusBuffer(session, layer.width, layer.height);
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mirror = LoadOculusMirror(session, hmdDesc.Resolution.w/2, hmdDesc.Resolution.h/2); // NOTE: hardcoded...
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layer.eyeLayer.ColorTexture[0] = buffer.textureChain; //SetOculusLayerTexture(eyeLayer, buffer.textureChain);
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// Recenter OVR tracking origin
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ovr_RecenterTrackingOrigin(session);
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}
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// Close Oculus Rift device
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void CloseOculusDevice(void)
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{
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UnloadOculusMirror(session, mirror); // Unload Oculus mirror buffer
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UnloadOculusBuffer(session, buffer); // Unload Oculus texture buffers
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ovr_Destroy(session); // Free Oculus session data
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ovr_Shutdown(); // Close Oculus device connection
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}
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// Update Oculus Rift tracking (position and orientation)
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void UpdateOculusTracking(void)
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{
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frameIndex++;
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ovrPosef eyePoses[2];
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ovr_GetEyePoses(session, frameIndex, ovrTrue, layer.viewScaleDesc.HmdToEyeOffset, eyePoses, &layer.eyeLayer.SensorSampleTime);
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layer.eyeLayer.RenderPose[0] = eyePoses[0];
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layer.eyeLayer.RenderPose[1] = eyePoses[1];
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}
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void SetOculusMatrix(int eye)
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{
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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);
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Quaternion eyeRPose = (Quaternion){ layer.eyeLayer.RenderPose[eye].Orientation.x,
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layer.eyeLayer.RenderPose[eye].Orientation.y,
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layer.eyeLayer.RenderPose[eye].Orientation.z,
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layer.eyeLayer.RenderPose[eye].Orientation.w };
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QuaternionInvert(&eyeRPose);
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Matrix eyeOrientation = QuaternionToMatrix(eyeRPose);
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Matrix eyeTranslation = MatrixTranslate(-layer.eyeLayer.RenderPose[eye].Position.x,
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-layer.eyeLayer.RenderPose[eye].Position.y,
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-layer.eyeLayer.RenderPose[eye].Position.z);
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Matrix eyeView = MatrixMultiply(eyeTranslation, eyeOrientation);
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Matrix modelEyeView = MatrixMultiply(modelview, eyeView); // Using internal camera modelview matrix
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SetMatrixModelview(modelEyeView);
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SetMatrixProjection(layer.eyeProjections[eye]);
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}
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void BeginOculusDrawing(void)
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{
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GLuint currentTexId;
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int currentIndex;
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ovr_GetTextureSwapChainCurrentIndex(session, buffer.textureChain, ¤tIndex);
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ovr_GetTextureSwapChainBufferGL(session, buffer.textureChain, currentIndex, ¤tTexId);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, buffer.fboId);
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, currentTexId, 0);
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//glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, buffer.depthId, 0); // Already binded
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//glViewport(0, 0, buffer.width, buffer.height); // Useful if rendering to separate framebuffers (every eye)
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//glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Same as rlClearScreenBuffers()
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// NOTE: If your application is configured to treat the texture as a linear format (e.g. GL_RGBA)
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// and performs linear-to-gamma conversion in GLSL or does not care about gamma-correction, then:
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// - Require OculusBuffer format to be OVR_FORMAT_R8G8B8A8_UNORM_SRGB
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// - Do NOT enable GL_FRAMEBUFFER_SRGB
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//glEnable(GL_FRAMEBUFFER_SRGB);
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}
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void EndOculusDrawing(void)
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{
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
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ovr_CommitTextureSwapChain(session, buffer.textureChain);
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ovrLayerHeader *layers = &layer.eyeLayer.Header;
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ovr_SubmitFrame(session, frameIndex, &layer.viewScaleDesc, &layers, 1);
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// Blit mirror texture to back buffer
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BlitOculusMirror(session, mirror);
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// Get session status information
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ovrSessionStatus sessionStatus;
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ovr_GetSessionStatus(session, &sessionStatus);
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if (sessionStatus.ShouldQuit) TraceLog(WARNING, "OVR: Session should quit...");
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if (sessionStatus.ShouldRecenter) ovr_RecenterTrackingOrigin(session);
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}
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#endif
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//----------------------------------------------------------------------------------
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// Module specific Functions Definition
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//----------------------------------------------------------------------------------
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@@ -2403,7 +2627,7 @@ static void LoadCompressedTexture(unsigned char *data, int width, int height, in
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}
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// Load custom shader strings and return program id
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static unsigned int LoadShaderProgram(char *vShaderStr, char *fShaderStr)
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static unsigned int LoadShaderProgram(const char *vShaderStr, const char *fShaderStr)
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{
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unsigned int program = 0;
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@@ -3341,6 +3565,187 @@ static Color *GenNextMipmap(Color *srcData, int srcWidth, int srcHeight)
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}
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#endif
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#if defined(RLGL_OCULUS_SUPPORT)
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// Load Oculus required buffers: texture-swap-chain, fbo, texture-depth
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static OculusBuffer LoadOculusBuffer(ovrSession session, int width, int height)
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{
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OculusBuffer buffer;
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buffer.width = width;
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buffer.height = height;
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// Create OVR texture chain
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ovrTextureSwapChainDesc desc = {};
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desc.Type = ovrTexture_2D;
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desc.ArraySize = 1;
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desc.Width = width;
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desc.Height = height;
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desc.MipLevels = 1;
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desc.Format = OVR_FORMAT_R8G8B8A8_UNORM_SRGB; // Requires glEnable(GL_FRAMEBUFFER_SRGB);
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desc.SampleCount = 1;
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desc.StaticImage = ovrFalse;
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ovrResult result = ovr_CreateTextureSwapChainGL(session, &desc, &buffer.textureChain);
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if (!OVR_SUCCESS(result)) TraceLog(WARNING, "OVR: Failed to create swap textures buffer");
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int textureCount = 0;
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ovr_GetTextureSwapChainLength(session, buffer.textureChain, &textureCount);
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if (!OVR_SUCCESS(result) || !textureCount) TraceLog(WARNING, "OVR: Unable to count swap chain textures");
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for (int i = 0; i < textureCount; ++i)
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{
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GLuint chainTexId;
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ovr_GetTextureSwapChainBufferGL(session, buffer.textureChain, i, &chainTexId);
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glBindTexture(GL_TEXTURE_2D, chainTexId);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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}
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glBindTexture(GL_TEXTURE_2D, 0);
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/*
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// Setup framebuffer object (using depth texture)
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glGenFramebuffers(1, &buffer.fboId);
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glGenTextures(1, &buffer.depthId);
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glBindTexture(GL_TEXTURE_2D, buffer.depthId);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT16, buffer.width, buffer.height, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
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*/
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// Setup framebuffer object (using depth renderbuffer)
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glGenFramebuffers(1, &buffer.fboId);
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glGenRenderbuffers(1, &buffer.depthId);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, buffer.fboId);
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glBindRenderbuffer(GL_RENDERBUFFER, buffer.depthId);
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, buffer.width, buffer.height);
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glBindRenderbuffer(GL_RENDERBUFFER, 0);
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glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, buffer.depthId);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
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return buffer;
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}
|
||||
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// 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);
|
||||
glBlitFramebuffer(0, 0, mirror.width, mirror.height, 0, mirror.height, mirror.width, 0, GL_COLOR_BUFFER_BIT, GL_NEAREST);
|
||||
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
|
||||
|
Reference in New Issue
Block a user