Simplify Oculus example...

...to align it with standard raylib code. Final goal would be having the
same code work for every platform with no changes...
This commit is contained in:
Ray
2016-06-21 08:59:29 +02:00
parent b01f5ff6a7
commit 6062201e8f
4 changed files with 16 additions and 14 deletions

View File

@@ -76,7 +76,7 @@
#include "standard_shader.h" // Standard shader to embed
#endif
#define RLGL_OCULUS_SUPPORT // Enable Oculus Rift code
//#define RLGL_OCULUS_SUPPORT // Enable Oculus Rift code
#if defined(RLGL_OCULUS_SUPPORT)
#include "external/OculusSDK/LibOVR/Include/OVR_CAPI_GL.h" // Oculus SDK for OpenGL
#endif
@@ -268,6 +268,7 @@ static unsigned int frameIndex = 0; // Oculus frames counter, used to discar
#endif
static bool vrSimulator = false; // VR simulator (stereo rendering on window, without vr device)
static bool vrEnabled = false; // VR enabled flag (required by core module)
// Compressed textures support flags
static bool texCompDXTSupported = false; // DDS texture compression support
@@ -2523,6 +2524,7 @@ void InitOculusDevice(void)
}
#else
vrSimulator = true;
vrEnabled = true;
#endif
if (vrSimulator)
@@ -2548,6 +2550,14 @@ void CloseOculusDevice(void)
// TODO: Unload stereo framebuffer and texture
// TODO: Unload oculus-distortion shader
}
vrEnabled = false;
}
// Track stereoscopic rendering
bool VrEnabled(void)
{
return vrEnabled;
}
// Update Oculus Rift tracking (position and orientation)