Starting work on VR simulator support

If Oculus device is not available or not initialized correctly,
simulated VR view is generated using stereo-rendering and distortion
This commit is contained in:
raysan5
2016-06-19 19:12:47 +02:00
parent 24c9b1f717
commit b01f5ff6a7
2 changed files with 113 additions and 39 deletions

View File

@@ -48,7 +48,7 @@
// Choose opengl version here or just define it at compile time: -DGRAPHICS_API_OPENGL_33
//#define GRAPHICS_API_OPENGL_11 // Only available on PLATFORM_DESKTOP
//#define GRAPHICS_API_OPENGL_33 // Only available on PLATFORM_DESKTOP or PLATFORM_OCULUS
//#define GRAPHICS_API_OPENGL_33 // Only available on PLATFORM_DESKTOP and RLGL_OCULUS_SUPPORT
//#define GRAPHICS_API_OPENGL_ES2 // Only available on PLATFORM_ANDROID or PLATFORM_RPI or PLATFORM_WEB
// Security check in case no GRAPHICS_API_OPENGL_* defined
@@ -304,6 +304,9 @@ void rlglDraw(void); // Draw VAO/VBO
void rlglInitGraphics(int offsetX, int offsetY, int width, int height); // Initialize Graphics (OpenGL stuff)
void rlglLoadExtensions(void *loader); // Load OpenGL extensions
void rlglUpdateDefaultBuffers(void); // Update default internal buffers (VAOs/VBOs) with vertex data
void rlglDrawDefaultBuffers(void); // Draw default internal buffers vertex data
unsigned int rlglLoadTexture(void *data, int width, int height, int textureFormat, int mipmapCount); // Load texture in GPU
RenderTexture2D rlglLoadRenderTexture(int width, int height); // Load a texture to be used for rendering (fbo with color and depth attachments)
void rlglUpdateTexture(unsigned int id, int width, int height, int format, void *data); // Update GPU texture with new data
@@ -353,14 +356,12 @@ void DestroyLight(Light light); // Destroy a
void TraceLog(int msgType, const char *text, ...);
#endif
#if defined(RLGL_OCULUS_SUPPORT)
void InitOculusDevice(void); // Init Oculus Rift device
void CloseOculusDevice(void); // Close Oculus Rift device
void UpdateOculusTracking(void); // Update Oculus Rift tracking (position and orientation)
void SetOculusView(int eye); // Set internal projection and modelview matrix depending on eyes tracking data
void BeginOculusDrawing(void); // Begin Oculus drawing configuration
void EndOculusDrawing(void); // End Oculus drawing process (and desktop mirror)
#endif
#ifdef __cplusplus
}