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https://github.com/raysan5/raylib.git
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VR Functions renaming (for generic HMD device)
Stereo rendering has been moved again to Begin3dMode() and End3dMode(), it has some limitations but makes more sense...
This commit is contained in:
45
src/rlgl.c
45
src/rlgl.c
@@ -322,7 +322,7 @@ static void DrawDefaultBuffers(int eyesCount); // Draw default internal buffers
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static void UnloadDefaultBuffers(void); // Unload default internal buffers vertex data from CPU and GPU
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// Set internal projection and modelview matrix depending on eyes tracking data
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static void SetOculusView(int eye, Matrix matProjection, Matrix matModelView);
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static void SetStereoView(int eye, Matrix matProjection, Matrix matModelView);
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static void SetShaderLights(Shader shader); // Sets shader uniform values for lights array
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@@ -2001,7 +2001,7 @@ void rlglDrawMesh(Mesh mesh, Material material, Matrix transform)
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for (int eye = 0; eye < eyesCount; eye++)
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{
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if (eyesCount == 2) SetOculusView(eye, matProjection, matModelView);
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if (eyesCount == 2) SetStereoView(eye, matProjection, matModelView);
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else modelview = matModelView;
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// Calculate model-view-projection matrix (MVP)
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@@ -2504,8 +2504,9 @@ void DestroyLight(Light light)
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#endif
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}
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// Init Oculus Rift device (or Oculus device simulator)
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void InitOculusDevice(void)
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// Init VR device (or simulator)
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// NOTE: If device is not available, it fallbacks to default device (simulator)
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void InitVrDevice(int hmdDevice)
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{
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#if defined(RLGL_OCULUS_SUPPORT)
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// Initialize Oculus device
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@@ -2557,7 +2558,7 @@ void InitOculusDevice(void)
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if (!oculusReady)
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{
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TraceLog(WARNING, "VR: Initializing Oculus simulator");
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TraceLog(WARNING, "HMD Device not found: Initializing VR simulator");
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// Initialize framebuffer and textures for stereo rendering
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stereoFbo = rlglLoadRenderTexture(screenWidth, screenHeight);
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@@ -2571,8 +2572,8 @@ void InitOculusDevice(void)
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}
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}
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// Close Oculus Rift device (or Oculus device simulator)
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void CloseOculusDevice(void)
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// Close VR device (or simulator)
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void CloseVrDevice(void)
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{
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#if defined(RLGL_OCULUS_SUPPORT)
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if (oculusReady)
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@@ -2596,20 +2597,20 @@ void CloseOculusDevice(void)
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oculusReady = false;
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}
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// Detect if oculus device is available
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bool IsOculusReady(void)
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// Detect if VR device is available
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bool IsVrDeviceReady(void)
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{
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return (oculusReady || oculusSimulator) && vrEnabled;
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}
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// Enable/Disable VR experience (Oculus device or simulator)
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void ToggleVR(void)
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// Enable/Disable VR experience (device or simulator)
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void ToggleVrMode(void)
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{
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vrEnabled = !vrEnabled;
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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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// Update VR tracking (position and orientation)
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void UpdateVrTracking(void)
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{
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#if defined(RLGL_OCULUS_SUPPORT)
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if (oculusReady)
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@@ -2641,7 +2642,7 @@ void UpdateOculusTracking(void)
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}
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// Set internal projection and modelview matrix depending on eyes tracking data
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static void SetOculusView(int eye, Matrix matProjection, Matrix matModelView)
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static void SetStereoView(int eye, Matrix matProjection, Matrix matModelView)
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{
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if (vrEnabled)
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{
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@@ -2675,12 +2676,12 @@ static void SetOculusView(int eye, Matrix matProjection, Matrix matModelView)
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// Setup viewport and projection/modelview matrices using tracking data
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rlViewport(eye*screenWidth/2, 0, screenWidth/2, screenHeight);
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static float IPD = 0.064f; // InterpupillaryDistance
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static float IPD = 0.064f; // InterpupillaryDistance
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float HScreenSize = 0.14976f;
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float VScreenSize = 0.0936f; // HScreenSize/(1280.0f/800.0f)
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float VScreenCenter = 0.04675f;
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float VScreenSize = 0.0936f; // HScreenSize/(1280.0f/800.0f) (DK2)
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float VScreenCenter = 0.04675f; // VScreenSize/2
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float EyeToScreenDistance = 0.041f;
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float LensSeparationDistance = 0.064f; //0.0635f (DK1)
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float LensSeparationDistance = 0.064f; //0.0635f (DK1)
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// NOTE: fovy value obtained from device parameters (Oculus Rift CV1)
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float halfScreenDistance = VScreenSize/2.0f;
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@@ -2730,13 +2731,13 @@ static void SetOculusView(int eye, Matrix matProjection, Matrix matModelView)
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MatrixTranspose(&eyeProjection);
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}
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SetMatrixModelview(eyeModelView); // ERROR! We are modifying modelview for next eye!!!
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SetMatrixModelview(eyeModelView);
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SetMatrixProjection(eyeProjection);
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}
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}
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// Begin Oculus drawing configuration
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void BeginOculusDrawing(void)
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void BeginVrDrawing(void)
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{
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#if defined(RLGL_OCULUS_SUPPORT)
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if (oculusReady)
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@@ -2771,7 +2772,7 @@ void BeginOculusDrawing(void)
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}
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// End Oculus drawing process (and desktop mirror)
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void EndOculusDrawing(void)
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void EndVrDrawing(void)
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{
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#if defined(RLGL_OCULUS_SUPPORT)
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if (oculusReady)
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@@ -3414,7 +3415,7 @@ static void DrawDefaultBuffers(int eyesCount)
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for (int eye = 0; eye < eyesCount; eye++)
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{
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if (eyesCount == 2) SetOculusView(eye, matProjection, matModelView);
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if (eyesCount == 2) SetStereoView(eye, matProjection, matModelView);
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// Set current shader and upload current MVP matrix
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if ((lines.vCounter > 0) || (triangles.vCounter > 0) || (quads.vCounter > 0))
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