diff options
| author | raysan5 <raysan5@gmail.com> | 2016-04-23 11:29:19 +0200 |
|---|---|---|
| committer | raysan5 <raysan5@gmail.com> | 2016-04-23 11:29:19 +0200 |
| commit | 173529e04856102fee404ffd5d2942e9b1d4fdf4 (patch) | |
| tree | 06469f0b0b635baf93130b6dc4703734d33db43f /examples/oculus_glfw_sample/oculus_glfw_sample.c | |
| parent | 9639b14e1bbfb9065d788dd6341527c93ad55e88 (diff) | |
| download | raylib-173529e04856102fee404ffd5d2942e9b1d4fdf4.tar.gz raylib-173529e04856102fee404ffd5d2942e9b1d4fdf4.zip | |
Oculus SDK 1.3 + GLFW3 sample -NOT WORKING-
Diffstat (limited to 'examples/oculus_glfw_sample/oculus_glfw_sample.c')
| -rw-r--r-- | examples/oculus_glfw_sample/oculus_glfw_sample.c | 492 |
1 files changed, 492 insertions, 0 deletions
diff --git a/examples/oculus_glfw_sample/oculus_glfw_sample.c b/examples/oculus_glfw_sample/oculus_glfw_sample.c new file mode 100644 index 00000000..f6287631 --- /dev/null +++ b/examples/oculus_glfw_sample/oculus_glfw_sample.c @@ -0,0 +1,492 @@ +/******************************************************************************************* +* +* raylib Oculus minimum sample (OpenGL 3.3 Core) +* +* NOTE: This example requires raylib module [rlgl] +* +* Compile rlgl using: +* gcc -c rlgl.c -Wall -std=c99 -DRLGL_STANDALONE -DRAYMATH_IMPLEMENTATION -DGRAPHICS_API_OPENGL_33 +* +* Compile example using: +* gcc -o oculus_glfw_sample.exe oculus_glfw_sample.c rlgl.o glad.o -L. -lLibOVRRT32_1 -lglfw3 -lopengl32 -lgdi32 -std=c99 +* +* This example has been created using raylib 1.5 (www.raylib.com) +* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) +* +* Copyright (c) 2015 Ramon Santamaria (@raysan5) +* +********************************************************************************************/ + +#if defined(_WIN32) + #define GLFW_EXPOSE_NATIVE_WIN32 + #define GLFW_EXPOSE_NATIVE_WGL + #define OVR_OS_WIN32 +#elif defined(__APPLE__) + #define GLFW_EXPOSE_NATIVE_COCOA + #define GLFW_EXPOSE_NATIVE_NSGL + #define OVR_OS_MAC +#elif defined(__linux__) + #define GLFW_EXPOSE_NATIVE_X11 + #define GLFW_EXPOSE_NATIVE_GLX + #define OVR_OS_LINUX +#endif + +#include "glad.h" // Extensions loading library + +#include <GLFW/glfw3.h> +#include <GLFW/glfw3native.h> + +#include "OculusSDK/LibOVR/Include/OVR_CAPI_GL.h" // Oculus SDK for OpenGL + +//#include "GL/CAPI_GLE.h" // stripped-down GLEW/GLAD library to manage extensions (really required?) +//#include "Extras/OVR_Math.h" // math utilities C++ (really required?) + +#define RLGL_STANDALONE +#include "rlgl.h" + +#include <stdlib.h> +#include <stdio.h> + +//---------------------------------------------------------------------------------- +// Types and Structures Definition +//---------------------------------------------------------------------------------- +typedef struct OculusBuffer { + ovrTextureSwapChain textureChain; + GLuint depthId; + GLuint fboId; + int width; + int height; +} OculusBuffer; + +typedef enum { LOG_INFO = 0, LOG_ERROR, LOG_WARNING, LOG_DEBUG, LOG_OTHER } TraceLogType; + +//---------------------------------------------------------------------------------- +// Module specific Functions Declaration +//---------------------------------------------------------------------------------- +static OculusBuffer LoadOculusBuffer(ovrSession session, int width, int height); +static void UnloadOculusBuffer(ovrSession session, OculusBuffer buffer); +static void SetOculusBuffer(ovrSession session, OculusBuffer buffer); +static void UnsetOculusBuffer(OculusBuffer buffer); + +static void ErrorCallback(int error, const char* description) +{ + fputs(description, stderr); +} + +static void KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods) +{ + if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS) + { + glfwSetWindowShouldClose(window, GL_TRUE); + } +} + +static void DrawRectangleV(Vector2 position, Vector2 size, Color color); +static void TraceLog(int msgType, const char *text, ...); + +//---------------------------------------------------------------------------------- +// Main Entry point +//---------------------------------------------------------------------------------- +int main() +{ + // Initialization + //-------------------------------------------------------------------------------------- + ovrResult result = ovr_Initialize(NULL); + if (OVR_FAILURE(result)) TraceLog(LOG_ERROR, "OVR: Could not initialize Oculus device"); + + ovrSession session; + ovrGraphicsLuid luid; // Useless for OpenGL since SDK 0.7 + + result = ovr_Create(&session, &luid); + if (OVR_FAILURE(result)) + { + TraceLog(LOG_WARNING, "OVR: Could not create Oculus session"); + ovr_Shutdown(); + } + + ovrHmdDesc hmdDesc = ovr_GetHmdDesc(session); + + TraceLog(LOG_INFO, "OVR: Product Name: %s", hmdDesc.ProductName); + TraceLog(LOG_INFO, "OVR: Manufacturer: %s", hmdDesc.Manufacturer); + TraceLog(LOG_INFO, "OVR: Product ID: %i", hmdDesc.ProductId); + TraceLog(LOG_INFO, "OVR: Product Type: %i", hmdDesc.Type); + TraceLog(LOG_INFO, "OVR: Serian Number: %s", hmdDesc.SerialNumber); + TraceLog(LOG_INFO, "OVR: Resolution: %ix%i", hmdDesc.Resolution.w, hmdDesc.Resolution.h); + + int screenWidth = hmdDesc.Resolution.w/2 + 100; // Added 100 pixels for testing + int screenHeight = hmdDesc.Resolution.h/2 + 100; // Added 100 pixels for testing + + // GLFW3 Initialization + OpenGL 3.3 Context + Extensions + //-------------------------------------------------------- + GLFWwindow *window; + + glfwSetErrorCallback(ErrorCallback); + + if (!glfwInit()) + { + TraceLog(LOG_WARNING, "GLFW3: Can not initialize GLFW"); + exit(EXIT_FAILURE); + } + else TraceLog(LOG_INFO, "GLFW3: GLFW initialized successfully"); + + glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); + glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); + glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); + glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); + glfwWindowHint(GLFW_DECORATED, GL_FALSE); // Mandatory on Oculus Rift to avoid program crash! + + window = glfwCreateWindow(screenWidth, screenHeight, "rlgl standalone", NULL, NULL); + + if (!window) + { + glfwTerminate(); + exit(EXIT_FAILURE); + } + else TraceLog(LOG_INFO, "GLFW3: Window created successfully"); + + glfwSetKeyCallback(window, KeyCallback); + + glfwMakeContextCurrent(window); + glfwSwapInterval(0); + + if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) + { + TraceLog(LOG_WARNING, "GLAD: Cannot load OpenGL extensions"); + exit(1); + } + else TraceLog(LOG_INFO, "GLAD: OpenGL extensions loaded successfully"); + + rlglInit(); + rlglInitGraphics(0, 0, screenWidth, screenHeight); + rlClearColor(245, 245, 245, 255); // Define clear color + + Vector2 position = { screenWidth/2 - 100, screenHeight/2 - 100 }; + Vector2 size = { 200, 200 }; + Color color = { 180, 20, 20, 255 }; + //--------------------------------------------------------------------------- + + OculusBuffer eyeRenderBuffer[2]; + + GLuint mirrorFBO = 0; + ovrMirrorTexture mirrorTexture = NULL; + + bool isVisible = true; + long long frameIndex = 0; + + // Make eyes render buffers + ovrSizei recommendedTexSizeLeft = ovr_GetFovTextureSize(session, ovrEye_Left, hmdDesc.DefaultEyeFov[0], 1.0f); + eyeRenderBuffer[0] = LoadOculusBuffer(session, recommendedTexSizeLeft.w, recommendedTexSizeLeft.h); + ovrSizei recommendedTexSizeRight = ovr_GetFovTextureSize(session, ovrEye_Right, hmdDesc.DefaultEyeFov[1], 1.0f); + eyeRenderBuffer[1] = LoadOculusBuffer(session, recommendedTexSizeRight.w, recommendedTexSizeRight.h); + + // Note: the mirror window can be any size, for this sample we use 1/2 the HMD resolution + ovrSizei windowSize = { hmdDesc.Resolution.w/2, hmdDesc.Resolution.h/2 }; + + // Define mirror texture descriptor + ovrMirrorTextureDesc mirrorDesc; + memset(&mirrorDesc, 0, sizeof(mirrorDesc)); + mirrorDesc.Width = windowSize.w; + mirrorDesc.Height = windowSize.h; + mirrorDesc.Format = OVR_FORMAT_R8G8B8A8_UNORM_SRGB; + + // Create mirror texture and an FBO used to copy mirror texture to back buffer + result = ovr_CreateMirrorTextureGL(session, &mirrorDesc, &mirrorTexture); + if (!OVR_SUCCESS(result)) TraceLog(LOG_WARNING, "OVR: Failed to create mirror texture"); + + // Configure the mirror read buffer + GLuint texId; + ovr_GetMirrorTextureBufferGL(session, mirrorTexture, &texId); + + glGenFramebuffers(1, &mirrorFBO); + glBindFramebuffer(GL_READ_FRAMEBUFFER, mirrorFBO); + glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texId, 0); + glFramebufferRenderbuffer(GL_READ_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, 0); + glBindFramebuffer(GL_READ_FRAMEBUFFER, 0); + + if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) + { + glDeleteFramebuffers(1, &mirrorFBO); + TraceLog(LOG_WARNING, "OVR: Could not initialize mirror framebuffers"); + } + + // FloorLevel will give tracking poses where the floor height is 0 + ovr_SetTrackingOriginType(session, ovrTrackingOrigin_FloorLevel); + //-------------------------------------------------------------------------------------- + + // Main loop + while (!glfwWindowShouldClose(window)) + { + // Update + //---------------------------------------------------------------------------------- + + // TODO: Update game here! + + // Call ovr_GetRenderDesc each frame to get the ovrEyeRenderDesc, as the returned values (e.g. HmdToEyeOffset) may change at runtime. + ovrEyeRenderDesc eyeRenderDesc[2]; + eyeRenderDesc[0] = ovr_GetRenderDesc(session, ovrEye_Left, hmdDesc.DefaultEyeFov[0]); + eyeRenderDesc[1] = ovr_GetRenderDesc(session, ovrEye_Right, hmdDesc.DefaultEyeFov[1]); + + // Get eye poses, feeding in correct IPD offset + ovrPosef eyeRenderPose[2]; + ovrVector3f hmdToEyeOffset[2] = { eyeRenderDesc[0].HmdToEyeOffset, eyeRenderDesc[1].HmdToEyeOffset }; + + double sensorSampleTime; // sensorSampleTime is fed into the layer later + ovr_GetEyePoses(session, frameIndex, ovrTrue, hmdToEyeOffset, eyeRenderPose, &sensorSampleTime); + //---------------------------------------------------------------------------------- + + // Draw + //---------------------------------------------------------------------------------- + + // Clear screen to red color + glClearColor(1.0f, 0.1f, 0.1f, 0.0f); + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + + if (isVisible) + { + for (int eye = 0; eye < 2; ++eye) + { + SetOculusBuffer(session, eyeRenderBuffer[eye]); + + // TODO: Get view and projection matrices for the eye + // Sample using Oculus OVR_Math.h (C++) + /* + Matrix4f projection[eye] = Matrix4f(ovrMatrix4f_Projection(eyeRenderDesc[eye].Fov, 0.01f, 10000.0f, ovrProjection_None)); + Matrix4f eyeOrientation[eye] = Matrix4f(Quatf(eyeRenderPose[eye].Orientation).Inverted()); + Matrix4f eyePose[eye] = Matrix4f::Translation(-Vector3f(eyeRenderPose[eye].Position)); + Matrix4f mvp = projection[eye]*eyeOrientation[eye]*eyePose[eye]; + */ + + // Sample using custom raymath.h (C) -INCOMPLETE- + /* + Matrix projection = MatrixPerspective(eyeRenderDesc[eye].Fov, ((double)screenWidth/(double)screenHeight), 0.01, 1000.0); + Matrix eyeOrientation = QuaternionToMatrix((Quaternion){ -eyeRenderPose[eye].Orientation.x, -eyeRenderPose[eye].Orientation.y, + -eyeRenderPose[eye].Orientation.z, -eyeRenderPose[eye].Orientation.w }); + Matrix eyePose = MatrixTranslate(-eyeRenderPose[eye].Position.x, -eyeRenderPose[eye].Position.y, -eyeRenderPose[eye].Position.z); + Matrix mvp = MatrixMultiply(projection, MatrixMultiply(eyeOrientation, eyePose)); + */ + + // Render everything + // TODO: Pass calculated mvp matrix to default shader to consider projection and orientation! + //DrawRectangleV(position, size, color); + //rlglDraw(); + + UnsetOculusBuffer(eyeRenderBuffer[eye]); + + // Commit changes to the textures so they get picked up frame + ovr_CommitTextureSwapChain(session, eyeRenderBuffer[eye].textureChain); + } + } + + // Set up positional data + ovrViewScaleDesc viewScaleDesc; + viewScaleDesc.HmdSpaceToWorldScaleInMeters = 1.0f; + viewScaleDesc.HmdToEyeOffset[0] = hmdToEyeOffset[0]; + viewScaleDesc.HmdToEyeOffset[1] = hmdToEyeOffset[1]; + + // Create the main eye layer + ovrLayerEyeFov eyeLayer; + eyeLayer.Header.Type = ovrLayerType_EyeFov; + eyeLayer.Header.Flags = ovrLayerFlag_TextureOriginAtBottomLeft; // Because OpenGL + + for (int eye = 0; eye < 2; eye++) + { + eyeLayer.ColorTexture[eye] = eyeRenderBuffer[eye].textureChain; + eyeLayer.Viewport[eye] = (ovrRecti){ eyeRenderBuffer[eye].width, eyeRenderBuffer[eye].height }; + eyeLayer.Fov[eye] = hmdDesc.DefaultEyeFov[eye]; + eyeLayer.RenderPose[eye] = eyeRenderPose[eye]; + eyeLayer.SensorSampleTime = sensorSampleTime; + } + + // Append all the layers to global list + ovrLayerHeader *layerList = &eyeLayer.Header; + ovrResult result = ovr_SubmitFrame(session, frameIndex, NULL, &layerList, 1); + + // exit the rendering loop if submit returns an error, will retry on ovrError_DisplayLost + if (!OVR_SUCCESS(result)) return 1; + + isVisible = (result == ovrSuccess); + + // Get session status information + ovrSessionStatus sessionStatus; + ovr_GetSessionStatus(session, &sessionStatus); + if (sessionStatus.ShouldQuit) TraceLog(LOG_WARNING, "OVR: Session should quit."); + if (sessionStatus.ShouldRecenter) ovr_RecenterTrackingOrigin(session); + + // Blit mirror texture to back buffer + glBindFramebuffer(GL_READ_FRAMEBUFFER, mirrorFBO); + glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); + GLint w = mirrorDesc.Width; + GLint h = mirrorDesc.Height; + glBlitFramebuffer(0, h, w, 0, 0, 0, w, h, GL_COLOR_BUFFER_BIT, GL_NEAREST); + glBindFramebuffer(GL_READ_FRAMEBUFFER, 0); + + glfwSwapBuffers(window); + glfwPollEvents(); + + //frameIndex++; //? + //---------------------------------------------------------------------------------- + } + + // De-Initialization + //-------------------------------------------------------------------------------------- + if (mirrorFBO) glDeleteFramebuffers(1, &mirrorFBO); + if (mirrorTexture) ovr_DestroyMirrorTexture(session, mirrorTexture); + for (int eye = 0; eye < 2; eye++) UnloadOculusBuffer(session, eyeRenderBuffer[eye]); + + rlglClose(); + + glfwDestroyWindow(window); + glfwTerminate(); + + ovr_Destroy(session); // Must be called after glfwTerminate() + ovr_Shutdown(); + //-------------------------------------------------------------------------------------- + + return 0; +} + +//---------------------------------------------------------------------------------- +// Module specific Functions Definitions +//---------------------------------------------------------------------------------- + +// Load Oculus required buffers: texture-swap-chain, fbo, texture-depth +static OculusBuffer LoadOculusBuffer(ovrSession session, int width, int height) +{ + OculusBuffer buffer; + buffer.width = width; + buffer.height = height; + + // Create OVR texture chain + ovrTextureSwapChainDesc desc = {}; + desc.Type = ovrTexture_2D; + desc.ArraySize = 1; + desc.Width = width; + desc.Height = height; + desc.MipLevels = 1; + desc.Format = OVR_FORMAT_R8G8B8A8_UNORM_SRGB; + desc.SampleCount = 1; + desc.StaticImage = ovrFalse; + + ovrResult result = ovr_CreateTextureSwapChainGL(session, &desc, &buffer.textureChain); + + int textureCount = 0; + ovr_GetTextureSwapChainLength(session, buffer.textureChain, &textureCount); + + if (OVR_SUCCESS(result)) + { + for (int i = 0; i < textureCount; ++i) + { + GLuint chainTexId; + ovr_GetTextureSwapChainBufferGL(session, buffer.textureChain, i, &chainTexId); + glBindTexture(GL_TEXTURE_2D, chainTexId); + + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + } + } + + // Generate framebuffer + glGenFramebuffers(1, &buffer.fboId); + + // Create Depth texture + glGenTextures(1, &buffer.depthId); + glBindTexture(GL_TEXTURE_2D, buffer.depthId); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + + glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, buffer.width, buffer.height, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL); + + return buffer; +} + +// 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) + { + glDeleteTextures(1, &buffer.depthId); + buffer.depthId = 0; + } + + if (buffer.fboId) + { + glDeleteFramebuffers(1, &buffer.fboId); + buffer.fboId = 0; + } +} + +// Set current Oculus buffer +static void SetOculusBuffer(ovrSession session, OculusBuffer buffer) +{ + GLuint currentTexId; + int currentIndex; + + ovr_GetTextureSwapChainCurrentIndex(session, buffer.textureChain, ¤tIndex); + ovr_GetTextureSwapChainBufferGL(session, buffer.textureChain, currentIndex, ¤tTexId); + + glBindFramebuffer(GL_FRAMEBUFFER, buffer.fboId); + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, currentTexId, 0); + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, buffer.depthId, 0); + + glViewport(0, 0, buffer.width, buffer.height); + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + glEnable(GL_FRAMEBUFFER_SRGB); +} + +// Unset Oculus buffer +static void UnsetOculusBuffer(OculusBuffer buffer) +{ + glBindFramebuffer(GL_FRAMEBUFFER, buffer.fboId); + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0); + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, 0, 0); +} + +// Draw rectangle using rlgl OpenGL 1.1 style coding (translated to OpenGL 3.3 internally) +static void DrawRectangleV(Vector2 position, Vector2 size, Color color) +{ + rlBegin(RL_TRIANGLES); + rlColor4ub(color.r, color.g, color.b, color.a); + + rlVertex2i(position.x, position.y); + rlVertex2i(position.x, position.y + size.y); + rlVertex2i(position.x + size.x, position.y + size.y); + + rlVertex2i(position.x, position.y); + rlVertex2i(position.x + size.x, position.y + size.y); + rlVertex2i(position.x + size.x, position.y); + rlEnd(); +} + +// Output a trace log message +// NOTE: Expected msgType: (0)Info, (1)Error, (2)Warning +static void TraceLog(int msgType, const char *text, ...) +{ + va_list args; + va_start(args, text); + + switch(msgType) + { + case LOG_INFO: fprintf(stdout, "INFO: "); break; + case LOG_ERROR: fprintf(stdout, "ERROR: "); break; + case LOG_WARNING: fprintf(stdout, "WARNING: "); break; + case LOG_DEBUG: fprintf(stdout, "DEBUG: "); break; + default: break; + } + + vfprintf(stdout, text, args); + fprintf(stdout, "\n"); + + va_end(args); + + //if (msgType == LOG_ERROR) exit(1); +}
\ No newline at end of file |
