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authorraysan5 <raysan5@gmail.com>2016-05-04 20:25:32 +0200
committerraysan5 <raysan5@gmail.com>2016-05-04 20:25:32 +0200
commitba60918eaae142598fc84ee7e2af06b3ddc26ba1 (patch)
treee7329b262a31293eb9aad1352bbf56e46c21013c /examples
parentfd67e31f630476980eb09e49177958703db5b3d3 (diff)
downloadraylib-ba60918eaae142598fc84ee7e2af06b3ddc26ba1.tar.gz
raylib-ba60918eaae142598fc84ee7e2af06b3ddc26ba1.zip
Updated Oculus sample
Now GLFW3 windows/context creation works ok and a sample red rectangle has been drawn using rlgl. Next step is working in tracking position/orientation maths and try to get a simple 3d scene...
Diffstat (limited to 'examples')
-rw-r--r--examples/oculus_glfw_sample/oculus_glfw_sample.c598
-rw-r--r--examples/oculus_glfw_sample/oculus_glfw_sample.old.c498
-rw-r--r--examples/oculus_glfw_sample/oculus_glfw_sample_new.c280
-rw-r--r--examples/oculus_glfw_sample/raylib_OculusRiftCV1.pngbin0 -> 218472 bytes
-rw-r--r--examples/oculus_glfw_sample/rlgl.c339
-rw-r--r--examples/oculus_glfw_sample/rlgl.h18
6 files changed, 972 insertions, 761 deletions
diff --git a/examples/oculus_glfw_sample/oculus_glfw_sample.c b/examples/oculus_glfw_sample/oculus_glfw_sample.c
index 19de0188..b1fabbe9 100644
--- a/examples/oculus_glfw_sample/oculus_glfw_sample.c
+++ b/examples/oculus_glfw_sample/oculus_glfw_sample.c
@@ -17,57 +17,52 @@
*
********************************************************************************************/
-#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 <stdlib.h>
+#include <stdarg.h>
+#include <stdio.h>
+#include <string.h>
-#include "OculusSDK/LibOVR/Include/OVR_CAPI_GL.h" // Oculus SDK for OpenGL
+#include "glad.h" // Extensions loading library
+#include <GLFW/glfw3.h> // Windows/Context and inputs management
-//#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?)
+#include "OculusSDK/LibOVR/Include/OVR_CAPI_GL.h" // Oculus SDK for OpenGL
#define RLGL_STANDALONE
#include "rlgl.h"
-#include <stdlib.h>
-#include <stdio.h>
+// OVR device variables
+ovrSession session;
+ovrHmdDesc hmdDesc;
+ovrGraphicsLuid luid;
+
+// OVR OpenGL required variables
+GLuint fbo = 0;
+GLuint depthBuffer = 0;
+ovrTextureSwapChain eyeTexture;
+
+GLuint mirrorFbo = 0;
+ovrMirrorTexture mirrorTexture;
+ovrEyeRenderDesc eyeRenderDescs[2];
+Matrix eyeProjections[2];
+
+ovrLayerEyeFov eyeLayer;
+ovrViewScaleDesc viewScaleDesc;
+
+Vector2 renderTargetSize = { 0, 0 };
+Vector2 mirrorSize;
+unsigned int frame = 0;
+
+// GLFW variables
+GLFWwindow *window = NULL;
//----------------------------------------------------------------------------------
// 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);
@@ -83,18 +78,15 @@ static void KeyCallback(GLFWwindow* window, int key, int scancode, int action, i
static void DrawRectangleV(Vector2 position, Vector2 size, Color color);
static void TraceLog(int msgType, const char *text, ...);
+static Matrix FromOvrMatrix(ovrMatrix4f ovrM);
+void DrawGrid(int slices, float spacing);
+void DrawCube(Vector3 position, float width, float height, float length, Color color);
//----------------------------------------------------------------------------------
// Main Entry point
//----------------------------------------------------------------------------------
-int main()
+int main()
{
- // Initialization
- //--------------------------------------------------------------------------------------
- ovrSession session;
- ovrGraphicsLuid luid; // Useless for OpenGL since SDK 0.7
- ovrHmdDesc hmdDesc;
-
ovrResult result = ovr_Initialize(NULL);
if (OVR_FAILURE(result)) TraceLog(LOG_ERROR, "OVR: Could not initialize Oculus device");
@@ -114,15 +106,37 @@ int main()
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
+
+ viewScaleDesc.HmdSpaceToWorldScaleInMeters = 1.0f;
+ memset(&eyeLayer, 0, sizeof(ovrLayerEyeFov));
+ eyeLayer.Header.Type = ovrLayerType_EyeFov;
+ eyeLayer.Header.Flags = ovrLayerFlag_TextureOriginAtBottomLeft;
+
+ 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, 1000.0f, ovrProjection_ClipRangeOpenGL);
+ // NOTE struct ovrMatrix4f { float M[4][4] }
+ eyeProjections[eye] = FromOvrMatrix(ovrPerspectiveProjection);
+ viewScaleDesc.HmdToEyeOffset[eye] = eyeRenderDescs[eye].HmdToEyeOffset;
+
+ eyeLayer.Fov[eye] = eyeRenderDescs[eye].Fov;
+ ovrSizei eyeSize = ovr_GetFovTextureSize(session, eye, eyeLayer.Fov[eye], 1.0f);
+ eyeLayer.Viewport[eye].Size = eyeSize;
+ eyeLayer.Viewport[eye].Pos.x = renderTargetSize.x;
+ eyeLayer.Viewport[eye].Pos.y = 0;
+
+ renderTargetSize.y = eyeSize.h; //std::max(renderTargetSize.y, (uint32_t)eyeSize.h);
+ renderTargetSize.x += eyeSize.w;
+ }
+
+ // Make the on screen window 1/2 the resolution of the device
+ mirrorSize.x = hmdDesc.Resolution.w/2;
+ mirrorSize.y = hmdDesc.Resolution.h/2;
+
// GLFW3 Initialization + OpenGL 3.3 Context + Extensions
//--------------------------------------------------------
- GLFWwindow *window;
-
- glfwSetErrorCallback(ErrorCallback);
-
if (!glfwInit())
{
TraceLog(LOG_WARNING, "GLFW3: Can not initialize GLFW");
@@ -133,12 +147,11 @@ int main()
glfwWindowHint(GLFW_DEPTH_BITS, 16);
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_OPENGL_DEBUG_CONTEXT, GL_TRUE);
- glfwWindowHint(GLFW_DECORATED, GL_FALSE); // Mandatory on Oculus Rift to avoid program crash!
+ //glfwWindowHint(GLFW_DECORATED, GL_FALSE); // Mandatory on Oculus Rift to avoid program crash? --> NO
- window = glfwCreateWindow(screenWidth, screenHeight, "rlgl standalone", NULL, NULL);
+ window = glfwCreateWindow(mirrorSize.x, mirrorSize.y, "raylib oculus sample", NULL, NULL);
if (!window)
{
@@ -147,6 +160,7 @@ int main()
}
else TraceLog(LOG_INFO, "GLFW3: Window created successfully");
+ glfwSetErrorCallback(ErrorCallback);
glfwSetKeyCallback(window, KeyCallback);
glfwMakeContextCurrent(window);
@@ -159,174 +173,132 @@ int main()
}
else TraceLog(LOG_INFO, "GLAD: OpenGL extensions loaded successfully");
- rlglInit();
- rlglInitGraphics(0, 0, screenWidth, screenHeight);
- rlClearColor(245, 245, 245, 255); // Define clear color
+ // Initialize OVR OpenGL swap chain textures
+ ovrTextureSwapChainDesc desc = {};
+ desc.Type = ovrTexture_2D;
+ desc.ArraySize = 1;
+ desc.Width = renderTargetSize.x;
+ desc.Height = renderTargetSize.y;
+ desc.MipLevels = 1;
+ desc.Format = OVR_FORMAT_R8G8B8A8_UNORM_SRGB;
+ desc.SampleCount = 1;
+ desc.StaticImage = ovrFalse;
- Vector2 position = { screenWidth/2 - 100, screenHeight/2 - 100 };
- Vector2 size = { 200, 200 };
- Color color = { 180, 20, 20, 255 };
- //---------------------------------------------------------------------------
+ result = ovr_CreateTextureSwapChainGL(session, &desc, &eyeTexture);
+ eyeLayer.ColorTexture[0] = eyeTexture;
- 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);
+ if (!OVR_SUCCESS(result)) TraceLog(LOG_WARNING, "Failed to create swap textures");
- // 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 };
+ int length = 0;
+ result = ovr_GetTextureSwapChainLength(session, eyeTexture, &length);
+
+ if (!OVR_SUCCESS(result) || !length) TraceLog(LOG_WARNING, "Unable to count swap chain textures");
- // Define mirror texture descriptor
+ for (int i = 0; i < length; ++i)
+ {
+ GLuint chainTexId;
+ ovr_GetTextureSwapChainBufferGL(session, eyeTexture, 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);
+ }
+
+ glBindTexture(GL_TEXTURE_2D, 0);
+
+ // Setup framebuffer object
+ glGenFramebuffers(1, &fbo);
+ glGenRenderbuffers(1, &depthBuffer);
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo);
+ glBindRenderbuffer(GL_RENDERBUFFER, depthBuffer);
+ glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, renderTargetSize.x, renderTargetSize.y);
+ glBindRenderbuffer(GL_RENDERBUFFER, 0);
+ glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthBuffer);
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
+
+ // Setup mirror texture
ovrMirrorTextureDesc mirrorDesc;
memset(&mirrorDesc, 0, sizeof(mirrorDesc));
- mirrorDesc.Width = windowSize.w;
- mirrorDesc.Height = windowSize.h;
mirrorDesc.Format = OVR_FORMAT_R8G8B8A8_UNORM_SRGB;
+ mirrorDesc.Width = mirrorSize.x;
+ mirrorDesc.Height = mirrorSize.y;
+
+ if (!OVR_SUCCESS(ovr_CreateMirrorTextureGL(session, &mirrorDesc, &mirrorTexture))) TraceLog(LOG_WARNING, "Could not create mirror texture");
- // 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);
- 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");
- }
+ // Recenter OVR tracking origin
+ ovr_RecenterTrackingOrigin(session);
- glClearColor(1.0f, 0.1f, 0.1f, 0.0f);
+ // Initialize rlgl internal buffers and OpenGL state
+ rlglInit();
+ rlglInitGraphics(0, 0, mirrorSize.x, mirrorSize.y);
+ rlClearColor(245, 245, 245, 255); // Define clear color
glEnable(GL_DEPTH_TEST);
- ovr_RecenterTrackingOrigin(session);
- // FloorLevel will give tracking poses where the floor height is 0
- ovr_SetTrackingOriginType(session, ovrTrackingOrigin_FloorLevel);
- //--------------------------------------------------------------------------------------
+ Vector2 position = { mirrorSize.x/2 - 100, mirrorSize.y/2 - 100 };
+ Vector2 size = { 200, 200 };
+ Color color = { 180, 20, 20, 255 };
+ Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
- // Main loop
- while (!glfwWindowShouldClose(window))
+ while (!glfwWindowShouldClose(window))
{
// Update
//----------------------------------------------------------------------------------
- frameIndex++;
-
- // TODO: Update game here!
+ frame++;
- // 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);
+ ovrPosef eyePoses[2];
+ ovr_GetEyePoses(session, frame, ovrTrue, viewScaleDesc.HmdToEyeOffset, eyePoses, &eyeLayer.SensorSampleTime);
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
+ int curIndex;
+ ovr_GetTextureSwapChainCurrentIndex(session, eyeTexture, &curIndex);
+ GLuint curTexId;
+ ovr_GetTextureSwapChainBufferGL(session, eyeTexture, curIndex, &curTexId);
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo);
+ glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, curTexId, 0);
- // 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);
- }
- }
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
- // 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;
+ glViewport(eyeLayer.Viewport[eye].Pos.x, eyeLayer.Viewport[eye].Pos.y,
+ eyeLayer.Viewport[eye].Size.w, eyeLayer.Viewport[eye].Size.h);
+ eyeLayer.RenderPose[eye] = eyePoses[eye];
+
+ // Convert struct ovrPosef { ovrQuatf Orientation; ovrVector3f Position; } to Matrix
+ // TODO: Review maths!
+ Matrix eyeOrientation = QuaternionToMatrix((Quaternion){ -eyePoses[eye].Orientation.x, -eyePoses[eye].Orientation.y, -eyePoses[eye].Orientation.z, -eyePoses[eye].Orientation.w });
+ Matrix eyePosition = MatrixTranslate(-eyePoses[eye].Position.x, -eyePoses[eye].Position.y, -eyePoses[eye].Position.z);
+ Matrix mvp = MatrixMultiply(eyeProjections[eye], MatrixMultiply(eyeOrientation, eyePosition));
+
+ // NOTE: Nothing is drawn until rlglDraw()
+ DrawRectangleV(position, size, color);
+ //DrawCube(cubePosition, 2.0f, 2.0f, 2.0f, color);
+ //DrawGrid(10, 1.0f);
+
+ // NOTE: rlglDraw() must be modified to support an external modelview-projection matrix
+ // TODO: Still working on it (now uses internal mvp)
+ rlglDraw(mvp);
}
-
- // 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);
+ glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
+ ovr_CommitTextureSwapChain(session, eyeTexture);
+ ovrLayerHeader *headerList = &eyeLayer.Header;
+ ovr_SubmitFrame(session, frame, &viewScaleDesc, &headerList, 1);
- // 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);
+ GLuint mirrorTextureId;
+ ovr_GetMirrorTextureBufferGL(session, mirrorTexture, &mirrorTextureId);
+ glBindFramebuffer(GL_READ_FRAMEBUFFER, mirrorFbo);
+ glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mirrorTextureId, 0);
+ glBlitFramebuffer(0, 0, mirrorSize.x, mirrorSize.y, 0, mirrorSize.y, mirrorSize.x, 0, GL_COLOR_BUFFER_BIT, GL_NEAREST);
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
+
glfwSwapBuffers(window);
glfwPollEvents();
@@ -335,10 +307,13 @@ int main()
// De-Initialization
//--------------------------------------------------------------------------------------
- if (mirrorFBO) glDeleteFramebuffers(1, &mirrorFBO);
+ if (mirrorFbo) glDeleteFramebuffers(1, &mirrorFbo);
if (mirrorTexture) ovr_DestroyMirrorTexture(session, mirrorTexture);
- for (int eye = 0; eye < 2; eye++) UnloadOculusBuffer(session, eyeRenderBuffer[eye]);
-
+
+ if (fbo) glDeleteFramebuffers(1, &fbo);
+ if (depthBuffer) glDeleteTextures(1, &depthBuffer);
+ if (eyeTexture) ovr_DestroyTextureSwapChain(session, eyeTexture);
+
rlglClose();
glfwDestroyWindow(window);
@@ -355,108 +330,6 @@ int main()
// 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_COMPONENT16, 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, &currentIndex);
- ovr_GetTextureSwapChainBufferGL(session, buffer.textureChain, currentIndex, &currentTexId);
-
- 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)
{
@@ -495,4 +368,137 @@ static void TraceLog(int msgType, const char *text, ...)
va_end(args);
//if (msgType == LOG_ERROR) exit(1);
-} \ No newline at end of file
+}
+
+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;
+}
+
+// Draw cube
+// NOTE: Cube position is the center position
+void DrawCube(Vector3 position, float width, float height, float length, Color color)
+{
+ float x = 0.0f;
+ float y = 0.0f;
+ float z = 0.0f;
+
+ rlPushMatrix();
+
+ // NOTE: Be careful! Function order matters (rotate -> scale -> translate)
+ rlTranslatef(position.x, position.y, position.z);
+ //rlScalef(2.0f, 2.0f, 2.0f);
+ //rlRotatef(45, 0, 1, 0);
+
+ rlBegin(RL_TRIANGLES);
+ rlColor4ub(color.r, color.g, color.b, color.a);
+
+ // Front Face -----------------------------------------------------
+ rlVertex3f(x-width/2, y-height/2, z+length/2); // Bottom Left
+ rlVertex3f(x+width/2, y-height/2, z+length/2); // Bottom Right
+ rlVertex3f(x-width/2, y+height/2, z+length/2); // Top Left
+
+ rlVertex3f(x+width/2, y+height/2, z+length/2); // Top Right
+ rlVertex3f(x-width/2, y+height/2, z+length/2); // Top Left
+ rlVertex3f(x+width/2, y-height/2, z+length/2); // Bottom Right
+
+ // Back Face ------------------------------------------------------
+ rlVertex3f(x-width/2, y-height/2, z-length/2); // Bottom Left
+ rlVertex3f(x-width/2, y+height/2, z-length/2); // Top Left
+ rlVertex3f(x+width/2, y-height/2, z-length/2); // Bottom Right
+
+ rlVertex3f(x+width/2, y+height/2, z-length/2); // Top Right
+ rlVertex3f(x+width/2, y-height/2, z-length/2); // Bottom Right
+ rlVertex3f(x-width/2, y+height/2, z-length/2); // Top Left
+
+ // Top Face -------------------------------------------------------
+ rlVertex3f(x-width/2, y+height/2, z-length/2); // Top Left
+ rlVertex3f(x-width/2, y+height/2, z+length/2); // Bottom Left
+ rlVertex3f(x+width/2, y+height/2, z+length/2); // Bottom Right
+
+ rlVertex3f(x+width/2, y+height/2, z-length/2); // Top Right
+ rlVertex3f(x-width/2, y+height/2, z-length/2); // Top Left
+ rlVertex3f(x+width/2, y+height/2, z+length/2); // Bottom Right
+
+ // Bottom Face ----------------------------------------------------
+ rlVertex3f(x-width/2, y-height/2, z-length/2); // Top Left
+ rlVertex3f(x+width/2, y-height/2, z+length/2); // Bottom Right
+ rlVertex3f(x-width/2, y-height/2, z+length/2); // Bottom Left
+
+ rlVertex3f(x+width/2, y-height/2, z-length/2); // Top Right
+ rlVertex3f(x+width/2, y-height/2, z+length/2); // Bottom Right
+ rlVertex3f(x-width/2, y-height/2, z-length/2); // Top Left
+
+ // Right face -----------------------------------------------------
+ rlVertex3f(x+width/2, y-height/2, z-length/2); // Bottom Right
+ rlVertex3f(x+width/2, y+height/2, z-length/2); // Top Right
+ rlVertex3f(x+width/2, y+height/2, z+length/2); // Top Left
+
+ rlVertex3f(x+width/2, y-height/2, z+length/2); // Bottom Left
+ rlVertex3f(x+width/2, y-height/2, z-length/2); // Bottom Right
+ rlVertex3f(x+width/2, y+height/2, z+length/2); // Top Left
+
+ // Left Face ------------------------------------------------------
+ rlVertex3f(x-width/2, y-height/2, z-length/2); // Bottom Right
+ rlVertex3f(x-width/2, y+height/2, z+length/2); // Top Left
+ rlVertex3f(x-width/2, y+height/2, z-length/2); // Top Right
+
+ rlVertex3f(x-width/2, y-height/2, z+length/2); // Bottom Left
+ rlVertex3f(x-width/2, y+height/2, z+length/2); // Top Left
+ rlVertex3f(x-width/2, y-height/2, z-length/2); // Bottom Right
+ rlEnd();
+ rlPopMatrix();
+}
+
+// Draw a grid centered at (0, 0, 0)
+void DrawGrid(int slices, float spacing)
+{
+ int halfSlices = slices / 2;
+
+ rlBegin(RL_LINES);
+ for(int i = -halfSlices; i <= halfSlices; i++)
+ {
+ if (i == 0)
+ {
+ rlColor3f(0.5f, 0.5f, 0.5f);
+ rlColor3f(0.5f, 0.5f, 0.5f);
+ rlColor3f(0.5f, 0.5f, 0.5f);
+ rlColor3f(0.5f, 0.5f, 0.5f);
+ }
+ else
+ {
+ rlColor3f(0.75f, 0.75f, 0.75f);
+ rlColor3f(0.75f, 0.75f, 0.75f);
+ rlColor3f(0.75f, 0.75f, 0.75f);
+ rlColor3f(0.75f, 0.75f, 0.75f);
+ }
+
+ rlVertex3f((float)i*spacing, 0.0f, (float)-halfSlices*spacing);
+ rlVertex3f((float)i*spacing, 0.0f, (float)halfSlices*spacing);
+
+ rlVertex3f((float)-halfSlices*spacing, 0.0f, (float)i*spacing);
+ rlVertex3f((float)halfSlices*spacing, 0.0f, (float)i*spacing);
+ }
+ rlEnd();
+}
diff --git a/examples/oculus_glfw_sample/oculus_glfw_sample.old.c b/examples/oculus_glfw_sample/oculus_glfw_sample.old.c
new file mode 100644
index 00000000..c4997eae
--- /dev/null
+++ b/examples/oculus_glfw_sample/oculus_glfw_sample.old.c
@@ -0,0 +1,498 @@
+/*******************************************************************************************
+*
+* 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
+ //--------------------------------------------------------------------------------------
+ ovrSession session;
+ ovrGraphicsLuid luid; // Useless for OpenGL since SDK 0.7
+ ovrHmdDesc hmdDesc;
+
+ ovrResult result = ovr_Initialize(NULL);
+ if (OVR_FAILURE(result)) TraceLog(LOG_ERROR, "OVR: Could not initialize Oculus device");
+
+ result = ovr_Create(&session, &luid);
+ if (OVR_FAILURE(result))
+ {
+ TraceLog(LOG_WARNING, "OVR: Could not create Oculus session");
+ ovr_Shutdown();
+ }
+
+ 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_DEPTH_BITS, 16);
+ 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_OPENGL_DEBUG_CONTEXT, GL_TRUE);
+ 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");
+ }
+
+ glClearColor(1.0f, 0.1f, 0.1f, 0.0f);
+ glEnable(GL_DEPTH_TEST);
+ ovr_RecenterTrackingOrigin(session);
+
+ // FloorLevel will give tracking poses where the floor height is 0
+ ovr_SetTrackingOriginType(session, ovrTrackingOrigin_FloorLevel);
+ //--------------------------------------------------------------------------------------
+
+ // Main loop
+ while (!glfwWindowShouldClose(window))
+ {
+ // Update
+ //----------------------------------------------------------------------------------
+ frameIndex++;
+
+ // 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();
+ //----------------------------------------------------------------------------------
+ }
+
+ // 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_COMPONENT16, 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, &currentIndex);
+ ovr_GetTextureSwapChainBufferGL(session, buffer.textureChain, currentIndex, &currentTexId);
+
+ 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
diff --git a/examples/oculus_glfw_sample/oculus_glfw_sample_new.c b/examples/oculus_glfw_sample/oculus_glfw_sample_new.c
deleted file mode 100644
index 4a468949..00000000
--- a/examples/oculus_glfw_sample/oculus_glfw_sample_new.c
+++ /dev/null
@@ -1,280 +0,0 @@
-
-#include <stdio.h>
-#include <stdlib.h>
-#include <string.h>
-
-#include "glad.h" // Extensions loading library
-#include <GLFW/glfw3.h>
-
-#include "OculusSDK/LibOVR/Include/OVR_CAPI_GL.h" // Oculus SDK for OpenGL
-
-#define FAIL(X) printf(X);
-
-typedef struct Vector2 {
- float x;
- float y;
-} Vector2;
-
-typedef struct Matrix {
- float m0, m4, m8, m12;
- float m1, m5, m9, m13;
- float m2, m6, m10, m14;
- float m3, m7, m11, m15;
-} Matrix;
-
-// RiftManagerApp class
-ovrSession session;
-ovrHmdDesc hmdDesc;
-ovrGraphicsLuid luid;
-
-// RiftApp class
-GLuint fbo = 0;
-GLuint depthBuffer = 0;
-ovrTextureSwapChain eyeTexture;
-
-GLuint mirrorFbo = 0;
-ovrMirrorTexture mirrorTexture;
-ovrEyeRenderDesc eyeRenderDescs[2];
-Matrix eyeProjections[2];
-
-ovrLayerEyeFov eyeLayer;
-ovrViewScaleDesc viewScaleDesc;
-
-Vector2 renderTargetSize;
-Vector2 mirrorSize;
-
-// GlfwApp class
-GLFWwindow *window = NULL;
-unsigned int frame = 0;
-
-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);
- }
-}
-
-// Execute our example class
-int main()
-{
- if (!OVR_SUCCESS(ovr_Initialize(NULL))) FAIL("Failed to initialize the Oculus SDK\n");
-
- //result = ExampleApp().run(); // class ExampleApp : public RiftApp : public GlfwApp, public RiftManagerApp
-
- if (!OVR_SUCCESS(ovr_Create(&session, &luid))) FAIL("Unable to create HMD session\n");
- hmdDesc = ovr_GetHmdDesc(session);
-
- // RiftApp() constructor
- viewScaleDesc.HmdSpaceToWorldScaleInMeters = 1.0f;
- memset(&eyeLayer, 0, sizeof(ovrLayerEyeFov));
- eyeLayer.Header.Type = ovrLayerType_EyeFov;
- eyeLayer.Header.Flags = ovrLayerFlag_TextureOriginAtBottomLeft;
-
- //ovr::for_each_eye([&](ovrEyeType eye)
- 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, 1000.0f, ovrProjection_ClipRangeOpenGL);
- //eyeProjections[eye] = ovr::toGlm(ovrPerspectiveProjection);
- viewScaleDesc.HmdToEyeOffset[eye] = eyeRenderDescs[eye].HmdToEyeOffset;
-
- eyeLayer.Fov[eye] = eyeRenderDescs[eye].Fov;
- ovrSizei eyeSize = ovr_GetFovTextureSize(session, eye, eyeLayer.Fov[eye], 1.0f);
- eyeLayer.Viewport[eye].Size = eyeSize;
- eyeLayer.Viewport[eye].Pos.x = renderTargetSize.x;
- eyeLayer.Viewport[eye].Pos.y = 0;
-
- renderTargetSize.y = renderTargetSize.y; // std::max(renderTargetSize.y, (uint32_t)eyeSize.h);
- renderTargetSize.x += eyeSize.w;
- }
-
- // Make the on screen window 1/4 the resolution of the render target
- mirrorSize = renderTargetSize;
- mirrorSize.x /= 2;
- mirrorSize.y /= 2;
-
- // GLFWApp() constructor
- if (!glfwInit()) FAIL("Failed to initialize GLFW\n"); // Initialize the GLFW system for creating and positioning windows
- glfwSetErrorCallback(ErrorCallback);
-
- ////preCreate();
- glfwWindowHint(GLFW_DEPTH_BITS, 16);
- glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
- glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 1);
- glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
- glfwWindowHint(GLFW_OPENGL_DEBUG_CONTEXT, GL_TRUE);
-
- //***************window = createRenderingTarget(windowSize, windowPosition); //GLFWwindow *createRenderingTarget(uvec2 & size, ivec2 & pos) = 0; //glfw::createWindow(_mirrorSize);
- /*
- GLFWwindow *createWindow(const uvec2 &size, const ivec2 &position = ivec2(INT_MIN))
- {
- GLFWwindow *window = glfwCreateWindow(size.x, size.y, "glfw", NULL, NULL); // size = mirrorSize
-
- if (!window) FAIL("Unable to create rendering window\n");
-
- if ((position.x > INT_MIN) && (position.y > INT_MIN)) // INT_MIN = -32767 // #define INT_MIN (-2147483647 - 1)
- {
- glfwSetWindowPos(window, position.x, position.y);
- }
-
- return window;
- }
- */
-
- window = glfwCreateWindow(mirrorSize.x, mirrorSize.y, "glfw", NULL, NULL);
-
- if (!window) FAIL("Unable to create OpenGL window\n");
-
- ////postCreate();
- //glfwSetWindowUserPointer(window, this); //// Useful to hack input callbacks
- glfwSetKeyCallback(window, KeyCallback);
- glfwMakeContextCurrent(window);
-
- // Initialize the OpenGL extensions
- if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) FAIL("GLAD failed\n");
- /*
- glewExperimental = GL_TRUE;
- if (0 != glewInit()) FAIL("Failed to initialize GLEW\n");
- glGetError();
-
- if (GLEW_KHR_debug)
- {
- GLint v;
- glGetIntegerv(GL_CONTEXT_FLAGS, &v);
- if (v & GL_CONTEXT_FLAG_DEBUG_BIT) glDebugMessageCallback(glDebugCallbackHandler, this);
- }
- */
-
- ////initGl();
- {
- // RiftApp::InitGL() ----->
- //GlfwApp::initGl(); // virtual
-
- // Disable the v-sync for buffer swap
- glfwSwapInterval(0);
-
- ovrTextureSwapChainDesc desc = {};
- desc.Type = ovrTexture_2D;
- desc.ArraySize = 1;
- desc.Width = renderTargetSize.x;
- desc.Height = renderTargetSize.y;
- desc.MipLevels = 1;
- desc.Format = OVR_FORMAT_R8G8B8A8_UNORM_SRGB;
- desc.SampleCount = 1;
- desc.StaticImage = ovrFalse;
-
- ovrResult result = ovr_CreateTextureSwapChainGL(session, &desc, &eyeTexture);
- eyeLayer.ColorTexture[0] = eyeTexture;
-
- if (!OVR_SUCCESS(result)) FAIL("Failed to create swap textures");
-
- int length = 0;
- result = ovr_GetTextureSwapChainLength(session, eyeTexture, &length);
-
- if (!OVR_SUCCESS(result) || !length) FAIL("Unable to count swap chain textures");
-
- for (int i = 0; i < length; ++i)
- {
- GLuint chainTexId;
- ovr_GetTextureSwapChainBufferGL(session, eyeTexture, 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);
- }
-
- glBindTexture(GL_TEXTURE_2D, 0);
-
- // Set up the framebuffer object
- glGenFramebuffers(1, &fbo);
- glGenRenderbuffers(1, &depthBuffer);
- glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo);
- glBindRenderbuffer(GL_RENDERBUFFER, depthBuffer);
- glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, renderTargetSize.x, renderTargetSize.y);
- glBindRenderbuffer(GL_RENDERBUFFER, 0);
- glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthBuffer);
- glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
-
- ovrMirrorTextureDesc mirrorDesc;
- memset(&mirrorDesc, 0, sizeof(mirrorDesc));
- mirrorDesc.Format = OVR_FORMAT_R8G8B8A8_UNORM_SRGB;
- mirrorDesc.Width = mirrorSize.x;
- mirrorDesc.Height = mirrorSize.y;
-
- if (!OVR_SUCCESS(ovr_CreateMirrorTextureGL(session, &mirrorDesc, &mirrorTexture))) FAIL("Could not create mirror texture");
-
- glGenFramebuffers(1, &mirrorFbo);
-
- // RiftApp::InitGL() <------
-
- glClearColor(0.2f, 0.2f, 0.2f, 0.0f);
- glEnable(GL_DEPTH_TEST);
- ovr_RecenterTrackingOrigin(session);
-
- // TODO: Init cube scene --> cubeScene = std::shared_ptr<ColorCubeScene>(new ColorCubeScene());
- }
-
- while (!glfwWindowShouldClose(window))
- {
- frame++;
- glfwPollEvents();
-
- //update();
-
- //draw(); ------>
- ovrPosef eyePoses[2];
- ovr_GetEyePoses(session, frame, ovrTrue, viewScaleDesc.HmdToEyeOffset, eyePoses, &eyeLayer.SensorSampleTime);
-
- int curIndex;
- ovr_GetTextureSwapChainCurrentIndex(session, eyeTexture, &curIndex);
- GLuint curTexId;
- ovr_GetTextureSwapChainBufferGL(session, eyeTexture, curIndex, &curTexId);
- glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo);
- glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, curTexId, 0);
-
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
-
- for (int eye = 0; eye < 2; eye++)
- {
- glViewport(eyeLayer.Viewport[eye].Pos.x, eyeLayer.Viewport[eye].Pos.y,
- eyeLayer.Viewport[eye].Size.w, eyeLayer.Viewport[eye].Size.h);
- eyeLayer.RenderPose[eye] = eyePoses[eye];
-
- //renderScene(_eyeProjections[eye], ovr::toGlm(eyePoses[eye])); --> cubeScene->render(projection, glm::inverse(headPose));
- }
-
- glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
- glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
- ovr_CommitTextureSwapChain(session, eyeTexture);
- ovrLayerHeader *headerList = &eyeLayer.Header;
-
- ovr_SubmitFrame(session, frame, &viewScaleDesc, &headerList, 1);
-
- GLuint mirrorTextureId;
- ovr_GetMirrorTextureBufferGL(session, mirrorTexture, &mirrorTextureId);
- glBindFramebuffer(GL_READ_FRAMEBUFFER, mirrorFbo);
- glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mirrorTextureId, 0);
- glBlitFramebuffer(0, 0, mirrorSize.x, mirrorSize.y, 0, mirrorSize.y, mirrorSize.x, 0, GL_COLOR_BUFFER_BIT, GL_NEAREST);
- glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
- //draw() <-------------
-
- glfwSwapBuffers(window); //finishFrame();
- }
-
- //shutdownGl(); // Delete scene: cubeScene.reset();
-
- glfwDestroyWindow(window);
- glfwTerminate();
-
- ovr_Destroy(session);
- ovr_Shutdown();
-
- return 0;
-}
diff --git a/examples/oculus_glfw_sample/raylib_OculusRiftCV1.png b/examples/oculus_glfw_sample/raylib_OculusRiftCV1.png
new file mode 100644
index 00000000..37a87489
--- /dev/null
+++ b/examples/oculus_glfw_sample/raylib_OculusRiftCV1.png
Binary files differ
diff --git a/examples/oculus_glfw_sample/rlgl.c b/examples/oculus_glfw_sample/rlgl.c
index 06efd777..7129402d 100644
--- a/examples/oculus_glfw_sample/rlgl.c
+++ b/examples/oculus_glfw_sample/rlgl.c
@@ -196,23 +196,20 @@ static DrawMode currentDrawMode;
static float currentDepth = -1.0f;
-// Vertex arrays for lines, triangles and quads
+// Default vertex buffers for lines, triangles and quads
static VertexPositionColorBuffer lines; // No texture support
static VertexPositionColorBuffer triangles; // No texture support
static VertexPositionColorTextureIndexBuffer quads;
-// Shader Programs
-static Shader defaultShader;
-static Shader currentShader; // By default, defaultShader
-
-// Vertex Array Objects (VAO)
+// Default vertex buffers VAOs (if supported)
static GLuint vaoLines, vaoTriangles, vaoQuads;
-// Vertex Buffer Objects (VBO)
-static GLuint linesBuffer[2];
-static GLuint trianglesBuffer[2];
-static GLuint quadsBuffer[4];
+// Default vertex buffers VBOs
+static GLuint linesBuffer[2]; // Lines buffers (position, color)
+static GLuint trianglesBuffer[2]; // Triangles buffers (position, color)
+static GLuint quadsBuffer[4]; // Quads buffers (position, texcoord, color, index)
+// Default buffers draw calls
static DrawCall *draws;
static int drawsCounter;
@@ -221,11 +218,14 @@ static Vector3 *tempBuffer;
static int tempBufferCount = 0;
static bool useTempBuffer = false;
+// Shader Programs
+static Shader defaultShader;
+static Shader currentShader; // By default, defaultShader
+
// Flags for supported extensions
static bool vaoSupported = false; // VAO support (OpenGL ES2 could not support VAO extension)
// Compressed textures support flags
-//static bool texCompDXTSupported = false; // DDS texture compression support
static bool texCompETC1Supported = false; // ETC1 texture compression support
static bool texCompETC2Supported = false; // ETC2/EAC texture compression support
static bool texCompPVRTSupported = false; // PVR texture compression support
@@ -233,8 +233,8 @@ static bool texCompASTCSupported = false; // ASTC texture compression support
#endif
// Compressed textures support flags
-static bool texCompDXTSupported = false; // DDS texture compression support
-static bool npotSupported = false; // NPOT textures full support
+static bool texCompDXTSupported = false; // DDS texture compression support
+static bool npotSupported = false; // NPOT textures full support
#if defined(GRAPHICS_API_OPENGL_ES2)
// NOTE: VAO functionality is exposed through extensions (OES)
@@ -254,14 +254,17 @@ unsigned int whiteTexture;
// Module specific Functions Declaration
//----------------------------------------------------------------------------------
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+static void LoadCompressedTexture(unsigned char *data, int width, int height, int mipmapCount, int compressedFormat);
+
static Shader LoadDefaultShader(void);
static void LoadDefaultShaderLocations(Shader *shader);
-static void InitializeBuffers(void);
-static void InitializeBuffersGPU(void);
-static void UpdateBuffers(void);
-static char *TextFileRead(char *fn);
+static void UnloadDefaultShader(void);
-static void LoadCompressedTexture(unsigned char *data, int width, int height, int mipmapCount, int compressedFormat);
+static void LoadDefaultBuffers(void);
+static void UpdateDefaultBuffers(void);
+static void UnloadDefaultBuffers(void);
+
+static char *ReadTextFile(const char *fileName);
#endif
#if defined(GRAPHICS_API_OPENGL_11)
@@ -274,20 +277,6 @@ static void TraceLog(int msgType, const char *text, ...);
float *MatrixToFloat(Matrix mat); // Converts Matrix to float array
#endif
-#if defined(GRAPHICS_API_OPENGL_ES2)
-// NOTE: strdup() functions replacement (not C99, POSIX function, not available on emscripten)
-// Duplicates a string, returning an identical malloc'd string
-char *mystrdup(const char *str)
-{
- size_t len = strlen(str) + 1;
- void *newstr = malloc(len);
-
- if (newstr == NULL) return NULL;
-
- return (char *)memcpy(newstr, str, len);
-}
-#endif
-
//----------------------------------------------------------------------------------
// Module Functions Definition - Matrix operations
//----------------------------------------------------------------------------------
@@ -919,13 +908,18 @@ void rlglInit(void)
// NOTE: We have to duplicate string because glGetString() returns a const value
// If not duplicated, it fails in some systems (Raspberry Pi)
- char *extensionsDup = mystrdup(extensions);
+ // Equivalent to function: char *strdup(const char *str)
+ char *extensionsDup;
+ size_t len = strlen(extensions) + 1;
+ void *newstr = malloc(len);
+ if (newstr == NULL) extensionsDup = NULL;
+ extensionsDup = (char *)memcpy(newstr, extensions, len);
// NOTE: String could be splitted using strtok() function (string.h)
// NOTE: strtok() modifies the received string, it can not be const
char *extList[512]; // Allocate 512 strings pointers (2 KB)
-
+
extList[numExt] = strtok(extensionsDup, " ");
while (extList[numExt] != NULL)
@@ -969,10 +963,12 @@ void rlglInit(void)
// DDS texture compression support
if ((strcmp(extList[i], (const char *)"GL_EXT_texture_compression_s3tc") == 0) ||
+ (strcmp(extList[i], (const char *)"GL_WEBGL_compressed_texture_s3tc") == 0) ||
(strcmp(extList[i], (const char *)"GL_WEBKIT_WEBGL_compressed_texture_s3tc") == 0)) texCompDXTSupported = true;
// ETC1 texture compression support
- if (strcmp(extList[i], (const char *)"GL_OES_compressed_ETC1_RGB8_texture") == 0) texCompETC1Supported = true;
+ if ((strcmp(extList[i], (const char *)"GL_OES_compressed_ETC1_RGB8_texture") == 0) ||
+ (strcmp(extList[i], (const char *)"GL_WEBGL_compressed_texture_etc1") == 0)) texCompETC1Supported = true;
// ETC2/EAC texture compression support
if (strcmp(extList[i], (const char *)"GL_ARB_ES3_compatibility") == 0) texCompETC2Supported = true;
@@ -1022,12 +1018,9 @@ void rlglInit(void)
// Init default Shader (customized for GL 3.3 and ES2)
defaultShader = LoadDefaultShader();
- //customShader = LoadShader("custom.vs", "custom.fs"); // Works ok
-
currentShader = defaultShader;
- InitializeBuffers(); // Init vertex arrays
- InitializeBuffersGPU(); // Init VBO and VAO
+ LoadDefaultBuffers(); // Initialize default vertex arrays buffers (lines, triangles, quads)
// Init temp vertex buffer, used when transformation required (translate, rotate, scale)
tempBuffer = (Vector3 *)malloc(sizeof(Vector3)*TEMP_VERTEX_BUFFER_SIZE);
@@ -1052,54 +1045,10 @@ void rlglInit(void)
void rlglClose(void)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- // Unbind everything
- if (vaoSupported) glBindVertexArray(0);
- glDisableVertexAttribArray(0);
- glDisableVertexAttribArray(1);
- glDisableVertexAttribArray(2);
- glDisableVertexAttribArray(3);
- glBindBuffer(GL_ARRAY_BUFFER, 0);
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
-
- glUseProgram(0);
-
- // Delete VBOs
- glDeleteBuffers(1, &linesBuffer[0]);
- glDeleteBuffers(1, &linesBuffer[1]);
- glDeleteBuffers(1, &trianglesBuffer[0]);
- glDeleteBuffers(1, &trianglesBuffer[1]);
- glDeleteBuffers(1, &quadsBuffer[0]);
- glDeleteBuffers(1, &quadsBuffer[1]);
- glDeleteBuffers(1, &quadsBuffer[2]);
- glDeleteBuffers(1, &quadsBuffer[3]);
-
- if (vaoSupported)
- {
- // Delete VAOs
- glDeleteVertexArrays(1, &vaoLines);
- glDeleteVertexArrays(1, &vaoTriangles);
- glDeleteVertexArrays(1, &vaoQuads);
- }
-
- //glDetachShader(defaultShaderProgram, vertexShader);
- //glDetachShader(defaultShaderProgram, fragmentShader);
- //glDeleteShader(vertexShader); // Already deleted on shader compilation
- //glDeleteShader(fragmentShader); // Already deleted on sahder compilation
- glDeleteProgram(defaultShader.id);
-
- // Free vertex arrays memory
- free(lines.vertices);
- free(lines.colors);
-
- free(triangles.vertices);
- free(triangles.colors);
-
- free(quads.vertices);
- free(quads.texcoords);
- free(quads.colors);
- free(quads.indices);
-
- // Free GPU texture
+ UnloadDefaultShader();
+ UnloadDefaultBuffers();
+
+ // Delete default white texture
glDeleteTextures(1, &whiteTexture);
TraceLog(INFO, "[TEX ID %i] Unloaded texture data (base white texture) from VRAM", whiteTexture);
@@ -1108,18 +1057,18 @@ void rlglClose(void)
}
// Drawing batches: triangles, quads, lines
-void rlglDraw(void)
+void rlglDraw(Matrix mvp)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
- UpdateBuffers();
+ UpdateDefaultBuffers();
if ((lines.vCounter > 0) || (triangles.vCounter > 0) || (quads.vCounter > 0))
{
glUseProgram(currentShader.id);
- Matrix matMVP = MatrixMultiply(modelview, projection); // Create modelview-projection matrix
+ Matrix mvp2 = MatrixMultiply(modelview, projection); // Create modelview-projection matrix
- glUniformMatrix4fv(currentShader.mvpLoc, 1, false, MatrixToFloat(matMVP));
+ glUniformMatrix4fv(currentShader.mvpLoc, 1, false, MatrixToFloat(mvp2));
glUniform1i(currentShader.mapDiffuseLoc, 0);
glUniform4f(currentShader.tintColorLoc, 1.0f, 1.0f, 1.0f, 1.0f);
}
@@ -1348,14 +1297,14 @@ void rlglDrawModel(Model model, Vector3 position, Vector3 rotationAxis, float ro
glBindTexture(GL_TEXTURE_2D, model.material.texDiffuse.id);
glUniform1i(model.material.shader.mapDiffuseLoc, 0); // Texture fits in active texture unit 0
- if (model.material.texNormal.id != 0)
+ if ((model.material.texNormal.id != 0) && (model.material.shader.mapNormalLoc != -1))
{
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, model.material.texNormal.id);
glUniform1i(model.material.shader.mapNormalLoc, 1); // Texture fits in active texture unit 1
}
- if (model.material.texSpecular.id != 0)
+ if ((model.material.texSpecular.id != 0) && (model.material.shader.mapSpecularLoc != -1))
{
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, model.material.texSpecular.id);
@@ -1844,7 +1793,9 @@ void rlglGenerateMipmaps(Texture2D texture)
// NOTE: Once mipmaps have been generated and data has been uploaded to GPU VRAM, we can discard RAM data
free(data);
-#elif defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+#endif
+
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
glGenerateMipmap(GL_TEXTURE_2D); // Generate mipmaps automatically
TraceLog(INFO, "[TEX ID %i] Mipmaps generated automatically", texture.id);
@@ -2114,8 +2065,8 @@ Shader LoadShader(char *vsFileName, char *fsFileName)
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
// Shaders loading from external text file
- char *vShaderStr = TextFileRead(vsFileName);
- char *fShaderStr = TextFileRead(fsFileName);
+ char *vShaderStr = ReadTextFile(vsFileName);
+ char *fShaderStr = ReadTextFile(fsFileName);
if ((vShaderStr != NULL) && (fShaderStr != NULL))
{
@@ -2123,17 +2074,13 @@ Shader LoadShader(char *vsFileName, char *fsFileName)
// After shader loading, we try to load default location names
if (shader.id != 0) LoadDefaultShaderLocations(&shader);
- else
- {
- TraceLog(WARNING, "Custom shader could not be loaded");
- shader = defaultShader;
- }
// Shader strings must be freed
free(vShaderStr);
free(fShaderStr);
}
- else
+
+ if (shader.id == 0)
{
TraceLog(WARNING, "Custom shader could not be loaded");
shader = defaultShader;
@@ -2259,7 +2206,7 @@ void SetCustomShader(Shader shader)
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
if (currentShader.id != shader.id)
{
- rlglDraw();
+ //rlglDraw();
currentShader = shader;
}
#endif
@@ -2365,7 +2312,7 @@ void SetBlendMode(int mode)
{
if ((blendMode != mode) && (mode < 3))
{
- rlglDraw();
+ //rlglDraw();
switch (mode)
{
@@ -2379,18 +2326,6 @@ void SetBlendMode(int mode)
}
}
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
-void PrintProjectionMatrix(void)
-{
- PrintMatrix(projection);
-}
-
-void PrintModelviewMatrix(void)
-{
- PrintMatrix(modelview);
-}
-#endif
-
//----------------------------------------------------------------------------------
// Module specific Functions Definition
//----------------------------------------------------------------------------------
@@ -2432,7 +2367,7 @@ static void LoadCompressedTexture(unsigned char *data, int width, int height, in
}
}
-// Load Shader (Vertex and Fragment)
+// Load default shader (Vertex and Fragment)
// NOTE: This shader program is used for batch buffers (lines, triangles, quads)
static Shader LoadDefaultShader(void)
{
@@ -2492,7 +2427,7 @@ static Shader LoadDefaultShader(void)
if (shader.id != 0) TraceLog(INFO, "[SHDR ID %i] Default shader loaded successfully", shader.id);
else TraceLog(WARNING, "[SHDR ID %i] Default shader could not be loaded", shader.id);
- LoadDefaultShaderLocations(&shader);
+ if (shader.id != 0) LoadDefaultShaderLocations(&shader);
return shader;
}
@@ -2517,43 +2452,24 @@ static void LoadDefaultShaderLocations(Shader *shader)
shader->mapSpecularLoc = glGetUniformLocation(shader->id, "texture2");
}
-// Read text file
-// NOTE: text chars array should be freed manually
-static char *TextFileRead(char *fileName)
+// Unload default shader
+static void UnloadDefaultShader(void)
{
- FILE *textFile;
- char *text = NULL;
-
- int count = 0;
-
- if (fileName != NULL)
- {
- textFile = fopen(fileName,"rt");
-
- if (textFile != NULL)
- {
- fseek(textFile, 0, SEEK_END);
- count = ftell(textFile);
- rewind(textFile);
-
- if (count > 0)
- {
- text = (char *)malloc(sizeof(char)*(count + 1));
- count = fread(text, sizeof(char), count, textFile);
- text[count] = '\0';
- }
-
- fclose(textFile);
- }
- else TraceLog(WARNING, "[%s] Text file could not be opened", fileName);
- }
+ glUseProgram(0);
- return text;
+ //glDetachShader(defaultShaderProgram, vertexShader);
+ //glDetachShader(defaultShaderProgram, fragmentShader);
+ //glDeleteShader(vertexShader); // Already deleted on shader compilation
+ //glDeleteShader(fragmentShader); // Already deleted on sahder compilation
+ glDeleteProgram(defaultShader.id);
}
-// Allocate and initialize float array buffers to store vertex data (lines, triangles, quads)
-static void InitializeBuffers(void)
+// Load default internal buffers (lines, triangles, quads)
+static void LoadDefaultBuffers(void)
{
+ // [CPU] Allocate and initialize float array buffers to store vertex data (lines, triangles, quads)
+ //--------------------------------------------------------------------------------------------
+
// Initialize lines arrays (vertex position and color data)
lines.vertices = (float *)malloc(sizeof(float)*3*2*MAX_LINES_BATCH); // 3 float by vertex, 2 vertex by line
lines.colors = (unsigned char *)malloc(sizeof(unsigned char)*4*2*MAX_LINES_BATCH); // 4 float by color, 2 colors by line
@@ -2607,13 +2523,14 @@ static void InitializeBuffers(void)
quads.tcCounter = 0;
quads.cCounter = 0;
- TraceLog(INFO, "CPU buffers (lines, triangles, quads) initialized successfully");
-}
-
-// Initialize Vertex Array Objects (Contain VBO)
-// NOTE: lines, triangles and quads buffers use currentShader
-static void InitializeBuffersGPU(void)
-{
+ TraceLog(INFO, "Default buffers initialized successfully in CPU (lines, triangles, quads)");
+ //--------------------------------------------------------------------------------------------
+
+ // [GPU] Upload vertex data and initialize VAOs/VBOs (lines, triangles, quads)
+ // NOTE: Default buffers are linked to use currentShader (defaultShader)
+ //--------------------------------------------------------------------------------------------
+
+ // Upload and link lines vertex buffers
if (vaoSupported)
{
// Initialize Lines VAO
@@ -2636,10 +2553,10 @@ static void InitializeBuffersGPU(void)
glEnableVertexAttribArray(currentShader.colorLoc);
glVertexAttribPointer(currentShader.colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
- if (vaoSupported) TraceLog(INFO, "[VAO ID %i] Lines VAO initialized successfully", vaoLines);
- else TraceLog(INFO, "[VBO ID %i][VBO ID %i] Lines VBOs initialized successfully", linesBuffer[0], linesBuffer[1]);
- //--------------------------------------------------------------
+ if (vaoSupported) TraceLog(INFO, "[VAO ID %i] Default buffers (lines) VAO initialized successfully", vaoLines);
+ else TraceLog(INFO, "[VBO ID %i][VBO ID %i] Default buffers (lines) VBOs initialized successfully", linesBuffer[0], linesBuffer[1]);
+ // Upload and link triangles vertex buffers
if (vaoSupported)
{
// Initialize Triangles VAO
@@ -2661,10 +2578,10 @@ static void InitializeBuffersGPU(void)
glEnableVertexAttribArray(currentShader.colorLoc);
glVertexAttribPointer(currentShader.colorLoc, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, 0);
- if (vaoSupported) TraceLog(INFO, "[VAO ID %i] Triangles VAO initialized successfully", vaoTriangles);
- else TraceLog(INFO, "[VBO ID %i][VBO ID %i] Triangles VBOs initialized successfully", trianglesBuffer[0], trianglesBuffer[1]);
- //--------------------------------------------------------------
+ if (vaoSupported) TraceLog(INFO, "[VAO ID %i] Default buffers (triangles) VAO initialized successfully", vaoTriangles);
+ else TraceLog(INFO, "[VBO ID %i][VBO ID %i] Default buffers (triangles) VBOs initialized successfully", trianglesBuffer[0], trianglesBuffer[1]);
+ // Upload and link quads vertex buffers
if (vaoSupported)
{
// Initialize Quads VAO
@@ -2699,18 +2616,20 @@ static void InitializeBuffersGPU(void)
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(short)*6*MAX_QUADS_BATCH, quads.indices, GL_STATIC_DRAW);
#endif
- if (vaoSupported) TraceLog(INFO, "[VAO ID %i] Quads VAO initialized successfully", vaoQuads);
- else TraceLog(INFO, "[VBO ID %i][VBO ID %i][VBO ID %i][VBO ID %i] Quads VBOs initialized successfully", quadsBuffer[0], quadsBuffer[1], quadsBuffer[2], quadsBuffer[3]);
+ if (vaoSupported) TraceLog(INFO, "[VAO ID %i] Default buffers (quads) VAO initialized successfully", vaoQuads);
+ else TraceLog(INFO, "[VBO ID %i][VBO ID %i][VBO ID %i][VBO ID %i] Default buffers (quads) VBOs initialized successfully", quadsBuffer[0], quadsBuffer[1], quadsBuffer[2], quadsBuffer[3]);
// Unbind the current VAO
if (vaoSupported) glBindVertexArray(0);
+ //--------------------------------------------------------------------------------------------
}
-// Update VBOs with vertex array data
+// Update default buffers (VAOs/VBOs) with vertex array data
// NOTE: If there is not vertex data, buffers doesn't need to be updated (vertexCount > 0)
-// TODO: If no data changed on the CPU arrays --> No need to update GPU arrays (change flag required)
-static void UpdateBuffers(void)
+// TODO: If no data changed on the CPU arrays --> No need to re-update GPU arrays (change flag required)
+static void UpdateDefaultBuffers(void)
{
+ // Update lines vertex buffers
if (lines.vCounter > 0)
{
// Activate Lines VAO
@@ -2726,8 +2645,8 @@ static void UpdateBuffers(void)
//glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*2*MAX_LINES_BATCH, lines.colors, GL_DYNAMIC_DRAW);
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(unsigned char)*4*lines.cCounter, lines.colors);
}
- //--------------------------------------------------------------
+ // Update triangles vertex buffers
if (triangles.vCounter > 0)
{
// Activate Triangles VAO
@@ -2743,8 +2662,8 @@ static void UpdateBuffers(void)
//glBufferData(GL_ARRAY_BUFFER, sizeof(float)*4*3*MAX_TRIANGLES_BATCH, triangles.colors, GL_DYNAMIC_DRAW);
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(unsigned char)*4*triangles.cCounter, triangles.colors);
}
- //--------------------------------------------------------------
+ // Update quads vertex buffers
if (quads.vCounter > 0)
{
// Activate Quads VAO
@@ -2766,7 +2685,7 @@ static void UpdateBuffers(void)
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(unsigned char)*4*quads.vCounter, quads.colors);
// Another option would be using buffer mapping...
- //triangles.vertices = glMapBuffer(GL_ARRAY_BUFFER, GL_READ_WRITE);
+ //quads.vertices = glMapBuffer(GL_ARRAY_BUFFER, GL_READ_WRITE);
// Now we can modify vertices
//glUnmapBuffer(GL_ARRAY_BUFFER);
}
@@ -2775,6 +2694,83 @@ static void UpdateBuffers(void)
// Unbind the current VAO
if (vaoSupported) glBindVertexArray(0);
}
+
+// Unload default buffers vertex data from CPU and GPU
+static void UnloadDefaultBuffers(void)
+{
+ // Unbind everything
+ if (vaoSupported) glBindVertexArray(0);
+ glDisableVertexAttribArray(0);
+ glDisableVertexAttribArray(1);
+ glDisableVertexAttribArray(2);
+ glDisableVertexAttribArray(3);
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
+
+ // Delete VBOs from GPU (VRAM)
+ glDeleteBuffers(1, &linesBuffer[0]);
+ glDeleteBuffers(1, &linesBuffer[1]);
+ glDeleteBuffers(1, &trianglesBuffer[0]);
+ glDeleteBuffers(1, &trianglesBuffer[1]);
+ glDeleteBuffers(1, &quadsBuffer[0]);
+ glDeleteBuffers(1, &quadsBuffer[1]);
+ glDeleteBuffers(1, &quadsBuffer[2]);
+ glDeleteBuffers(1, &quadsBuffer[3]);
+
+ if (vaoSupported)
+ {
+ // Delete VAOs from GPU (VRAM)
+ glDeleteVertexArrays(1, &vaoLines);
+ glDeleteVertexArrays(1, &vaoTriangles);
+ glDeleteVertexArrays(1, &vaoQuads);
+ }
+
+ // Free vertex arrays memory from CPU (RAM)
+ free(lines.vertices);
+ free(lines.colors);
+
+ free(triangles.vertices);
+ free(triangles.colors);
+
+ free(quads.vertices);
+ free(quads.texcoords);
+ free(quads.colors);
+ free(quads.indices);
+}
+
+// Read text data from file
+// NOTE: text chars array should be freed manually
+static char *ReadTextFile(const char *fileName)
+{
+ FILE *textFile;
+ char *text = NULL;
+
+ int count = 0;
+
+ if (fileName != NULL)
+ {
+ textFile = fopen(fileName,"rt");
+
+ if (textFile != NULL)
+ {
+ fseek(textFile, 0, SEEK_END);
+ count = ftell(textFile);
+ rewind(textFile);
+
+ if (count > 0)
+ {
+ text = (char *)malloc(sizeof(char)*(count + 1));
+ count = fread(text, sizeof(char), count, textFile);
+ text[count] = '\0';
+ }
+
+ fclose(textFile);
+ }
+ else TraceLog(WARNING, "[%s] Text file could not be opened", fileName);
+ }
+
+ return text;
+}
#endif //defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
#if defined(GRAPHICS_API_OPENGL_11)
@@ -2905,7 +2901,6 @@ static Color *GenNextMipmap(Color *srcData, int srcWidth, int srcHeight)
#endif
#if defined(RLGL_STANDALONE)
-
// Output a trace log message
// NOTE: Expected msgType: (0)Info, (1)Error, (2)Warning
static void TraceLog(int msgType, const char *text, ...)
diff --git a/examples/oculus_glfw_sample/rlgl.h b/examples/oculus_glfw_sample/rlgl.h
index 714961e1..99427929 100644
--- a/examples/oculus_glfw_sample/rlgl.h
+++ b/examples/oculus_glfw_sample/rlgl.h
@@ -273,7 +273,7 @@ int rlGetVersion(void); // Returns current OpenGL versio
//------------------------------------------------------------------------------------
void rlglInit(void); // Initialize rlgl (shaders, VAO, VBO...)
void rlglClose(void); // De-init rlgl
-void rlglDraw(void); // Draw VAO/VBO
+void rlglDraw(Matrix mvp); // Draw VAO/VBO
void rlglInitGraphics(int offsetX, int offsetY, int width, int height); // Initialize Graphics (OpenGL stuff)
unsigned int rlglLoadTexture(void *data, int width, int height, int textureFormat, int mipmapCount); // Load texture in GPU
@@ -292,11 +292,6 @@ Vector3 rlglUnproject(Vector3 source, Matrix proj, Matrix view); // Get world
unsigned char *rlglReadScreenPixels(int width, int height); // Read screen pixel data (color buffer)
void *rlglReadTexturePixels(Texture2D texture); // Read texture pixel data
-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
-void PrintProjectionMatrix(void); // DEBUG: Print projection matrix
-void PrintModelviewMatrix(void); // DEBUG: Print modelview matrix
-#endif
-
#if defined(RLGL_STANDALONE)
//------------------------------------------------------------------------------------
// Shaders System Functions (Module: rlgl)
@@ -309,13 +304,10 @@ void SetCustomShader(Shader shader); // Set custo
void SetDefaultShader(void); // Set default shader to be used in batch draw
void SetModelShader(Model *model, Shader shader); // Link a shader to a model
-int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location
-void SetShaderValue(Shader shader, int uniformLoc, float *value, int size); // Set shader uniform value (float)
-void SetShaderValuei(Shader shader, int uniformLoc, int *value, int size); // Set shader uniform value (int)
-void SetShaderMapDiffuse(Shader *shader, Texture2D texture); // Default diffuse shader map texture assignment
-void SetShaderMapNormal(Shader *shader, const char *uniformName, Texture2D texture); // Normal map texture shader assignment
-void SetShaderMapSpecular(Shader *shader, const char *uniformName, Texture2D texture); // Specular map texture shader assignment
-void SetShaderMap(Shader *shader, int mapLocation, Texture2D texture, int textureUnit); // TODO: Generic shader map assignment
+int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location
+void SetShaderValue(Shader shader, int uniformLoc, float *value, int size); // Set shader uniform value (float)
+void SetShaderValuei(Shader shader, int uniformLoc, int *value, int size); // Set shader uniform value (int)
+void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat); // Set shader uniform value (matrix 4x4)
void SetBlendMode(int mode); // Set blending mode (alpha, additive, multiplied)
#endif