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authorvictorfisac <victorfisac@gmail.com>2016-06-14 19:16:24 +0200
committervictorfisac <victorfisac@gmail.com>2016-06-14 19:16:24 +0200
commitc9c1263e6fda9926f29ec8417ca48a518dfc97e1 (patch)
treed6bc52be96352b3ca8b9d79dbe991619f4335f87 /examples
parent6a2bbae5216e66e5581d697998efe135ad826c50 (diff)
parentd1a5374ac42e054ca65793f7358fc21bbcf393b9 (diff)
downloadraylib-c9c1263e6fda9926f29ec8417ca48a518dfc97e1.tar.gz
raylib-c9c1263e6fda9926f29ec8417ca48a518dfc97e1.zip
Merge remote-tracking branch 'refs/remotes/raysan5/develop' into develop
Diffstat (limited to 'examples')
-rw-r--r--examples/core_oculus_rift.c40
-rw-r--r--examples/oculus_glfw_sample/oculus_glfw_sample.c50
-rw-r--r--examples/oculus_glfw_sample/raymath.h18
-rw-r--r--examples/oculus_glfw_sample/rlgl.c421
-rw-r--r--examples/oculus_glfw_sample/rlgl.h12
-rw-r--r--examples/oculus_glfw_sample/standard_shader.h46
6 files changed, 507 insertions, 80 deletions
diff --git a/examples/core_oculus_rift.c b/examples/core_oculus_rift.c
index faf15d7f..86517829 100644
--- a/examples/core_oculus_rift.c
+++ b/examples/core_oculus_rift.c
@@ -2,6 +2,9 @@
*
* raylib [core] example - Oculus Rift CV1
*
+* Compile example using:
+* gcc -o $(NAME_PART).exe $(FILE_NAME) -L. -L..\src\external\OculusSDK\LibOVR -lLibOVRRT32_1 -lraylib -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)
*
@@ -21,8 +24,8 @@ int main()
InitWindow(screenWidth, screenHeight, "raylib [core] example - oculus rift");
InitOculusDevice();
-
- // Define the camera to look into our 3d world
+
+ // Define the camera to look into our 3d world
Camera camera;
camera.position = (Vector3){ 5.0f, 5.0f, 5.0f }; // Camera position
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point
@@ -30,8 +33,8 @@ int main()
camera.fovy = 45.0f; // Camera field-of-view Y
Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
-
- SetTargetFPS(90); // Set our game to run at 90 frames-per-second
+
+ //SetTargetFPS(90); // Set our game to run at 90 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
@@ -47,15 +50,24 @@ int main()
BeginDrawing();
ClearBackground(RAYWHITE);
-
- Begin3dMode(camera);
-
- DrawCube(cubePosition, 2.0f, 2.0f, 2.0f, RED);
- DrawCubeWires(cubePosition, 2.0f, 2.0f, 2.0f, MAROON);
-
- DrawGrid(10, 1.0f);
-
- End3dMode();
+
+ BeginOculusDrawing();
+
+ for (int eye = 0; eye < 2; eye++)
+ {
+ Begin3dMode(camera);
+
+ SetOculusMatrix(eye);
+
+ DrawCube(cubePosition, 2.0f, 2.0f, 2.0f, RED);
+ DrawCubeWires(cubePosition, 2.0f, 2.0f, 2.0f, MAROON);
+
+ DrawGrid(10, 1.0f);
+
+ End3dMode();
+ }
+
+ EndOculusDrawing();
EndDrawing();
//----------------------------------------------------------------------------------
@@ -63,7 +75,7 @@ int main()
// De-Initialization
//--------------------------------------------------------------------------------------
- CloseOculusdevice(); // Close Oculus Rift device
+ CloseOculusDevice(); // Close Oculus Rift device
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
diff --git a/examples/oculus_glfw_sample/oculus_glfw_sample.c b/examples/oculus_glfw_sample/oculus_glfw_sample.c
index 73f19883..8fddf5b9 100644
--- a/examples/oculus_glfw_sample/oculus_glfw_sample.c
+++ b/examples/oculus_glfw_sample/oculus_glfw_sample.c
@@ -23,8 +23,7 @@
#include <string.h>
#include <math.h>
-#define GLAD_IMPLEMENTATION
-#include "glad.h" // Extensions loading library
+#include "glad.h"
#include <GLFW/glfw3.h> // Windows/Context and inputs management
#define RLGL_STANDALONE
@@ -148,33 +147,34 @@ int main(void)
glfwSwapInterval(0);
// Load OpenGL 3.3 extensions
- if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
- {
- TraceLog(WARNING, "GLAD: Cannot load OpenGL extensions");
- return 3;
- }
- else TraceLog(INFO, "GLAD: OpenGL extensions loaded successfully");
+ rlglLoadExtensions(glfwGetProcAddress);
+
+ // Initialize rlgl internal buffers and OpenGL state
+ rlglInit();
+ rlglInitGraphics(0, 0, screenWidth, screenHeight);
+ rlClearColor(245, 245, 245, 255); // Define clear color
+ rlEnableDepthTest(); // Enable DEPTH_TEST for 3D
//--------------------------------------------------------
#if defined(PLATFORM_OCULUS)
ovrResult result = ovr_Initialize(NULL);
- if (OVR_FAILURE(result)) TraceLog(LOG_ERROR, "OVR: Could not initialize Oculus device");
+ if (OVR_FAILURE(result)) TraceLog(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");
+ TraceLog(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);
+ TraceLog(INFO, "OVR: Product Name: %s", hmdDesc.ProductName);
+ TraceLog(INFO, "OVR: Manufacturer: %s", hmdDesc.Manufacturer);
+ TraceLog(INFO, "OVR: Product ID: %i", hmdDesc.ProductId);
+ TraceLog(INFO, "OVR: Product Type: %i", hmdDesc.Type);
+ TraceLog(INFO, "OVR: Serian Number: %s", hmdDesc.SerialNumber);
+ TraceLog(INFO, "OVR: Resolution: %ix%i", hmdDesc.Resolution.w, hmdDesc.Resolution.h);
//screenWidth = hmdDesc.Resolution.w/2;
//screenHeight = hmdDesc.Resolution.h/2;
@@ -188,20 +188,14 @@ int main(void)
// Recenter OVR tracking origin
ovr_RecenterTrackingOrigin(session);
#endif
-
- // Initialize rlgl internal buffers and OpenGL state
- rlglInit();
- rlglInitGraphics(0, 0, screenWidth, screenHeight);
- rlClearColor(245, 245, 245, 255); // Define clear color
- rlEnableDepthTest(); // Enable DEPTH_TEST for 3D
-
- Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
Camera camera;
camera.position = (Vector3){ 5.0f, 5.0f, 5.0f }; // Camera position
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
camera.fovy = 45.0f; // Camera field-of-view Y
+
+ Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
//--------------------------------------------------------------------------------------
// Main game loop
@@ -293,7 +287,7 @@ int main(void)
// Get session status information
ovrSessionStatus sessionStatus;
ovr_GetSessionStatus(session, &sessionStatus);
- if (sessionStatus.ShouldQuit) TraceLog(LOG_WARNING, "OVR: Session should quit...");
+ if (sessionStatus.ShouldQuit) TraceLog(WARNING, "OVR: Session should quit...");
if (sessionStatus.ShouldRecenter) ovr_RecenterTrackingOrigin(session);
#endif
@@ -581,12 +575,12 @@ static OculusBuffer LoadOculusBuffer(ovrSession session, int width, int height)
ovrResult result = ovr_CreateTextureSwapChainGL(session, &desc, &buffer.textureChain);
- if (!OVR_SUCCESS(result)) TraceLog(LOG_WARNING, "OVR: Failed to create swap textures buffer");
+ if (!OVR_SUCCESS(result)) TraceLog(WARNING, "OVR: Failed to create swap textures buffer");
int textureCount = 0;
ovr_GetTextureSwapChainLength(session, buffer.textureChain, &textureCount);
- if (!OVR_SUCCESS(result) || !textureCount) TraceLog(LOG_WARNING, "OVR: Unable to count swap chain textures");
+ if (!OVR_SUCCESS(result) || !textureCount) TraceLog(WARNING, "OVR: Unable to count swap chain textures");
for (int i = 0; i < textureCount; ++i)
{
@@ -682,7 +676,7 @@ static OculusMirror LoadOculusMirror(ovrSession session, int width, int height)
mirrorDesc.Width = mirror.width;
mirrorDesc.Height = mirror.height;
- if (!OVR_SUCCESS(ovr_CreateMirrorTextureGL(session, &mirrorDesc, &mirror.texture))) TraceLog(LOG_WARNING, "Could not create mirror texture");
+ if (!OVR_SUCCESS(ovr_CreateMirrorTextureGL(session, &mirrorDesc, &mirror.texture))) TraceLog(WARNING, "Could not create mirror texture");
glGenFramebuffers(1, &mirror.fboId);
diff --git a/examples/oculus_glfw_sample/raymath.h b/examples/oculus_glfw_sample/raymath.h
index 4075a1a9..10eabb6b 100644
--- a/examples/oculus_glfw_sample/raymath.h
+++ b/examples/oculus_glfw_sample/raymath.h
@@ -47,10 +47,16 @@
#include "raylib.h" // Required for structs: Vector3, Matrix
#endif
+#ifdef __cplusplus
+ #define RMEXTERN extern "C" // Functions visible from other files (no name mangling of functions in C++)
+#else
+ #define RMEXTERN extern // Functions visible from other files
+#endif
+
#if defined(RAYMATH_EXTERN_INLINE)
- #define RMDEF extern inline
+ #define RMDEF RMEXTERN inline // Functions are embeded inline (compiler generated code)
#else
- #define RMDEF extern
+ #define RMDEF RMEXTERN
#endif
//----------------------------------------------------------------------------------
@@ -105,10 +111,6 @@ typedef struct Quaternion {
#ifndef RAYMATH_EXTERN_INLINE
-#ifdef __cplusplus
-extern "C" {
-#endif
-
//------------------------------------------------------------------------------------
// Functions Declaration to work with Vector3
//------------------------------------------------------------------------------------
@@ -166,10 +168,6 @@ RMDEF Quaternion QuaternionFromAxisAngle(Vector3 axis, float angle); // Returns
RMDEF void QuaternionToAxisAngle(Quaternion q, Vector3 *outAxis, float *outAngle); // Returns the rotation angle and axis for a given quaternion
RMDEF void QuaternionTransform(Quaternion *q, Matrix mat); // Transform a quaternion given a transformation matrix
-#ifdef __cplusplus
-}
-#endif
-
#endif // notdef RAYMATH_EXTERN_INLINE
#endif // RAYMATH_H
diff --git a/examples/oculus_glfw_sample/rlgl.c b/examples/oculus_glfw_sample/rlgl.c
index 72225634..1e392889 100644
--- a/examples/oculus_glfw_sample/rlgl.c
+++ b/examples/oculus_glfw_sample/rlgl.c
@@ -72,6 +72,10 @@
#include "standard_shader.h" // Standard shader to embed
#endif
+#if defined(RLGL_OCULUS_SUPPORT)
+ #include "external/OculusSDK/LibOVR/Include/OVR_CAPI_GL.h" // Oculus SDK for OpenGL
+#endif
+
//----------------------------------------------------------------------------------
// Defines and Macros
//----------------------------------------------------------------------------------
@@ -159,11 +163,45 @@ typedef struct {
// Draw call type
// NOTE: Used to track required draw-calls, organized by texture
typedef struct {
- GLuint textureId;
int vertexCount;
- // TODO: Store draw state -> blending mode, shader
+ GLuint vaoId;
+ GLuint textureId;
+ GLuint shaderId;
+
+ Matrix projection;
+ Matrix modelview;
+
+ // TODO: Store additional draw state data
+ //int blendMode;
+ //Guint fboId;
} DrawCall;
+#if defined(RLGL_OCULUS_SUPPORT)
+typedef struct OculusBuffer {
+ ovrTextureSwapChain textureChain;
+ GLuint depthId;
+ GLuint fboId;
+ int width;
+ int height;
+} OculusBuffer;
+
+typedef struct OculusMirror {
+ ovrMirrorTexture texture;
+ GLuint fboId;
+ int width;
+ int height;
+} OculusMirror;
+
+typedef struct OculusLayer {
+ ovrViewScaleDesc viewScaleDesc;
+ ovrLayerEyeFov eyeLayer; // layer 0
+ //ovrLayerQuad quadLayer; // TODO: layer 1: '2D' quad for GUI
+ Matrix eyeProjections[2];
+ int width;
+ int height;
+} OculusLayer;
+#endif
+
//----------------------------------------------------------------------------------
// Global Variables Definition
//----------------------------------------------------------------------------------
@@ -213,6 +251,17 @@ static Light lights[MAX_LIGHTS]; // Lights pool
static int lightsCount; // Counts current enabled physic objects
#endif
+#if defined(RLGL_OCULUS_SUPPORT)
+// OVR device variables
+static ovrSession session; // Oculus session (pointer to ovrHmdStruct)
+static ovrHmdDesc hmdDesc; // Oculus device descriptor parameters
+static ovrGraphicsLuid luid; // Oculus locally unique identifier for the program (64 bit)
+static OculusLayer layer; // Oculus drawing layer (similar to photoshop)
+static OculusBuffer buffer; // Oculus internal buffers (texture chain and fbo)
+static OculusMirror mirror; // Oculus mirror texture and fbo
+static unsigned int frameIndex = 0; // Oculus frames counter, used to discard frames from chain
+#endif
+
// Compressed textures support flags
static bool texCompDXTSupported = false; // DDS texture compression support
static bool npotSupported = false; // NPOT textures full support
@@ -228,15 +277,14 @@ static PFNGLDELETEVERTEXARRAYSOESPROC glDeleteVertexArrays;
static int blendMode = 0;
// White texture useful for plain color polys (required by shader)
-// NOTE: It's required in shapes and models modules!
-unsigned int whiteTexture;
+static 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 unsigned int LoadShaderProgram(char *vShaderStr, char *fShaderStr); // Load custom shader strings and return program id
+static unsigned int LoadShaderProgram(const char *vShaderStr, const char *fShaderStr); // Load custom shader strings and return program id
static Shader LoadDefaultShader(void); // Load default shader (just vertex positioning and texture coloring)
static Shader LoadStandardShader(void); // Load standard shader (support materials and lighting)
@@ -254,6 +302,16 @@ static void SetShaderLights(Shader shader); // Sets shader uniform values for li
static char *ReadTextFile(const char *fileName);
#endif
+#if defined(RLGL_OCULUS_SUPPORT) // Oculus Rift functions
+static OculusBuffer LoadOculusBuffer(ovrSession session, int width, int height); // Load Oculus required buffers
+static void UnloadOculusBuffer(ovrSession session, OculusBuffer buffer); // Unload texture required buffers
+static OculusMirror LoadOculusMirror(ovrSession session, int width, int height); // Load Oculus mirror buffers
+static void UnloadOculusMirror(ovrSession session, OculusMirror mirror); // Unload Oculus mirror buffers
+static void BlitOculusMirror(ovrSession session, OculusMirror mirror); // Copy Oculus screen buffer to mirror texture
+static OculusLayer InitOculusLayer(ovrSession session); // Init Oculus layer (similar to photoshop)
+static Matrix FromOvrMatrix(ovrMatrix4f ovrM); // Convert from Oculus ovrMatrix4f struct to raymath Matrix struct
+#endif
+
#if defined(GRAPHICS_API_OPENGL_11)
static int GenerateMipmaps(unsigned char *data, int baseWidth, int baseHeight);
static Color *GenNextMipmap(Color *srcData, int srcWidth, int srcHeight);
@@ -1146,6 +1204,23 @@ void rlglInitGraphics(int offsetX, int offsetY, int width, int height)
TraceLog(INFO, "OpenGL graphic device initialized successfully");
}
+// Load OpenGL extensions
+// NOTE: External loader function could be passed as a pointer
+void rlglLoadExtensions(void *loader)
+{
+#if defined(GRAPHICS_API_OPENGL_33)
+ // NOTE: glad is generated and contains only required OpenGL 3.3 Core extensions
+ if (!gladLoadGLLoader((GLADloadproc)loader)) TraceLog(WARNING, "GLAD: Cannot load OpenGL extensions");
+ else TraceLog(INFO, "GLAD: OpenGL extensions loaded successfully");
+
+ if (GLAD_GL_VERSION_3_3) TraceLog(INFO, "OpenGL 3.3 Core profile supported");
+ else TraceLog(ERROR, "OpenGL 3.3 Core profile not supported");
+
+ // With GLAD, we can check if an extension is supported using the GLAD_GL_xxx booleans
+ //if (GLAD_GL_ARB_vertex_array_object) // Use GL_ARB_vertex_array_object
+#endif
+}
+
// Get world coordinates from screen coordinates
Vector3 rlglUnproject(Vector3 source, Matrix proj, Matrix view)
{
@@ -1177,11 +1252,13 @@ unsigned int rlglLoadTexture(void *data, int width, int height, int textureForma
GLuint id = 0;
// Check texture format support by OpenGL 1.1 (compressed textures not supported)
- if ((rlGetVersion() == OPENGL_11) && (textureFormat >= 8))
+#if defined(GRAPHICS_API_OPENGL_11)
+ if (textureFormat >= 8)
{
TraceLog(WARNING, "OpenGL 1.1 does not support GPU compressed texture formats");
return id;
}
+#endif
if ((!texCompDXTSupported) && ((textureFormat == COMPRESSED_DXT1_RGB) || (textureFormat == COMPRESSED_DXT1_RGBA) ||
(textureFormat == COMPRESSED_DXT3_RGBA) || (textureFormat == COMPRESSED_DXT5_RGBA)))
@@ -1795,8 +1872,13 @@ void rlglDrawMesh(Mesh mesh, Material material, Matrix transform)
// NOTE: standard shader specific locations are got at render time to keep Shader struct as simple as possible (with just default shader locations)
if (material.shader.id == standardShader.id)
{
+ // Transpose and inverse model transformations matrix for fragment normal calculations
+ Matrix transInvTransform = transform;
+ MatrixTranspose(&transInvTransform);
+ MatrixInvert(&transInvTransform);
+
// Send model transformations matrix to shader
- glUniformMatrix4fv(glGetUniformLocation(material.shader.id, "modelMatrix"), 1, false, MatrixToFloat(transform));
+ glUniformMatrix4fv(glGetUniformLocation(material.shader.id, "modelMatrix"), 1, false, MatrixToFloat(transInvTransform));
// Send view transformation matrix to shader. View matrix 8, 9 and 10 are view direction vector axis values (target - position)
glUniform3f(glGetUniformLocation(material.shader.id, "viewDir"), matView.m8, matView.m9, matView.m10);
@@ -2095,6 +2177,24 @@ void *rlglReadTexturePixels(Texture2D texture)
return pixels;
}
+/*
+// TODO: Record draw calls to be processed in batch
+// NOTE: Global state must be kept
+void rlglRecordDraw(void)
+{
+ // TODO: Before adding a new draw, check if anything changed from last stored draw
+#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
+ draws[drawsCounter].vaoId = currentState.vaoId; // lines.id, trangles.id, quads.id?
+ draws[drawsCounter].textureId = currentState.textureId; // whiteTexture?
+ draws[drawsCounter].shaderId = currentState.shaderId; // defaultShader.id
+ draws[drawsCounter].projection = projection;
+ draws[drawsCounter].modelview = modelview;
+ draws[drawsCounter].vertexCount = currentState.vertexCount;
+
+ drawsCounter++;
+#endif
+}
+*/
//----------------------------------------------------------------------------------
// Module Functions Definition - Shaders Functions
@@ -2361,6 +2461,130 @@ void DestroyLight(Light light)
#endif
}
+#if defined(RLGL_OCULUS_SUPPORT)
+// Init Oculus Rift device
+// NOTE: Device initialization should be done before window creation?
+void InitOculusDevice(void)
+{
+ // Initialize Oculus device
+ ovrResult result = ovr_Initialize(NULL);
+ if (OVR_FAILURE(result)) TraceLog(WARNING, "OVR: Could not initialize Oculus device");
+
+ result = ovr_Create(&session, &luid);
+ if (OVR_FAILURE(result))
+ {
+ TraceLog(WARNING, "OVR: Could not create Oculus session");
+ ovr_Shutdown();
+ }
+
+ hmdDesc = ovr_GetHmdDesc(session);
+
+ TraceLog(INFO, "OVR: Product Name: %s", hmdDesc.ProductName);
+ TraceLog(INFO, "OVR: Manufacturer: %s", hmdDesc.Manufacturer);
+ TraceLog(INFO, "OVR: Product ID: %i", hmdDesc.ProductId);
+ TraceLog(INFO, "OVR: Product Type: %i", hmdDesc.Type);
+ //TraceLog(INFO, "OVR: Serial Number: %s", hmdDesc.SerialNumber);
+ TraceLog(INFO, "OVR: Resolution: %ix%i", hmdDesc.Resolution.w, hmdDesc.Resolution.h);
+
+ // NOTE: Oculus mirror is set to defined screenWidth and screenHeight...
+ // ...ideally, it should be (hmdDesc.Resolution.w/2, hmdDesc.Resolution.h/2)
+
+ // Initialize Oculus Buffers
+ layer = InitOculusLayer(session);
+ buffer = LoadOculusBuffer(session, layer.width, layer.height);
+ mirror = LoadOculusMirror(session, hmdDesc.Resolution.w/2, hmdDesc.Resolution.h/2); // NOTE: hardcoded...
+ layer.eyeLayer.ColorTexture[0] = buffer.textureChain; //SetOculusLayerTexture(eyeLayer, buffer.textureChain);
+
+ // Recenter OVR tracking origin
+ ovr_RecenterTrackingOrigin(session);
+}
+
+// Close Oculus Rift device
+void CloseOculusDevice(void)
+{
+ UnloadOculusMirror(session, mirror); // Unload Oculus mirror buffer
+ UnloadOculusBuffer(session, buffer); // Unload Oculus texture buffers
+
+ ovr_Destroy(session); // Free Oculus session data
+ ovr_Shutdown(); // Close Oculus device connection
+}
+
+// Update Oculus Rift tracking (position and orientation)
+void UpdateOculusTracking(void)
+{
+ frameIndex++;
+
+ ovrPosef eyePoses[2];
+ ovr_GetEyePoses(session, frameIndex, ovrTrue, layer.viewScaleDesc.HmdToEyeOffset, eyePoses, &layer.eyeLayer.SensorSampleTime);
+
+ layer.eyeLayer.RenderPose[0] = eyePoses[0];
+ layer.eyeLayer.RenderPose[1] = eyePoses[1];
+}
+
+void SetOculusMatrix(int eye)
+{
+ rlViewport(layer.eyeLayer.Viewport[eye].Pos.x, layer.eyeLayer.Viewport[eye].Pos.y, layer.eyeLayer.Viewport[eye].Size.w, layer.eyeLayer.Viewport[eye].Size.h);
+
+ Quaternion eyeRPose = (Quaternion){ layer.eyeLayer.RenderPose[eye].Orientation.x,
+ layer.eyeLayer.RenderPose[eye].Orientation.y,
+ layer.eyeLayer.RenderPose[eye].Orientation.z,
+ layer.eyeLayer.RenderPose[eye].Orientation.w };
+ QuaternionInvert(&eyeRPose);
+ Matrix eyeOrientation = QuaternionToMatrix(eyeRPose);
+ Matrix eyeTranslation = MatrixTranslate(-layer.eyeLayer.RenderPose[eye].Position.x,
+ -layer.eyeLayer.RenderPose[eye].Position.y,
+ -layer.eyeLayer.RenderPose[eye].Position.z);
+
+ Matrix eyeView = MatrixMultiply(eyeTranslation, eyeOrientation);
+ Matrix modelEyeView = MatrixMultiply(modelview, eyeView); // Using internal camera modelview matrix
+
+ SetMatrixModelview(modelEyeView);
+ SetMatrixProjection(layer.eyeProjections[eye]);
+}
+
+void BeginOculusDrawing(void)
+{
+ GLuint currentTexId;
+ int currentIndex;
+
+ ovr_GetTextureSwapChainCurrentIndex(session, buffer.textureChain, &currentIndex);
+ ovr_GetTextureSwapChainBufferGL(session, buffer.textureChain, currentIndex, &currentTexId);
+
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, buffer.fboId);
+ glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, currentTexId, 0);
+ //glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, buffer.depthId, 0); // Already binded
+
+ //glViewport(0, 0, buffer.width, buffer.height); // Useful if rendering to separate framebuffers (every eye)
+ //glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Same as rlClearScreenBuffers()
+
+ // NOTE: If your application is configured to treat the texture as a linear format (e.g. GL_RGBA)
+ // and performs linear-to-gamma conversion in GLSL or does not care about gamma-correction, then:
+ // - Require OculusBuffer format to be OVR_FORMAT_R8G8B8A8_UNORM_SRGB
+ // - Do NOT enable GL_FRAMEBUFFER_SRGB
+ //glEnable(GL_FRAMEBUFFER_SRGB);
+}
+
+void EndOculusDrawing(void)
+{
+ glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
+
+ ovr_CommitTextureSwapChain(session, buffer.textureChain);
+
+ ovrLayerHeader *layers = &layer.eyeLayer.Header;
+ ovr_SubmitFrame(session, frameIndex, &layer.viewScaleDesc, &layers, 1);
+
+ // Blit mirror texture to back buffer
+ BlitOculusMirror(session, mirror);
+
+ // Get session status information
+ ovrSessionStatus sessionStatus;
+ ovr_GetSessionStatus(session, &sessionStatus);
+ if (sessionStatus.ShouldQuit) TraceLog(WARNING, "OVR: Session should quit...");
+ if (sessionStatus.ShouldRecenter) ovr_RecenterTrackingOrigin(session);
+}
+#endif
+
//----------------------------------------------------------------------------------
// Module specific Functions Definition
//----------------------------------------------------------------------------------
@@ -2403,7 +2627,7 @@ static void LoadCompressedTexture(unsigned char *data, int width, int height, in
}
// Load custom shader strings and return program id
-static unsigned int LoadShaderProgram(char *vShaderStr, char *fShaderStr)
+static unsigned int LoadShaderProgram(const char *vShaderStr, const char *fShaderStr)
{
unsigned int program = 0;
@@ -3341,6 +3565,187 @@ static Color *GenNextMipmap(Color *srcData, int srcWidth, int srcHeight)
}
#endif
+#if defined(RLGL_OCULUS_SUPPORT)
+// 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; // Requires glEnable(GL_FRAMEBUFFER_SRGB);
+ desc.SampleCount = 1;
+ desc.StaticImage = ovrFalse;
+
+ ovrResult result = ovr_CreateTextureSwapChainGL(session, &desc, &buffer.textureChain);
+
+ if (!OVR_SUCCESS(result)) TraceLog(WARNING, "OVR: Failed to create swap textures buffer");
+
+ int textureCount = 0;
+ ovr_GetTextureSwapChainLength(session, buffer.textureChain, &textureCount);
+
+ if (!OVR_SUCCESS(result) || !textureCount) TraceLog(WARNING, "OVR: Unable to count swap chain textures");
+
+ 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);
+ }
+
+ glBindTexture(GL_TEXTURE_2D, 0);
+
+ /*
+ // Setup framebuffer object (using depth texture)
+ glGenFramebuffers(1, &buffer.fboId);
+ 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);
+ */
+
+ // Setup framebuffer object (using depth renderbuffer)
+ glGenFramebuffers(1, &buffer.fboId);
+ glGenRenderbuffers(1, &buffer.depthId);
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, buffer.fboId);
+ glBindRenderbuffer(GL_RENDERBUFFER, buffer.depthId);
+ glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, buffer.width, buffer.height);
+ glBindRenderbuffer(GL_RENDERBUFFER, 0);
+ glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, buffer.depthId);
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
+
+ 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 != 0) glDeleteTextures(1, &buffer.depthId);
+ if (buffer.fboId != 0) glDeleteFramebuffers(1, &buffer.fboId);
+}
+
+// Load Oculus mirror buffers
+static OculusMirror LoadOculusMirror(ovrSession session, int width, int height)
+{
+ OculusMirror mirror;
+ mirror.width = width;
+ mirror.height = height;
+
+ ovrMirrorTextureDesc mirrorDesc;
+ memset(&mirrorDesc, 0, sizeof(mirrorDesc));
+ mirrorDesc.Format = OVR_FORMAT_R8G8B8A8_UNORM_SRGB;
+ mirrorDesc.Width = mirror.width;
+ mirrorDesc.Height = mirror.height;
+
+ if (!OVR_SUCCESS(ovr_CreateMirrorTextureGL(session, &mirrorDesc, &mirror.texture))) TraceLog(WARNING, "Could not create mirror texture");
+
+ glGenFramebuffers(1, &mirror.fboId);
+
+ return mirror;
+}
+
+// Unload Oculus mirror buffers
+static void UnloadOculusMirror(ovrSession session, OculusMirror mirror)
+{
+ if (mirror.fboId != 0) glDeleteFramebuffers(1, &mirror.fboId);
+ if (mirror.texture) ovr_DestroyMirrorTexture(session, mirror.texture);
+}
+
+// Copy Oculus screen buffer to mirror texture
+static void BlitOculusMirror(ovrSession session, OculusMirror mirror)
+{
+ GLuint mirrorTextureId;
+
+ ovr_GetMirrorTextureBufferGL(session, mirror.texture, &mirrorTextureId);
+
+ glBindFramebuffer(GL_READ_FRAMEBUFFER, mirror.fboId);
+ glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mirrorTextureId, 0);
+ glBlitFramebuffer(0, 0, mirror.width, mirror.height, 0, mirror.height, mirror.width, 0, GL_COLOR_BUFFER_BIT, GL_NEAREST);
+ glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
+}
+
+// Init Oculus layer (similar to photoshop)
+static OculusLayer InitOculusLayer(ovrSession session)
+{
+ OculusLayer layer = { 0 };
+
+ layer.viewScaleDesc.HmdSpaceToWorldScaleInMeters = 1.0f;
+
+ memset(&layer.eyeLayer, 0, sizeof(ovrLayerEyeFov));
+ layer.eyeLayer.Header.Type = ovrLayerType_EyeFov;
+ layer.eyeLayer.Header.Flags = ovrLayerFlag_TextureOriginAtBottomLeft;
+
+ ovrEyeRenderDesc eyeRenderDescs[2];
+
+ 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, 10000.0f, ovrProjection_None); //ovrProjection_ClipRangeOpenGL);
+ layer.eyeProjections[eye] = FromOvrMatrix(ovrPerspectiveProjection); // NOTE: struct ovrMatrix4f { float M[4][4] } --> struct Matrix
+
+ layer.viewScaleDesc.HmdToEyeOffset[eye] = eyeRenderDescs[eye].HmdToEyeOffset;
+ layer.eyeLayer.Fov[eye] = eyeRenderDescs[eye].Fov;
+
+ ovrSizei eyeSize = ovr_GetFovTextureSize(session, eye, layer.eyeLayer.Fov[eye], 1.0f);
+ layer.eyeLayer.Viewport[eye].Size = eyeSize;
+ layer.eyeLayer.Viewport[eye].Pos.x = layer.width;
+ layer.eyeLayer.Viewport[eye].Pos.y = 0;
+
+ layer.height = eyeSize.h; //std::max(renderTargetSize.y, (uint32_t)eyeSize.h);
+ layer.width += eyeSize.w;
+ }
+
+ return layer;
+}
+
+// Convert from Oculus ovrMatrix4f struct to raymath Matrix struct
+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;
+}
+#endif
+
#if defined(RLGL_STANDALONE)
// Output a trace log message
// NOTE: Expected msgType: (0)Info, (1)Error, (2)Warning
diff --git a/examples/oculus_glfw_sample/rlgl.h b/examples/oculus_glfw_sample/rlgl.h
index 9c25f710..93e155b7 100644
--- a/examples/oculus_glfw_sample/rlgl.h
+++ b/examples/oculus_glfw_sample/rlgl.h
@@ -48,7 +48,7 @@
// Choose opengl version here or just define it at compile time: -DGRAPHICS_API_OPENGL_33
//#define GRAPHICS_API_OPENGL_11 // Only available on PLATFORM_DESKTOP
-//#define GRAPHICS_API_OPENGL_33 // Only available on PLATFORM_DESKTOP
+//#define GRAPHICS_API_OPENGL_33 // Only available on PLATFORM_DESKTOP or Oculus Rift CV1
//#define GRAPHICS_API_OPENGL_ES2 // Only available on PLATFORM_ANDROID or PLATFORM_RPI or PLATFORM_WEB
// Security check in case no GRAPHICS_API_OPENGL_* defined
@@ -296,6 +296,7 @@ void rlglInit(void); // Initialize rlgl (shaders, VAO
void rlglClose(void); // De-init rlgl
void rlglDraw(void); // Draw VAO/VBO
void rlglInitGraphics(int offsetX, int offsetY, int width, int height); // Initialize Graphics (OpenGL stuff)
+void rlglLoadExtensions(void *loader); // Load OpenGL extensions
unsigned int rlglLoadTexture(void *data, int width, int height, int textureFormat, int mipmapCount); // Load texture in GPU
RenderTexture2D rlglLoadRenderTexture(int width, int height); // Load a texture to be used for rendering (fbo with color and depth attachments)
@@ -346,6 +347,15 @@ void DestroyLight(Light light); // Destroy a
void TraceLog(int msgType, const char *text, ...);
#endif
+#if defined(RLGL_OCULUS_SUPPORT)
+void InitOculusDevice(void); // Init Oculus Rift device
+void CloseOculusDevice(void); // Close Oculus Rift device
+void UpdateOculusTracking(void); // Update Oculus Rift tracking (position and orientation)
+void SetOculusMatrix(int eye); // Set internal projection and modelview matrix depending on eyes tracking data
+void BeginOculusDrawing(void); // Begin Oculus drawing configuration
+void EndOculusDrawing(void); // End Oculus drawing process (and desktop mirror)
+#endif
+
#ifdef __cplusplus
}
#endif
diff --git a/examples/oculus_glfw_sample/standard_shader.h b/examples/oculus_glfw_sample/standard_shader.h
index 956b5c32..a4bc9694 100644
--- a/examples/oculus_glfw_sample/standard_shader.h
+++ b/examples/oculus_glfw_sample/standard_shader.h
@@ -1,6 +1,6 @@
// Vertex shader definition to embed, no external file required
-const static unsigned char vStandardShaderStr[] =
+static const char vStandardShaderStr[] =
#if defined(GRAPHICS_API_OPENGL_21)
"#version 120 \n"
#elif defined(GRAPHICS_API_OPENGL_ES2)
@@ -37,7 +37,7 @@ const static unsigned char vStandardShaderStr[] =
"} \n";
// Fragment shader definition to embed, no external file required
-const static unsigned char fStandardShaderStr[] =
+static const char fStandardShaderStr[] =
#if defined(GRAPHICS_API_OPENGL_21)
"#version 120 \n"
#elif defined(GRAPHICS_API_OPENGL_ES2)
@@ -85,13 +85,13 @@ const static unsigned char fStandardShaderStr[] =
"{\n"
" vec3 surfacePos = vec3(modelMatrix*vec4(fragPosition, 1));\n"
" vec3 surfaceToLight = l.position - surfacePos;\n"
-" float brightness = clamp(dot(n, surfaceToLight)/(length(surfaceToLight)*length(n)), 0, 1);\n"
+" float brightness = clamp(float(dot(n, surfaceToLight)/(length(surfaceToLight)*length(n))), 0.0, 1.0);\n"
" float diff = 1.0/dot(surfaceToLight/l.radius, surfaceToLight/l.radius)*brightness*l.intensity;\n"
" float spec = 0.0;\n"
" if (diff > 0.0)\n"
" {\n"
" vec3 h = normalize(-l.direction + v);\n"
-" spec = pow(dot(n, h), 3 + glossiness)*s;\n"
+" spec = pow(dot(n, h), 3.0 + glossiness)*s;\n"
" }\n"
" return (diff*l.diffuse.rgb + spec*colSpecular.rgb);\n"
"}\n"
@@ -99,23 +99,23 @@ const static unsigned char fStandardShaderStr[] =
"vec3 CalcDirectionalLight(Light l, vec3 n, vec3 v, float s)\n"
"{\n"
" vec3 lightDir = normalize(-l.direction);\n"
-" float diff = clamp(dot(n, lightDir), 0.0, 1.0)*l.intensity;\n"
+" float diff = clamp(float(dot(n, lightDir)), 0.0, 1.0)*l.intensity;\n"
" float spec = 0.0;\n"
" if (diff > 0.0)\n"
" {\n"
" vec3 h = normalize(lightDir + v);\n"
-" spec = pow(dot(n, h), 3 + glossiness)*s;\n"
+" spec = pow(dot(n, h), 3.0 + glossiness)*s;\n"
" }\n"
" return (diff*l.intensity*l.diffuse.rgb + spec*colSpecular.rgb);\n"
"}\n"
"\n"
"vec3 CalcSpotLight(Light l, vec3 n, vec3 v, float s)\n"
"{\n"
-" vec3 surfacePos = vec3(modelMatrix*vec4(fragPosition, 1));\n"
+" vec3 surfacePos = vec3(modelMatrix*vec4(fragPosition, 1.0));\n"
" vec3 lightToSurface = normalize(surfacePos - l.position);\n"
" vec3 lightDir = normalize(-l.direction);\n"
-" float diff = clamp(dot(n, lightDir), 0.0, 1.0)*l.intensity;\n"
-" float attenuation = clamp(dot(n, lightToSurface), 0.0, 1.0);\n"
+" float diff = clamp(float(dot(n, lightDir)), 0.0, 1.0)*l.intensity;\n"
+" float attenuation = clamp(float(dot(n, lightToSurface)), 0.0, 1.0);\n"
" attenuation = dot(lightToSurface, -lightDir);\n"
" float lightToSurfaceAngle = degrees(acos(attenuation));\n"
" if (lightToSurfaceAngle > l.coneAngle) attenuation = 0.0;\n"
@@ -125,37 +125,45 @@ const static unsigned char fStandardShaderStr[] =
" if (diffAttenuation > 0.0)\n"
" {\n"
" vec3 h = normalize(lightDir + v);\n"
-" spec = pow(dot(n, h), 3 + glossiness)*s;\n"
+" spec = pow(dot(n, h), 3.0 + glossiness)*s;\n"
" }\n"
" return (falloff*(diffAttenuation*l.diffuse.rgb + spec*colSpecular.rgb));\n"
"}\n"
"\n"
"void main()\n"
"{\n"
-" mat3 normalMatrix = transpose(inverse(mat3(modelMatrix)));\n"
+" mat3 normalMatrix = mat3(modelMatrix);\n"
" vec3 normal = normalize(normalMatrix*fragNormal);\n"
" vec3 n = normalize(normal);\n"
" vec3 v = normalize(viewDir);\n"
+#if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21)
+" vec4 texelColor = texture2D(texture0, fragTexCoord);\n"
+#elif defined(GRAPHICS_API_OPENGL_33)
" vec4 texelColor = texture(texture0, fragTexCoord);\n"
+#endif
" vec3 lighting = colAmbient.rgb;\n"
" if (useNormal == 1)\n"
" {\n"
+#if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21)
+" n *= texture2D(texture1, fragTexCoord).rgb;\n"
+#elif defined(GRAPHICS_API_OPENGL_33)
" n *= texture(texture1, fragTexCoord).rgb;\n"
+#endif
" n = normalize(n);\n"
" }\n"
" float spec = 1.0;\n"
+#if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21)
+" if (useSpecular == 1) spec *= normalize(texture2D(texture2, fragTexCoord).r);\n"
+#elif defined(GRAPHICS_API_OPENGL_33)
" if (useSpecular == 1) spec *= normalize(texture(texture2, fragTexCoord).r);\n"
+#endif
" for (int i = 0; i < lightsCount; i++)\n"
" {\n"
" if (lights[i].enabled == 1)\n"
" {\n"
-" switch (lights[i].type)\n"
-" {\n"
-" case 0: lighting += CalcPointLight(lights[i], n, v, spec); break;\n"
-" case 1: lighting += CalcDirectionalLight(lights[i], n, v, spec); break;\n"
-" case 2: lighting += CalcSpotLight(lights[i], n, v, spec); break;\n"
-" default: break;\n"
-" }\n"
+" if(lights[i].type == 0) lighting += CalcPointLight(lights[i], n, v, spec);\n"
+" else if(lights[i].type == 1) lighting += CalcDirectionalLight(lights[i], n, v, spec);\n"
+" else if(lights[i].type == 2) lighting += CalcSpotLight(lights[i], n, v, spec);\n"
" }\n"
" }\n"
#if defined(GRAPHICS_API_OPENGL_33)
@@ -163,4 +171,4 @@ const static unsigned char fStandardShaderStr[] =
#elif defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21)
" gl_FragColor = vec4(texelColor.rgb*lighting*colDiffuse.rgb, texelColor.a*colDiffuse.a); \n"
#endif
-"} \n"; \ No newline at end of file
+"}\n";