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authorraysan5 <raysan5@gmail.com>2016-06-21 13:49:13 +0200
committerraysan5 <raysan5@gmail.com>2016-06-21 13:49:13 +0200
commit03d9583b945dcf17d6a93ed97deeb9f9721284b5 (patch)
treef073793f53d77a4182b92c3acb54ad0009685d26 /src
parente913de58c73ff82fbcd8f23b8cb1fd1a88664164 (diff)
downloadraylib-03d9583b945dcf17d6a93ed97deeb9f9721284b5.tar.gz
raylib-03d9583b945dcf17d6a93ed97deeb9f9721284b5.zip
Add oculus simulator (in case device is not detected)
Diffstat (limited to 'src')
-rw-r--r--src/core.c7
-rw-r--r--src/rlgl.c263
-rw-r--r--src/rlgl.h2
3 files changed, 178 insertions, 94 deletions
diff --git a/src/core.c b/src/core.c
index af82e092..1073ae6a 100644
--- a/src/core.c
+++ b/src/core.c
@@ -607,14 +607,15 @@ void Begin3dMode(Camera camera)
rlEnableDepthTest(); // Enable DEPTH_TEST for 3D
- if (VrEnabled()) BeginOculusDrawing();
+ if (IsOculusReady()) BeginOculusDrawing();
}
// Ends 3D mode and returns to default 2D orthographic mode
void End3dMode(void)
{
- if (VrEnabled()) EndOculusDrawing();
- else rlglDraw(); // Draw Buffers (Only OpenGL 3+ and ES2)
+ if (IsOculusReady()) EndOculusDrawing();
+
+ rlglDraw(); // Process internal buffers (update + draw)
rlMatrixMode(RL_PROJECTION); // Switch to projection matrix
rlPopMatrix(); // Restore previous matrix (PROJECTION) from matrix stack
diff --git a/src/rlgl.c b/src/rlgl.c
index eee19ef4..f1d49df9 100644
--- a/src/rlgl.c
+++ b/src/rlgl.c
@@ -267,8 +267,11 @@ static OculusMirror mirror; // Oculus mirror texture and fbo
static unsigned int frameIndex = 0; // Oculus frames counter, used to discard frames from chain
#endif
-static bool vrSimulator = false; // VR simulator (stereo rendering on window, without vr device)
-static bool vrEnabled = false; // VR enabled flag (required by core module)
+static bool oculusEnabled = false; // Oculus device enabled flag (required by core module)
+static bool oculusSimulator = false; // Oculus device simulator
+
+static RenderTexture2D stereoFbo;
+static Shader distortion;
// Compressed textures support flags
static bool texCompDXTSupported = false; // DDS texture compression support
@@ -865,6 +868,8 @@ void rlDeleteRenderTextures(RenderTexture2D target)
if (target.id != 0) glDeleteFramebuffers(1, &target.id);
if (target.texture.id != 0) glDeleteTextures(1, &target.texture.id);
if (target.depth.id != 0) glDeleteTextures(1, &target.depth.id);
+
+ TraceLog(INFO, "[FBO ID %i] Unloaded render texture data from VRAM (GPU)", target.id);
#endif
}
@@ -2484,8 +2489,7 @@ void InitOculusDevice(void)
if (OVR_FAILURE(result))
{
TraceLog(WARNING, "OVR: Could not initialize Oculus device");
- TraceLog(INFO, "VR: Initializing Oculus simulator");
- vrSimulator = true;
+ oculusEnabled = false;
}
else
{
@@ -2494,9 +2498,7 @@ void InitOculusDevice(void)
{
TraceLog(WARNING, "OVR: Could not create Oculus session");
ovr_Shutdown();
-
- TraceLog(INFO, "VR: Initializing Oculus simulator");
- vrSimulator = true;
+ oculusEnabled = false;
}
else
{
@@ -2520,17 +2522,29 @@ void InitOculusDevice(void)
// Recenter OVR tracking origin
ovr_RecenterTrackingOrigin(session);
+
+ oculusEnabled = true;
}
}
#else
- vrSimulator = true;
- vrEnabled = true;
+ oculusEnabled = false;
#endif
- if (vrSimulator)
+ if (!oculusEnabled)
{
- // TODO: Initialize framebuffer and textures for stereo rendering
- // TODO: Load oculus-distortion shader (oculus parameters setup internally)
+ TraceLog(INFO, "VR: Initializing Oculus simulator");
+
+ int screenWidth = 1080;
+ int screenHeight = 600;
+
+ // Initialize framebuffer and textures for stereo rendering
+ stereoFbo = rlglLoadRenderTexture(screenWidth, screenHeight);
+
+ // Load oculus-distortion shader (oculus parameters setup internally)
+ // TODO: Embed coulus distortion shader (in this function like default shader?)
+ distortion = LoadShader("resources/shaders/base.vs", "resources/shaders/distortion.fs");
+
+ oculusSimulator = true;
}
}
@@ -2538,53 +2552,60 @@ void InitOculusDevice(void)
void CloseOculusDevice(void)
{
#if defined(RLGL_OCULUS_SUPPORT)
- UnloadOculusMirror(session, mirror); // Unload Oculus mirror buffer
- UnloadOculusBuffer(session, buffer); // Unload Oculus texture buffers
+ if (oculusEnabled)
+ {
+ 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
+ ovr_Destroy(session); // Free Oculus session data
+ ovr_Shutdown(); // Close Oculus device connection
+ }
+ else
#endif
-
- if (vrSimulator)
{
- // TODO: Unload stereo framebuffer and texture
- // TODO: Unload oculus-distortion shader
+ // Unload stereo framebuffer and texture
+ rlDeleteRenderTextures(stereoFbo);
+
+ // Unload oculus-distortion shader
+ UnloadShader(distortion);
}
- vrEnabled = false;
+ oculusEnabled = false;
}
-// Track stereoscopic rendering
-bool VrEnabled(void)
+// Detect if oculus device is available
+bool IsOculusReady(void)
{
- return vrEnabled;
+ return (oculusEnabled || oculusSimulator);
}
// Update Oculus Rift tracking (position and orientation)
void UpdateOculusTracking(void)
{
#if defined(RLGL_OCULUS_SUPPORT)
- frameIndex++;
+ if (oculusEnabled)
+ {
+ 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];
-
- // 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);
- //if (sessionStatus.HmdPresent) // HMD is present.
- //if (sessionStatus.DisplayLost) // HMD was unplugged or the display driver was manually disabled or encountered a TDR.
- //if (sessionStatus.HmdMounted) // HMD is on the user's head.
- //if (sessionStatus.IsVisible) // the game or experience has VR focus and is visible in the HMD.
+ 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];
+
+ // 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);
+ //if (sessionStatus.HmdPresent) // HMD is present.
+ //if (sessionStatus.DisplayLost) // HMD was unplugged or the display driver was manually disabled or encountered a TDR.
+ //if (sessionStatus.HmdMounted) // HMD is on the user's head.
+ //if (sessionStatus.IsVisible) // the game or experience has VR focus and is visible in the HMD.
+ }
+ else
#endif
-
- if (vrSimulator)
{
// TODO: Use alternative inputs (mouse, keyboard) to simulate tracking data (eyes position/orientation)
}
@@ -2597,29 +2618,44 @@ void SetOculusView(int eye)
Matrix eyeModelView;
#if defined(RLGL_OCULUS_SUPPORT)
- 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);
+ if (oculusEnabled)
+ {
+ 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 eyeRenderPose = (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(&eyeRenderPose);
- Matrix eyeOrientation = QuaternionToMatrix(eyeRenderPose);
- Matrix eyeTranslation = MatrixTranslate(-layer.eyeLayer.RenderPose[eye].Position.x,
- -layer.eyeLayer.RenderPose[eye].Position.y,
- -layer.eyeLayer.RenderPose[eye].Position.z);
+ Quaternion eyeRenderPose = (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(&eyeRenderPose);
+ Matrix eyeOrientation = QuaternionToMatrix(eyeRenderPose);
+ 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 containing eye-head movement
- eyeModelView = MatrixMultiply(modelview, eyeView); // Combine internal camera matrix (modelview) wih eye-head movement
+ Matrix eyeView = MatrixMultiply(eyeTranslation, eyeOrientation); // Matrix containing eye-head movement
+ eyeModelView = MatrixMultiply(modelview, eyeView); // Combine internal camera matrix (modelview) wih eye-head movement
- // TODO: Find a better way to get camera view matrix (instead of using internal modelview)
-
- eyeProjection = layer.eyeProjections[eye];
+ // TODO: Find a better way to get camera view matrix (instead of using internal modelview)
+
+ eyeProjection = layer.eyeProjections[eye];
+ }
+ else
#endif
-
- if (vrSimulator)
{
- // TODO: Setup viewport and projection/modelview matrices using tracking data
+ int screenWidth = 1080;
+ int screenHeight = 600;
+ float fovy = 45.0f;
+
+ // Setup viewport and projection/modelview matrices using tracking data
+ rlViewport(eye*screenWidth/2, 0, screenWidth/2, screenHeight);
+
+ eyeProjection = MatrixPerspective(fovy, (double)(screenWidth/2)/(double)screenHeight, 0.01, 1000.0);
+ MatrixTranspose(&eyeProjection);
+
+ // TODO: Compute eyes IPD and apply to current modelview matrix (camera)
+ Matrix eyeView = MatrixIdentity();
+
+ eyeModelView = MatrixMultiply(modelview, eyeView);
}
SetMatrixModelview(eyeModelView);
@@ -2630,21 +2666,23 @@ void SetOculusView(int eye)
void BeginOculusDrawing(void)
{
#if defined(RLGL_OCULUS_SUPPORT)
- GLuint currentTexId;
- int currentIndex;
-
- ovr_GetTextureSwapChainCurrentIndex(session, buffer.textureChain, &currentIndex);
- ovr_GetTextureSwapChainBufferGL(session, buffer.textureChain, currentIndex, &currentTexId);
+ if (oculusEnabled)
+ {
+ 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
+ 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
+ }
+ else
#endif
-
- if (vrSimulator)
{
- // TODO: Setup framebuffer for stereo rendering
- //rlEnableRenderTexture(buffer.fboId);
+ // Setup framebuffer for stereo rendering
+ rlEnableRenderTexture(stereoFbo.id);
}
// NOTE: If your application is configured to treat the texture as a linear format (e.g. GL_RGBA)
@@ -2661,28 +2699,73 @@ void BeginOculusDrawing(void)
void EndOculusDrawing(void)
{
#if defined(RLGL_OCULUS_SUPPORT)
- // Unbind current framebuffer (Oculus buffer)
- 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);
+ if (oculusEnabled)
+ {
+ // Unbind current framebuffer (Oculus buffer)
+ 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);
+ // Blit mirror texture to back buffer
+ BlitOculusMirror(session, mirror);
+ }
+ else
#endif
-
- if (vrSimulator)
{
// Unbind current framebuffer
- //rlDisableRenderTexture();
+ rlDisableRenderTexture();
+
+ rlClearScreenBuffers(); // Clear current framebuffer
- // TODO: Draw RenderTexture (fbo) using distortion shader
- //BeginShaderMode(distortion);
- // TODO: DrawTextureRec(target.texture, (Rectangle){ 0, 0, target.texture.width, -target.texture.height }, (Vector2){ 0, 0 }, WHITE);
- //EndShaderMode();
+ int screenWidth = 1080;
+ int screenHeight = 600;
+
+ // Set viewport to default framebuffer size (screen size)
+ rlViewport(0, 0, screenWidth, screenHeight);
+
+ // Let rlgl reconfigure internal matrices
+ rlMatrixMode(RL_PROJECTION); // Enable internal projection matrix
+ rlLoadIdentity(); // Reset internal projection matrix
+ rlOrtho(0.0, screenWidth, screenHeight, 0.0, 0.0, 1.0); // Recalculate internal projection matrix
+ rlMatrixMode(RL_MODELVIEW); // Enable internal modelview matrix
+ rlLoadIdentity(); // Reset internal modelview matrix
+
+ // Draw RenderTexture (stereoFbo) using distortion shader
+ BeginShaderMode(distortion);
+
+ rlEnableTexture(stereoFbo.texture.id);
+
+ rlPushMatrix();
+ rlBegin(RL_QUADS);
+ rlColor4ub(255, 255, 255, 255);
+ rlNormal3f(0.0f, 0.0f, 1.0f); // Normal vector pointing towards viewer
+
+ // Bottom-left corner for texture and quad
+ rlTexCoord2f(0.0f, 1.0f);
+ rlVertex2f(0.0f, 0.0f);
+
+ // Bottom-right corner for texture and quad
+ rlTexCoord2f(0.0f, 0.0f);
+ rlVertex2f(0.0f, stereoFbo.texture.height);
+
+ // Top-right corner for texture and quad
+ rlTexCoord2f(1.0f, 0.0f);
+ rlVertex2f(stereoFbo.texture.width, stereoFbo.texture.height);
+
+ // Top-left corner for texture and quad
+ rlTexCoord2f(1.0f, 1.0f);
+ rlVertex2f(stereoFbo.texture.width, 0.0f);
+ rlEnd();
+ rlPopMatrix();
+
+ rlDisableTexture();
+
+ //rlglDraw();
+ EndShaderMode();
}
rlDisableDepthTest();
diff --git a/src/rlgl.h b/src/rlgl.h
index c0e93a65..2bd7a6b4 100644
--- a/src/rlgl.h
+++ b/src/rlgl.h
@@ -362,7 +362,7 @@ void UpdateOculusTracking(void); // Update Oculus Rift tracking (posi
void SetOculusView(int eye); // Set internal projection and modelview matrix depending on eyes tracking data
void BeginOculusDrawing(void); // Begin Oculus drawing configuration
void EndOculusDrawing(void); // End Oculus drawing process (and desktop mirror)
-bool VrEnabled(void); // Track stereoscopic rendering
+bool IsOculusReady(void); // Detect if oculus device (or simulator) is ready
#ifdef __cplusplus
}