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path: root/examples/rlgl_oculus_rift.c
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/*******************************************************************************************
*
*   raylib [rlgl] example - Oculus minimum sample
*
*   NOTE: This example requires OpenGL 3.3 or ES2 versions for shaders support,
*         OpenGL 1.1 does not support shaders but it can also be used.
*
*   Compile rlgl module using:
*   gcc -c rlgl.c -Wall -std=c99 -DRLGL_STANDALONE -DRAYMATH_IMPLEMENTATION -DGRAPHICS_API_OPENGL_33 -DRLGL_OCULUS_SUPPORT
*
*   NOTE 1: rlgl module requires the following header-only files:
*       external/glad.h - OpenGL extensions loader (stripped to only required extensions)
*       shader_standard.h - Standard shader for materials and lighting
*       shader_distortion.h - Distortion shader for VR
*       raymath.h - Vector and matrix math functions
*
*   NOTE 2: rlgl requires LibOVR (Oculus PC SDK) to support Oculus Rift CV1
*
*   Compile example using:
*   gcc -o rlgl_oculus_rift.exe rlgl_oculus_rift.c rlgl.o -L. -lLibOVRRT32_1 -lglfw3 -lopengl32 -lgdi32 -std=c99
*
*   NOTE: Example must be linked against LibOVRRT32_1.dll that comes with Oculus Rift runtime.
*
*   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)
*
********************************************************************************************/

#include <stdlib.h>
#include <stdarg.h>
#include <stdio.h>
#include <string.h>
#include <math.h>

#include <GLFW/glfw3.h>         // Windows/Context and inputs management

#define RLGL_STANDALONE
#include "rlgl.h"               // rlgl library: OpenGL 1.1 immediate-mode style coding

#define RED        (Color){ 230, 41, 55, 255 }     // Red
#define RAYWHITE   (Color){ 245, 245, 245, 255 }   // My own White (raylib logo)
#define DARKGRAY   (Color){ 80, 80, 80, 255 }      // Dark Gray

//----------------------------------------------------------------------------------
// Module specific Functions Declaration
//----------------------------------------------------------------------------------
static void ErrorCallback(int error, const char* description);
static void KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods);

// Drawing functions (uses rlgl functionality)
static void DrawGrid(int slices, float spacing);
static void DrawCube(Vector3 position, float width, float height, float length, Color color);
static void DrawCubeWires(Vector3 position, float width, float height, float length, Color color);
static void DrawRectangleV(Vector2 position, Vector2 size, Color color);

//----------------------------------------------------------------------------------
// Main Entry point
//----------------------------------------------------------------------------------
int main(void)
{
    // Initialization
    //--------------------------------------------------------------------------------------
    int screenWidth = 1080;     // Mirror screen width (set to hmdDesc.Resolution.w/2)
    int screenHeight = 600;     // Mirror screen height (set to hmdDesc.Resolution.h/2)
    
    // NOTE: Mirror screen size can be set to any desired resolution!
    
    // GLFW3 Initialization + OpenGL 3.3 Context + Extensions
    //--------------------------------------------------------
    glfwSetErrorCallback(ErrorCallback);
    
    if (!glfwInit())
    {
        TraceLog(WARNING, "GLFW3: Can not initialize GLFW");
        return 1;
    }
    else TraceLog(INFO, "GLFW3: GLFW initialized successfully");
    
    glfwWindowHint(GLFW_SAMPLES, 4);
    glfwWindowHint(GLFW_DEPTH_BITS, 16);
    glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
    glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
    glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
    glfwWindowHint(GLFW_OPENGL_DEBUG_CONTEXT, GL_TRUE);
   
    GLFWwindow *window = glfwCreateWindow(screenWidth, screenHeight, "rlgl oculus rift", NULL, NULL);
    
    if (!window)
    {
        glfwTerminate();
        return 2;
    }
    else TraceLog(INFO, "GLFW3: Window created successfully");
    
    glfwSetKeyCallback(window, KeyCallback);
    
    glfwMakeContextCurrent(window);
    glfwSwapInterval(0);

    // Load OpenGL 3.3 supported extensions
    rlglLoadExtensions(glfwGetProcAddress);
    //--------------------------------------------------------
    
    // Initialize OpenGL context (states and resources)
    rlglInit(screenWidth, screenHeight);
    
    rlClearColor(245, 245, 245, 255);                   // Define clear color
    rlEnableDepthTest();                                // Enable DEPTH_TEST for 3D
    
    // Define custom camera to initialize projection and view matrices
    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

    // Initialize viewport and internal projection/modelview matrices
    rlViewport(0, 0, screenWidth, screenHeight);
    rlMatrixMode(RL_PROJECTION);                        // Switch to PROJECTION matrix
    rlLoadIdentity();                                   // Reset current matrix (PROJECTION)
    
    // Setup perspective projection
    float aspect = (float)screenWidth/(float)screenHeight;
    double top = 0.01*tan(camera.fovy*PI/360.0);
    double right = top*aspect;
    rlFrustum(-right, right, -top, top, 0.01, 1000.0);
    
    rlMatrixMode(RL_MODELVIEW);                         // Switch back to MODELVIEW matrix
    rlLoadIdentity();                                   // Reset current matrix (MODELVIEW)
    
    // Setup Camera view
    Matrix cameraView = MatrixLookAt(camera.position, camera.target, camera.up);
    rlMultMatrixf(MatrixToFloat(cameraView));      // Multiply MODELVIEW matrix by view matrix (camera)

    InitOculusDevice();                                 // Initialize Oculus Rift CV1
    
    Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
    //--------------------------------------------------------------------------------------    

    // Main game loop    
    while (!glfwWindowShouldClose(window)) 
    {
        // Update
        //----------------------------------------------------------------------------------
        UpdateOculusTracking();
        //----------------------------------------------------------------------------------

        // Draw
        //----------------------------------------------------------------------------------
        BeginOculusDrawing();
        
            rlClearScreenBuffers();             // Clear current framebuffer(s)

            DrawCube(cubePosition, 2.0f, 2.0f, 2.0f, RED);
            DrawCubeWires(cubePosition, 2.0f, 2.0f, 2.0f, RAYWHITE);
            DrawGrid(10, 1.0f);

            // NOTE: Internal buffers drawing (3D data)
            rlglDraw();

        EndOculusDrawing();

        glfwSwapBuffers(window);
        glfwPollEvents();
        //----------------------------------------------------------------------------------
    }

    // De-Initialization
    //--------------------------------------------------------------------------------------
    CloseOculusDevice();            // Close Oculus device and clear resources

    rlglClose();                    // Unload rlgl internal buffers and default shader/texture
    
    glfwDestroyWindow(window);      // Close window
    glfwTerminate();                // Free GLFW3 resources
    //--------------------------------------------------------------------------------------
    
    return 0;
}

//----------------------------------------------------------------------------------
// Module specific Functions Definitions
//----------------------------------------------------------------------------------

// GLFW3: Error callback
static void ErrorCallback(int error, const char* description)
{
    TraceLog(ERROR, description);
}

// GLFW3: Keyboard callback
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);
    }
}

// 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();
}

// Draw a grid centered at (0, 0, 0)
static 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();
}

// 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 cube wires
void DrawCubeWires(Vector3 position, float width, float height, float length, Color color)
{
    float x = 0.0f;
    float y = 0.0f;
    float z = 0.0f;

    rlPushMatrix();

        rlTranslatef(position.x, position.y, position.z);
        //rlRotatef(45, 0, 1, 0);

        rlBegin(RL_LINES);
            rlColor4ub(color.r, color.g, color.b, color.a);

            // Front Face -----------------------------------------------------
            // Bottom Line
            rlVertex3f(x-width/2, y-height/2, z+length/2);  // Bottom Left
            rlVertex3f(x+width/2, y-height/2, z+length/2);  // Bottom Right

            // Left Line
            rlVertex3f(x+width/2, y-height/2, z+length/2);  // Bottom Right
            rlVertex3f(x+width/2, y+height/2, z+length/2);  // Top Right

            // Top Line
            rlVertex3f(x+width/2, y+height/2, z+length/2);  // Top Right
            rlVertex3f(x-width/2, y+height/2, z+length/2);  // Top Left

            // Right Line
            rlVertex3f(x-width/2, y+height/2, z+length/2);  // Top Left
            rlVertex3f(x-width/2, y-height/2, z+length/2);  // Bottom Left

            // Back Face ------------------------------------------------------
            // Bottom Line
            rlVertex3f(x-width/2, y-height/2, z-length/2);  // Bottom Left
            rlVertex3f(x+width/2, y-height/2, z-length/2);  // Bottom Right

            // Left Line
            rlVertex3f(x+width/2, y-height/2, z-length/2);  // Bottom Right
            rlVertex3f(x+width/2, y+height/2, z-length/2);  // Top Right

            // Top Line
            rlVertex3f(x+width/2, y+height/2, z-length/2);  // Top Right
            rlVertex3f(x-width/2, y+height/2, z-length/2);  // Top Left

            // Right Line
            rlVertex3f(x-width/2, y+height/2, z-length/2);  // Top Left
            rlVertex3f(x-width/2, y-height/2, z-length/2);  // Bottom Left

            // Top Face -------------------------------------------------------
            // Left Line
            rlVertex3f(x-width/2, y+height/2, z+length/2);  // Top Left Front
            rlVertex3f(x-width/2, y+height/2, z-length/2);  // Top Left Back

            // Right Line
            rlVertex3f(x+width/2, y+height/2, z+length/2);  // Top Right Front
            rlVertex3f(x+width/2, y+height/2, z-length/2);  // Top Right Back

            // Bottom Face  ---------------------------------------------------
            // Left Line
            rlVertex3f(x-width/2, y-height/2, z+length/2);  // Top Left Front
            rlVertex3f(x-width/2, y-height/2, z-length/2);  // Top Left Back

            // Right Line
            rlVertex3f(x+width/2, y-height/2, z+length/2);  // Top Right Front
            rlVertex3f(x+width/2, y-height/2, z-length/2);  // Top Right Back
        rlEnd();
    rlPopMatrix();
}