Add DrawLineBezier, update C sources

This commit is contained in:
Milan Nikolic 2017-03-17 22:59:59 +01:00
parent 4b0156cccf
commit 3b28d17b95
10 changed files with 217 additions and 605 deletions

View file

@ -755,11 +755,8 @@ void End2dMode(void)
void Begin3dMode(Camera camera) void Begin3dMode(Camera camera)
{ {
rlglDraw(); // Draw Buffers (Only OpenGL 3+ and ES2) rlglDraw(); // Draw Buffers (Only OpenGL 3+ and ES2)
if (IsVrDeviceReady() || IsVrSimulator()) BeginVrDrawing();
rlMatrixMode(RL_PROJECTION); // Switch to projection matrix rlMatrixMode(RL_PROJECTION); // Switch to projection matrix
rlPushMatrix(); // Save previous matrix, which contains the settings for the 2d ortho projection rlPushMatrix(); // Save previous matrix, which contains the settings for the 2d ortho projection
rlLoadIdentity(); // Reset current matrix (PROJECTION) rlLoadIdentity(); // Reset current matrix (PROJECTION)
@ -786,8 +783,6 @@ void End3dMode(void)
{ {
rlglDraw(); // Process internal buffers (update + draw) rlglDraw(); // Process internal buffers (update + draw)
if (IsVrDeviceReady() || IsVrSimulator()) EndVrDrawing();
rlMatrixMode(RL_PROJECTION); // Switch to projection matrix rlMatrixMode(RL_PROJECTION); // Switch to projection matrix
rlPopMatrix(); // Restore previous matrix (PROJECTION) from matrix stack rlPopMatrix(); // Restore previous matrix (PROJECTION) from matrix stack

View file

@ -687,6 +687,7 @@ RLAPI Color Fade(Color color, float alpha); // Color fade-
RLAPI void SetConfigFlags(char flags); // Setup some window configuration flags RLAPI void SetConfigFlags(char flags); // Setup some window configuration flags
RLAPI void ShowLogo(void); // Activates raylib logo at startup (can be done with flags) RLAPI void ShowLogo(void); // Activates raylib logo at startup (can be done with flags)
//RLAPI void TraceLog(int logType, const char *text, ...); // Trace log messages showing (INFO, WARNING, ERROR, DEBUG)
RLAPI bool IsFileDropped(void); // Check if a file have been dropped into window RLAPI bool IsFileDropped(void); // Check if a file have been dropped into window
RLAPI char **GetDroppedFiles(int *count); // Retrieve dropped files into window RLAPI char **GetDroppedFiles(int *count); // Retrieve dropped files into window
@ -764,6 +765,7 @@ RLAPI void DrawPixelV(Vector2 position, Color color);
RLAPI void DrawLine(int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw a line RLAPI void DrawLine(int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw a line
RLAPI void DrawLineV(Vector2 startPos, Vector2 endPos, Color color); // Draw a line (Vector version) RLAPI void DrawLineV(Vector2 startPos, Vector2 endPos, Color color); // Draw a line (Vector version)
RLAPI void DrawLineEx(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw a line defining thickness RLAPI void DrawLineEx(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw a line defining thickness
RLAPI void DrawLineBezier(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw a line using cubic-bezier curves in-out
RLAPI void DrawCircle(int centerX, int centerY, float radius, Color color); // Draw a color-filled circle RLAPI void DrawCircle(int centerX, int centerY, float radius, Color color); // Draw a color-filled circle
RLAPI void DrawCircleGradient(int centerX, int centerY, float radius, Color color1, Color color2); // Draw a gradient-filled circle RLAPI void DrawCircleGradient(int centerX, int centerY, float radius, Color color1, Color color2); // Draw a gradient-filled circle
RLAPI void DrawCircleV(Vector2 center, float radius, Color color); // Draw a color-filled circle (Vector version) RLAPI void DrawCircleV(Vector2 center, float radius, Color color); // Draw a color-filled circle (Vector version)
@ -943,12 +945,13 @@ RLAPI void EndBlendMode(void); // End
// VR experience Functions (Module: rlgl) // VR experience Functions (Module: rlgl)
// NOTE: This functions are useless when using OpenGL 1.1 // NOTE: This functions are useless when using OpenGL 1.1
//------------------------------------------------------------------------------------ //------------------------------------------------------------------------------------
RLAPI void InitVrDevice(int vdDevice); // Init VR device RLAPI void InitVrSimulator(int vrDevice); // Init VR simulator for selected device
RLAPI void CloseVrDevice(void); // Close VR device RLAPI void CloseVrSimulator(void); // Close VR simulator for current device
RLAPI bool IsVrDeviceReady(void); // Detect if VR device is ready RLAPI bool IsVrSimulatorReady(void); // Detect if VR device is ready
RLAPI bool IsVrSimulator(void); // Detect if VR simulator is running RLAPI void UpdateVrTracking(Camera *camera); // Update VR tracking (position and orientation) and camera
RLAPI void UpdateVrTracking(Camera *camera); // Update VR tracking (position and orientation) and camera RLAPI void ToggleVrMode(void); // Enable/Disable VR experience (device or simulator)
RLAPI void ToggleVrMode(void); // Enable/Disable VR experience (device or simulator) RLAPI void BeginVrDrawing(void); // Begin VR simulator stereo rendering
RLAPI void EndVrDrawing(void); // End VR simulator stereo rendering
//------------------------------------------------------------------------------------ //------------------------------------------------------------------------------------
// Audio Loading and Playing Functions (Module: audio) // Audio Loading and Playing Functions (Module: audio)

View file

@ -37,9 +37,7 @@
* *
* #define SUPPORT_SHADER_DISTORTION * #define SUPPORT_SHADER_DISTORTION
* *
* * #define SUPPORT_VR_SIMULATION
* #define SUPPORT_OCULUS_RIFT_CV1 / RLGL_OCULUS_SUPPORT
* Enable Oculus Rift CV1 functionality
* *
* #define SUPPORT_STEREO_RENDERING * #define SUPPORT_STEREO_RENDERING
* *
@ -121,17 +119,6 @@
#include "shader_distortion.h" // Distortion shader to be embedded #include "shader_distortion.h" // Distortion shader to be embedded
#endif #endif
//#define RLGL_OCULUS_SUPPORT // Enable Oculus Rift code
#if defined(RLGL_OCULUS_SUPPORT)
#include "external/OculusSDK/LibOVR/Include/OVR_CAPI_GL.h" // Oculus SDK for OpenGL
#endif
#if defined(RLGL_STANDALONE)
#define OCULUSAPI
#else
#define OCULUSAPI static
#endif
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
// Defines and Macros // Defines and Macros
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
@ -187,15 +174,15 @@
#endif #endif
#if defined(GRAPHICS_API_OPENGL_11) #if defined(GRAPHICS_API_OPENGL_11)
#define GL_UNSIGNED_SHORT_5_6_5 0x8363 #define GL_UNSIGNED_SHORT_5_6_5 0x8363
#define GL_UNSIGNED_SHORT_5_5_5_1 0x8034 #define GL_UNSIGNED_SHORT_5_5_5_1 0x8034
#define GL_UNSIGNED_SHORT_4_4_4_4 0x8033 #define GL_UNSIGNED_SHORT_4_4_4_4 0x8033
#endif #endif
#if defined(GRAPHICS_API_OPENGL_ES2) #if defined(GRAPHICS_API_OPENGL_ES2)
#define glClearDepth glClearDepthf #define glClearDepth glClearDepthf
#define GL_READ_FRAMEBUFFER GL_FRAMEBUFFER #define GL_READ_FRAMEBUFFER GL_FRAMEBUFFER
#define GL_DRAW_FRAMEBUFFER GL_FRAMEBUFFER #define GL_DRAW_FRAMEBUFFER GL_FRAMEBUFFER
#endif #endif
// Default vertex attribute names on shader to set location points // Default vertex attribute names on shader to set location points
@ -267,32 +254,6 @@ typedef struct VrStereoConfig {
Matrix eyesViewOffset[2]; // VR stereo rendering eyes view offset matrices Matrix eyesViewOffset[2]; // VR stereo rendering eyes view offset matrices
} VrStereoConfig; } VrStereoConfig;
#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 // Global Variables Definition
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
@ -343,24 +304,11 @@ static float maxAnisotropicLevel = 0.0f; // Maximum anisotropy level supp
// Extension supported flag: Clamp mirror wrap mode // Extension supported flag: Clamp mirror wrap mode
static bool texClampMirrorSupported = false; // Clamp mirror wrap mode supported static bool texClampMirrorSupported = false; // Clamp mirror wrap mode supported
#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
// VR global variables // VR global variables
static VrDeviceInfo hmd; // Current VR device info static VrDeviceInfo hmd; // Current VR device info
static VrStereoConfig vrConfig; // VR stereo configuration for simulator static VrStereoConfig vrConfig; // VR stereo configuration for simulator
static bool vrDeviceReady = false; // VR device ready flag static bool vrSimulatorReady = false; // VR simulator ready flag
static bool vrSimulator = false; // VR simulator enabled flag static bool vrStereoRender = false; // VR stereo rendering enabled/disabled flag
static bool vrEnabled = false; // VR experience enabled (device or simulator)
static bool vrRendering = true; // VR stereo rendering enabled/disabled flag
// NOTE: This flag is useful to render data over stereo image (i.e. FPS) // NOTE: This flag is useful to render data over stereo image (i.e. FPS)
#if defined(GRAPHICS_API_OPENGL_ES2) #if defined(GRAPHICS_API_OPENGL_ES2)
@ -380,7 +328,7 @@ static int blendMode = 0; // Track current blending mode
// White texture useful for plain color polys (required by shader) // White texture useful for plain color polys (required by shader)
static unsigned int whiteTexture; static unsigned int whiteTexture;
// Default framebuffer size (required by Oculus device) // Default framebuffer size
static int screenWidth; // Default framebuffer width static int screenWidth; // Default framebuffer width
static int screenHeight; // Default framebuffer height static int screenHeight; // Default framebuffer height
@ -397,7 +345,7 @@ static void UnloadDefaultShader(void); // Unload default shader
static void LoadDefaultBuffers(void); // Load default internal buffers (lines, triangles, quads) static void LoadDefaultBuffers(void); // Load default internal buffers (lines, triangles, quads)
static void UpdateDefaultBuffers(void); // Update default internal buffers (VAOs/VBOs) with vertex data static void UpdateDefaultBuffers(void); // Update default internal buffers (VAOs/VBOs) with vertex data
static void DrawDefaultBuffers(int eyesCount); // Draw default internal buffers vertex data static void DrawDefaultBuffers(void); // Draw default internal buffers vertex data
static void UnloadDefaultBuffers(void); // Unload default internal buffers vertex data from CPU and GPU static void UnloadDefaultBuffers(void); // Unload default internal buffers vertex data from CPU and GPU
// Configure stereo rendering (including distortion shader) with HMD device parameters // Configure stereo rendering (including distortion shader) with HMD device parameters
@ -407,26 +355,6 @@ static void SetStereoConfig(VrDeviceInfo info);
static void SetStereoView(int eye, Matrix matProjection, Matrix matModelView); static void SetStereoView(int eye, Matrix matProjection, Matrix matModelView);
#endif #endif
#if defined(RLGL_OCULUS_SUPPORT)
#if !defined(RLGL_STANDALONE)
static bool InitOculusDevice(void); // Initialize Oculus device (returns true if success)
static void CloseOculusDevice(void); // Close Oculus device
static void UpdateOculusTracking(Camera *camera); // Update Oculus head position-orientation tracking
static void BeginOculusDrawing(void); // Setup Oculus buffers for drawing
static void EndOculusDrawing(void); // Finish Oculus drawing and blit framebuffer to mirror
#endif
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) #if defined(GRAPHICS_API_OPENGL_11)
static int GenerateMipmaps(unsigned char *data, int baseWidth, int baseHeight); static int GenerateMipmaps(unsigned char *data, int baseWidth, int baseHeight);
static Color *GenNextMipmap(Color *srcData, int srcWidth, int srcHeight); static Color *GenNextMipmap(Color *srcData, int srcWidth, int srcHeight);
@ -1352,9 +1280,7 @@ void rlglDraw(void)
// NOTE: Default buffers upload and draw // NOTE: Default buffers upload and draw
UpdateDefaultBuffers(); UpdateDefaultBuffers();
DrawDefaultBuffers(); // NOTE: Stereo rendering is checked inside
if (vrEnabled && vrRendering) DrawDefaultBuffers(2);
else DrawDefaultBuffers(1);
#endif #endif
} }
@ -2018,9 +1944,6 @@ void rlglDrawMesh(Mesh mesh, Material material, Matrix transform)
#endif #endif
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
int eyesCount = 1;
if (vrEnabled) eyesCount = 2;
glUseProgram(material.shader.id); glUseProgram(material.shader.id);
// Upload to shader material.colDiffuse // Upload to shader material.colDiffuse
@ -2153,6 +2076,9 @@ void rlglDrawMesh(Mesh mesh, Material material, Matrix transform)
if (mesh.indices != NULL) glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, quads.vboId[3]); if (mesh.indices != NULL) glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, quads.vboId[3]);
} }
int eyesCount = 1;
if (vrStereoRender) eyesCount = 2;
for (int eye = 0; eye < eyesCount; eye++) for (int eye = 0; eye < eyesCount; eye++)
{ {
if (eyesCount == 2) SetStereoView(eye, matProjection, matModelView); if (eyesCount == 2) SetStereoView(eye, matProjection, matModelView);
@ -2617,146 +2543,119 @@ void EndBlendMode(void)
BeginBlendMode(BLEND_ALPHA); BeginBlendMode(BLEND_ALPHA);
} }
// Init VR device (or simulator) // Init VR simulator for selected device
// NOTE: If device is not available, it fallbacks to default device (simulator)
// NOTE: It modifies the global variable: VrDeviceInfo hmd // NOTE: It modifies the global variable: VrDeviceInfo hmd
void InitVrDevice(int vrDevice) void InitVrSimulator(int vrDevice)
{ {
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
switch (vrDevice) if (vrDevice == HMD_OCULUS_RIFT_DK2)
{ {
case HMD_DEFAULT_DEVICE: TraceLog(INFO, "Initializing default VR Device (Oculus Rift CV1)"); // Oculus Rift DK2 parameters
case HMD_OCULUS_RIFT_DK2: hmd.hResolution = 1280; // HMD horizontal resolution in pixels
case HMD_OCULUS_RIFT_CV1: hmd.vResolution = 800; // HMD vertical resolution in pixels
{ hmd.hScreenSize = 0.14976f; // HMD horizontal size in meters
#if defined(RLGL_OCULUS_SUPPORT) hmd.vScreenSize = 0.09356f; // HMD vertical size in meters
vrDeviceReady = InitOculusDevice(); hmd.vScreenCenter = 0.04678f; // HMD screen center in meters
#else hmd.eyeToScreenDistance = 0.041f; // HMD distance between eye and display in meters
TraceLog(WARNING, "Oculus Rift not supported by default, recompile raylib with Oculus support"); hmd.lensSeparationDistance = 0.0635f; // HMD lens separation distance in meters
#endif hmd.interpupillaryDistance = 0.064f; // HMD IPD (distance between pupils) in meters
} break; hmd.distortionK[0] = 1.0f; // HMD lens distortion constant parameter 0
case HMD_VALVE_HTC_VIVE: hmd.distortionK[1] = 0.22f; // HMD lens distortion constant parameter 1
case HMD_SAMSUNG_GEAR_VR: hmd.distortionK[2] = 0.24f; // HMD lens distortion constant parameter 2
case HMD_GOOGLE_CARDBOARD: hmd.distortionK[3] = 0.0f; // HMD lens distortion constant parameter 3
case HMD_SONY_PLAYSTATION_VR: hmd.chromaAbCorrection[0] = 0.996f; // HMD chromatic aberration correction parameter 0
case HMD_RAZER_OSVR: hmd.chromaAbCorrection[1] = -0.004f; // HMD chromatic aberration correction parameter 1
case HMD_FOVE_VR: TraceLog(WARNING, "VR Device not supported"); hmd.chromaAbCorrection[2] = 1.014f; // HMD chromatic aberration correction parameter 2
default: break; hmd.chromaAbCorrection[3] = 0.0f; // HMD chromatic aberration correction parameter 3
TraceLog(WARNING, "Initializing VR Simulator (Oculus Rift DK2)");
}
else if ((vrDevice == HMD_DEFAULT_DEVICE) || (vrDevice == HMD_OCULUS_RIFT_CV1))
{
// Oculus Rift CV1 parameters
// NOTE: CV1 represents a complete HMD redesign compared to previous versions,
// new Fresnel-hybrid-asymmetric lenses have been added and, consequently,
// previous parameters (DK2) and distortion shader (DK2) doesn't work any more.
// I just defined a set of parameters for simulator that approximate to CV1 stereo rendering
// but result is not the same obtained with Oculus PC SDK.
hmd.hResolution = 2160; // HMD horizontal resolution in pixels
hmd.vResolution = 1200; // HMD vertical resolution in pixels
hmd.hScreenSize = 0.133793f; // HMD horizontal size in meters
hmd.vScreenSize = 0.0669f; // HMD vertical size in meters
hmd.vScreenCenter = 0.04678f; // HMD screen center in meters
hmd.eyeToScreenDistance = 0.041f; // HMD distance between eye and display in meters
hmd.lensSeparationDistance = 0.07f; // HMD lens separation distance in meters
hmd.interpupillaryDistance = 0.07f; // HMD IPD (distance between pupils) in meters
hmd.distortionK[0] = 1.0f; // HMD lens distortion constant parameter 0
hmd.distortionK[1] = 0.22f; // HMD lens distortion constant parameter 1
hmd.distortionK[2] = 0.24f; // HMD lens distortion constant parameter 2
hmd.distortionK[3] = 0.0f; // HMD lens distortion constant parameter 3
hmd.chromaAbCorrection[0] = 0.996f; // HMD chromatic aberration correction parameter 0
hmd.chromaAbCorrection[1] = -0.004f; // HMD chromatic aberration correction parameter 1
hmd.chromaAbCorrection[2] = 1.014f; // HMD chromatic aberration correction parameter 2
hmd.chromaAbCorrection[3] = 0.0f; // HMD chromatic aberration correction parameter 3
TraceLog(WARNING, "Initializing VR Simulator (Oculus Rift CV1)");
}
else
{
TraceLog(WARNING, "VR Simulator doesn't support current device yet,");
TraceLog(WARNING, "using default VR Simulator parameters");
} }
if (!vrDeviceReady) // Initialize framebuffer and textures for stereo rendering
{ // NOTE: screen size should match HMD aspect ratio
TraceLog(WARNING, "VR Device not found: Initializing VR Simulator (Oculus Rift CV1)"); vrConfig.stereoFbo = rlglLoadRenderTexture(screenWidth, screenHeight);
if (vrDevice == HMD_OCULUS_RIFT_DK2) // Load distortion shader (initialized by default with Oculus Rift CV1 parameters)
{ vrConfig.distortionShader.id = LoadShaderProgram(vDistortionShaderStr, fDistortionShaderStr);
// Oculus Rift DK2 parameters if (vrConfig.distortionShader.id != 0) LoadDefaultShaderLocations(&vrConfig.distortionShader);
hmd.hResolution = 1280; // HMD horizontal resolution in pixels
hmd.vResolution = 800; // HMD vertical resolution in pixels
hmd.hScreenSize = 0.14976f; // HMD horizontal size in meters
hmd.vScreenSize = 0.09356f; // HMD vertical size in meters
hmd.vScreenCenter = 0.04678f; // HMD screen center in meters
hmd.eyeToScreenDistance = 0.041f; // HMD distance between eye and display in meters
hmd.lensSeparationDistance = 0.0635f; // HMD lens separation distance in meters
hmd.interpupillaryDistance = 0.064f; // HMD IPD (distance between pupils) in meters
hmd.distortionK[0] = 1.0f; // HMD lens distortion constant parameter 0
hmd.distortionK[1] = 0.22f; // HMD lens distortion constant parameter 1
hmd.distortionK[2] = 0.24f; // HMD lens distortion constant parameter 2
hmd.distortionK[3] = 0.0f; // HMD lens distortion constant parameter 3
hmd.chromaAbCorrection[0] = 0.996f; // HMD chromatic aberration correction parameter 0
hmd.chromaAbCorrection[1] = -0.004f; // HMD chromatic aberration correction parameter 1
hmd.chromaAbCorrection[2] = 1.014f; // HMD chromatic aberration correction parameter 2
hmd.chromaAbCorrection[3] = 0.0f; // HMD chromatic aberration correction parameter 3
}
else if ((vrDevice == HMD_DEFAULT_DEVICE) || (vrDevice == HMD_OCULUS_RIFT_CV1))
{
// Oculus Rift CV1 parameters
// NOTE: CV1 represents a complete HMD redesign compared to previous versions,
// new Fresnel-hybrid-asymmetric lenses have been added and, consequently,
// previous parameters (DK2) and distortion shader (DK2) doesn't work any more.
// I just defined a set of parameters for simulator that approximate to CV1 stereo rendering
// but result is not the same obtained with Oculus PC SDK.
hmd.hResolution = 2160; // HMD horizontal resolution in pixels
hmd.vResolution = 1200; // HMD vertical resolution in pixels
hmd.hScreenSize = 0.133793f; // HMD horizontal size in meters
hmd.vScreenSize = 0.0669f; // HMD vertical size in meters
hmd.vScreenCenter = 0.04678f; // HMD screen center in meters
hmd.eyeToScreenDistance = 0.041f; // HMD distance between eye and display in meters
hmd.lensSeparationDistance = 0.07f; // HMD lens separation distance in meters
hmd.interpupillaryDistance = 0.07f; // HMD IPD (distance between pupils) in meters
hmd.distortionK[0] = 1.0f; // HMD lens distortion constant parameter 0
hmd.distortionK[1] = 0.22f; // HMD lens distortion constant parameter 1
hmd.distortionK[2] = 0.24f; // HMD lens distortion constant parameter 2
hmd.distortionK[3] = 0.0f; // HMD lens distortion constant parameter 3
hmd.chromaAbCorrection[0] = 0.996f; // HMD chromatic aberration correction parameter 0
hmd.chromaAbCorrection[1] = -0.004f; // HMD chromatic aberration correction parameter 1
hmd.chromaAbCorrection[2] = 1.014f; // HMD chromatic aberration correction parameter 2
hmd.chromaAbCorrection[3] = 0.0f; // HMD chromatic aberration correction parameter 3
}
// Initialize framebuffer and textures for stereo rendering SetStereoConfig(hmd);
// NOTE: screen size should match HMD aspect ratio
vrConfig.stereoFbo = rlglLoadRenderTexture(screenWidth, screenHeight);
// Load distortion shader (initialized by default with Oculus Rift CV1 parameters) vrSimulatorReady = true;
vrConfig.distortionShader.id = LoadShaderProgram(vDistortionShaderStr, fDistortionShaderStr);
if (vrConfig.distortionShader.id != 0) LoadDefaultShaderLocations(&vrConfig.distortionShader);
SetStereoConfig(hmd);
vrSimulator = true;
vrEnabled = true;
}
#endif #endif
#if defined(GRAPHICS_API_OPENGL_11) #if defined(GRAPHICS_API_OPENGL_11)
TraceLog(WARNING, "VR device or simulator not supported on OpenGL 1.1"); TraceLog(WARNING, "VR Simulator not supported on OpenGL 1.1");
#endif #endif
} }
// Close VR device (or simulator) // Close VR simulator for current device
void CloseVrDevice(void) void CloseVrSimulator(void)
{ {
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
#if defined(RLGL_OCULUS_SUPPORT) if (vrSimulatorReady)
if (vrDeviceReady) CloseOculusDevice();
else
#endif
{ {
rlDeleteRenderTextures(vrConfig.stereoFbo); // Unload stereo framebuffer and texture rlDeleteRenderTextures(vrConfig.stereoFbo); // Unload stereo framebuffer and texture
UnloadShader(vrConfig.distortionShader); // Unload distortion shader UnloadShader(vrConfig.distortionShader); // Unload distortion shader
} }
#endif #endif
vrDeviceReady = false;
}
// Detect if VR device is available
bool IsVrDeviceReady(void)
{
return (vrDeviceReady && vrEnabled);
} }
// Detect if VR simulator is running // Detect if VR simulator is running
bool IsVrSimulator(void) bool IsVrSimulatorReady(void)
{ {
return (vrSimulator && vrEnabled); return vrSimulatorReady;
} }
// Enable/Disable VR experience (device or simulator) // Enable/Disable VR experience (device or simulator)
void ToggleVrMode(void) void ToggleVrMode(void)
{ {
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
if (vrDeviceReady || vrSimulator) vrEnabled = !vrEnabled; vrSimulatorReady = !vrSimulatorReady;
else vrEnabled = false;
if (!vrEnabled) if (!vrSimulatorReady)
{ {
vrStereoRender = false;
// Reset viewport and default projection-modelview matrices // Reset viewport and default projection-modelview matrices
rlViewport(0, 0, screenWidth, screenHeight); rlViewport(0, 0, screenWidth, screenHeight);
projection = MatrixOrtho(0, screenWidth, screenHeight, 0, 0.0f, 1.0f); projection = MatrixOrtho(0, screenWidth, screenHeight, 0, 0.0f, 1.0f);
MatrixTranspose(&projection); MatrixTranspose(&projection);
modelview = MatrixIdentity(); modelview = MatrixIdentity();
} }
else vrStereoRender = true;
#endif #endif
} }
@ -2764,37 +2663,29 @@ void ToggleVrMode(void)
// NOTE: Camera (position, target, up) gets update with head tracking information // NOTE: Camera (position, target, up) gets update with head tracking information
void UpdateVrTracking(Camera *camera) void UpdateVrTracking(Camera *camera)
{ {
#if defined(RLGL_OCULUS_SUPPORT) // TODO: Simulate 1st person camera system
if (vrDeviceReady) UpdateOculusTracking(camera);
#endif
} }
// Begin Oculus drawing configuration // Begin Oculus drawing configuration
void BeginVrDrawing(void) void BeginVrDrawing(void)
{ {
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
#if defined(RLGL_OCULUS_SUPPORT) if (vrSimulatorReady)
if (vrDeviceReady)
{
BeginOculusDrawing();
}
else
#endif
{ {
// Setup framebuffer for stereo rendering // Setup framebuffer for stereo rendering
rlEnableRenderTexture(vrConfig.stereoFbo.id); rlEnableRenderTexture(vrConfig.stereoFbo.id);
// 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);
//glViewport(0, 0, buffer.width, buffer.height); // Useful if rendering to separate framebuffers (every eye)
rlClearScreenBuffers(); // Clear current framebuffer(s)
vrStereoRender = true;
} }
// 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);
//glViewport(0, 0, buffer.width, buffer.height); // Useful if rendering to separate framebuffers (every eye)
rlClearScreenBuffers(); // Clear current framebuffer(s)
vrRendering = true;
#endif #endif
} }
@ -2802,18 +2693,13 @@ void BeginVrDrawing(void)
void EndVrDrawing(void) void EndVrDrawing(void)
{ {
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
#if defined(RLGL_OCULUS_SUPPORT) if (vrSimulatorReady)
if (vrDeviceReady)
{ {
EndOculusDrawing(); vrStereoRender = false; // Disable stereo render
}
else rlDisableRenderTexture(); // Unbind current framebuffer
#endif
{
// Unbind current framebuffer
rlDisableRenderTexture();
rlClearScreenBuffers(); // Clear current framebuffer rlClearScreenBuffers(); // Clear current framebuffer
// Set viewport to default framebuffer size (screen size) // Set viewport to default framebuffer size (screen size)
rlViewport(0, 0, screenWidth, screenHeight); rlViewport(0, 0, screenWidth, screenHeight);
@ -2855,15 +2741,21 @@ void EndVrDrawing(void)
rlDisableTexture(); rlDisableTexture();
// Update and draw render texture fbo with distortion to backbuffer
UpdateDefaultBuffers(); UpdateDefaultBuffers();
DrawDefaultBuffers(1); DrawDefaultBuffers();
// Restore defaultShader
currentShader = defaultShader; currentShader = defaultShader;
// Reset viewport and default projection-modelview matrices
rlViewport(0, 0, screenWidth, screenHeight);
projection = MatrixOrtho(0, screenWidth, screenHeight, 0, 0.0f, 1.0f);
MatrixTranspose(&projection);
modelview = MatrixIdentity();
rlDisableDepthTest();
} }
rlDisableDepthTest();
vrRendering = false;
#endif #endif
} }
@ -3405,10 +3297,13 @@ static void UpdateDefaultBuffers(void)
// Draw default internal buffers vertex data // Draw default internal buffers vertex data
// NOTE: We draw in this order: lines, triangles, quads // NOTE: We draw in this order: lines, triangles, quads
static void DrawDefaultBuffers(int eyesCount) static void DrawDefaultBuffers()
{ {
Matrix matProjection = projection; Matrix matProjection = projection;
Matrix matModelView = modelview; Matrix matModelView = modelview;
int eyesCount = 1;
if (vrStereoRender) eyesCount = 2;
for (int eye = 0; eye < eyesCount; eye++) for (int eye = 0; eye < eyesCount; eye++)
{ {
@ -3693,47 +3588,19 @@ static void SetStereoConfig(VrDeviceInfo hmd)
// Set internal projection and modelview matrix depending on eyes tracking data // Set internal projection and modelview matrix depending on eyes tracking data
static void SetStereoView(int eye, Matrix matProjection, Matrix matModelView) static void SetStereoView(int eye, Matrix matProjection, Matrix matModelView)
{ {
if (vrEnabled) Matrix eyeProjection = matProjection;
{ Matrix eyeModelView = matModelView;
Matrix eyeProjection = matProjection;
Matrix eyeModelView = matModelView;
#if defined(RLGL_OCULUS_SUPPORT) // Setup viewport and projection/modelview matrices using tracking data
if (vrDeviceReady) rlViewport(eye*screenWidth/2, 0, screenWidth/2, screenHeight);
{
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, // Apply view offset to modelview matrix
layer.eyeLayer.RenderPose[eye].Orientation.y, eyeModelView = MatrixMultiply(matModelView, vrConfig.eyesViewOffset[eye]);
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 eyeProjection = vrConfig.eyesProjection[eye];
eyeModelView = MatrixMultiply(matModelView, eyeView); // Combine internal camera matrix (modelview) wih eye-head movement
eyeProjection = layer.eyeProjections[eye]; SetMatrixModelview(eyeModelView);
} SetMatrixProjection(eyeProjection);
else
#endif
{
// Setup viewport and projection/modelview matrices using tracking data
rlViewport(eye*screenWidth/2, 0, screenWidth/2, screenHeight);
// Apply view offset to modelview matrix
eyeModelView = MatrixMultiply(matModelView, vrConfig.eyesViewOffset[eye]);
eyeProjection = vrConfig.eyesProjection[eye];
}
SetMatrixModelview(eyeModelView);
SetMatrixProjection(eyeProjection);
}
} }
#endif //defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) #endif //defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
@ -3864,304 +3731,6 @@ static Color *GenNextMipmap(Color *srcData, int srcWidth, int srcHeight)
} }
#endif #endif
#if defined(RLGL_OCULUS_SUPPORT)
// Initialize Oculus device (returns true if success)
OCULUSAPI bool InitOculusDevice(void)
{
bool oculusReady = false;
ovrResult result = ovr_Initialize(NULL);
if (OVR_FAILURE(result)) TraceLog(WARNING, "OVR: Could not initialize Oculus device");
else
{
result = ovr_Create(&session, &luid);
if (OVR_FAILURE(result))
{
TraceLog(WARNING, "OVR: Could not create Oculus session");
ovr_Shutdown();
}
else
{
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);
oculusReady = true;
vrEnabled = true;
}
}
return oculusReady;
}
// Close Oculus device (and unload buffers)
OCULUSAPI 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 head position-orientation tracking
OCULUSAPI void UpdateOculusTracking(Camera *camera)
{
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];
// TODO: Update external camera with eyePoses data (position, orientation)
// NOTE: We can simplify to simple camera if we consider IPD and HMD device configuration again later
// it will be useful for the user to draw, lets say, billboards oriented to camera
// 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.
}
// Setup Oculus buffers for drawing
OCULUSAPI 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
}
// Finish Oculus drawing and blit framebuffer to mirror
OCULUSAPI void EndOculusDrawing(void)
{
// 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);
}
// 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);
#if defined(GRAPHICS_API_OPENGL_33)
// NOTE: glBlitFramebuffer() requires extension: GL_EXT_framebuffer_blit (not available in OpenGL ES 2.0)
glBlitFramebuffer(0, 0, mirror.width, mirror.height, 0, mirror.height, mirror.width, 0, GL_COLOR_BUFFER_BIT, GL_NEAREST);
#endif
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) #if defined(RLGL_STANDALONE)
// Output a trace log message // Output a trace log message
// NOTE: Expected msgType: (0)Info, (1)Error, (2)Warning // NOTE: Expected msgType: (0)Info, (1)Error, (2)Warning

View file

@ -399,19 +399,12 @@ void EndBlendMode(void); // End blend
void TraceLog(int msgType, const char *text, ...); void TraceLog(int msgType, const char *text, ...);
float *MatrixToFloat(Matrix mat); float *MatrixToFloat(Matrix mat);
void InitVrDevice(int vrDevice); // Init VR device void InitVrSimulator(int vrDevice); // Init VR simulator for selected device
void CloseVrDevice(void); // Close VR device void CloseVrSimulator(void); // Close VR simulator for current device
bool IsVrDeviceReady(void); // Detect if VR device is ready
bool IsVrSimulator(void); // Detect if VR simulator is running
void UpdateVrTracking(Camera *camera); // Update VR tracking (position and orientation) and camera void UpdateVrTracking(Camera *camera); // Update VR tracking (position and orientation) and camera
void ToggleVrMode(void); // Enable/Disable VR experience (device or simulator) void ToggleVrMode(void); // Enable/Disable VR experience (device or simulator)
void BeginVrDrawing(void); // Begin VR stereo rendering
// Oculus Rift API for direct access the device (no simulator) void EndVrDrawing(void); // End VR stereo rendering
bool InitOculusDevice(void); // Initialize Oculus device (returns true if success)
void CloseOculusDevice(void); // Close Oculus device
void UpdateOculusTracking(Camera *camera); // Update Oculus head position-orientation tracking (and camera)
void BeginOculusDrawing(void); // Setup Oculus buffers for drawing
void EndOculusDrawing(void); // Finish Oculus drawing and blit framebuffer to mirror
#endif #endif
#ifdef __cplusplus #ifdef __cplusplus

View file

@ -182,27 +182,20 @@ func EndBlendMode() {
C.EndBlendMode() C.EndBlendMode()
} }
// InitVrDevice - Init VR device // InitVrSimulator - Init VR simulator for selected device
func InitVrDevice(vdDevice VrDevice) { func InitVrSimulator(vdDevice VrDevice) {
cvdDevice := (C.int)(vdDevice) cvdDevice := (C.int)(vdDevice)
C.InitVrDevice(cvdDevice) C.InitVrSimulator(cvdDevice)
} }
// CloseVrDevice - Close VR device // CloseVrSimulator - Close VR simulator for current device
func CloseVrDevice() { func CloseVrSimulator() {
C.CloseVrDevice() C.CloseVrSimulator()
} }
// IsVrDeviceReady - Detect if VR device is ready // IsVrSimulatorReady - Detect if VR simulator is ready
func IsVrDeviceReady() bool { func IsVrSimulatorReady() bool {
ret := C.IsVrDeviceReady() ret := C.IsVrSimulatorReady()
v := bool(int(ret) == 1)
return v
}
// IsVrSimulator - Detect if VR simulator is running
func IsVrSimulator() bool {
ret := C.IsVrSimulator()
v := bool(int(ret) == 1) v := bool(int(ret) == 1)
return v return v
} }
@ -217,3 +210,13 @@ func UpdateVrTracking(camera *Camera) {
func ToggleVrMode() { func ToggleVrMode() {
C.ToggleVrMode() C.ToggleVrMode()
} }
// BeginVrDrawing - Begin VR simulator stereo rendering
func BeginVrDrawing() {
C.BeginVrDrawing()
}
// EndVrDrawing - End VR simulator stereo rendering
func EndVrDrawing() {
C.EndVrDrawing()
}

View file

@ -57,7 +57,7 @@
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
// Module specific Functions Declaration // Module specific Functions Declaration
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
// No private (static) functions in this module (.c file) static float EaseCubicInOut(float t, float b, float c, float d); // Cubic easing
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
// Module Functions Definition // Module Functions Definition
@ -106,6 +106,13 @@ void DrawLineV(Vector2 startPos, Vector2 endPos, Color color)
// Draw a line defining thickness // Draw a line defining thickness
void DrawLineEx(Vector2 startPos, Vector2 endPos, float thick, Color color) void DrawLineEx(Vector2 startPos, Vector2 endPos, float thick, Color color)
{ {
if (startPos.x > endPos.x)
{
Vector2 tempPos = startPos;
startPos = endPos;
endPos = tempPos;
}
float dx = endPos.x - startPos.x; float dx = endPos.x - startPos.x;
float dy = endPos.y - startPos.y; float dy = endPos.y - startPos.y;
@ -133,6 +140,27 @@ void DrawLineEx(Vector2 startPos, Vector2 endPos, float thick, Color color)
rlDisableTexture(); rlDisableTexture();
} }
// Draw line using cubic-bezier curves in-out
void DrawLineBezier(Vector2 startPos, Vector2 endPos, float thick, Color color)
{
#define LINE_DIVISIONS 24 // Bezier line divisions
Vector2 previous = startPos;
Vector2 current;
for (int i = 1; i <= LINE_DIVISIONS; i++)
{
// Cubic easing in-out
// NOTE: Easing is calcutated only for y position value
current.y = EaseCubicInOut(i, startPos.y, endPos.y - startPos.y, LINE_DIVISIONS);
current.x = previous.x + (endPos.x - startPos.x)/LINE_DIVISIONS;
DrawLineEx(previous, current, thick, color);
previous = current;
}
}
// Draw a color-filled circle // Draw a color-filled circle
void DrawCircle(int centerX, int centerY, float radius, Color color) void DrawCircle(int centerX, int centerY, float radius, Color color)
{ {
@ -590,3 +618,15 @@ Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2)
return retRec; return retRec;
} }
//----------------------------------------------------------------------------------
// Module specific Functions Definition
//----------------------------------------------------------------------------------
// Cubic easing in-out
// NOTE: Required for DrawLineBezier()
static float EaseCubicInOut(float t, float b, float c, float d)
{
if ((t/=d/2) < 1) return (c/2*t*t*t + b);
return (c/2*((t-=2)*t*t + 2) + b);
}

View file

@ -49,6 +49,15 @@ func DrawLineEx(startPos Vector2, endPos Vector2, thick float32, color Color) {
C.DrawLineEx(*cstartPos, *cendPos, cthick, *ccolor) C.DrawLineEx(*cstartPos, *cendPos, cthick, *ccolor)
} }
// DrawLineBezier - Draw a line using cubic-bezier curves in-out
func DrawLineBezier(startPos Vector2, endPos Vector2, thick float32, color Color) {
cstartPos := startPos.cptr()
cendPos := endPos.cptr()
cthick := (C.float)(thick)
ccolor := color.cptr()
C.DrawLineBezier(*cstartPos, *cendPos, cthick, *ccolor)
}
// DrawCircle - Draw a color-filled circle // DrawCircle - Draw a color-filled circle
func DrawCircle(centerX int32, centerY int32, radius float32, color Color) { func DrawCircle(centerX int32, centerY int32, radius float32, color Color) {
ccenterX := (C.int)(centerX) ccenterX := (C.int)(centerX)

View file

@ -22,7 +22,7 @@ func SetDebug(enabled bool) {
traceDebugMsgs = enabled traceDebugMsgs = enabled
} }
// TraceLog - Trace log // TraceLog - Trace log messages showing (INFO, WARNING, ERROR, DEBUG)
func TraceLog(msgType int, text string, v ...interface{}) { func TraceLog(msgType int, text string, v ...interface{}) {
switch msgType { switch msgType {
case LogInfo: case LogInfo:

View file

@ -35,7 +35,7 @@ func SetDebug(enabled bool) {
traceDebugMsgs = enabled traceDebugMsgs = enabled
} }
// TraceLog - Trace log // TraceLog - Trace log messages showing (INFO, WARNING, ERROR, DEBUG)
func TraceLog(msgType int, text string, v ...interface{}) { func TraceLog(msgType int, text string, v ...interface{}) {
switch msgType { switch msgType {
case LogInfo: case LogInfo:

View file

@ -22,7 +22,7 @@ func SetDebug(enabled bool) {
traceDebugMsgs = enabled traceDebugMsgs = enabled
} }
// TraceLog - Trace log // TraceLog - Trace log messages showing (INFO, WARNING, ERROR, DEBUG)
func TraceLog(msgType int, text string, v ...interface{}) { func TraceLog(msgType int, text string, v ...interface{}) {
switch msgType { switch msgType {
case LogInfo: case LogInfo: