Add DrawLineBezier, update C sources
This commit is contained in:
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4b0156cccf
commit
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10 changed files with 217 additions and 605 deletions
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@ -755,11 +755,8 @@ void End2dMode(void)
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void Begin3dMode(Camera camera)
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void Begin3dMode(Camera camera)
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{
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{
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rlglDraw(); // Draw Buffers (Only OpenGL 3+ and ES2)
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rlglDraw(); // Draw Buffers (Only OpenGL 3+ and ES2)
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if (IsVrDeviceReady() || IsVrSimulator()) BeginVrDrawing();
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rlMatrixMode(RL_PROJECTION); // Switch to projection matrix
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rlMatrixMode(RL_PROJECTION); // Switch to projection matrix
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rlPushMatrix(); // Save previous matrix, which contains the settings for the 2d ortho projection
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rlPushMatrix(); // Save previous matrix, which contains the settings for the 2d ortho projection
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rlLoadIdentity(); // Reset current matrix (PROJECTION)
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rlLoadIdentity(); // Reset current matrix (PROJECTION)
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@ -786,8 +783,6 @@ void End3dMode(void)
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{
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{
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rlglDraw(); // Process internal buffers (update + draw)
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rlglDraw(); // Process internal buffers (update + draw)
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if (IsVrDeviceReady() || IsVrSimulator()) EndVrDrawing();
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rlMatrixMode(RL_PROJECTION); // Switch to projection matrix
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rlMatrixMode(RL_PROJECTION); // Switch to projection matrix
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rlPopMatrix(); // Restore previous matrix (PROJECTION) from matrix stack
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rlPopMatrix(); // Restore previous matrix (PROJECTION) from matrix stack
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@ -687,6 +687,7 @@ RLAPI Color Fade(Color color, float alpha); // Color fade-
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RLAPI void SetConfigFlags(char flags); // Setup some window configuration flags
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RLAPI void SetConfigFlags(char flags); // Setup some window configuration flags
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RLAPI void ShowLogo(void); // Activates raylib logo at startup (can be done with flags)
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RLAPI void ShowLogo(void); // Activates raylib logo at startup (can be done with flags)
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//RLAPI void TraceLog(int logType, const char *text, ...); // Trace log messages showing (INFO, WARNING, ERROR, DEBUG)
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RLAPI bool IsFileDropped(void); // Check if a file have been dropped into window
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RLAPI bool IsFileDropped(void); // Check if a file have been dropped into window
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RLAPI char **GetDroppedFiles(int *count); // Retrieve dropped files into window
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RLAPI char **GetDroppedFiles(int *count); // Retrieve dropped files into window
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@ -764,6 +765,7 @@ RLAPI void DrawPixelV(Vector2 position, Color color);
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RLAPI void DrawLine(int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw a line
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RLAPI void DrawLine(int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw a line
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RLAPI void DrawLineV(Vector2 startPos, Vector2 endPos, Color color); // Draw a line (Vector version)
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RLAPI void DrawLineV(Vector2 startPos, Vector2 endPos, Color color); // Draw a line (Vector version)
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RLAPI void DrawLineEx(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw a line defining thickness
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RLAPI void DrawLineEx(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw a line defining thickness
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RLAPI void DrawLineBezier(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw a line using cubic-bezier curves in-out
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RLAPI void DrawCircle(int centerX, int centerY, float radius, Color color); // Draw a color-filled circle
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RLAPI void DrawCircle(int centerX, int centerY, float radius, Color color); // Draw a color-filled circle
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RLAPI void DrawCircleGradient(int centerX, int centerY, float radius, Color color1, Color color2); // Draw a gradient-filled circle
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RLAPI void DrawCircleGradient(int centerX, int centerY, float radius, Color color1, Color color2); // Draw a gradient-filled circle
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RLAPI void DrawCircleV(Vector2 center, float radius, Color color); // Draw a color-filled circle (Vector version)
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RLAPI void DrawCircleV(Vector2 center, float radius, Color color); // Draw a color-filled circle (Vector version)
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@ -943,12 +945,13 @@ RLAPI void EndBlendMode(void); // End
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// VR experience Functions (Module: rlgl)
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// VR experience Functions (Module: rlgl)
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// NOTE: This functions are useless when using OpenGL 1.1
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// NOTE: This functions are useless when using OpenGL 1.1
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//------------------------------------------------------------------------------------
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//------------------------------------------------------------------------------------
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RLAPI void InitVrDevice(int vdDevice); // Init VR device
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RLAPI void InitVrSimulator(int vrDevice); // Init VR simulator for selected device
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RLAPI void CloseVrDevice(void); // Close VR device
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RLAPI void CloseVrSimulator(void); // Close VR simulator for current device
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RLAPI bool IsVrDeviceReady(void); // Detect if VR device is ready
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RLAPI bool IsVrSimulatorReady(void); // Detect if VR device is ready
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RLAPI bool IsVrSimulator(void); // Detect if VR simulator is running
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RLAPI void UpdateVrTracking(Camera *camera); // Update VR tracking (position and orientation) and camera
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RLAPI void UpdateVrTracking(Camera *camera); // Update VR tracking (position and orientation) and camera
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RLAPI void ToggleVrMode(void); // Enable/Disable VR experience (device or simulator)
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RLAPI void ToggleVrMode(void); // Enable/Disable VR experience (device or simulator)
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RLAPI void BeginVrDrawing(void); // Begin VR simulator stereo rendering
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RLAPI void EndVrDrawing(void); // End VR simulator stereo rendering
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//------------------------------------------------------------------------------------
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//------------------------------------------------------------------------------------
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// Audio Loading and Playing Functions (Module: audio)
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// Audio Loading and Playing Functions (Module: audio)
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693
raylib/rlgl.c
693
raylib/rlgl.c
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@ -37,9 +37,7 @@
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*
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*
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* #define SUPPORT_SHADER_DISTORTION
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* #define SUPPORT_SHADER_DISTORTION
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*
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*
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*
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* #define SUPPORT_VR_SIMULATION
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* #define SUPPORT_OCULUS_RIFT_CV1 / RLGL_OCULUS_SUPPORT
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* Enable Oculus Rift CV1 functionality
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*
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*
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* #define SUPPORT_STEREO_RENDERING
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* #define SUPPORT_STEREO_RENDERING
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*
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*
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@ -121,17 +119,6 @@
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#include "shader_distortion.h" // Distortion shader to be embedded
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#include "shader_distortion.h" // Distortion shader to be embedded
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#endif
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#endif
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//#define RLGL_OCULUS_SUPPORT // Enable Oculus Rift code
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#if defined(RLGL_OCULUS_SUPPORT)
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#include "external/OculusSDK/LibOVR/Include/OVR_CAPI_GL.h" // Oculus SDK for OpenGL
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#endif
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#if defined(RLGL_STANDALONE)
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#define OCULUSAPI
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#else
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#define OCULUSAPI static
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#endif
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//----------------------------------------------------------------------------------
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//----------------------------------------------------------------------------------
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// Defines and Macros
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// Defines and Macros
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//----------------------------------------------------------------------------------
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//----------------------------------------------------------------------------------
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@ -187,15 +174,15 @@
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#endif
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#endif
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#if defined(GRAPHICS_API_OPENGL_11)
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#if defined(GRAPHICS_API_OPENGL_11)
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#define GL_UNSIGNED_SHORT_5_6_5 0x8363
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#define GL_UNSIGNED_SHORT_5_6_5 0x8363
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#define GL_UNSIGNED_SHORT_5_5_5_1 0x8034
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#define GL_UNSIGNED_SHORT_5_5_5_1 0x8034
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#define GL_UNSIGNED_SHORT_4_4_4_4 0x8033
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#define GL_UNSIGNED_SHORT_4_4_4_4 0x8033
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#endif
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#endif
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#if defined(GRAPHICS_API_OPENGL_ES2)
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#if defined(GRAPHICS_API_OPENGL_ES2)
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#define glClearDepth glClearDepthf
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#define glClearDepth glClearDepthf
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#define GL_READ_FRAMEBUFFER GL_FRAMEBUFFER
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#define GL_READ_FRAMEBUFFER GL_FRAMEBUFFER
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#define GL_DRAW_FRAMEBUFFER GL_FRAMEBUFFER
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#define GL_DRAW_FRAMEBUFFER GL_FRAMEBUFFER
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#endif
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#endif
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// Default vertex attribute names on shader to set location points
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// Default vertex attribute names on shader to set location points
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@ -267,32 +254,6 @@ typedef struct VrStereoConfig {
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Matrix eyesViewOffset[2]; // VR stereo rendering eyes view offset matrices
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Matrix eyesViewOffset[2]; // VR stereo rendering eyes view offset matrices
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} VrStereoConfig;
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} VrStereoConfig;
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#if defined(RLGL_OCULUS_SUPPORT)
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typedef struct OculusBuffer {
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ovrTextureSwapChain textureChain;
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GLuint depthId;
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GLuint fboId;
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int width;
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int height;
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} OculusBuffer;
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typedef struct OculusMirror {
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ovrMirrorTexture texture;
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GLuint fboId;
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int width;
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int height;
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} OculusMirror;
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typedef struct OculusLayer {
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ovrViewScaleDesc viewScaleDesc;
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ovrLayerEyeFov eyeLayer; // layer 0
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//ovrLayerQuad quadLayer; // TODO: layer 1: '2D' quad for GUI
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Matrix eyeProjections[2];
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int width;
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int height;
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} OculusLayer;
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#endif
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//----------------------------------------------------------------------------------
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//----------------------------------------------------------------------------------
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// Global Variables Definition
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// Global Variables Definition
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//----------------------------------------------------------------------------------
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//----------------------------------------------------------------------------------
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@ -343,24 +304,11 @@ static float maxAnisotropicLevel = 0.0f; // Maximum anisotropy level supp
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// Extension supported flag: Clamp mirror wrap mode
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// Extension supported flag: Clamp mirror wrap mode
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static bool texClampMirrorSupported = false; // Clamp mirror wrap mode supported
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static bool texClampMirrorSupported = false; // Clamp mirror wrap mode supported
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#if defined(RLGL_OCULUS_SUPPORT)
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// OVR device variables
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static ovrSession session; // Oculus session (pointer to ovrHmdStruct)
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static ovrHmdDesc hmdDesc; // Oculus device descriptor parameters
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static ovrGraphicsLuid luid; // Oculus locally unique identifier for the program (64 bit)
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static OculusLayer layer; // Oculus drawing layer (similar to photoshop)
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static OculusBuffer buffer; // Oculus internal buffers (texture chain and fbo)
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static OculusMirror mirror; // Oculus mirror texture and fbo
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static unsigned int frameIndex = 0; // Oculus frames counter, used to discard frames from chain
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#endif
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// VR global variables
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// VR global variables
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static VrDeviceInfo hmd; // Current VR device info
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static VrDeviceInfo hmd; // Current VR device info
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static VrStereoConfig vrConfig; // VR stereo configuration for simulator
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static VrStereoConfig vrConfig; // VR stereo configuration for simulator
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static bool vrDeviceReady = false; // VR device ready flag
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static bool vrSimulatorReady = false; // VR simulator ready flag
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static bool vrSimulator = false; // VR simulator enabled flag
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static bool vrStereoRender = false; // VR stereo rendering enabled/disabled flag
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static bool vrEnabled = false; // VR experience enabled (device or simulator)
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static bool vrRendering = true; // VR stereo rendering enabled/disabled flag
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// NOTE: This flag is useful to render data over stereo image (i.e. FPS)
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// NOTE: This flag is useful to render data over stereo image (i.e. FPS)
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#if defined(GRAPHICS_API_OPENGL_ES2)
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#if defined(GRAPHICS_API_OPENGL_ES2)
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@ -380,7 +328,7 @@ static int blendMode = 0; // Track current blending mode
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// White texture useful for plain color polys (required by shader)
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// White texture useful for plain color polys (required by shader)
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static unsigned int whiteTexture;
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static unsigned int whiteTexture;
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// Default framebuffer size (required by Oculus device)
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// Default framebuffer size
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static int screenWidth; // Default framebuffer width
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static int screenWidth; // Default framebuffer width
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static int screenHeight; // Default framebuffer height
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static int screenHeight; // Default framebuffer height
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@ -397,7 +345,7 @@ static void UnloadDefaultShader(void); // Unload default shader
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static void LoadDefaultBuffers(void); // Load default internal buffers (lines, triangles, quads)
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static void LoadDefaultBuffers(void); // Load default internal buffers (lines, triangles, quads)
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static void UpdateDefaultBuffers(void); // Update default internal buffers (VAOs/VBOs) with vertex data
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static void UpdateDefaultBuffers(void); // Update default internal buffers (VAOs/VBOs) with vertex data
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static void DrawDefaultBuffers(int eyesCount); // Draw default internal buffers vertex data
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static void DrawDefaultBuffers(void); // Draw default internal buffers vertex data
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static void UnloadDefaultBuffers(void); // Unload default internal buffers vertex data from CPU and GPU
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static void UnloadDefaultBuffers(void); // Unload default internal buffers vertex data from CPU and GPU
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// Configure stereo rendering (including distortion shader) with HMD device parameters
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// Configure stereo rendering (including distortion shader) with HMD device parameters
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@ -407,26 +355,6 @@ static void SetStereoConfig(VrDeviceInfo info);
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static void SetStereoView(int eye, Matrix matProjection, Matrix matModelView);
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static void SetStereoView(int eye, Matrix matProjection, Matrix matModelView);
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#endif
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#endif
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#if defined(RLGL_OCULUS_SUPPORT)
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#if !defined(RLGL_STANDALONE)
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static bool InitOculusDevice(void); // Initialize Oculus device (returns true if success)
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static void CloseOculusDevice(void); // Close Oculus device
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static void UpdateOculusTracking(Camera *camera); // Update Oculus head position-orientation tracking
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static void BeginOculusDrawing(void); // Setup Oculus buffers for drawing
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static void EndOculusDrawing(void); // Finish Oculus drawing and blit framebuffer to mirror
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#endif
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static OculusBuffer LoadOculusBuffer(ovrSession session, int width, int height); // Load Oculus required buffers
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static void UnloadOculusBuffer(ovrSession session, OculusBuffer buffer); // Unload texture required buffers
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static OculusMirror LoadOculusMirror(ovrSession session, int width, int height); // Load Oculus mirror buffers
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static void UnloadOculusMirror(ovrSession session, OculusMirror mirror); // Unload Oculus mirror buffers
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static void BlitOculusMirror(ovrSession session, OculusMirror mirror); // Copy Oculus screen buffer to mirror texture
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static OculusLayer InitOculusLayer(ovrSession session); // Init Oculus layer (similar to photoshop)
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static Matrix FromOvrMatrix(ovrMatrix4f ovrM); // Convert from Oculus ovrMatrix4f struct to raymath Matrix struct
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#endif
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#if defined(GRAPHICS_API_OPENGL_11)
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#if defined(GRAPHICS_API_OPENGL_11)
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static int GenerateMipmaps(unsigned char *data, int baseWidth, int baseHeight);
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static int GenerateMipmaps(unsigned char *data, int baseWidth, int baseHeight);
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static Color *GenNextMipmap(Color *srcData, int srcWidth, int srcHeight);
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static Color *GenNextMipmap(Color *srcData, int srcWidth, int srcHeight);
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// NOTE: Default buffers upload and draw
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// NOTE: Default buffers upload and draw
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UpdateDefaultBuffers();
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UpdateDefaultBuffers();
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DrawDefaultBuffers(); // NOTE: Stereo rendering is checked inside
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if (vrEnabled && vrRendering) DrawDefaultBuffers(2);
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else DrawDefaultBuffers(1);
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#endif
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#endif
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}
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}
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@ -2018,9 +1944,6 @@ void rlglDrawMesh(Mesh mesh, Material material, Matrix transform)
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#endif
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#endif
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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int eyesCount = 1;
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if (vrEnabled) eyesCount = 2;
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glUseProgram(material.shader.id);
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glUseProgram(material.shader.id);
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// Upload to shader material.colDiffuse
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// Upload to shader material.colDiffuse
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if (mesh.indices != NULL) glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, quads.vboId[3]);
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if (mesh.indices != NULL) glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, quads.vboId[3]);
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}
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}
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int eyesCount = 1;
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if (vrStereoRender) eyesCount = 2;
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for (int eye = 0; eye < eyesCount; eye++)
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for (int eye = 0; eye < eyesCount; eye++)
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{
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{
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if (eyesCount == 2) SetStereoView(eye, matProjection, matModelView);
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if (eyesCount == 2) SetStereoView(eye, matProjection, matModelView);
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BeginBlendMode(BLEND_ALPHA);
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BeginBlendMode(BLEND_ALPHA);
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}
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}
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// Init VR device (or simulator)
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// Init VR simulator for selected device
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// NOTE: If device is not available, it fallbacks to default device (simulator)
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// NOTE: It modifies the global variable: VrDeviceInfo hmd
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// NOTE: It modifies the global variable: VrDeviceInfo hmd
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void InitVrDevice(int vrDevice)
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void InitVrSimulator(int vrDevice)
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{
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{
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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switch (vrDevice)
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if (vrDevice == HMD_OCULUS_RIFT_DK2)
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{
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{
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case HMD_DEFAULT_DEVICE: TraceLog(INFO, "Initializing default VR Device (Oculus Rift CV1)");
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// Oculus Rift DK2 parameters
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case HMD_OCULUS_RIFT_DK2:
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hmd.hResolution = 1280; // HMD horizontal resolution in pixels
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case HMD_OCULUS_RIFT_CV1:
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hmd.vResolution = 800; // HMD vertical resolution in pixels
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{
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hmd.hScreenSize = 0.14976f; // HMD horizontal size in meters
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#if defined(RLGL_OCULUS_SUPPORT)
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hmd.vScreenSize = 0.09356f; // HMD vertical size in meters
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vrDeviceReady = InitOculusDevice();
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hmd.vScreenCenter = 0.04678f; // HMD screen center in meters
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#else
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hmd.eyeToScreenDistance = 0.041f; // HMD distance between eye and display in meters
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TraceLog(WARNING, "Oculus Rift not supported by default, recompile raylib with Oculus support");
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hmd.lensSeparationDistance = 0.0635f; // HMD lens separation distance in meters
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#endif
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hmd.interpupillaryDistance = 0.064f; // HMD IPD (distance between pupils) in meters
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} break;
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hmd.distortionK[0] = 1.0f; // HMD lens distortion constant parameter 0
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case HMD_VALVE_HTC_VIVE:
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hmd.distortionK[1] = 0.22f; // HMD lens distortion constant parameter 1
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case HMD_SAMSUNG_GEAR_VR:
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hmd.distortionK[2] = 0.24f; // HMD lens distortion constant parameter 2
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case HMD_GOOGLE_CARDBOARD:
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hmd.distortionK[3] = 0.0f; // HMD lens distortion constant parameter 3
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case HMD_SONY_PLAYSTATION_VR:
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hmd.chromaAbCorrection[0] = 0.996f; // HMD chromatic aberration correction parameter 0
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case HMD_RAZER_OSVR:
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hmd.chromaAbCorrection[1] = -0.004f; // HMD chromatic aberration correction parameter 1
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case HMD_FOVE_VR: TraceLog(WARNING, "VR Device not supported");
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hmd.chromaAbCorrection[2] = 1.014f; // HMD chromatic aberration correction parameter 2
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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, ¤tIndex);
|
|
||||||
ovr_GetTextureSwapChainBufferGL(session, buffer.textureChain, currentIndex, ¤tTexId);
|
|
||||||
|
|
||||||
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
|
||||||
|
|
|
@ -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
|
||||||
|
|
|
@ -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()
|
||||||
|
}
|
||||||
|
|
|
@ -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);
|
||||||
|
}
|
|
@ -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)
|
||||||
|
|
|
@ -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:
|
||||||
|
|
|
@ -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:
|
||||||
|
|
|
@ -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:
|
||||||
|
|
Loading…
Add table
Add a link
Reference in a new issue