Starting work on VR simulator support
If Oculus device is not available or not initialized correctly, simulated VR view is generated using stereo-rendering and distortion
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2 changed files with 113 additions and 39 deletions
101
src/rlgl.c
101
src/rlgl.c
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@ -76,6 +76,7 @@
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#include "standard_shader.h" // Standard shader to embed
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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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@ -266,6 +267,8 @@ 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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static bool vrSimulator = false; // VR simulator (stereo rendering on window, without vr device)
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// Compressed textures support flags
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static bool texCompDXTSupported = false; // DDS texture compression support
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static bool npotSupported = false; // NPOT textures full support
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@ -306,7 +309,7 @@ static void SetShaderLights(Shader shader); // Sets shader uniform values for li
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static char *ReadTextFile(const char *fileName);
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#endif
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#if defined(RLGL_OCULUS_SUPPORT) // Oculus Rift functions
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#if defined(RLGL_OCULUS_SUPPORT)
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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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@ -1158,8 +1161,8 @@ void rlglDraw(void)
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}
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*/
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// NOTE: Default buffers always drawn at the end
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UpdateDefaultBuffers();
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DrawDefaultBuffers();
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rlglUpdateDefaultBuffers();
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rlglDrawDefaultBuffers();
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#endif
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}
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@ -2471,22 +2474,31 @@ void DestroyLight(Light light)
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#endif
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}
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#if defined(RLGL_OCULUS_SUPPORT)
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// Init Oculus Rift device
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// NOTE: Device initialization should be done before window creation?
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// Init Oculus Rift device (or Oculus device simulator)
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void InitOculusDevice(void)
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{
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#if defined(RLGL_OCULUS_SUPPORT)
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// Initialize Oculus device
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ovrResult result = ovr_Initialize(NULL);
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if (OVR_FAILURE(result)) TraceLog(WARNING, "OVR: Could not initialize Oculus device");
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if (OVR_FAILURE(result))
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{
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TraceLog(WARNING, "OVR: Could not initialize Oculus device");
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TraceLog(INFO, "VR: Initializing Oculus simulator");
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vrSimulator = true;
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}
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else
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{
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result = ovr_Create(&session, &luid);
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if (OVR_FAILURE(result))
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{
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TraceLog(WARNING, "OVR: Could not create Oculus session");
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ovr_Shutdown();
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}
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TraceLog(INFO, "VR: Initializing Oculus simulator");
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vrSimulator = true;
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}
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else
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{
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hmdDesc = ovr_GetHmdDesc(session);
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TraceLog(INFO, "OVR: Product Name: %s", hmdDesc.ProductName);
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@ -2508,20 +2520,40 @@ void InitOculusDevice(void)
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// Recenter OVR tracking origin
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ovr_RecenterTrackingOrigin(session);
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}
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}
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#else
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vrSimulator = true;
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#endif
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// Close Oculus Rift device
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if (vrSimulator)
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{
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// TODO: Initialize framebuffer and textures for stereo rendering
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// TODO: Load oculus-distortion shader (oculus parameters setup internally)
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}
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}
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// Close Oculus Rift device (or Oculus device simulator)
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void CloseOculusDevice(void)
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{
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#if defined(RLGL_OCULUS_SUPPORT)
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UnloadOculusMirror(session, mirror); // Unload Oculus mirror buffer
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UnloadOculusBuffer(session, buffer); // Unload Oculus texture buffers
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ovr_Destroy(session); // Free Oculus session data
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ovr_Shutdown(); // Close Oculus device connection
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#endif
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if (vrSimulator)
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{
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// TODO: Unload stereo framebuffer and texture
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// TODO: Unload oculus-distortion shader
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}
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}
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// Update Oculus Rift tracking (position and orientation)
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void UpdateOculusTracking(void)
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{
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#if defined(RLGL_OCULUS_SUPPORT)
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frameIndex++;
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ovrPosef eyePoses[2];
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@ -2540,10 +2572,21 @@ void UpdateOculusTracking(void)
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//if (sessionStatus.DisplayLost) // HMD was unplugged or the display driver was manually disabled or encountered a TDR.
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//if (sessionStatus.HmdMounted) // HMD is on the user's head.
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//if (sessionStatus.IsVisible) // the game or experience has VR focus and is visible in the HMD.
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#endif
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if (vrSimulator)
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{
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// TODO: Use alternative inputs (mouse, keyboard) to simulate tracking data (eyes position/orientation)
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}
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}
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// Set internal projection and modelview matrix depending on eyes tracking data
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void SetOculusView(int eye)
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{
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Matrix eyeProjection;
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Matrix eyeModelView;
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#if defined(RLGL_OCULUS_SUPPORT)
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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);
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Quaternion eyeRenderPose = (Quaternion){ layer.eyeLayer.RenderPose[eye].Orientation.x,
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@ -2557,16 +2600,26 @@ void SetOculusView(int eye)
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-layer.eyeLayer.RenderPose[eye].Position.z);
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Matrix eyeView = MatrixMultiply(eyeTranslation, eyeOrientation); // Matrix containing eye-head movement
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Matrix eyeModelView = MatrixMultiply(modelview, eyeView); // Combine internal camera matrix (modelview) wih eye-head movement
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eyeModelView = MatrixMultiply(modelview, eyeView); // Combine internal camera matrix (modelview) wih eye-head movement
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// TODO: Find a better way to get camera view matrix (instead of using internal modelview)
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SetMatrixModelview(eyeModelView);
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SetMatrixProjection(layer.eyeProjections[eye]);
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eyeProjection = layer.eyeProjections[eye];
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#endif
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if (vrSimulator)
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{
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// TODO: Setup viewport and projection/modelview matrices using tracking data
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}
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SetMatrixModelview(eyeModelView);
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SetMatrixProjection(eyeProjection);
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}
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// Begin Oculus drawing configuration
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void BeginOculusDrawing(void)
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{
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#if defined(RLGL_OCULUS_SUPPORT)
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GLuint currentTexId;
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int currentIndex;
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@ -2576,6 +2629,13 @@ void BeginOculusDrawing(void)
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, buffer.fboId);
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, currentTexId, 0);
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//glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, buffer.depthId, 0); // Already binded
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#endif
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if (vrSimulator)
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{
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// TODO: Setup framebuffer for stereo rendering
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//rlEnableRenderTexture(buffer.fboId);
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}
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// NOTE: If your application is configured to treat the texture as a linear format (e.g. GL_RGBA)
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// and performs linear-to-gamma conversion in GLSL or does not care about gamma-correction, then:
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rlClearScreenBuffers(); // Clear current framebuffer(s)
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}
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// End Oculus drawing process (and desktop mirror)
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void EndOculusDrawing(void)
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{
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#if defined(RLGL_OCULUS_SUPPORT)
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// Unbind current framebuffer (Oculus buffer)
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
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@ -2600,10 +2662,21 @@ void EndOculusDrawing(void)
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// Blit mirror texture to back buffer
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BlitOculusMirror(session, mirror);
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#endif
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if (vrSimulator)
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{
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// Unbind current framebuffer
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//rlDisableRenderTexture();
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// TODO: Draw RenderTexture (fbo) using distortion shader
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//BeginShaderMode(distortion);
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// TODO: DrawTextureRec(target.texture, (Rectangle){ 0, 0, target.texture.width, -target.texture.height }, (Vector2){ 0, 0 }, WHITE);
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//EndShaderMode();
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}
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rlDisableDepthTest();
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}
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#endif
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//----------------------------------------------------------------------------------
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// Module specific Functions Definition
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// Choose opengl version here or just define it at compile time: -DGRAPHICS_API_OPENGL_33
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//#define GRAPHICS_API_OPENGL_11 // Only available on PLATFORM_DESKTOP
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//#define GRAPHICS_API_OPENGL_33 // Only available on PLATFORM_DESKTOP or PLATFORM_OCULUS
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//#define GRAPHICS_API_OPENGL_33 // Only available on PLATFORM_DESKTOP and RLGL_OCULUS_SUPPORT
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//#define GRAPHICS_API_OPENGL_ES2 // Only available on PLATFORM_ANDROID or PLATFORM_RPI or PLATFORM_WEB
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// Security check in case no GRAPHICS_API_OPENGL_* defined
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void rlglInitGraphics(int offsetX, int offsetY, int width, int height); // Initialize Graphics (OpenGL stuff)
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void rlglLoadExtensions(void *loader); // Load OpenGL extensions
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void rlglUpdateDefaultBuffers(void); // Update default internal buffers (VAOs/VBOs) with vertex data
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void rlglDrawDefaultBuffers(void); // Draw default internal buffers vertex data
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unsigned int rlglLoadTexture(void *data, int width, int height, int textureFormat, int mipmapCount); // Load texture in GPU
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RenderTexture2D rlglLoadRenderTexture(int width, int height); // Load a texture to be used for rendering (fbo with color and depth attachments)
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void rlglUpdateTexture(unsigned int id, int width, int height, int format, void *data); // Update GPU texture with new data
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void TraceLog(int msgType, const char *text, ...);
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#endif
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#if defined(RLGL_OCULUS_SUPPORT)
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void InitOculusDevice(void); // Init Oculus Rift device
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void CloseOculusDevice(void); // Close Oculus Rift device
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void UpdateOculusTracking(void); // Update Oculus Rift tracking (position and orientation)
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void SetOculusView(int eye); // Set internal projection and modelview matrix depending on eyes tracking data
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void BeginOculusDrawing(void); // Begin Oculus drawing configuration
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void EndOculusDrawing(void); // End Oculus drawing process (and desktop mirror)
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#endif
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#ifdef __cplusplus
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}
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