Add SetVrOutputTransform

This commit is contained in:
Shraiwi 2021-02-09 20:08:49 -06:00
parent 36e434099d
commit 625caacbf0
2 changed files with 38 additions and 4 deletions

View File

@ -872,6 +872,15 @@ typedef enum {
NPT_3PATCH_HORIZONTAL // Npatch defined by 3x1 tiles NPT_3PATCH_HORIZONTAL // Npatch defined by 3x1 tiles
} NPatchType; } NPatchType;
// VR Output Transformations
typedef enum {
VR_OUTPUT_ROTATE_90 = 0x00000001, // Set to rotate the output stereo view by 90 degrees (clockwise)
VR_OUTPUT_ROTATE_180 = 0x00000002, // Set to rotate the output stereo view by 180 degrees (clockwise)
VR_OUTPUT_ROTATE_270 = 0x00000003, // Set to rotate the output stereo view by 270 degrees (clockwise)
VR_OUTPUT_FLIP_H = 0x00000004, // Set to horizontally flip the stereo view before applying all rotations
VR_OUTPUT_FLIP_V = 0x00000008 // Set to vertically flip the stereo view before applying all rotations
} VrOutputTransform;
// Callbacks to be implemented by users // Callbacks to be implemented by users
typedef void (*TraceLogCallback)(int logType, const char *text, va_list args); typedef void (*TraceLogCallback)(int logType, const char *text, va_list args);
typedef void *(*MemAllocCallback)(int size); typedef void *(*MemAllocCallback)(int size);
@ -1446,6 +1455,7 @@ RLAPI void InitVrSimulator(void); // Init VR simulator for
RLAPI void CloseVrSimulator(void); // Close VR simulator for current device RLAPI void CloseVrSimulator(void); // Close VR simulator for current device
RLAPI void UpdateVrTracking(Camera *camera); // Update VR tracking (position and orientation) and camera RLAPI void UpdateVrTracking(Camera *camera); // Update VR tracking (position and orientation) and camera
RLAPI void SetVrConfiguration(VrDeviceInfo info, Shader distortion); // Set stereo rendering configuration parameters RLAPI void SetVrConfiguration(VrDeviceInfo info, Shader distortion); // Set stereo rendering configuration parameters
RLAPI void SetVrOutputTransform(unsigned int transform);// Set the VR simulator output transform flags
RLAPI bool IsVrSimulatorReady(void); // Detect if VR simulator is ready RLAPI bool IsVrSimulatorReady(void); // Detect if VR simulator is ready
RLAPI void ToggleVrMode(void); // Enable/Disable VR experience RLAPI void ToggleVrMode(void); // Enable/Disable VR experience
RLAPI void BeginVrDrawing(void); // Begin VR simulator stereo rendering RLAPI void BeginVrDrawing(void); // Begin VR simulator stereo rendering

View File

@ -618,6 +618,7 @@ RLAPI void InitVrSimulator(void); // Init VR simulator for
RLAPI void CloseVrSimulator(void); // Close VR simulator for current device RLAPI void CloseVrSimulator(void); // Close VR simulator for current device
RLAPI void UpdateVrTracking(Camera *camera); // Update VR tracking (position and orientation) and camera RLAPI void UpdateVrTracking(Camera *camera); // Update VR tracking (position and orientation) and camera
RLAPI void SetVrConfiguration(VrDeviceInfo info, Shader distortion); // Set stereo rendering configuration parameters RLAPI void SetVrConfiguration(VrDeviceInfo info, Shader distortion); // Set stereo rendering configuration parameters
RLAPI void SetVrOutputTransform(unsigned int transform);// Set the VR simulator output transform flags
RLAPI bool IsVrSimulatorReady(void); // Detect if VR simulator is ready RLAPI bool IsVrSimulatorReady(void); // Detect if VR simulator is ready
RLAPI void ToggleVrMode(void); // Enable/Disable VR experience RLAPI void ToggleVrMode(void); // Enable/Disable VR experience
RLAPI void BeginVrDrawing(void); // Begin VR simulator stereo rendering RLAPI void BeginVrDrawing(void); // Begin VR simulator stereo rendering
@ -907,6 +908,7 @@ typedef struct rlglData {
VrStereoConfig config; // VR stereo configuration for simulator VrStereoConfig config; // VR stereo configuration for simulator
unsigned int stereoFboId; // VR stereo rendering framebuffer id unsigned int stereoFboId; // VR stereo rendering framebuffer id
unsigned int stereoTexId; // VR stereo color texture (attached to framebuffer) unsigned int stereoTexId; // VR stereo color texture (attached to framebuffer)
unsigned int outputTransformFlags; // VR stereo rendering output transform flags.
bool simulatorReady; // VR simulator ready flag bool simulatorReady; // VR simulator ready flag
bool stereoRender; // VR stereo rendering enabled/disabled flag bool stereoRender; // VR stereo rendering enabled/disabled flag
} Vr; } Vr;
@ -3923,6 +3925,12 @@ void SetVrConfiguration(VrDeviceInfo hmd, Shader distortion)
#endif #endif
} }
void SetVrOutputTransform(unsigned int transform) {
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
RLGL.Vr.outputTransformFlags = transform;
#endif
}
// Detect if VR simulator is running // Detect if VR simulator is running
bool IsVrSimulatorReady(void) bool IsVrSimulatorReady(void)
{ {
@ -3997,25 +4005,41 @@ void EndVrDrawing(void)
rlEnableTexture(RLGL.Vr.stereoTexId); rlEnableTexture(RLGL.Vr.stereoTexId);
bool shouldFlipH = RLGL.Vr.outputTransformFlags & VR_OUTPUT_FLIP_H;
bool shouldFlipV = RLGL.Vr.outputTransformFlags & VR_OUTPUT_FLIP_V;
int point = RLGL.Vr.outputTransformFlags & 0b11; // Extract lower bits from transform flags
float uvPoints[][2] = {
{ (float)(shouldFlipH ^ 0), (float)(shouldFlipV ^ 1) },
{ (float)(shouldFlipH ^ 0), (float)(shouldFlipV ^ 0) },
{ (float)(shouldFlipH ^ 1), (float)(shouldFlipV ^ 0) },
{ (float)(shouldFlipH ^ 1), (float)(shouldFlipV ^ 1) }
};
rlPushMatrix(); rlPushMatrix();
rlBegin(RL_QUADS); rlBegin(RL_QUADS);
rlColor4ub(255, 255, 255, 255); rlColor4ub(255, 255, 255, 255);
rlNormal3f(0.0f, 0.0f, 1.0f); rlNormal3f(0.0f, 0.0f, 1.0f);
// Bottom-left corner for texture and quad // Bottom-left corner for texture and quad
rlTexCoord2f(0.0f, 1.0f); rlTexCoord2f(uvPoints[point][0], uvPoints[point][1]);
point = (point + 1) % 4;
rlVertex2f(0.0f, 0.0f); rlVertex2f(0.0f, 0.0f);
// Bottom-right corner for texture and quad // Bottom-right corner for texture and quad
rlTexCoord2f(0.0f, 0.0f); rlTexCoord2f(uvPoints[point][0], uvPoints[point][1]);
point = (point + 1) % 4;
rlVertex2f(0.0f, (float)RLGL.State.framebufferHeight); rlVertex2f(0.0f, (float)RLGL.State.framebufferHeight);
// Top-right corner for texture and quad // Top-right corner for texture and quad
rlTexCoord2f(1.0f, 0.0f); rlTexCoord2f(uvPoints[point][0], uvPoints[point][1]);
point = (point + 1) % 4;
rlVertex2f((float)RLGL.State.framebufferWidth, (float)RLGL.State.framebufferHeight); rlVertex2f((float)RLGL.State.framebufferWidth, (float)RLGL.State.framebufferHeight);
// Top-left corner for texture and quad // Top-left corner for texture and quad
rlTexCoord2f(1.0f, 1.0f); rlTexCoord2f(uvPoints[point][0], uvPoints[point][1]);
point = (point + 1) % 4;
rlVertex2f((float)RLGL.State.framebufferWidth, 0.0f); rlVertex2f((float)RLGL.State.framebufferWidth, 0.0f);
rlEnd(); rlEnd();
rlPopMatrix(); rlPopMatrix();