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/*! |
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@page rift_guide Using GLFW with LibOVR |
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@tableofcontents |
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This guide is intended to fill in the gaps between the |
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[Oculus PC SDK documentation](https://developer.oculus.com/documentation/) and |
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the rest of the GLFW documentation and is not a replacement for either. It |
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requires you to use [native access](@ref native) and assumes a certain level of |
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proficiency with LibOVR, platform specific APIs and your chosen development |
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environment. |
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While GLFW has no explicit support for LibOVR, it is tested with and tries to |
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interoperate well with it. |
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@note Because of the speed of development of the Oculus SDK, this guide may |
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become outdated before the next release. If this is a local copy of the |
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documentation, you may want to check the GLFW website for updates. This |
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revision of the guide is written against version 0.4.4 of the SDK. |
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@section rift_include Including the LibOVR and GLFW header files |
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Both the OpenGL LibOVR header and the GLFW native header need macros telling |
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them what OS you are building for. Because LibOVR only supports three major |
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desktop platforms, this can be solved with canonical predefined macros. |
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@code |
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#if defined(_WIN32) |
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#define GLFW_EXPOSE_NATIVE_WIN32 |
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#define GLFW_EXPOSE_NATIVE_WGL |
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#define OVR_OS_WIN32 |
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#elif defined(__APPLE__) |
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#define GLFW_EXPOSE_NATIVE_COCOA |
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#define GLFW_EXPOSE_NATIVE_NSGL |
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#define OVR_OS_MAC |
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#elif defined(__linux__) |
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#define GLFW_EXPOSE_NATIVE_X11 |
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#define GLFW_EXPOSE_NATIVE_GLX |
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#define OVR_OS_LINUX |
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#endif |
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#include <GLFW/glfw3.h> |
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#include <GLFW/glfw3native.h> |
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#include <OVR_CAPI_GL.h> |
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@endcode |
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Both the GLFW and LibOVR headers by default attempt to include the standard |
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OpenGL `GL/gl.h` header (`OpenGL/gl.h` on OS X). If you wish to use a different |
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standard header or an [extension loading library](@ref context_glext_auto), |
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include that header before these. |
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@section rift_init Initializing LibOVR and GLFW |
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LibOVR needs to be initialized before GLFW. This means calling at least |
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`ovr_Initialize`, `ovrHmd_Create` and `ovrHmd_ConfigureTracking` before @ref |
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glfwInit. Similarly, LibOVR must be shut down after GLFW. This means calling |
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`ovrHmd_Destroy` and `ovr_Shutdown` after @ref glfwTerminate. |
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@section rift_direct Direct HMD mode |
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Direct HMD mode is the recommended display mode for new applications, but the |
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Oculus Rift runtime currently (January 2015) only supports this mode on Windows. |
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In direct mode the HMD is not detectable as a GLFW monitor. |
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@subsection rift_direct_create Creating a window and context |
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If the HMD is in direct mode you can use either a full screen or a windowed mode |
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window, but full screen is only recommended if there is a monitor that supports |
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the resolution of the HMD. Due to limitations in LibOVR, the size of the client |
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area of the window must equal the resolution of the HMD. |
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If the resolution of the HMD is much larger than the regular monitor, the window |
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may be resized by the window manager on creation. One way to avoid this is to |
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make it undecorated with the [GLFW_DECORATED](@ref window_hints_wnd) window |
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hint. |
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@subsection rift_direct_attach Attaching the window to the HMD |
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Once you have created the window and context, you need to attach the native |
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handle of the GLFW window to the HMD. |
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@code |
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ovrHmd_AttachToWindow(hmd, glfwGetWin32Window(window), NULL, NULL); |
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@endcode |
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@section rift_extend Extend Desktop mode |
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Extend desktop mode is a legacy display mode, but is still (January 2015) the |
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only available mode on OS X and Linux, as well as on Windows machines that for |
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technical reasons do not yet support direct HMD mode. |
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@subsection rift_extend_detect Detecting a HMD with GLFW |
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If the HMD is in extend desktop mode you can deduce which GLFW monitor it |
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corresponds to and create a full screen window on that monitor. |
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On Windows, the native display device name of a GLFW monitor corresponds to the |
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display device name of the detected HMD as stored, in the `DisplayDeviceName` |
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member of `ovrHmdDesc`. |
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On OS X, the native display ID of a GLFW monitor corresponds to the display ID |
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of the detected HMD, as stored in the `DisplayId` member of `ovrHmdDesc`. |
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At the time of writing (January 2015), the Oculus SDK does not support detecting |
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which monitor corresponds to the HMD in any sane fashion, but as long as the HMD |
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is set up and rotated properly it can be found via the screen position and |
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resolution provided by LibOVR. This method may instead find another monitor |
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that is mirroring the HMD, but this only matters if you intend to change its |
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video mode. |
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@code |
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int i, count; |
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GLFWmonitor** monitors = glfwGetMonitors(&count); |
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for (i = 0; i < count; i++) |
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{ |
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#if defined(_WIN32) |
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if (strcmp(glfwGetWin32Monitor(monitors[i]), hmd->DisplayDeviceName) == 0) |
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return monitors[i]; |
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#elif defined(__APPLE__) |
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if (glfwGetCocoaMonitor(monitors[i]) == hmd->DisplayId) |
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return monitors[i]; |
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#elif defined(__linux__) |
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int xpos, ypos; |
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const GLFWvidmode* mode = glfwGetVideoMode(monitors[i]); |
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glfwGetMonitorPos(monitors[i], &xpos, &ypos); |
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if (hmd->WindowsPos.x == xpos && |
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hmd->WindowsPos.y == ypos && |
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hmd->Resolution.w == mode->width && |
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hmd->Resolution.h == mode->height) |
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{ |
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return monitors[i]; |
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} |
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#endif |
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} |
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@endcode |
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@subsection rift_extend_create Creating a window and context |
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The window is created as a regular full screen window on the found monitor. It |
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is usually a good idea to create a |
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[windowed full screen](@ref window_windowed_full_screen) window, as the HMD will |
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very likely already be set to the correct video mode. However, in extend |
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desktop mode it behaves like a regular monitor and any supported video mode can |
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be requested. |
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If other monitors are mirroring the HMD and you request a different video mode, |
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all monitors in the mirroring set will get the new video mode. |
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@section rift_render Rendering to the HMD |
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@subsection rift_render_sdk SDK distortion rendering |
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If you wish to use SDK distortion rendering you will need some information from |
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GLFW to configure the renderer. Below are the parts of the `ovrGLConfig` union |
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that need to be filled with from GLFW. Note that there are other fields that |
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also need to be filled for `ovrHmd_ConfigureRendering` to succeed. |
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Before configuring SDK distortion rendering you should make your context |
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current. |
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@code |
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int width, height; |
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union ovrGLConfig config; |
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glfwGetFramebufferSize(window, &width, &height); |
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config.OGL.Header.BackBufferSize.w = width; |
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config.OGL.Header.BackBufferSize.h = height; |
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#if defined(_WIN32) |
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config.OGL.Window = glfwGetWin32Window(window); |
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#elif defined(__APPLE__) |
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#elif defined(__linux__) |
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config.OGL.Disp = glfwGetX11Display(); |
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#endif |
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@endcode |
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When using SDK distortion rendering you should not swap the buffers yourself, as |
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the HMD is updated by `ovrHmd_EndFrame`. |
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@subsection rift_render_custom Client distortion rendering |
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With client distortion rendering you are in full control of the contents of the |
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HMD and should render and swap the buffers normally. |
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*/ |
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