parent
f5b71f5329
commit
278bffe059
4 changed files with 0 additions and 209 deletions
@ -1,199 +0,0 @@ |
|||||||
/*! |
|
||||||
|
|
||||||
@page rift_guide Using GLFW with LibOVR |
|
||||||
|
|
||||||
@tableofcontents |
|
||||||
|
|
||||||
This guide is intended to fill in the gaps between the |
|
||||||
[Oculus PC SDK documentation](https://developer.oculus.com/documentation/) and |
|
||||||
the rest of the GLFW documentation and is not a replacement for either. It |
|
||||||
requires you to use [native access](@ref native) and assumes a certain level of |
|
||||||
proficiency with LibOVR, platform specific APIs and your chosen development |
|
||||||
environment. |
|
||||||
|
|
||||||
While GLFW has no explicit support for LibOVR, it is tested with and tries to |
|
||||||
interoperate well with it. |
|
||||||
|
|
||||||
@note Because of the speed of development of the Oculus SDK, this guide may |
|
||||||
become outdated before the next release. If this is a local copy of the |
|
||||||
documentation, you may want to check the GLFW website for updates. This |
|
||||||
revision of the guide is written against version 0.4.4 of the SDK. |
|
||||||
|
|
||||||
|
|
||||||
@section rift_include Including the LibOVR and GLFW header files |
|
||||||
|
|
||||||
Both the OpenGL LibOVR header and the GLFW native header need macros telling |
|
||||||
them what OS you are building for. Because LibOVR only supports three major |
|
||||||
desktop platforms, this can be solved with canonical predefined macros. |
|
||||||
|
|
||||||
@code |
|
||||||
#if defined(_WIN32) |
|
||||||
#define GLFW_EXPOSE_NATIVE_WIN32 |
|
||||||
#define GLFW_EXPOSE_NATIVE_WGL |
|
||||||
#define OVR_OS_WIN32 |
|
||||||
#elif defined(__APPLE__) |
|
||||||
#define GLFW_EXPOSE_NATIVE_COCOA |
|
||||||
#define GLFW_EXPOSE_NATIVE_NSGL |
|
||||||
#define OVR_OS_MAC |
|
||||||
#elif defined(__linux__) |
|
||||||
#define GLFW_EXPOSE_NATIVE_X11 |
|
||||||
#define GLFW_EXPOSE_NATIVE_GLX |
|
||||||
#define OVR_OS_LINUX |
|
||||||
#endif |
|
||||||
|
|
||||||
#include <GLFW/glfw3.h> |
|
||||||
#include <GLFW/glfw3native.h> |
|
||||||
|
|
||||||
#include <OVR_CAPI_GL.h> |
|
||||||
@endcode |
|
||||||
|
|
||||||
Both the GLFW and LibOVR headers by default attempt to include the standard |
|
||||||
OpenGL `GL/gl.h` header (`OpenGL/gl.h` on OS X). If you wish to use a different |
|
||||||
standard header or an [extension loading library](@ref context_glext_auto), |
|
||||||
include that header before these. |
|
||||||
|
|
||||||
|
|
||||||
@section rift_init Initializing LibOVR and GLFW |
|
||||||
|
|
||||||
LibOVR needs to be initialized before GLFW. This means calling at least |
|
||||||
`ovr_Initialize`, `ovrHmd_Create` and `ovrHmd_ConfigureTracking` before @ref |
|
||||||
glfwInit. Similarly, LibOVR must be shut down after GLFW. This means calling |
|
||||||
`ovrHmd_Destroy` and `ovr_Shutdown` after @ref glfwTerminate. |
|
||||||
|
|
||||||
|
|
||||||
@section rift_direct Direct HMD mode |
|
||||||
|
|
||||||
Direct HMD mode is the recommended display mode for new applications, but the |
|
||||||
Oculus Rift runtime currently (January 2015) only supports this mode on Windows. |
|
||||||
In direct mode the HMD is not detectable as a GLFW monitor. |
|
||||||
|
|
||||||
|
|
||||||
@subsection rift_direct_create Creating a window and context |
|
||||||
|
|
||||||
If the HMD is in direct mode you can use either a full screen or a windowed mode |
|
||||||
window, but full screen is only recommended if there is a monitor that supports |
|
||||||
the resolution of the HMD. Due to limitations in LibOVR, the size of the client |
|
||||||
area of the window must equal the resolution of the HMD. |
|
||||||
|
|
||||||
If the resolution of the HMD is much larger than the regular monitor, the window |
|
||||||
may be resized by the window manager on creation. One way to avoid this is to |
|
||||||
make it undecorated with the [GLFW_DECORATED](@ref window_hints_wnd) window |
|
||||||
hint. |
|
||||||
|
|
||||||
|
|
||||||
@subsection rift_direct_attach Attaching the window to the HMD |
|
||||||
|
|
||||||
Once you have created the window and context, you need to attach the native |
|
||||||
handle of the GLFW window to the HMD. |
|
||||||
|
|
||||||
@code |
|
||||||
ovrHmd_AttachToWindow(hmd, glfwGetWin32Window(window), NULL, NULL); |
|
||||||
@endcode |
|
||||||
|
|
||||||
|
|
||||||
@section rift_extend Extend Desktop mode |
|
||||||
|
|
||||||
Extend desktop mode is a legacy display mode, but is still (January 2015) the |
|
||||||
only available mode on OS X and Linux, as well as on Windows machines that for |
|
||||||
technical reasons do not yet support direct HMD mode. |
|
||||||
|
|
||||||
|
|
||||||
@subsection rift_extend_detect Detecting a HMD with GLFW |
|
||||||
|
|
||||||
If the HMD is in extend desktop mode you can deduce which GLFW monitor it |
|
||||||
corresponds to and create a full screen window on that monitor. |
|
||||||
|
|
||||||
On Windows, the native display device name of a GLFW monitor corresponds to the |
|
||||||
display device name of the detected HMD as stored, in the `DisplayDeviceName` |
|
||||||
member of `ovrHmdDesc`. |
|
||||||
|
|
||||||
On OS X, the native display ID of a GLFW monitor corresponds to the display ID |
|
||||||
of the detected HMD, as stored in the `DisplayId` member of `ovrHmdDesc`. |
|
||||||
|
|
||||||
At the time of writing (January 2015), the Oculus SDK does not support detecting |
|
||||||
which monitor corresponds to the HMD in any sane fashion, but as long as the HMD |
|
||||||
is set up and rotated properly it can be found via the screen position and |
|
||||||
resolution provided by LibOVR. This method may instead find another monitor |
|
||||||
that is mirroring the HMD, but this only matters if you intend to change its |
|
||||||
video mode. |
|
||||||
|
|
||||||
@code |
|
||||||
int i, count; |
|
||||||
GLFWmonitor** monitors = glfwGetMonitors(&count); |
|
||||||
|
|
||||||
for (i = 0; i < count; i++) |
|
||||||
{ |
|
||||||
#if defined(_WIN32) |
|
||||||
if (strcmp(glfwGetWin32Monitor(monitors[i]), hmd->DisplayDeviceName) == 0) |
|
||||||
return monitors[i]; |
|
||||||
#elif defined(__APPLE__) |
|
||||||
if (glfwGetCocoaMonitor(monitors[i]) == hmd->DisplayId) |
|
||||||
return monitors[i]; |
|
||||||
#elif defined(__linux__) |
|
||||||
int xpos, ypos; |
|
||||||
const GLFWvidmode* mode = glfwGetVideoMode(monitors[i]); |
|
||||||
glfwGetMonitorPos(monitors[i], &xpos, &ypos); |
|
||||||
|
|
||||||
if (hmd->WindowsPos.x == xpos && |
|
||||||
hmd->WindowsPos.y == ypos && |
|
||||||
hmd->Resolution.w == mode->width && |
|
||||||
hmd->Resolution.h == mode->height) |
|
||||||
{ |
|
||||||
return monitors[i]; |
|
||||||
} |
|
||||||
#endif |
|
||||||
} |
|
||||||
@endcode |
|
||||||
|
|
||||||
|
|
||||||
@subsection rift_extend_create Creating a window and context |
|
||||||
|
|
||||||
The window is created as a regular full screen window on the found monitor. It |
|
||||||
is usually a good idea to create a |
|
||||||
[windowed full screen](@ref window_windowed_full_screen) window, as the HMD will |
|
||||||
very likely already be set to the correct video mode. However, in extend |
|
||||||
desktop mode it behaves like a regular monitor and any supported video mode can |
|
||||||
be requested. |
|
||||||
|
|
||||||
If other monitors are mirroring the HMD and you request a different video mode, |
|
||||||
all monitors in the mirroring set will get the new video mode. |
|
||||||
|
|
||||||
|
|
||||||
@section rift_render Rendering to the HMD |
|
||||||
|
|
||||||
@subsection rift_render_sdk SDK distortion rendering |
|
||||||
|
|
||||||
If you wish to use SDK distortion rendering you will need some information from |
|
||||||
GLFW to configure the renderer. Below are the parts of the `ovrGLConfig` union |
|
||||||
that need to be filled with from GLFW. Note that there are other fields that |
|
||||||
also need to be filled for `ovrHmd_ConfigureRendering` to succeed. |
|
||||||
|
|
||||||
Before configuring SDK distortion rendering you should make your context |
|
||||||
current. |
|
||||||
|
|
||||||
@code |
|
||||||
int width, height; |
|
||||||
union ovrGLConfig config; |
|
||||||
|
|
||||||
glfwGetFramebufferSize(window, &width, &height); |
|
||||||
|
|
||||||
config.OGL.Header.BackBufferSize.w = width; |
|
||||||
config.OGL.Header.BackBufferSize.h = height; |
|
||||||
#if defined(_WIN32) |
|
||||||
config.OGL.Window = glfwGetWin32Window(window); |
|
||||||
#elif defined(__APPLE__) |
|
||||||
#elif defined(__linux__) |
|
||||||
config.OGL.Disp = glfwGetX11Display(); |
|
||||||
#endif |
|
||||||
@endcode |
|
||||||
|
|
||||||
When using SDK distortion rendering you should not swap the buffers yourself, as |
|
||||||
the HMD is updated by `ovrHmd_EndFrame`. |
|
||||||
|
|
||||||
|
|
||||||
@subsection rift_render_custom Client distortion rendering |
|
||||||
|
|
||||||
With client distortion rendering you are in full control of the contents of the |
|
||||||
HMD and should render and swap the buffers normally. |
|
||||||
|
|
||||||
*/ |
|
Loading…
Reference in New Issue