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200 lines
6.8 KiB
Plaintext
200 lines
6.8 KiB
Plaintext
/*!
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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become outdated before the next release.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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