oculus2_psprite
diff src/main.c @ 9:9c36ae39ad95
merged
author | John Tsiombikas <nuclear@member.fsf.org> |
---|---|
date | Sat, 25 Oct 2014 20:07:55 +0300 |
parents | 4d6733229e01 5b04743fd3d0 |
children | 3d224ad45cac |
line diff
1.1 --- a/src/main.c Sat Oct 25 20:07:24 2014 +0300 1.2 +++ b/src/main.c Sat Oct 25 20:07:55 2014 +0300 1.3 @@ -1,5 +1,7 @@ 1.4 /* Very simple OculusSDK OpenGL usage example. 1.5 - * Uses SDL2 for event handling and OpenGL context management. 1.6 + * 1.7 + * Uses SDL2 (www.libsdl.org) for event handling and OpenGL context management. 1.8 + * Uses GLEW (glew.sourceforge.net) for OpenGL extension wrangling. 1.9 * 1.10 * Author: John Tsiombikas <nuclear@member.fsf.org> 1.11 * This code is in the public domain. Do whatever you like with it. 1.12 @@ -154,7 +156,7 @@ 1.13 * XXX: this doesn't work properly yet due to bugs in the oculus 0.4.1 sdk/driver 1.14 */ 1.15 #ifdef WIN32 1.16 - void *sys_win = GetActiveWindow(); 1.17 + HWND sys_win = GetActiveWindow(); 1.18 glcfg.OGL.Window = sys_win; 1.19 glcfg.OGL.DC = wglGetCurrentDC(); 1.20 ovrHmd_AttachToWindow(hmd, sys_win, 0, 0); 1.21 @@ -169,7 +171,8 @@ 1.22 * timewrap, which shifts the image before drawing to counter any lattency between the call 1.23 * to ovrHmd_GetEyePose and ovrHmd_EndFrame. 1.24 */ 1.25 - dcaps = ovrDistortionCap_Chromatic | ovrDistortionCap_Vignette | ovrDistortionCap_TimeWarp; 1.26 + dcaps = ovrDistortionCap_Chromatic | ovrDistortionCap_Vignette | ovrDistortionCap_TimeWarp | 1.27 + ovrDistortionCap_Overdrive; 1.28 if(!ovrHmd_ConfigureRendering(hmd, &glcfg.Config, dcaps, hmd->DefaultEyeFov, eye_rdesc)) { 1.29 fprintf(stderr, "failed to configure distortion renderer\n"); 1.30 } 1.31 @@ -235,14 +238,14 @@ 1.32 1.33 /* for each eye ... */ 1.34 for(i=0; i<2; i++) { 1.35 - int eye = hmd->EyeRenderOrder[i]; 1.36 + ovrEyeType eye = hmd->EyeRenderOrder[i]; 1.37 1.38 /* -- viewport transformation -- 1.39 * setup the viewport to draw in the left half of the framebuffer when we're 1.40 * rendering the left eye's view (0, 0, width/2, height), and in the right half 1.41 * of the framebuffer for the right eye's view (width/2, 0, width/2, height) 1.42 */ 1.43 - glViewport(eye == 0 ? 0 : fb_width / 2, 0, fb_width / 2, fb_height); 1.44 + glViewport(eye == ovrEye_Left ? 0 : fb_width / 2, 0, fb_width / 2, fb_height); 1.45 1.46 /* -- projection transformation -- 1.47 * we'll just have to use the projection matrix supplied by the oculus SDK for this eye