goatvr_startvr();
should_swap = goatvr_should_swap() != 0;
cam_height = goatvr_get_eye_height();
+
+ RenderTarget::default_fbo = goatvr_get_fbo();
}
if(opt.srgb) {
static void draw_scene()
{
- set_render_target(rtarg);
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+ if(!opt.vr) {
+ set_render_target(rtarg);
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+ }
draw_backdrop();
draw_fs();
- set_render_target(0);
+ if(!opt.vr) {
+ set_render_target(0);
- glPushAttrib(GL_ENABLE_BIT);
- glDisable(GL_DEPTH_TEST);
+ glPushAttrib(GL_ENABLE_BIT);
+ glDisable(GL_DEPTH_TEST);
- glUseProgram(post_sdr);
- set_uniform_matrix4(post_sdr, "texmat", rtarg->get_texture_matrix()[0]);
+ glUseProgram(post_sdr);
+ set_uniform_matrix4(post_sdr, "texmat", rtarg->get_texture_matrix()[0]);
- bind_texture(rtarg->get_texture());
+ bind_texture(rtarg->get_texture());
- glBegin(GL_QUADS);
- glTexCoord2f(0, 0);
- glVertex2f(-1, -1);
- glTexCoord2f(1, 0);
- glVertex2f(1, -1);
- glTexCoord2f(1, 1);
- glVertex2f(1, 1);
- glTexCoord2f(0, 1);
- glVertex2f(-1, 1);
- glEnd();
+ glBegin(GL_QUADS);
+ glTexCoord2f(0, 0);
+ glVertex2f(-1, -1);
+ glTexCoord2f(1, 0);
+ glVertex2f(1, -1);
+ glTexCoord2f(1, 1);
+ glVertex2f(1, 1);
+ glTexCoord2f(0, 1);
+ glVertex2f(-1, 1);
+ glEnd();
- bind_texture(0);
- glUseProgram(0);
+ bind_texture(0);
+ glUseProgram(0);
- glPopAttrib();
+ glPopAttrib();
+ }
}
void app_reshape(int x, int y)