#include <assert.h>
+#ifdef BUILD_VR
#include <goatvr.h>
+#endif
#include <cgmath/cgmath.h>
#include "opengl.h"
#include "game.h"
static void calc_framerate(void);
static void print_framerate(void);
+#ifdef BUILD_VR
static int should_swap;
+#endif
static unsigned long framerate;
return -1;
}
+#ifdef BUILD_VR
if(opt.flags & OPT_VR) {
if(goatvr_init() == -1) {
return -1;
goatvr_startvr();
should_swap = goatvr_should_swap();
}
+#endif /* BUILD_VR */
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
void game_cleanup()
{
+#ifdef BUILD_VR
if(opt.flags & OPT_VR) {
goatvr_shutdown();
}
+#endif
cleanup_screens();
}
void game_display(void)
{
static long prev_msec;
- int i;
float dt = (float)(time_msec - prev_msec) / 1000.0f;
prev_msec = time_msec;
update(dt);
+#ifdef BUILD_VR
if(opt.flags & OPT_VR) {
+ int i;
goatvr_draw_start();
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
game_swap_buffers();
}
- } else {
+ } else
+#endif /* BUILD_VR */
+ {
/* non-VR mode */
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
void game_reshape(int x, int y)
{
glViewport(0, 0, x, y);
+#ifdef BUILD_VR
goatvr_set_fb_size(x, y, 1.0f);
+#endif
reshape_screens(x, y);
}
break;
case KEY_HOME:
+#ifdef BUILD_VR
if(opt.flags & OPT_VR) {
goatvr_recenter();
}
+#endif
break;
default: