| /*! | 
 |  | 
 | @page rift Oculus Rift guide | 
 |   | 
 | @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 | become outdated before the next release.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. | 
 |  | 
 | */ |