diff --git a/examples/core/core_vr_simulator.c b/examples/core/core_vr_simulator.c index 3f59e8391..65054b732 100644 --- a/examples/core/core_vr_simulator.c +++ b/examples/core/core_vr_simulator.c @@ -23,7 +23,35 @@ int main() InitWindow(screenWidth, screenHeight, "raylib [core] example - vr simulator"); // Init VR simulator (Oculus Rift CV1 parameters) - InitVrSimulator(GetVrDeviceInfo(HMD_OCULUS_RIFT_CV1)); + InitVrSimulator(); + + VrDeviceInfo hmd = { 0 }; // VR device parameters (head-mounted-device) + + // Oculus Rift CV1 parameters for simulator + hmd.hResolution = 2160; // HMD horizontal resolution in pixels + hmd.vResolution = 1200; // HMD vertical resolution in pixels + hmd.hScreenSize = 0.133793f; // HMD horizontal size in meters + hmd.vScreenSize = 0.0669f; // HMD vertical size in meters + hmd.vScreenCenter = 0.04678f; // HMD screen center in meters + hmd.eyeToScreenDistance = 0.041f; // HMD distance between eye and display in meters + hmd.lensSeparationDistance = 0.07f; // HMD lens separation distance in meters + hmd.interpupillaryDistance = 0.07f; // HMD IPD (distance between pupils) in meters + + // NOTE: CV1 uses a Fresnel-hybrid-asymmetric lenses with specific distortion compute shaders. + // Following parameters are an approximation to distortion stereo rendering but results differ from actual device. + hmd.lensDistortionValues[0] = 1.0f; // HMD lens distortion constant parameter 0 + hmd.lensDistortionValues[1] = 0.22f; // HMD lens distortion constant parameter 1 + hmd.lensDistortionValues[2] = 0.24f; // HMD lens distortion constant parameter 2 + hmd.lensDistortionValues[3] = 0.0f; // HMD lens distortion constant parameter 3 + hmd.chromaAbCorrection[0] = 0.996f; // HMD chromatic aberration correction parameter 0 + hmd.chromaAbCorrection[1] = -0.004f; // HMD chromatic aberration correction parameter 1 + hmd.chromaAbCorrection[2] = 1.014f; // HMD chromatic aberration correction parameter 2 + hmd.chromaAbCorrection[3] = 0.0f; // HMD chromatic aberration correction parameter 3 + + // Distortion shader (uses device lens distortion and chroma) + Shader distortion = LoadShader(0, "resources/distortion.fs"); + + SetVrConfiguration(hmd, distortion); // Set Vr device parameters for stereo rendering // Define the camera to look into our 3d world Camera camera; @@ -77,9 +105,11 @@ int main() // De-Initialization //-------------------------------------------------------------------------------------- - CloseVrSimulator(); // Close VR simulator - - CloseWindow(); // Close window and OpenGL context + UnloadShader(distortion); // Unload distortion shader + + CloseVrSimulator(); // Close VR simulator + + CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- return 0; diff --git a/examples/core/resources/distortion.fs b/examples/core/resources/distortion.fs new file mode 100644 index 000000000..207a0affb --- /dev/null +++ b/examples/core/resources/distortion.fs @@ -0,0 +1,43 @@ +#version 330 + +in vec2 fragTexCoord; +in vec4 fragColor; +out vec4 finalColor; + +uniform sampler2D texture0; +uniform vec2 leftLensCenter = vec2(0.288, 0.5); +uniform vec2 rightLensCenter = vec2(0.712, 0.5); +uniform vec2 leftScreenCenter = vec2(0.25, 0.5); +uniform vec2 rightScreenCenter = vec2(0.75, 0.5); +uniform vec2 scale = vec2(0.25, 0.45); +uniform vec2 scaleIn = vec2(4, 2.2222); +uniform vec4 hmdWarpParam = vec4(1, 0.22, 0.24, 0); +uniform vec4 chromaAbParam = vec4(0.996, -0.004, 1.014, 0.0); + +void main() +{ + vec2 lensCenter = fragTexCoord.x < 0.5? leftLensCenter : rightLensCenter; + vec2 screenCenter = fragTexCoord.x < 0.5? leftScreenCenter : rightScreenCenter; + vec2 theta = (fragTexCoord - lensCenter)*scaleIn; + float rSq = theta.x*theta.x + theta.y*theta.y; + vec2 theta1 = theta*(hmdWarpParam.x + hmdWarpParam.y*rSq + hmdWarpParam.z*rSq*rSq + hmdWarpParam.w*rSq*rSq*rSq); + vec2 thetaBlue = theta1*(chromaAbParam.z + chromaAbParam.w*rSq); + vec2 tcBlue = lensCenter + scale*thetaBlue; + + if (any(bvec2(clamp(tcBlue, screenCenter - vec2(0.25, 0.5), screenCenter + vec2(0.25, 0.5)) - tcBlue))) + { + finalColor = vec4(0.0, 0.0, 0.0, 1.0); + } + else + { + float blue = texture(texture0, tcBlue).b; + vec2 tcGreen = lensCenter + scale*theta1; + float green = texture(texture0, tcGreen).g; + + vec2 thetaRed = theta1*(chromaAbParam.x + chromaAbParam.y*rSq); + vec2 tcRed = lensCenter + scale*thetaRed; + + float red = texture(texture0, tcRed).r; + finalColor = vec4(red, green, blue, 1.0); + } +}; diff --git a/src/config.h b/src/config.h index dc30eeb25..2ea4b438f 100644 --- a/src/config.h +++ b/src/config.h @@ -57,8 +57,6 @@ //------------------------------------------------------------------------------------ // Support VR simulation functionality (stereo rendering) #define SUPPORT_VR_SIMULATOR 1 -// Include stereo rendering distortion shader (shader_distortion.h) -#define SUPPORT_DISTORTION_SHADER 1 //------------------------------------------------------------------------------------ diff --git a/src/raylib.h b/src/raylib.h index e8d927cb2..73661f58d 100644 --- a/src/raylib.h +++ b/src/raylib.h @@ -443,16 +443,6 @@ typedef struct VrDeviceInfo { float chromaAbCorrection[4]; // HMD chromatic aberration correction parameters } VrDeviceInfo; -// VR Stereo rendering configuration for simulator -typedef struct VrStereoConfig { - RenderTexture2D stereoFbo; // VR stereo rendering framebuffer - Shader distortionShader; // VR stereo rendering distortion shader - Matrix eyesProjection[2]; // VR stereo rendering eyes projection matrices - Matrix eyesViewOffset[2]; // VR stereo rendering eyes view offset matrices - int eyeViewportRight[4]; // VR stereo rendering right eye viewport [x, y, w, h] - int eyeViewportLeft[4]; // VR stereo rendering left eye viewport [x, y, w, h] -} VrStereoConfig; - //---------------------------------------------------------------------------------- // Enumerators Definition //---------------------------------------------------------------------------------- @@ -860,16 +850,6 @@ typedef enum { CAMERA_ORTHOGRAPHIC } CameraType; -// Head Mounted Display devices -typedef enum { - HMD_DEFAULT_DEVICE = 0, - HMD_OCULUS_RIFT_DK2, - HMD_OCULUS_RIFT_CV1, - HMD_OCULUS_GO, - HMD_VALVE_HTC_VIVE, - HMD_SONY_PSVR -} VrDeviceType; - // Type of n-patch typedef enum { NPT_9PATCH = 0, // Npatch defined by 3x3 tiles @@ -1330,7 +1310,7 @@ RLAPI Shader GetShaderDefault(void); // Get RLAPI Texture2D GetTextureDefault(void); // Get default texture // Shader configuration functions -RLAPI int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location +RLAPI int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location RLAPI void SetShaderValue(Shader shader, int uniformLoc, const void *value, int uniformType); // Set shader uniform value RLAPI void SetShaderValueV(Shader shader, int uniformLoc, const void *value, int uniformType, int count); // Set shader uniform value vector RLAPI void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat); // Set shader uniform value (matrix 4x4) @@ -1344,7 +1324,7 @@ RLAPI Matrix GetMatrixModelview(); // Get RLAPI Texture2D GenTextureCubemap(Shader shader, Texture2D skyHDR, int size); // Generate cubemap texture from HDR texture RLAPI Texture2D GenTextureIrradiance(Shader shader, Texture2D cubemap, int size); // Generate irradiance texture using cubemap data RLAPI Texture2D GenTexturePrefilter(Shader shader, Texture2D cubemap, int size); // Generate prefilter texture using cubemap data -RLAPI Texture2D GenTextureBRDF(Shader shader, int size); // Generate BRDF texture using cubemap data +RLAPI Texture2D GenTextureBRDF(Shader shader, int size); // Generate BRDF texture // Shading begin/end functions RLAPI void BeginShaderMode(Shader shader); // Begin custom shader drawing @@ -1355,10 +1335,10 @@ RLAPI void BeginScissorMode(int x, int y, int width, int height); // Beg RLAPI void EndScissorMode(void); // End scissor mode // VR control functions -RLAPI VrDeviceInfo GetVrDeviceInfo(int vrDeviceType); // Get VR device information for some standard devices -RLAPI void InitVrSimulator(VrDeviceInfo info); // Init VR simulator for selected device parameters -RLAPI void UpdateVrTracking(Camera *camera); // Update VR tracking (position and orientation) and camera +RLAPI void InitVrSimulator(void); // Init VR simulator for selected device parameters RLAPI void CloseVrSimulator(void); // Close VR simulator for current device +RLAPI void UpdateVrTracking(Camera *camera); // Update VR tracking (position and orientation) and camera +RLAPI void SetVrConfiguration(VrDeviceInfo info, Shader distortion); // Set stereo rendering configuration parameters RLAPI bool IsVrSimulatorReady(void); // Detect if VR simulator is ready RLAPI void ToggleVrMode(void); // Enable/Disable VR experience RLAPI void BeginVrDrawing(void); // Begin VR simulator stereo rendering diff --git a/src/rlgl.h b/src/rlgl.h index 3e4282414..5c0d28230 100644 --- a/src/rlgl.h +++ b/src/rlgl.h @@ -32,9 +32,6 @@ * #define SUPPORT_VR_SIMULATOR * Support VR simulation functionality (stereo rendering) * -* #define SUPPORT_DISTORTION_SHADER -* Include stereo rendering distortion shader (embedded) -* * DEPENDENCIES: * raymath - 3D math functionality (Vector3, Matrix, Quaternion) * GLAD - OpenGL extensions loading (OpenGL 3.3 Core only) @@ -263,7 +260,6 @@ typedef unsigned char byte; // VR Stereo rendering configuration for simulator typedef struct VrStereoConfig { - RenderTexture2D stereoFbo; // VR stereo rendering framebuffer Shader distortionShader; // VR stereo rendering distortion shader Matrix eyesProjection[2]; // VR stereo rendering eyes projection matrices Matrix eyesViewOffset[2]; // VR stereo rendering eyes view offset matrices @@ -390,16 +386,6 @@ typedef unsigned char byte; #define MAP_DIFFUSE MAP_ALBEDO #define MAP_SPECULAR MAP_METALNESS - - // VR Head Mounted Display devices - typedef enum { - HMD_DEFAULT_DEVICE = 0, - HMD_OCULUS_RIFT_DK2, - HMD_OCULUS_RIFT_CV1, - HMD_OCULUS_GO, - HMD_VALVE_HTC_VIVE, - HMD_SONY_PSVR - } VrDevice; #endif #if defined(__cplusplus) @@ -534,14 +520,14 @@ void BeginBlendMode(int mode); // Begin blending mode (alpha, void EndBlendMode(void); // End blending mode (reset to default: alpha blending) // VR control functions -VrDeviceInfo GetVrDeviceInfo(int vrDeviceType); // Get VR device information for some standard devices -void InitVrSimulator(VrDeviceInfo info); // Init VR simulator for selected device parameters -void UpdateVrTracking(Camera *camera); // Update VR tracking (position and orientation) and camera -void CloseVrSimulator(void); // Close VR simulator for current device -bool IsVrSimulatorReady(void); // Detect if VR simulator is ready -void ToggleVrMode(void); // Enable/Disable VR experience -void BeginVrDrawing(void); // Begin VR simulator stereo rendering -void EndVrDrawing(void); // End VR simulator stereo rendering +RLAPI void InitVrSimulator(void); // Init VR simulator for selected device parameters +RLAPI void CloseVrSimulator(void); // Close VR simulator for current device +RLAPI void UpdateVrTracking(Camera *camera); // Update VR tracking (position and orientation) and camera +RLAPI void SetVrConfiguration(VrDeviceInfo info, Shader distortion); // Set stereo rendering configuration parameters +RLAPI bool IsVrSimulatorReady(void); // Detect if VR simulator is ready +RLAPI void ToggleVrMode(void); // Enable/Disable VR experience +RLAPI void BeginVrDrawing(void); // Begin VR simulator stereo rendering +RLAPI void EndVrDrawing(void); // End VR simulator stereo rendering void TraceLog(int msgType, const char *text, ...); // Show trace log messages (LOG_INFO, LOG_WARNING, LOG_ERROR, LOG_DEBUG) int GetPixelDataSize(int width, int height, int format);// Get pixel data size in bytes (image or texture) @@ -561,10 +547,7 @@ int GetPixelDataSize(int width, int height, int format);// Get pixel data size i #if defined(RLGL_IMPLEMENTATION) -#if defined(RLGL_STANDALONE) - #define SUPPORT_VR_SIMULATOR - #define SUPPORT_DISTORTION_SHADER -#else +#if !defined(RLGL_STANDALONE) // Check if config flags have been externally provided on compilation line #if !defined(EXTERNAL_CONFIG_FLAGS) #include "config.h" // Defines module configuration flags @@ -740,88 +723,20 @@ typedef struct DrawCall { //Matrix modelview; // Modelview matrix for this draw } DrawCall; +#if defined(SUPPORT_VR_SIMULATOR) +// VR Stereo rendering configuration for simulator +typedef struct VrStereoConfig { + Shader distortionShader; // VR stereo rendering distortion shader + Matrix eyesProjection[2]; // VR stereo rendering eyes projection matrices + Matrix eyesViewOffset[2]; // VR stereo rendering eyes view offset matrices + int eyeViewportRight[4]; // VR stereo rendering right eye viewport [x, y, w, h] + int eyeViewportLeft[4]; // VR stereo rendering left eye viewport [x, y, w, h] +} VrStereoConfig; +#endif + //---------------------------------------------------------------------------------- // Global Variables Definition //---------------------------------------------------------------------------------- -#if !defined(GRAPHICS_API_OPENGL_11) && defined(SUPPORT_DISTORTION_SHADER) - // Distortion shader embedded - static char distortionFShaderStr[] = - #if defined(GRAPHICS_API_OPENGL_21) - "#version 120 \n" - #elif defined(GRAPHICS_API_OPENGL_ES2) - "#version 100 \n" - "precision mediump float; \n" // precision required for OpenGL ES2 (WebGL) - #endif - #if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21) - "varying vec2 fragTexCoord; \n" - "varying vec4 fragColor; \n" - #elif defined(GRAPHICS_API_OPENGL_33) - "#version 330 \n" - "in vec2 fragTexCoord; \n" - "in vec4 fragColor; \n" - "out vec4 finalColor; \n" - #endif - "uniform sampler2D texture0; \n" - #if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21) - "uniform vec2 leftLensCenter; \n" - "uniform vec2 rightLensCenter; \n" - "uniform vec2 leftScreenCenter; \n" - "uniform vec2 rightScreenCenter; \n" - "uniform vec2 scale; \n" - "uniform vec2 scaleIn; \n" - "uniform vec4 hmdWarpParam; \n" - "uniform vec4 chromaAbParam; \n" - #elif defined(GRAPHICS_API_OPENGL_33) - "uniform vec2 leftLensCenter = vec2(0.288, 0.5); \n" - "uniform vec2 rightLensCenter = vec2(0.712, 0.5); \n" - "uniform vec2 leftScreenCenter = vec2(0.25, 0.5); \n" - "uniform vec2 rightScreenCenter = vec2(0.75, 0.5); \n" - "uniform vec2 scale = vec2(0.25, 0.45); \n" - "uniform vec2 scaleIn = vec2(4, 2.2222); \n" - "uniform vec4 hmdWarpParam = vec4(1, 0.22, 0.24, 0); \n" - "uniform vec4 chromaAbParam = vec4(0.996, -0.004, 1.014, 0.0); \n" - #endif - "void main() \n" - "{ \n" - " vec2 lensCenter = fragTexCoord.x < 0.5? leftLensCenter : rightLensCenter; \n" - " vec2 screenCenter = fragTexCoord.x < 0.5? leftScreenCenter : rightScreenCenter; \n" - " vec2 theta = (fragTexCoord - lensCenter)*scaleIn; \n" - " float rSq = theta.x*theta.x + theta.y*theta.y; \n" - " vec2 theta1 = theta*(hmdWarpParam.x + hmdWarpParam.y*rSq + hmdWarpParam.z*rSq*rSq + hmdWarpParam.w*rSq*rSq*rSq); \n" - " vec2 thetaBlue = theta1*(chromaAbParam.z + chromaAbParam.w*rSq); \n" - " vec2 tcBlue = lensCenter + scale*thetaBlue; \n" - " if (any(bvec2(clamp(tcBlue, screenCenter - vec2(0.25, 0.5), screenCenter + vec2(0.25, 0.5)) - tcBlue))) \n" - " { \n" - #if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21) - " gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0); \n" - #elif defined(GRAPHICS_API_OPENGL_33) - " finalColor = vec4(0.0, 0.0, 0.0, 1.0); \n" - #endif - " } \n" - " else \n" - " { \n" - #if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21) - " float blue = texture2D(texture0, tcBlue).b; \n" - " vec2 tcGreen = lensCenter + scale*theta1; \n" - " float green = texture2D(texture0, tcGreen).g; \n" - #elif defined(GRAPHICS_API_OPENGL_33) - " float blue = texture(texture0, tcBlue).b; \n" - " vec2 tcGreen = lensCenter + scale*theta1; \n" - " float green = texture(texture0, tcGreen).g; \n" - #endif - " vec2 thetaRed = theta1*(chromaAbParam.x + chromaAbParam.y*rSq); \n" - " vec2 tcRed = lensCenter + scale*thetaRed; \n" - #if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21) - " float red = texture2D(texture0, tcRed).r; \n" - " gl_FragColor = vec4(red, green, blue, 1.0); \n" - #elif defined(GRAPHICS_API_OPENGL_33) - " float red = texture(texture0, tcRed).r; \n" - " finalColor = vec4(red, green, blue, 1.0); \n" - #endif - " } \n" - "} \n"; -#endif - #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) static Matrix stack[MAX_MATRIX_STACK_SIZE] = { 0 }; static int stackCounter = 0; @@ -891,6 +806,7 @@ static PFNGLDELETEVERTEXARRAYSOESPROC glDeleteVertexArrays; #if defined(SUPPORT_VR_SIMULATOR) // VR global variables static VrStereoConfig vrConfig = { 0 }; // VR stereo configuration for simulator +static RenderTexture2D stereoFbo; // VR stereo rendering framebuffer static bool vrSimulatorReady = false; // VR simulator ready flag static bool vrStereoRender = false; // VR stereo rendering enabled/disabled flag // NOTE: This flag is useful to render data over stereo image (i.e. FPS) @@ -924,7 +840,6 @@ static void GenDrawCube(void); // Generate and draw cube static void GenDrawQuad(void); // Generate and draw quad #if defined(SUPPORT_VR_SIMULATOR) -static VrStereoConfig SetStereoConfig(VrDeviceInfo info, Shader distortion); // Configure stereo rendering (including distortion shader) with HMD device parameters static void SetStereoView(int eye, Matrix matProjection, Matrix matModelView); // Set internal projection and modelview matrix depending on eye #endif @@ -3577,101 +3492,17 @@ void EndScissorMode(void) } #if defined(SUPPORT_VR_SIMULATOR) -// Get VR device information for some standard devices -VrDeviceInfo GetVrDeviceInfo(int vrDeviceType) -{ - VrDeviceInfo hmd = { 0 }; // Current VR device info - - switch (vrDeviceType) - { - case HMD_DEFAULT_DEVICE: - case HMD_OCULUS_RIFT_CV1: - { - // Oculus Rift CV1 parameters - // NOTE: CV1 represents a complete HMD redesign compared to previous versions, - // new Fresnel-hybrid-asymmetric lenses have been added and, consequently, - // previous parameters (DK2) and distortion shader (DK2) doesn't work any more. - // I just defined a set of parameters for simulator that approximate to CV1 stereo rendering - // but result is not the same obtained with Oculus PC SDK. - hmd.hResolution = 2160; // HMD horizontal resolution in pixels - hmd.vResolution = 1200; // HMD vertical resolution in pixels - hmd.hScreenSize = 0.133793f; // HMD horizontal size in meters - hmd.vScreenSize = 0.0669f; // HMD vertical size in meters - hmd.vScreenCenter = 0.04678f; // HMD screen center in meters - hmd.eyeToScreenDistance = 0.041f; // HMD distance between eye and display in meters - hmd.lensSeparationDistance = 0.07f; // HMD lens separation distance in meters - hmd.interpupillaryDistance = 0.07f; // HMD IPD (distance between pupils) in meters - hmd.lensDistortionValues[0] = 1.0f; // HMD lens distortion constant parameter 0 - hmd.lensDistortionValues[1] = 0.22f; // HMD lens distortion constant parameter 1 - hmd.lensDistortionValues[2] = 0.24f; // HMD lens distortion constant parameter 2 - hmd.lensDistortionValues[3] = 0.0f; // HMD lens distortion constant parameter 3 - hmd.chromaAbCorrection[0] = 0.996f; // HMD chromatic aberration correction parameter 0 - hmd.chromaAbCorrection[1] = -0.004f; // HMD chromatic aberration correction parameter 1 - hmd.chromaAbCorrection[2] = 1.014f; // HMD chromatic aberration correction parameter 2 - hmd.chromaAbCorrection[3] = 0.0f; // HMD chromatic aberration correction parameter 3 - - TraceLog(LOG_INFO, "Initializing VR Simulator (Oculus Rift CV1)"); - } break; - case HMD_OCULUS_RIFT_DK2: - { - // Oculus Rift DK2 parameters - hmd.hResolution = 1280; // HMD horizontal resolution in pixels - hmd.vResolution = 800; // HMD vertical resolution in pixels - hmd.hScreenSize = 0.14976f; // HMD horizontal size in meters - hmd.vScreenSize = 0.09356f; // HMD vertical size in meters - hmd.vScreenCenter = 0.04678f; // HMD screen center in meters - hmd.eyeToScreenDistance = 0.041f; // HMD distance between eye and display in meters - hmd.lensSeparationDistance = 0.0635f; // HMD lens separation distance in meters - hmd.interpupillaryDistance = 0.064f; // HMD IPD (distance between pupils) in meters - hmd.lensDistortionValues[0] = 1.0f; // HMD lens distortion constant parameter 0 - hmd.lensDistortionValues[1] = 0.22f; // HMD lens distortion constant parameter 1 - hmd.lensDistortionValues[2] = 0.24f; // HMD lens distortion constant parameter 2 - hmd.lensDistortionValues[3] = 0.0f; // HMD lens distortion constant parameter 3 - hmd.chromaAbCorrection[0] = 0.996f; // HMD chromatic aberration correction parameter 0 - hmd.chromaAbCorrection[1] = -0.004f; // HMD chromatic aberration correction parameter 1 - hmd.chromaAbCorrection[2] = 1.014f; // HMD chromatic aberration correction parameter 2 - hmd.chromaAbCorrection[3] = 0.0f; // HMD chromatic aberration correction parameter 3 - - TraceLog(LOG_INFO, "Initializing VR Simulator (Oculus Rift DK2)"); - } break; - case HMD_OCULUS_GO: - { - // TODO: Provide device display and lens parameters - } - case HMD_VALVE_HTC_VIVE: - { - // TODO: Provide device display and lens parameters - } - case HMD_SONY_PSVR: - { - // TODO: Provide device display and lens parameters - } - default: break; - } - - return hmd; -} - // Init VR simulator for selected device parameters -// NOTE: It modifies the global variable: VrStereoConfig vrConfig -void InitVrSimulator(VrDeviceInfo info) +// NOTE: It modifies the global variable: stereoFbo +void InitVrSimulator(void) { #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - Shader distortion = { 0 }; - -#if defined(SUPPORT_DISTORTION_SHADER) - // Load distortion shader - distortion = LoadShaderCode(NULL, distortionFShaderStr); - if (distortion.id > 0) SetShaderDefaultLocations(&distortion); -#endif - - // Set VR configutarion parameters, including distortion shader - vrConfig = SetStereoConfig(info, distortion); - + // Initialize framebuffer and textures for stereo rendering + // NOTE: Screen size should match HMD aspect ratio + stereoFbo = rlLoadRenderTexture(screenWidth, screenHeight, UNCOMPRESSED_R8G8B8A8, 24, false); + vrSimulatorReady = true; -#endif - -#if defined(GRAPHICS_API_OPENGL_11) +#else TraceLog(LOG_WARNING, "VR Simulator not supported on OpenGL 1.1"); #endif } @@ -3687,14 +3518,90 @@ void UpdateVrTracking(Camera *camera) void CloseVrSimulator(void) { #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - if (vrSimulatorReady) + if (vrSimulatorReady) rlDeleteRenderTextures(stereoFbo); // Unload stereo framebuffer and texture +#endif +} + +// Set stereo rendering configuration parameters +void SetVrConfiguration(VrDeviceInfo hmd, Shader distortion) +{ + // Reset vrConfig for a new values assignment + memset(&vrConfig, 0, sizeof(vrConfig)); + + // Assign distortion shader + vrConfig.distortionShader = distortion; + + // Compute aspect ratio + float aspect = ((float)hmd.hResolution*0.5f)/(float)hmd.vResolution; + + // Compute lens parameters + float lensShift = (hmd.hScreenSize*0.25f - hmd.lensSeparationDistance*0.5f)/hmd.hScreenSize; + float leftLensCenter[2] = { 0.25f + lensShift, 0.5f }; + float rightLensCenter[2] = { 0.75f - lensShift, 0.5f }; + float leftScreenCenter[2] = { 0.25f, 0.5f }; + float rightScreenCenter[2] = { 0.75f, 0.5f }; + + // Compute distortion scale parameters + // NOTE: To get lens max radius, lensShift must be normalized to [-1..1] + float lensRadius = (float)fabs(-1.0f - 4.0f*lensShift); + float lensRadiusSq = lensRadius*lensRadius; + float distortionScale = hmd.lensDistortionValues[0] + + hmd.lensDistortionValues[1]*lensRadiusSq + + hmd.lensDistortionValues[2]*lensRadiusSq*lensRadiusSq + + hmd.lensDistortionValues[3]*lensRadiusSq*lensRadiusSq*lensRadiusSq; + + TraceLog(LOG_DEBUG, "VR: Distortion Scale: %f", distortionScale); + + float normScreenWidth = 0.5f; + float normScreenHeight = 1.0f; + float scaleIn[2] = { 2.0f/normScreenWidth, 2.0f/normScreenHeight/aspect }; + float scale[2] = { normScreenWidth*0.5f/distortionScale, normScreenHeight*0.5f*aspect/distortionScale }; + + TraceLog(LOG_DEBUG, "VR: Distortion Shader: LeftLensCenter = { %f, %f }", leftLensCenter[0], leftLensCenter[1]); + TraceLog(LOG_DEBUG, "VR: Distortion Shader: RightLensCenter = { %f, %f }", rightLensCenter[0], rightLensCenter[1]); + TraceLog(LOG_DEBUG, "VR: Distortion Shader: Scale = { %f, %f }", scale[0], scale[1]); + TraceLog(LOG_DEBUG, "VR: Distortion Shader: ScaleIn = { %f, %f }", scaleIn[0], scaleIn[1]); + + // Fovy is normally computed with: 2*atan2(hmd.vScreenSize, 2*hmd.eyeToScreenDistance) + // ...but with lens distortion it is increased (see Oculus SDK Documentation) + //float fovy = 2.0f*atan2(hmd.vScreenSize*0.5f*distortionScale, hmd.eyeToScreenDistance); // Really need distortionScale? + float fovy = 2.0f*(float)atan2(hmd.vScreenSize*0.5f, hmd.eyeToScreenDistance); + + // Compute camera projection matrices + float projOffset = 4.0f*lensShift; // Scaled to projection space coordinates [-1..1] + Matrix proj = MatrixPerspective(fovy, aspect, 0.01, 1000.0); + vrConfig.eyesProjection[0] = MatrixMultiply(proj, MatrixTranslate(projOffset, 0.0f, 0.0f)); + vrConfig.eyesProjection[1] = MatrixMultiply(proj, MatrixTranslate(-projOffset, 0.0f, 0.0f)); + + // Compute camera transformation matrices + // NOTE: Camera movement might seem more natural if we model the head. + // Our axis of rotation is the base of our head, so we might want to add + // some y (base of head to eye level) and -z (center of head to eye protrusion) to the camera positions. + vrConfig.eyesViewOffset[0] = MatrixTranslate(-hmd.interpupillaryDistance*0.5f, 0.075f, 0.045f); + vrConfig.eyesViewOffset[1] = MatrixTranslate(hmd.interpupillaryDistance*0.5f, 0.075f, 0.045f); + + // Compute eyes Viewports + vrConfig.eyeViewportRight[2] = hmd.hResolution/2; + vrConfig.eyeViewportRight[3] = hmd.vResolution; + + vrConfig.eyeViewportLeft[0] = hmd.hResolution/2; + vrConfig.eyeViewportLeft[1] = 0; + vrConfig.eyeViewportLeft[2] = hmd.hResolution/2; + vrConfig.eyeViewportLeft[3] = hmd.vResolution; + + if (vrConfig.distortionShader.id > 0) { - rlDeleteRenderTextures(vrConfig.stereoFbo); // Unload stereo framebuffer and texture - #if defined(SUPPORT_DISTORTION_SHADER) - UnloadShader(vrConfig.distortionShader); // Unload distortion shader - #endif + // Update distortion shader with lens and distortion-scale parameters + SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "leftLensCenter"), leftLensCenter, UNIFORM_VEC2); + SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "rightLensCenter"), rightLensCenter, UNIFORM_VEC2); + SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "leftScreenCenter"), leftScreenCenter, UNIFORM_VEC2); + SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "rightScreenCenter"), rightScreenCenter, UNIFORM_VEC2); + + SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "scale"), scale, UNIFORM_VEC2); + SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "scaleIn"), scaleIn, UNIFORM_VEC2); + SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "hmdWarpParam"), hmd.lensDistortionValues, UNIFORM_VEC4); + SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "chromaAbParam"), hmd.chromaAbCorrection, UNIFORM_VEC4); } -#endif } // Detect if VR simulator is running @@ -3733,7 +3640,7 @@ void BeginVrDrawing(void) if (vrSimulatorReady) { // Setup framebuffer for stereo rendering - rlEnableRenderTexture(vrConfig.stereoFbo.id); + rlEnableRenderTexture(stereoFbo.id); // NOTE: If your application is configured to treat the texture as a linear format (e.g. GL_RGBA) // and performs linear-to-gamma conversion in GLSL or does not care about gamma-correction, then: @@ -3771,13 +3678,11 @@ void EndVrDrawing(void) rlMatrixMode(RL_MODELVIEW); // Enable internal modelview matrix rlLoadIdentity(); // Reset internal modelview matrix -#if defined(SUPPORT_DISTORTION_SHADER) - // Draw RenderTexture (stereoFbo) using distortion shader - currentShader = vrConfig.distortionShader; -#else - currentShader = GetShaderDefault(); -#endif - rlEnableTexture(vrConfig.stereoFbo.texture.id); + // Draw RenderTexture (stereoFbo) using distortion shader if available + if (vrConfig.distortionShader.id > 0) currentShader = vrConfig.distortionShader; + else currentShader = GetShaderDefault(); + + rlEnableTexture(stereoFbo.texture.id); rlPushMatrix(); rlBegin(RL_QUADS); @@ -3790,15 +3695,15 @@ void EndVrDrawing(void) // Bottom-right corner for texture and quad rlTexCoord2f(0.0f, 0.0f); - rlVertex2f(0.0f, (float)vrConfig.stereoFbo.texture.height); + rlVertex2f(0.0f, (float)stereoFbo.texture.height); // Top-right corner for texture and quad rlTexCoord2f(1.0f, 0.0f); - rlVertex2f( (float)vrConfig.stereoFbo.texture.width, (float)vrConfig.stereoFbo.texture.height); + rlVertex2f( (float)stereoFbo.texture.width, (float)stereoFbo.texture.height); // Top-left corner for texture and quad rlTexCoord2f(1.0f, 1.0f); - rlVertex2f( (float)vrConfig.stereoFbo.texture.width, 0.0f); + rlVertex2f( (float)stereoFbo.texture.width, 0.0f); rlEnd(); rlPopMatrix(); @@ -4472,87 +4377,6 @@ static void GenDrawCube(void) } #if defined(SUPPORT_VR_SIMULATOR) -// Configure stereo rendering (including distortion shader) with HMD device parameters -static VrStereoConfig SetStereoConfig(VrDeviceInfo hmd, Shader distortion) -{ - VrStereoConfig config = { 0 }; - - // Initialize framebuffer and textures for stereo rendering - // NOTE: Screen size should match HMD aspect ratio - config.stereoFbo = rlLoadRenderTexture(screenWidth, screenHeight, UNCOMPRESSED_R8G8B8A8, 24, false); - - // Assign distortion shader - config.distortionShader = distortion; - - // Compute aspect ratio - float aspect = ((float)hmd.hResolution*0.5f)/(float)hmd.vResolution; - - // Compute lens parameters - float lensShift = (hmd.hScreenSize*0.25f - hmd.lensSeparationDistance*0.5f)/hmd.hScreenSize; - float leftLensCenter[2] = { 0.25f + lensShift, 0.5f }; - float rightLensCenter[2] = { 0.75f - lensShift, 0.5f }; - float leftScreenCenter[2] = { 0.25f, 0.5f }; - float rightScreenCenter[2] = { 0.75f, 0.5f }; - - // Compute distortion scale parameters - // NOTE: To get lens max radius, lensShift must be normalized to [-1..1] - float lensRadius = (float)fabs(-1.0f - 4.0f*lensShift); - float lensRadiusSq = lensRadius*lensRadius; - float distortionScale = hmd.lensDistortionValues[0] + - hmd.lensDistortionValues[1]*lensRadiusSq + - hmd.lensDistortionValues[2]*lensRadiusSq*lensRadiusSq + - hmd.lensDistortionValues[3]*lensRadiusSq*lensRadiusSq*lensRadiusSq; - - TraceLog(LOG_DEBUG, "VR: Distortion Scale: %f", distortionScale); - - float normScreenWidth = 0.5f; - float normScreenHeight = 1.0f; - float scaleIn[2] = { 2.0f/normScreenWidth, 2.0f/normScreenHeight/aspect }; - float scale[2] = { normScreenWidth*0.5f/distortionScale, normScreenHeight*0.5f*aspect/distortionScale }; - - TraceLog(LOG_DEBUG, "VR: Distortion Shader: LeftLensCenter = { %f, %f }", leftLensCenter[0], leftLensCenter[1]); - TraceLog(LOG_DEBUG, "VR: Distortion Shader: RightLensCenter = { %f, %f }", rightLensCenter[0], rightLensCenter[1]); - TraceLog(LOG_DEBUG, "VR: Distortion Shader: Scale = { %f, %f }", scale[0], scale[1]); - TraceLog(LOG_DEBUG, "VR: Distortion Shader: ScaleIn = { %f, %f }", scaleIn[0], scaleIn[1]); - - // Fovy is normally computed with: 2*atan2(hmd.vScreenSize, 2*hmd.eyeToScreenDistance) - // ...but with lens distortion it is increased (see Oculus SDK Documentation) - //float fovy = 2.0f*atan2(hmd.vScreenSize*0.5f*distortionScale, hmd.eyeToScreenDistance); // Really need distortionScale? - float fovy = 2.0f*(float)atan2(hmd.vScreenSize*0.5f, hmd.eyeToScreenDistance); - - // Compute camera projection matrices - float projOffset = 4.0f*lensShift; // Scaled to projection space coordinates [-1..1] - Matrix proj = MatrixPerspective(fovy, aspect, 0.01, 1000.0); - config.eyesProjection[0] = MatrixMultiply(proj, MatrixTranslate(projOffset, 0.0f, 0.0f)); - config.eyesProjection[1] = MatrixMultiply(proj, MatrixTranslate(-projOffset, 0.0f, 0.0f)); - - // Compute camera transformation matrices - // NOTE: Camera movement might seem more natural if we model the head. - // Our axis of rotation is the base of our head, so we might want to add - // some y (base of head to eye level) and -z (center of head to eye protrusion) to the camera positions. - config.eyesViewOffset[0] = MatrixTranslate(-hmd.interpupillaryDistance*0.5f, 0.075f, 0.045f); - config.eyesViewOffset[1] = MatrixTranslate(hmd.interpupillaryDistance*0.5f, 0.075f, 0.045f); - - // Compute eyes Viewports - //config.eyeViewportRight[0] = (int[4]){ 0, 0, hmd.hResolution/2, hmd.vResolution }; - //config.eyeViewportLeft[0] = (int[4]){ hmd.hResolution/2, 0, hmd.hResolution/2, hmd.vResolution }; - -#if defined(SUPPORT_DISTORTION_SHADER) - // Update distortion shader with lens and distortion-scale parameters - SetShaderValue(config.distortionShader, GetShaderLocation(config.distortionShader, "leftLensCenter"), leftLensCenter, UNIFORM_VEC2); - SetShaderValue(config.distortionShader, GetShaderLocation(config.distortionShader, "rightLensCenter"), rightLensCenter, UNIFORM_VEC2); - SetShaderValue(config.distortionShader, GetShaderLocation(config.distortionShader, "leftScreenCenter"), leftScreenCenter, UNIFORM_VEC2); - SetShaderValue(config.distortionShader, GetShaderLocation(config.distortionShader, "rightScreenCenter"), rightScreenCenter, UNIFORM_VEC2); - - SetShaderValue(config.distortionShader, GetShaderLocation(config.distortionShader, "scale"), scale, UNIFORM_VEC2); - SetShaderValue(config.distortionShader, GetShaderLocation(config.distortionShader, "scaleIn"), scaleIn, UNIFORM_VEC2); - SetShaderValue(config.distortionShader, GetShaderLocation(config.distortionShader, "hmdWarpParam"), hmd.lensDistortionValues, UNIFORM_VEC4); - SetShaderValue(config.distortionShader, GetShaderLocation(config.distortionShader, "chromaAbParam"), hmd.chromaAbCorrection, UNIFORM_VEC4); -#endif - - return config; -} - // Set internal projection and modelview matrix depending on eyes tracking data static void SetStereoView(int eye, Matrix matProjection, Matrix matModelView) {