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@ -2,7 +2,7 @@ |
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* |
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* raylib [core] example - VR Simulator (Oculus Rift CV1 parameters) |
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* |
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* This example has been created using raylib 3.6-dev (www.raylib.com) |
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* This example has been created using raylib 3.7 (www.raylib.com) |
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* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) |
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* |
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* Copyright (c) 2017-2021 Ramon Santamaria (@raysan5) |
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@ -40,7 +40,8 @@ int main(void) |
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.interpupillaryDistance = 0.07f, // IPD (distance between pupils) in meters |
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// NOTE: CV1 uses a Fresnel-hybrid-asymmetric lenses with specific distortion compute shaders |
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// Following parameters are an approximation to distortion stereo rendering but results differ from actual device |
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// Following parameters are an approximation to distortion stereo rendering |
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// but results differ from actual device |
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.lensDistortionValues[0] = 1.0f, // Lens distortion constant parameter 0 |
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.lensDistortionValues[1] = 0.22f, // Lens distortion constant parameter 1 |
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.lensDistortionValues[2] = 0.24f, // Lens distortion constant parameter 2 |
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@ -58,15 +59,23 @@ int main(void) |
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Shader distortion = LoadShader(0, TextFormat("resources/distortion%i.fs", GLSL_VERSION)); |
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// Update distortion shader with lens and distortion-scale parameters |
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SetShaderValue(distortion, GetShaderLocation(distortion, "leftLensCenter"), config.leftLensCenter, SHADER_UNIFORM_VEC2); |
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SetShaderValue(distortion, GetShaderLocation(distortion, "rightLensCenter"), config.rightLensCenter, SHADER_UNIFORM_VEC2); |
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SetShaderValue(distortion, GetShaderLocation(distortion, "leftScreenCenter"), config.leftScreenCenter, SHADER_UNIFORM_VEC2); |
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SetShaderValue(distortion, GetShaderLocation(distortion, "rightScreenCenter"), config.rightScreenCenter, SHADER_UNIFORM_VEC2); |
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SetShaderValue(distortion, GetShaderLocation(distortion, "scale"), config.scale, SHADER_UNIFORM_VEC2); |
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SetShaderValue(distortion, GetShaderLocation(distortion, "scaleIn"), config.scaleIn, SHADER_UNIFORM_VEC2); |
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SetShaderValue(distortion, GetShaderLocation(distortion, "deviceWarpParam"), device.lensDistortionValues, SHADER_UNIFORM_VEC4); |
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SetShaderValue(distortion, GetShaderLocation(distortion, "chromaAbParam"), device.chromaAbCorrection, SHADER_UNIFORM_VEC4); |
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SetShaderValue(distortion, GetShaderLocation(distortion, "leftLensCenter"), |
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config.leftLensCenter, SHADER_UNIFORM_VEC2); |
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SetShaderValue(distortion, GetShaderLocation(distortion, "rightLensCenter"), |
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config.rightLensCenter, SHADER_UNIFORM_VEC2); |
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SetShaderValue(distortion, GetShaderLocation(distortion, "leftScreenCenter"), |
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config.leftScreenCenter, SHADER_UNIFORM_VEC2); |
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SetShaderValue(distortion, GetShaderLocation(distortion, "rightScreenCenter"), |
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config.rightScreenCenter, SHADER_UNIFORM_VEC2); |
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SetShaderValue(distortion, GetShaderLocation(distortion, "scale"), |
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config.scale, SHADER_UNIFORM_VEC2); |
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SetShaderValue(distortion, GetShaderLocation(distortion, "scaleIn"), |
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config.scaleIn, SHADER_UNIFORM_VEC2); |
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SetShaderValue(distortion, GetShaderLocation(distortion, "deviceWarpParam"), |
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device.lensDistortionValues, SHADER_UNIFORM_VEC4); |
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SetShaderValue(distortion, GetShaderLocation(distortion, "chromaAbParam"), |
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device.chromaAbCorrection, SHADER_UNIFORM_VEC4); |
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// Initialize framebuffer for stereo rendering |
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// NOTE: Screen size should match HMD aspect ratio |
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@ -108,7 +117,6 @@ int main(void) |
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DrawCube(cubePosition, 2.0f, 2.0f, 2.0f, RED); |
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DrawCubeWires(cubePosition, 2.0f, 2.0f, 2.0f, MAROON); |
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DrawGrid(40, 1.0f); |
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EndMode3D(); |
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@ -116,7 +124,8 @@ int main(void) |
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EndTextureMode(); |
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BeginShaderMode(distortion); |
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DrawTextureRec(target.texture, (Rectangle){ 0, 0, (float)target.texture.width, (float)-target.texture.height }, (Vector2){ 0.0f, 0.0f }, WHITE); |
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DrawTextureRec(target.texture, (Rectangle){ 0, 0, (float)target.texture.width, |
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(float)-target.texture.height }, (Vector2){ 0.0f, 0.0f }, WHITE); |
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EndShaderMode(); |
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DrawFPS(10, 10); |
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