Compute stereo config from device parameters

Simulator configuration is directly obtained from VR device parameters!
This commit is contained in:
Ray 2016-07-10 20:09:18 +02:00
parent d587cc0e36
commit 24c267d324

View File

@ -31,7 +31,7 @@
#include <stdio.h> // Required for: fopen(), fclose(), fread()... [Used only on ReadTextFile()] #include <stdio.h> // Required for: fopen(), fclose(), fread()... [Used only on ReadTextFile()]
#include <stdlib.h> // Required for: malloc(), free(), rand() #include <stdlib.h> // Required for: malloc(), free(), rand()
#include <string.h> // Required for: strcmp(), strlen(), strtok() #include <string.h> // Required for: strcmp(), strlen(), strtok()
#include <math.h> // Required for: atan() #include <math.h> // Required for: atan2()
#ifndef RLGL_STANDALONE #ifndef RLGL_STANDALONE
#include "raymath.h" // Required for Vector3 and Matrix functions #include "raymath.h" // Required for Vector3 and Matrix functions
@ -206,6 +206,15 @@ typedef struct {
float chromaAbCorrection[4]; // HMD chromatic aberration correction parameters float chromaAbCorrection[4]; // HMD chromatic aberration correction parameters
} VrDeviceInfo; } VrDeviceInfo;
// VR Stereo rendering configuration for simulator
typedef struct {
RenderTexture2D stereoFbo; // VR stereo rendering framebuffer
Shader distortionShader; // VR stereo rendering distortion shader
//Rectangle eyesViewport[2]; // VR stereo rendering eyes viewports
Matrix eyesProjection[2]; // VR stereo rendering eyes projection matrices
Matrix eyesViewOffset[2]; // VR stereo rendering eyes view offset matrices
} VrStereoConfig;
#if defined(RLGL_OCULUS_SUPPORT) #if defined(RLGL_OCULUS_SUPPORT)
typedef struct OculusBuffer { typedef struct OculusBuffer {
ovrTextureSwapChain textureChain; ovrTextureSwapChain textureChain;
@ -292,19 +301,15 @@ static OculusMirror mirror; // Oculus mirror texture and fbo
static unsigned int frameIndex = 0; // Oculus frames counter, used to discard frames from chain static unsigned int frameIndex = 0; // Oculus frames counter, used to discard frames from chain
#endif #endif
// VR global variables
static VrDeviceInfo hmd; // Current VR device info
static VrStereoConfig vrConfig; // VR stereo configuration for simulator
static bool vrDeviceReady = false; // VR device ready flag static bool vrDeviceReady = false; // VR device ready flag
static bool vrSimulator = false; // VR simulator enabled flag static bool vrSimulator = false; // VR simulator enabled flag
static bool vrEnabled = false; // VR experience enabled (device or simulator) static bool vrEnabled = false; // VR experience enabled (device or simulator)
static bool vrRendering = true; // VR stereo rendering enabled/disabled flag static bool vrRendering = true; // VR stereo rendering enabled/disabled flag
// NOTE: This flag is useful to render data over stereo image (i.e. FPS) // NOTE: This flag is useful to render data over stereo image (i.e. FPS)
static RenderTexture2D stereoFbo; // Stereo rendering framebuffer
static Shader distortionShader; // Stereo rendering distortion shader (simulator)
// Compressed textures support flags
static bool texCompDXTSupported = false; // DDS texture compression support
static bool npotSupported = false; // NPOT textures full support
#if defined(GRAPHICS_API_OPENGL_ES2) #if defined(GRAPHICS_API_OPENGL_ES2)
// NOTE: VAO functionality is exposed through extensions (OES) // NOTE: VAO functionality is exposed through extensions (OES)
static PFNGLGENVERTEXARRAYSOESPROC glGenVertexArrays; static PFNGLGENVERTEXARRAYSOESPROC glGenVertexArrays;
@ -313,6 +318,10 @@ static PFNGLDELETEVERTEXARRAYSOESPROC glDeleteVertexArrays;
//static PFNGLISVERTEXARRAYOESPROC glIsVertexArray; // NOTE: Fails in WebGL, omitted //static PFNGLISVERTEXARRAYOESPROC glIsVertexArray; // NOTE: Fails in WebGL, omitted
#endif #endif
// Compressed textures support flags
static bool texCompDXTSupported = false; // DDS texture compression support
static bool npotSupported = false; // NPOT textures full support
static int blendMode = 0; // Track current blending mode static int blendMode = 0; // Track current blending mode
// White texture useful for plain color polys (required by shader) // White texture useful for plain color polys (required by shader)
@ -341,7 +350,7 @@ static void DrawDefaultBuffers(int eyesCount); // Draw default internal buffers
static void UnloadDefaultBuffers(void); // Unload default internal buffers vertex data from CPU and GPU static void UnloadDefaultBuffers(void); // Unload default internal buffers vertex data from CPU and GPU
// Configure stereo rendering (including distortion shader) with HMD device parameters // Configure stereo rendering (including distortion shader) with HMD device parameters
static void SetupVrDevice(VrDeviceInfo info); static void SetStereoConfig(VrDeviceInfo info);
// Set internal projection and modelview matrix depending on eyes tracking data // Set internal projection and modelview matrix depending on eyes tracking data
static void SetStereoView(int eye, Matrix matProjection, Matrix matModelView); static void SetStereoView(int eye, Matrix matProjection, Matrix matModelView);
@ -2535,6 +2544,7 @@ void DestroyLight(Light light)
// Init VR device (or simulator) // Init VR device (or simulator)
// NOTE: If device is not available, it fallbacks to default device (simulator) // NOTE: If device is not available, it fallbacks to default device (simulator)
// NOTE: It modifies the global variable: VrDeviceInfo hmd
void InitVrDevice(int hmdDevice) void InitVrDevice(int hmdDevice)
{ {
switch (hmdDevice) switch (hmdDevice)
@ -2560,40 +2570,39 @@ void InitVrDevice(int hmdDevice)
if (!vrDeviceReady) if (!vrDeviceReady)
{ {
TraceLog(WARNING, "VR Device not found: Initializing VR Simulator"); TraceLog(WARNING, "VR Device not found: Initializing VR Simulator (Oculus Rift DK2)");
// Initialize framebuffer and textures for stereo rendering // Initialize framebuffer and textures for stereo rendering
stereoFbo = rlglLoadRenderTexture(screenWidth, screenHeight); vrConfig.stereoFbo = rlglLoadRenderTexture(screenWidth, screenHeight);
// Load distortion shader (initialized by default with Oculus Rift CV1 parameters) // Load distortion shader (initialized by default with Oculus Rift CV1 parameters)
distortionShader.id = LoadShaderProgram(vDistortionShaderStr, fDistortionShaderStr); vrConfig.distortionShader.id = LoadShaderProgram(vDistortionShaderStr, fDistortionShaderStr);
if (distortionShader.id != 0) LoadDefaultShaderLocations(&distortionShader); if (vrConfig.distortionShader.id != 0) LoadDefaultShaderLocations(&vrConfig.distortionShader);
VrDeviceInfo info = { 0 };
if ((hmdDevice == HMD_DEFAULT_DEVICE) || if ((hmdDevice == HMD_DEFAULT_DEVICE) ||
(hmdDevice == HMD_OCULUS_RIFT_DK2) || (hmdDevice == HMD_OCULUS_RIFT_DK2) ||
(hmdDevice == HMD_OCULUS_RIFT_CV1)) (hmdDevice == HMD_OCULUS_RIFT_CV1))
{ {
info.hResolution = 1280; // HMD horizontal resolution in pixels // NOTE: Oculus Rift DK2 parameters
info.vResolution = 800; // HMD vertical resolution in pixels hmd.hResolution = 1280; // HMD horizontal resolution in pixels
info.hScreenSize = 0.14976f;; // HMD horizontal size in meters hmd.vResolution = 800; // HMD vertical resolution in pixels
info.vScreenSize = 0.09356f; // HMD vertical size in meters hmd.hScreenSize = 0.14976f;; // HMD horizontal size in meters
info.vScreenCenter = 0.04675f; // HMD screen center in meters hmd.vScreenSize = 0.09356f; // HMD vertical size in meters
info.eyeToScreenDistance = 0.041f; // HMD distance between eye and display in meters hmd.vScreenCenter = 0.04675f; // HMD screen center in meters
info.lensSeparationDistance = 0.0635f; // HMD lens separation distance in meters hmd.eyeToScreenDistance = 0.041f; // HMD distance between eye and display in meters
info.interpupillaryDistance = 0.064f; // HMD IPD (distance between pupils) in meters hmd.lensSeparationDistance = 0.0635f; // HMD lens separation distance in meters
info.distortionK[0] = 1.0f; // HMD lens distortion constant parameter 0 hmd.interpupillaryDistance = 0.064f; // HMD IPD (distance between pupils) in meters
info.distortionK[1] = 0.22f; // HMD lens distortion constant parameter 1 hmd.distortionK[0] = 1.0f; // HMD lens distortion constant parameter 0
info.distortionK[2] = 0.24f; // HMD lens distortion constant parameter 2 hmd.distortionK[1] = 0.22f; // HMD lens distortion constant parameter 1
info.distortionK[3] = 0.0f; // HMD lens distortion constant parameter 3 hmd.distortionK[2] = 0.24f; // HMD lens distortion constant parameter 2
info.chromaAbCorrection[0] = 0.996f; // HMD chromatic aberration correction parameter 0 hmd.distortionK[3] = 0.0f; // HMD lens distortion constant parameter 3
info.chromaAbCorrection[1] = -0.004f; // HMD chromatic aberration correction parameter 1 hmd.chromaAbCorrection[0] = 0.996f; // HMD chromatic aberration correction parameter 0
info.chromaAbCorrection[2] = 1.014f; // HMD chromatic aberration correction parameter 2 hmd.chromaAbCorrection[1] = -0.004f; // HMD chromatic aberration correction parameter 1
info.chromaAbCorrection[3] = 0.0f; // HMD chromatic aberration correction parameter 3 hmd.chromaAbCorrection[2] = 1.014f; // HMD chromatic aberration correction parameter 2
hmd.chromaAbCorrection[3] = 0.0f; // HMD chromatic aberration correction parameter 3
} }
SetupVrDevice(info); SetStereoConfig(hmd);
vrSimulator = true; vrSimulator = true;
vrEnabled = true; vrEnabled = true;
@ -2608,11 +2617,8 @@ void CloseVrDevice(void)
else else
#endif #endif
{ {
// Unload stereo framebuffer and texture rlDeleteRenderTextures(vrConfig.stereoFbo); // Unload stereo framebuffer and texture
rlDeleteRenderTextures(stereoFbo); UnloadShader(vrConfig.distortionShader); // Unload distortion shader
// Unload oculus-distortion shader
UnloadShader(distortionShader);
} }
vrDeviceReady = false; vrDeviceReady = false;
@ -2654,7 +2660,7 @@ void BeginVrDrawing(void)
#endif #endif
{ {
// Setup framebuffer for stereo rendering // Setup framebuffer for stereo rendering
rlEnableRenderTexture(stereoFbo.id); rlEnableRenderTexture(vrConfig.stereoFbo.id);
} }
// NOTE: If your application is configured to treat the texture as a linear format (e.g. GL_RGBA) // NOTE: If your application is configured to treat the texture as a linear format (e.g. GL_RGBA)
@ -2696,9 +2702,9 @@ void EndVrDrawing(void)
rlLoadIdentity(); // Reset internal modelview matrix rlLoadIdentity(); // Reset internal modelview matrix
// Draw RenderTexture (stereoFbo) using distortion shader // Draw RenderTexture (stereoFbo) using distortion shader
currentShader = distortionShader; currentShader = vrConfig.distortionShader;
rlEnableTexture(stereoFbo.texture.id); rlEnableTexture(vrConfig.stereoFbo.texture.id);
rlPushMatrix(); rlPushMatrix();
rlBegin(RL_QUADS); rlBegin(RL_QUADS);
@ -2711,15 +2717,15 @@ void EndVrDrawing(void)
// Bottom-right corner for texture and quad // Bottom-right corner for texture and quad
rlTexCoord2f(0.0f, 0.0f); rlTexCoord2f(0.0f, 0.0f);
rlVertex2f(0.0f, stereoFbo.texture.height); rlVertex2f(0.0f, vrConfig.stereoFbo.texture.height);
// Top-right corner for texture and quad // Top-right corner for texture and quad
rlTexCoord2f(1.0f, 0.0f); rlTexCoord2f(1.0f, 0.0f);
rlVertex2f(stereoFbo.texture.width, stereoFbo.texture.height); rlVertex2f(vrConfig.stereoFbo.texture.width, vrConfig.stereoFbo.texture.height);
// Top-left corner for texture and quad // Top-left corner for texture and quad
rlTexCoord2f(1.0f, 1.0f); rlTexCoord2f(1.0f, 1.0f);
rlVertex2f(stereoFbo.texture.width, 0.0f); rlVertex2f(vrConfig.stereoFbo.texture.width, 0.0f);
rlEnd(); rlEnd();
rlPopMatrix(); rlPopMatrix();
@ -3752,61 +3758,71 @@ static Color *GenNextMipmap(Color *srcData, int srcWidth, int srcHeight)
#endif #endif
// Configure stereo rendering (including distortion shader) with HMD device parameters // Configure stereo rendering (including distortion shader) with HMD device parameters
static void SetupVrDevice(VrDeviceInfo hmd) static void SetStereoConfig(VrDeviceInfo hmd)
{ {
// NOTE: fovy value obtained from device parameters (Oculus Rift CV1) // Compute aspect ratio
//float fovy = 2.0f*atan((VScreenSize*0.5f)/EyeToScreenDistance)*RAD2DEG; //float aspect = ((float)hmd.hResolution*0.5f)/(float)hmd.vResolution;
//float eyeProjectionShift = ;
//float projectionOffset = (HScreenSize*0.25f - LensSeparationDistance*0.5f)/(float)HScreenSize;
// Compute aspect ratio and FOV
//float aspect = ((float)hmd.hResolution/2.0f)/(float)hmd.vResolution;
float aspect = (float)screenWidth*0.5f/(float)screenHeight; float aspect = (float)screenWidth*0.5f/(float)screenHeight;
// Fov-y is normally computed with: 2*atan2(hmd.vScreenSize, 2*hmd.eyeToScreenDistance)*RAD2DEG // Compute lens parameters
// ...but with lens distortion it is increased (see Oculus SDK Documentation) float lensShift = (hmd.hScreenSize*0.25f - hmd.lensSeparationDistance*0.5f)/hmd.hScreenSize;
float radius = -1.0 - (4*(hmd.hScreenSize/4 - hmd.lensSeparationDistance/2)/hmd.hScreenSize); float leftLensCenter[2] = { 0.25 + lensShift, 0.5f };
float distScale = (hmd.distortionK[0] + hmd.distortionK[1]*pow(radius, 2) + hmd.distortionK[2]*pow(radius, 4) + hmd.distortionK[3]*pow(radius, 6)); float rightLensCenter[2] = { 0.75 - lensShift, 0.5f };
//float fovy = 2.0f*atan2(hmd.vScreenSize*distScale, 2*hmd.eyeToScreenDistance)*RAD2DEG;
float fovy = 2.0f*atan((hmd.vScreenSize*0.5f)/hmd.eyeToScreenDistance)*RAD2DEG;
// Compute camera projection matrices
Matrix proj = MatrixPerspective(fovy, aspect, 0.01, 1000.0);
//float projOffset = 4.0f*(hmd.hScreenSize/4 - hmd.interpupillaryDistance/2)/hmd.hScreenSize;
float projOffset = (hmd.hScreenSize*0.25f - hmd.lensSeparationDistance*0.5f)/hmd.hScreenSize;
//Matrix projLeft = MatrixMultiply(MatrixTranslate(projOffset, 0.0, 0.0), proj);
//matrix projRight = MatrixMultiply(MatrixTranslate(-projOffset, 0.0, 0.0)), proj);
// Compute camera transformation matrices
//Matrix viewTransformLeft = MatrixTranslate(-hmd.interpupillaryDistance/2, 0.0, 0.0 );
//Matrix viewTransformRight = MatrixTranslate(hmd.interpupillaryDistance/2, 0.0, 0.0 );
// Compute eyes Viewports
// Rectangle viewportLeft = { 0, 0, hmd.hResolution/2, hmd.vResolution };
// Rectangle viewportRight = { hmd.hResolution/2, 0, hmd.hResolution/2, hmd.vResolution };
// Distortion shader parameters
float lensShift = 4*(hmd.hScreenSize/4 - hmd.lensSeparationDistance/2)/hmd.hScreenSize;
float leftLensCenter[2] = { lensShift, 0.0f }; // REVIEW!!!
float rightLensCenter[2] = { -lensShift, 0.0f }; // REVIEW!!!
float leftScreenCenter[2] = { 0.25f, 0.5f }; float leftScreenCenter[2] = { 0.25f, 0.5f };
float rightScreenCenter[2] = { 0.75f, 0.5f }; float rightScreenCenter[2] = { 0.75f, 0.5f };
float scaleIn[2] = { 1.0f, 1.0f/aspect }; // REVIEW!!! // Compute distortion scale parameters
float scale[2] = { 1.0f/distScale, 1.0f*aspect/distScale }; // REVIEW!!! // NOTE: To get lens max radius, lensShift must be normalized to [-1..1]
float lensRadius = fabsf(-1.0f - 4.0f*lensShift);
float lensRadiusSq = lensRadius*lensRadius;
float distortionScale = hmd.distortionK[0] +
hmd.distortionK[1]*lensRadiusSq +
hmd.distortionK[2]*lensRadiusSq*lensRadiusSq +
hmd.distortionK[3]*lensRadiusSq*lensRadiusSq*lensRadiusSq;
// Distortion shader parameters update float normScreenWidth = 0.5f;
//SetShaderValue(distortionShader, GetShaderLocation(distortionShader, "leftLensCenter"), leftLensCenter, 2); float normScreenHeight = 1.0f;
//SetShaderValue(distortionShader, GetShaderLocation(distortionShader, "rightLensCenter"), rightLensCenter, 2); float scaleIn[2] = { 2/normScreenWidth, 2/normScreenHeight/aspect };
SetShaderValue(distortionShader, GetShaderLocation(distortionShader, "leftScreenCenter"), leftScreenCenter, 2); float scale[2] = { normScreenWidth*0.5/distortionScale, normScreenHeight*0.5*aspect/distortionScale };
SetShaderValue(distortionShader, GetShaderLocation(distortionShader, "rightScreenCenter"), rightScreenCenter, 2);
//SetShaderValue(distortionShader, GetShaderLocation(distortionShader, "scale"), scale, 2); // Update distortion shader with lens and distortion-scale parameters
//SetShaderValue(distortionShader, GetShaderLocation(distortionShader, "scaleIn"), scaleIn, 2); SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "leftLensCenter"), leftLensCenter, 2);
SetShaderValue(distortionShader, GetShaderLocation(distortionShader, "hmdWarpParam"), hmd.distortionK, 4); SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "rightLensCenter"), rightLensCenter, 2);
SetShaderValue(distortionShader, GetShaderLocation(distortionShader, "chromaAbParam"), hmd.chromaAbCorrection, 4); SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "leftScreenCenter"), leftScreenCenter, 2);
SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "rightScreenCenter"), rightScreenCenter, 2);
SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "scale"), scale, 2);
SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "scaleIn"), scaleIn, 2);
SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "hmdWarpParam"), hmd.distortionK, 4);
SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "chromaAbParam"), hmd.chromaAbCorrection, 4);
// Fovy is normally computed with: 2*atan2(hmd.vScreenSize, 2*hmd.eyeToScreenDistance)*RAD2DEG
// ...but with lens distortion it is increased (see Oculus SDK Documentation)
float fovy = 2.0f*atan2(hmd.vScreenSize*0.5f*distortionScale, hmd.eyeToScreenDistance)*RAD2DEG; // Really need distortionScale?
// 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));
// NOTE: Projection matrices must be transposed due to raymath convention
MatrixTranspose(&vrConfig.eyesProjection[0]);
MatrixTranspose(&vrConfig.eyesProjection[1]);
// 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.eyesViewport[0] = (Rectangle){ 0, 0, hmd.hResolution/2, hmd.vResolution };
//vrConfig.eyesViewport[1] = (Rectangle){ hmd.hResolution/2, 0, hmd.hResolution/2, hmd.vResolution };
//https://forums.oculus.com/vip/discussion/3413/calculating-the-distortion-shader-parameters
//https://vrwiki.wikispaces.com/Theory+%26+practice
} }
// Set internal projection and modelview matrix depending on eyes tracking data // Set internal projection and modelview matrix depending on eyes tracking data
@ -3844,59 +3860,10 @@ static void SetStereoView(int eye, Matrix matProjection, Matrix matModelView)
// Setup viewport and projection/modelview matrices using tracking data // Setup viewport and projection/modelview matrices using tracking data
rlViewport(eye*screenWidth/2, 0, screenWidth/2, screenHeight); rlViewport(eye*screenWidth/2, 0, screenWidth/2, screenHeight);
float HScreenSize = 0.14976f; // Apply view offset to modelview matrix
float VScreenSize = 0.09356f; // HScreenSize/(1280.0f/800.0f) (DK2) eyeModelView = MatrixMultiply(matModelView, vrConfig.eyesViewOffset[eye]);
float VScreenCenter = 0.04675f; // VScreenSize/2
float EyeToScreenDistance = 0.041f;
float LensSeparationDistance = 0.0635f; // DK2
float InterpupillaryDistance = 0.064f; // IPD
// NOTE: fovy value obtained from device parameters (Oculus Rift CV1) eyeProjection = vrConfig.eyesProjection[eye];
float halfScreenDistance = VScreenSize/2.0f;
float fovy = 2.0f*atan(halfScreenDistance/EyeToScreenDistance)*RAD2DEG;
float viewCenter = (float)HScreenSize*0.25f;
float eyeProjectionShift = viewCenter - LensSeparationDistance*0.5f;
float projectionCenterOffset = eyeProjectionShift/(float)HScreenSize; //4.0f*eyeProjectionShift/(float)HScreenSize;
/*
static float scale[2] = { 0.25, 0.45 };
if (IsKeyDown(KEY_RIGHT)) scale[0] += 0.01;
else if (IsKeyDown(KEY_LEFT)) scale[0] -= 0.01;
else if (IsKeyDown(KEY_UP)) scale[1] += 0.01;
else if (IsKeyDown(KEY_DOWN)) scale[1] -= 0.01;
SetShaderValue(distortionShader, GetShaderLocation(distortionShader, "Scale"), scale, 2);
if (IsKeyDown(KEY_N)) IPD += 0.02;
else if (IsKeyDown(KEY_M)) IPD -= 0.02;
*/
// The matrixes for offsetting the projection and view for each eye, to achieve stereo effect
Vector3 projectionOffset = { -projectionCenterOffset, 0.0f, 0.0f };
// 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.
Vector3 viewOffset = { -InterpupillaryDistance/2.0f, 0.075f, 0.045f };
// Negate the left eye versions
if (eye == 0)
{
projectionOffset.x *= -1.0f;
viewOffset.x *= -1.0f;
}
// Adjust the view and projection matrixes
// View matrix is translated based on the eye offset
Matrix projCenter = MatrixPerspective(fovy, (double)((float)screenWidth*0.5f)/(double)screenHeight, 0.01, 1000.0);
Matrix projTranslation = MatrixTranslate(projectionOffset.x, projectionOffset.y, projectionOffset.z);
Matrix viewTranslation = MatrixTranslate(viewOffset.x, viewOffset.y, viewOffset.z);
eyeProjection = MatrixMultiply(projCenter, projTranslation); // projection
eyeModelView = MatrixMultiply(matModelView, viewTranslation); // modelview
MatrixTranspose(&eyeProjection);
} }
SetMatrixModelview(eyeModelView); SetMatrixModelview(eyeModelView);