Compute stereo config from device parameters
Simulator configuration is directly obtained from VR device parameters!
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src/rlgl.c
251
src/rlgl.c
@ -31,7 +31,7 @@
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#include <stdio.h> // Required for: fopen(), fclose(), fread()... [Used only on ReadTextFile()]
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#include <stdio.h> // Required for: fopen(), fclose(), fread()... [Used only on ReadTextFile()]
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#include <stdlib.h> // Required for: malloc(), free(), rand()
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#include <stdlib.h> // Required for: malloc(), free(), rand()
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#include <string.h> // Required for: strcmp(), strlen(), strtok()
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#include <string.h> // Required for: strcmp(), strlen(), strtok()
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#include <math.h> // Required for: atan()
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#include <math.h> // Required for: atan2()
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#ifndef RLGL_STANDALONE
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#ifndef RLGL_STANDALONE
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#include "raymath.h" // Required for Vector3 and Matrix functions
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#include "raymath.h" // Required for Vector3 and Matrix functions
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@ -206,6 +206,15 @@ typedef struct {
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float chromaAbCorrection[4]; // HMD chromatic aberration correction parameters
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float chromaAbCorrection[4]; // HMD chromatic aberration correction parameters
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} VrDeviceInfo;
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} VrDeviceInfo;
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// VR Stereo rendering configuration for simulator
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typedef struct {
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RenderTexture2D stereoFbo; // VR stereo rendering framebuffer
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Shader distortionShader; // VR stereo rendering distortion shader
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//Rectangle eyesViewport[2]; // VR stereo rendering eyes viewports
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Matrix eyesProjection[2]; // VR stereo rendering eyes projection matrices
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Matrix eyesViewOffset[2]; // VR stereo rendering eyes view offset matrices
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} VrStereoConfig;
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#if defined(RLGL_OCULUS_SUPPORT)
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#if defined(RLGL_OCULUS_SUPPORT)
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typedef struct OculusBuffer {
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typedef struct OculusBuffer {
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ovrTextureSwapChain textureChain;
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ovrTextureSwapChain textureChain;
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@ -292,19 +301,15 @@ static OculusMirror mirror; // Oculus mirror texture and fbo
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static unsigned int frameIndex = 0; // Oculus frames counter, used to discard frames from chain
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static unsigned int frameIndex = 0; // Oculus frames counter, used to discard frames from chain
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#endif
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#endif
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// VR global variables
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static VrDeviceInfo hmd; // Current VR device info
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static VrStereoConfig vrConfig; // VR stereo configuration for simulator
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static bool vrDeviceReady = false; // VR device ready flag
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static bool vrDeviceReady = false; // VR device ready flag
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static bool vrSimulator = false; // VR simulator enabled flag
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static bool vrSimulator = false; // VR simulator enabled flag
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static bool vrEnabled = false; // VR experience enabled (device or simulator)
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static bool vrEnabled = false; // VR experience enabled (device or simulator)
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static bool vrRendering = true; // VR stereo rendering enabled/disabled flag
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static bool vrRendering = true; // VR stereo rendering enabled/disabled flag
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// NOTE: This flag is useful to render data over stereo image (i.e. FPS)
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// NOTE: This flag is useful to render data over stereo image (i.e. FPS)
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static RenderTexture2D stereoFbo; // Stereo rendering framebuffer
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static Shader distortionShader; // Stereo rendering distortion shader (simulator)
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// Compressed textures support flags
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static bool texCompDXTSupported = false; // DDS texture compression support
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static bool npotSupported = false; // NPOT textures full support
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#if defined(GRAPHICS_API_OPENGL_ES2)
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#if defined(GRAPHICS_API_OPENGL_ES2)
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// NOTE: VAO functionality is exposed through extensions (OES)
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// NOTE: VAO functionality is exposed through extensions (OES)
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static PFNGLGENVERTEXARRAYSOESPROC glGenVertexArrays;
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static PFNGLGENVERTEXARRAYSOESPROC glGenVertexArrays;
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@ -313,6 +318,10 @@ static PFNGLDELETEVERTEXARRAYSOESPROC glDeleteVertexArrays;
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//static PFNGLISVERTEXARRAYOESPROC glIsVertexArray; // NOTE: Fails in WebGL, omitted
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//static PFNGLISVERTEXARRAYOESPROC glIsVertexArray; // NOTE: Fails in WebGL, omitted
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#endif
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#endif
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// Compressed textures support flags
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static bool texCompDXTSupported = false; // DDS texture compression support
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static bool npotSupported = false; // NPOT textures full support
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static int blendMode = 0; // Track current blending mode
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static int blendMode = 0; // Track current blending mode
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// White texture useful for plain color polys (required by shader)
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// White texture useful for plain color polys (required by shader)
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@ -341,7 +350,7 @@ static void DrawDefaultBuffers(int eyesCount); // Draw default internal buffers
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static void UnloadDefaultBuffers(void); // Unload default internal buffers vertex data from CPU and GPU
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static void UnloadDefaultBuffers(void); // Unload default internal buffers vertex data from CPU and GPU
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// Configure stereo rendering (including distortion shader) with HMD device parameters
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// Configure stereo rendering (including distortion shader) with HMD device parameters
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static void SetupVrDevice(VrDeviceInfo info);
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static void SetStereoConfig(VrDeviceInfo info);
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// Set internal projection and modelview matrix depending on eyes tracking data
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// Set internal projection and modelview matrix depending on eyes tracking data
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static void SetStereoView(int eye, Matrix matProjection, Matrix matModelView);
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static void SetStereoView(int eye, Matrix matProjection, Matrix matModelView);
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@ -2535,6 +2544,7 @@ void DestroyLight(Light light)
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// Init VR device (or simulator)
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// Init VR device (or simulator)
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// NOTE: If device is not available, it fallbacks to default device (simulator)
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// NOTE: If device is not available, it fallbacks to default device (simulator)
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// NOTE: It modifies the global variable: VrDeviceInfo hmd
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void InitVrDevice(int hmdDevice)
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void InitVrDevice(int hmdDevice)
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{
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{
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switch (hmdDevice)
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switch (hmdDevice)
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@ -2560,40 +2570,39 @@ void InitVrDevice(int hmdDevice)
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if (!vrDeviceReady)
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if (!vrDeviceReady)
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{
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{
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TraceLog(WARNING, "VR Device not found: Initializing VR Simulator");
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TraceLog(WARNING, "VR Device not found: Initializing VR Simulator (Oculus Rift DK2)");
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// Initialize framebuffer and textures for stereo rendering
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// Initialize framebuffer and textures for stereo rendering
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stereoFbo = rlglLoadRenderTexture(screenWidth, screenHeight);
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vrConfig.stereoFbo = rlglLoadRenderTexture(screenWidth, screenHeight);
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// Load distortion shader (initialized by default with Oculus Rift CV1 parameters)
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// Load distortion shader (initialized by default with Oculus Rift CV1 parameters)
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distortionShader.id = LoadShaderProgram(vDistortionShaderStr, fDistortionShaderStr);
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vrConfig.distortionShader.id = LoadShaderProgram(vDistortionShaderStr, fDistortionShaderStr);
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if (distortionShader.id != 0) LoadDefaultShaderLocations(&distortionShader);
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if (vrConfig.distortionShader.id != 0) LoadDefaultShaderLocations(&vrConfig.distortionShader);
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VrDeviceInfo info = { 0 };
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if ((hmdDevice == HMD_DEFAULT_DEVICE) ||
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if ((hmdDevice == HMD_DEFAULT_DEVICE) ||
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(hmdDevice == HMD_OCULUS_RIFT_DK2) ||
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(hmdDevice == HMD_OCULUS_RIFT_DK2) ||
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(hmdDevice == HMD_OCULUS_RIFT_CV1))
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(hmdDevice == HMD_OCULUS_RIFT_CV1))
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{
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{
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info.hResolution = 1280; // HMD horizontal resolution in pixels
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// NOTE: Oculus Rift DK2 parameters
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info.vResolution = 800; // HMD vertical resolution in pixels
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hmd.hResolution = 1280; // HMD horizontal resolution in pixels
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info.hScreenSize = 0.14976f;; // HMD horizontal size in meters
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hmd.vResolution = 800; // HMD vertical resolution in pixels
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info.vScreenSize = 0.09356f; // HMD vertical size in meters
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hmd.hScreenSize = 0.14976f;; // HMD horizontal size in meters
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info.vScreenCenter = 0.04675f; // HMD screen center in meters
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hmd.vScreenSize = 0.09356f; // HMD vertical size in meters
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info.eyeToScreenDistance = 0.041f; // HMD distance between eye and display in meters
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hmd.vScreenCenter = 0.04675f; // HMD screen center in meters
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info.lensSeparationDistance = 0.0635f; // HMD lens separation distance in meters
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hmd.eyeToScreenDistance = 0.041f; // HMD distance between eye and display in meters
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info.interpupillaryDistance = 0.064f; // HMD IPD (distance between pupils) in meters
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hmd.lensSeparationDistance = 0.0635f; // HMD lens separation distance in meters
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info.distortionK[0] = 1.0f; // HMD lens distortion constant parameter 0
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hmd.interpupillaryDistance = 0.064f; // HMD IPD (distance between pupils) in meters
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info.distortionK[1] = 0.22f; // HMD lens distortion constant parameter 1
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hmd.distortionK[0] = 1.0f; // HMD lens distortion constant parameter 0
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info.distortionK[2] = 0.24f; // HMD lens distortion constant parameter 2
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hmd.distortionK[1] = 0.22f; // HMD lens distortion constant parameter 1
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info.distortionK[3] = 0.0f; // HMD lens distortion constant parameter 3
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hmd.distortionK[2] = 0.24f; // HMD lens distortion constant parameter 2
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info.chromaAbCorrection[0] = 0.996f; // HMD chromatic aberration correction parameter 0
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hmd.distortionK[3] = 0.0f; // HMD lens distortion constant parameter 3
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info.chromaAbCorrection[1] = -0.004f; // HMD chromatic aberration correction parameter 1
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hmd.chromaAbCorrection[0] = 0.996f; // HMD chromatic aberration correction parameter 0
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info.chromaAbCorrection[2] = 1.014f; // HMD chromatic aberration correction parameter 2
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hmd.chromaAbCorrection[1] = -0.004f; // HMD chromatic aberration correction parameter 1
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info.chromaAbCorrection[3] = 0.0f; // HMD chromatic aberration correction parameter 3
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hmd.chromaAbCorrection[2] = 1.014f; // HMD chromatic aberration correction parameter 2
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hmd.chromaAbCorrection[3] = 0.0f; // HMD chromatic aberration correction parameter 3
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}
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}
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SetupVrDevice(info);
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SetStereoConfig(hmd);
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vrSimulator = true;
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vrSimulator = true;
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vrEnabled = true;
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vrEnabled = true;
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@ -2608,11 +2617,8 @@ void CloseVrDevice(void)
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else
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else
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#endif
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#endif
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{
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{
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// Unload stereo framebuffer and texture
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rlDeleteRenderTextures(vrConfig.stereoFbo); // Unload stereo framebuffer and texture
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rlDeleteRenderTextures(stereoFbo);
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UnloadShader(vrConfig.distortionShader); // Unload distortion shader
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// Unload oculus-distortion shader
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UnloadShader(distortionShader);
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}
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}
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vrDeviceReady = false;
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vrDeviceReady = false;
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@ -2654,7 +2660,7 @@ void BeginVrDrawing(void)
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#endif
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#endif
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{
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{
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// Setup framebuffer for stereo rendering
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// Setup framebuffer for stereo rendering
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rlEnableRenderTexture(stereoFbo.id);
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rlEnableRenderTexture(vrConfig.stereoFbo.id);
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}
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}
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// NOTE: If your application is configured to treat the texture as a linear format (e.g. GL_RGBA)
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// NOTE: If your application is configured to treat the texture as a linear format (e.g. GL_RGBA)
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@ -2696,9 +2702,9 @@ void EndVrDrawing(void)
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rlLoadIdentity(); // Reset internal modelview matrix
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rlLoadIdentity(); // Reset internal modelview matrix
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// Draw RenderTexture (stereoFbo) using distortion shader
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// Draw RenderTexture (stereoFbo) using distortion shader
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currentShader = distortionShader;
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currentShader = vrConfig.distortionShader;
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rlEnableTexture(stereoFbo.texture.id);
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rlEnableTexture(vrConfig.stereoFbo.texture.id);
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rlPushMatrix();
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rlPushMatrix();
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rlBegin(RL_QUADS);
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rlBegin(RL_QUADS);
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@ -2711,15 +2717,15 @@ void EndVrDrawing(void)
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// Bottom-right corner for texture and quad
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// Bottom-right corner for texture and quad
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rlTexCoord2f(0.0f, 0.0f);
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rlTexCoord2f(0.0f, 0.0f);
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rlVertex2f(0.0f, stereoFbo.texture.height);
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rlVertex2f(0.0f, vrConfig.stereoFbo.texture.height);
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// Top-right corner for texture and quad
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// Top-right corner for texture and quad
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rlTexCoord2f(1.0f, 0.0f);
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rlTexCoord2f(1.0f, 0.0f);
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rlVertex2f(stereoFbo.texture.width, stereoFbo.texture.height);
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rlVertex2f(vrConfig.stereoFbo.texture.width, vrConfig.stereoFbo.texture.height);
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// Top-left corner for texture and quad
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// Top-left corner for texture and quad
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rlTexCoord2f(1.0f, 1.0f);
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rlTexCoord2f(1.0f, 1.0f);
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rlVertex2f(stereoFbo.texture.width, 0.0f);
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rlVertex2f(vrConfig.stereoFbo.texture.width, 0.0f);
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rlEnd();
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rlEnd();
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rlPopMatrix();
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rlPopMatrix();
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@ -3752,61 +3758,71 @@ static Color *GenNextMipmap(Color *srcData, int srcWidth, int srcHeight)
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#endif
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#endif
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// Configure stereo rendering (including distortion shader) with HMD device parameters
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// Configure stereo rendering (including distortion shader) with HMD device parameters
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static void SetupVrDevice(VrDeviceInfo hmd)
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static void SetStereoConfig(VrDeviceInfo hmd)
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{
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{
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// NOTE: fovy value obtained from device parameters (Oculus Rift CV1)
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// Compute aspect ratio
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//float fovy = 2.0f*atan((VScreenSize*0.5f)/EyeToScreenDistance)*RAD2DEG;
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//float aspect = ((float)hmd.hResolution*0.5f)/(float)hmd.vResolution;
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//float eyeProjectionShift = ;
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//float projectionOffset = (HScreenSize*0.25f - LensSeparationDistance*0.5f)/(float)HScreenSize;
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// Compute aspect ratio and FOV
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//float aspect = ((float)hmd.hResolution/2.0f)/(float)hmd.vResolution;
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float aspect = (float)screenWidth*0.5f/(float)screenHeight;
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float aspect = (float)screenWidth*0.5f/(float)screenHeight;
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// Fov-y is normally computed with: 2*atan2(hmd.vScreenSize, 2*hmd.eyeToScreenDistance)*RAD2DEG
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// Compute lens parameters
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// ...but with lens distortion it is increased (see Oculus SDK Documentation)
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float lensShift = (hmd.hScreenSize*0.25f - hmd.lensSeparationDistance*0.5f)/hmd.hScreenSize;
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float radius = -1.0 - (4*(hmd.hScreenSize/4 - hmd.lensSeparationDistance/2)/hmd.hScreenSize);
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float leftLensCenter[2] = { 0.25 + lensShift, 0.5f };
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float distScale = (hmd.distortionK[0] + hmd.distortionK[1]*pow(radius, 2) + hmd.distortionK[2]*pow(radius, 4) + hmd.distortionK[3]*pow(radius, 6));
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float rightLensCenter[2] = { 0.75 - lensShift, 0.5f };
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//float fovy = 2.0f*atan2(hmd.vScreenSize*distScale, 2*hmd.eyeToScreenDistance)*RAD2DEG;
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float fovy = 2.0f*atan((hmd.vScreenSize*0.5f)/hmd.eyeToScreenDistance)*RAD2DEG;
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// Compute camera projection matrices
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Matrix proj = MatrixPerspective(fovy, aspect, 0.01, 1000.0);
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//float projOffset = 4.0f*(hmd.hScreenSize/4 - hmd.interpupillaryDistance/2)/hmd.hScreenSize;
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float projOffset = (hmd.hScreenSize*0.25f - hmd.lensSeparationDistance*0.5f)/hmd.hScreenSize;
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//Matrix projLeft = MatrixMultiply(MatrixTranslate(projOffset, 0.0, 0.0), proj);
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//matrix projRight = MatrixMultiply(MatrixTranslate(-projOffset, 0.0, 0.0)), proj);
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// Compute camera transformation matrices
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//Matrix viewTransformLeft = MatrixTranslate(-hmd.interpupillaryDistance/2, 0.0, 0.0 );
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//Matrix viewTransformRight = MatrixTranslate(hmd.interpupillaryDistance/2, 0.0, 0.0 );
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// Compute eyes Viewports
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// Rectangle viewportLeft = { 0, 0, hmd.hResolution/2, hmd.vResolution };
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// Rectangle viewportRight = { hmd.hResolution/2, 0, hmd.hResolution/2, hmd.vResolution };
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// Distortion shader parameters
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float lensShift = 4*(hmd.hScreenSize/4 - hmd.lensSeparationDistance/2)/hmd.hScreenSize;
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float leftLensCenter[2] = { lensShift, 0.0f }; // REVIEW!!!
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float rightLensCenter[2] = { -lensShift, 0.0f }; // REVIEW!!!
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float leftScreenCenter[2] = { 0.25f, 0.5f };
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float leftScreenCenter[2] = { 0.25f, 0.5f };
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float rightScreenCenter[2] = { 0.75f, 0.5f };
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float rightScreenCenter[2] = { 0.75f, 0.5f };
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float scaleIn[2] = { 1.0f, 1.0f/aspect }; // REVIEW!!!
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// Compute distortion scale parameters
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float scale[2] = { 1.0f/distScale, 1.0f*aspect/distScale }; // REVIEW!!!
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// NOTE: To get lens max radius, lensShift must be normalized to [-1..1]
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float lensRadius = fabsf(-1.0f - 4.0f*lensShift);
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float lensRadiusSq = lensRadius*lensRadius;
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float distortionScale = hmd.distortionK[0] +
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hmd.distortionK[1]*lensRadiusSq +
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hmd.distortionK[2]*lensRadiusSq*lensRadiusSq +
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hmd.distortionK[3]*lensRadiusSq*lensRadiusSq*lensRadiusSq;
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// Distortion shader parameters update
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float normScreenWidth = 0.5f;
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//SetShaderValue(distortionShader, GetShaderLocation(distortionShader, "leftLensCenter"), leftLensCenter, 2);
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float normScreenHeight = 1.0f;
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//SetShaderValue(distortionShader, GetShaderLocation(distortionShader, "rightLensCenter"), rightLensCenter, 2);
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float scaleIn[2] = { 2/normScreenWidth, 2/normScreenHeight/aspect };
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SetShaderValue(distortionShader, GetShaderLocation(distortionShader, "leftScreenCenter"), leftScreenCenter, 2);
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float scale[2] = { normScreenWidth*0.5/distortionScale, normScreenHeight*0.5*aspect/distortionScale };
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SetShaderValue(distortionShader, GetShaderLocation(distortionShader, "rightScreenCenter"), rightScreenCenter, 2);
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//SetShaderValue(distortionShader, GetShaderLocation(distortionShader, "scale"), scale, 2);
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// Update distortion shader with lens and distortion-scale parameters
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//SetShaderValue(distortionShader, GetShaderLocation(distortionShader, "scaleIn"), scaleIn, 2);
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SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "leftLensCenter"), leftLensCenter, 2);
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SetShaderValue(distortionShader, GetShaderLocation(distortionShader, "hmdWarpParam"), hmd.distortionK, 4);
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SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "rightLensCenter"), rightLensCenter, 2);
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SetShaderValue(distortionShader, GetShaderLocation(distortionShader, "chromaAbParam"), hmd.chromaAbCorrection, 4);
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SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "leftScreenCenter"), leftScreenCenter, 2);
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SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "rightScreenCenter"), rightScreenCenter, 2);
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SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "scale"), scale, 2);
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SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "scaleIn"), scaleIn, 2);
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SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "hmdWarpParam"), hmd.distortionK, 4);
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||||||
|
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);
|
||||||
|
Loading…
Reference in New Issue
Block a user