Merge remote-tracking branch 'refs/remotes/raysan5/develop' into develop
This commit is contained in:
commit
4f47f90336
26
examples/oculus_glfw_sample/base.vs
Normal file
26
examples/oculus_glfw_sample/base.vs
Normal file
@ -0,0 +1,26 @@
|
||||
#version 330
|
||||
|
||||
// Input vertex attributes
|
||||
in vec3 vertexPosition;
|
||||
in vec2 vertexTexCoord;
|
||||
in vec3 vertexNormal;
|
||||
in vec4 vertexColor;
|
||||
|
||||
// Input uniform values
|
||||
uniform mat4 mvpMatrix;
|
||||
|
||||
// Output vertex attributes (to fragment shader)
|
||||
out vec2 fragTexCoord;
|
||||
out vec4 fragColor;
|
||||
|
||||
// NOTE: Add here your custom variables
|
||||
|
||||
void main()
|
||||
{
|
||||
// Send vertex attributes to fragment shader
|
||||
fragTexCoord = vertexTexCoord;
|
||||
fragColor = vertexColor;
|
||||
|
||||
// Calculate final vertex position
|
||||
gl_Position = mvpMatrix*vec4(vertexPosition, 1.0);
|
||||
}
|
59
examples/oculus_glfw_sample/distortion.fs
Normal file
59
examples/oculus_glfw_sample/distortion.fs
Normal file
@ -0,0 +1,59 @@
|
||||
#version 330
|
||||
|
||||
// Input vertex attributes (from vertex shader)
|
||||
in vec2 fragTexCoord;
|
||||
|
||||
// Input uniform values
|
||||
uniform sampler2D texture0;
|
||||
|
||||
// Output fragment color
|
||||
out vec4 finalColor;
|
||||
|
||||
// NOTE: Add here your custom variables
|
||||
const vec2 LeftLensCenter = vec2(0.2863248, 0.5);
|
||||
const vec2 RightLensCenter = vec2(0.7136753, 0.5);
|
||||
const vec2 LeftScreenCenter = vec2(0.25, 0.5);
|
||||
const vec2 RightScreenCenter = vec2(0.75, 0.5);
|
||||
const vec2 Scale = vec2(0.25, 0.45); //vec2(0.1469278, 0.2350845);
|
||||
const vec2 ScaleIn = vec2(4, 2.2222);
|
||||
const vec4 HmdWarpParam = vec4(1, 0.22, 0.24, 0);
|
||||
|
||||
/*
|
||||
// Another set of default values
|
||||
ChromaAbCorrection = {1.0, 0.0, 1.0, 0}
|
||||
DistortionK = {1.0, 0.22, 0.24, 0}
|
||||
Scale = {0.25, 0.5*AspectRatio, 0, 0}
|
||||
ScaleIn = {4.0, 2/AspectRatio, 0, 0}
|
||||
Left Screen Center = {0.25, 0.5, 0, 0}
|
||||
Left Lens Center = {0.287994117, 0.5, 0, 0}
|
||||
Right Screen Center = {0.75, 0.5, 0, 0}
|
||||
Right Lens Center = {0.712005913, 0.5, 0, 0}
|
||||
*/
|
||||
|
||||
// Scales input texture coordinates for distortion.
|
||||
vec2 HmdWarp(vec2 in01, vec2 LensCenter)
|
||||
{
|
||||
vec2 theta = (in01 - LensCenter)*ScaleIn; // Scales to [-1, 1]
|
||||
float rSq = theta.x*theta.x + theta.y*theta.y;
|
||||
vec2 rvector = theta*(HmdWarpParam.x + HmdWarpParam.y*rSq + HmdWarpParam.z*rSq*rSq + HmdWarpParam.w*rSq*rSq*rSq);
|
||||
|
||||
return LensCenter + Scale*rvector;
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
// SOURCE: http://www.mtbs3d.com/phpbb/viewtopic.php?f=140&t=17081
|
||||
|
||||
// The following two variables need to be set per eye
|
||||
vec2 LensCenter = gl_FragCoord.x < 540 ? LeftLensCenter : RightLensCenter;
|
||||
vec2 ScreenCenter = gl_FragCoord.x < 540 ? LeftScreenCenter : RightScreenCenter;
|
||||
|
||||
vec2 tc = HmdWarp(fragTexCoord, LensCenter);
|
||||
|
||||
if (any(bvec2(clamp(tc,ScreenCenter-vec2(0.25,0.5), ScreenCenter+vec2(0.25,0.5)) - tc))) finalColor = vec4(0.0, 0.0, 0.0, 1.0);
|
||||
else
|
||||
{
|
||||
//tc.x = gl_FragCoord.x < 640 ? (2.0 * tc.x) : (2.0 * (tc.x - 0.5));
|
||||
finalColor = texture2D(texture0, tc);
|
||||
}
|
||||
}
|
@ -24,11 +24,26 @@
|
||||
#define RLGL_STANDALONE
|
||||
#include "rlgl.h" // rlgl library: OpenGL 1.1 immediate-mode style coding
|
||||
|
||||
#include <stdlib.h> // Required for: abs()
|
||||
|
||||
|
||||
#define RED (Color){ 230, 41, 55, 255 } // Red
|
||||
#define MAROON (Color){ 190, 33, 55, 255 } // Maroon
|
||||
#define RAYWHITE (Color){ 245, 245, 245, 255 } // My own White (raylib logo)
|
||||
#define DARKGRAY (Color){ 80, 80, 80, 255 } // Dark Gray
|
||||
#define WHITE (Color){ 255, 255, 255, 255 } // White
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Types and Structures Definition
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Rectangle type
|
||||
typedef struct Rectangle {
|
||||
int x;
|
||||
int y;
|
||||
int width;
|
||||
int height;
|
||||
} Rectangle;
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Module specific Functions Declaration
|
||||
@ -41,6 +56,8 @@ static void DrawGrid(int slices, float spacing);
|
||||
static void DrawCube(Vector3 position, float width, float height, float length, Color color);
|
||||
static void DrawCubeWires(Vector3 position, float width, float height, float length, Color color);
|
||||
static void DrawRectangleV(Vector2 position, Vector2 size, Color color);
|
||||
static void DrawTextureRec(Texture2D texture, Rectangle sourceRec, Vector2 position, Color tint);
|
||||
static void DrawTexturePro(Texture2D texture, Rectangle sourceRec, Rectangle destRec, Vector2 origin, float rotation, Color tint);
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Main Entry point
|
||||
@ -52,7 +69,6 @@ int main(void)
|
||||
const int screenWidth = 1080;
|
||||
const int screenHeight = 600;
|
||||
|
||||
|
||||
// GLFW3 Initialization + OpenGL 3.3 Context + Extensions
|
||||
//--------------------------------------------------------
|
||||
glfwSetErrorCallback(ErrorCallback);
|
||||
@ -100,6 +116,14 @@ int main(void)
|
||||
rlClearColor(245, 245, 245, 255); // Define clear color
|
||||
rlEnableDepthTest(); // Enable DEPTH_TEST for 3D
|
||||
|
||||
Shader distortion = LoadShader("base.vs", "distortion.fs");
|
||||
|
||||
// TODO: Upload to distortion shader configuration parameters (screen size, etc.)
|
||||
//SetShaderValue(Shader shader, int uniformLoc, float *value, int size);
|
||||
|
||||
// Create a RenderTexture2D to be used for render to texture
|
||||
RenderTexture2D target = rlglLoadRenderTexture(screenWidth, screenHeight);
|
||||
|
||||
Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
|
||||
|
||||
Camera camera;
|
||||
@ -119,6 +143,8 @@ int main(void)
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
rlEnableRenderTexture(target.id); // Enable render target
|
||||
|
||||
rlClearScreenBuffers(); // Clear current framebuffer
|
||||
|
||||
for (int i = 0; i < 2; i++)
|
||||
@ -126,8 +152,11 @@ int main(void)
|
||||
rlViewport(i*screenWidth/2, 0, screenWidth/2, screenHeight);
|
||||
|
||||
// Calculate projection matrix (from perspective) and view matrix from camera look at
|
||||
// TODO: Consider every eye fovy
|
||||
Matrix matProj = MatrixPerspective(camera.fovy, (double)(screenWidth/2)/(double)screenHeight, 0.01, 1000.0);
|
||||
MatrixTranspose(&matProj);
|
||||
|
||||
// TODO: Recalculate view matrix considering IPD (inter-pupillary-distance)
|
||||
Matrix matView = MatrixLookAt(camera.position, camera.target, camera.up);
|
||||
|
||||
SetMatrixModelview(matView); // Replace internal modelview matrix by a custom one
|
||||
@ -141,8 +170,8 @@ int main(void)
|
||||
rlglDraw();
|
||||
|
||||
// Draw '2D' elements in the scene (GUI)
|
||||
#define RLGL_CREATE_MATRIX_MANUALLY
|
||||
#if defined(RLGL_CREATE_MATRIX_MANUALLY)
|
||||
#define RLGL_CREATE_MATRIX_MANUALLY
|
||||
#if defined(RLGL_CREATE_MATRIX_MANUALLY)
|
||||
|
||||
matProj = MatrixOrtho(0.0, screenWidth/2, screenHeight, 0.0, 0.0, 1.0);
|
||||
MatrixTranspose(&matProj);
|
||||
@ -151,20 +180,39 @@ int main(void)
|
||||
SetMatrixModelview(matView); // Replace internal modelview matrix by a custom one
|
||||
SetMatrixProjection(matProj); // Replace internal projection matrix by a custom one
|
||||
|
||||
#else // Let rlgl generate and multiply matrix internally
|
||||
#else // Let rlgl generate and multiply matrix internally
|
||||
|
||||
rlMatrixMode(RL_PROJECTION); // Enable internal projection matrix
|
||||
rlLoadIdentity(); // Reset internal projection matrix
|
||||
rlOrtho(0.0, screenWidth, screenHeight, 0.0, 0.0, 1.0); // Recalculate internal projection matrix
|
||||
rlMatrixMode(RL_MODELVIEW); // Enable internal modelview matrix
|
||||
rlLoadIdentity(); // Reset internal modelview matrix
|
||||
#endif
|
||||
DrawRectangleV((Vector2){ 10.0f, 10.0f }, (Vector2){ 600.0f, 20.0f }, DARKGRAY);
|
||||
#endif
|
||||
// TODO: 2D not drawing properly on stereo rendering
|
||||
//DrawRectangleV((Vector2){ 10.0f, 10.0f }, (Vector2){ 500.0f, 20.0f }, DARKGRAY);
|
||||
|
||||
// NOTE: Internal buffers drawing (2D data)
|
||||
rlglDraw();
|
||||
}
|
||||
|
||||
rlDisableRenderTexture(); // Disable render target
|
||||
|
||||
// Set viewport to default framebuffer size (screen size)
|
||||
rlViewport(0, 0, screenWidth, screenHeight);
|
||||
|
||||
// Let rlgl reconfigure internal matrices using OpenGL 1.1 style coding
|
||||
rlMatrixMode(RL_PROJECTION); // Enable internal projection matrix
|
||||
rlLoadIdentity(); // Reset internal projection matrix
|
||||
rlOrtho(0.0, screenWidth, screenHeight, 0.0, 0.0, 1.0); // Recalculate internal projection matrix
|
||||
rlMatrixMode(RL_MODELVIEW); // Enable internal modelview matrix
|
||||
rlLoadIdentity(); // Reset internal modelview matrix
|
||||
|
||||
// Draw RenderTexture (fbo) using distortion shader
|
||||
BeginShaderMode(distortion);
|
||||
// NOTE: Render texture must be y-flipped due to default OpenGL coordinates (left-bottom)
|
||||
DrawTextureRec(target.texture, (Rectangle){ 0, 0, target.texture.width, -target.texture.height }, (Vector2){ 0, 0 }, WHITE);
|
||||
EndShaderMode();
|
||||
|
||||
glfwSwapBuffers(window);
|
||||
glfwPollEvents();
|
||||
//----------------------------------------------------------------------------------
|
||||
@ -172,6 +220,8 @@ int main(void)
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
UnloadShader(distortion);
|
||||
|
||||
rlglClose(); // Unload rlgl internal buffers and default shader/texture
|
||||
|
||||
glfwDestroyWindow(window);
|
||||
@ -392,3 +442,55 @@ void DrawCubeWires(Vector3 position, float width, float height, float length, Co
|
||||
rlEnd();
|
||||
rlPopMatrix();
|
||||
}
|
||||
|
||||
// Draw a part of a texture (defined by a rectangle)
|
||||
static void DrawTextureRec(Texture2D texture, Rectangle sourceRec, Vector2 position, Color tint)
|
||||
{
|
||||
Rectangle destRec = { (int)position.x, (int)position.y, abs(sourceRec.width), abs(sourceRec.height) };
|
||||
Vector2 origin = { 0, 0 };
|
||||
|
||||
DrawTexturePro(texture, sourceRec, destRec, origin, 0.0f, tint);
|
||||
}
|
||||
|
||||
// Draw a part of a texture (defined by a rectangle) with 'pro' parameters
|
||||
// NOTE: origin is relative to destination rectangle size
|
||||
static void DrawTexturePro(Texture2D texture, Rectangle sourceRec, Rectangle destRec, Vector2 origin, float rotation, Color tint)
|
||||
{
|
||||
// Check if texture is valid
|
||||
if (texture.id != 0)
|
||||
{
|
||||
if (sourceRec.width < 0) sourceRec.x -= sourceRec.width;
|
||||
if (sourceRec.height < 0) sourceRec.y -= sourceRec.height;
|
||||
|
||||
rlEnableTexture(texture.id);
|
||||
|
||||
rlPushMatrix();
|
||||
rlTranslatef(destRec.x, destRec.y, 0);
|
||||
rlRotatef(rotation, 0, 0, 1);
|
||||
rlTranslatef(-origin.x, -origin.y, 0);
|
||||
|
||||
rlBegin(RL_QUADS);
|
||||
rlColor4ub(tint.r, tint.g, tint.b, tint.a);
|
||||
rlNormal3f(0.0f, 0.0f, 1.0f); // Normal vector pointing towards viewer
|
||||
|
||||
// Bottom-left corner for texture and quad
|
||||
rlTexCoord2f((float)sourceRec.x / texture.width, (float)sourceRec.y / texture.height);
|
||||
rlVertex2f(0.0f, 0.0f);
|
||||
|
||||
// Bottom-right corner for texture and quad
|
||||
rlTexCoord2f((float)sourceRec.x / texture.width, (float)(sourceRec.y + sourceRec.height) / texture.height);
|
||||
rlVertex2f(0.0f, destRec.height);
|
||||
|
||||
// Top-right corner for texture and quad
|
||||
rlTexCoord2f((float)(sourceRec.x + sourceRec.width) / texture.width, (float)(sourceRec.y + sourceRec.height) / texture.height);
|
||||
rlVertex2f(destRec.width, destRec.height);
|
||||
|
||||
// Top-left corner for texture and quad
|
||||
rlTexCoord2f((float)(sourceRec.x + sourceRec.width) / texture.width, (float)sourceRec.y / texture.height);
|
||||
rlVertex2f(destRec.width, 0.0f);
|
||||
rlEnd();
|
||||
rlPopMatrix();
|
||||
|
||||
rlDisableTexture();
|
||||
}
|
||||
}
|
||||
|
48
src/core.c
48
src/core.c
@ -513,11 +513,6 @@ void CloseWindow(void)
|
||||
}
|
||||
#endif
|
||||
|
||||
#if defined(PLATFORM_OCULUS)
|
||||
ovr_Destroy(session); // Must be called after glfwTerminate()
|
||||
ovr_Shutdown();
|
||||
#endif
|
||||
|
||||
TraceLog(INFO, "Window closed successfully");
|
||||
}
|
||||
|
||||
@ -526,6 +521,7 @@ void CloseWindow(void)
|
||||
// NOTE: Device initialization should be done before window creation?
|
||||
void InitOculusDevice(void)
|
||||
{
|
||||
// Initialize Oculus device
|
||||
ovrResult result = ovr_Initialize(NULL);
|
||||
if (OVR_FAILURE(result)) TraceLog(ERROR, "OVR: Could not initialize Oculus device");
|
||||
|
||||
@ -545,13 +541,13 @@ void InitOculusDevice(void)
|
||||
TraceLog(INFO, "OVR: Serian Number: %s", hmdDesc.SerialNumber);
|
||||
TraceLog(INFO, "OVR: Resolution: %ix%i", hmdDesc.Resolution.w, hmdDesc.Resolution.h);
|
||||
|
||||
screenWidth = hmdDesc.Resolution.w/2;
|
||||
screenHeight = hmdDesc.Resolution.h/2;
|
||||
// NOTE: Oculus mirror is set to defined screenWidth and screenHeight...
|
||||
// ...ideally, it should be (hmdDesc.Resolution.w/2, hmdDesc.Resolution.h/2)
|
||||
|
||||
// Initialize Oculus Buffers
|
||||
layer = InitOculusLayer(session);
|
||||
buffer = LoadOculusBuffer(session, layer.width, layer.height);
|
||||
mirror = LoadOculusMirror(session, hmdDesc.Resolution.w/2, hmdDesc.Resolution.h/2);
|
||||
mirror = LoadOculusMirror(session, screenWidth, screenHeight);
|
||||
layer.eyeLayer.ColorTexture[0] = buffer.textureChain; //SetOculusLayerTexture(eyeLayer, buffer.textureChain);
|
||||
}
|
||||
|
||||
@ -561,8 +557,8 @@ void CloseOculusDevice(void)
|
||||
UnloadOculusMirror(session, mirror); // Unload Oculus mirror buffer
|
||||
UnloadOculusBuffer(session, buffer); // Unload Oculus texture buffers
|
||||
|
||||
ovr_Destroy(session); // Must be called after glfwTerminate() --> REALLY???
|
||||
ovr_Shutdown();
|
||||
ovr_Destroy(session); // Free Oculus session data
|
||||
ovr_Shutdown(); // Close Oculus device connection
|
||||
}
|
||||
|
||||
// Update Oculus Rift tracking (position and orientation)
|
||||
@ -1626,30 +1622,6 @@ static void InitDisplay(int width, int height)
|
||||
// Downscale matrix is required in case desired screen area is bigger than display area
|
||||
downscaleView = MatrixIdentity();
|
||||
|
||||
#if defined(PLATFORM_OCULUS)
|
||||
ovrResult result = ovr_Initialize(NULL);
|
||||
if (OVR_FAILURE(result)) TraceLog(ERROR, "OVR: Could not initialize Oculus device");
|
||||
|
||||
result = ovr_Create(&session, &luid);
|
||||
if (OVR_FAILURE(result))
|
||||
{
|
||||
TraceLog(WARNING, "OVR: Could not create Oculus session");
|
||||
ovr_Shutdown();
|
||||
}
|
||||
|
||||
hmdDesc = ovr_GetHmdDesc(session);
|
||||
|
||||
TraceLog(INFO, "OVR: Product Name: %s", hmdDesc.ProductName);
|
||||
TraceLog(INFO, "OVR: Manufacturer: %s", hmdDesc.Manufacturer);
|
||||
TraceLog(INFO, "OVR: Product ID: %i", hmdDesc.ProductId);
|
||||
TraceLog(INFO, "OVR: Product Type: %i", hmdDesc.Type);
|
||||
TraceLog(INFO, "OVR: Serian Number: %s", hmdDesc.SerialNumber);
|
||||
TraceLog(INFO, "OVR: Resolution: %ix%i", hmdDesc.Resolution.w, hmdDesc.Resolution.h);
|
||||
|
||||
screenWidth = hmdDesc.Resolution.w/2;
|
||||
screenHeight = hmdDesc.Resolution.h/2;
|
||||
#endif
|
||||
|
||||
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
|
||||
glfwSetErrorCallback(ErrorCallback);
|
||||
|
||||
@ -1964,14 +1936,6 @@ static void InitGraphics(void)
|
||||
rlglInit(); // Init rlgl
|
||||
rlglInitGraphics(renderOffsetX, renderOffsetY, renderWidth, renderHeight); // Init graphics (OpenGL stuff)
|
||||
|
||||
#if defined(PLATFORM_OCULUS)
|
||||
// Initialize Oculus Buffers
|
||||
layer = InitOculusLayer(session);
|
||||
buffer = LoadOculusBuffer(session, layer.width, layer.height);
|
||||
mirror = LoadOculusMirror(session, hmdDesc.Resolution.w/2, hmdDesc.Resolution.h/2);
|
||||
layer.eyeLayer.ColorTexture[0] = buffer.textureChain; //SetOculusLayerTexture(eyeLayer, buffer.textureChain);
|
||||
#endif
|
||||
|
||||
ClearBackground(RAYWHITE); // Default background color for raylib games :P
|
||||
|
||||
#if defined(PLATFORM_ANDROID)
|
||||
|
Loading…
Reference in New Issue
Block a user