Updated VR support -IN PROGRESS-
- Embedded VR distortion shader - Ready to support multiple VR devices - Fallback to VR Simulator if device not ready - Support mono rendering over stereo rendering
This commit is contained in:
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bcc2b17701
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884e13ac2f
@ -8,28 +8,16 @@ varying vec2 fragTexCoord;
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// Input uniform values
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uniform sampler2D texture0;
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// NOTE: Add here your custom variables
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// NOTE: Default parameters for Oculus Rift device
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const vec2 LeftLensCenter = vec2(0.2863248, 0.5);
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const vec2 RightLensCenter = vec2(0.7136753, 0.5);
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const vec2 LeftScreenCenter = vec2(0.25, 0.5);
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const vec2 RightScreenCenter = vec2(0.75, 0.5);
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const vec2 Scale = vec2(0.25, 0.45); //vec2(0.1469278, 0.2350845);
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const vec2 ScaleIn = vec2(4, 2.2222);
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const vec4 HmdWarpParam = vec4(1, 0.22, 0.24, 0);
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const vec2 Scale = vec2(0.25, 0.45);
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const vec2 ScaleIn = vec2(4.0, 2.2222);
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const vec4 HmdWarpParam = vec4(1.0, 0.22, 0.24, 0.0);
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const vec4 ChromaAbParam = vec4(0.996, -0.004, 1.014, 0.0);
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/*
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// Another set of default values
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ChromaAbCorrection = {1.0, 0.0, 1.0, 0}
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DistortionK = {1.0, 0.22, 0.24, 0}
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Scale = {0.25, 0.5*AspectRatio, 0, 0}
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ScaleIn = {4.0, 2/AspectRatio, 0, 0}
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Left Screen Center = {0.25, 0.5, 0, 0}
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Left Lens Center = {0.287994117, 0.5, 0, 0}
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Right Screen Center = {0.75, 0.5, 0, 0}
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Right Lens Center = {0.712005913, 0.5, 0, 0}
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*/
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void main()
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{
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// The following two variables need to be set per eye
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@ -9,29 +9,16 @@ uniform sampler2D texture0;
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// Output fragment color
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out vec4 finalColor;
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// NOTE: Add here your custom variables
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// NOTE: Default parameters for Oculus Rift device
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const vec2 LeftLensCenter = vec2(0.288, 0.5);
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const vec2 RightLensCenter = vec2(0.712, 0.5);
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const vec2 LeftScreenCenter = vec2(0.25, 0.5);
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const vec2 RightScreenCenter = vec2(0.75, 0.5);
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uniform vec2 Scale = vec2(0.25, 0.45); //vec2(0.1469278, 0.2350845);
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uniform vec2 ScaleIn = vec2(4, 2.2222);
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const vec4 HmdWarpParam = vec4(1, 0.22, 0.24, 0);
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const vec2 Scale = vec2(0.25, 0.45);
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const vec2 ScaleIn = vec2(4.0, 2.2222);
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const vec4 HmdWarpParam = vec4(1.0, 0.22, 0.24, 0.0);
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const vec4 ChromaAbParam = vec4(0.996, -0.004, 1.014, 0.0);
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/*
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// Another set of default values
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ChromaAbCorrection = {1.0, 0.0, 1.0, 0}
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DistortionK = {1.0, 0.22, 0.24, 0}
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Scale = {0.25, 0.5*AspectRatio, 0, 0}
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ScaleIn = {4.0, 2/AspectRatio, 0, 0}
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Left Screen Center = {0.25, 0.5, 0, 0}
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Left Lens Center = {0.287994117, 0.5, 0, 0}
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Right Screen Center = {0.75, 0.5, 0, 0}
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Right Lens Center = {0.712005913, 0.5, 0, 0}
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*/
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void main()
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{
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// The following two variables need to be set per eye
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507
src/rlgl.c
507
src/rlgl.c
@ -74,7 +74,11 @@
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#endif
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#if !defined(GRAPHICS_API_OPENGL_11) && !defined(RLGL_NO_STANDARD_SHADER)
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#include "standard_shader.h" // Standard shader to embed
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#include "shader_standard.h" // Standard shader to be embedded
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#endif
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#if !defined(GRAPHICS_API_OPENGL_11) && !defined(RLGL_NO_DISTORTION_SHADER)
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#include "shader_distortion.h" // Distortion shader to be embedded
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#endif
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//#define RLGL_OCULUS_SUPPORT // Enable Oculus Rift code
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@ -288,13 +292,14 @@ 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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#endif
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static bool oculusReady = false; // Oculus device ready flag
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static bool oculusSimulator = false; // Oculus device simulator
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static bool vrEnabled = false; // VR experience enabled (Oculus device or simulator)
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static bool vrControl = true; // VR controlled by user code, instead of internally
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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 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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// NOTE: This flag is useful to render data over stereo image (i.e. FPS)
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static RenderTexture2D stereoFbo;
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static Shader distortionShader;
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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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@ -335,12 +340,12 @@ static void UpdateDefaultBuffers(void); // Update default internal buffers (
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static void DrawDefaultBuffers(int eyesCount); // Draw default internal buffers vertex data
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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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static void SetupVrDevice(VrDeviceInfo info);
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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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// 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 SetShaderLights(Shader shader); // Sets shader uniform values for lights array
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static char *ReadTextFile(const char *fileName);
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@ -1233,7 +1238,7 @@ void rlglDraw(void)
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// NOTE: Default buffers upload and draw
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UpdateDefaultBuffers();
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if (vrEnabled && vrControl) DrawDefaultBuffers(2);
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if (vrEnabled && vrRendering) DrawDefaultBuffers(2);
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else DrawDefaultBuffers(1);
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#endif
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}
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@ -2532,66 +2537,65 @@ void DestroyLight(Light light)
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// NOTE: If device is not available, it fallbacks to default device (simulator)
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void InitVrDevice(int hmdDevice)
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{
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switch (hmdDevice)
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{
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case HMD_DEFAULT_DEVICE: TraceLog(INFO, "Initializing default VR Device (Oculus Rift CV1)");
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case HMD_OCULUS_RIFT_DK2:
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case HMD_OCULUS_RIFT_CV1:
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{
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#if defined(RLGL_OCULUS_SUPPORT)
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// Initialize Oculus device
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ovrResult result = ovr_Initialize(NULL);
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if (OVR_FAILURE(result))
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{
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TraceLog(WARNING, "OVR: Could not initialize Oculus device");
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oculusReady = false;
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}
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else
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{
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result = ovr_Create(&session, &luid);
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if (OVR_FAILURE(result))
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{
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TraceLog(WARNING, "OVR: Could not create Oculus session");
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ovr_Shutdown();
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oculusReady = false;
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}
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else
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{
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hmdDesc = ovr_GetHmdDesc(session);
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TraceLog(INFO, "OVR: Product Name: %s", hmdDesc.ProductName);
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TraceLog(INFO, "OVR: Manufacturer: %s", hmdDesc.Manufacturer);
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TraceLog(INFO, "OVR: Product ID: %i", hmdDesc.ProductId);
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TraceLog(INFO, "OVR: Product Type: %i", hmdDesc.Type);
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//TraceLog(INFO, "OVR: Serial Number: %s", hmdDesc.SerialNumber);
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TraceLog(INFO, "OVR: Resolution: %ix%i", hmdDesc.Resolution.w, hmdDesc.Resolution.h);
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// NOTE: Oculus mirror is set to defined screenWidth and screenHeight...
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// ...ideally, it should be (hmdDesc.Resolution.w/2, hmdDesc.Resolution.h/2)
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// Initialize Oculus Buffers
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layer = InitOculusLayer(session);
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buffer = LoadOculusBuffer(session, layer.width, layer.height);
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mirror = LoadOculusMirror(session, hmdDesc.Resolution.w/2, hmdDesc.Resolution.h/2); // NOTE: hardcoded...
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layer.eyeLayer.ColorTexture[0] = buffer.textureChain; //SetOculusLayerTexture(eyeLayer, buffer.textureChain);
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// Recenter OVR tracking origin
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ovr_RecenterTrackingOrigin(session);
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oculusReady = true;
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vrEnabled = true;
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}
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}
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vrDeviceReady = InitOculusDevice();
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#else
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oculusReady = false;
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TraceLog(WARNING, "Oculus Rift not supported by default, recompile raylib with Oculus support");
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#endif
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} break;
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case HMD_VALVE_HTC_VIVE:
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case HMD_SAMSUNG_GEAR_VR:
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case HMD_GOOGLE_CARDBOARD:
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case HMD_SONY_PLAYSTATION_VR:
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case HMD_RAZER_OSVR:
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case HMD_FOVE_VR: TraceLog(WARNING, "VR Device not supported");
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default: break;
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}
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if (!oculusReady)
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if (!vrDeviceReady)
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{
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TraceLog(WARNING, "HMD Device not found: Initializing VR simulator");
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TraceLog(WARNING, "VR Device not found: Initializing VR Simulator");
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// Initialize framebuffer and textures for stereo rendering
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stereoFbo = rlglLoadRenderTexture(screenWidth, screenHeight);
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// Load oculus-distortion shader (oculus parameters setup internally)
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// TODO: Embed coulus distortion shader (in this function like default shader?)
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distortionShader = LoadShader("resources/shaders/glsl330/base.vs", "resources/shaders/glsl330/distortion.fs");
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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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if (distortionShader.id != 0) LoadDefaultShaderLocations(&distortionShader);
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oculusSimulator = true;
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VrDeviceInfo info = { 0 };
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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_CV1))
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{
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info.hResolution = 1280; // HMD horizontal resolution in pixels
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info.vResolution = 800; // HMD vertical resolution in pixels
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info.hScreenSize = 0.14976f;; // HMD horizontal size in meters
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info.vScreenSize = 0.09356f; // HMD vertical size in meters
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info.vScreenCenter = 0.04675f; // HMD screen center in meters
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info.eyeToScreenDistance = 0.041f; // HMD distance between eye and display in meters
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info.lensSeparationDistance = 0.0635f; // HMD lens separation distance in meters
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info.interpupillaryDistance = 0.064f; // HMD IPD (distance between pupils) in meters
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info.distortionK[0] = 1.0f; // HMD lens distortion constant parameter 0
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info.distortionK[1] = 0.22f; // HMD lens distortion constant parameter 1
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info.distortionK[2] = 0.24f; // HMD lens distortion constant parameter 2
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info.distortionK[3] = 0.0f; // HMD lens distortion constant parameter 3
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info.chromaAbCorrection[0] = 0.996f; // HMD chromatic aberration correction parameter 0
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info.chromaAbCorrection[1] = -0.004f; // HMD chromatic aberration correction parameter 1
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info.chromaAbCorrection[2] = 1.014f; // HMD chromatic aberration correction parameter 2
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info.chromaAbCorrection[3] = 0.0f; // HMD chromatic aberration correction parameter 3
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}
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SetupVrDevice(info);
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vrSimulator = true;
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vrEnabled = true;
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}
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}
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@ -2600,14 +2604,7 @@ void InitVrDevice(int hmdDevice)
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void CloseVrDevice(void)
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{
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#if defined(RLGL_OCULUS_SUPPORT)
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if (oculusReady)
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{
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UnloadOculusMirror(session, mirror); // Unload Oculus mirror buffer
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UnloadOculusBuffer(session, buffer); // Unload Oculus texture buffers
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ovr_Destroy(session); // Free Oculus session data
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ovr_Shutdown(); // Close Oculus device connection
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}
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if (vrDeviceReady) CloseOculusDevice();
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else
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#endif
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{
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@ -2618,13 +2615,13 @@ void CloseVrDevice(void)
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UnloadShader(distortionShader);
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}
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oculusReady = false;
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vrDeviceReady = false;
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}
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// Detect if VR device is available
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bool IsVrDeviceReady(void)
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{
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return (oculusReady || oculusSimulator) && vrEnabled;
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return (vrDeviceReady || vrSimulator) && vrEnabled;
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}
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// Enable/Disable VR experience (device or simulator)
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@ -2637,27 +2634,7 @@ void ToggleVrMode(void)
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void UpdateVrTracking(void)
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{
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#if defined(RLGL_OCULUS_SUPPORT)
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if (oculusReady)
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{
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frameIndex++;
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ovrPosef eyePoses[2];
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ovr_GetEyePoses(session, frameIndex, ovrTrue, layer.viewScaleDesc.HmdToEyeOffset, eyePoses, &layer.eyeLayer.SensorSampleTime);
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layer.eyeLayer.RenderPose[0] = eyePoses[0];
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layer.eyeLayer.RenderPose[1] = eyePoses[1];
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// Get session status information
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ovrSessionStatus sessionStatus;
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ovr_GetSessionStatus(session, &sessionStatus);
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if (sessionStatus.ShouldQuit) TraceLog(WARNING, "OVR: Session should quit...");
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if (sessionStatus.ShouldRecenter) ovr_RecenterTrackingOrigin(session);
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//if (sessionStatus.HmdPresent) // HMD is present.
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//if (sessionStatus.DisplayLost) // HMD was unplugged or the display driver was manually disabled or encountered a TDR.
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//if (sessionStatus.HmdMounted) // HMD is on the user's head.
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//if (sessionStatus.IsVisible) // the game or experience has VR focus and is visible in the HMD.
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}
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if (vrDeviceReady) UpdateOculusTracking();
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else
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#endif
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{
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@ -2665,116 +2642,13 @@ void UpdateVrTracking(void)
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}
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}
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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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{
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if (vrEnabled)
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{
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Matrix eyeProjection = matProjection;
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Matrix eyeModelView = matModelView;
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#if defined(RLGL_OCULUS_SUPPORT)
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if (oculusReady)
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{
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rlViewport(layer.eyeLayer.Viewport[eye].Pos.x, layer.eyeLayer.Viewport[eye].Pos.y,
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layer.eyeLayer.Viewport[eye].Size.w, layer.eyeLayer.Viewport[eye].Size.h);
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Quaternion eyeRenderPose = (Quaternion){ layer.eyeLayer.RenderPose[eye].Orientation.x,
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layer.eyeLayer.RenderPose[eye].Orientation.y,
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layer.eyeLayer.RenderPose[eye].Orientation.z,
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layer.eyeLayer.RenderPose[eye].Orientation.w };
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QuaternionInvert(&eyeRenderPose);
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Matrix eyeOrientation = QuaternionToMatrix(eyeRenderPose);
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Matrix eyeTranslation = MatrixTranslate(-layer.eyeLayer.RenderPose[eye].Position.x,
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-layer.eyeLayer.RenderPose[eye].Position.y,
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-layer.eyeLayer.RenderPose[eye].Position.z);
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Matrix eyeView = MatrixMultiply(eyeTranslation, eyeOrientation); // Matrix containing eye-head movement
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eyeModelView = MatrixMultiply(matModelView, eyeView); // Combine internal camera matrix (modelview) wih eye-head movement
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eyeProjection = layer.eyeProjections[eye];
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}
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else
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#endif
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{
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// Setup viewport and projection/modelview matrices using tracking data
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rlViewport(eye*screenWidth/2, 0, screenWidth/2, screenHeight);
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static float IPD = 0.064f; // InterpupillaryDistance
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float HScreenSize = 0.14976f;
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float VScreenSize = 0.09356f; // HScreenSize/(1280.0f/800.0f) (DK2)
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float VScreenCenter = 0.04675f; // VScreenSize/2
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float EyeToScreenDistance = 0.041f;
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float LensSeparationDistance = 0.0635f; //0.0635f (DK2)
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// NOTE: fovy value obtained from device parameters (Oculus Rift CV1)
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float halfScreenDistance = VScreenSize/2.0f;
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float fovy = 2.0f*atan(halfScreenDistance/EyeToScreenDistance)*RAD2DEG;
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float viewCenter = (float)HScreenSize*0.25f;
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float eyeProjectionShift = viewCenter - LensSeparationDistance*0.5f;
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float projectionCenterOffset = eyeProjectionShift/(float)HScreenSize; //4.0f*eyeProjectionShift/(float)HScreenSize;
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/*
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static float scale[2] = { 0.25, 0.45 };
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if (IsKeyDown(KEY_RIGHT)) scale[0] += 0.01;
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else if (IsKeyDown(KEY_LEFT)) scale[0] -= 0.01;
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else if (IsKeyDown(KEY_UP)) scale[1] += 0.01;
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else if (IsKeyDown(KEY_DOWN)) scale[1] -= 0.01;
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SetShaderValue(distortionShader, GetShaderLocation(distortionShader, "Scale"), scale, 2);
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if (IsKeyDown(KEY_N)) IPD += 0.02;
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else if (IsKeyDown(KEY_M)) IPD -= 0.02;
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*/
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// The matrixes for offsetting the projection and view for each eye, to achieve stereo effect
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Vector3 projectionOffset = { -projectionCenterOffset, 0.0f, 0.0f };
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// Camera movement might seem more natural if we model the head.
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// Our axis of rotation is the base of our head, so we might want to add
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// some y (base of head to eye level) and -z (center of head to eye protrusion) to the camera positions.
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Vector3 viewOffset = { -IPD/2.0f, 0.075f, 0.045f };
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// Negate the left eye versions
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if (eye == 0)
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{
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projectionOffset.x *= -1.0f;
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viewOffset.x *= -1.0f;
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}
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// Adjust the view and projection matrixes
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// View matrix is translated based on the eye offset
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Matrix projCenter = MatrixPerspective(fovy, (double)((float)screenWidth*0.5f)/(double)screenHeight, 0.01, 1000.0);
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Matrix projTranslation = MatrixTranslate(projectionOffset.x, projectionOffset.y, projectionOffset.z);
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Matrix viewTranslation = MatrixTranslate(viewOffset.x, viewOffset.y, viewOffset.z);
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eyeProjection = MatrixMultiply(projCenter, projTranslation); // projection
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eyeModelView = MatrixMultiply(matModelView, viewTranslation); // modelview
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MatrixTranspose(&eyeProjection);
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}
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SetMatrixModelview(eyeModelView);
|
||||
SetMatrixProjection(eyeProjection);
|
||||
}
|
||||
}
|
||||
|
||||
// Begin Oculus drawing configuration
|
||||
void BeginVrDrawing(void)
|
||||
{
|
||||
#if defined(RLGL_OCULUS_SUPPORT)
|
||||
if (oculusReady)
|
||||
if (vrDeviceReady)
|
||||
{
|
||||
GLuint currentTexId;
|
||||
int currentIndex;
|
||||
|
||||
ovr_GetTextureSwapChainCurrentIndex(session, buffer.textureChain, ¤tIndex);
|
||||
ovr_GetTextureSwapChainBufferGL(session, buffer.textureChain, currentIndex, ¤tTexId);
|
||||
|
||||
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, buffer.fboId);
|
||||
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, currentTexId, 0);
|
||||
//glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, buffer.depthId, 0); // Already binded
|
||||
BeginOculusDrawing();
|
||||
}
|
||||
else
|
||||
#endif
|
||||
@ -2792,26 +2666,16 @@ void BeginVrDrawing(void)
|
||||
//glViewport(0, 0, buffer.width, buffer.height); // Useful if rendering to separate framebuffers (every eye)
|
||||
rlClearScreenBuffers(); // Clear current framebuffer(s)
|
||||
|
||||
vrControl = true;
|
||||
vrRendering = true;
|
||||
}
|
||||
|
||||
// End Oculus drawing process (and desktop mirror)
|
||||
void EndVrDrawing(void)
|
||||
{
|
||||
#if defined(RLGL_OCULUS_SUPPORT)
|
||||
if (oculusReady)
|
||||
if (vrDeviceReady)
|
||||
{
|
||||
// Unbind current framebuffer (Oculus buffer)
|
||||
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
|
||||
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
|
||||
|
||||
ovr_CommitTextureSwapChain(session, buffer.textureChain);
|
||||
|
||||
ovrLayerHeader *layers = &layer.eyeLayer.Header;
|
||||
ovr_SubmitFrame(session, frameIndex, &layer.viewScaleDesc, &layers, 1);
|
||||
|
||||
// Blit mirror texture to back buffer
|
||||
BlitOculusMirror(session, mirror);
|
||||
EndOculusDrawing();
|
||||
}
|
||||
else
|
||||
#endif
|
||||
@ -2869,7 +2733,7 @@ void EndVrDrawing(void)
|
||||
|
||||
rlDisableDepthTest();
|
||||
|
||||
vrControl = false;
|
||||
vrRendering = false;
|
||||
}
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
@ -3890,25 +3754,34 @@ static Color *GenNextMipmap(Color *srcData, int srcWidth, int srcHeight)
|
||||
// Configure stereo rendering (including distortion shader) with HMD device parameters
|
||||
static void SetupVrDevice(VrDeviceInfo hmd)
|
||||
{
|
||||
// NOTE: fovy value obtained from device parameters (Oculus Rift CV1)
|
||||
//float fovy = 2.0f*atan((VScreenSize*0.5f)/EyeToScreenDistance)*RAD2DEG;
|
||||
|
||||
//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)hmd.hResolution/2.0f)/(float)hmd.vResolution;
|
||||
float aspect = (float)screenWidth*0.5f/(float)screenHeight;
|
||||
|
||||
// Fov-y is normally computed with: 2*atan2(hmd.vScreenSize, 2*hmd.eyeToScreenDistance)*RAD2DEG
|
||||
// ...but with lens distortion it is increased (see Oculus SDK Documentation)
|
||||
float radius = -1.0 - (4*(hmd.hScreenSize/4 - hmd.lensSeparationDistance/2)/hmd.hScreenSize);
|
||||
float distScale = (hmd.distortionK[0] + hmd.distortionK[1]*pow(radius, 2) + hmd.distortionK[2]*pow(radius, 4) + hmd.distortionK[3]*pow(radius, 6));
|
||||
float fovy = 2*atan2(hmd.vScreenSize*distScale, 2*hmd.eyeToScreenDistance)*RAD2DEG;
|
||||
//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, 0.1, 10000);
|
||||
float projOffset = 4*(hmd.hScreenSize/4 - hmd.interpupillaryDistance/2)/hmd.hScreenSize;
|
||||
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(MatrixTranslation(projOffset, 0.0, 0.0), proj);
|
||||
//matrix projRight = MatrixMultiply(MatrixTranslation(-projOffset, 0.0, 0.0)), proj);
|
||||
//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 = MatrixTranslation(-hmd.interpupillaryDistance/2, 0.0, 0.0 );
|
||||
//Matrix viewTransformRight = MatrixTranslation(hmd.interpupillaryDistance/2, 0.0, 0.0 );
|
||||
//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 };
|
||||
@ -3916,50 +3789,226 @@ static void SetupVrDevice(VrDeviceInfo hmd)
|
||||
|
||||
// Distortion shader parameters
|
||||
float lensShift = 4*(hmd.hScreenSize/4 - hmd.lensSeparationDistance/2)/hmd.hScreenSize;
|
||||
float leftLensCenter[2] = { lensShift, 0.0f };
|
||||
float rightLensCenter[2] = { -lensShift, 0.0f };
|
||||
float leftLensCenter[2] = { lensShift, 0.0f }; // REVIEW!!!
|
||||
float rightLensCenter[2] = { -lensShift, 0.0f }; // REVIEW!!!
|
||||
float leftScreenCenter[2] = { 0.25f, 0.5f };
|
||||
float rightScreenCenter[2] = { 0.75f, 0.5f };
|
||||
|
||||
float scaleIn[2] = { 1.0f, 1.0f/aspect };
|
||||
float scale[2] = { 1.0f/distScale, 1.0f*aspect/distScale };
|
||||
float scaleIn[2] = { 1.0f, 1.0f/aspect }; // REVIEW!!!
|
||||
float scale[2] = { 1.0f/distScale, 1.0f*aspect/distScale }; // REVIEW!!!
|
||||
|
||||
// Distortion shader parameters update
|
||||
SetShaderValue(distortionShader, GetShaderLocation(distortionShader, "leftLensCenter"), leftLensCenter, 2);
|
||||
SetShaderValue(distortionShader, GetShaderLocation(distortionShader, "rightLensCenter"), rightLensCenter, 2);
|
||||
//SetShaderValue(distortionShader, GetShaderLocation(distortionShader, "leftLensCenter"), leftLensCenter, 2);
|
||||
//SetShaderValue(distortionShader, GetShaderLocation(distortionShader, "rightLensCenter"), rightLensCenter, 2);
|
||||
SetShaderValue(distortionShader, GetShaderLocation(distortionShader, "leftScreenCenter"), leftScreenCenter, 2);
|
||||
SetShaderValue(distortionShader, GetShaderLocation(distortionShader, "rightScreenCenter"), rightScreenCenter, 2);
|
||||
|
||||
SetShaderValue(distortionShader, GetShaderLocation(distortionShader, "scale"), scale, 2);
|
||||
SetShaderValue(distortionShader, GetShaderLocation(distortionShader, "scaleIn"), scaleIn, 2);
|
||||
//SetShaderValue(distortionShader, GetShaderLocation(distortionShader, "scale"), scale, 2);
|
||||
//SetShaderValue(distortionShader, GetShaderLocation(distortionShader, "scaleIn"), scaleIn, 2);
|
||||
SetShaderValue(distortionShader, GetShaderLocation(distortionShader, "hmdWarpParam"), hmd.distortionK, 4);
|
||||
SetShaderValue(distortionShader, GetShaderLocation(distortionShader, "chromaAbParam"), hmd.chromaAbCorrection, 4);
|
||||
}
|
||||
|
||||
// Set internal projection and modelview matrix depending on eyes tracking data
|
||||
static void SetStereoView(int eye, Matrix matProjection, Matrix matModelView)
|
||||
{
|
||||
if (vrEnabled)
|
||||
{
|
||||
Matrix eyeProjection = matProjection;
|
||||
Matrix eyeModelView = matModelView;
|
||||
|
||||
#if defined(RLGL_OCULUS_SUPPORT)
|
||||
static void InitOculusDevice(void)
|
||||
if (vrDeviceReady)
|
||||
{
|
||||
rlViewport(layer.eyeLayer.Viewport[eye].Pos.x, layer.eyeLayer.Viewport[eye].Pos.y,
|
||||
layer.eyeLayer.Viewport[eye].Size.w, layer.eyeLayer.Viewport[eye].Size.h);
|
||||
|
||||
Quaternion eyeRenderPose = (Quaternion){ layer.eyeLayer.RenderPose[eye].Orientation.x,
|
||||
layer.eyeLayer.RenderPose[eye].Orientation.y,
|
||||
layer.eyeLayer.RenderPose[eye].Orientation.z,
|
||||
layer.eyeLayer.RenderPose[eye].Orientation.w };
|
||||
QuaternionInvert(&eyeRenderPose);
|
||||
Matrix eyeOrientation = QuaternionToMatrix(eyeRenderPose);
|
||||
Matrix eyeTranslation = MatrixTranslate(-layer.eyeLayer.RenderPose[eye].Position.x,
|
||||
-layer.eyeLayer.RenderPose[eye].Position.y,
|
||||
-layer.eyeLayer.RenderPose[eye].Position.z);
|
||||
|
||||
Matrix eyeView = MatrixMultiply(eyeTranslation, eyeOrientation); // Matrix containing eye-head movement
|
||||
eyeModelView = MatrixMultiply(matModelView, eyeView); // Combine internal camera matrix (modelview) wih eye-head movement
|
||||
|
||||
eyeProjection = layer.eyeProjections[eye];
|
||||
}
|
||||
else
|
||||
#endif
|
||||
{
|
||||
// Setup viewport and projection/modelview matrices using tracking data
|
||||
rlViewport(eye*screenWidth/2, 0, screenWidth/2, screenHeight);
|
||||
|
||||
float HScreenSize = 0.14976f;
|
||||
float VScreenSize = 0.09356f; // HScreenSize/(1280.0f/800.0f) (DK2)
|
||||
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)
|
||||
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);
|
||||
SetMatrixProjection(eyeProjection);
|
||||
}
|
||||
}
|
||||
|
||||
#if defined(RLGL_OCULUS_SUPPORT)
|
||||
// Initialize Oculus device
|
||||
static bool InitOculusDevice(void)
|
||||
{
|
||||
bool oculusReady = false;
|
||||
|
||||
ovrResult result = ovr_Initialize(NULL);
|
||||
|
||||
if (OVR_FAILURE(result)) TraceLog(WARNING, "OVR: Could not initialize Oculus device");
|
||||
else
|
||||
{
|
||||
result = ovr_Create(&session, &luid);
|
||||
if (OVR_FAILURE(result))
|
||||
{
|
||||
TraceLog(WARNING, "OVR: Could not create Oculus session");
|
||||
ovr_Shutdown();
|
||||
}
|
||||
else
|
||||
{
|
||||
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: Serial Number: %s", hmdDesc.SerialNumber);
|
||||
TraceLog(INFO, "OVR: Resolution: %ix%i", hmdDesc.Resolution.w, hmdDesc.Resolution.h);
|
||||
|
||||
// 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); // NOTE: hardcoded...
|
||||
layer.eyeLayer.ColorTexture[0] = buffer.textureChain; //SetOculusLayerTexture(eyeLayer, buffer.textureChain);
|
||||
|
||||
// Recenter OVR tracking origin
|
||||
ovr_RecenterTrackingOrigin(session);
|
||||
|
||||
oculusReady = true;
|
||||
vrEnabled = true;
|
||||
}
|
||||
}
|
||||
|
||||
return oculusReady;
|
||||
}
|
||||
|
||||
static void CloseOculusDevice(void)
|
||||
{
|
||||
|
||||
UnloadOculusMirror(session, mirror); // Unload Oculus mirror buffer
|
||||
UnloadOculusBuffer(session, buffer); // Unload Oculus texture buffers
|
||||
|
||||
ovr_Destroy(session); // Free Oculus session data
|
||||
ovr_Shutdown(); // Close Oculus device connection
|
||||
}
|
||||
|
||||
static void UpdateOculusTracking(void)
|
||||
{
|
||||
frameIndex++;
|
||||
|
||||
ovrPosef eyePoses[2];
|
||||
ovr_GetEyePoses(session, frameIndex, ovrTrue, layer.viewScaleDesc.HmdToEyeOffset, eyePoses, &layer.eyeLayer.SensorSampleTime);
|
||||
|
||||
layer.eyeLayer.RenderPose[0] = eyePoses[0];
|
||||
layer.eyeLayer.RenderPose[1] = eyePoses[1];
|
||||
|
||||
// Get session status information
|
||||
ovrSessionStatus sessionStatus;
|
||||
ovr_GetSessionStatus(session, &sessionStatus);
|
||||
|
||||
if (sessionStatus.ShouldQuit) TraceLog(WARNING, "OVR: Session should quit...");
|
||||
if (sessionStatus.ShouldRecenter) ovr_RecenterTrackingOrigin(session);
|
||||
//if (sessionStatus.HmdPresent) // HMD is present.
|
||||
//if (sessionStatus.DisplayLost) // HMD was unplugged or the display driver was manually disabled or encountered a TDR.
|
||||
//if (sessionStatus.HmdMounted) // HMD is on the user's head.
|
||||
//if (sessionStatus.IsVisible) // the game or experience has VR focus and is visible in the HMD.
|
||||
}
|
||||
|
||||
static void BeginOculusDrawing(void)
|
||||
{
|
||||
GLuint currentTexId;
|
||||
int currentIndex;
|
||||
|
||||
ovr_GetTextureSwapChainCurrentIndex(session, buffer.textureChain, ¤tIndex);
|
||||
ovr_GetTextureSwapChainBufferGL(session, buffer.textureChain, currentIndex, ¤tTexId);
|
||||
|
||||
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, buffer.fboId);
|
||||
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, currentTexId, 0);
|
||||
//glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, buffer.depthId, 0); // Already binded
|
||||
}
|
||||
|
||||
static void EndOculusDrawing(void)
|
||||
{
|
||||
// Unbind current framebuffer (Oculus buffer)
|
||||
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
|
||||
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
|
||||
|
||||
ovr_CommitTextureSwapChain(session, buffer.textureChain);
|
||||
|
||||
ovrLayerHeader *layers = &layer.eyeLayer.Header;
|
||||
ovr_SubmitFrame(session, frameIndex, &layer.viewScaleDesc, &layers, 1);
|
||||
|
||||
// Blit mirror texture to back buffer
|
||||
BlitOculusMirror(session, mirror);
|
||||
}
|
||||
|
||||
// Load Oculus required buffers: texture-swap-chain, fbo, texture-depth
|
||||
|
91
src/shader_distortion.h
Normal file
91
src/shader_distortion.h
Normal file
@ -0,0 +1,91 @@
|
||||
|
||||
// Vertex shader definition to embed, no external file required
|
||||
static const char vDistortionShaderStr[] =
|
||||
#if defined(GRAPHICS_API_OPENGL_21)
|
||||
"#version 120 \n"
|
||||
#elif defined(GRAPHICS_API_OPENGL_ES2)
|
||||
"#version 100 \n"
|
||||
#endif
|
||||
#if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21)
|
||||
"attribute vec3 vertexPosition; \n"
|
||||
"attribute vec2 vertexTexCoord; \n"
|
||||
"attribute vec4 vertexColor; \n"
|
||||
"varying vec2 fragTexCoord; \n"
|
||||
"varying vec4 fragColor; \n"
|
||||
#elif defined(GRAPHICS_API_OPENGL_33)
|
||||
"#version 330 \n"
|
||||
"in vec3 vertexPosition; \n"
|
||||
"in vec2 vertexTexCoord; \n"
|
||||
"in vec4 vertexColor; \n"
|
||||
"out vec2 fragTexCoord; \n"
|
||||
"out vec4 fragColor; \n"
|
||||
#endif
|
||||
"uniform mat4 mvpMatrix; \n"
|
||||
"void main() \n"
|
||||
"{ \n"
|
||||
" fragTexCoord = vertexTexCoord; \n"
|
||||
" fragColor = vertexColor; \n"
|
||||
" gl_Position = mvpMatrix*vec4(vertexPosition, 1.0); \n"
|
||||
"} \n";
|
||||
|
||||
// Fragment shader definition to embed, no external file required
|
||||
static const char fDistortionShaderStr[] =
|
||||
#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"
|
||||
"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"
|
||||
"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"
|
||||
" finalColor = vec4(0.0, 0.0, 0.0, 1.0); \n"
|
||||
" } \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";
|
Loading…
Reference in New Issue
Block a user