Added distortion shader to render
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examples/oculus_glfw_sample/base.vs
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26
examples/oculus_glfw_sample/base.vs
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#version 330
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// Input vertex attributes
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in vec3 vertexPosition;
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in vec2 vertexTexCoord;
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in vec3 vertexNormal;
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in vec4 vertexColor;
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// Input uniform values
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uniform mat4 mvpMatrix;
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// Output vertex attributes (to fragment shader)
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out vec2 fragTexCoord;
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out vec4 fragColor;
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// NOTE: Add here your custom variables
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void main()
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{
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// Send vertex attributes to fragment shader
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fragTexCoord = vertexTexCoord;
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fragColor = vertexColor;
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// Calculate final vertex position
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gl_Position = mvpMatrix*vec4(vertexPosition, 1.0);
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}
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examples/oculus_glfw_sample/distortion.fs
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examples/oculus_glfw_sample/distortion.fs
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#version 330
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// Input vertex attributes (from vertex shader)
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in vec2 fragTexCoord;
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// Input uniform values
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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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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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/*
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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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// Scales input texture coordinates for distortion.
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vec2 HmdWarp(vec2 in01, vec2 LensCenter)
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{
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vec2 theta = (in01 - LensCenter) * ScaleIn; // Scales to [-1, 1]
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float rSq = theta.x * theta.x + theta.y * theta.y;
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vec2 rvector = theta * (HmdWarpParam.x + HmdWarpParam.y * rSq + HmdWarpParam.z * rSq * rSq + HmdWarpParam.w * rSq * rSq * rSq);
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return LensCenter + Scale * rvector;
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}
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void main()
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{
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// SOURCE: http://www.mtbs3d.com/phpbb/viewtopic.php?f=140&t=17081
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// The following two variables need to be set per eye
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vec2 LensCenter = gl_FragCoord.x < 540 ? LeftLensCenter : RightLensCenter;
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vec2 ScreenCenter = gl_FragCoord.x < 540 ? LeftScreenCenter : RightScreenCenter;
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//vec2 oTexCoord = (gl_FragCoord.xy + vec2(0.5, 0.5)) / vec2(1280, 800); //Uncomment if using BGE's built-in stereo rendering
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vec2 tc = HmdWarp(fragTexCoord, LensCenter);
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if (any(bvec2(clamp(tc,ScreenCenter-vec2(0.25,0.5), ScreenCenter+vec2(0.25,0.5)) - tc)))
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{
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gl_FragColor = vec4(vec3(0.0), 1.0);
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}
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else
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{
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//tc.x = gl_FragCoord.x < 640 ? (2.0 * tc.x) : (2.0 * (tc.x - 0.5)); //Uncomment if using BGE's built-in stereo rendering
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gl_FragColor = texture2D(texture0, tc);
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}
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}
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@ -24,11 +24,26 @@
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#define RLGL_STANDALONE
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#include "rlgl.h" // rlgl library: OpenGL 1.1 immediate-mode style coding
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#include <stdlib.h> // Required for: abs()
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#define RED (Color){ 230, 41, 55, 255 } // Red
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#define MAROON (Color){ 190, 33, 55, 255 } // Maroon
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#define RAYWHITE (Color){ 245, 245, 245, 255 } // My own White (raylib logo)
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#define DARKGRAY (Color){ 80, 80, 80, 255 } // Dark Gray
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#define WHITE (Color){ 255, 255, 255, 255 } // White
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//----------------------------------------------------------------------------------
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// Types and Structures Definition
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//----------------------------------------------------------------------------------
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// Rectangle type
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typedef struct Rectangle {
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int x;
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int y;
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int width;
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int height;
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} Rectangle;
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//----------------------------------------------------------------------------------
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// Module specific Functions Declaration
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@ -41,6 +56,8 @@ static void DrawGrid(int slices, float spacing);
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static void DrawCube(Vector3 position, float width, float height, float length, Color color);
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static void DrawCubeWires(Vector3 position, float width, float height, float length, Color color);
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static void DrawRectangleV(Vector2 position, Vector2 size, Color color);
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static void DrawTextureRec(Texture2D texture, Rectangle sourceRec, Vector2 position, Color tint);
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static void DrawTexturePro(Texture2D texture, Rectangle sourceRec, Rectangle destRec, Vector2 origin, float rotation, Color tint);
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//----------------------------------------------------------------------------------
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// Main Entry point
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@ -52,7 +69,6 @@ int main(void)
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const int screenWidth = 1080;
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const int screenHeight = 600;
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// GLFW3 Initialization + OpenGL 3.3 Context + Extensions
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//--------------------------------------------------------
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glfwSetErrorCallback(ErrorCallback);
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@ -100,6 +116,14 @@ int main(void)
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rlClearColor(245, 245, 245, 255); // Define clear color
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rlEnableDepthTest(); // Enable DEPTH_TEST for 3D
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Shader distortion = LoadShader("base.vs", "distortion.fs");
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// TODO: Upload to distortion shader configuration parameters (screen size, etc.)
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//SetShaderValue(Shader shader, int uniformLoc, float *value, int size);
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// Create a RenderTexture2D to be used for render to texture
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RenderTexture2D target = rlglLoadRenderTexture(screenWidth, screenHeight);
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Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
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Camera camera;
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@ -119,51 +143,75 @@ int main(void)
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// Draw
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//----------------------------------------------------------------------------------
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rlEnableRenderTexture(target.id); // Enable render target
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rlClearScreenBuffers(); // Clear current framebuffer
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for (int i = 0; i < 2; i++)
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{
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rlViewport(i*screenWidth/2, 0, screenWidth/2, screenHeight);
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// Calculate projection matrix (from perspective) and view matrix from camera look at
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// TODO: Consider every eye fovy
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Matrix matProj = MatrixPerspective(camera.fovy, (double)(screenWidth/2)/(double)screenHeight, 0.01, 1000.0);
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MatrixTranspose(&matProj);
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// TODO: Recalculate view matrix considering IPD (inter-pupillary-distance)
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Matrix matView = MatrixLookAt(camera.position, camera.target, camera.up);
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SetMatrixModelview(matView); // Replace internal modelview matrix by a custom one
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SetMatrixProjection(matProj); // Replace internal projection matrix by a custom one
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DrawCube(cubePosition, 2.0f, 2.0f, 2.0f, RED);
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DrawCubeWires(cubePosition, 2.0f, 2.0f, 2.0f, RAYWHITE);
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DrawGrid(10, 1.0f);
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// NOTE: Internal buffers drawing (3D data)
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rlglDraw();
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// Draw '2D' elements in the scene (GUI)
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#define RLGL_CREATE_MATRIX_MANUALLY
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#if defined(RLGL_CREATE_MATRIX_MANUALLY)
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matProj = MatrixOrtho(0.0, screenWidth/2, screenHeight, 0.0, 0.0, 1.0);
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MatrixTranspose(&matProj);
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matView = MatrixIdentity();
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SetMatrixModelview(matView); // Replace internal modelview matrix by a custom one
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SetMatrixProjection(matProj); // Replace internal projection matrix by a custom one
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#else // Let rlgl generate and multiply matrix internally
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rlMatrixMode(RL_PROJECTION); // Enable internal projection matrix
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rlLoadIdentity(); // Reset internal projection matrix
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rlOrtho(0.0, screenWidth, screenHeight, 0.0, 0.0, 1.0); // Recalculate internal projection matrix
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rlMatrixMode(RL_MODELVIEW); // Enable internal modelview matrix
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rlLoadIdentity(); // Reset internal modelview matrix
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#endif
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// TODO: 2D not drawing properly on stereo rendering
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//DrawRectangleV((Vector2){ 10.0f, 10.0f }, (Vector2){ 500.0f, 20.0f }, DARKGRAY);
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// NOTE: Internal buffers drawing (2D data)
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rlglDraw();
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}
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for (int i = 0; i < 2; i++)
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{
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rlViewport(i*screenWidth/2, 0, screenWidth/2, screenHeight);
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rlDisableRenderTexture(); // Disable render target
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// Set viewport to default framebuffer size (screen size)
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rlViewport(0, 0, screenWidth, screenHeight);
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// Calculate projection matrix (from perspective) and view matrix from camera look at
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Matrix matProj = MatrixPerspective(camera.fovy, (double)(screenWidth/2)/(double)screenHeight, 0.01, 1000.0);
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MatrixTranspose(&matProj);
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Matrix matView = MatrixLookAt(camera.position, camera.target, camera.up);
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SetMatrixModelview(matView); // Replace internal modelview matrix by a custom one
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SetMatrixProjection(matProj); // Replace internal projection matrix by a custom one
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DrawCube(cubePosition, 2.0f, 2.0f, 2.0f, RED);
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DrawCubeWires(cubePosition, 2.0f, 2.0f, 2.0f, RAYWHITE);
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DrawGrid(10, 1.0f);
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// NOTE: Internal buffers drawing (3D data)
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rlglDraw();
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// Draw '2D' elements in the scene (GUI)
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#define RLGL_CREATE_MATRIX_MANUALLY
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#if defined(RLGL_CREATE_MATRIX_MANUALLY)
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matProj = MatrixOrtho(0.0, screenWidth/2, screenHeight, 0.0, 0.0, 1.0);
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MatrixTranspose(&matProj);
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matView = MatrixIdentity();
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SetMatrixModelview(matView); // Replace internal modelview matrix by a custom one
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SetMatrixProjection(matProj); // Replace internal projection matrix by a custom one
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#else // Let rlgl generate and multiply matrix internally
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rlMatrixMode(RL_PROJECTION); // Enable internal projection matrix
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rlLoadIdentity(); // Reset internal projection matrix
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rlOrtho(0.0, screenWidth, screenHeight, 0.0, 0.0, 1.0); // Recalculate internal projection matrix
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rlMatrixMode(RL_MODELVIEW); // Enable internal modelview matrix
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rlLoadIdentity(); // Reset internal modelview matrix
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#endif
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DrawRectangleV((Vector2){ 10.0f, 10.0f }, (Vector2){ 600.0f, 20.0f }, DARKGRAY);
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// NOTE: Internal buffers drawing (2D data)
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rlglDraw();
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}
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// Let rlgl reconfigure internal matrices using OpenGL 1.1 style coding
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rlMatrixMode(RL_PROJECTION); // Enable internal projection matrix
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rlLoadIdentity(); // Reset internal projection matrix
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rlOrtho(0.0, screenWidth, screenHeight, 0.0, 0.0, 1.0); // Recalculate internal projection matrix
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rlMatrixMode(RL_MODELVIEW); // Enable internal modelview matrix
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rlLoadIdentity(); // Reset internal modelview matrix
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// Draw RenderTexture (fbo) using distortion shader
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BeginShaderMode(distortion);
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// NOTE: Render texture must be y-flipped due to default OpenGL coordinates (left-bottom)
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DrawTextureRec(target.texture, (Rectangle){ 0, 0, target.texture.width, -target.texture.height }, (Vector2){ 0, 0 }, WHITE);
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EndShaderMode();
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glfwSwapBuffers(window);
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glfwPollEvents();
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@ -172,7 +220,9 @@ int main(void)
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// De-Initialization
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//--------------------------------------------------------------------------------------
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rlglClose(); // Unload rlgl internal buffers and default shader/texture
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UnloadShader(distortion);
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rlglClose(); // Unload rlgl internal buffers and default shader/texture
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glfwDestroyWindow(window);
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glfwTerminate();
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@ -392,3 +442,55 @@ void DrawCubeWires(Vector3 position, float width, float height, float length, Co
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rlEnd();
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rlPopMatrix();
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}
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// Draw a part of a texture (defined by a rectangle)
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static void DrawTextureRec(Texture2D texture, Rectangle sourceRec, Vector2 position, Color tint)
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{
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Rectangle destRec = { (int)position.x, (int)position.y, abs(sourceRec.width), abs(sourceRec.height) };
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Vector2 origin = { 0, 0 };
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DrawTexturePro(texture, sourceRec, destRec, origin, 0.0f, tint);
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}
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// Draw a part of a texture (defined by a rectangle) with 'pro' parameters
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// NOTE: origin is relative to destination rectangle size
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static void DrawTexturePro(Texture2D texture, Rectangle sourceRec, Rectangle destRec, Vector2 origin, float rotation, Color tint)
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{
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// Check if texture is valid
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if (texture.id != 0)
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{
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if (sourceRec.width < 0) sourceRec.x -= sourceRec.width;
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if (sourceRec.height < 0) sourceRec.y -= sourceRec.height;
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rlEnableTexture(texture.id);
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rlPushMatrix();
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rlTranslatef(destRec.x, destRec.y, 0);
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rlRotatef(rotation, 0, 0, 1);
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rlTranslatef(-origin.x, -origin.y, 0);
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rlBegin(RL_QUADS);
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rlColor4ub(tint.r, tint.g, tint.b, tint.a);
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rlNormal3f(0.0f, 0.0f, 1.0f); // Normal vector pointing towards viewer
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// Bottom-left corner for texture and quad
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rlTexCoord2f((float)sourceRec.x / texture.width, (float)sourceRec.y / texture.height);
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rlVertex2f(0.0f, 0.0f);
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// Bottom-right corner for texture and quad
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rlTexCoord2f((float)sourceRec.x / texture.width, (float)(sourceRec.y + sourceRec.height) / texture.height);
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rlVertex2f(0.0f, destRec.height);
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// Top-right corner for texture and quad
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rlTexCoord2f((float)(sourceRec.x + sourceRec.width) / texture.width, (float)(sourceRec.y + sourceRec.height) / texture.height);
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rlVertex2f(destRec.width, destRec.height);
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// Top-left corner for texture and quad
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rlTexCoord2f((float)(sourceRec.x + sourceRec.width) / texture.width, (float)sourceRec.y / texture.height);
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rlVertex2f(destRec.width, 0.0f);
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rlEnd();
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rlPopMatrix();
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rlDisableTexture();
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}
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}
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