Review VR simulator
Requires some work, distortion shader could be move out of raylib to example code...
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src/rlgl.c
10
src/rlgl.c
@ -291,7 +291,6 @@ static bool texCompASTCSupported = false; // ASTC texture compression support
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#if defined(SUPPORT_VR_SIMULATOR)
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// VR global variables
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static VrDeviceInfo hmd; // Current VR device info
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static VrStereoConfig vrConfig; // VR stereo configuration for simulator
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static bool vrSimulatorReady = false; // VR simulator ready flag
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static bool vrStereoRender = false; // VR stereo rendering enabled/disabled flag
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@ -1947,7 +1946,7 @@ void rlDrawMesh(Mesh mesh, Material material, Matrix transform)
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// Matrices and other values required by shader
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//-----------------------------------------------------
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// Calculate and send to shader model matrix (used by PBR shader)
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SetShaderValueMatrix(material.shader, material.shader.locs[LOC_MATRIX_MODEL], transform);
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if (material.shader.locs[LOC_MATRIX_MODEL] != -1) SetShaderValueMatrix(material.shader, material.shader.locs[LOC_MATRIX_MODEL], transform);
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// Upload to shader material.colDiffuse
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if (material.shader.locs[LOC_COLOR_DIFFUSE] != -1)
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@ -2830,10 +2829,12 @@ void EndBlendMode(void)
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#if defined(SUPPORT_VR_SIMULATOR)
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// Init VR simulator for selected device
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// NOTE: It modifies the global variable: VrDeviceInfo hmd
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// NOTE: It modifies the global variable: VrStereoConfig vrConfig
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void InitVrSimulator(int vrDevice)
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{
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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VrDeviceInfo hmd; // Current VR device info
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if (vrDevice == HMD_OCULUS_RIFT_DK2)
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{
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// Oculus Rift DK2 parameters
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@ -3345,8 +3346,6 @@ static void SetShaderDefaultLocations(Shader *shader)
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shader->locs[LOC_MAP_DIFFUSE] = glGetUniformLocation(shader->id, "texture0");
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shader->locs[LOC_MAP_NORMAL] = glGetUniformLocation(shader->id, "texture1");
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shader->locs[LOC_MAP_SPECULAR] = glGetUniformLocation(shader->id, "texture2");
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// TODO: Try to find all expected/recognized shader locations (predefined names, must be documented)
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}
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// Unload default shader
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@ -3941,6 +3940,7 @@ static void GenDrawCube(void)
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#if defined(SUPPORT_VR_SIMULATOR)
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// Configure stereo rendering (including distortion shader) with HMD device parameters
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// NOTE: It modifies the global variable: VrStereoConfig vrConfig
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static void SetStereoConfig(VrDeviceInfo hmd)
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{
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// Compute aspect ratio
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@ -27,7 +27,7 @@
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* #define SUPPORT_VR_SIMULATION / SUPPORT_STEREO_RENDERING
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* Support VR simulation functionality (stereo rendering)
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*
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* #define SUPPORT_SHADER_DISTORTION
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* #define SUPPORT_DISTORTION_SHADER
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* Include stereo rendering distortion shader (shader_distortion.h)
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*
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* DEPENDENCIES:
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@ -20,12 +20,12 @@ static const char vDistortionShaderStr[] =
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"out vec2 fragTexCoord; \n"
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"out vec4 fragColor; \n"
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#endif
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"uniform mat4 mvpMatrix; \n"
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"uniform mat4 mvp; \n"
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"void main() \n"
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"{ \n"
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" fragTexCoord = vertexTexCoord; \n"
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" fragColor = vertexColor; \n"
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" gl_Position = mvpMatrix*vec4(vertexPosition, 1.0); \n"
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" gl_Position = mvp*vec4(vertexPosition, 1.0); \n"
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"} \n";
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// Fragment shader definition to embed, no external file required
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