Update core_vr_simulator.c

This commit is contained in:
Ray 2021-04-07 12:24:43 +02:00
parent 6719c3a1cd
commit ed96bc6441

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@ -2,7 +2,7 @@
*
* raylib [core] example - VR Simulator (Oculus Rift CV1 parameters)
*
* This example has been created using raylib 3.6-dev (www.raylib.com)
* This example has been created using raylib 3.7 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2017-2021 Ramon Santamaria (@raysan5)
@ -40,7 +40,8 @@ int main(void)
.interpupillaryDistance = 0.07f, // IPD (distance between pupils) in meters
// NOTE: CV1 uses a Fresnel-hybrid-asymmetric lenses with specific distortion compute shaders
// Following parameters are an approximation to distortion stereo rendering but results differ from actual device
// Following parameters are an approximation to distortion stereo rendering
// but results differ from actual device
.lensDistortionValues[0] = 1.0f, // Lens distortion constant parameter 0
.lensDistortionValues[1] = 0.22f, // Lens distortion constant parameter 1
.lensDistortionValues[2] = 0.24f, // Lens distortion constant parameter 2
@ -58,15 +59,23 @@ int main(void)
Shader distortion = LoadShader(0, TextFormat("resources/distortion%i.fs", GLSL_VERSION));
// Update distortion shader with lens and distortion-scale parameters
SetShaderValue(distortion, GetShaderLocation(distortion, "leftLensCenter"), config.leftLensCenter, SHADER_UNIFORM_VEC2);
SetShaderValue(distortion, GetShaderLocation(distortion, "rightLensCenter"), config.rightLensCenter, SHADER_UNIFORM_VEC2);
SetShaderValue(distortion, GetShaderLocation(distortion, "leftScreenCenter"), config.leftScreenCenter, SHADER_UNIFORM_VEC2);
SetShaderValue(distortion, GetShaderLocation(distortion, "rightScreenCenter"), config.rightScreenCenter, SHADER_UNIFORM_VEC2);
SetShaderValue(distortion, GetShaderLocation(distortion, "leftLensCenter"),
config.leftLensCenter, SHADER_UNIFORM_VEC2);
SetShaderValue(distortion, GetShaderLocation(distortion, "rightLensCenter"),
config.rightLensCenter, SHADER_UNIFORM_VEC2);
SetShaderValue(distortion, GetShaderLocation(distortion, "leftScreenCenter"),
config.leftScreenCenter, SHADER_UNIFORM_VEC2);
SetShaderValue(distortion, GetShaderLocation(distortion, "rightScreenCenter"),
config.rightScreenCenter, SHADER_UNIFORM_VEC2);
SetShaderValue(distortion, GetShaderLocation(distortion, "scale"), config.scale, SHADER_UNIFORM_VEC2);
SetShaderValue(distortion, GetShaderLocation(distortion, "scaleIn"), config.scaleIn, SHADER_UNIFORM_VEC2);
SetShaderValue(distortion, GetShaderLocation(distortion, "deviceWarpParam"), device.lensDistortionValues, SHADER_UNIFORM_VEC4);
SetShaderValue(distortion, GetShaderLocation(distortion, "chromaAbParam"), device.chromaAbCorrection, SHADER_UNIFORM_VEC4);
SetShaderValue(distortion, GetShaderLocation(distortion, "scale"),
config.scale, SHADER_UNIFORM_VEC2);
SetShaderValue(distortion, GetShaderLocation(distortion, "scaleIn"),
config.scaleIn, SHADER_UNIFORM_VEC2);
SetShaderValue(distortion, GetShaderLocation(distortion, "deviceWarpParam"),
device.lensDistortionValues, SHADER_UNIFORM_VEC4);
SetShaderValue(distortion, GetShaderLocation(distortion, "chromaAbParam"),
device.chromaAbCorrection, SHADER_UNIFORM_VEC4);
// Initialize framebuffer for stereo rendering
// NOTE: Screen size should match HMD aspect ratio
@ -108,7 +117,6 @@ int main(void)
DrawCube(cubePosition, 2.0f, 2.0f, 2.0f, RED);
DrawCubeWires(cubePosition, 2.0f, 2.0f, 2.0f, MAROON);
DrawGrid(40, 1.0f);
EndMode3D();
@ -116,7 +124,8 @@ int main(void)
EndTextureMode();
BeginShaderMode(distortion);
DrawTextureRec(target.texture, (Rectangle){ 0, 0, (float)target.texture.width, (float)-target.texture.height }, (Vector2){ 0.0f, 0.0f }, WHITE);
DrawTextureRec(target.texture, (Rectangle){ 0, 0, (float)target.texture.width,
(float)-target.texture.height }, (Vector2){ 0.0f, 0.0f }, WHITE);
EndShaderMode();
DrawFPS(10, 10);