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) * 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) * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
* *
* Copyright (c) 2017-2021 Ramon Santamaria (@raysan5) * Copyright (c) 2017-2021 Ramon Santamaria (@raysan5)
@ -40,7 +40,8 @@ int main(void)
.interpupillaryDistance = 0.07f, // IPD (distance between pupils) in meters .interpupillaryDistance = 0.07f, // IPD (distance between pupils) in meters
// NOTE: CV1 uses a Fresnel-hybrid-asymmetric lenses with specific distortion compute shaders // 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[0] = 1.0f, // Lens distortion constant parameter 0
.lensDistortionValues[1] = 0.22f, // Lens distortion constant parameter 1 .lensDistortionValues[1] = 0.22f, // Lens distortion constant parameter 1
.lensDistortionValues[2] = 0.24f, // Lens distortion constant parameter 2 .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)); Shader distortion = LoadShader(0, TextFormat("resources/distortion%i.fs", GLSL_VERSION));
// Update distortion shader with lens and distortion-scale parameters // Update distortion shader with lens and distortion-scale parameters
SetShaderValue(distortion, GetShaderLocation(distortion, "leftLensCenter"), config.leftLensCenter, SHADER_UNIFORM_VEC2); SetShaderValue(distortion, GetShaderLocation(distortion, "leftLensCenter"),
SetShaderValue(distortion, GetShaderLocation(distortion, "rightLensCenter"), config.rightLensCenter, SHADER_UNIFORM_VEC2); config.leftLensCenter, SHADER_UNIFORM_VEC2);
SetShaderValue(distortion, GetShaderLocation(distortion, "leftScreenCenter"), config.leftScreenCenter, SHADER_UNIFORM_VEC2); SetShaderValue(distortion, GetShaderLocation(distortion, "rightLensCenter"),
SetShaderValue(distortion, GetShaderLocation(distortion, "rightScreenCenter"), config.rightScreenCenter, SHADER_UNIFORM_VEC2); 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, "scale"),
SetShaderValue(distortion, GetShaderLocation(distortion, "scaleIn"), config.scaleIn, SHADER_UNIFORM_VEC2); config.scale, SHADER_UNIFORM_VEC2);
SetShaderValue(distortion, GetShaderLocation(distortion, "deviceWarpParam"), device.lensDistortionValues, SHADER_UNIFORM_VEC4); SetShaderValue(distortion, GetShaderLocation(distortion, "scaleIn"),
SetShaderValue(distortion, GetShaderLocation(distortion, "chromaAbParam"), device.chromaAbCorrection, SHADER_UNIFORM_VEC4); 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 // Initialize framebuffer for stereo rendering
// NOTE: Screen size should match HMD aspect ratio // NOTE: Screen size should match HMD aspect ratio
@ -108,7 +117,6 @@ int main(void)
DrawCube(cubePosition, 2.0f, 2.0f, 2.0f, RED); DrawCube(cubePosition, 2.0f, 2.0f, 2.0f, RED);
DrawCubeWires(cubePosition, 2.0f, 2.0f, 2.0f, MAROON); DrawCubeWires(cubePosition, 2.0f, 2.0f, 2.0f, MAROON);
DrawGrid(40, 1.0f); DrawGrid(40, 1.0f);
EndMode3D(); EndMode3D();
@ -116,7 +124,8 @@ int main(void)
EndTextureMode(); EndTextureMode();
BeginShaderMode(distortion); 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(); EndShaderMode();
DrawFPS(10, 10); DrawFPS(10, 10);