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https://github.com/HarbourMasters/Shipwright.git
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subrepo: subdir: "OTRGui" merged: "a6066a251" upstream: origin: "https://github.com/HarbourMasters/otrgui.git" branch: "master" commit: "a6066a251" git-subrepo: version: "0.4.1" origin: "???" commit: "???"
143 lines
6.9 KiB
C
143 lines
6.9 KiB
C
/*******************************************************************************************
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*
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* raylib [core] example - VR Simulator (Oculus Rift CV1 parameters)
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*
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* This example has been created using raylib 3.7 (www.raylib.com)
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* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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*
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* Copyright (c) 2017-2021 Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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#include "raylib.h"
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#if defined(PLATFORM_DESKTOP)
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#define GLSL_VERSION 330
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#else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
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#define GLSL_VERSION 100
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#endif
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int main(void)
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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const int screenWidth = 800;
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const int screenHeight = 450;
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// NOTE: screenWidth/screenHeight should match VR device aspect ratio
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InitWindow(screenWidth, screenHeight, "raylib [core] example - vr simulator");
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// VR device parameters definition
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VrDeviceInfo device = {
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// Oculus Rift CV1 parameters for simulator
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.hResolution = 2160, // Horizontal resolution in pixels
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.vResolution = 1200, // Vertical resolution in pixels
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.hScreenSize = 0.133793f, // Horizontal size in meters
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.vScreenSize = 0.0669f, // Vertical size in meters
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.vScreenCenter = 0.04678f, // Screen center in meters
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.eyeToScreenDistance = 0.041f, // Distance between eye and display in meters
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.lensSeparationDistance = 0.07f, // Lens separation distance in meters
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.interpupillaryDistance = 0.07f, // IPD (distance between pupils) in meters
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// NOTE: CV1 uses fresnel-hybrid-asymmetric lenses with specific compute shaders
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// Following parameters are just an approximation to CV1 distortion stereo rendering
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.lensDistortionValues[0] = 1.0f, // Lens distortion constant parameter 0
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.lensDistortionValues[1] = 0.22f, // Lens distortion constant parameter 1
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.lensDistortionValues[2] = 0.24f, // Lens distortion constant parameter 2
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.lensDistortionValues[3] = 0.0f, // Lens distortion constant parameter 3
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.chromaAbCorrection[0] = 0.996f, // Chromatic aberration correction parameter 0
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.chromaAbCorrection[1] = -0.004f, // Chromatic aberration correction parameter 1
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.chromaAbCorrection[2] = 1.014f, // Chromatic aberration correction parameter 2
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.chromaAbCorrection[3] = 0.0f, // Chromatic aberration correction parameter 3
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};
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// Load VR stereo config for VR device parameteres (Oculus Rift CV1 parameters)
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VrStereoConfig config = LoadVrStereoConfig(device);
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// Distortion shader (uses device lens distortion and chroma)
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Shader distortion = LoadShader(0, TextFormat("resources/distortion%i.fs", GLSL_VERSION));
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// Update distortion shader with lens and distortion-scale parameters
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SetShaderValue(distortion, GetShaderLocation(distortion, "leftLensCenter"),
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config.leftLensCenter, SHADER_UNIFORM_VEC2);
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SetShaderValue(distortion, GetShaderLocation(distortion, "rightLensCenter"),
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config.rightLensCenter, SHADER_UNIFORM_VEC2);
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SetShaderValue(distortion, GetShaderLocation(distortion, "leftScreenCenter"),
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config.leftScreenCenter, SHADER_UNIFORM_VEC2);
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SetShaderValue(distortion, GetShaderLocation(distortion, "rightScreenCenter"),
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config.rightScreenCenter, SHADER_UNIFORM_VEC2);
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SetShaderValue(distortion, GetShaderLocation(distortion, "scale"),
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config.scale, SHADER_UNIFORM_VEC2);
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SetShaderValue(distortion, GetShaderLocation(distortion, "scaleIn"),
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config.scaleIn, SHADER_UNIFORM_VEC2);
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SetShaderValue(distortion, GetShaderLocation(distortion, "deviceWarpParam"),
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device.lensDistortionValues, SHADER_UNIFORM_VEC4);
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SetShaderValue(distortion, GetShaderLocation(distortion, "chromaAbParam"),
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device.chromaAbCorrection, SHADER_UNIFORM_VEC4);
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// Initialize framebuffer for stereo rendering
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// NOTE: Screen size should match HMD aspect ratio
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RenderTexture2D target = LoadRenderTexture(GetScreenWidth(), GetScreenHeight());
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// Define the camera to look into our 3d world
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Camera camera = { 0 };
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camera.position = (Vector3){ 5.0f, 2.0f, 5.0f }; // Camera position
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camera.target = (Vector3){ 0.0f, 2.0f, 0.0f }; // Camera looking at point
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camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector
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camera.fovy = 60.0f; // Camera field-of-view Y
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camera.projection = CAMERA_PERSPECTIVE; // Camera type
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Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
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SetCameraMode(camera, CAMERA_FIRST_PERSON); // Set first person camera mode
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SetTargetFPS(90); // Set our game to run at 90 frames-per-second
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//--------------------------------------------------------------------------------------
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// Main game loop
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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// Update
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//----------------------------------------------------------------------------------
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UpdateCamera(&camera); // Update camera (simulator mode)
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginTextureMode(target);
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ClearBackground(RAYWHITE);
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BeginVrStereoMode(config);
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BeginMode3D(camera);
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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, MAROON);
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DrawGrid(40, 1.0f);
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EndMode3D();
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EndVrStereoMode();
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EndTextureMode();
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BeginDrawing();
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ClearBackground(RAYWHITE);
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BeginShaderMode(distortion);
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DrawTextureRec(target.texture, (Rectangle){ 0, 0, (float)target.texture.width,
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(float)-target.texture.height }, (Vector2){ 0.0f, 0.0f }, WHITE);
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EndShaderMode();
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DrawFPS(10, 10);
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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// De-Initialization
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//--------------------------------------------------------------------------------------
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UnloadVrStereoConfig(config); // Unload stereo config
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UnloadRenderTexture(target); // Unload stereo render fbo
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UnloadShader(distortion); // Unload distortion shader
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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} |