Shipwright/OTRGui/libs/raylib/examples/core/core_vr_simulator.c

143 lines
6.9 KiB
C

/*******************************************************************************************
*
* raylib [core] example - VR Simulator (Oculus Rift CV1 parameters)
*
* 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)
*
********************************************************************************************/
#include "raylib.h"
#if defined(PLATFORM_DESKTOP)
#define GLSL_VERSION 330
#else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
#define GLSL_VERSION 100
#endif
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
// NOTE: screenWidth/screenHeight should match VR device aspect ratio
InitWindow(screenWidth, screenHeight, "raylib [core] example - vr simulator");
// VR device parameters definition
VrDeviceInfo device = {
// Oculus Rift CV1 parameters for simulator
.hResolution = 2160, // Horizontal resolution in pixels
.vResolution = 1200, // Vertical resolution in pixels
.hScreenSize = 0.133793f, // Horizontal size in meters
.vScreenSize = 0.0669f, // Vertical size in meters
.vScreenCenter = 0.04678f, // Screen center in meters
.eyeToScreenDistance = 0.041f, // Distance between eye and display in meters
.lensSeparationDistance = 0.07f, // Lens separation distance in meters
.interpupillaryDistance = 0.07f, // IPD (distance between pupils) in meters
// NOTE: CV1 uses fresnel-hybrid-asymmetric lenses with specific compute shaders
// Following parameters are just an approximation to CV1 distortion stereo rendering
.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
.lensDistortionValues[3] = 0.0f, // Lens distortion constant parameter 3
.chromaAbCorrection[0] = 0.996f, // Chromatic aberration correction parameter 0
.chromaAbCorrection[1] = -0.004f, // Chromatic aberration correction parameter 1
.chromaAbCorrection[2] = 1.014f, // Chromatic aberration correction parameter 2
.chromaAbCorrection[3] = 0.0f, // Chromatic aberration correction parameter 3
};
// Load VR stereo config for VR device parameteres (Oculus Rift CV1 parameters)
VrStereoConfig config = LoadVrStereoConfig(device);
// Distortion shader (uses device lens distortion and chroma)
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, "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
RenderTexture2D target = LoadRenderTexture(GetScreenWidth(), GetScreenHeight());
// Define the camera to look into our 3d world
Camera camera = { 0 };
camera.position = (Vector3){ 5.0f, 2.0f, 5.0f }; // Camera position
camera.target = (Vector3){ 0.0f, 2.0f, 0.0f }; // Camera looking at point
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector
camera.fovy = 60.0f; // Camera field-of-view Y
camera.projection = CAMERA_PERSPECTIVE; // Camera type
Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
SetCameraMode(camera, CAMERA_FIRST_PERSON); // Set first person camera mode
SetTargetFPS(90); // Set our game to run at 90 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
UpdateCamera(&camera); // Update camera (simulator mode)
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginTextureMode(target);
ClearBackground(RAYWHITE);
BeginVrStereoMode(config);
BeginMode3D(camera);
DrawCube(cubePosition, 2.0f, 2.0f, 2.0f, RED);
DrawCubeWires(cubePosition, 2.0f, 2.0f, 2.0f, MAROON);
DrawGrid(40, 1.0f);
EndMode3D();
EndVrStereoMode();
EndTextureMode();
BeginDrawing();
ClearBackground(RAYWHITE);
BeginShaderMode(distortion);
DrawTextureRec(target.texture, (Rectangle){ 0, 0, (float)target.texture.width,
(float)-target.texture.height }, (Vector2){ 0.0f, 0.0f }, WHITE);
EndShaderMode();
DrawFPS(10, 10);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadVrStereoConfig(config); // Unload stereo config
UnloadRenderTexture(target); // Unload stereo render fbo
UnloadShader(distortion); // Unload distortion shader
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}