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@@ -2223,71 +2223,71 @@ VrStereoConfig LoadVrStereoConfig(VrDeviceInfo device)
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{
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VrStereoConfig config = { 0 };
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VrStereoConfig config = { 0 };
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-#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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- // Compute aspect ratio
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- float aspect = ((float)device.hResolution*0.5f)/(float)device.vResolution;
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-
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- // Compute lens parameters
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- float lensShift = (device.hScreenSize*0.25f - device.lensSeparationDistance*0.5f)/device.hScreenSize;
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- config.leftLensCenter[0] = 0.25f + lensShift;
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- config.leftLensCenter[1] = 0.5f;
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- config.rightLensCenter[0] = 0.75f - lensShift;
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- config.rightLensCenter[1] = 0.5f;
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- config.leftScreenCenter[0] = 0.25f;
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- config.leftScreenCenter[1] = 0.5f;
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- config.rightScreenCenter[0] = 0.75f;
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- config.rightScreenCenter[1] = 0.5f;
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-
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- // Compute distortion scale parameters
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- // NOTE: To get lens max radius, lensShift must be normalized to [-1..1]
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- float lensRadius = fabsf(-1.0f - 4.0f*lensShift);
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- float lensRadiusSq = lensRadius*lensRadius;
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- float distortionScale = device.lensDistortionValues[0] +
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- device.lensDistortionValues[1]*lensRadiusSq +
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- device.lensDistortionValues[2]*lensRadiusSq*lensRadiusSq +
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- device.lensDistortionValues[3]*lensRadiusSq*lensRadiusSq*lensRadiusSq;
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-
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- float normScreenWidth = 0.5f;
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- float normScreenHeight = 1.0f;
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- config.scaleIn[0] = 2.0f/normScreenWidth;
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- config.scaleIn[1] = 2.0f/normScreenHeight/aspect;
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- config.scale[0] = normScreenWidth*0.5f/distortionScale;
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- config.scale[1] = normScreenHeight*0.5f*aspect/distortionScale;
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-
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- // Fovy is normally computed with: 2*atan2f(device.vScreenSize, 2*device.eyeToScreenDistance)
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- // ...but with lens distortion it is increased (see Oculus SDK Documentation)
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- //float fovy = 2.0f*atan2f(device.vScreenSize*0.5f*distortionScale, device.eyeToScreenDistance); // Really need distortionScale?
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- float fovy = 2.0f*(float)atan2f(device.vScreenSize*0.5f, device.eyeToScreenDistance);
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-
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- // Compute camera projection matrices
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- float projOffset = 4.0f*lensShift; // Scaled to projection space coordinates [-1..1]
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- Matrix proj = MatrixPerspective(fovy, aspect, RL_CULL_DISTANCE_NEAR, RL_CULL_DISTANCE_FAR);
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-
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- config.projection[0] = MatrixMultiply(proj, MatrixTranslate(projOffset, 0.0f, 0.0f));
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- config.projection[1] = MatrixMultiply(proj, MatrixTranslate(-projOffset, 0.0f, 0.0f));
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-
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- // Compute camera transformation matrices
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- // NOTE: Camera movement might seem more natural if we model the head.
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- // Our axis of rotation is the base of our head, so we might want to add
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- // some y (base of head to eye level) and -z (center of head to eye protrusion) to the camera positions.
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- config.viewOffset[0] = MatrixTranslate(-device.interpupillaryDistance*0.5f, 0.075f, 0.045f);
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- config.viewOffset[1] = MatrixTranslate(device.interpupillaryDistance*0.5f, 0.075f, 0.045f);
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-
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- // Compute eyes Viewports
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- /*
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- config.eyeViewportRight[0] = 0;
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- config.eyeViewportRight[1] = 0;
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- config.eyeViewportRight[2] = device.hResolution/2;
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- config.eyeViewportRight[3] = device.vResolution;
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-
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- config.eyeViewportLeft[0] = device.hResolution/2;
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- config.eyeViewportLeft[1] = 0;
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- config.eyeViewportLeft[2] = device.hResolution/2;
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- config.eyeViewportLeft[3] = device.vResolution;
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- */
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-#else
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- TRACELOG(LOG_WARNING, "RLGL: VR Simulator not supported on OpenGL 1.1");
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-#endif
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+ if ((rlGetVersion() == OPENGL_33) || (rlGetVersion() == OPENGL_ES_20))
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+ {
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+ // Compute aspect ratio
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+ float aspect = ((float)device.hResolution*0.5f)/(float)device.vResolution;
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+
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+ // Compute lens parameters
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+ float lensShift = (device.hScreenSize*0.25f - device.lensSeparationDistance*0.5f)/device.hScreenSize;
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+ config.leftLensCenter[0] = 0.25f + lensShift;
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+ config.leftLensCenter[1] = 0.5f;
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+ config.rightLensCenter[0] = 0.75f - lensShift;
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+ config.rightLensCenter[1] = 0.5f;
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+ config.leftScreenCenter[0] = 0.25f;
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+ config.leftScreenCenter[1] = 0.5f;
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+ config.rightScreenCenter[0] = 0.75f;
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+ config.rightScreenCenter[1] = 0.5f;
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+
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+ // Compute distortion scale parameters
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+ // NOTE: To get lens max radius, lensShift must be normalized to [-1..1]
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+ float lensRadius = fabsf(-1.0f - 4.0f*lensShift);
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+ float lensRadiusSq = lensRadius*lensRadius;
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+ float distortionScale = device.lensDistortionValues[0] +
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+ device.lensDistortionValues[1]*lensRadiusSq +
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+ device.lensDistortionValues[2]*lensRadiusSq*lensRadiusSq +
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+ device.lensDistortionValues[3]*lensRadiusSq*lensRadiusSq*lensRadiusSq;
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+
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+ float normScreenWidth = 0.5f;
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+ float normScreenHeight = 1.0f;
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+ config.scaleIn[0] = 2.0f/normScreenWidth;
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+ config.scaleIn[1] = 2.0f/normScreenHeight/aspect;
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+ config.scale[0] = normScreenWidth*0.5f/distortionScale;
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+ config.scale[1] = normScreenHeight*0.5f*aspect/distortionScale;
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+
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+ // Fovy is normally computed with: 2*atan2f(device.vScreenSize, 2*device.eyeToScreenDistance)
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+ // ...but with lens distortion it is increased (see Oculus SDK Documentation)
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+ //float fovy = 2.0f*atan2f(device.vScreenSize*0.5f*distortionScale, device.eyeToScreenDistance); // Really need distortionScale?
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+ float fovy = 2.0f*(float)atan2f(device.vScreenSize*0.5f, device.eyeToScreenDistance);
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+
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+ // Compute camera projection matrices
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+ float projOffset = 4.0f*lensShift; // Scaled to projection space coordinates [-1..1]
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+ Matrix proj = MatrixPerspective(fovy, aspect, RL_CULL_DISTANCE_NEAR, RL_CULL_DISTANCE_FAR);
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+
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+ config.projection[0] = MatrixMultiply(proj, MatrixTranslate(projOffset, 0.0f, 0.0f));
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+ config.projection[1] = MatrixMultiply(proj, MatrixTranslate(-projOffset, 0.0f, 0.0f));
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+
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+ // Compute camera transformation matrices
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+ // NOTE: Camera movement might seem more natural if we model the head.
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+ // Our axis of rotation is the base of our head, so we might want to add
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+ // some y (base of head to eye level) and -z (center of head to eye protrusion) to the camera positions.
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+ config.viewOffset[0] = MatrixTranslate(-device.interpupillaryDistance*0.5f, 0.075f, 0.045f);
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+ config.viewOffset[1] = MatrixTranslate(device.interpupillaryDistance*0.5f, 0.075f, 0.045f);
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+
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+ // Compute eyes Viewports
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+ /*
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+ config.eyeViewportRight[0] = 0;
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+ config.eyeViewportRight[1] = 0;
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+ config.eyeViewportRight[2] = device.hResolution/2;
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+ config.eyeViewportRight[3] = device.vResolution;
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+
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+ config.eyeViewportLeft[0] = device.hResolution/2;
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+ config.eyeViewportLeft[1] = 0;
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+ config.eyeViewportLeft[2] = device.hResolution/2;
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+ config.eyeViewportLeft[3] = device.vResolution;
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+ */
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+ }
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+ else TRACELOG(LOG_WARNING, "RLGL: VR Simulator not supported on OpenGL 1.1");
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return config;
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return config;
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}
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}
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