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Update core_vr_simulator.c

Ray 4 年之前
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共有 1 個文件被更改,包括 22 次插入13 次删除
  1. 22 13
      examples/core/core_vr_simulator.c

+ 22 - 13
examples/core/core_vr_simulator.c

@@ -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, "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, "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
@@ -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);