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Improve vr support and simulator

Ray 8 years ago
parent
commit
fdf8501e81
2 changed files with 8 additions and 15 deletions
  1. 3 11
      examples/core/core_vr_simulator.c
  2. 5 4
      src/rlgl.c

+ 3 - 11
examples/core/core_vr_simulator.c

@@ -1,16 +1,8 @@
 /*******************************************************************************************
 *
-*   raylib [core] example - Oculus Rift CV1
+*   raylib [core] example - VR Simulator (Oculus Rift CV1 parameters)
 *
-*   Compile example using:
-*   gcc -o $(NAME_PART).exe $(FILE_NAME) -I..\src\external -I..\src\external\OculusSDK\LibOVR\Include /
-*       -L. -L..\src\external\OculusSDK\LibOVR -lLibOVRRT32_1 -lraylib -lglfw3 -lopengl32 -lgdi32 -std=c99 /
-*       -Wl,-allow-multiple-definition
-*
-*   #define SUPPORT_OCULUS_RIFT_CV1 / RLGL_OCULUS_SUPPORT
-*       Enable Oculus Rift CV1 functionality
-*
-*   This example has been created using raylib 1.5 (www.raylib.com)
+*   This example has been created using raylib 1.7 (www.raylib.com)
 *   raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
 *
 *   Copyright (c) 2016 Ramon Santamaria (@raysan5)
@@ -28,7 +20,7 @@ int main()
     
     // NOTE: screenWidth/screenHeight should match VR device aspect ratio
     
-    InitWindow(screenWidth, screenHeight, "raylib [core] example - oculus rift");
+    InitWindow(screenWidth, screenHeight, "raylib [core] example - vr simulator");
 
     InitVrSimulator(HMD_OCULUS_RIFT_CV1);               // Init VR simulator (Oculus Rift CV1 parameters)
     

+ 5 - 4
src/rlgl.c

@@ -57,6 +57,7 @@
 // Default configuration flags (supported features)
 //-------------------------------------------------
 #define SUPPORT_VR_SIMULATION
+#define SUPPORT_DISTORTION_SHADER
 //-------------------------------------------------
 
 #include "rlgl.h"
@@ -2240,7 +2241,7 @@ void *rlglReadTexturePixels(Texture2D texture)
 
     pixels = (unsigned char *)malloc(texture.width*texture.height*4*sizeof(unsigned char));
 
-    // NOTE: Despite FBO color texture is RGB, we read data as RGBA... reading as RGB doesn't work... o__O
+    // NOTE: We read data as RGBA because FBO texture is configured as RGBA, despite binding a RGB texture...
     glReadPixels(0, 0, texture.width, texture.height, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
 
     // Re-attach internal FBO color texture before deleting it
@@ -2558,7 +2559,7 @@ void InitVrSimulator(int vrDevice)
         hmd.chromaAbCorrection[2] = 1.014f;     // HMD chromatic aberration correction parameter 2
         hmd.chromaAbCorrection[3] = 0.0f;       // HMD chromatic aberration correction parameter 3
         
-        TraceLog(WARNING, "Initializing VR Simulator (Oculus Rift DK2)");
+        TraceLog(INFO, "Initializing VR Simulator (Oculus Rift DK2)");
     }
     else if ((vrDevice == HMD_DEFAULT_DEVICE) || (vrDevice == HMD_OCULUS_RIFT_CV1))
     {
@@ -2585,11 +2586,11 @@ void InitVrSimulator(int vrDevice)
         hmd.chromaAbCorrection[2] = 1.014f;     // HMD chromatic aberration correction parameter 2
         hmd.chromaAbCorrection[3] = 0.0f;       // HMD chromatic aberration correction parameter 3
         
-        TraceLog(WARNING, "Initializing VR Simulator (Oculus Rift CV1)");
+        TraceLog(INFO, "Initializing VR Simulator (Oculus Rift CV1)");
     }
     else 
     {
-        TraceLog(WARNING, "VR Simulator doesn't support current device yet,");
+        TraceLog(WARNING, "VR Simulator doesn't support selected device parameters,");
         TraceLog(WARNING, "using default VR Simulator parameters");
     }