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- /*******************************************************************************************
- *
- * raylib [core] example - VR Simulator (Oculus Rift CV1 parameters)
- *
- * 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) 2017 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
- SetConfigFlags(FLAG_MSAA_4X_HINT);
- InitWindow(screenWidth, screenHeight, "raylib [core] example - vr simulator");
- // Init VR simulator (Oculus Rift CV1 parameters)
- InitVrSimulator();
- VrDeviceInfo hmd = { 0 }; // VR device parameters (head-mounted-device)
- // Oculus Rift CV1 parameters for simulator
- hmd.hResolution = 2160; // HMD horizontal resolution in pixels
- hmd.vResolution = 1200; // HMD vertical resolution in pixels
- hmd.hScreenSize = 0.133793f; // HMD horizontal size in meters
- hmd.vScreenSize = 0.0669f; // HMD vertical size in meters
- hmd.vScreenCenter = 0.04678f; // HMD screen center in meters
- hmd.eyeToScreenDistance = 0.041f; // HMD distance between eye and display in meters
- hmd.lensSeparationDistance = 0.07f; // HMD lens separation distance in meters
- hmd.interpupillaryDistance = 0.07f; // HMD 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.
- hmd.lensDistortionValues[0] = 1.0f; // HMD lens distortion constant parameter 0
- hmd.lensDistortionValues[1] = 0.22f; // HMD lens distortion constant parameter 1
- hmd.lensDistortionValues[2] = 0.24f; // HMD lens distortion constant parameter 2
- hmd.lensDistortionValues[3] = 0.0f; // HMD lens distortion constant parameter 3
- hmd.chromaAbCorrection[0] = 0.996f; // HMD chromatic aberration correction parameter 0
- hmd.chromaAbCorrection[1] = -0.004f; // HMD chromatic aberration correction parameter 1
- hmd.chromaAbCorrection[2] = 1.014f; // HMD chromatic aberration correction parameter 2
- hmd.chromaAbCorrection[3] = 0.0f; // HMD chromatic aberration correction parameter 3
- // Distortion shader (uses device lens distortion and chroma)
- Shader distortion = LoadShader(0, FormatText("resources/distortion%i.fs", GLSL_VERSION));
- SetVrConfiguration(hmd, distortion); // Set Vr device parameters for stereo rendering
- // 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 (rotation towards target)
- camera.fovy = 60.0f; // Camera field-of-view Y
- camera.type = 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)
- if (IsKeyPressed(KEY_SPACE)) ToggleVrMode(); // Toggle VR mode
- //----------------------------------------------------------------------------------
- // Draw
- //----------------------------------------------------------------------------------
- BeginDrawing();
- ClearBackground(RAYWHITE);
- BeginVrDrawing();
- 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();
- EndVrDrawing();
- DrawFPS(10, 10);
- EndDrawing();
- //----------------------------------------------------------------------------------
- }
- // De-Initialization
- //--------------------------------------------------------------------------------------
- UnloadShader(distortion); // Unload distortion shader
- CloseVrSimulator(); // Close VR simulator
- CloseWindow(); // Close window and OpenGL context
- //--------------------------------------------------------------------------------------
- return 0;
- }
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