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authorraysan5 <raysan5@gmail.com>2016-06-08 13:29:56 +0200
committerraysan5 <raysan5@gmail.com>2016-06-08 13:29:56 +0200
commitb79ede4edb522b0cc5e458c49cb45d49ec902758 (patch)
tree310a227513c2880ebd2292efd6d982027b02ccc8
parent70a96fff80d0fb42722788df268b0c8e77e97120 (diff)
downloadraylib-b79ede4edb522b0cc5e458c49cb45d49ec902758.tar.gz
raylib-b79ede4edb522b0cc5e458c49cb45d49ec902758.zip
Added distortion shader to render
-rw-r--r--examples/oculus_glfw_sample/base.vs26
-rw-r--r--examples/oculus_glfw_sample/distortion.fs64
-rw-r--r--examples/oculus_glfw_sample/rlgl_standalone_stereo.c190
3 files changed, 236 insertions, 44 deletions
diff --git a/examples/oculus_glfw_sample/base.vs b/examples/oculus_glfw_sample/base.vs
new file mode 100644
index 00000000..638cb8ae
--- /dev/null
+++ b/examples/oculus_glfw_sample/base.vs
@@ -0,0 +1,26 @@
+#version 330
+
+// Input vertex attributes
+in vec3 vertexPosition;
+in vec2 vertexTexCoord;
+in vec3 vertexNormal;
+in vec4 vertexColor;
+
+// Input uniform values
+uniform mat4 mvpMatrix;
+
+// Output vertex attributes (to fragment shader)
+out vec2 fragTexCoord;
+out vec4 fragColor;
+
+// NOTE: Add here your custom variables
+
+void main()
+{
+ // Send vertex attributes to fragment shader
+ fragTexCoord = vertexTexCoord;
+ fragColor = vertexColor;
+
+ // Calculate final vertex position
+ gl_Position = mvpMatrix*vec4(vertexPosition, 1.0);
+} \ No newline at end of file
diff --git a/examples/oculus_glfw_sample/distortion.fs b/examples/oculus_glfw_sample/distortion.fs
new file mode 100644
index 00000000..a9932651
--- /dev/null
+++ b/examples/oculus_glfw_sample/distortion.fs
@@ -0,0 +1,64 @@
+#version 330
+
+// Input vertex attributes (from vertex shader)
+in vec2 fragTexCoord;
+
+// Input uniform values
+uniform sampler2D texture0;
+
+// Output fragment color
+out vec4 finalColor;
+
+// NOTE: Add here your custom variables
+const vec2 LeftLensCenter = vec2(0.2863248, 0.5);
+const vec2 RightLensCenter = vec2(0.7136753, 0.5);
+const vec2 LeftScreenCenter = vec2(0.25, 0.5);
+const vec2 RightScreenCenter = vec2(0.75, 0.5);
+const vec2 Scale = vec2(0.25, 0.45); //vec2(0.1469278, 0.2350845);
+const vec2 ScaleIn = vec2(4, 2.2222);
+const vec4 HmdWarpParam = vec4(1, 0.22, 0.24, 0);
+
+/*
+// Another set of default values
+ChromaAbCorrection = {1.0, 0.0, 1.0, 0}
+DistortionK = {1.0, 0.22, 0.24, 0}
+Scale = {0.25, 0.5*AspectRatio, 0, 0}
+ScaleIn = {4.0, 2/AspectRatio, 0, 0}
+Left Screen Center = {0.25, 0.5, 0, 0}
+Left Lens Center = {0.287994117, 0.5, 0, 0}
+Right Screen Center = {0.75, 0.5, 0, 0}
+Right Lens Center = {0.712005913, 0.5, 0, 0}
+*/
+
+// Scales input texture coordinates for distortion.
+vec2 HmdWarp(vec2 in01, vec2 LensCenter)
+{
+ vec2 theta = (in01 - LensCenter) * ScaleIn; // Scales to [-1, 1]
+ float rSq = theta.x * theta.x + theta.y * theta.y;
+ vec2 rvector = theta * (HmdWarpParam.x + HmdWarpParam.y * rSq + HmdWarpParam.z * rSq * rSq + HmdWarpParam.w * rSq * rSq * rSq);
+
+ return LensCenter + Scale * rvector;
+}
+
+void main()
+{
+ // SOURCE: http://www.mtbs3d.com/phpbb/viewtopic.php?f=140&t=17081
+
+ // The following two variables need to be set per eye
+ vec2 LensCenter = gl_FragCoord.x < 540 ? LeftLensCenter : RightLensCenter;
+ vec2 ScreenCenter = gl_FragCoord.x < 540 ? LeftScreenCenter : RightScreenCenter;
+
+ //vec2 oTexCoord = (gl_FragCoord.xy + vec2(0.5, 0.5)) / vec2(1280, 800); //Uncomment if using BGE's built-in stereo rendering
+
+ vec2 tc = HmdWarp(fragTexCoord, LensCenter);
+
+ if (any(bvec2(clamp(tc,ScreenCenter-vec2(0.25,0.5), ScreenCenter+vec2(0.25,0.5)) - tc)))
+ {
+ gl_FragColor = vec4(vec3(0.0), 1.0);
+ }
+ else
+ {
+ //tc.x = gl_FragCoord.x < 640 ? (2.0 * tc.x) : (2.0 * (tc.x - 0.5)); //Uncomment if using BGE's built-in stereo rendering
+ gl_FragColor = texture2D(texture0, tc);
+ }
+} \ No newline at end of file
diff --git a/examples/oculus_glfw_sample/rlgl_standalone_stereo.c b/examples/oculus_glfw_sample/rlgl_standalone_stereo.c
index 8582adb4..1955d11e 100644
--- a/examples/oculus_glfw_sample/rlgl_standalone_stereo.c
+++ b/examples/oculus_glfw_sample/rlgl_standalone_stereo.c
@@ -24,11 +24,26 @@
#define RLGL_STANDALONE
#include "rlgl.h" // rlgl library: OpenGL 1.1 immediate-mode style coding
+#include <stdlib.h> // Required for: abs()
+
#define RED (Color){ 230, 41, 55, 255 } // Red
#define MAROON (Color){ 190, 33, 55, 255 } // Maroon
#define RAYWHITE (Color){ 245, 245, 245, 255 } // My own White (raylib logo)
#define DARKGRAY (Color){ 80, 80, 80, 255 } // Dark Gray
+#define WHITE (Color){ 255, 255, 255, 255 } // White
+
+//----------------------------------------------------------------------------------
+// Types and Structures Definition
+//----------------------------------------------------------------------------------
+
+// Rectangle type
+typedef struct Rectangle {
+ int x;
+ int y;
+ int width;
+ int height;
+} Rectangle;
//----------------------------------------------------------------------------------
// Module specific Functions Declaration
@@ -41,6 +56,8 @@ static void DrawGrid(int slices, float spacing);
static void DrawCube(Vector3 position, float width, float height, float length, Color color);
static void DrawCubeWires(Vector3 position, float width, float height, float length, Color color);
static void DrawRectangleV(Vector2 position, Vector2 size, Color color);
+static void DrawTextureRec(Texture2D texture, Rectangle sourceRec, Vector2 position, Color tint);
+static void DrawTexturePro(Texture2D texture, Rectangle sourceRec, Rectangle destRec, Vector2 origin, float rotation, Color tint);
//----------------------------------------------------------------------------------
// Main Entry point
@@ -52,7 +69,6 @@ int main(void)
const int screenWidth = 1080;
const int screenHeight = 600;
-
// GLFW3 Initialization + OpenGL 3.3 Context + Extensions
//--------------------------------------------------------
glfwSetErrorCallback(ErrorCallback);
@@ -100,6 +116,14 @@ int main(void)
rlClearColor(245, 245, 245, 255); // Define clear color
rlEnableDepthTest(); // Enable DEPTH_TEST for 3D
+ Shader distortion = LoadShader("base.vs", "distortion.fs");
+
+ // TODO: Upload to distortion shader configuration parameters (screen size, etc.)
+ //SetShaderValue(Shader shader, int uniformLoc, float *value, int size);
+
+ // Create a RenderTexture2D to be used for render to texture
+ RenderTexture2D target = rlglLoadRenderTexture(screenWidth, screenHeight);
+
Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
Camera camera;
@@ -119,51 +143,75 @@ int main(void)
// Draw
//----------------------------------------------------------------------------------
+ rlEnableRenderTexture(target.id); // Enable render target
+
rlClearScreenBuffers(); // Clear current framebuffer
+
+ for (int i = 0; i < 2; i++)
+ {
+ rlViewport(i*screenWidth/2, 0, screenWidth/2, screenHeight);
+
+ // Calculate projection matrix (from perspective) and view matrix from camera look at
+ // TODO: Consider every eye fovy
+ Matrix matProj = MatrixPerspective(camera.fovy, (double)(screenWidth/2)/(double)screenHeight, 0.01, 1000.0);
+ MatrixTranspose(&matProj);
+
+ // TODO: Recalculate view matrix considering IPD (inter-pupillary-distance)
+ Matrix matView = MatrixLookAt(camera.position, camera.target, camera.up);
+
+ SetMatrixModelview(matView); // Replace internal modelview matrix by a custom one
+ SetMatrixProjection(matProj); // Replace internal projection matrix by a custom one
+
+ DrawCube(cubePosition, 2.0f, 2.0f, 2.0f, RED);
+ DrawCubeWires(cubePosition, 2.0f, 2.0f, 2.0f, RAYWHITE);
+ DrawGrid(10, 1.0f);
+
+ // NOTE: Internal buffers drawing (3D data)
+ rlglDraw();
+
+ // Draw '2D' elements in the scene (GUI)
+#define RLGL_CREATE_MATRIX_MANUALLY
+#if defined(RLGL_CREATE_MATRIX_MANUALLY)
+
+ matProj = MatrixOrtho(0.0, screenWidth/2, screenHeight, 0.0, 0.0, 1.0);
+ MatrixTranspose(&matProj);
+ matView = MatrixIdentity();
+
+ SetMatrixModelview(matView); // Replace internal modelview matrix by a custom one
+ SetMatrixProjection(matProj); // Replace internal projection matrix by a custom one
+
+#else // Let rlgl generate and multiply matrix internally
+
+ rlMatrixMode(RL_PROJECTION); // Enable internal projection matrix
+ rlLoadIdentity(); // Reset internal projection matrix
+ rlOrtho(0.0, screenWidth, screenHeight, 0.0, 0.0, 1.0); // Recalculate internal projection matrix
+ rlMatrixMode(RL_MODELVIEW); // Enable internal modelview matrix
+ rlLoadIdentity(); // Reset internal modelview matrix
+#endif
+ // TODO: 2D not drawing properly on stereo rendering
+ //DrawRectangleV((Vector2){ 10.0f, 10.0f }, (Vector2){ 500.0f, 20.0f }, DARKGRAY);
+
+ // NOTE: Internal buffers drawing (2D data)
+ rlglDraw();
+ }
- for (int i = 0; i < 2; i++)
- {
- rlViewport(i*screenWidth/2, 0, screenWidth/2, screenHeight);
+ rlDisableRenderTexture(); // Disable render target
+
+ // Set viewport to default framebuffer size (screen size)
+ rlViewport(0, 0, screenWidth, screenHeight);
- // Calculate projection matrix (from perspective) and view matrix from camera look at
- Matrix matProj = MatrixPerspective(camera.fovy, (double)(screenWidth/2)/(double)screenHeight, 0.01, 1000.0);
- MatrixTranspose(&matProj);
- Matrix matView = MatrixLookAt(camera.position, camera.target, camera.up);
-
- SetMatrixModelview(matView); // Replace internal modelview matrix by a custom one
- SetMatrixProjection(matProj); // Replace internal projection matrix by a custom one
-
- DrawCube(cubePosition, 2.0f, 2.0f, 2.0f, RED);
- DrawCubeWires(cubePosition, 2.0f, 2.0f, 2.0f, RAYWHITE);
- DrawGrid(10, 1.0f);
-
- // NOTE: Internal buffers drawing (3D data)
- rlglDraw();
-
- // Draw '2D' elements in the scene (GUI)
- #define RLGL_CREATE_MATRIX_MANUALLY
- #if defined(RLGL_CREATE_MATRIX_MANUALLY)
-
- matProj = MatrixOrtho(0.0, screenWidth/2, screenHeight, 0.0, 0.0, 1.0);
- MatrixTranspose(&matProj);
- matView = MatrixIdentity();
-
- SetMatrixModelview(matView); // Replace internal modelview matrix by a custom one
- SetMatrixProjection(matProj); // Replace internal projection matrix by a custom one
-
- #else // Let rlgl generate and multiply matrix internally
-
- rlMatrixMode(RL_PROJECTION); // Enable internal projection matrix
- rlLoadIdentity(); // Reset internal projection matrix
- rlOrtho(0.0, screenWidth, screenHeight, 0.0, 0.0, 1.0); // Recalculate internal projection matrix
- rlMatrixMode(RL_MODELVIEW); // Enable internal modelview matrix
- rlLoadIdentity(); // Reset internal modelview matrix
- #endif
- DrawRectangleV((Vector2){ 10.0f, 10.0f }, (Vector2){ 600.0f, 20.0f }, DARKGRAY);
-
- // NOTE: Internal buffers drawing (2D data)
- rlglDraw();
- }
+ // Let rlgl reconfigure internal matrices using OpenGL 1.1 style coding
+ rlMatrixMode(RL_PROJECTION); // Enable internal projection matrix
+ rlLoadIdentity(); // Reset internal projection matrix
+ rlOrtho(0.0, screenWidth, screenHeight, 0.0, 0.0, 1.0); // Recalculate internal projection matrix
+ rlMatrixMode(RL_MODELVIEW); // Enable internal modelview matrix
+ rlLoadIdentity(); // Reset internal modelview matrix
+
+ // Draw RenderTexture (fbo) using distortion shader
+ BeginShaderMode(distortion);
+ // NOTE: Render texture must be y-flipped due to default OpenGL coordinates (left-bottom)
+ DrawTextureRec(target.texture, (Rectangle){ 0, 0, target.texture.width, -target.texture.height }, (Vector2){ 0, 0 }, WHITE);
+ EndShaderMode();
glfwSwapBuffers(window);
glfwPollEvents();
@@ -172,7 +220,9 @@ int main(void)
// De-Initialization
//--------------------------------------------------------------------------------------
- rlglClose(); // Unload rlgl internal buffers and default shader/texture
+ UnloadShader(distortion);
+
+ rlglClose(); // Unload rlgl internal buffers and default shader/texture
glfwDestroyWindow(window);
glfwTerminate();
@@ -392,3 +442,55 @@ void DrawCubeWires(Vector3 position, float width, float height, float length, Co
rlEnd();
rlPopMatrix();
}
+
+// Draw a part of a texture (defined by a rectangle)
+static void DrawTextureRec(Texture2D texture, Rectangle sourceRec, Vector2 position, Color tint)
+{
+ Rectangle destRec = { (int)position.x, (int)position.y, abs(sourceRec.width), abs(sourceRec.height) };
+ Vector2 origin = { 0, 0 };
+
+ DrawTexturePro(texture, sourceRec, destRec, origin, 0.0f, tint);
+}
+
+// Draw a part of a texture (defined by a rectangle) with 'pro' parameters
+// NOTE: origin is relative to destination rectangle size
+static void DrawTexturePro(Texture2D texture, Rectangle sourceRec, Rectangle destRec, Vector2 origin, float rotation, Color tint)
+{
+ // Check if texture is valid
+ if (texture.id != 0)
+ {
+ if (sourceRec.width < 0) sourceRec.x -= sourceRec.width;
+ if (sourceRec.height < 0) sourceRec.y -= sourceRec.height;
+
+ rlEnableTexture(texture.id);
+
+ rlPushMatrix();
+ rlTranslatef(destRec.x, destRec.y, 0);
+ rlRotatef(rotation, 0, 0, 1);
+ rlTranslatef(-origin.x, -origin.y, 0);
+
+ rlBegin(RL_QUADS);
+ rlColor4ub(tint.r, tint.g, tint.b, tint.a);
+ rlNormal3f(0.0f, 0.0f, 1.0f); // Normal vector pointing towards viewer
+
+ // Bottom-left corner for texture and quad
+ rlTexCoord2f((float)sourceRec.x / texture.width, (float)sourceRec.y / texture.height);
+ rlVertex2f(0.0f, 0.0f);
+
+ // Bottom-right corner for texture and quad
+ rlTexCoord2f((float)sourceRec.x / texture.width, (float)(sourceRec.y + sourceRec.height) / texture.height);
+ rlVertex2f(0.0f, destRec.height);
+
+ // Top-right corner for texture and quad
+ rlTexCoord2f((float)(sourceRec.x + sourceRec.width) / texture.width, (float)(sourceRec.y + sourceRec.height) / texture.height);
+ rlVertex2f(destRec.width, destRec.height);
+
+ // Top-left corner for texture and quad
+ rlTexCoord2f((float)(sourceRec.x + sourceRec.width) / texture.width, (float)sourceRec.y / texture.height);
+ rlVertex2f(destRec.width, 0.0f);
+ rlEnd();
+ rlPopMatrix();
+
+ rlDisableTexture();
+ }
+}