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authorraysan5 <raysan5@gmail.com>2016-07-08 20:32:06 +0200
committerraysan5 <raysan5@gmail.com>2016-07-08 20:32:06 +0200
commit884e13ac2faea7ea91af1fa5a4c1cfaf44dfb4af (patch)
treeee2868c807b9217fe70474fb45dc08143bbef3e3 /src
parentbcc2b17701f70015498ee2e51d7b35ffdd22f8d5 (diff)
downloadraylib-884e13ac2faea7ea91af1fa5a4c1cfaf44dfb4af.tar.gz
raylib-884e13ac2faea7ea91af1fa5a4c1cfaf44dfb4af.zip
Updated VR support -IN PROGRESS-
- Embedded VR distortion shader - Ready to support multiple VR devices - Fallback to VR Simulator if device not ready - Support mono rendering over stereo rendering
Diffstat (limited to 'src')
-rw-r--r--src/rlgl.c505
-rw-r--r--src/shader_distortion.h91
2 files changed, 368 insertions, 228 deletions
diff --git a/src/rlgl.c b/src/rlgl.c
index 25a6745c..7cb6a751 100644
--- a/src/rlgl.c
+++ b/src/rlgl.c
@@ -74,7 +74,11 @@
#endif
#if !defined(GRAPHICS_API_OPENGL_11) && !defined(RLGL_NO_STANDARD_SHADER)
- #include "standard_shader.h" // Standard shader to embed
+ #include "shader_standard.h" // Standard shader to be embedded
+#endif
+
+#if !defined(GRAPHICS_API_OPENGL_11) && !defined(RLGL_NO_DISTORTION_SHADER)
+ #include "shader_distortion.h" // Distortion shader to be embedded
#endif
//#define RLGL_OCULUS_SUPPORT // Enable Oculus Rift code
@@ -288,13 +292,14 @@ static OculusMirror mirror; // Oculus mirror texture and fbo
static unsigned int frameIndex = 0; // Oculus frames counter, used to discard frames from chain
#endif
-static bool oculusReady = false; // Oculus device ready flag
-static bool oculusSimulator = false; // Oculus device simulator
-static bool vrEnabled = false; // VR experience enabled (Oculus device or simulator)
-static bool vrControl = true; // VR controlled by user code, instead of internally
+static bool vrDeviceReady = false; // VR device ready flag
+static bool vrSimulator = false; // VR simulator enabled flag
+static bool vrEnabled = false; // VR experience enabled (device or simulator)
+static bool vrRendering = true; // VR stereo rendering enabled/disabled flag
+ // NOTE: This flag is useful to render data over stereo image (i.e. FPS)
-static RenderTexture2D stereoFbo;
-static Shader distortionShader;
+static RenderTexture2D stereoFbo; // Stereo rendering framebuffer
+static Shader distortionShader; // Stereo rendering distortion shader (simulator)
// Compressed textures support flags
static bool texCompDXTSupported = false; // DDS texture compression support
@@ -335,12 +340,12 @@ static void UpdateDefaultBuffers(void); // Update default internal buffers (
static void DrawDefaultBuffers(int eyesCount); // Draw default internal buffers vertex data
static void UnloadDefaultBuffers(void); // Unload default internal buffers vertex data from CPU and GPU
+// Configure stereo rendering (including distortion shader) with HMD device parameters
+static void SetupVrDevice(VrDeviceInfo info);
+
// Set internal projection and modelview matrix depending on eyes tracking data
static void SetStereoView(int eye, Matrix matProjection, Matrix matModelView);
-// Configure stereo rendering (including distortion shader) with HMD device parameters
-static void SetupVrDevice(VrDeviceInfo hmd);
-
static void SetShaderLights(Shader shader); // Sets shader uniform values for lights array
static char *ReadTextFile(const char *fileName);
@@ -1233,7 +1238,7 @@ void rlglDraw(void)
// NOTE: Default buffers upload and draw
UpdateDefaultBuffers();
- if (vrEnabled && vrControl) DrawDefaultBuffers(2);
+ if (vrEnabled && vrRendering) DrawDefaultBuffers(2);
else DrawDefaultBuffers(1);
#endif
}
@@ -2532,66 +2537,65 @@ void DestroyLight(Light light)
// NOTE: If device is not available, it fallbacks to default device (simulator)
void InitVrDevice(int hmdDevice)
{
-#if defined(RLGL_OCULUS_SUPPORT)
- // Initialize Oculus device
- ovrResult result = ovr_Initialize(NULL);
- if (OVR_FAILURE(result))
+ switch (hmdDevice)
{
- TraceLog(WARNING, "OVR: Could not initialize Oculus device");
- oculusReady = false;
- }
- else
- {
- result = ovr_Create(&session, &luid);
- if (OVR_FAILURE(result))
+ case HMD_DEFAULT_DEVICE: TraceLog(INFO, "Initializing default VR Device (Oculus Rift CV1)");
+ case HMD_OCULUS_RIFT_DK2:
+ case HMD_OCULUS_RIFT_CV1:
{
- TraceLog(WARNING, "OVR: Could not create Oculus session");
- ovr_Shutdown();
- oculusReady = false;
- }
- else
- {
- hmdDesc = ovr_GetHmdDesc(session);
-
- TraceLog(INFO, "OVR: Product Name: %s", hmdDesc.ProductName);
- TraceLog(INFO, "OVR: Manufacturer: %s", hmdDesc.Manufacturer);
- TraceLog(INFO, "OVR: Product ID: %i", hmdDesc.ProductId);
- TraceLog(INFO, "OVR: Product Type: %i", hmdDesc.Type);
- //TraceLog(INFO, "OVR: Serial Number: %s", hmdDesc.SerialNumber);
- TraceLog(INFO, "OVR: Resolution: %ix%i", hmdDesc.Resolution.w, hmdDesc.Resolution.h);
-
- // NOTE: Oculus mirror is set to defined screenWidth and screenHeight...
- // ...ideally, it should be (hmdDesc.Resolution.w/2, hmdDesc.Resolution.h/2)
-
- // Initialize Oculus Buffers
- layer = InitOculusLayer(session);
- buffer = LoadOculusBuffer(session, layer.width, layer.height);
- mirror = LoadOculusMirror(session, hmdDesc.Resolution.w/2, hmdDesc.Resolution.h/2); // NOTE: hardcoded...
- layer.eyeLayer.ColorTexture[0] = buffer.textureChain; //SetOculusLayerTexture(eyeLayer, buffer.textureChain);
-
- // Recenter OVR tracking origin
- ovr_RecenterTrackingOrigin(session);
-
- oculusReady = true;
- vrEnabled = true;
- }
- }
+#if defined(RLGL_OCULUS_SUPPORT)
+ vrDeviceReady = InitOculusDevice();
#else
- oculusReady = false;
+ TraceLog(WARNING, "Oculus Rift not supported by default, recompile raylib with Oculus support");
#endif
+ } break;
+ case HMD_VALVE_HTC_VIVE:
+ case HMD_SAMSUNG_GEAR_VR:
+ case HMD_GOOGLE_CARDBOARD:
+ case HMD_SONY_PLAYSTATION_VR:
+ case HMD_RAZER_OSVR:
+ case HMD_FOVE_VR: TraceLog(WARNING, "VR Device not supported");
+ default: break;
+ }
- if (!oculusReady)
+ if (!vrDeviceReady)
{
- TraceLog(WARNING, "HMD Device not found: Initializing VR simulator");
+ TraceLog(WARNING, "VR Device not found: Initializing VR Simulator");
// Initialize framebuffer and textures for stereo rendering
stereoFbo = rlglLoadRenderTexture(screenWidth, screenHeight);
- // Load oculus-distortion shader (oculus parameters setup internally)
- // TODO: Embed coulus distortion shader (in this function like default shader?)
- distortionShader = LoadShader("resources/shaders/glsl330/base.vs", "resources/shaders/glsl330/distortion.fs");
+ // Load distortion shader (initialized by default with Oculus Rift CV1 parameters)
+ distortionShader.id = LoadShaderProgram(vDistortionShaderStr, fDistortionShaderStr);
+ if (distortionShader.id != 0) LoadDefaultShaderLocations(&distortionShader);
+
+ VrDeviceInfo info = { 0 };
- oculusSimulator = true;
+ if ((hmdDevice == HMD_DEFAULT_DEVICE) ||
+ (hmdDevice == HMD_OCULUS_RIFT_DK2) ||
+ (hmdDevice == HMD_OCULUS_RIFT_CV1))
+ {
+ info.hResolution = 1280; // HMD horizontal resolution in pixels
+ info.vResolution = 800; // HMD vertical resolution in pixels
+ info.hScreenSize = 0.14976f;; // HMD horizontal size in meters
+ info.vScreenSize = 0.09356f; // HMD vertical size in meters
+ info.vScreenCenter = 0.04675f; // HMD screen center in meters
+ info.eyeToScreenDistance = 0.041f; // HMD distance between eye and display in meters
+ info.lensSeparationDistance = 0.0635f; // HMD lens separation distance in meters
+ info.interpupillaryDistance = 0.064f; // HMD IPD (distance between pupils) in meters
+ info.distortionK[0] = 1.0f; // HMD lens distortion constant parameter 0
+ info.distortionK[1] = 0.22f; // HMD lens distortion constant parameter 1
+ info.distortionK[2] = 0.24f; // HMD lens distortion constant parameter 2
+ info.distortionK[3] = 0.0f; // HMD lens distortion constant parameter 3
+ info.chromaAbCorrection[0] = 0.996f; // HMD chromatic aberration correction parameter 0
+ info.chromaAbCorrection[1] = -0.004f; // HMD chromatic aberration correction parameter 1
+ info.chromaAbCorrection[2] = 1.014f; // HMD chromatic aberration correction parameter 2
+ info.chromaAbCorrection[3] = 0.0f; // HMD chromatic aberration correction parameter 3
+ }
+
+ SetupVrDevice(info);
+
+ vrSimulator = true;
vrEnabled = true;
}
}
@@ -2600,14 +2604,7 @@ void InitVrDevice(int hmdDevice)
void CloseVrDevice(void)
{
#if defined(RLGL_OCULUS_SUPPORT)
- if (oculusReady)
- {
- UnloadOculusMirror(session, mirror); // Unload Oculus mirror buffer
- UnloadOculusBuffer(session, buffer); // Unload Oculus texture buffers
-
- ovr_Destroy(session); // Free Oculus session data
- ovr_Shutdown(); // Close Oculus device connection
- }
+ if (vrDeviceReady) CloseOculusDevice();
else
#endif
{
@@ -2618,13 +2615,13 @@ void CloseVrDevice(void)
UnloadShader(distortionShader);
}
- oculusReady = false;
+ vrDeviceReady = false;
}
// Detect if VR device is available
bool IsVrDeviceReady(void)
{
- return (oculusReady || oculusSimulator) && vrEnabled;
+ return (vrDeviceReady || vrSimulator) && vrEnabled;
}
// Enable/Disable VR experience (device or simulator)
@@ -2637,27 +2634,7 @@ void ToggleVrMode(void)
void UpdateVrTracking(void)
{
#if defined(RLGL_OCULUS_SUPPORT)
- if (oculusReady)
- {
- frameIndex++;
-
- ovrPosef eyePoses[2];
- ovr_GetEyePoses(session, frameIndex, ovrTrue, layer.viewScaleDesc.HmdToEyeOffset, eyePoses, &layer.eyeLayer.SensorSampleTime);
-
- layer.eyeLayer.RenderPose[0] = eyePoses[0];
- layer.eyeLayer.RenderPose[1] = eyePoses[1];
-
- // Get session status information
- ovrSessionStatus sessionStatus;
- ovr_GetSessionStatus(session, &sessionStatus);
-
- if (sessionStatus.ShouldQuit) TraceLog(WARNING, "OVR: Session should quit...");
- if (sessionStatus.ShouldRecenter) ovr_RecenterTrackingOrigin(session);
- //if (sessionStatus.HmdPresent) // HMD is present.
- //if (sessionStatus.DisplayLost) // HMD was unplugged or the display driver was manually disabled or encountered a TDR.
- //if (sessionStatus.HmdMounted) // HMD is on the user's head.
- //if (sessionStatus.IsVisible) // the game or experience has VR focus and is visible in the HMD.
- }
+ if (vrDeviceReady) UpdateOculusTracking();
else
#endif
{
@@ -2665,116 +2642,13 @@ void UpdateVrTracking(void)
}
}
-// Set internal projection and modelview matrix depending on eyes tracking data
-static void SetStereoView(int eye, Matrix matProjection, Matrix matModelView)
-{
- if (vrEnabled)
- {
- Matrix eyeProjection = matProjection;
- Matrix eyeModelView = matModelView;
-
-#if defined(RLGL_OCULUS_SUPPORT)
- if (oculusReady)
- {
- rlViewport(layer.eyeLayer.Viewport[eye].Pos.x, layer.eyeLayer.Viewport[eye].Pos.y,
- layer.eyeLayer.Viewport[eye].Size.w, layer.eyeLayer.Viewport[eye].Size.h);
-
- Quaternion eyeRenderPose = (Quaternion){ layer.eyeLayer.RenderPose[eye].Orientation.x,
- layer.eyeLayer.RenderPose[eye].Orientation.y,
- layer.eyeLayer.RenderPose[eye].Orientation.z,
- layer.eyeLayer.RenderPose[eye].Orientation.w };
- QuaternionInvert(&eyeRenderPose);
- Matrix eyeOrientation = QuaternionToMatrix(eyeRenderPose);
- Matrix eyeTranslation = MatrixTranslate(-layer.eyeLayer.RenderPose[eye].Position.x,
- -layer.eyeLayer.RenderPose[eye].Position.y,
- -layer.eyeLayer.RenderPose[eye].Position.z);
-
- Matrix eyeView = MatrixMultiply(eyeTranslation, eyeOrientation); // Matrix containing eye-head movement
- eyeModelView = MatrixMultiply(matModelView, eyeView); // Combine internal camera matrix (modelview) wih eye-head movement
-
- eyeProjection = layer.eyeProjections[eye];
- }
- else
-#endif
- {
- // Setup viewport and projection/modelview matrices using tracking data
- rlViewport(eye*screenWidth/2, 0, screenWidth/2, screenHeight);
-
- static float IPD = 0.064f; // InterpupillaryDistance
- float HScreenSize = 0.14976f;
- float VScreenSize = 0.09356f; // HScreenSize/(1280.0f/800.0f) (DK2)
- float VScreenCenter = 0.04675f; // VScreenSize/2
- float EyeToScreenDistance = 0.041f;
- float LensSeparationDistance = 0.0635f; //0.0635f (DK2)
-
- // NOTE: fovy value obtained from device parameters (Oculus Rift CV1)
- float halfScreenDistance = VScreenSize/2.0f;
- float fovy = 2.0f*atan(halfScreenDistance/EyeToScreenDistance)*RAD2DEG;
-
- float viewCenter = (float)HScreenSize*0.25f;
- float eyeProjectionShift = viewCenter - LensSeparationDistance*0.5f;
- float projectionCenterOffset = eyeProjectionShift/(float)HScreenSize; //4.0f*eyeProjectionShift/(float)HScreenSize;
-/*
- static float scale[2] = { 0.25, 0.45 };
-
- if (IsKeyDown(KEY_RIGHT)) scale[0] += 0.01;
- else if (IsKeyDown(KEY_LEFT)) scale[0] -= 0.01;
- else if (IsKeyDown(KEY_UP)) scale[1] += 0.01;
- else if (IsKeyDown(KEY_DOWN)) scale[1] -= 0.01;
-
- SetShaderValue(distortionShader, GetShaderLocation(distortionShader, "Scale"), scale, 2);
-
- if (IsKeyDown(KEY_N)) IPD += 0.02;
- else if (IsKeyDown(KEY_M)) IPD -= 0.02;
-*/
- // The matrixes for offsetting the projection and view for each eye, to achieve stereo effect
- Vector3 projectionOffset = { -projectionCenterOffset, 0.0f, 0.0f };
-
- // Camera movement might seem more natural if we model the head.
- // Our axis of rotation is the base of our head, so we might want to add
- // some y (base of head to eye level) and -z (center of head to eye protrusion) to the camera positions.
- Vector3 viewOffset = { -IPD/2.0f, 0.075f, 0.045f };
-
- // Negate the left eye versions
- if (eye == 0)
- {
- projectionOffset.x *= -1.0f;
- viewOffset.x *= -1.0f;
- }
-
- // Adjust the view and projection matrixes
- // View matrix is translated based on the eye offset
- Matrix projCenter = MatrixPerspective(fovy, (double)((float)screenWidth*0.5f)/(double)screenHeight, 0.01, 1000.0);
-
- Matrix projTranslation = MatrixTranslate(projectionOffset.x, projectionOffset.y, projectionOffset.z);
- Matrix viewTranslation = MatrixTranslate(viewOffset.x, viewOffset.y, viewOffset.z);
-
- eyeProjection = MatrixMultiply(projCenter, projTranslation); // projection
- eyeModelView = MatrixMultiply(matModelView, viewTranslation); // modelview
-
- MatrixTranspose(&eyeProjection);
- }
-
- SetMatrixModelview(eyeModelView);
- SetMatrixProjection(eyeProjection);
- }
-}
-
// Begin Oculus drawing configuration
void BeginVrDrawing(void)
{
#if defined(RLGL_OCULUS_SUPPORT)
- if (oculusReady)
+ if (vrDeviceReady)
{
- GLuint currentTexId;
- int currentIndex;
-
- ovr_GetTextureSwapChainCurrentIndex(session, buffer.textureChain, &currentIndex);
- ovr_GetTextureSwapChainBufferGL(session, buffer.textureChain, currentIndex, &currentTexId);
-
- glBindFramebuffer(GL_DRAW_FRAMEBUFFER, buffer.fboId);
- glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, currentTexId, 0);
- //glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, buffer.depthId, 0); // Already binded
+ BeginOculusDrawing();
}
else
#endif
@@ -2792,26 +2666,16 @@ void BeginVrDrawing(void)
//glViewport(0, 0, buffer.width, buffer.height); // Useful if rendering to separate framebuffers (every eye)
rlClearScreenBuffers(); // Clear current framebuffer(s)
- vrControl = true;
+ vrRendering = true;
}
// End Oculus drawing process (and desktop mirror)
void EndVrDrawing(void)
{
#if defined(RLGL_OCULUS_SUPPORT)
- if (oculusReady)
+ if (vrDeviceReady)
{
- // Unbind current framebuffer (Oculus buffer)
- glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
- glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
-
- ovr_CommitTextureSwapChain(session, buffer.textureChain);
-
- ovrLayerHeader *layers = &layer.eyeLayer.Header;
- ovr_SubmitFrame(session, frameIndex, &layer.viewScaleDesc, &layers, 1);
-
- // Blit mirror texture to back buffer
- BlitOculusMirror(session, mirror);
+ EndOculusDrawing();
}
else
#endif
@@ -2869,7 +2733,7 @@ void EndVrDrawing(void)
rlDisableDepthTest();
- vrControl = false;
+ vrRendering = false;
}
//----------------------------------------------------------------------------------
@@ -3890,25 +3754,34 @@ static Color *GenNextMipmap(Color *srcData, int srcWidth, int srcHeight)
// Configure stereo rendering (including distortion shader) with HMD device parameters
static void SetupVrDevice(VrDeviceInfo hmd)
{
+ // NOTE: fovy value obtained from device parameters (Oculus Rift CV1)
+ //float fovy = 2.0f*atan((VScreenSize*0.5f)/EyeToScreenDistance)*RAD2DEG;
+
+ //float eyeProjectionShift = ;
+ //float projectionOffset = (HScreenSize*0.25f - LensSeparationDistance*0.5f)/(float)HScreenSize;
+
// Compute aspect ratio and FOV
- float aspect = ((float)hmd.hResolution/2.0f)/(float)hmd.vResolution;
+ //float aspect = ((float)hmd.hResolution/2.0f)/(float)hmd.vResolution;
+ float aspect = (float)screenWidth*0.5f/(float)screenHeight;
// Fov-y is normally computed with: 2*atan2(hmd.vScreenSize, 2*hmd.eyeToScreenDistance)*RAD2DEG
// ...but with lens distortion it is increased (see Oculus SDK Documentation)
float radius = -1.0 - (4*(hmd.hScreenSize/4 - hmd.lensSeparationDistance/2)/hmd.hScreenSize);
float distScale = (hmd.distortionK[0] + hmd.distortionK[1]*pow(radius, 2) + hmd.distortionK[2]*pow(radius, 4) + hmd.distortionK[3]*pow(radius, 6));
- float fovy = 2*atan2(hmd.vScreenSize*distScale, 2*hmd.eyeToScreenDistance)*RAD2DEG;
+ //float fovy = 2.0f*atan2(hmd.vScreenSize*distScale, 2*hmd.eyeToScreenDistance)*RAD2DEG;
+ float fovy = 2.0f*atan((hmd.vScreenSize*0.5f)/hmd.eyeToScreenDistance)*RAD2DEG;
// Compute camera projection matrices
- Matrix proj = MatrixPerspective(fovy, aspect, 0.1, 10000);
- float projOffset = 4*(hmd.hScreenSize/4 - hmd.interpupillaryDistance/2)/hmd.hScreenSize;
+ Matrix proj = MatrixPerspective(fovy, aspect, 0.01, 1000.0);
+ //float projOffset = 4.0f*(hmd.hScreenSize/4 - hmd.interpupillaryDistance/2)/hmd.hScreenSize;
+ float projOffset = (hmd.hScreenSize*0.25f - hmd.lensSeparationDistance*0.5f)/hmd.hScreenSize;
- //Matrix projLeft = MatrixMultiply(MatrixTranslation(projOffset, 0.0, 0.0), proj);
- //matrix projRight = MatrixMultiply(MatrixTranslation(-projOffset, 0.0, 0.0)), proj);
+ //Matrix projLeft = MatrixMultiply(MatrixTranslate(projOffset, 0.0, 0.0), proj);
+ //matrix projRight = MatrixMultiply(MatrixTranslate(-projOffset, 0.0, 0.0)), proj);
// Compute camera transformation matrices
- //Matrix viewTransformLeft = MatrixTranslation(-hmd.interpupillaryDistance/2, 0.0, 0.0 );
- //Matrix viewTransformRight = MatrixTranslation(hmd.interpupillaryDistance/2, 0.0, 0.0 );
+ //Matrix viewTransformLeft = MatrixTranslate(-hmd.interpupillaryDistance/2, 0.0, 0.0 );
+ //Matrix viewTransformRight = MatrixTranslate(hmd.interpupillaryDistance/2, 0.0, 0.0 );
// Compute eyes Viewports
// Rectangle viewportLeft = { 0, 0, hmd.hResolution/2, hmd.vResolution };
@@ -3916,50 +3789,226 @@ static void SetupVrDevice(VrDeviceInfo hmd)
// Distortion shader parameters
float lensShift = 4*(hmd.hScreenSize/4 - hmd.lensSeparationDistance/2)/hmd.hScreenSize;
- float leftLensCenter[2] = { lensShift, 0.0f };
- float rightLensCenter[2] = { -lensShift, 0.0f };
+ float leftLensCenter[2] = { lensShift, 0.0f }; // REVIEW!!!
+ float rightLensCenter[2] = { -lensShift, 0.0f }; // REVIEW!!!
float leftScreenCenter[2] = { 0.25f, 0.5f };
float rightScreenCenter[2] = { 0.75f, 0.5f };
- float scaleIn[2] = { 1.0f, 1.0f/aspect };
- float scale[2] = { 1.0f/distScale, 1.0f*aspect/distScale };
+ float scaleIn[2] = { 1.0f, 1.0f/aspect }; // REVIEW!!!
+ float scale[2] = { 1.0f/distScale, 1.0f*aspect/distScale }; // REVIEW!!!
// Distortion shader parameters update
- SetShaderValue(distortionShader, GetShaderLocation(distortionShader, "leftLensCenter"), leftLensCenter, 2);
- SetShaderValue(distortionShader, GetShaderLocation(distortionShader, "rightLensCenter"), rightLensCenter, 2);
+ //SetShaderValue(distortionShader, GetShaderLocation(distortionShader, "leftLensCenter"), leftLensCenter, 2);
+ //SetShaderValue(distortionShader, GetShaderLocation(distortionShader, "rightLensCenter"), rightLensCenter, 2);
SetShaderValue(distortionShader, GetShaderLocation(distortionShader, "leftScreenCenter"), leftScreenCenter, 2);
SetShaderValue(distortionShader, GetShaderLocation(distortionShader, "rightScreenCenter"), rightScreenCenter, 2);
- SetShaderValue(distortionShader, GetShaderLocation(distortionShader, "scale"), scale, 2);
- SetShaderValue(distortionShader, GetShaderLocation(distortionShader, "scaleIn"), scaleIn, 2);
+ //SetShaderValue(distortionShader, GetShaderLocation(distortionShader, "scale"), scale, 2);
+ //SetShaderValue(distortionShader, GetShaderLocation(distortionShader, "scaleIn"), scaleIn, 2);
SetShaderValue(distortionShader, GetShaderLocation(distortionShader, "hmdWarpParam"), hmd.distortionK, 4);
SetShaderValue(distortionShader, GetShaderLocation(distortionShader, "chromaAbParam"), hmd.chromaAbCorrection, 4);
}
+// Set internal projection and modelview matrix depending on eyes tracking data
+static void SetStereoView(int eye, Matrix matProjection, Matrix matModelView)
+{
+ if (vrEnabled)
+ {
+ Matrix eyeProjection = matProjection;
+ Matrix eyeModelView = matModelView;
+
#if defined(RLGL_OCULUS_SUPPORT)
-static void InitOculusDevice(void)
+ if (vrDeviceReady)
+ {
+ rlViewport(layer.eyeLayer.Viewport[eye].Pos.x, layer.eyeLayer.Viewport[eye].Pos.y,
+ layer.eyeLayer.Viewport[eye].Size.w, layer.eyeLayer.Viewport[eye].Size.h);
+
+ Quaternion eyeRenderPose = (Quaternion){ layer.eyeLayer.RenderPose[eye].Orientation.x,
+ layer.eyeLayer.RenderPose[eye].Orientation.y,
+ layer.eyeLayer.RenderPose[eye].Orientation.z,
+ layer.eyeLayer.RenderPose[eye].Orientation.w };
+ QuaternionInvert(&eyeRenderPose);
+ Matrix eyeOrientation = QuaternionToMatrix(eyeRenderPose);
+ Matrix eyeTranslation = MatrixTranslate(-layer.eyeLayer.RenderPose[eye].Position.x,
+ -layer.eyeLayer.RenderPose[eye].Position.y,
+ -layer.eyeLayer.RenderPose[eye].Position.z);
+
+ Matrix eyeView = MatrixMultiply(eyeTranslation, eyeOrientation); // Matrix containing eye-head movement
+ eyeModelView = MatrixMultiply(matModelView, eyeView); // Combine internal camera matrix (modelview) wih eye-head movement
+
+ eyeProjection = layer.eyeProjections[eye];
+ }
+ else
+#endif
+ {
+ // Setup viewport and projection/modelview matrices using tracking data
+ rlViewport(eye*screenWidth/2, 0, screenWidth/2, screenHeight);
+
+ float HScreenSize = 0.14976f;
+ float VScreenSize = 0.09356f; // HScreenSize/(1280.0f/800.0f) (DK2)
+ float VScreenCenter = 0.04675f; // VScreenSize/2
+ float EyeToScreenDistance = 0.041f;
+ float LensSeparationDistance = 0.0635f; // DK2
+ float InterpupillaryDistance = 0.064f; // IPD
+
+ // NOTE: fovy value obtained from device parameters (Oculus Rift CV1)
+ float halfScreenDistance = VScreenSize/2.0f;
+ float fovy = 2.0f*atan(halfScreenDistance/EyeToScreenDistance)*RAD2DEG;
+
+ float viewCenter = (float)HScreenSize*0.25f;
+ float eyeProjectionShift = viewCenter - LensSeparationDistance*0.5f;
+ float projectionCenterOffset = eyeProjectionShift/(float)HScreenSize; //4.0f*eyeProjectionShift/(float)HScreenSize;
+/*
+ static float scale[2] = { 0.25, 0.45 };
+
+ if (IsKeyDown(KEY_RIGHT)) scale[0] += 0.01;
+ else if (IsKeyDown(KEY_LEFT)) scale[0] -= 0.01;
+ else if (IsKeyDown(KEY_UP)) scale[1] += 0.01;
+ else if (IsKeyDown(KEY_DOWN)) scale[1] -= 0.01;
+
+ SetShaderValue(distortionShader, GetShaderLocation(distortionShader, "Scale"), scale, 2);
+
+ if (IsKeyDown(KEY_N)) IPD += 0.02;
+ else if (IsKeyDown(KEY_M)) IPD -= 0.02;
+*/
+ // The matrixes for offsetting the projection and view for each eye, to achieve stereo effect
+ Vector3 projectionOffset = { -projectionCenterOffset, 0.0f, 0.0f };
+
+ // Camera movement might seem more natural if we model the head.
+ // Our axis of rotation is the base of our head, so we might want to add
+ // some y (base of head to eye level) and -z (center of head to eye protrusion) to the camera positions.
+ Vector3 viewOffset = { -InterpupillaryDistance/2.0f, 0.075f, 0.045f };
+
+ // Negate the left eye versions
+ if (eye == 0)
+ {
+ projectionOffset.x *= -1.0f;
+ viewOffset.x *= -1.0f;
+ }
+
+ // Adjust the view and projection matrixes
+ // View matrix is translated based on the eye offset
+ Matrix projCenter = MatrixPerspective(fovy, (double)((float)screenWidth*0.5f)/(double)screenHeight, 0.01, 1000.0);
+
+ Matrix projTranslation = MatrixTranslate(projectionOffset.x, projectionOffset.y, projectionOffset.z);
+ Matrix viewTranslation = MatrixTranslate(viewOffset.x, viewOffset.y, viewOffset.z);
+
+ eyeProjection = MatrixMultiply(projCenter, projTranslation); // projection
+ eyeModelView = MatrixMultiply(matModelView, viewTranslation); // modelview
+
+ MatrixTranspose(&eyeProjection);
+ }
+
+ SetMatrixModelview(eyeModelView);
+ SetMatrixProjection(eyeProjection);
+ }
+}
+
+#if defined(RLGL_OCULUS_SUPPORT)
+// Initialize Oculus device
+static bool InitOculusDevice(void)
{
+ bool oculusReady = false;
+
+ ovrResult result = ovr_Initialize(NULL);
+
+ if (OVR_FAILURE(result)) TraceLog(WARNING, "OVR: Could not initialize Oculus device");
+ else
+ {
+ result = ovr_Create(&session, &luid);
+ if (OVR_FAILURE(result))
+ {
+ TraceLog(WARNING, "OVR: Could not create Oculus session");
+ ovr_Shutdown();
+ }
+ else
+ {
+ hmdDesc = ovr_GetHmdDesc(session);
+
+ TraceLog(INFO, "OVR: Product Name: %s", hmdDesc.ProductName);
+ TraceLog(INFO, "OVR: Manufacturer: %s", hmdDesc.Manufacturer);
+ TraceLog(INFO, "OVR: Product ID: %i", hmdDesc.ProductId);
+ TraceLog(INFO, "OVR: Product Type: %i", hmdDesc.Type);
+ //TraceLog(INFO, "OVR: Serial Number: %s", hmdDesc.SerialNumber);
+ TraceLog(INFO, "OVR: Resolution: %ix%i", hmdDesc.Resolution.w, hmdDesc.Resolution.h);
+
+ // NOTE: Oculus mirror is set to defined screenWidth and screenHeight...
+ // ...ideally, it should be (hmdDesc.Resolution.w/2, hmdDesc.Resolution.h/2)
+
+ // Initialize Oculus Buffers
+ layer = InitOculusLayer(session);
+ buffer = LoadOculusBuffer(session, layer.width, layer.height);
+ mirror = LoadOculusMirror(session, hmdDesc.Resolution.w/2, hmdDesc.Resolution.h/2); // NOTE: hardcoded...
+ layer.eyeLayer.ColorTexture[0] = buffer.textureChain; //SetOculusLayerTexture(eyeLayer, buffer.textureChain);
+
+ // Recenter OVR tracking origin
+ ovr_RecenterTrackingOrigin(session);
+
+ oculusReady = true;
+ vrEnabled = true;
+ }
+ }
+ return oculusReady;
}
static void CloseOculusDevice(void)
{
-
+ UnloadOculusMirror(session, mirror); // Unload Oculus mirror buffer
+ UnloadOculusBuffer(session, buffer); // Unload Oculus texture buffers
+
+ ovr_Destroy(session); // Free Oculus session data
+ ovr_Shutdown(); // Close Oculus device connection
}
static void UpdateOculusTracking(void)
{
+ frameIndex++;
+
+ ovrPosef eyePoses[2];
+ ovr_GetEyePoses(session, frameIndex, ovrTrue, layer.viewScaleDesc.HmdToEyeOffset, eyePoses, &layer.eyeLayer.SensorSampleTime);
+
+ layer.eyeLayer.RenderPose[0] = eyePoses[0];
+ layer.eyeLayer.RenderPose[1] = eyePoses[1];
+ // Get session status information
+ ovrSessionStatus sessionStatus;
+ ovr_GetSessionStatus(session, &sessionStatus);
+
+ if (sessionStatus.ShouldQuit) TraceLog(WARNING, "OVR: Session should quit...");
+ if (sessionStatus.ShouldRecenter) ovr_RecenterTrackingOrigin(session);
+ //if (sessionStatus.HmdPresent) // HMD is present.
+ //if (sessionStatus.DisplayLost) // HMD was unplugged or the display driver was manually disabled or encountered a TDR.
+ //if (sessionStatus.HmdMounted) // HMD is on the user's head.
+ //if (sessionStatus.IsVisible) // the game or experience has VR focus and is visible in the HMD.
}
static void BeginOculusDrawing(void)
{
+ GLuint currentTexId;
+ int currentIndex;
+ ovr_GetTextureSwapChainCurrentIndex(session, buffer.textureChain, &currentIndex);
+ ovr_GetTextureSwapChainBufferGL(session, buffer.textureChain, currentIndex, &currentTexId);
+
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, buffer.fboId);
+ glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, currentTexId, 0);
+ //glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, buffer.depthId, 0); // Already binded
}
static void EndOculusDrawing(void)
{
+ // Unbind current framebuffer (Oculus buffer)
+ glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
+ ovr_CommitTextureSwapChain(session, buffer.textureChain);
+
+ ovrLayerHeader *layers = &layer.eyeLayer.Header;
+ ovr_SubmitFrame(session, frameIndex, &layer.viewScaleDesc, &layers, 1);
+
+ // Blit mirror texture to back buffer
+ BlitOculusMirror(session, mirror);
}
// Load Oculus required buffers: texture-swap-chain, fbo, texture-depth
diff --git a/src/shader_distortion.h b/src/shader_distortion.h
new file mode 100644
index 00000000..e4ce5d6c
--- /dev/null
+++ b/src/shader_distortion.h
@@ -0,0 +1,91 @@
+
+// Vertex shader definition to embed, no external file required
+static const char vDistortionShaderStr[] =
+#if defined(GRAPHICS_API_OPENGL_21)
+"#version 120 \n"
+#elif defined(GRAPHICS_API_OPENGL_ES2)
+"#version 100 \n"
+#endif
+#if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21)
+"attribute vec3 vertexPosition; \n"
+"attribute vec2 vertexTexCoord; \n"
+"attribute vec4 vertexColor; \n"
+"varying vec2 fragTexCoord; \n"
+"varying vec4 fragColor; \n"
+#elif defined(GRAPHICS_API_OPENGL_33)
+"#version 330 \n"
+"in vec3 vertexPosition; \n"
+"in vec2 vertexTexCoord; \n"
+"in vec4 vertexColor; \n"
+"out vec2 fragTexCoord; \n"
+"out vec4 fragColor; \n"
+#endif
+"uniform mat4 mvpMatrix; \n"
+"void main() \n"
+"{ \n"
+" fragTexCoord = vertexTexCoord; \n"
+" fragColor = vertexColor; \n"
+" gl_Position = mvpMatrix*vec4(vertexPosition, 1.0); \n"
+"} \n";
+
+// Fragment shader definition to embed, no external file required
+static const char fDistortionShaderStr[] =
+#if defined(GRAPHICS_API_OPENGL_21)
+"#version 120 \n"
+#elif defined(GRAPHICS_API_OPENGL_ES2)
+"#version 100 \n"
+"precision mediump float; \n" // precision required for OpenGL ES2 (WebGL)
+#endif
+#if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21)
+"varying vec2 fragTexCoord; \n"
+"varying vec4 fragColor; \n"
+#elif defined(GRAPHICS_API_OPENGL_33)
+"#version 330 \n"
+"in vec2 fragTexCoord; \n"
+"in vec4 fragColor; \n"
+"out vec4 finalColor; \n"
+#endif
+"uniform sampler2D texture0; \n"
+"uniform vec2 leftLensCenter = vec2(0.288, 0.5); \n"
+"uniform vec2 rightLensCenter = vec2(0.712, 0.5); \n"
+"uniform vec2 leftScreenCenter = vec2(0.25, 0.5); \n"
+"uniform vec2 rightScreenCenter = vec2(0.75, 0.5); \n"
+"uniform vec2 scale = vec2(0.25, 0.45); \n"
+"uniform vec2 scaleIn = vec2(4, 2.2222); \n"
+"uniform vec4 hmdWarpParam = vec4(1, 0.22, 0.24, 0); \n"
+"uniform vec4 chromaAbParam = vec4(0.996, -0.004, 1.014, 0.0); \n"
+"void main() \n"
+"{ \n"
+" vec2 lensCenter = fragTexCoord.x < 0.5 ? leftLensCenter : rightLensCenter; \n"
+" vec2 screenCenter = fragTexCoord.x < 0.5 ? leftScreenCenter : rightScreenCenter; \n"
+" vec2 theta = (fragTexCoord - lensCenter)*scaleIn; \n"
+" float rSq = theta.x*theta.x + theta.y*theta.y; \n"
+" vec2 theta1 = theta*(hmdWarpParam.x + hmdWarpParam.y*rSq + hmdWarpParam.z*rSq*rSq + hmdWarpParam.w*rSq*rSq*rSq); \n"
+" vec2 thetaBlue = theta1*(chromaAbParam.z + chromaAbParam.w*rSq); \n"
+" vec2 tcBlue = lensCenter + scale*thetaBlue; \n"
+" if (any(bvec2(clamp(tcBlue, screenCenter - vec2(0.25, 0.5), screenCenter + vec2(0.25, 0.5)) - tcBlue))) \n"
+" { \n"
+" finalColor = vec4(0.0, 0.0, 0.0, 1.0); \n"
+" } \n"
+" else \n"
+" { \n"
+#if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21)
+" float blue = texture2D(texture0, tcBlue).b; \n"
+" vec2 tcGreen = lensCenter + scale*theta1; \n"
+" float green = texture2D(texture0, tcGreen).g; \n"
+#elif defined(GRAPHICS_API_OPENGL_33)
+" float blue = texture(texture0, tcBlue).b; \n"
+" vec2 tcGreen = lensCenter + scale*theta1; \n"
+" float green = texture(texture0, tcGreen).g; \n"
+#endif
+" vec2 thetaRed = theta1*(chromaAbParam.x + chromaAbParam.y*rSq); \n"
+" vec2 tcRed = lensCenter + scale*thetaRed; \n"
+#if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21)
+" float red = texture2D(texture0, tcRed).r; \n"
+" gl_FragColor = vec4(red, green, blue, 1.0); \n"
+#elif defined(GRAPHICS_API_OPENGL_33)
+" float red = texture(texture0, tcRed).r; \n"
+" finalColor = vec4(red, green, blue, 1.0); \n"
+#endif
+" } \n"
+"} \n";