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-rw-r--r--examples/core_oculus_rift.c6
-rw-r--r--src/rlgl.c94
2 files changed, 65 insertions, 35 deletions
diff --git a/examples/core_oculus_rift.c b/examples/core_oculus_rift.c
index b8a60f7a..88e411d4 100644
--- a/examples/core_oculus_rift.c
+++ b/examples/core_oculus_rift.c
@@ -18,8 +18,10 @@ int main()
{
// Initialization
//--------------------------------------------------------------------------------------
- int screenWidth = 1280;
- int screenHeight = 800;
+ int screenWidth = 1080;
+ int screenHeight = 600;
+
+ // NOTE: screenWidth/screenHeight should match VR device aspect ratio
InitWindow(screenWidth, screenHeight, "raylib [core] example - oculus rift");
diff --git a/src/rlgl.c b/src/rlgl.c
index 65249f5e..25005870 100644
--- a/src/rlgl.c
+++ b/src/rlgl.c
@@ -2570,38 +2570,62 @@ void InitVrDevice(int hmdDevice)
if (!vrDeviceReady)
{
- TraceLog(WARNING, "VR Device not found: Initializing VR Simulator (Oculus Rift DK2)");
+ TraceLog(WARNING, "VR Device not found: Initializing VR Simulator (Oculus Rift CV1)");
+ if (hmdDevice == HMD_OCULUS_RIFT_DK2)
+ {
+ // Oculus Rift DK2 parameters
+ hmd.hResolution = 1280; // HMD horizontal resolution in pixels
+ hmd.vResolution = 800; // HMD vertical resolution in pixels
+ hmd.hScreenSize = 0.14976f; // HMD horizontal size in meters
+ hmd.vScreenSize = 0.09356f; // 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 = 0.0635f; // HMD lens separation distance in meters
+ hmd.interpupillaryDistance = 0.064f; // HMD IPD (distance between pupils) in meters
+ hmd.distortionK[0] = 1.0f; // HMD lens distortion constant parameter 0
+ hmd.distortionK[1] = 0.22f; // HMD lens distortion constant parameter 1
+ hmd.distortionK[2] = 0.24f; // HMD lens distortion constant parameter 2
+ hmd.distortionK[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
+ }
+ else if ((hmdDevice == HMD_DEFAULT_DEVICE) || (hmdDevice == HMD_OCULUS_RIFT_CV1))
+ {
+ // Oculus Rift CV1 parameters
+ // NOTE: CV1 represents a complete HMD redesign compared to previous versions,
+ // new Fresnel-hybrid-asymmetric lenses have been added and, consequently,
+ // previous parameters (DK2) and distortion shader (DK2) doesn't work any more.
+ // I just defined a set of parameters for simulator that approximate to CV1 stereo rendering
+ // but result is not the same obtained with Oculus PC SDK.
+ 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 = 0.0669; // 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
+ hmd.distortionK[0] = 1.0f; // HMD lens distortion constant parameter 0
+ hmd.distortionK[1] = 0.22f; // HMD lens distortion constant parameter 1
+ hmd.distortionK[2] = 0.24f; // HMD lens distortion constant parameter 2
+ hmd.distortionK[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
+ }
+
// Initialize framebuffer and textures for stereo rendering
+ // NOTE: screen size should match HMD aspect ratio
vrConfig.stereoFbo = rlglLoadRenderTexture(screenWidth, screenHeight);
// Load distortion shader (initialized by default with Oculus Rift CV1 parameters)
vrConfig.distortionShader.id = LoadShaderProgram(vDistortionShaderStr, fDistortionShaderStr);
if (vrConfig.distortionShader.id != 0) LoadDefaultShaderLocations(&vrConfig.distortionShader);
- if ((hmdDevice == HMD_DEFAULT_DEVICE) ||
- (hmdDevice == HMD_OCULUS_RIFT_DK2) ||
- (hmdDevice == HMD_OCULUS_RIFT_CV1))
- {
- // NOTE: Oculus Rift DK2 parameters
- hmd.hResolution = 1280; // HMD horizontal resolution in pixels
- hmd.vResolution = 800; // HMD vertical resolution in pixels
- hmd.hScreenSize = 0.14976f;; // HMD horizontal size in meters
- hmd.vScreenSize = 0.09356f; // HMD vertical size in meters
- hmd.vScreenCenter = 0.04675f; // HMD screen center in meters
- hmd.eyeToScreenDistance = 0.041f; // HMD distance between eye and display in meters
- hmd.lensSeparationDistance = 0.0635f; // HMD lens separation distance in meters
- hmd.interpupillaryDistance = 0.064f; // HMD IPD (distance between pupils) in meters
- hmd.distortionK[0] = 1.0f; // HMD lens distortion constant parameter 0
- hmd.distortionK[1] = 0.22f; // HMD lens distortion constant parameter 1
- hmd.distortionK[2] = 0.24f; // HMD lens distortion constant parameter 2
- hmd.distortionK[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
- }
-
SetStereoConfig(hmd);
vrSimulator = true;
@@ -3761,9 +3785,8 @@ static Color *GenNextMipmap(Color *srcData, int srcWidth, int srcHeight)
static void SetStereoConfig(VrDeviceInfo hmd)
{
// Compute aspect ratio
- //float aspect = ((float)hmd.hResolution*0.5f)/(float)hmd.vResolution;
- float aspect = (float)screenWidth*0.5f/(float)screenHeight;
-
+ float aspect = ((float)hmd.hResolution*0.5f)/(float)hmd.vResolution;
+
// Compute lens parameters
float lensShift = (hmd.hScreenSize*0.25f - hmd.lensSeparationDistance*0.5f)/hmd.hScreenSize;
float leftLensCenter[2] = { 0.25 + lensShift, 0.5f };
@@ -3779,12 +3802,19 @@ static void SetStereoConfig(VrDeviceInfo hmd)
hmd.distortionK[1]*lensRadiusSq +
hmd.distortionK[2]*lensRadiusSq*lensRadiusSq +
hmd.distortionK[3]*lensRadiusSq*lensRadiusSq*lensRadiusSq;
-
+
+ TraceLog(DEBUG, "VR: Distortion Scale: %f", distortionScale);
+
float normScreenWidth = 0.5f;
float normScreenHeight = 1.0f;
float scaleIn[2] = { 2/normScreenWidth, 2/normScreenHeight/aspect };
float scale[2] = { normScreenWidth*0.5/distortionScale, normScreenHeight*0.5*aspect/distortionScale };
+ TraceLog(DEBUG, "VR: Distortion Shader: LeftLensCenter = { %f, %f }", leftLensCenter[0], leftLensCenter[1]);
+ TraceLog(DEBUG, "VR: Distortion Shader: RightLensCenter = { %f, %f }", rightLensCenter[0], rightLensCenter[1]);
+ TraceLog(DEBUG, "VR: Distortion Shader: Scale = { %f, %f }", scale[0], scale[1]);
+ TraceLog(DEBUG, "VR: Distortion Shader: ScaleIn = { %f, %f }", scaleIn[0], scaleIn[1]);
+
// Update distortion shader with lens and distortion-scale parameters
SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "leftLensCenter"), leftLensCenter, 2);
SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "rightLensCenter"), rightLensCenter, 2);
@@ -3798,8 +3828,9 @@ static void SetStereoConfig(VrDeviceInfo hmd)
// Fovy is normally computed with: 2*atan2(hmd.vScreenSize, 2*hmd.eyeToScreenDistance)*RAD2DEG
// ...but with lens distortion it is increased (see Oculus SDK Documentation)
- float fovy = 2.0f*atan2(hmd.vScreenSize*0.5f*distortionScale, hmd.eyeToScreenDistance)*RAD2DEG; // Really need distortionScale?
-
+ //float fovy = 2.0f*atan2(hmd.vScreenSize*0.5f*distortionScale, hmd.eyeToScreenDistance)*RAD2DEG; // Really need distortionScale?
+ float fovy = 2.0f*atan2(hmd.vScreenSize*0.5f, hmd.eyeToScreenDistance)*RAD2DEG;
+
// Compute camera projection matrices
float projOffset = 4.0f*lensShift; // Scaled to projection space coordinates [-1..1]
Matrix proj = MatrixPerspective(fovy, aspect, 0.01, 1000.0);
@@ -3820,9 +3851,6 @@ static void SetStereoConfig(VrDeviceInfo hmd)
// Compute eyes Viewports
//vrConfig.eyesViewport[0] = (Rectangle){ 0, 0, hmd.hResolution/2, hmd.vResolution };
//vrConfig.eyesViewport[1] = (Rectangle){ hmd.hResolution/2, 0, hmd.hResolution/2, hmd.vResolution };
-
- //https://forums.oculus.com/vip/discussion/3413/calculating-the-distortion-shader-parameters
- //https://vrwiki.wikispaces.com/Theory+%26+practice
}
// Set internal projection and modelview matrix depending on eyes tracking data