1 | /******************************************************************************************* |
2 | * |
3 | * raylib [core] example - VR Simulator (Oculus Rift CV1 parameters) |
4 | * |
5 | * This example has been created using raylib 1.7 (www.raylib.com) |
6 | * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) |
7 | * |
8 | * Copyright (c) 2017 Ramon Santamaria (@raysan5) |
9 | * |
10 | ********************************************************************************************/ |
11 | |
12 | #include "raylib.h" |
13 | |
14 | #if defined(PLATFORM_DESKTOP) |
15 | #define GLSL_VERSION 330 |
16 | #else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB |
17 | #define GLSL_VERSION 100 |
18 | #endif |
19 | |
20 | int main(void) |
21 | { |
22 | // Initialization |
23 | //-------------------------------------------------------------------------------------- |
24 | const int screenWidth = 800; |
25 | const int screenHeight = 450; |
26 | |
27 | // NOTE: screenWidth/screenHeight should match VR device aspect ratio |
28 | |
29 | SetConfigFlags(FLAG_MSAA_4X_HINT); |
30 | InitWindow(screenWidth, screenHeight, "raylib [core] example - vr simulator" ); |
31 | |
32 | // Init VR simulator (Oculus Rift CV1 parameters) |
33 | InitVrSimulator(); |
34 | |
35 | VrDeviceInfo hmd = { 0 }; // VR device parameters (head-mounted-device) |
36 | |
37 | // Oculus Rift CV1 parameters for simulator |
38 | hmd.hResolution = 2160; // HMD horizontal resolution in pixels |
39 | hmd.vResolution = 1200; // HMD vertical resolution in pixels |
40 | hmd.hScreenSize = 0.133793f; // HMD horizontal size in meters |
41 | hmd.vScreenSize = 0.0669f; // HMD vertical size in meters |
42 | hmd.vScreenCenter = 0.04678f; // HMD screen center in meters |
43 | hmd.eyeToScreenDistance = 0.041f; // HMD distance between eye and display in meters |
44 | hmd.lensSeparationDistance = 0.07f; // HMD lens separation distance in meters |
45 | hmd.interpupillaryDistance = 0.07f; // HMD IPD (distance between pupils) in meters |
46 | |
47 | // NOTE: CV1 uses a Fresnel-hybrid-asymmetric lenses with specific distortion compute shaders. |
48 | // Following parameters are an approximation to distortion stereo rendering but results differ from actual device. |
49 | hmd.lensDistortionValues[0] = 1.0f; // HMD lens distortion constant parameter 0 |
50 | hmd.lensDistortionValues[1] = 0.22f; // HMD lens distortion constant parameter 1 |
51 | hmd.lensDistortionValues[2] = 0.24f; // HMD lens distortion constant parameter 2 |
52 | hmd.lensDistortionValues[3] = 0.0f; // HMD lens distortion constant parameter 3 |
53 | hmd.chromaAbCorrection[0] = 0.996f; // HMD chromatic aberration correction parameter 0 |
54 | hmd.chromaAbCorrection[1] = -0.004f; // HMD chromatic aberration correction parameter 1 |
55 | hmd.chromaAbCorrection[2] = 1.014f; // HMD chromatic aberration correction parameter 2 |
56 | hmd.chromaAbCorrection[3] = 0.0f; // HMD chromatic aberration correction parameter 3 |
57 | |
58 | // Distortion shader (uses device lens distortion and chroma) |
59 | Shader distortion = LoadShader(0, FormatText("resources/distortion%i.fs" , GLSL_VERSION)); |
60 | |
61 | SetVrConfiguration(hmd, distortion); // Set Vr device parameters for stereo rendering |
62 | |
63 | // Define the camera to look into our 3d world |
64 | Camera camera = { 0 }; |
65 | camera.position = (Vector3){ 5.0f, 2.0f, 5.0f }; // Camera position |
66 | camera.target = (Vector3){ 0.0f, 2.0f, 0.0f }; // Camera looking at point |
67 | camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target) |
68 | camera.fovy = 60.0f; // Camera field-of-view Y |
69 | camera.type = CAMERA_PERSPECTIVE; // Camera type |
70 | |
71 | Vector3 cubePosition = { 0.0f, 0.0f, 0.0f }; |
72 | |
73 | SetCameraMode(camera, CAMERA_FIRST_PERSON); // Set first person camera mode |
74 | |
75 | SetTargetFPS(90); // Set our game to run at 90 frames-per-second |
76 | //-------------------------------------------------------------------------------------- |
77 | |
78 | // Main game loop |
79 | while (!WindowShouldClose()) // Detect window close button or ESC key |
80 | { |
81 | // Update |
82 | //---------------------------------------------------------------------------------- |
83 | UpdateCamera(&camera); // Update camera (simulator mode) |
84 | |
85 | if (IsKeyPressed(KEY_SPACE)) ToggleVrMode(); // Toggle VR mode |
86 | //---------------------------------------------------------------------------------- |
87 | |
88 | // Draw |
89 | //---------------------------------------------------------------------------------- |
90 | BeginDrawing(); |
91 | |
92 | ClearBackground(RAYWHITE); |
93 | |
94 | BeginVrDrawing(); |
95 | |
96 | BeginMode3D(camera); |
97 | |
98 | DrawCube(cubePosition, 2.0f, 2.0f, 2.0f, RED); |
99 | DrawCubeWires(cubePosition, 2.0f, 2.0f, 2.0f, MAROON); |
100 | |
101 | DrawGrid(40, 1.0f); |
102 | |
103 | EndMode3D(); |
104 | |
105 | EndVrDrawing(); |
106 | |
107 | DrawFPS(10, 10); |
108 | |
109 | EndDrawing(); |
110 | //---------------------------------------------------------------------------------- |
111 | } |
112 | |
113 | // De-Initialization |
114 | //-------------------------------------------------------------------------------------- |
115 | UnloadShader(distortion); // Unload distortion shader |
116 | |
117 | CloseVrSimulator(); // Close VR simulator |
118 | |
119 | CloseWindow(); // Close window and OpenGL context |
120 | //-------------------------------------------------------------------------------------- |
121 | |
122 | return 0; |
123 | } |