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| author | Ray <[email protected]> | 2019-05-20 16:36:42 +0200 |
|---|---|---|
| committer | Ray <[email protected]> | 2019-05-20 16:36:42 +0200 |
| commit | b525039e0ab8bcaa2fd6bde34c72a6405f88ae49 (patch) | |
| tree | 08f1c79bfe693643564ed78202c9474b7eb83a79 /examples/core/core_vr_simulator.c | |
| parent | a43a7980a30a52462956b23f2473e8ef8f38d1fb (diff) | |
| download | raylib-b525039e0ab8bcaa2fd6bde34c72a6405f88ae49.tar.gz raylib-b525039e0ab8bcaa2fd6bde34c72a6405f88ae49.zip | |
Review ALL examples
Diffstat (limited to 'examples/core/core_vr_simulator.c')
| -rw-r--r-- | examples/core/core_vr_simulator.c | 30 |
1 files changed, 15 insertions, 15 deletions
diff --git a/examples/core/core_vr_simulator.c b/examples/core/core_vr_simulator.c index b79ed90e..134a36f0 100644 --- a/examples/core/core_vr_simulator.c +++ b/examples/core/core_vr_simulator.c @@ -17,22 +17,22 @@ #define GLSL_VERSION 100 #endif -int main() +int main(void) { // Initialization //-------------------------------------------------------------------------------------- - int screenWidth = 1080; - int screenHeight = 600; - + const int screenWidth = 1080; + const int screenHeight = 600; + // NOTE: screenWidth/screenHeight should match VR device aspect ratio - + 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 @@ -42,7 +42,7 @@ int main() 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 @@ -53,12 +53,12 @@ int main() 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; camera.position = (Vector3){ 5.0f, 2.0f, 5.0f }; // Camera position @@ -66,11 +66,11 @@ int main() 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 //-------------------------------------------------------------------------------------- @@ -89,7 +89,7 @@ int main() BeginDrawing(); ClearBackground(RAYWHITE); - + BeginVrDrawing(); BeginMode3D(camera); @@ -100,7 +100,7 @@ int main() DrawGrid(40, 1.0f); EndMode3D(); - + EndVrDrawing(); DrawFPS(10, 10); |
