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authorRay <[email protected]>2021-04-07 12:24:43 +0200
committerRay <[email protected]>2021-04-07 12:24:43 +0200
commited96bc64412e01392026230d817d6fb316cd4035 (patch)
tree52bbdf8c25aee2a18a3bfc8666f1f8dab3894f3c /examples/core/core_vr_simulator.c
parent6719c3a1cd7c4cfd4f52d43857131e3c7f97cb4b (diff)
downloadraylib-ed96bc64412e01392026230d817d6fb316cd4035.tar.gz
raylib-ed96bc64412e01392026230d817d6fb316cd4035.zip
Update core_vr_simulator.c
Diffstat (limited to 'examples/core/core_vr_simulator.c')
-rw-r--r--examples/core/core_vr_simulator.c35
1 files changed, 22 insertions, 13 deletions
diff --git a/examples/core/core_vr_simulator.c b/examples/core/core_vr_simulator.c
index 091b2fc9..2f69f7c1 100644
--- a/examples/core/core_vr_simulator.c
+++ b/examples/core/core_vr_simulator.c
@@ -2,7 +2,7 @@
*
* raylib [core] example - VR Simulator (Oculus Rift CV1 parameters)
*
-* This example has been created using raylib 3.6-dev (www.raylib.com)
+* This example has been created using raylib 3.7 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2017-2021 Ramon Santamaria (@raysan5)
@@ -40,7 +40,8 @@ int main(void)
.interpupillaryDistance = 0.07f, // 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
+ // Following parameters are an approximation to distortion stereo rendering
+ // but results differ from actual device
.lensDistortionValues[0] = 1.0f, // Lens distortion constant parameter 0
.lensDistortionValues[1] = 0.22f, // Lens distortion constant parameter 1
.lensDistortionValues[2] = 0.24f, // Lens distortion constant parameter 2
@@ -58,15 +59,23 @@ int main(void)
Shader distortion = LoadShader(0, TextFormat("resources/distortion%i.fs", GLSL_VERSION));
// Update distortion shader with lens and distortion-scale parameters
- SetShaderValue(distortion, GetShaderLocation(distortion, "leftLensCenter"), config.leftLensCenter, SHADER_UNIFORM_VEC2);
- SetShaderValue(distortion, GetShaderLocation(distortion, "rightLensCenter"), config.rightLensCenter, SHADER_UNIFORM_VEC2);
- SetShaderValue(distortion, GetShaderLocation(distortion, "leftScreenCenter"), config.leftScreenCenter, SHADER_UNIFORM_VEC2);
- SetShaderValue(distortion, GetShaderLocation(distortion, "rightScreenCenter"), config.rightScreenCenter, SHADER_UNIFORM_VEC2);
-
- SetShaderValue(distortion, GetShaderLocation(distortion, "scale"), config.scale, SHADER_UNIFORM_VEC2);
- SetShaderValue(distortion, GetShaderLocation(distortion, "scaleIn"), config.scaleIn, SHADER_UNIFORM_VEC2);
- SetShaderValue(distortion, GetShaderLocation(distortion, "deviceWarpParam"), device.lensDistortionValues, SHADER_UNIFORM_VEC4);
- SetShaderValue(distortion, GetShaderLocation(distortion, "chromaAbParam"), device.chromaAbCorrection, SHADER_UNIFORM_VEC4);
+ SetShaderValue(distortion, GetShaderLocation(distortion, "leftLensCenter"),
+ config.leftLensCenter, SHADER_UNIFORM_VEC2);
+ SetShaderValue(distortion, GetShaderLocation(distortion, "rightLensCenter"),
+ config.rightLensCenter, SHADER_UNIFORM_VEC2);
+ SetShaderValue(distortion, GetShaderLocation(distortion, "leftScreenCenter"),
+ config.leftScreenCenter, SHADER_UNIFORM_VEC2);
+ SetShaderValue(distortion, GetShaderLocation(distortion, "rightScreenCenter"),
+ config.rightScreenCenter, SHADER_UNIFORM_VEC2);
+
+ SetShaderValue(distortion, GetShaderLocation(distortion, "scale"),
+ config.scale, SHADER_UNIFORM_VEC2);
+ SetShaderValue(distortion, GetShaderLocation(distortion, "scaleIn"),
+ config.scaleIn, SHADER_UNIFORM_VEC2);
+ SetShaderValue(distortion, GetShaderLocation(distortion, "deviceWarpParam"),
+ device.lensDistortionValues, SHADER_UNIFORM_VEC4);
+ SetShaderValue(distortion, GetShaderLocation(distortion, "chromaAbParam"),
+ device.chromaAbCorrection, SHADER_UNIFORM_VEC4);
// Initialize framebuffer for stereo rendering
// NOTE: Screen size should match HMD aspect ratio
@@ -108,7 +117,6 @@ int main(void)
DrawCube(cubePosition, 2.0f, 2.0f, 2.0f, RED);
DrawCubeWires(cubePosition, 2.0f, 2.0f, 2.0f, MAROON);
-
DrawGrid(40, 1.0f);
EndMode3D();
@@ -116,7 +124,8 @@ int main(void)
EndTextureMode();
BeginShaderMode(distortion);
- DrawTextureRec(target.texture, (Rectangle){ 0, 0, (float)target.texture.width, (float)-target.texture.height }, (Vector2){ 0.0f, 0.0f }, WHITE);
+ DrawTextureRec(target.texture, (Rectangle){ 0, 0, (float)target.texture.width,
+ (float)-target.texture.height }, (Vector2){ 0.0f, 0.0f }, WHITE);
EndShaderMode();
DrawFPS(10, 10);