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| author | raysan5 <[email protected]> | 2017-11-12 11:00:28 +0100 |
|---|---|---|
| committer | raysan5 <[email protected]> | 2017-11-12 11:00:28 +0100 |
| commit | 02dd4d32b5ed7586e6691a6cdae03a658127c7be (patch) | |
| tree | 404e0644ed0b2242c0fe281d03d61c270e469739 /src/rlgl.c | |
| parent | 09228752ce2695baf79cbc2edccc60fabb38f783 (diff) | |
| download | raylib-02dd4d32b5ed7586e6691a6cdae03a658127c7be.tar.gz raylib-02dd4d32b5ed7586e6691a6cdae03a658127c7be.zip | |
Allow custom distortion shader - IN PROGRESS -
Diffstat (limited to 'src/rlgl.c')
| -rw-r--r-- | src/rlgl.c | 30 |
1 files changed, 14 insertions, 16 deletions
@@ -232,7 +232,7 @@ typedef struct DrawCall { typedef struct VrStereoConfig { RenderTexture2D stereoFbo; // VR stereo rendering framebuffer Shader distortionShader; // VR stereo rendering distortion shader - //Rectangle eyesViewport[2]; // VR stereo rendering eyes viewports + Rectangle eyesViewport[2]; // VR stereo rendering eyes viewports Matrix eyesProjection[2]; // VR stereo rendering eyes projection matrices Matrix eyesViewOffset[2]; // VR stereo rendering eyes view offset matrices } VrStereoConfig; @@ -2926,7 +2926,7 @@ void InitVrSimulator(VrDeviceInfo info) vrConfig.stereoFbo = rlLoadRenderTexture(screenWidth, screenHeight); #if defined(SUPPORT_DISTORTION_SHADER) - // Load distortion shader (initialized by default with Oculus Rift CV1 parameters) + // Load distortion shader unsigned int vertexShaderId = CompileShader(distortionVShaderStr, GL_VERTEX_SHADER); unsigned int fragmentShaderId = CompileShader(distortionFShaderStr, GL_FRAGMENT_SHADER); @@ -2934,6 +2934,7 @@ void InitVrSimulator(VrDeviceInfo info) if (vrConfig.distortionShader.id > 0) SetShaderDefaultLocations(&vrConfig.distortionShader); #endif + // Set VR configutarion parameters, including distortion shader SetStereoConfig(info); vrSimulatorReady = true; @@ -2958,18 +2959,6 @@ void CloseVrSimulator(void) #endif } -// TODO: Review VR system to be more flexible, -// move distortion shader to user side, -// SetStereoConfig() must be reviewed... -/* -// Set VR view distortion shader -void SetVrDistortionShader(Shader shader) -{ - vrConfig.distortionShader = shader; - SetStereoConfig(info); -} -*/ - // Detect if VR simulator is running bool IsVrSimulatorReady(void) { @@ -2980,6 +2969,15 @@ bool IsVrSimulatorReady(void) #endif } +// Set VR distortion shader for stereoscopic rendering +// TODO: Review VR system to be more flexible, move distortion shader to user side +void SetVrDistortionShader(Shader shader) +{ + vrConfig.distortionShader = shader; + + //SetStereoConfig(info); // TODO: Must be reviewed to set new distortion shader uniform values... +} + // Enable/Disable VR experience (device or simulator) void ToggleVrMode(void) { @@ -4026,8 +4024,8 @@ static void SetStereoConfig(VrDeviceInfo hmd) vrConfig.eyesViewOffset[1] = MatrixTranslate(hmd.interpupillaryDistance*0.5f, 0.075f, 0.045f); // 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 }; + vrConfig.eyesViewport[0] = (Rectangle){ 0, 0, hmd.hResolution/2, hmd.vResolution }; + vrConfig.eyesViewport[1] = (Rectangle){ hmd.hResolution/2, 0, hmd.hResolution/2, hmd.vResolution }; } // Set internal projection and modelview matrix depending on eyes tracking data |
