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/*******************************************************************************************
*
*   raylib [core] example - VR Simulator (Oculus Rift CV1 parameters)
*
*   This example has been created using raylib 1.7 (www.raylib.com)
*   raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
*   Copyright (c) 2017 Ramon Santamaria (@raysan5)
*
********************************************************************************************/

#include "raylib.h"

#if defined(PLATFORM_DESKTOP)
    #define GLSL_VERSION            330
#else   // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
    #define GLSL_VERSION            100
#endif

int main(void)
{
    // Initialization
    //--------------------------------------------------------------------------------------
    const int screenWidth = 800;
    const int screenHeight = 450;

    // NOTE: screenWidth/screenHeight should match VR device aspect ratio

    SetConfigFlags(FLAG_MSAA_4X_HINT);
    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
    hmd.hScreenSize = 0.133793f;            // HMD horizontal size in meters
    hmd.vScreenSize = 0.0669f;              // 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

    // 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
    hmd.lensDistortionValues[1] = 0.22f;    // HMD lens distortion constant parameter 1
    hmd.lensDistortionValues[2] = 0.24f;    // HMD lens distortion constant parameter 2
    hmd.lensDistortionValues[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

    // 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 = { 0 };
    camera.position = (Vector3){ 5.0f, 2.0f, 5.0f };    // Camera position
    camera.target = (Vector3){ 0.0f, 2.0f, 0.0f };      // Camera looking at point
    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
    //--------------------------------------------------------------------------------------

    // Main game loop
    while (!WindowShouldClose())        // Detect window close button or ESC key
    {
        // Update
        //----------------------------------------------------------------------------------
        UpdateCamera(&camera);          // Update camera (simulator mode)

        if (IsKeyPressed(KEY_SPACE)) ToggleVrMode();    // Toggle VR mode
        //----------------------------------------------------------------------------------

        // Draw
        //----------------------------------------------------------------------------------
        BeginDrawing();

            ClearBackground(RAYWHITE);

            BeginVrDrawing();

                BeginMode3D(camera);

                    DrawCube(cubePosition, 2.0f, 2.0f, 2.0f, RED);
                    DrawCubeWires(cubePosition, 2.0f, 2.0f, 2.0f, MAROON);

                    DrawGrid(40, 1.0f);

                EndMode3D();

            EndVrDrawing();

            DrawFPS(10, 10);

        EndDrawing();
        //----------------------------------------------------------------------------------
    }

    // De-Initialization
    //--------------------------------------------------------------------------------------
    UnloadShader(distortion);   // Unload distortion shader

    CloseVrSimulator();         // Close VR simulator

    CloseWindow();              // Close window and OpenGL context
    //--------------------------------------------------------------------------------------

    return 0;
}