BIG CHANGE: REDESIGNED: Vr device simulator #1582

Vr simulator has been moved to core module and completely redesigned. Now user is in charge of stereo-render fbo and also in full control of distortion shader. Code is a bit more complex but better aligned with other raylib examples.
This commit is contained in:
Ray
2021-03-20 18:36:25 +01:00
parent 4fba09794f
commit a76fcaba3e
5 changed files with 300 additions and 403 deletions

View File

@@ -80,7 +80,10 @@
* for linkage
*
* #define SUPPORT_DATA_STORAGE
* Support saving binary data automatically to a generated storage.data file. This file is managed internally.
* Support saving binary data automatically to a generated storage.data file. This file is managed internally
*
* #define SUPPORT_VR_SIMULATOR
* Support VR simulation functionality (stereo rendering)
*
* DEPENDENCIES:
* rglfw - Manage graphic device, OpenGL context and inputs on PLATFORM_DESKTOP (Windows, Linux, OSX. FreeBSD, OpenBSD, NetBSD, DragonFly)
@@ -473,6 +476,15 @@ typedef struct CoreData {
unsigned long long base; // Base time measure for hi-res timer
#endif
} Time;
#if defined(SUPPORT_VR_SIMULATOR)
struct {
VrStereoConfig config; // VR stereo configuration for simulator
unsigned int stereoFboId; // VR stereo rendering framebuffer id
unsigned int stereoTexId; // VR stereo color texture (attached to framebuffer)
bool simulatorReady; // VR simulator ready flag
bool stereoRender; // VR stereo rendering enabled/disabled flag
} Vr; // VR simulator data
#endif // SUPPORT_VR_SIMULATOR
} CoreData;
//----------------------------------------------------------------------------------
@@ -2000,6 +2012,147 @@ void EndTextureMode(void)
CORE.Window.currentFbo.height = CORE.Window.screen.height;
}
#if defined(SUPPORT_VR_SIMULATOR)
// Init VR simulator for selected device parameters
void InitVrSimulator(VrDeviceInfo device)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
// Reset CORE.Vr.config for a new values assignment
memset(&CORE.Vr.config, 0, sizeof(VrStereoConfig));
// Compute aspect ratio
float aspect = ((float)device.hResolution*0.5f)/(float)device.vResolution;
// Compute lens parameters
float lensShift = (device.hScreenSize*0.25f - device.lensSeparationDistance*0.5f)/device.hScreenSize;
CORE.Vr.config.leftLensCenter[0] = 0.25f + lensShift;
CORE.Vr.config.leftLensCenter[1] = 0.5f;
CORE.Vr.config.rightLensCenter[0] = 0.75f - lensShift;
CORE.Vr.config.rightLensCenter[1] = 0.5f;
CORE.Vr.config.leftScreenCenter[0] = 0.25f;
CORE.Vr.config.leftScreenCenter[1] = 0.5f;
CORE.Vr.config.rightScreenCenter[0] = 0.75f;
CORE.Vr.config.rightScreenCenter[1] = 0.5f;
// Compute distortion scale parameters
// NOTE: To get lens max radius, lensShift must be normalized to [-1..1]
float lensRadius = fabsf(-1.0f - 4.0f*lensShift);
float lensRadiusSq = lensRadius*lensRadius;
float distortionScale = device.lensDistortionValues[0] +
device.lensDistortionValues[1]*lensRadiusSq +
device.lensDistortionValues[2]*lensRadiusSq*lensRadiusSq +
device.lensDistortionValues[3]*lensRadiusSq*lensRadiusSq*lensRadiusSq;
float normScreenWidth = 0.5f;
float normScreenHeight = 1.0f;
CORE.Vr.config.scaleIn[0] = 2.0f/normScreenWidth;
CORE.Vr.config.scaleIn[1] = 2.0f/normScreenHeight/aspect;
CORE.Vr.config.scale[0] = normScreenWidth*0.5f/distortionScale;
CORE.Vr.config.scale[1] = normScreenHeight*0.5f*aspect/distortionScale;
// Fovy is normally computed with: 2*atan2f(device.vScreenSize, 2*device.eyeToScreenDistance)
// ...but with lens distortion it is increased (see Oculus SDK Documentation)
//float fovy = 2.0f*atan2f(device.vScreenSize*0.5f*distortionScale, device.eyeToScreenDistance); // Really need distortionScale?
float fovy = 2.0f*(float)atan2f(device.vScreenSize*0.5f, device.eyeToScreenDistance);
// Compute camera projection matrices
float projOffset = 4.0f*lensShift; // Scaled to projection space coordinates [-1..1]
Matrix proj = MatrixPerspective(fovy, aspect, RL_CULL_DISTANCE_NEAR, RL_CULL_DISTANCE_FAR);
rlSetMatrixProjectionStereo(MatrixMultiply(proj, MatrixTranslate(projOffset, 0.0f, 0.0f)), MatrixMultiply(proj, MatrixTranslate(-projOffset, 0.0f, 0.0f)));
// Compute camera transformation matrices
// NOTE: Camera movement might seem more natural if we model the head.
// Our axis of rotation is the base of our head, so we might want to add
// some y (base of head to eye level) and -z (center of head to eye protrusion) to the camera positions.
rlSetMatrixViewOffsetStereo(MatrixTranslate(-device.interpupillaryDistance*0.5f, 0.075f, 0.045f), MatrixTranslate(device.interpupillaryDistance*0.5f, 0.075f, 0.045f));
// Compute eyes Viewports
/*
CORE.Vr.config.eyeViewportRight[0] = 0;
CORE.Vr.config.eyeViewportRight[1] = 0;
CORE.Vr.config.eyeViewportRight[2] = device.hResolution/2;
CORE.Vr.config.eyeViewportRight[3] = device.vResolution;
CORE.Vr.config.eyeViewportLeft[0] = device.hResolution/2;
CORE.Vr.config.eyeViewportLeft[1] = 0;
CORE.Vr.config.eyeViewportLeft[2] = device.hResolution/2;
CORE.Vr.config.eyeViewportLeft[3] = device.vResolution;
*/
CORE.Vr.simulatorReady = true;
#else
TRACELOG(LOG_WARNING, "RLGL: VR Simulator not supported on OpenGL 1.1");
#endif
}
// Update VR tracking (position and orientation) and camera
// NOTE: Camera (position, target, up) gets update with head tracking information
void UpdateVrTracking(Camera *camera)
{
// TODO: Simulate 1st person camera system
}
// Close VR simulator for current device
void CloseVrSimulator(void)
{
CORE.Vr.simulatorReady = false;
}
// Get stereo rendering configuration parameters
VrStereoConfig GetVrConfig(VrDeviceInfo device)
{
VrStereoConfig config = { 0 };
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
config = CORE.Vr.config;
#endif
return config;
}
// Detect if VR simulator is running
bool IsVrSimulatorReady(void)
{
return CORE.Vr.simulatorReady;
}
// Begin VR drawing configuration
void BeginVrDrawing(RenderTexture2D target)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
if (CORE.Vr.simulatorReady)
{
rlEnableFramebuffer(target.id); // Setup framebuffer for stereo rendering
//glEnable(GL_FRAMEBUFFER_SRGB); // Enable SRGB framebuffer (only if required)
//rlViewport(0, 0, buffer.width, buffer.height); // Useful if rendering to separate framebuffers (every eye)
rlClearScreenBuffers(); // Clear current framebuffer
rlEnableStereoRender();
}
#endif
}
// End VR drawing process (and desktop mirror)
void EndVrDrawing(void)
{
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
if (CORE.Vr.simulatorReady)
{
rlDisableStereoRender();
rlDisableFramebuffer(); // Unbind current framebuffer
// Reset viewport and default projection-modelview matrices
rlViewport(0, 0, RLGL.State.framebufferWidth, RLGL.State.framebufferHeight);
SetMatrixProjection(MatrixOrtho(0.0, RLGL.State.framebufferWidth, RLGL.State.framebufferHeight, 0.0, 0.0, 1.0));
SetMatrixModelview(MatrixIdentity());
rlDisableDepthTest();
}
#endif
}
#endif // SUPPORT_VR_SIMULATOR
// Begin scissor mode (define screen area for following drawing)
// NOTE: Scissor rec refers to bottom-left corner, we change it to upper-left
void BeginScissorMode(int x, int y, int width, int height)