diff --git a/examples/core/vr_simulator/distortion100.fs b/examples/core/vr_simulator/distortion100.fs new file mode 100644 index 00000000..f72c6897 --- /dev/null +++ b/examples/core/vr_simulator/distortion100.fs @@ -0,0 +1,52 @@ +#version 100 + +precision mediump float; + +// Input vertex attributes (from vertex shader) +varying vec2 fragTexCoord; +varying vec4 fragColor; + +// Input uniform values +uniform sampler2D texture0; +uniform vec4 colDiffuse; + +// NOTE: Add here your custom variables +uniform vec2 leftLensCenter; +uniform vec2 rightLensCenter; +uniform vec2 leftScreenCenter; +uniform vec2 rightScreenCenter; +uniform vec2 scale; +uniform vec2 scaleIn; +uniform vec4 deviceWarpParam; +uniform vec4 chromaAbParam; + +void main() +{ + // Compute lens distortion + vec2 lensCenter = fragTexCoord.x < 0.5? leftLensCenter : rightLensCenter; + vec2 screenCenter = fragTexCoord.x < 0.5? leftScreenCenter : rightScreenCenter; + vec2 theta = (fragTexCoord - lensCenter)*scaleIn; + float rSq = theta.x*theta.x + theta.y*theta.y; + vec2 theta1 = theta*(deviceWarpParam.x + deviceWarpParam.y*rSq + deviceWarpParam.z*rSq*rSq + deviceWarpParam.w*rSq*rSq*rSq); + vec2 thetaBlue = theta1*(chromaAbParam.z + chromaAbParam.w*rSq); + vec2 tcBlue = lensCenter + scale*thetaBlue; + + if (any(bvec2(clamp(tcBlue, screenCenter - vec2(0.25, 0.5), screenCenter + vec2(0.25, 0.5)) - tcBlue))) + { + // Set black fragment for everything outside the lens border + gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0); + } + else + { + // Compute color chroma aberration + float blue = texture2D(texture0, tcBlue).b; + vec2 tcGreen = lensCenter + scale*theta1; + float green = texture2D(texture0, tcGreen).g; + + vec2 thetaRed = theta1*(chromaAbParam.x + chromaAbParam.y*rSq); + vec2 tcRed = lensCenter + scale*thetaRed; + + float red = texture2D(texture0, tcRed).r; + gl_FragColor = vec4(red, green, blue, 1.0); + } +} diff --git a/examples/core/vr_simulator/distortion330.fs b/examples/core/vr_simulator/distortion330.fs new file mode 100644 index 00000000..97044c45 --- /dev/null +++ b/examples/core/vr_simulator/distortion330.fs @@ -0,0 +1,53 @@ +#version 330 + +// Input vertex attributes (from vertex shader) +in vec2 fragTexCoord; +in vec4 fragColor; + +// Input uniform values +uniform sampler2D texture0; +uniform vec4 colDiffuse; + +// Output fragment color +out vec4 finalColor; + +// NOTE: Add here your custom variables +uniform vec2 leftLensCenter = vec2(0.288, 0.5); +uniform vec2 rightLensCenter = vec2(0.712, 0.5); +uniform vec2 leftScreenCenter = vec2(0.25, 0.5); +uniform vec2 rightScreenCenter = vec2(0.75, 0.5); +uniform vec2 scale = vec2(0.25, 0.45); +uniform vec2 scaleIn = vec2(4, 2.2222); +uniform vec4 deviceWarpParam = vec4(1, 0.22, 0.24, 0); +uniform vec4 chromaAbParam = vec4(0.996, -0.004, 1.014, 0.0); + +void main() +{ + // Compute lens distortion + vec2 lensCenter = fragTexCoord.x < 0.5? leftLensCenter : rightLensCenter; + vec2 screenCenter = fragTexCoord.x < 0.5? leftScreenCenter : rightScreenCenter; + vec2 theta = (fragTexCoord - lensCenter)*scaleIn; + float rSq = theta.x*theta.x + theta.y*theta.y; + vec2 theta1 = theta*(deviceWarpParam.x + deviceWarpParam.y*rSq + deviceWarpParam.z*rSq*rSq + deviceWarpParam.w*rSq*rSq*rSq); + vec2 thetaBlue = theta1*(chromaAbParam.z + chromaAbParam.w*rSq); + vec2 tcBlue = lensCenter + scale*thetaBlue; + + if (any(bvec2(clamp(tcBlue, screenCenter - vec2(0.25, 0.5), screenCenter + vec2(0.25, 0.5)) - tcBlue))) + { + // Set black fragment for everything outside the lens border + finalColor = vec4(0.0, 0.0, 0.0, 1.0); + } + else + { + // Compute color chroma aberration + float blue = texture(texture0, tcBlue).b; + vec2 tcGreen = lensCenter + scale*theta1; + float green = texture(texture0, tcGreen).g; + + vec2 thetaRed = theta1*(chromaAbParam.x + chromaAbParam.y*rSq); + vec2 tcRed = lensCenter + scale*thetaRed; + + float red = texture(texture0, tcRed).r; + finalColor = vec4(red, green, blue, 1.0); + } +} diff --git a/examples/core/vr_simulator/main.go b/examples/core/vr_simulator/main.go new file mode 100644 index 00000000..55bc1850 --- /dev/null +++ b/examples/core/vr_simulator/main.go @@ -0,0 +1,137 @@ +/******************************************************************************************* +* +* raylib [core] example - VR Simulator (Oculus Rift CV1 parameters) +* +* Example originally created with raylib 2.5, last time updated with raylib 4.0 +* +* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified, +* BSD-like license that allows static linking with closed source software +* +* Copyright (c) 2017-2024 Ramon Santamaria (@raysan5) +* +********************************************************************************************/ +package main + +import ( + "fmt" + + rl "github.com/gen2brain/raylib-go/raylib" +) + +const ( + screenWidth = 800 + screenHeight = 450 + glslVersion = 330 // Desktop + // glslVersion = 100 // Android, web +) + +func main() { + // NOTE: screenWidth/screenHeight should match VR device aspect ratio + rl.InitWindow(screenWidth, screenHeight, "raylib [core] example - vr simulator") + + // VR device parameters definition + device := rl.VrDeviceInfo{ + // Oculus Rift CV1 parameters for simulator + HResolution: 2160, // Horizontal resolution in pixels + VResolution: 1200, // Vertical resolution in pixels + HScreenSize: 0.133793, // Horizontal size in meters + VScreenSize: 0.0669, // Vertical size in meters + EyeToScreenDistance: 0.041, // Distance between eye and display in meters + LensSeparationDistance: 0.07, // Lens separation distance in meters + InterpupillaryDistance: 0.07, // IPD (distance between pupils) in meters + + // NOTE: CV1 uses fresnel-hybrid-asymmetric lenses with specific compute shaders + // Following parameters are just an approximation to CV1 distortion stereo rendering + + // Lens distortion constant parameters + LensDistortionValues: [4]float32{1.0, 0.22, 0.24, 0.0}, + // Chromatic aberration correction parameters + ChromaAbCorrection: [4]float32{0.996, -0.004, 1.014, 0.0}, + } + + // Load VR stereo config for VR device parameters (Oculus Rift CV1 parameters) + config := rl.LoadVrStereoConfig(device) + + // Distortion shader (uses device lens distortion and chroma) + fileName := fmt.Sprintf("distortion%d.fs", glslVersion) + distortion := rl.LoadShader("", fileName) + + // Update distortion shader with lens and distortion-scale parameters + rl.SetShaderValue(distortion, rl.GetShaderLocation(distortion, "leftLensCenter"), + config.LeftLensCenter[:], rl.ShaderUniformVec2) + rl.SetShaderValue(distortion, rl.GetShaderLocation(distortion, "rightLensCenter"), + config.RightLensCenter[:], rl.ShaderUniformVec2) + rl.SetShaderValue(distortion, rl.GetShaderLocation(distortion, "leftScreenCenter"), + config.LeftScreenCenter[:], rl.ShaderUniformVec2) + rl.SetShaderValue(distortion, rl.GetShaderLocation(distortion, "rightScreenCenter"), + config.RightScreenCenter[:], rl.ShaderUniformVec2) + + rl.SetShaderValue(distortion, rl.GetShaderLocation(distortion, "scale"), + config.Scale[:], rl.ShaderUniformVec2) + rl.SetShaderValue(distortion, rl.GetShaderLocation(distortion, "scaleIn"), + config.ScaleIn[:], rl.ShaderUniformVec2) + rl.SetShaderValue(distortion, rl.GetShaderLocation(distortion, "deviceWarpParam"), + device.LensDistortionValues[:], rl.ShaderUniformVec4) + rl.SetShaderValue(distortion, rl.GetShaderLocation(distortion, "chromaAbParam"), + device.ChromaAbCorrection[:], rl.ShaderUniformVec4) + + // Initialize frame buffer for stereo rendering + // NOTE: Screen size should match HMD aspect ratio + target := rl.LoadRenderTexture(device.HResolution, device.VResolution) + + // The target's height is flipped (in the source Rectangle), due to OpenGL reasons + sourceRec := rl.Rectangle{Width: float32(target.Texture.Width), Height: float32(-target.Texture.Height)} + destRec := rl.Rectangle{Width: float32(rl.GetScreenWidth()), Height: float32(rl.GetScreenHeight())} + + // Define the camera to look into our 3d world + + camera := rl.Camera{ + Position: rl.Vector3{X: 5, Y: 2, Z: 5}, + Target: rl.Vector3{Y: 2}, + Up: rl.Vector3{Y: 1}, + Fovy: 60.0, + Projection: rl.CameraPerspective, + } + + cubePosition := rl.Vector3{} + + rl.DisableCursor() // Limit cursor to relative movement inside the window + rl.SetTargetFPS(60) // Set our game to run at 60 frames-per-second + + // Main game loop + for !rl.WindowShouldClose() { // Detect window close button or ESC key + // Update + rl.UpdateCamera(&camera, rl.CameraFirstPerson) + + // Draw texture + rl.BeginTextureMode(target) + rl.ClearBackground(rl.RayWhite) + rl.BeginVrStereoMode(config) + rl.BeginMode3D(camera) + + rl.DrawCube(cubePosition, 2.0, 2.0, 2.0, rl.Red) + rl.DrawCubeWires(cubePosition, 2.0, 2.0, 2.0, rl.Maroon) + rl.DrawGrid(40, 1.0) + + rl.EndMode3D() + rl.EndVrStereoMode() + rl.EndTextureMode() + + // Draw + rl.BeginDrawing() + rl.ClearBackground(rl.RayWhite) + rl.BeginShaderMode(distortion) + rl.DrawTexturePro(target.Texture, sourceRec, destRec, rl.Vector2{}, 0.0, rl.White) + rl.EndShaderMode() + rl.DrawFPS(10, 10) + rl.EndDrawing() + } + + // De-Initialization + rl.UnloadVrStereoConfig(config) // Unload stereo config + + rl.UnloadRenderTexture(target) // Unload stereo render fbo + rl.UnloadShader(distortion) // Unload distortion shader + + rl.CloseWindow() // Close window and OpenGL context +}