Fix for vr rendering not taking render target size into account (#2424)
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e1ee4b1466
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3 changed files with 26 additions and 6 deletions
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@ -78,7 +78,11 @@ int main(void)
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// Initialize framebuffer for stereo rendering
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// NOTE: Screen size should match HMD aspect ratio
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RenderTexture2D target = LoadRenderTexture(GetScreenWidth(), GetScreenHeight());
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RenderTexture2D target = LoadRenderTexture(device.hResolution, device.vResolution);
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// The target's height is flipped (in the source Rectangle), due to OpenGL reasons
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Rectangle sourceRec = { 0.0f, 0.0f, (float)target.texture.width, -(float)target.texture.height };
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Rectangle destRec = { 0.0f, 0.0f, (float)GetScreenWidth(), (float)GetScreenHeight() };
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// Define the camera to look into our 3d world
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Camera camera = { 0 };
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@ -121,8 +125,7 @@ int main(void)
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BeginDrawing();
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ClearBackground(RAYWHITE);
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BeginShaderMode(distortion);
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DrawTextureRec(target.texture, (Rectangle){ 0, 0, (float)target.texture.width,
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(float)-target.texture.height }, (Vector2){ 0.0f, 0.0f }, WHITE);
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DrawTexturePro(target.texture, sourceRec, destRec, (Vector2){ 0.0f, 0.0f }, 0.0f, WHITE);
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EndShaderMode();
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DrawFPS(10, 10);
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EndDrawing();
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@ -2348,8 +2348,8 @@ VrStereoConfig LoadVrStereoConfig(VrDeviceInfo device)
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// Fovy is normally computed with: 2*atan2f(device.vScreenSize, 2*device.eyeToScreenDistance)
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// ...but with lens distortion it is increased (see Oculus SDK Documentation)
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//float fovy = 2.0f*atan2f(device.vScreenSize*0.5f*distortionScale, device.eyeToScreenDistance); // Really need distortionScale?
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float fovy = 2.0f*(float)atan2f(device.vScreenSize*0.5f, device.eyeToScreenDistance);
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float fovy = 2.0f*atan2f(device.vScreenSize*0.5f*distortionScale, device.eyeToScreenDistance); // Really need distortionScale?
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// float fovy = 2.0f*(float)atan2f(device.vScreenSize*0.5f, device.eyeToScreenDistance);
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// Compute camera projection matrices
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float projOffset = 4.0f*lensShift; // Scaled to projection space coordinates [-1..1]
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19
src/rlgl.h
19
src/rlgl.h
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@ -930,6 +930,11 @@ typedef struct rlglData {
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int framebufferWidth; // Default framebuffer width
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int framebufferHeight; // Default framebuffer height
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int viewportX; // Current opengl viewport offset x
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int viewportY; // Current opengl viewport offset y
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int viewportWidth; // Current opengl viewport width
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int viewportHeight; // Current opengl viewport height
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} State; // Renderer state
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struct {
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bool vao; // VAO support (OpenGL ES2 could not support VAO extension) (GL_ARB_vertex_array_object)
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@ -1232,6 +1237,11 @@ void rlOrtho(double left, double right, double bottom, double top, double znear,
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// Set the viewport area (transformation from normalized device coordinates to window coordinates)
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void rlViewport(int x, int y, int width, int height)
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{
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RLGL.State.viewportX = x;
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RLGL.State.viewportY = y;
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RLGL.State.viewportWidth = width;
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RLGL.State.viewportHeight = height;
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glViewport(x, y, width, height);
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}
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@ -2494,6 +2504,11 @@ void rlDrawRenderBatch(rlRenderBatch *batch)
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Matrix matProjection = RLGL.State.projection;
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Matrix matModelView = RLGL.State.modelview;
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int originalViewportX = RLGL.State.viewportX;
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int originalViewportY = RLGL.State.viewportY;
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int originalViewportWidth = RLGL.State.viewportWidth;
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int originalViewportHeight = RLGL.State.viewportHeight;
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int eyeCount = 1;
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if (RLGL.State.stereoRender) eyeCount = 2;
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@ -2502,7 +2517,7 @@ void rlDrawRenderBatch(rlRenderBatch *batch)
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if (eyeCount == 2)
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{
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// Setup current eye viewport (half screen width)
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rlViewport(eye*RLGL.State.framebufferWidth/2, 0, RLGL.State.framebufferWidth/2, RLGL.State.framebufferHeight);
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rlViewport(originalViewportX + eye * originalViewportWidth / 2, originalViewportY, originalViewportWidth / 2, originalViewportHeight);
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// Set current eye view offset to modelview matrix
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rlSetMatrixModelview(rlMatrixMultiply(matModelView, RLGL.State.viewOffsetStereo[eye]));
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@ -2601,6 +2616,8 @@ void rlDrawRenderBatch(rlRenderBatch *batch)
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glUseProgram(0); // Unbind shader program
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}
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if (eyeCount == 2) rlViewport(originalViewportX, originalViewportY, originalViewportWidth, originalViewportHeight);
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//------------------------------------------------------------------------------------------------------------
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// Reset batch buffers
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