Redesigned stereo rendering mechanism

Now it's easier for the user! Just init Oculus device and get stereo
rendering!
This commit is contained in:
Ray 2016-07-04 01:29:23 +02:00
parent 164ead03c9
commit ee72654b55
6 changed files with 259 additions and 244 deletions

View file

@ -50,22 +50,15 @@ int main()
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
Begin3dMode(camera);
for (int eye = 0; eye < 2; eye++)
{
SetOculusView(eye);
DrawCube(cubePosition, 2.0f, 2.0f, 2.0f, RED);
DrawCubeWires(cubePosition, 2.0f, 2.0f, 2.0f, MAROON);
DrawGrid(10, 1.0f);
DrawDefaultBuffers(); // Process internal dynamic buffers
}
End3dMode();

View file

@ -10,12 +10,13 @@ uniform sampler2D texture0;
out vec4 finalColor;
// NOTE: Add here your custom variables
const vec2 LeftLensCenter = vec2(0.2863248, 0.5);
const vec2 RightLensCenter = vec2(0.7136753, 0.5);
const vec2 LeftLensCenter = vec2(0.288, 0.5);
const vec2 RightLensCenter = vec2(0.712, 0.5);
const vec2 LeftScreenCenter = vec2(0.25, 0.5);
const vec2 RightScreenCenter = vec2(0.75, 0.5);
const vec2 Scale = vec2(0.25, 0.45); //vec2(0.1469278, 0.2350845);
const vec2 ScaleIn = vec2(4, 2.2222);
uniform vec2 Scale = vec2(0.25, 0.45); //vec2(0.1469278, 0.2350845);
uniform vec2 ScaleIn = vec2(4, 2.2222);
const vec4 HmdWarpParam = vec4(1, 0.22, 0.24, 0);
const vec4 ChromaAbParam = vec4(0.996, -0.004, 1.014, 0.0);