chore: rebase to main with translation ports
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134 changed files with 15456 additions and 10650 deletions
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@ -1,11 +1,15 @@
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/*******************************************************************************************
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*
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* raylib [core] example - VR Simulator (Oculus Rift CV1 parameters)
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* raylib [core] example - vr simulator
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*
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* This example has been created using raylib 1.7 (www.raylib.com)
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* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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* Example complexity rating: [★★★☆] 3/4
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*
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* Copyright (c) 2017 Ramon Santamaria (@raysan5)
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* Example originally created with raylib 2.5, last time updated with raylib 4.0
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*
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* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
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* BSD-like license that allows static linking with closed source software
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*
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* Copyright (c) 2017-2025 Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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@ -15,51 +19,62 @@ using static Raylib_cs.Raylib;
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namespace Examples.Core;
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public class VrSimulator
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public partial class VrSimulator : IExample
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{
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public static int Main()
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private const int screenWidth = 800;
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private const int screenHeight = 450;
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#if BROWSER
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const int GlslVersion = 100; // WebGL1 needs GLSL ES 100
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#else
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private const int GlslVersion = 330;
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#endif
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public string Name => "Core / VR Simulator";
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public string Title => "raylib [core] example - vr simulator";
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public bool CursorDisabled => true;
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private VrStereoConfig config;
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private Shader distortion;
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private RenderTexture2D target;
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private Rectangle sourceRec;
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private Rectangle destRec;
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private Camera3D camera;
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private Vector3 cubePosition;
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public unsafe void Init()
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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const int screenWidth = 1080;
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const int screenHeight = 600;
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SetConfigFlags(ConfigFlags.Msaa4xHint);
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InitWindow(screenWidth, screenHeight, "raylib [core] example - vr simulator");
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// VR device parameters definition
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VrDeviceInfo device = new VrDeviceInfo
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var device = new VrDeviceInfo
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{
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// Oculus Rift CV1 parameters for simulator
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HResolution = 2160,
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VResolution = 1200,
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HScreenSize = 0.133793f,
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VScreenSize = 0.0669f,
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EyeToScreenDistance = 0.041f,
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LensSeparationDistance = 0.07f,
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InterpupillaryDistance = 0.07f,
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HResolution = 2160, // Horizontal resolution in pixels
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VResolution = 1200, // Vertical resolution in pixels
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HScreenSize = 0.133793f, // Horizontal size in meters
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VScreenSize = 0.0669f, // Vertical size in meters
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EyeToScreenDistance = 0.041f, // Distance between eye and display in meters
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LensSeparationDistance = 0.07f, // Lens separation distance in meters
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InterpupillaryDistance = 0.07f, // IPD (distance between pupils) in meters
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};
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// NOTE: CV1 uses a Fresnel-hybrid-asymmetric lenses with specific distortion compute shaders.
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// Following parameters are an approximation to distortion stereo rendering but results differ from actual
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// device.
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unsafe
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{
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device.LensDistortionValues[0] = 1.0f;
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device.LensDistortionValues[1] = 0.22f;
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device.LensDistortionValues[2] = 0.24f;
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device.LensDistortionValues[3] = 0.0f;
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device.ChromaAbCorrection[0] = 0.996f;
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device.ChromaAbCorrection[1] = -0.004f;
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device.ChromaAbCorrection[2] = 1.014f;
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device.ChromaAbCorrection[3] = 0.0f;
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}
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// NOTE: CV1 uses fresnel-hybrid-asymmetric lenses with specific compute shaders
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// Following parameters are just an approximation to CV1 distortion stereo rendering
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device.LensDistortionValues[0] = 1.0f; // Lens distortion constant parameter 0
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device.LensDistortionValues[1] = 0.22f; // Lens distortion constant parameter 1
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device.LensDistortionValues[2] = 0.24f; // Lens distortion constant parameter 2
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device.LensDistortionValues[3] = 0.0f; // Lens distortion constant parameter 3
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device.ChromaAbCorrection[0] = 0.996f; // Chromatic aberration correction parameter 0
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device.ChromaAbCorrection[1] = -0.004f; // Chromatic aberration correction parameter 1
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device.ChromaAbCorrection[2] = 1.014f; // Chromatic aberration correction parameter 2
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device.ChromaAbCorrection[3] = 0.0f; // Chromatic aberration correction parameter 3
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// Load VR stereo config for VR device parameteres (Oculus Rift CV1 parameters)
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VrStereoConfig config = LoadVrStereoConfig(device);
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config = LoadVrStereoConfig(device);
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// Distortion shader (uses device lens distortion and chroma)
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Shader distortion = LoadShader(null, "resources/distortion330.fs");
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distortion = LoadShader(null, $"resources/shaders/glsl{GlslVersion}/distortion.fs");
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// Update distortion shader with lens and distortion-scale parameters
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Raylib.SetShaderValue(
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@ -100,88 +115,104 @@ public class VrSimulator
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ShaderUniformDataType.Vec2
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);
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unsafe
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{
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SetShaderValue(
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distortion,
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GetShaderLocation(distortion, "deviceWarpParam"),
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device.LensDistortionValues,
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ShaderUniformDataType.Vec4
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);
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SetShaderValue(
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distortion,
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GetShaderLocation(distortion, "chromaAbParam"),
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device.ChromaAbCorrection,
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ShaderUniformDataType.Vec4
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);
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}
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SetShaderValue(
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distortion,
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GetShaderLocation(distortion, "deviceWarpParam"),
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device.LensDistortionValues,
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ShaderUniformDataType.Vec4
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);
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SetShaderValue(
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distortion,
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GetShaderLocation(distortion, "chromaAbParam"),
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device.ChromaAbCorrection,
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ShaderUniformDataType.Vec4
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);
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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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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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sourceRec = new(0.0f, 0.0f, (float)target.Texture.Width, -(float)target.Texture.Height);
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destRec = new(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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Camera3D camera;
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camera.Position = new Vector3(5.0f, 2.0f, 5.0f);
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camera.Target = new Vector3(0.0f, 2.0f, 0.0f);
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camera.Up = new Vector3(0.0f, 1.0f, 0.0f);
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camera.FovY = 60.0f;
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camera.Projection = CameraProjection.Perspective;
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camera = new();
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camera.Position = new Vector3(5.0f, 2.0f, 5.0f); // Camera position
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camera.Target = new Vector3(0.0f, 2.0f, 0.0f); // Camera looking at point
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camera.Up = new Vector3(0.0f, 1.0f, 0.0f); // Camera up vector
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camera.FovY = 60.0f; // Camera field-of-view Y
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camera.Projection = CameraProjection.Perspective; // Camera projection type
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Vector3 cubePosition = new(0.0f, 0.0f, 0.0f);
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cubePosition = new(0.0f, 0.0f, 0.0f);
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}
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SetTargetFPS(90); // Set our game to run at 90 frames-per-second
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public void Update()
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{
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// Update
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//----------------------------------------------------------------------------------
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UpdateCamera(ref camera, CameraMode.FirstPerson);
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginTextureMode(target);
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ClearBackground(Color.RayWhite);
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BeginVrStereoMode(config);
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BeginMode3D(camera);
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DrawCube(cubePosition, 2.0f, 2.0f, 2.0f, Color.Red);
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DrawCubeWires(cubePosition, 2.0f, 2.0f, 2.0f, Color.Maroon);
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DrawGrid(40, 1.0f);
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EndMode3D();
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EndVrStereoMode();
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EndTextureMode();
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BeginDrawing();
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ClearBackground(Color.RayWhite);
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BeginShaderMode(distortion);
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DrawTexturePro(target.Texture, sourceRec, destRec, new Vector2(0.0f, 0.0f), 0.0f, Color.White);
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EndShaderMode();
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DrawFPS(10, 10);
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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public void Unload()
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{
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UnloadVrStereoConfig(config); // Unload stereo config
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UnloadRenderTexture(target); // Unload stereo render fbo
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UnloadShader(distortion); // Unload distortion shader
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}
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public static int Main()
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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// NOTE: screenWidth/screenHeight should match VR device aspect ratio
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InitWindow(screenWidth, screenHeight, "raylib [core] example - vr simulator");
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DisableCursor(); // Limit cursor to relative movement inside the window
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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var game = new VrSimulator();
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game.Init();
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// Main game loop
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while (!WindowShouldClose())
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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// Update
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//----------------------------------------------------------------------------------
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UpdateCamera(ref camera, CameraMode.FirstPerson);
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(Color.RayWhite);
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BeginTextureMode(target);
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ClearBackground(Color.RayWhite);
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BeginVrStereoMode(config);
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BeginMode3D(camera);
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DrawCube(cubePosition, 2.0f, 2.0f, 2.0f, Color.Red);
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DrawCubeWires(cubePosition, 2.0f, 2.0f, 2.0f, Color.Maroon);
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DrawGrid(40, 1.0f);
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EndMode3D();
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EndVrStereoMode();
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EndTextureMode();
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BeginShaderMode(distortion);
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DrawTextureRec(
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target.Texture,
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new Rectangle(0, 0, (float)target.Texture.Width, (float)-target.Texture.Height),
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new Vector2(0.0f, 0.0f),
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Color.White
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);
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EndShaderMode();
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DrawFPS(10, 10);
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EndDrawing();
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//----------------------------------------------------------------------------------
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game.Update();
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}
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game.Unload();
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// De-Initialization
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//--------------------------------------------------------------------------------------
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UnloadVrStereoConfig(config);
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UnloadRenderTexture(target);
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UnloadShader(distortion);
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CloseWindow();
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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