1 #include <msp/gl/meshbuilder.h>
2 #include <msp/gl/texture2d.h>
3 #include "oculusriftcombiner.h"
4 #include "oculusriftsystem.h"
5 #include "oculusriftsystem_private.h"
12 const char vs_source[] =
13 "uniform mat4 timewarp[2];\n"
14 "uniform vec2 uv_scale;\n"
15 "uniform vec2 uv_offset;\n"
16 "varying vec2 texcoord_r;\n"
17 "varying vec2 texcoord_g;\n"
18 "varying vec2 texcoord_b;\n"
19 "varying float vignette;\n"
20 "vec2 apply_timewarp(vec2 coords, float factor)\n"
22 " vec4 coords4 = vec4(coords, 1.0, 1.0);\n"
23 " vec4 warped = mix(timewarp[0]*coords4, timewarp[1]*coords4, factor);\n"
24 " return (warped.xy/warped.z)*uv_scale+uv_offset;\n"
28 " gl_Position = vec4(gl_Vertex.xy, 0.5, 1.0);\n"
29 " float tw_factor = gl_MultiTexCoord3.y;\n"
30 " texcoord_r = apply_timewarp(gl_MultiTexCoord0.xy, tw_factor);\n"
31 " texcoord_g = apply_timewarp(gl_MultiTexCoord1.xy, tw_factor);\n"
32 " texcoord_b = apply_timewarp(gl_MultiTexCoord2.xy, tw_factor);\n"
33 " vignette = gl_MultiTexCoord3.x;\n"
36 const char fs_source[] =
37 "uniform sampler2D texture;\n"
38 "varying vec2 texcoord_r;\n"
39 "varying vec2 texcoord_g;\n"
40 "varying vec2 texcoord_b;\n"
41 "varying float vignette;\n"
44 " float r = texture2D(texture, texcoord_r).r;\n"
45 " float g = texture2D(texture, texcoord_g).g;\n"
46 " float b = texture2D(texture, texcoord_b).b;\n"
47 " gl_FragColor = vec4(vec3(r, g, b)*vignette, 1.0);\n"
50 void create_distortion_mesh(Msp::GL::Mesh &mesh, ovrHmd hmd, ovrEyeType eye, const ovrFovPort &fov)
52 ovrDistortionMesh ovr_mesh;
53 ovrHmd_CreateDistortionMesh(hmd, eye, fov, ovrDistortionCap_Vignette|ovrDistortionCap_TimeWarp, &ovr_mesh);
55 Msp::GL::MeshBuilder bld(mesh);
56 for(unsigned i=0; i<ovr_mesh.VertexCount; ++i)
58 ovrDistortionVertex &v = ovr_mesh.pVertexData[i];
59 bld.multitexcoord(0, v.TanEyeAnglesR.x, v.TanEyeAnglesR.y);
60 bld.multitexcoord(1, v.TanEyeAnglesG.x, v.TanEyeAnglesG.y);
61 bld.multitexcoord(2, v.TanEyeAnglesB.x, v.TanEyeAnglesB.y);
62 bld.multitexcoord(3, v.VignetteFactor, v.TimeWarpFactor);
63 bld.vertex(v.ScreenPosNDC.x, v.ScreenPosNDC.y);
66 Msp::GL::Batch batch(Msp::GL::TRIANGLES);
67 batch.append(vector<unsigned>(ovr_mesh.pIndexData, ovr_mesh.pIndexData+ovr_mesh.IndexCount));
68 mesh.add_batch(batch);
70 ovrHmd_DestroyDistortionMesh(&ovr_mesh);
78 struct OculusRiftCombiner::Frustum: StereoCombiner::Frustum
80 Frustum(const ovrFovPort &);
84 OculusRiftCombiner::OculusRiftCombiner(OculusRiftSystem &d, GL::View &v):
87 left_mesh((GL::VERTEX2, GL::TEXCOORD2,0, GL::TEXCOORD2,1, GL::TEXCOORD2,2, GL::TEXCOORD2,3)),
88 right_mesh((GL::VERTEX2, GL::TEXCOORD2,0, GL::TEXCOORD2,1, GL::TEXCOORD2,2, GL::TEXCOORD2,3)),
89 shprog(vs_source, fs_source)
91 ovrHmd hmd = device.get_private().ovr_hmd;
93 ovrFovPort left_fov = hmd->DefaultEyeFov[ovrEye_Left];
94 ovrFovPort right_fov = hmd->DefaultEyeFov[ovrEye_Right];
95 configure_eye_frustums(Frustum(left_fov), Frustum(right_fov));
97 left_fov.UpTan = left_fov.DownTan = tan(fov/2.0f);
98 left_fov.LeftTan = left_fov.UpTan*render_aspect*(1-frustum_skew);
99 left_fov.RightTan = left_fov.UpTan*render_aspect*(1+frustum_skew);
100 right_fov = left_fov;
101 swap(right_fov.LeftTan, right_fov.RightTan);
103 create_distortion_mesh(left_mesh, hmd, ovrEye_Left, left_fov);
104 create_distortion_mesh(right_mesh, hmd, ovrEye_Right, right_fov);
106 ovrSizei tex_size = ovrHmd_GetFovTextureSize(hmd, ovrEye_Left, left_fov, 1.0);
107 target_width = tex_size.w;
108 target_height = tex_size.h;
110 left_shdata.uniform("texture", 0);
111 right_shdata.uniform("texture", 0);
116 view_rect.Size = tex_size;
117 ovrVector2f uv_scale_offset[2];
118 ovrHmd_GetRenderScaleAndOffset(left_fov, tex_size, view_rect, uv_scale_offset);
119 left_shdata.uniform("uv_scale", uv_scale_offset[0].x, -uv_scale_offset[0].y);
120 left_shdata.uniform("uv_offset", uv_scale_offset[1].x, 1-uv_scale_offset[1].y);
121 ovrHmd_GetRenderScaleAndOffset(right_fov, tex_size, view_rect, uv_scale_offset);
122 right_shdata.uniform("uv_scale", uv_scale_offset[0].x, -uv_scale_offset[0].y);
123 right_shdata.uniform("uv_offset", uv_scale_offset[1].x, 1-uv_scale_offset[1].y);
125 device.configure_window(view.get_window());
128 void OculusRiftCombiner::prepare() const
130 device.begin_frame();
133 void OculusRiftCombiner::render(const GL::Texture2D &left, const GL::Texture2D &right) const
135 GL::Bind bind_shprog(shprog);
137 ovrHmd hmd = device.get_private().ovr_hmd;
139 if(device.is_timing_active())
141 ovr_WaitTillTime(device.get_timewarp_time());
142 ovrTrackingState state = ovrHmd_GetTrackingState(hmd, device.get_tracking_time());
144 ovrMatrix4f matrices[2];
145 ovrHmd_GetEyeTimewarpMatrices(hmd, ovrEye_Left, state.HeadPose.ThePose, matrices);
146 left_shdata.uniform_matrix4_array("timewarp", 2, &matrices[0].M[0][0]);
148 ovrHmd_GetEyeTimewarpMatrices(hmd, ovrEye_Right, state.HeadPose.ThePose, matrices);
149 right_shdata.uniform_matrix4_array("timewarp", 2, &matrices[0].M[0][0]);
153 GL::Matrix matrices[2];
154 left_shdata.uniform_matrix4_array("timewarp", 2, matrices[0].data());
155 right_shdata.uniform_matrix4_array("timewarp", 2, matrices[0].data());
158 GL::Bind bind_tex(left);
163 right_shdata.apply();
166 view.get_context().swap_buffers();
171 OculusRiftCombiner::Frustum::Frustum(const ovrFovPort &fov):
172 StereoCombiner::Frustum(-fov.LeftTan, fov.RightTan, -fov.DownTan, fov.UpTan)