1 #include <msp/gl/meshbuilder.h>
2 #include <msp/gl/texture2d.h>
3 #include "libovrcombiner.h"
4 #include "libovrsystem.h"
5 #include "libovrsystem_private.h"
11 const char vs_source[] =
12 "uniform mat4 timewarp[2];\n"
13 "uniform vec2 uv_scale;\n"
14 "uniform vec2 uv_offset;\n"
15 "varying vec2 texcoord_r;\n"
16 "varying vec2 texcoord_g;\n"
17 "varying vec2 texcoord_b;\n"
18 "varying float vignette;\n"
19 "vec2 apply_timewarp(vec2 coords, float factor)\n"
21 " vec4 coords4 = vec4(coords, 1.0, 1.0);\n"
22 " vec4 warped = mix(timewarp[0]*coords4, timewarp[1]*coords4, factor);\n"
23 " return (warped.xy/warped.z)*uv_scale+uv_offset;\n"
27 " gl_Position = vec4(gl_Vertex.xy, 0.5, 1.0);\n"
28 " float tw_factor = gl_MultiTexCoord3.y;\n"
29 " texcoord_r = apply_timewarp(gl_MultiTexCoord0.xy, tw_factor);\n"
30 " texcoord_g = apply_timewarp(gl_MultiTexCoord1.xy, tw_factor);\n"
31 " texcoord_b = apply_timewarp(gl_MultiTexCoord2.xy, tw_factor);\n"
32 " vignette = gl_MultiTexCoord3.x;\n"
35 const char fs_source[] =
36 "uniform sampler2D texture;\n"
37 "varying vec2 texcoord_r;\n"
38 "varying vec2 texcoord_g;\n"
39 "varying vec2 texcoord_b;\n"
40 "varying float vignette;\n"
43 " float r = texture2D(texture, texcoord_r).r;\n"
44 " float g = texture2D(texture, texcoord_g).g;\n"
45 " float b = texture2D(texture, texcoord_b).b;\n"
46 " gl_FragColor = vec4(vec3(r, g, b)*vignette, 1.0);\n"
49 void create_distortion_mesh(Msp::GL::Mesh &mesh, ovrHmd hmd, ovrEyeType eye, const ovrFovPort &fov)
51 ovrDistortionMesh ovr_mesh;
52 ovrHmd_CreateDistortionMesh(hmd, eye, fov, ovrDistortionCap_Vignette|ovrDistortionCap_TimeWarp, &ovr_mesh);
54 Msp::GL::MeshBuilder bld(mesh);
55 for(unsigned i=0; i<ovr_mesh.VertexCount; ++i)
57 ovrDistortionVertex &v = ovr_mesh.pVertexData[i];
58 bld.multitexcoord(0, v.TanEyeAnglesR.x, v.TanEyeAnglesR.y);
59 bld.multitexcoord(1, v.TanEyeAnglesG.x, v.TanEyeAnglesG.y);
60 bld.multitexcoord(2, v.TanEyeAnglesB.x, v.TanEyeAnglesB.y);
61 bld.multitexcoord(3, v.VignetteFactor, v.TimeWarpFactor);
62 bld.vertex(v.ScreenPosNDC.x, v.ScreenPosNDC.y);
65 Msp::GL::Batch batch(Msp::GL::TRIANGLES);
66 batch.append(vector<unsigned>(ovr_mesh.pIndexData, ovr_mesh.pIndexData+ovr_mesh.IndexCount));
67 mesh.add_batch(batch);
69 ovrHmd_DestroyDistortionMesh(&ovr_mesh);
77 struct LibOVRCombiner::Frustum: StereoCombiner::Frustum
79 Frustum(const ovrFovPort &);
83 LibOVRCombiner::LibOVRCombiner(LibOVRSystem &d, GL::View &v):
86 left_mesh((GL::VERTEX2, GL::TEXCOORD2,0, GL::TEXCOORD2,1, GL::TEXCOORD2,2, GL::TEXCOORD2,3)),
87 right_mesh((GL::VERTEX2, GL::TEXCOORD2,0, GL::TEXCOORD2,1, GL::TEXCOORD2,2, GL::TEXCOORD2,3)),
88 shprog(vs_source, fs_source)
90 ovrHmd hmd = system.get_private().ovr_hmd;
92 ovrFovPort left_fov = hmd->DefaultEyeFov[ovrEye_Left];
93 ovrFovPort right_fov = hmd->DefaultEyeFov[ovrEye_Right];
94 configure_eye_frustums(Frustum(left_fov), Frustum(right_fov));
96 left_fov.UpTan = left_fov.DownTan = tan(fov/2.0f);
97 left_fov.LeftTan = left_fov.UpTan*render_aspect*(1-frustum_skew);
98 left_fov.RightTan = left_fov.UpTan*render_aspect*(1+frustum_skew);
100 swap(right_fov.LeftTan, right_fov.RightTan);
102 create_distortion_mesh(left_mesh, hmd, ovrEye_Left, left_fov);
103 create_distortion_mesh(right_mesh, hmd, ovrEye_Right, right_fov);
105 ovrSizei tex_size = ovrHmd_GetFovTextureSize(hmd, ovrEye_Left, left_fov, 1.0);
106 target_width = tex_size.w;
107 target_height = tex_size.h;
109 left_shdata.uniform("texture", 0);
110 right_shdata.uniform("texture", 0);
115 view_rect.Size = tex_size;
116 ovrVector2f uv_scale_offset[2];
117 ovrHmd_GetRenderScaleAndOffset(left_fov, tex_size, view_rect, uv_scale_offset);
118 left_shdata.uniform("uv_scale", uv_scale_offset[0].x, -uv_scale_offset[0].y);
119 left_shdata.uniform("uv_offset", uv_scale_offset[1].x, 1-uv_scale_offset[1].y);
120 ovrHmd_GetRenderScaleAndOffset(right_fov, tex_size, view_rect, uv_scale_offset);
121 right_shdata.uniform("uv_scale", uv_scale_offset[0].x, -uv_scale_offset[0].y);
122 right_shdata.uniform("uv_offset", uv_scale_offset[1].x, 1-uv_scale_offset[1].y);
124 system.configure_window(view.get_window());
127 void LibOVRCombiner::prepare() const
129 system.begin_frame();
132 void LibOVRCombiner::render(const GL::Texture2D &left, const GL::Texture2D &right) const
134 GL::Bind bind_shprog(shprog);
136 ovrHmd hmd = system.get_private().ovr_hmd;
138 if(system.is_timing_active())
140 ovr_WaitTillTime(system.get_timewarp_time());
141 ovrTrackingState state = ovrHmd_GetTrackingState(hmd, system.get_tracking_time());
143 ovrMatrix4f matrices[2];
144 ovrHmd_GetEyeTimewarpMatrices(hmd, ovrEye_Left, state.HeadPose.ThePose, matrices);
145 left_shdata.uniform_matrix4_array("timewarp", 2, &matrices[0].M[0][0]);
147 ovrHmd_GetEyeTimewarpMatrices(hmd, ovrEye_Right, state.HeadPose.ThePose, matrices);
148 right_shdata.uniform_matrix4_array("timewarp", 2, &matrices[0].M[0][0]);
152 GL::Matrix matrices[2];
153 left_shdata.uniform_matrix4_array("timewarp", 2, matrices[0].data());
154 right_shdata.uniform_matrix4_array("timewarp", 2, matrices[0].data());
157 GL::Bind bind_tex(left);
162 right_shdata.apply();
165 view.get_context().swap_buffers();
170 LibOVRCombiner::Frustum::Frustum(const ovrFovPort &fov):
171 StereoCombiner::Frustum(-fov.LeftTan, fov.RightTan, -fov.DownTan, fov.UpTan)