From: Mikko Rasa Date: Mon, 22 Dec 2014 23:56:45 +0000 (+0200) Subject: Use vignetting to smoothly fade out the edges X-Git-Url: http://git.tdb.fi/?a=commitdiff_plain;h=b30892474ba39cd0b70bf924c65366a2f66443ab;p=libs%2Fvr.git Use vignetting to smoothly fade out the edges This somewhat reduces artifacts seen at the borders. --- diff --git a/source/oculusriftcombiner.cpp b/source/oculusriftcombiner.cpp index 492f5fd..a9808de 100644 --- a/source/oculusriftcombiner.cpp +++ b/source/oculusriftcombiner.cpp @@ -14,12 +14,14 @@ const char vs_source[] = "varying vec2 texcoord_r;\n" "varying vec2 texcoord_g;\n" "varying vec2 texcoord_b;\n" + "varying float vignette;\n" "void main()\n" "{\n" " gl_Position = vec4(gl_Vertex.xy, 0.5, 1.0);\n" " texcoord_r = gl_MultiTexCoord0.xy;\n" " texcoord_g = gl_MultiTexCoord1.xy;\n" " texcoord_b = gl_MultiTexCoord2.xy;\n" + " vignette = gl_MultiTexCoord3.x;\n" "}\n"; const char fs_source[] = @@ -27,18 +29,19 @@ const char fs_source[] = "varying vec2 texcoord_r;\n" "varying vec2 texcoord_g;\n" "varying vec2 texcoord_b;\n" + "varying float vignette;\n" "void main()\n" "{\n" " float r = texture2D(texture, texcoord_r).r;\n" " float g = texture2D(texture, texcoord_g).g;\n" " float b = texture2D(texture, texcoord_b).b;\n" - " gl_FragColor = vec4(r, g, b, 1.0);\n" + " gl_FragColor = vec4(vec3(r, g, b)*vignette, 1.0);\n" "}\n"; void create_distortion_mesh(Msp::GL::Mesh &mesh, ovrHmd hmd, ovrEyeType eye, const ovrFovPort &fov) { ovrDistortionMesh ovr_mesh; - ovrHmd_CreateDistortionMesh(hmd, eye, fov, ovrDistortionCap_Chromatic, &ovr_mesh); + ovrHmd_CreateDistortionMesh(hmd, eye, fov, ovrDistortionCap_Chromatic|ovrDistortionCap_Vignette, &ovr_mesh); ovrSizei tex_size = ovrHmd_GetFovTextureSize(hmd, eye, fov, 1.0); ovrRecti view_rect; @@ -57,6 +60,7 @@ void create_distortion_mesh(Msp::GL::Mesh &mesh, ovrHmd hmd, ovrEyeType eye, con bld.multitexcoord(0, v.TanEyeAnglesR.x*scale.x+offset.x, 1.0f-(v.TanEyeAnglesR.y*scale.y+offset.y)); bld.multitexcoord(1, v.TanEyeAnglesG.x*scale.x+offset.x, 1.0f-(v.TanEyeAnglesG.y*scale.y+offset.y)); bld.multitexcoord(2, v.TanEyeAnglesB.x*scale.x+offset.x, 1.0f-(v.TanEyeAnglesB.y*scale.y+offset.y)); + bld.multitexcoord(3, v.VignetteFactor); bld.vertex(v.ScreenPosNDC.x, v.ScreenPosNDC.y); } @@ -74,8 +78,8 @@ namespace VR { OculusRiftCombiner::OculusRiftCombiner(const OculusRiftDevice &d): device(d), - left_mesh((GL::VERTEX2, GL::TEXCOORD2,0, GL::TEXCOORD2,1, GL::TEXCOORD2,2)), - right_mesh((GL::VERTEX2, GL::TEXCOORD2,0, GL::TEXCOORD2,1, GL::TEXCOORD2,2)), + left_mesh((GL::VERTEX2, GL::TEXCOORD2,0, GL::TEXCOORD2,1, GL::TEXCOORD2,2, GL::TEXCOORD1,3)), + right_mesh((GL::VERTEX2, GL::TEXCOORD2,0, GL::TEXCOORD2,1, GL::TEXCOORD2,2, GL::TEXCOORD1,3)), shprog(vs_source, fs_source) { const OculusRiftDevice::Private &dev_priv = device.get_private();