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[libs/vr.git] / source / oculusriftcombiner.cpp
1 #include <cmath>
2 #include <msp/gl/meshbuilder.h>
3 #include <msp/gl/texture2d.h>
4 #include "oculusriftcombiner.h"
5 #include "oculusriftdevice.h"
6 #include "oculusriftdevice_private.h"
7
8 using namespace std;
9
10
11 namespace {
12
13 const char vs_source[] =
14         "varying vec2 texcoord_r;\n"
15         "varying vec2 texcoord_g;\n"
16         "varying vec2 texcoord_b;\n"
17         "varying float vignette;\n"
18         "void main()\n"
19         "{\n"
20         "       gl_Position = vec4(gl_Vertex.xy, 0.5, 1.0);\n"
21         "       texcoord_r = gl_MultiTexCoord0.xy;\n"
22         "       texcoord_g = gl_MultiTexCoord1.xy;\n"
23         "       texcoord_b = gl_MultiTexCoord2.xy;\n"
24         "       vignette = gl_MultiTexCoord3.x;\n"
25         "}\n";
26
27 const char fs_source[] =
28         "uniform sampler2D texture;\n"
29         "varying vec2 texcoord_r;\n"
30         "varying vec2 texcoord_g;\n"
31         "varying vec2 texcoord_b;\n"
32         "varying float vignette;\n"
33         "void main()\n"
34         "{\n"
35         "       float r = texture2D(texture, texcoord_r).r;\n"
36         "       float g = texture2D(texture, texcoord_g).g;\n"
37         "       float b = texture2D(texture, texcoord_b).b;\n"
38         "       gl_FragColor = vec4(vec3(r, g, b)*vignette, 1.0);\n"
39         "}\n";
40
41 void create_distortion_mesh(Msp::GL::Mesh &mesh, ovrHmd hmd, ovrEyeType eye, const ovrFovPort &fov)
42 {
43         ovrDistortionMesh ovr_mesh;
44         ovrHmd_CreateDistortionMesh(hmd, eye, fov, ovrDistortionCap_Chromatic|ovrDistortionCap_Vignette, &ovr_mesh);
45
46         ovrSizei tex_size = ovrHmd_GetFovTextureSize(hmd, eye, fov, 1.0);
47         ovrRecti view_rect;
48         view_rect.Pos.x = 0;
49         view_rect.Pos.y = 0;
50         view_rect.Size = tex_size;
51         ovrVector2f uv_scale_offset[2];
52         ovrHmd_GetRenderScaleAndOffset(fov, tex_size, view_rect, uv_scale_offset);
53         ovrVector2f &scale = uv_scale_offset[0];
54         ovrVector2f &offset = uv_scale_offset[1];
55
56         Msp::GL::MeshBuilder bld(mesh);
57         for(unsigned i=0; i<ovr_mesh.VertexCount; ++i)
58         {
59                 ovrDistortionVertex &v = ovr_mesh.pVertexData[i];
60                 bld.multitexcoord(0, v.TanEyeAnglesR.x*scale.x+offset.x, 1.0f-(v.TanEyeAnglesR.y*scale.y+offset.y));
61                 bld.multitexcoord(1, v.TanEyeAnglesG.x*scale.x+offset.x, 1.0f-(v.TanEyeAnglesG.y*scale.y+offset.y));
62                 bld.multitexcoord(2, v.TanEyeAnglesB.x*scale.x+offset.x, 1.0f-(v.TanEyeAnglesB.y*scale.y+offset.y));
63                 bld.multitexcoord(3, v.VignetteFactor);
64                 bld.vertex(v.ScreenPosNDC.x, v.ScreenPosNDC.y);
65         }
66
67         Msp::GL::Batch batch(Msp::GL::TRIANGLES);
68         batch.append(vector<unsigned>(ovr_mesh.pIndexData, ovr_mesh.pIndexData+ovr_mesh.IndexCount));
69         mesh.add_batch(batch);
70
71         ovrHmd_DestroyDistortionMesh(&ovr_mesh);
72 }
73
74 }
75
76 namespace Msp {
77 namespace VR {
78
79 OculusRiftCombiner::OculusRiftCombiner(const OculusRiftDevice &d):
80         device(d),
81         left_mesh((GL::VERTEX2, GL::TEXCOORD2,0, GL::TEXCOORD2,1, GL::TEXCOORD2,2, GL::TEXCOORD1,3)),
82         right_mesh((GL::VERTEX2, GL::TEXCOORD2,0, GL::TEXCOORD2,1, GL::TEXCOORD2,2, GL::TEXCOORD1,3)),
83         shprog(vs_source, fs_source)
84 {
85         const OculusRiftDevice::Private &dev_priv = device.get_private();
86         ovrHmd hmd = dev_priv.ovr_hmd;
87
88         ovrFovPort left_fov = hmd->DefaultEyeFov[ovrEye_Left];
89         ovrFovPort right_fov = hmd->DefaultEyeFov[ovrEye_Right];
90         float vertical = max(max(left_fov.UpTan, left_fov.DownTan), max(right_fov.UpTan, right_fov.DownTan));
91         fov = Geometry::atan<float>(vertical)*2.0f;
92
93         float inner = max(left_fov.RightTan, right_fov.LeftTan);
94         float outer = max(left_fov.LeftTan, right_fov.RightTan);
95         frustum_skew = (inner-outer)*2/(inner+outer);
96
97         left_fov.UpTan = right_fov.UpTan = vertical;
98         left_fov.DownTan = right_fov.DownTan = vertical;
99         left_fov.RightTan = right_fov.LeftTan = inner;
100         left_fov.LeftTan = right_fov.RightTan = outer;
101
102         create_distortion_mesh(left_mesh, hmd, ovrEye_Left, left_fov);
103         create_distortion_mesh(right_mesh, hmd, ovrEye_Right, right_fov);
104
105         ovrSizei tex_size = ovrHmd_GetFovTextureSize(hmd, ovrEye_Left, left_fov, 1.0);
106         width_factor = tex_size.w*1.0f/hmd->Resolution.w;
107         height_factor = tex_size.h*1.0f/hmd->Resolution.h;
108         float aspect = (inner+outer)/(vertical*2);
109         aspect_factor = aspect*hmd->Resolution.h/hmd->Resolution.w;
110
111         shdata.uniform("texture", 0);
112
113 }
114
115 void OculusRiftCombiner::render(const GL::Texture2D &left, const GL::Texture2D &right) const
116 {
117         GL::Bind bind_shprog(shprog);
118         shdata.apply();
119
120         GL::Bind bind_tex(left);
121         left_mesh.draw();
122
123         right.bind();
124         right_mesh.draw();
125 }
126
127 } // namespace VR
128 } // namespace Msp