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Give combiners more control over rendering
[libs/vr.git] / source / ovr / 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         "uniform mat4 timewarp[2];\n"
15         "uniform vec2 uv_scale;\n"
16         "uniform vec2 uv_offset;\n"
17         "varying vec2 texcoord_r;\n"
18         "varying vec2 texcoord_g;\n"
19         "varying vec2 texcoord_b;\n"
20         "varying float vignette;\n"
21         "vec2 apply_timewarp(vec2 coords, float factor)\n"
22         "{\n"
23         "       vec4 coords4 = vec4(coords, 1.0, 1.0);\n"
24         "       vec4 warped = mix(timewarp[0]*coords4, timewarp[1]*coords4, factor);\n"
25         "       return (warped.xy/warped.z)*uv_scale+uv_offset;\n"
26         "}\n"
27         "void main()\n"
28         "{\n"
29         "       gl_Position = vec4(gl_Vertex.xy, 0.5, 1.0);\n"
30         "       float tw_factor = gl_MultiTexCoord3.y;\n"
31         "       texcoord_r = apply_timewarp(gl_MultiTexCoord0.xy, tw_factor);\n"
32         "       texcoord_g = apply_timewarp(gl_MultiTexCoord1.xy, tw_factor);\n"
33         "       texcoord_b = apply_timewarp(gl_MultiTexCoord2.xy, tw_factor);\n"
34         "       vignette = gl_MultiTexCoord3.x;\n"
35         "}\n";
36
37 const char fs_source[] =
38         "uniform sampler2D texture;\n"
39         "varying vec2 texcoord_r;\n"
40         "varying vec2 texcoord_g;\n"
41         "varying vec2 texcoord_b;\n"
42         "varying float vignette;\n"
43         "void main()\n"
44         "{\n"
45         "       float r = texture2D(texture, texcoord_r).r;\n"
46         "       float g = texture2D(texture, texcoord_g).g;\n"
47         "       float b = texture2D(texture, texcoord_b).b;\n"
48         "       gl_FragColor = vec4(vec3(r, g, b)*vignette, 1.0);\n"
49         "}\n";
50
51 void create_distortion_mesh(Msp::GL::Mesh &mesh, ovrHmd hmd, ovrEyeType eye, const ovrFovPort &fov)
52 {
53         ovrDistortionMesh ovr_mesh;
54         ovrHmd_CreateDistortionMesh(hmd, eye, fov, ovrDistortionCap_Vignette|ovrDistortionCap_TimeWarp, &ovr_mesh);
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, v.TanEyeAnglesR.y);
61                 bld.multitexcoord(1, v.TanEyeAnglesG.x, v.TanEyeAnglesG.y);
62                 bld.multitexcoord(2, v.TanEyeAnglesB.x, v.TanEyeAnglesB.y);
63                 bld.multitexcoord(3, v.VignetteFactor, v.TimeWarpFactor);
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(OculusRiftDevice &d, GL::View &v):
80         device(d),
81         view(v),
82         left_mesh((GL::VERTEX2, GL::TEXCOORD2,0, GL::TEXCOORD2,1, GL::TEXCOORD2,2, GL::TEXCOORD2,3)),
83         right_mesh((GL::VERTEX2, GL::TEXCOORD2,0, GL::TEXCOORD2,1, GL::TEXCOORD2,2, GL::TEXCOORD2,3)),
84         shprog(vs_source, fs_source)
85 {
86         ovrHmd hmd = device.get_private().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)/(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         target_width = tex_size.w;
107         target_height = tex_size.h;
108         render_aspect = (inner+outer)/(vertical*2);
109
110         left_shdata.uniform("texture", 0);
111         right_shdata.uniform("texture", 0);
112
113         ovrRecti view_rect;
114         view_rect.Pos.x = 0;
115         view_rect.Pos.y = 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);
124 }
125
126 void OculusRiftCombiner::prepare() const
127 {
128         device.begin_frame();
129 }
130
131 void OculusRiftCombiner::render(const GL::Texture2D &left, const GL::Texture2D &right) const
132 {
133         GL::Bind bind_shprog(shprog);
134
135         ovrHmd hmd = device.get_private().ovr_hmd;
136
137         if(device.is_timing_active())
138         {
139                 ovr_WaitTillTime(device.get_timewarp_time());
140                 ovrTrackingState state = ovrHmd_GetTrackingState(hmd, device.get_tracking_time());
141
142                 ovrMatrix4f matrices[2];
143                 ovrHmd_GetEyeTimewarpMatrices(hmd, ovrEye_Left, state.HeadPose.ThePose, matrices);
144                 left_shdata.uniform_matrix4_array("timewarp", 2, &matrices[0].M[0][0]);
145
146                 ovrHmd_GetEyeTimewarpMatrices(hmd, ovrEye_Right, state.HeadPose.ThePose, matrices);
147                 right_shdata.uniform_matrix4_array("timewarp", 2, &matrices[0].M[0][0]);
148         }
149         else
150         {
151                 GL::Matrix matrices[2];
152                 left_shdata.uniform_matrix4_array("timewarp", 2, matrices[0].data());
153                 right_shdata.uniform_matrix4_array("timewarp", 2, matrices[0].data());
154         }
155
156         GL::Bind bind_tex(left);
157         left_shdata.apply();
158         left_mesh.draw();
159
160         right.bind();
161         right_shdata.apply();
162         right_mesh.draw();
163
164         view.get_context().swap_buffers();
165         device.end_frame();
166 }
167
168 } // namespace VR
169 } // namespace Msp