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nuclear@11
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1 #include <stdio.h>
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nuclear@11
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2 #include <GL/glew.h>
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nuclear@11
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3 #include "vr.h"
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nuclear@11
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4 #include "vr_impl.h"
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nuclear@11
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5 #include "vr_sdr.h"
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6
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nuclear@11
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7 #ifndef WIN32
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nuclear@11
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8 #include <alloca.h>
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nuclear@11
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9 #else
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10 #include <malloc.h>
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nuclear@11
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11 #endif
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12
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nuclear@11
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13 static void init_ctx();
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nuclear@11
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14 static bool init_ovr();
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nuclear@11
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15 static bool init_sdr();
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16
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17 VRContext vr_ctx;
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18 static unsigned int sdrprog;
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19
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20 extern "C" int vr_init(enum vr_init_mode mode)
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21 {
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22 init_ctx();
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23
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24 if(!init_ovr()) {
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25 return -1;
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26 }
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27
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nuclear@11
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28 if(!init_sdr()) {
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29 return -1;
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30 }
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31
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32 return 0;
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33 }
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34
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nuclear@11
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35 extern "C" void vr_shutdown(void)
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36 {
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nuclear@11
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37 delete [] vr_ctx.info.display;
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38 delete vr_ctx.ovr_sfusion;
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39 //System::Destroy();
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40
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41 memset(&vr_ctx, 0, sizeof vr_ctx);
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42 }
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43
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nuclear@11
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44 static void init_ctx()
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45 {
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46 vr_ctx.info.width = 1280;
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47 vr_ctx.info.height = 800;
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48 vr_ctx.info.fov = M_PI / 2.0;
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49 vr_ctx.info.aspect = (float)vr_ctx.info.width / (float)vr_ctx.info.height;
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50 vr_ctx.info.ipd = 0.035;
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51 vr_ctx.info.scale = 1.0;
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52 }
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53
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nuclear@11
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54 static bool init_ovr()
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55 {
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56 LogMaskConstants log_level = LogMask_All;
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nuclear@11
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57 // initialize Oculus SDK
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58 const char *logenv = getenv("VR_LOGLEVEL");
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59 if(logenv) {
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60 switch(atoi(logenv)) {
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nuclear@11
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61 case 0:
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62 log_level = LogMask_None;
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63 break;
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nuclear@11
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64 case 1:
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65 log_level = LogMask_Regular;
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66 break;
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67 case 2:
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68 default:
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69 log_level = LogMask_All;
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70 break;
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71 }
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72 }
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73
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74 System::Init(Log::ConfigureDefaultLog(log_level));
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75 if(!(vr_ctx.ovr_devman = DeviceManager::Create())) {
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76 fprintf(stderr, "failed to create OVR device manager\n");
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77 return false;
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78 }
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79
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nuclear@11
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80 // create the display device
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81 HMDInfo info;
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82 if(!(vr_ctx.ovr_hmd_dev = vr_ctx.ovr_devman->EnumerateDevices<HMDDevice>().CreateDevice())) {
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83 fprintf(stderr, "no oculus rift devices found\n");
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84 } else {
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85 if(vr_ctx.ovr_hmd_dev->GetDeviceInfo(&info)) {
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86 printf("oculus device info:\n");
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87 printf(" name: %s\n", info.DisplayDeviceName);
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88 printf(" ipd: %f\n", info.InterpupillaryDistance);
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89 printf(" distortion: %f %f %f %f\n", info.DistortionK[0],
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90 info.DistortionK[1], info.DistortionK[2], info.DistortionK[3]);
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91 }
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92
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nuclear@11
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93 // calculate and store viewing parameters
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94 vr_ctx.info.width = info.HResolution;
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95 vr_ctx.info.height = info.VResolution;
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96 vr_ctx.info.aspect = (float)vr_ctx.info.width / (float)vr_ctx.info.height;
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97
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98 vr_ctx.info.ipd = info.InterpupillaryDistance;
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99 for(int i=0; i<4; i++) {
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100 vr_ctx.info.distort[i] = info.DistortionK[i];
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101 }
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102
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103 Util::Render::StereoConfig stereohelp;
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104 stereohelp.SetFullViewport(Util::Render::Viewport(0, 0, vr_ctx.info.width, vr_ctx.info.height));
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105 stereohelp.SetStereoMode(Util::Render::Stereo_LeftRight_Multipass);
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106 stereohelp.SetHMDInfo(info);
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107 stereohelp.SetDistortionFitPointVP(-1.0, 0.0);
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108
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109 vr_ctx.info.scale = stereohelp.GetDistortionScale();
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110
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111 float vhalfsz = vr_ctx.info.scale * info.VScreenSize * 0.5;
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112 vr_ctx.info.fov = 2.0 * atan(vhalfsz / info.EyeToScreenDistance);
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113
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114 vr_ctx.info.lens_center_offset = 0.5 - info.LensSeparationDistance / info.HScreenSize;
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115
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nuclear@11
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116 // calculate center of projection shift to match the lens positions
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117 float center_dist_meters = info.HScreenSize * 0.25;
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118 float proj_shift = center_dist_meters - info.LensSeparationDistance * 0.5;
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119 vr_ctx.info.proj_center_offset = 4.0 * proj_shift / info.HScreenSize;
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120
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nuclear@11
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121 // grab the display info
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122 vr_ctx.info.display = new char[strlen(info.DisplayDeviceName) + 1];
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123 strcpy(vr_ctx.info.display, info.DisplayDeviceName);
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124
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125 vr_ctx.info.display_xoffs = info.DesktopX;
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126 vr_ctx.info.display_yoffs = info.DesktopY;
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127
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128 printf("display: \"%s\" offset: %+d %+d\n", vr_ctx.info.display,
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nuclear@11
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129 vr_ctx.info.display_xoffs, vr_ctx.info.display_yoffs);
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130 }
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131
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nuclear@11
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132 // get the sensor device
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133 if(vr_ctx.ovr_hmd_dev) {
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134 if(!(vr_ctx.ovr_sensor_dev = vr_ctx.ovr_hmd_dev->GetSensor())) {
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135 fprintf(stderr, "failed to get oculus sensor device\n");
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136 }
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nuclear@11
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137 } else {
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138 if(!(vr_ctx.ovr_sensor_dev = vr_ctx.ovr_devman->EnumerateDevices<SensorDevice>().CreateDevice())) {
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139 fprintf(stderr, "failed to get oculus sensor device\n");
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nuclear@11
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140 }
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nuclear@11
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141 }
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142
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143 if(vr_ctx.ovr_sensor_dev) {
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144 SensorInfo sinfo;
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145 if(vr_ctx.ovr_sensor_dev->GetDeviceInfo(&sinfo)) {
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146 printf("oculus sensor device info:\n");
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147 printf(" name: %s\n", sinfo.ProductName);
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148 }
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149
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150 vr_ctx.ovr_sfusion = new SensorFusion;
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151 vr_ctx.ovr_sfusion->AttachToSensor(vr_ctx.ovr_sensor_dev);
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152 }
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nuclear@11
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153 return true;
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nuclear@11
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154 }
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155
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nuclear@11
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156 #undef EXTERNAL_SHADER
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157
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nuclear@11
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158 static bool init_sdr()
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159 {
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160 int status;
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161
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nuclear@11
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162 #ifdef EXTERNAL_SHADER
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163 FILE *fp = fopen("sdr/sdr.glsl", "rb");
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164 if(!fp) {
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165 perror("failed to load sdr.glsl");
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166 return false;
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nuclear@11
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167 }
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nuclear@11
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168 fseek(fp, 0, SEEK_END);
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169 long sz = ftell(fp);
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170 rewind(fp);
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171
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172 char *buf = (char*)alloca(sz + 1);
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173 fread(buf, 1, sz, fp);
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174 buf[sz] = 0;
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175 sdr_src = buf;
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176
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177 fclose(fp);
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178 #endif
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179
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180 unsigned int sdr = glCreateShader(GL_FRAGMENT_SHADER);
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181 glShaderSource(sdr, 1, &sdr_src, 0);
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nuclear@11
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182 glCompileShader(sdr);
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183 glGetShaderiv(sdr, GL_COMPILE_STATUS, &status);
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184 if(!status) {
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185 fprintf(stderr, "failed to compile distortion shader\n");
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186
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nuclear@11
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187 int loglen;
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188 glGetShaderiv(sdr, GL_INFO_LOG_LENGTH, &loglen);
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189
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nuclear@11
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190 if(loglen > 0) {
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191 char *log = (char*)alloca(loglen);
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nuclear@11
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192 glGetShaderInfoLog(sdr, loglen, &loglen, log);
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nuclear@11
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193 fprintf(stderr, "%s\n", log);
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nuclear@11
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194 }
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195
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196 return false;
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197 }
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198
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199 sdrprog = glCreateProgram();
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200 glAttachShader(sdrprog, sdr);
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201 glLinkProgram(sdrprog);
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nuclear@11
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202 if(!status) {
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203 fprintf(stderr, "failed to link distortion shader program\n");
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nuclear@11
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204 glDeleteShader(sdr);
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205 return false;
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nuclear@11
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206 }
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207
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208 int loc;
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209
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210 glUseProgram(sdrprog);
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211
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nuclear@11
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212 if((loc = glGetUniformLocation(sdrprog, "tex")) != -1) {
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213 glUniform1i(loc, 0);
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214 }
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215 if((loc = glGetUniformLocation(sdrprog, "lens_center_offset")) != -1) {
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nuclear@11
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216 glUniform1f(loc, 0);
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217 }
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nuclear@11
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218 if((loc = glGetUniformLocation(sdrprog, "scr_center")) != -1) {
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219 glUniform2f(loc, 0, 0);
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220 }
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nuclear@11
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221 if((loc = glGetUniformLocation(sdrprog, "scale")) != -1) {
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222 glUniform1f(loc, vr_ctx.info.scale);
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223 }
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224 if((loc = glGetUniformLocation(sdrprog, "aspect")) != -1) {
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225 printf("setting aspect: %f\n", vr_ctx.info.aspect / 2.0);
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226 glUniform1f(loc, vr_ctx.info.aspect / 2.0);
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227 }
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228 if((loc = glGetUniformLocation(sdrprog, "scale_in")) != -1) {
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229 glUniform2f(loc, 1, 1);
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230 }
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nuclear@11
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231 if((loc = glGetUniformLocation(sdrprog, "dist_factors")) != -1) {
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232 glUniform4f(loc, vr_ctx.info.distort[0], vr_ctx.info.distort[1],
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233 vr_ctx.info.distort[2], vr_ctx.info.distort[3]);
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nuclear@11
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234 }
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235
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nuclear@11
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236 return true;
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nuclear@11
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237 }
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238
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nuclear@11
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239 extern "C" const char *vr_get_display_name(void)
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nuclear@11
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240 {
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nuclear@11
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241 return vr_ctx.info.display;
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nuclear@11
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242 }
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243
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nuclear@11
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244 extern "C" void vr_get_display_pos(int *xptr, int *yptr)
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245 {
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nuclear@11
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246 *xptr = vr_ctx.info.display_xoffs;
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247 *yptr = vr_ctx.info.display_yoffs;
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nuclear@11
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248 }
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249
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nuclear@11
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250 extern "C" int vr_get_width(void)
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251 {
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nuclear@11
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252 return vr_ctx.info.width;
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nuclear@11
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253 }
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254
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nuclear@11
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255 extern "C" int vr_get_height(void)
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nuclear@11
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256 {
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nuclear@11
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257 return vr_ctx.info.height;
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nuclear@11
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258 }
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259
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nuclear@11
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260 extern "C" float vr_get_fov(void)
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nuclear@11
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261 {
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262 return vr_ctx.info.fov;
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263 }
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264
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nuclear@11
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265 extern "C" float vr_get_aspect(void)
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266 {
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267 return vr_ctx.info.aspect;
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268 }
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269
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270 extern "C" void vr_set_eyedist(float ipd)
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271 {
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272 vr_ctx.info.ipd = ipd;
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273 }
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274
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275 extern "C" float vr_get_eyedist(void)
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276 {
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277 return vr_ctx.info.ipd;
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278 }
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279
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nuclear@11
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280 extern "C" void vr_set_distort(const float *coef)
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281 {
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282 memcpy(vr_ctx.info.distort, coef, sizeof vr_ctx.info.distort);
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283 }
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284
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nuclear@11
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285 extern "C" void vr_get_distort(float *coef)
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286 {
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nuclear@11
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287 memcpy(coef, vr_ctx.info.distort, sizeof vr_ctx.info.distort);
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288 }
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289
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nuclear@11
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290 extern "C" void vr_set_prediction_sec(float dt)
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291 {
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292 vr_ctx.ovr_sfusion->SetPrediction(dt);
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293 }
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294
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nuclear@11
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295 extern "C" float vr_get_prediction_sec(void)
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nuclear@11
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296 {
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297 return vr_ctx.ovr_sfusion->GetPredictionDelta();
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298 }
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299
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nuclear@11
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300 extern "C" void vr_get_view_matrix(float *res, int eye)
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301 {
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nuclear@11
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302 // TODO
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303 }
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304
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nuclear@11
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305 extern "C" void vr_get_proj_matrix(float *res, int eye)
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306 {
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nuclear@11
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307 static float eye_scale[] = {0.0, 1.0, -1.0};
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308
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309 Matrix4f proj = Matrix4f::PerspectiveRH(vr_ctx.info.fov, vr_ctx.info.aspect / 2.0, 0.3, 1000.0);
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310 proj = Matrix4f::Translation(vr_ctx.info.proj_center_offset * eye_scale[eye], 0, 0) * proj;
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311
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312 memcpy(res, proj.M[0], 16 * sizeof(float));
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nuclear@11
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313 }
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314
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nuclear@11
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315 extern "C" void vr_get_translation(float *offs)
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316 {
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nuclear@11
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317 // current oculus devkit doesn't do translation
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318 offs[0] = offs[1] = offs[2] = 0.0f;
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319 }
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320
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nuclear@11
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321 extern "C" void vr_get_rotation(float *quat)
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322 {
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323 Quatf oq = vr_ctx.ovr_sfusion->GetPredictedOrientation();
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324 quat[0] = oq.x;
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325 quat[1] = oq.y;
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326 quat[2] = oq.z;
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327 quat[3] = oq.w;
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nuclear@11
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328 }
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329
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nuclear@11
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330 extern "C" void vr_get_rotation_euler(float *euler)
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331 {
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nuclear@15
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332 Quatf oq = vr_ctx.ovr_sfusion->GetPredictedOrientation();
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333 oq.GetEulerAngles<Axis_Y, Axis_X, Axis_Z>(euler + 1, euler, euler + 2);
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nuclear@11
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334 }
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nuclear@11
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335
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nuclear@11
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336 extern "C" void vr_draw_eye(int eye, unsigned int tex, float tex_scale_x, float tex_scale_y)
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nuclear@11
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337 {
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nuclear@11
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338 static const float rects[3][4] = {
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nuclear@11
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339 {-1, -1, 1, 1},
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nuclear@11
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340 {-1, -1, 0, 1},
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nuclear@11
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341 {0, -1, 1, 1}
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nuclear@11
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342 };
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nuclear@11
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343 static const float offs_scale[3] = {0.0, -1.0, 1.0};
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nuclear@11
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344
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nuclear@11
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345 glPushAttrib(GL_ENABLE_BIT);
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nuclear@11
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346 glDisable(GL_DEPTH_TEST);
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nuclear@11
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347 glDisable(GL_LIGHTING);
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nuclear@11
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348 glEnable(GL_TEXTURE_2D);
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nuclear@11
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349
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nuclear@11
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350 glMatrixMode(GL_MODELVIEW);
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nuclear@11
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351 glPushMatrix();
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nuclear@11
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352 glLoadIdentity();
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nuclear@11
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353
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nuclear@11
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354 glMatrixMode(GL_PROJECTION);
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nuclear@11
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355 glPushMatrix();
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nuclear@11
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356 glLoadIdentity();
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nuclear@11
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357
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nuclear@11
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358 glUseProgram(sdrprog);
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nuclear@11
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359
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nuclear@11
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360 if(sdrprog) {
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nuclear@11
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361 int loc;
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nuclear@11
|
362 if((loc = glGetUniformLocation(sdrprog, "lens_center_offset")) != -1) {
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nuclear@11
|
363 float offset = vr_ctx.info.lens_center_offset * offs_scale[eye];
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nuclear@11
|
364 glUniform1f(loc, offset);
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nuclear@11
|
365 }
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nuclear@11
|
366
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nuclear@11
|
367 if((loc = glGetUniformLocation(sdrprog, "tex_scale")) != -1) {
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nuclear@11
|
368 glUniform2f(loc, tex_scale_x, tex_scale_y);
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nuclear@11
|
369 }
|
nuclear@11
|
370 }
|
nuclear@11
|
371
|
nuclear@11
|
372 glBindTexture(GL_TEXTURE_2D, tex);
|
nuclear@11
|
373 glBegin(GL_QUADS);
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nuclear@11
|
374 glColor4f(1, 1, 1, 1);
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nuclear@11
|
375 glTexCoord2f(0, 0); glVertex2f(rects[eye][0], rects[eye][1]);
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nuclear@11
|
376 glTexCoord2f(1, 0); glVertex2f(rects[eye][2], rects[eye][1]);
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nuclear@11
|
377 glTexCoord2f(1, 1); glVertex2f(rects[eye][2], rects[eye][3]);
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nuclear@11
|
378 glTexCoord2f(0, 1); glVertex2f(rects[eye][0], rects[eye][3]);
|
nuclear@11
|
379 glEnd();
|
nuclear@11
|
380
|
nuclear@11
|
381 glUseProgram(0);
|
nuclear@11
|
382
|
nuclear@11
|
383 glPopMatrix();
|
nuclear@11
|
384 glMatrixMode(GL_MODELVIEW);
|
nuclear@11
|
385 glPopMatrix();
|
nuclear@11
|
386
|
nuclear@11
|
387 glPopAttrib();
|
nuclear@11
|
388 }
|