rev |
line source |
nuclear@1
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1 #include <stdio.h>
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nuclear@12
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2 #include <GL/glew.h>
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nuclear@1
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3 #include "vr.h"
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nuclear@1
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4 #include "vr_impl.h"
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nuclear@1
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5
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nuclear@12
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6 static const char *sdr_src =
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nuclear@12
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7 "uniform sampler2D tex;\n"
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nuclear@12
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8 "uniform vec2 lens_center;\n"
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nuclear@12
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9 "uniform vec2 scr_center;\n"
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nuclear@12
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10 "uniform vec2 scale;\n"
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nuclear@12
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11 "uniform vec2 scale_in;\n"
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nuclear@12
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12 "uniform vec4 warp_param;\n"
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nuclear@12
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13 "\n"
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nuclear@13
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14 "vec2 warp(in vec2 pt, out float dbgrad)\n"
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nuclear@12
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15 "{\n"
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nuclear@12
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16 " vec2 theta = (pt - lens_center) * scale_in;\n"
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nuclear@13
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17 " float rsq = dot(theta, theta);\n"
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nuclear@13
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18 " vec2 rvec = theta * (warp_param.x + \n"
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nuclear@13
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19 " warp_param.y * rsq +\n"
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nuclear@12
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20 " warp_param.z * rsq * rsq +\n"
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nuclear@12
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21 " warp_param.w * rsq * rsq * rsq);\n"
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nuclear@13
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22 " dbgrad = length(theta);\n"
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nuclear@12
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23 " return lens_center + scale * rvec;\n"
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nuclear@12
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24 "}\n"
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nuclear@12
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25 "\n"
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nuclear@12
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26 "void main()\n"
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nuclear@12
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27 "{\n"
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nuclear@13
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28 " float dbgrad;\n"
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nuclear@13
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29 " vec2 tc = warp(gl_TexCoord[0].xy, dbgrad);\n"
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nuclear@12
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30 " gl_FragColor.rgb = texture2D(tex, tc).rgb;\n"
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nuclear@13
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31 " gl_FragColor.rgb += mix(vec3(1.0, 1.0, 0.0), vec3(0.0), smoothstep(0.01, 0.05, dbgrad));\n"
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nuclear@12
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32 " gl_FragColor.a = 1.0;\n"
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nuclear@12
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33 "}\n";
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nuclear@12
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34
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nuclear@1
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35 static bool init_ovr();
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nuclear@12
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36 static bool init_sdr();
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nuclear@1
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37
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nuclear@3
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38 VRContext vr_ctx;
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nuclear@12
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39 static unsigned int sdrprog;
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nuclear@1
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40
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nuclear@1
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41 extern "C" int vr_init(enum vr_init_mode mode)
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nuclear@1
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42 {
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nuclear@12
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43 glewInit();
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nuclear@12
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44
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nuclear@1
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45 if(!init_ovr()) {
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nuclear@1
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46 return -1;
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nuclear@1
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47 }
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nuclear@12
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48
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nuclear@12
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49 if(!init_sdr()) {
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nuclear@12
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50 return -1;
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nuclear@12
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51 }
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nuclear@12
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52
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nuclear@1
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53 return 0;
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nuclear@1
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54 }
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nuclear@1
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55
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nuclear@1
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56 extern "C" void vr_shutdown(void)
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nuclear@1
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57 {
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nuclear@3
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58 //System::Destroy();
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nuclear@1
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59 }
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nuclear@1
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60
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nuclear@1
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61 static bool init_ovr()
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nuclear@1
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62 {
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nuclear@8
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63 LogMaskConstants log_level = LogMask_All;
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nuclear@1
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64 // initialize Oculus SDK
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nuclear@5
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65 const char *logenv = getenv("VR_LOGLEVEL");
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nuclear@5
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66 if(logenv) {
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nuclear@5
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67 switch(atoi(logenv)) {
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nuclear@5
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68 case 0:
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nuclear@5
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69 log_level = LogMask_None;
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nuclear@5
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70 break;
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nuclear@5
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71 case 1:
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nuclear@5
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72 log_level = LogMask_Regular;
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nuclear@5
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73 break;
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nuclear@5
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74 case 2:
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nuclear@5
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75 default:
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nuclear@5
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76 log_level = LogMask_All;
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nuclear@5
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77 break;
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nuclear@5
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78 }
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nuclear@5
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79 }
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nuclear@5
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80
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nuclear@5
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81 System::Init(Log::ConfigureDefaultLog(log_level));
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nuclear@3
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82 if(!(vr_ctx.ovr_devman = DeviceManager::Create())) {
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nuclear@1
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83 fprintf(stderr, "failed to create OVR device manager\n");
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nuclear@1
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84 return false;
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nuclear@1
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85 }
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nuclear@1
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86
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nuclear@1
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87 // create the display device
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nuclear@4
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88 HMDInfo info;
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nuclear@3
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89 if(!(vr_ctx.ovr_hmd_dev = vr_ctx.ovr_devman->EnumerateDevices<HMDDevice>().CreateDevice())) {
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nuclear@1
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90 fprintf(stderr, "no oculus rift devices found\n");
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nuclear@4
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91 } else {
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nuclear@4
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92 if(vr_ctx.ovr_hmd_dev->GetDeviceInfo(&info)) {
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nuclear@4
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93 printf("oculus device info:\n");
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nuclear@4
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94 printf(" name: %s\n", info.DisplayDeviceName);
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nuclear@4
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95 printf(" ipd: %f\n", info.InterpupillaryDistance);
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nuclear@4
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96 printf(" distortion: %f %f %f %f\n", info.DistortionK[0],
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nuclear@4
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97 info.DistortionK[1], info.DistortionK[2], info.DistortionK[3]);
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nuclear@4
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98 }
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nuclear@1
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99
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nuclear@4
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100 // calculate and store viewing parameters
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nuclear@4
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101 vr_ctx.info.width = info.HResolution;
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nuclear@4
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102 vr_ctx.info.height = info.VResolution;
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nuclear@4
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103 vr_ctx.info.aspect = (float)vr_ctx.info.width / (float)vr_ctx.info.height;
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nuclear@4
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104
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nuclear@4
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105 vr_ctx.info.ipd = info.InterpupillaryDistance;
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nuclear@4
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106 for(int i=0; i<4; i++) {
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nuclear@4
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107 vr_ctx.info.distort[i] = info.DistortionK[i];
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nuclear@4
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108 }
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nuclear@12
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109
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nuclear@13
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110 vr_ctx.info.scale = 1.0;
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nuclear@13
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111
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nuclear@13
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112 float vhalfsz = vr_ctx.info.scale * info.VScreenSize * 0.5;
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nuclear@13
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113 vr_ctx.info.fov = 2.0 * atan(vhalfsz / info.EyeToScreenDistance);
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nuclear@13
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114
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nuclear@13
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115 vr_ctx.info.lens_center_offset = 0.5 - info.LensSeparationDistance / info.HScreenSize;
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nuclear@13
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116
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nuclear@13
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117 // calculate center of projection shift to match the lens positions
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nuclear@13
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118 float center_dist_meters = info.HScreenSize * 0.25;
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nuclear@13
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119 float proj_shift = center_dist_meters - info.LensSeparationDistance * 0.5;
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nuclear@13
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120 vr_ctx.info.proj_center_offset = 4.0 * proj_shift / info.HScreenSize;
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nuclear@1
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121 }
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nuclear@1
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122
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nuclear@1
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123 // get the sensor device
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nuclear@4
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124 if(vr_ctx.ovr_hmd_dev) {
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nuclear@4
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125 if(!(vr_ctx.ovr_sensor_dev = vr_ctx.ovr_hmd_dev->GetSensor())) {
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nuclear@4
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126 fprintf(stderr, "failed to get oculus sensor device\n");
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nuclear@4
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127 }
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nuclear@4
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128 } else {
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nuclear@4
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129 if(!(vr_ctx.ovr_sensor_dev = vr_ctx.ovr_devman->EnumerateDevices<SensorDevice>().CreateDevice())) {
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nuclear@4
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130 fprintf(stderr, "failed to get oculus sensor device\n");
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nuclear@4
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131 }
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nuclear@1
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132 }
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nuclear@1
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133
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nuclear@4
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134 if(vr_ctx.ovr_sensor_dev) {
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nuclear@4
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135 SensorInfo sinfo;
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nuclear@4
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136 if(vr_ctx.ovr_sensor_dev->GetDeviceInfo(&sinfo)) {
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nuclear@4
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137 printf("oculus sensor device info:\n");
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nuclear@4
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138 printf(" name: %s\n", sinfo.ProductName);
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nuclear@4
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139 }
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nuclear@4
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140
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nuclear@4
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141 vr_ctx.ovr_sfusion.AttachToSensor(vr_ctx.ovr_sensor_dev);
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nuclear@1
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142 }
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nuclear@1
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143 return true;
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nuclear@1
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144 }
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nuclear@3
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145
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nuclear@13
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146 #define EXTERNAL_SHADER
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nuclear@13
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147
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nuclear@12
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148 static bool init_sdr()
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nuclear@12
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149 {
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nuclear@12
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150 int status;
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nuclear@12
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151
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nuclear@13
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152 #ifdef EXTERNAL_SHADER
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nuclear@13
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153 FILE *fp = fopen("sdr.glsl", "rb");
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nuclear@13
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154 if(!fp) {
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nuclear@13
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155 perror("failed to load sdr.glsl");
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nuclear@13
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156 return false;
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nuclear@13
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157 }
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nuclear@13
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158 fseek(fp, 0, SEEK_END);
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nuclear@13
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159 long sz = ftell(fp);
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nuclear@13
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160 rewind(fp);
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nuclear@13
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161
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nuclear@13
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162 char *buf = (char*)alloca(sz + 1);
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nuclear@13
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163 fread(buf, 1, sz, fp);
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nuclear@13
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164 buf[sz] = 0;
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nuclear@13
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165 sdr_src = buf;
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nuclear@13
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166
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nuclear@13
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167 fclose(fp);
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nuclear@13
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168 #endif
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nuclear@13
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169
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nuclear@12
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170 unsigned int sdr = glCreateShader(GL_FRAGMENT_SHADER);
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nuclear@12
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171 glShaderSource(sdr, 1, &sdr_src, 0);
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nuclear@12
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172 glCompileShader(sdr);
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nuclear@12
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173 glGetShaderiv(sdr, GL_COMPILE_STATUS, &status);
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nuclear@12
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174 if(!status) {
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nuclear@12
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175 fprintf(stderr, "failed to compile distortion shader\n");
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nuclear@12
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176 return false;
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nuclear@12
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177 }
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nuclear@12
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178
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nuclear@12
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179 sdrprog = glCreateProgram();
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nuclear@12
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180 glAttachShader(sdrprog, sdr);
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nuclear@12
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181 glLinkProgram(sdrprog);
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nuclear@12
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182 if(!status) {
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nuclear@12
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183 fprintf(stderr, "failed to link distortion shader program\n");
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nuclear@12
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184 glDeleteShader(sdr);
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nuclear@12
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185 return false;
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nuclear@12
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186 }
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nuclear@12
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187
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nuclear@12
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188 int loc;
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nuclear@12
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189
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nuclear@12
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190 glUseProgram(sdrprog);
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nuclear@12
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191
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nuclear@12
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192 if((loc = glGetUniformLocation(sdrprog, "tex")) != -1) {
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nuclear@12
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193 glUniform1i(loc, 0);
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nuclear@12
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194 }
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nuclear@13
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195 if((loc = glGetUniformLocation(sdrprog, "lens_center_offset")) != -1) {
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nuclear@13
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196 glUniform1f(loc, 0);
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nuclear@12
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197 }
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nuclear@12
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198 if((loc = glGetUniformLocation(sdrprog, "scr_center")) != -1) {
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nuclear@12
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199 glUniform2f(loc, 0, 0);
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nuclear@12
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200 }
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nuclear@12
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201 if((loc = glGetUniformLocation(sdrprog, "scale")) != -1) {
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nuclear@13
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202 glUniform1f(loc, vr_ctx.info.scale);
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nuclear@13
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203 }
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nuclear@13
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204 if((loc = glGetUniformLocation(sdrprog, "aspect")) != -1) {
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nuclear@13
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205 printf("setting aspect: %f\n", vr_ctx.info.aspect / 2.0);
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nuclear@13
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206 glUniform1f(loc, vr_ctx.info.aspect / 2.0);
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nuclear@12
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207 }
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nuclear@12
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208 if((loc = glGetUniformLocation(sdrprog, "scale_in")) != -1) {
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nuclear@12
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209 glUniform2f(loc, 1, 1);
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nuclear@12
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210 }
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nuclear@13
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211 if((loc = glGetUniformLocation(sdrprog, "dist_factors")) != -1) {
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nuclear@12
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212 glUniform4f(loc, vr_ctx.info.distort[0], vr_ctx.info.distort[1],
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nuclear@12
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213 vr_ctx.info.distort[2], vr_ctx.info.distort[3]);
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nuclear@12
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214 }
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nuclear@12
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215
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nuclear@12
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216 return true;
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nuclear@12
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217 }
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nuclear@12
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218
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nuclear@3
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219 extern "C" int vr_get_width(void)
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nuclear@3
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220 {
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nuclear@3
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221 return vr_ctx.info.width;
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nuclear@3
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222 }
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nuclear@3
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223
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nuclear@3
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224 extern "C" int vr_get_height(void)
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nuclear@3
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225 {
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nuclear@3
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226 return vr_ctx.info.height;
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nuclear@3
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227 }
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nuclear@3
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228
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nuclear@3
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229 extern "C" float vr_get_fov(void)
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nuclear@3
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230 {
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nuclear@3
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231 return vr_ctx.info.fov;
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nuclear@3
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232 }
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nuclear@3
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233
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nuclear@3
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234 extern "C" float vr_get_aspect(void)
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nuclear@3
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235 {
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nuclear@3
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236 return vr_ctx.info.aspect;
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nuclear@3
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237 }
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nuclear@3
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238
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nuclear@3
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239 extern "C" void vr_set_eyedist(float ipd)
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nuclear@3
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240 {
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nuclear@3
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241 vr_ctx.info.ipd = ipd;
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nuclear@3
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242 }
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nuclear@3
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243
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nuclear@3
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244 extern "C" float vr_get_eyedist(void)
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nuclear@3
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245 {
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nuclear@3
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246 return vr_ctx.info.ipd;
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nuclear@3
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247 }
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nuclear@3
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248
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nuclear@3
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249 extern "C" void vr_set_distort(const float *coef)
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nuclear@3
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250 {
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nuclear@3
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251 memcpy(vr_ctx.info.distort, coef, sizeof vr_ctx.info.distort);
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nuclear@3
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252 }
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nuclear@3
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253
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nuclear@3
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254 extern "C" void vr_get_distort(float *coef)
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nuclear@3
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255 {
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nuclear@3
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256 memcpy(coef, vr_ctx.info.distort, sizeof vr_ctx.info.distort);
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nuclear@3
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257 }
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nuclear@3
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258
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nuclear@3
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259 extern "C" void vr_set_prediction_sec(float dt)
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nuclear@3
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260 {
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nuclear@3
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261 vr_ctx.ovr_sfusion.SetPrediction(dt);
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nuclear@3
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262 }
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nuclear@3
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263
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nuclear@3
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264 extern "C" float vr_get_prediction_sec(void)
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nuclear@3
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265 {
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nuclear@3
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266 return vr_ctx.ovr_sfusion.GetPredictionDelta();
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nuclear@3
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267 }
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nuclear@3
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268
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nuclear@13
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269 extern "C" void vr_get_view_matrix(float *res, int eye)
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nuclear@13
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270 {
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nuclear@13
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271 // TODO
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nuclear@13
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272 }
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nuclear@13
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273
|
nuclear@13
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274 extern "C" void vr_get_proj_matrix(float *res, int eye)
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nuclear@13
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275 {
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nuclear@13
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276 static float eye_scale[] = {0.0, 1.0, -1.0};
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nuclear@13
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277
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nuclear@13
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278 Matrix4f proj = Matrix4f::PerspectiveRH(vr_ctx.info.fov, vr_ctx.info.aspect / 2.0, 0.3, 1000.0);
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nuclear@13
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279 proj = Matrix4f::Translation(vr_ctx.info.proj_center_offset * eye_scale[eye], 0, 0) * proj;
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nuclear@13
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280
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nuclear@13
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281 memcpy(res, proj.M[0], 16 * sizeof(float));
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nuclear@13
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282 }
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nuclear@13
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283
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nuclear@3
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284 extern "C" void vr_get_translation(float *offs)
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nuclear@3
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285 {
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nuclear@3
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286 // current oculus devkit doesn't do translation
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nuclear@3
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287 offs[0] = offs[1] = offs[2] = 0.0f;
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nuclear@3
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288 }
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nuclear@3
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289
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nuclear@3
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290 extern "C" void vr_get_rotation(float *quat)
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nuclear@3
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291 {
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nuclear@3
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292 Quatf oq = vr_ctx.ovr_sfusion.GetPredictedOrientation();
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nuclear@3
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293 quat[0] = oq.x;
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nuclear@3
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294 quat[1] = oq.y;
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nuclear@3
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295 quat[2] = oq.z;
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nuclear@3
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296 quat[3] = oq.w;
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nuclear@3
|
297 }
|
nuclear@3
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298
|
nuclear@3
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299 extern "C" void vr_get_rotation_euler(float *euler)
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nuclear@3
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300 {
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nuclear@3
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301 Quatf oq = vr_ctx.ovr_sfusion.GetPredictedOrientation();
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nuclear@3
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302 oq.GetEulerAngles<Axis_Y, Axis_X, Axis_Z>(euler + 1, euler, euler + 2);
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nuclear@3
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303 }
|
nuclear@12
|
304
|
nuclear@12
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305 extern "C" void vr_draw_eye(unsigned int tex, int eye)
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nuclear@12
|
306 {
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nuclear@12
|
307 static const float rects[3][4] = {
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nuclear@12
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308 {-1, -1, 1, 1},
|
nuclear@12
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309 {-1, -1, 0, 1},
|
nuclear@12
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310 {0, -1, 1, 1}
|
nuclear@12
|
311 };
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nuclear@12
|
312 static const float offs_scale[3] = {0.0, -1.0, 1.0};
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nuclear@12
|
313
|
nuclear@12
|
314 glPushAttrib(GL_ENABLE_BIT);
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nuclear@12
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315 glDisable(GL_DEPTH_TEST);
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nuclear@12
|
316 glDisable(GL_LIGHTING);
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nuclear@12
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317 glEnable(GL_TEXTURE_2D);
|
nuclear@12
|
318
|
nuclear@12
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319 glMatrixMode(GL_MODELVIEW);
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nuclear@12
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320 glPushMatrix();
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nuclear@12
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321 glLoadIdentity();
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nuclear@12
|
322
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nuclear@12
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323 glMatrixMode(GL_PROJECTION);
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nuclear@12
|
324 glPushMatrix();
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nuclear@12
|
325 glLoadIdentity();
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nuclear@12
|
326
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nuclear@12
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327 glUseProgram(sdrprog);
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nuclear@12
|
328
|
nuclear@13
|
329 if(sdrprog) {
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nuclear@13
|
330 int loc;
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nuclear@13
|
331 if((loc = glGetUniformLocation(sdrprog, "lens_center_offset")) != -1) {
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nuclear@13
|
332 float offset = vr_ctx.info.lens_center_offset * offs_scale[eye];
|
nuclear@13
|
333 glUniform1f(loc, offset);
|
nuclear@13
|
334 }
|
nuclear@12
|
335 }
|
nuclear@12
|
336
|
nuclear@12
|
337 glBindTexture(GL_TEXTURE_2D, tex);
|
nuclear@12
|
338 glBegin(GL_QUADS);
|
nuclear@12
|
339 glColor4f(1, 1, 1, 1);
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nuclear@12
|
340 glTexCoord2f(0, 0); glVertex2f(rects[eye][0], rects[eye][1]);
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nuclear@12
|
341 glTexCoord2f(1, 0); glVertex2f(rects[eye][2], rects[eye][1]);
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nuclear@12
|
342 glTexCoord2f(1, 1); glVertex2f(rects[eye][2], rects[eye][3]);
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nuclear@12
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343 glTexCoord2f(0, 1); glVertex2f(rects[eye][0], rects[eye][3]);
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nuclear@12
|
344 glEnd();
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nuclear@12
|
345
|
nuclear@12
|
346 glUseProgram(0);
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nuclear@12
|
347
|
nuclear@12
|
348 glPopMatrix();
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nuclear@12
|
349 glMatrixMode(GL_MODELVIEW);
|
nuclear@12
|
350 glPopMatrix();
|
nuclear@12
|
351
|
nuclear@12
|
352 glPopAttrib();
|
nuclear@12
|
353 }
|