oculus1

annotate src/vr.cc @ 13:464e1d135d68

hurraaaay!
author John Tsiombikas <nuclear@member.fsf.org>
date Sat, 21 Sep 2013 03:00:47 +0300
parents d797639e0234
children cceffea995a4
rev   line source
nuclear@1 1 #include <stdio.h>
nuclear@12 2 #include <GL/glew.h>
nuclear@1 3 #include "vr.h"
nuclear@1 4 #include "vr_impl.h"
nuclear@1 5
nuclear@12 6 static const char *sdr_src =
nuclear@12 7 "uniform sampler2D tex;\n"
nuclear@12 8 "uniform vec2 lens_center;\n"
nuclear@12 9 "uniform vec2 scr_center;\n"
nuclear@12 10 "uniform vec2 scale;\n"
nuclear@12 11 "uniform vec2 scale_in;\n"
nuclear@12 12 "uniform vec4 warp_param;\n"
nuclear@12 13 "\n"
nuclear@13 14 "vec2 warp(in vec2 pt, out float dbgrad)\n"
nuclear@12 15 "{\n"
nuclear@12 16 " vec2 theta = (pt - lens_center) * scale_in;\n"
nuclear@13 17 " float rsq = dot(theta, theta);\n"
nuclear@13 18 " vec2 rvec = theta * (warp_param.x + \n"
nuclear@13 19 " warp_param.y * rsq +\n"
nuclear@12 20 " warp_param.z * rsq * rsq +\n"
nuclear@12 21 " warp_param.w * rsq * rsq * rsq);\n"
nuclear@13 22 " dbgrad = length(theta);\n"
nuclear@12 23 " return lens_center + scale * rvec;\n"
nuclear@12 24 "}\n"
nuclear@12 25 "\n"
nuclear@12 26 "void main()\n"
nuclear@12 27 "{\n"
nuclear@13 28 " float dbgrad;\n"
nuclear@13 29 " vec2 tc = warp(gl_TexCoord[0].xy, dbgrad);\n"
nuclear@12 30 " gl_FragColor.rgb = texture2D(tex, tc).rgb;\n"
nuclear@13 31 " gl_FragColor.rgb += mix(vec3(1.0, 1.0, 0.0), vec3(0.0), smoothstep(0.01, 0.05, dbgrad));\n"
nuclear@12 32 " gl_FragColor.a = 1.0;\n"
nuclear@12 33 "}\n";
nuclear@12 34
nuclear@1 35 static bool init_ovr();
nuclear@12 36 static bool init_sdr();
nuclear@1 37
nuclear@3 38 VRContext vr_ctx;
nuclear@12 39 static unsigned int sdrprog;
nuclear@1 40
nuclear@1 41 extern "C" int vr_init(enum vr_init_mode mode)
nuclear@1 42 {
nuclear@12 43 glewInit();
nuclear@12 44
nuclear@1 45 if(!init_ovr()) {
nuclear@1 46 return -1;
nuclear@1 47 }
nuclear@12 48
nuclear@12 49 if(!init_sdr()) {
nuclear@12 50 return -1;
nuclear@12 51 }
nuclear@12 52
nuclear@1 53 return 0;
nuclear@1 54 }
nuclear@1 55
nuclear@1 56 extern "C" void vr_shutdown(void)
nuclear@1 57 {
nuclear@3 58 //System::Destroy();
nuclear@1 59 }
nuclear@1 60
nuclear@1 61 static bool init_ovr()
nuclear@1 62 {
nuclear@8 63 LogMaskConstants log_level = LogMask_All;
nuclear@1 64 // initialize Oculus SDK
nuclear@5 65 const char *logenv = getenv("VR_LOGLEVEL");
nuclear@5 66 if(logenv) {
nuclear@5 67 switch(atoi(logenv)) {
nuclear@5 68 case 0:
nuclear@5 69 log_level = LogMask_None;
nuclear@5 70 break;
nuclear@5 71 case 1:
nuclear@5 72 log_level = LogMask_Regular;
nuclear@5 73 break;
nuclear@5 74 case 2:
nuclear@5 75 default:
nuclear@5 76 log_level = LogMask_All;
nuclear@5 77 break;
nuclear@5 78 }
nuclear@5 79 }
nuclear@5 80
nuclear@5 81 System::Init(Log::ConfigureDefaultLog(log_level));
nuclear@3 82 if(!(vr_ctx.ovr_devman = DeviceManager::Create())) {
nuclear@1 83 fprintf(stderr, "failed to create OVR device manager\n");
nuclear@1 84 return false;
nuclear@1 85 }
nuclear@1 86
nuclear@1 87 // create the display device
nuclear@4 88 HMDInfo info;
nuclear@3 89 if(!(vr_ctx.ovr_hmd_dev = vr_ctx.ovr_devman->EnumerateDevices<HMDDevice>().CreateDevice())) {
nuclear@1 90 fprintf(stderr, "no oculus rift devices found\n");
nuclear@4 91 } else {
nuclear@4 92 if(vr_ctx.ovr_hmd_dev->GetDeviceInfo(&info)) {
nuclear@4 93 printf("oculus device info:\n");
nuclear@4 94 printf(" name: %s\n", info.DisplayDeviceName);
nuclear@4 95 printf(" ipd: %f\n", info.InterpupillaryDistance);
nuclear@4 96 printf(" distortion: %f %f %f %f\n", info.DistortionK[0],
nuclear@4 97 info.DistortionK[1], info.DistortionK[2], info.DistortionK[3]);
nuclear@4 98 }
nuclear@1 99
nuclear@4 100 // calculate and store viewing parameters
nuclear@4 101 vr_ctx.info.width = info.HResolution;
nuclear@4 102 vr_ctx.info.height = info.VResolution;
nuclear@4 103 vr_ctx.info.aspect = (float)vr_ctx.info.width / (float)vr_ctx.info.height;
nuclear@4 104
nuclear@4 105 vr_ctx.info.ipd = info.InterpupillaryDistance;
nuclear@4 106 for(int i=0; i<4; i++) {
nuclear@4 107 vr_ctx.info.distort[i] = info.DistortionK[i];
nuclear@4 108 }
nuclear@12 109
nuclear@13 110 vr_ctx.info.scale = 1.0;
nuclear@13 111
nuclear@13 112 float vhalfsz = vr_ctx.info.scale * info.VScreenSize * 0.5;
nuclear@13 113 vr_ctx.info.fov = 2.0 * atan(vhalfsz / info.EyeToScreenDistance);
nuclear@13 114
nuclear@13 115 vr_ctx.info.lens_center_offset = 0.5 - info.LensSeparationDistance / info.HScreenSize;
nuclear@13 116
nuclear@13 117 // calculate center of projection shift to match the lens positions
nuclear@13 118 float center_dist_meters = info.HScreenSize * 0.25;
nuclear@13 119 float proj_shift = center_dist_meters - info.LensSeparationDistance * 0.5;
nuclear@13 120 vr_ctx.info.proj_center_offset = 4.0 * proj_shift / info.HScreenSize;
nuclear@1 121 }
nuclear@1 122
nuclear@1 123 // get the sensor device
nuclear@4 124 if(vr_ctx.ovr_hmd_dev) {
nuclear@4 125 if(!(vr_ctx.ovr_sensor_dev = vr_ctx.ovr_hmd_dev->GetSensor())) {
nuclear@4 126 fprintf(stderr, "failed to get oculus sensor device\n");
nuclear@4 127 }
nuclear@4 128 } else {
nuclear@4 129 if(!(vr_ctx.ovr_sensor_dev = vr_ctx.ovr_devman->EnumerateDevices<SensorDevice>().CreateDevice())) {
nuclear@4 130 fprintf(stderr, "failed to get oculus sensor device\n");
nuclear@4 131 }
nuclear@1 132 }
nuclear@1 133
nuclear@4 134 if(vr_ctx.ovr_sensor_dev) {
nuclear@4 135 SensorInfo sinfo;
nuclear@4 136 if(vr_ctx.ovr_sensor_dev->GetDeviceInfo(&sinfo)) {
nuclear@4 137 printf("oculus sensor device info:\n");
nuclear@4 138 printf(" name: %s\n", sinfo.ProductName);
nuclear@4 139 }
nuclear@4 140
nuclear@4 141 vr_ctx.ovr_sfusion.AttachToSensor(vr_ctx.ovr_sensor_dev);
nuclear@1 142 }
nuclear@1 143 return true;
nuclear@1 144 }
nuclear@3 145
nuclear@13 146 #define EXTERNAL_SHADER
nuclear@13 147
nuclear@12 148 static bool init_sdr()
nuclear@12 149 {
nuclear@12 150 int status;
nuclear@12 151
nuclear@13 152 #ifdef EXTERNAL_SHADER
nuclear@13 153 FILE *fp = fopen("sdr.glsl", "rb");
nuclear@13 154 if(!fp) {
nuclear@13 155 perror("failed to load sdr.glsl");
nuclear@13 156 return false;
nuclear@13 157 }
nuclear@13 158 fseek(fp, 0, SEEK_END);
nuclear@13 159 long sz = ftell(fp);
nuclear@13 160 rewind(fp);
nuclear@13 161
nuclear@13 162 char *buf = (char*)alloca(sz + 1);
nuclear@13 163 fread(buf, 1, sz, fp);
nuclear@13 164 buf[sz] = 0;
nuclear@13 165 sdr_src = buf;
nuclear@13 166
nuclear@13 167 fclose(fp);
nuclear@13 168 #endif
nuclear@13 169
nuclear@12 170 unsigned int sdr = glCreateShader(GL_FRAGMENT_SHADER);
nuclear@12 171 glShaderSource(sdr, 1, &sdr_src, 0);
nuclear@12 172 glCompileShader(sdr);
nuclear@12 173 glGetShaderiv(sdr, GL_COMPILE_STATUS, &status);
nuclear@12 174 if(!status) {
nuclear@12 175 fprintf(stderr, "failed to compile distortion shader\n");
nuclear@12 176 return false;
nuclear@12 177 }
nuclear@12 178
nuclear@12 179 sdrprog = glCreateProgram();
nuclear@12 180 glAttachShader(sdrprog, sdr);
nuclear@12 181 glLinkProgram(sdrprog);
nuclear@12 182 if(!status) {
nuclear@12 183 fprintf(stderr, "failed to link distortion shader program\n");
nuclear@12 184 glDeleteShader(sdr);
nuclear@12 185 return false;
nuclear@12 186 }
nuclear@12 187
nuclear@12 188 int loc;
nuclear@12 189
nuclear@12 190 glUseProgram(sdrprog);
nuclear@12 191
nuclear@12 192 if((loc = glGetUniformLocation(sdrprog, "tex")) != -1) {
nuclear@12 193 glUniform1i(loc, 0);
nuclear@12 194 }
nuclear@13 195 if((loc = glGetUniformLocation(sdrprog, "lens_center_offset")) != -1) {
nuclear@13 196 glUniform1f(loc, 0);
nuclear@12 197 }
nuclear@12 198 if((loc = glGetUniformLocation(sdrprog, "scr_center")) != -1) {
nuclear@12 199 glUniform2f(loc, 0, 0);
nuclear@12 200 }
nuclear@12 201 if((loc = glGetUniformLocation(sdrprog, "scale")) != -1) {
nuclear@13 202 glUniform1f(loc, vr_ctx.info.scale);
nuclear@13 203 }
nuclear@13 204 if((loc = glGetUniformLocation(sdrprog, "aspect")) != -1) {
nuclear@13 205 printf("setting aspect: %f\n", vr_ctx.info.aspect / 2.0);
nuclear@13 206 glUniform1f(loc, vr_ctx.info.aspect / 2.0);
nuclear@12 207 }
nuclear@12 208 if((loc = glGetUniformLocation(sdrprog, "scale_in")) != -1) {
nuclear@12 209 glUniform2f(loc, 1, 1);
nuclear@12 210 }
nuclear@13 211 if((loc = glGetUniformLocation(sdrprog, "dist_factors")) != -1) {
nuclear@12 212 glUniform4f(loc, vr_ctx.info.distort[0], vr_ctx.info.distort[1],
nuclear@12 213 vr_ctx.info.distort[2], vr_ctx.info.distort[3]);
nuclear@12 214 }
nuclear@12 215
nuclear@12 216 return true;
nuclear@12 217 }
nuclear@12 218
nuclear@3 219 extern "C" int vr_get_width(void)
nuclear@3 220 {
nuclear@3 221 return vr_ctx.info.width;
nuclear@3 222 }
nuclear@3 223
nuclear@3 224 extern "C" int vr_get_height(void)
nuclear@3 225 {
nuclear@3 226 return vr_ctx.info.height;
nuclear@3 227 }
nuclear@3 228
nuclear@3 229 extern "C" float vr_get_fov(void)
nuclear@3 230 {
nuclear@3 231 return vr_ctx.info.fov;
nuclear@3 232 }
nuclear@3 233
nuclear@3 234 extern "C" float vr_get_aspect(void)
nuclear@3 235 {
nuclear@3 236 return vr_ctx.info.aspect;
nuclear@3 237 }
nuclear@3 238
nuclear@3 239 extern "C" void vr_set_eyedist(float ipd)
nuclear@3 240 {
nuclear@3 241 vr_ctx.info.ipd = ipd;
nuclear@3 242 }
nuclear@3 243
nuclear@3 244 extern "C" float vr_get_eyedist(void)
nuclear@3 245 {
nuclear@3 246 return vr_ctx.info.ipd;
nuclear@3 247 }
nuclear@3 248
nuclear@3 249 extern "C" void vr_set_distort(const float *coef)
nuclear@3 250 {
nuclear@3 251 memcpy(vr_ctx.info.distort, coef, sizeof vr_ctx.info.distort);
nuclear@3 252 }
nuclear@3 253
nuclear@3 254 extern "C" void vr_get_distort(float *coef)
nuclear@3 255 {
nuclear@3 256 memcpy(coef, vr_ctx.info.distort, sizeof vr_ctx.info.distort);
nuclear@3 257 }
nuclear@3 258
nuclear@3 259 extern "C" void vr_set_prediction_sec(float dt)
nuclear@3 260 {
nuclear@3 261 vr_ctx.ovr_sfusion.SetPrediction(dt);
nuclear@3 262 }
nuclear@3 263
nuclear@3 264 extern "C" float vr_get_prediction_sec(void)
nuclear@3 265 {
nuclear@3 266 return vr_ctx.ovr_sfusion.GetPredictionDelta();
nuclear@3 267 }
nuclear@3 268
nuclear@13 269 extern "C" void vr_get_view_matrix(float *res, int eye)
nuclear@13 270 {
nuclear@13 271 // TODO
nuclear@13 272 }
nuclear@13 273
nuclear@13 274 extern "C" void vr_get_proj_matrix(float *res, int eye)
nuclear@13 275 {
nuclear@13 276 static float eye_scale[] = {0.0, 1.0, -1.0};
nuclear@13 277
nuclear@13 278 Matrix4f proj = Matrix4f::PerspectiveRH(vr_ctx.info.fov, vr_ctx.info.aspect / 2.0, 0.3, 1000.0);
nuclear@13 279 proj = Matrix4f::Translation(vr_ctx.info.proj_center_offset * eye_scale[eye], 0, 0) * proj;
nuclear@13 280
nuclear@13 281 memcpy(res, proj.M[0], 16 * sizeof(float));
nuclear@13 282 }
nuclear@13 283
nuclear@3 284 extern "C" void vr_get_translation(float *offs)
nuclear@3 285 {
nuclear@3 286 // current oculus devkit doesn't do translation
nuclear@3 287 offs[0] = offs[1] = offs[2] = 0.0f;
nuclear@3 288 }
nuclear@3 289
nuclear@3 290 extern "C" void vr_get_rotation(float *quat)
nuclear@3 291 {
nuclear@3 292 Quatf oq = vr_ctx.ovr_sfusion.GetPredictedOrientation();
nuclear@3 293 quat[0] = oq.x;
nuclear@3 294 quat[1] = oq.y;
nuclear@3 295 quat[2] = oq.z;
nuclear@3 296 quat[3] = oq.w;
nuclear@3 297 }
nuclear@3 298
nuclear@3 299 extern "C" void vr_get_rotation_euler(float *euler)
nuclear@3 300 {
nuclear@3 301 Quatf oq = vr_ctx.ovr_sfusion.GetPredictedOrientation();
nuclear@3 302 oq.GetEulerAngles<Axis_Y, Axis_X, Axis_Z>(euler + 1, euler, euler + 2);
nuclear@3 303 }
nuclear@12 304
nuclear@12 305 extern "C" void vr_draw_eye(unsigned int tex, int eye)
nuclear@12 306 {
nuclear@12 307 static const float rects[3][4] = {
nuclear@12 308 {-1, -1, 1, 1},
nuclear@12 309 {-1, -1, 0, 1},
nuclear@12 310 {0, -1, 1, 1}
nuclear@12 311 };
nuclear@12 312 static const float offs_scale[3] = {0.0, -1.0, 1.0};
nuclear@12 313
nuclear@12 314 glPushAttrib(GL_ENABLE_BIT);
nuclear@12 315 glDisable(GL_DEPTH_TEST);
nuclear@12 316 glDisable(GL_LIGHTING);
nuclear@12 317 glEnable(GL_TEXTURE_2D);
nuclear@12 318
nuclear@12 319 glMatrixMode(GL_MODELVIEW);
nuclear@12 320 glPushMatrix();
nuclear@12 321 glLoadIdentity();
nuclear@12 322
nuclear@12 323 glMatrixMode(GL_PROJECTION);
nuclear@12 324 glPushMatrix();
nuclear@12 325 glLoadIdentity();
nuclear@12 326
nuclear@12 327 glUseProgram(sdrprog);
nuclear@12 328
nuclear@13 329 if(sdrprog) {
nuclear@13 330 int loc;
nuclear@13 331 if((loc = glGetUniformLocation(sdrprog, "lens_center_offset")) != -1) {
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);
nuclear@12 340 glTexCoord2f(0, 0); glVertex2f(rects[eye][0], rects[eye][1]);
nuclear@12 341 glTexCoord2f(1, 0); glVertex2f(rects[eye][2], rects[eye][1]);
nuclear@12 342 glTexCoord2f(1, 1); glVertex2f(rects[eye][2], rects[eye][3]);
nuclear@12 343 glTexCoord2f(0, 1); glVertex2f(rects[eye][0], rects[eye][3]);
nuclear@12 344 glEnd();
nuclear@12 345
nuclear@12 346 glUseProgram(0);
nuclear@12 347
nuclear@12 348 glPopMatrix();
nuclear@12 349 glMatrixMode(GL_MODELVIEW);
nuclear@12 350 glPopMatrix();
nuclear@12 351
nuclear@12 352 glPopAttrib();
nuclear@12 353 }