oculus1

diff src/vr.cc @ 26:75ab0d4ce2bb

backed out the shaderless oculus distortion method, as it's completely pointless
author John Tsiombikas <nuclear@member.fsf.org>
date Fri, 04 Oct 2013 14:57:33 +0300
parents ef4c9d8eeca7
children
line diff
     1.1 --- a/src/vr.cc	Fri Oct 04 14:50:50 2013 +0300
     1.2 +++ b/src/vr.cc	Fri Oct 04 14:57:33 2013 +0300
     1.3 @@ -10,40 +10,13 @@
     1.4  #include <malloc.h>
     1.5  #endif
     1.6  
     1.7 -#define USUB	28
     1.8 -#define VSUB	40
     1.9 -
    1.10 -/* these are just used for the shaderless precomputed distortion method */
    1.11 -struct Mesh {
    1.12 -	int prim;
    1.13 -	int num_verts, num_faces;
    1.14 -	unsigned int vbo;
    1.15 -	unsigned int ibo;
    1.16 -};
    1.17 -struct Vertex {
    1.18 -	float x, y, z;
    1.19 -	float tx, ty;
    1.20 -};
    1.21 -
    1.22 -
    1.23  static void init_ctx();
    1.24  static bool init_ovr();
    1.25  static bool init_sdr();
    1.26  
    1.27 -static Mesh gen_view_mesh(int usub, int vsub, float aspect, float lens_center_offset,
    1.28 -		float scale, const float *dist_factors, float tex_scale_x, float tex_scale_y);
    1.29 -static void distort_texcoords(float *tc, float aspect, float lens_center_offset, float scale, const float *dist_factors);
    1.30 -static float barrel_scale(float rad, const float *k);
    1.31 -
    1.32  VRContext vr_ctx;
    1.33  static unsigned int sdrprog;
    1.34  
    1.35 -static Mesh wrapmesh[2];
    1.36 -static bool mesh_valid;
    1.37 -
    1.38 -bool dbg_enable;
    1.39 -
    1.40 -
    1.41  extern "C" int vr_init(enum vr_init_mode mode)
    1.42  {
    1.43  	glewInit();
    1.44 @@ -365,204 +338,49 @@
    1.45  		{-1, -1, 0, 1},
    1.46  		{0, -1, 1, 1}
    1.47  	};
    1.48 -	static const float quad_trans[3] = {0, -1, 1};
    1.49 -	static const float quad_scale[3] = {1, 0.5, 0.5};
    1.50  	static const float offs_scale[3] = {0.0, -1.0, 1.0};
    1.51 -	static int prev_tex_scale_x, prev_tex_scale_y;
    1.52  
    1.53  	glPushAttrib(GL_ENABLE_BIT);
    1.54  	glDisable(GL_DEPTH_TEST);
    1.55  	glDisable(GL_LIGHTING);
    1.56 -	glDisable(GL_CULL_FACE);
    1.57 +	glEnable(GL_TEXTURE_2D);
    1.58 +
    1.59 +	glMatrixMode(GL_MODELVIEW);
    1.60 +	glPushMatrix();
    1.61 +	glLoadIdentity();
    1.62  
    1.63  	glMatrixMode(GL_PROJECTION);
    1.64  	glPushMatrix();
    1.65  	glLoadIdentity();
    1.66  
    1.67 -	glMatrixMode(GL_MODELVIEW);
    1.68 -	glPushMatrix();
    1.69 -	glLoadIdentity();
    1.70 +	glUseProgram(sdrprog);
    1.71  
    1.72 -	if(!dbg_enable) {
    1.73 -		glUseProgram(sdrprog);
    1.74 -
    1.75 -		if(sdrprog) {
    1.76 -			int loc;
    1.77 -			if((loc = glGetUniformLocation(sdrprog, "lens_center_offset")) != -1) {
    1.78 -				float offset = vr_ctx.info.lens_center_offset * offs_scale[eye];
    1.79 -				glUniform1f(loc, offset);
    1.80 -			}
    1.81 -
    1.82 -			if((loc = glGetUniformLocation(sdrprog, "tex_scale")) != -1) {
    1.83 -				glUniform2f(loc, tex_scale_x, tex_scale_y);
    1.84 -			}
    1.85 +	if(sdrprog) {
    1.86 +		int loc;
    1.87 +		if((loc = glGetUniformLocation(sdrprog, "lens_center_offset")) != -1) {
    1.88 +			float offset = vr_ctx.info.lens_center_offset * offs_scale[eye];
    1.89 +			glUniform1f(loc, offset);
    1.90  		}
    1.91  
    1.92 -		glBindTexture(GL_TEXTURE_2D, tex);
    1.93 -		glBegin(GL_QUADS);
    1.94 -		glColor4f(1, 1, 1, 1);
    1.95 -		glTexCoord2f(0, 0); glVertex2f(rects[eye][0], rects[eye][1]);
    1.96 -		glTexCoord2f(1, 0); glVertex2f(rects[eye][2], rects[eye][1]);
    1.97 -		glTexCoord2f(1, 1); glVertex2f(rects[eye][2], rects[eye][3]);
    1.98 -		glTexCoord2f(0, 1); glVertex2f(rects[eye][0], rects[eye][3]);
    1.99 -		glEnd();
   1.100 -
   1.101 -		glUseProgram(0);
   1.102 -
   1.103 -	} else {
   1.104 -
   1.105 -		if(!mesh_valid || tex_scale_x != prev_tex_scale_x || tex_scale_y != prev_tex_scale_y) {
   1.106 -			for(int i=0; i<2; i++) {
   1.107 -				int eye = i + VR_EYE_LEFT;
   1.108 -
   1.109 -				if(wrapmesh[i].vbo) {
   1.110 -					glDeleteBuffers(1, &wrapmesh[i].vbo);
   1.111 -				}
   1.112 -				if(wrapmesh[i].ibo) {
   1.113 -					glDeleteBuffers(1, &wrapmesh[i].ibo);
   1.114 -				}
   1.115 -
   1.116 -				float aspect = vr_ctx.info.aspect / 2.0;
   1.117 -				float offset = vr_ctx.info.lens_center_offset * offs_scale[eye];
   1.118 -				wrapmesh[i] = gen_view_mesh(USUB, VSUB, aspect, offset, vr_ctx.info.scale, vr_ctx.info.distort,
   1.119 -					tex_scale_x, tex_scale_y);
   1.120 -			}
   1.121 -			mesh_valid = true;
   1.122 -			prev_tex_scale_x = tex_scale_x;
   1.123 -			prev_tex_scale_y = tex_scale_y;
   1.124 +		if((loc = glGetUniformLocation(sdrprog, "tex_scale")) != -1) {
   1.125 +			glUniform2f(loc, tex_scale_x, tex_scale_y);
   1.126  		}
   1.127 -
   1.128 -		glScalef(quad_scale[eye], 1.0, 1.0);
   1.129 -		glTranslatef(quad_trans[eye], 0, 0);
   1.130 -
   1.131 -		glUseProgram(0);
   1.132 -		glBindTexture(GL_TEXTURE_2D, tex);
   1.133 -		glEnable(GL_TEXTURE_2D);
   1.134 -
   1.135 -		glColor3f(1, 1, 1);
   1.136 -
   1.137 -		glEnableClientState(GL_VERTEX_ARRAY);
   1.138 -		glEnableClientState(GL_TEXTURE_COORD_ARRAY);
   1.139 -
   1.140 -		int meshidx = eye - VR_EYE_LEFT;
   1.141 -		glBindBuffer(GL_ARRAY_BUFFER, wrapmesh[meshidx].vbo);
   1.142 -		glVertexPointer(3, GL_FLOAT, sizeof(Vertex), 0);
   1.143 -		glTexCoordPointer(2, GL_FLOAT, sizeof(Vertex), (void*)offsetof(Vertex, tx));
   1.144 -
   1.145 -		glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, wrapmesh[meshidx].ibo);
   1.146 -		glDrawElements(GL_TRIANGLES, wrapmesh[meshidx].num_faces * 3, GL_UNSIGNED_INT, 0);
   1.147 -
   1.148 -		glBindBuffer(GL_ARRAY_BUFFER, 0);
   1.149 -		glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
   1.150 -
   1.151 -		glDisableClientState(GL_VERTEX_ARRAY);
   1.152 -		glDisableClientState(GL_TEXTURE_COORD_ARRAY);
   1.153  	}
   1.154  
   1.155 -	glMatrixMode(GL_PROJECTION);
   1.156 +	glBindTexture(GL_TEXTURE_2D, tex);
   1.157 +	glBegin(GL_QUADS);
   1.158 +	glColor4f(1, 1, 1, 1);
   1.159 +	glTexCoord2f(0, 0); glVertex2f(rects[eye][0], rects[eye][1]);
   1.160 +	glTexCoord2f(1, 0); glVertex2f(rects[eye][2], rects[eye][1]);
   1.161 +	glTexCoord2f(1, 1); glVertex2f(rects[eye][2], rects[eye][3]);
   1.162 +	glTexCoord2f(0, 1); glVertex2f(rects[eye][0], rects[eye][3]);
   1.163 +	glEnd();
   1.164 +
   1.165 +	glUseProgram(0);
   1.166 +
   1.167  	glPopMatrix();
   1.168  	glMatrixMode(GL_MODELVIEW);
   1.169  	glPopMatrix();
   1.170  
   1.171  	glPopAttrib();
   1.172  }
   1.173 -
   1.174 -static Mesh gen_view_mesh(int usub, int vsub, float aspect, float lens_center_offset,
   1.175 -		float scale, const float *dist_factors, float tex_scale_x, float tex_scale_y)
   1.176 -{
   1.177 -	int uverts = usub + 1;
   1.178 -	int vverts = vsub + 1;
   1.179 -
   1.180 -	int num_verts = uverts * vverts;
   1.181 -	int num_quads = usub * vsub;
   1.182 -	int num_tris = num_quads * 2;
   1.183 -
   1.184 -	Vertex *varr = new Vertex[num_verts];
   1.185 -	unsigned int *iarr = new unsigned int[num_tris * 3];
   1.186 -
   1.187 -	float du = 1.0 / (float)usub;
   1.188 -	float dv = 1.0 / (float)vsub;
   1.189 -
   1.190 -	Vertex *vptr = varr;
   1.191 -	for(int i=0; i<vverts; i++) {
   1.192 -		float v = (float)i * dv;
   1.193 -		float y = 2.0 * v - 1.0;
   1.194 -
   1.195 -		for(int j=0; j<uverts; j++) {
   1.196 -			float u = (float)j * du;
   1.197 -			float x = 2.0 * u - 1.0;
   1.198 -			float tc[2] = {u, v};
   1.199 -
   1.200 -			distort_texcoords(tc, aspect, lens_center_offset, scale, dist_factors);
   1.201 -
   1.202 -			vptr->x = x;
   1.203 -			vptr->y = y;
   1.204 -			vptr->z = 0;
   1.205 -			vptr->tx = tc[0] * tex_scale_x;
   1.206 -			vptr->ty = tc[1] * tex_scale_y;
   1.207 -			vptr++;
   1.208 -		}
   1.209 -	}
   1.210 -
   1.211 -	unsigned int *iptr = iarr;
   1.212 -	for(int i=0; i<vsub; i++) {
   1.213 -		for(int j=0; j<usub; j++) {
   1.214 -			*iptr++ = i * uverts + j;
   1.215 -			*iptr++ = (i + 1) * uverts + j;
   1.216 -			*iptr++ = (i + 1) * uverts + (j + 1);
   1.217 -
   1.218 -			*iptr++ = i * uverts + j;
   1.219 -			*iptr++ = (i + 1) * uverts + (j + 1);
   1.220 -			*iptr++ = i * uverts + (j + 1);
   1.221 -		}
   1.222 -	}
   1.223 -
   1.224 -	unsigned int buf[2];
   1.225 -	glGenBuffers(2, buf);
   1.226 -	glBindBuffer(GL_ARRAY_BUFFER, buf[0]);
   1.227 -	glBufferData(GL_ARRAY_BUFFER, num_verts * sizeof *varr, varr, GL_STATIC_DRAW);
   1.228 -	glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buf[1]);
   1.229 -	glBufferData(GL_ELEMENT_ARRAY_BUFFER, num_tris * 3 * sizeof *iarr, iarr, GL_STATIC_DRAW); 
   1.230 -
   1.231 -	delete [] varr;
   1.232 -	delete [] iarr;
   1.233 -
   1.234 -	Mesh mesh;
   1.235 -	mesh.prim = GL_TRIANGLES;
   1.236 -	mesh.num_verts = num_verts;
   1.237 -	mesh.num_faces = num_tris;
   1.238 -	mesh.vbo = buf[0];
   1.239 -	mesh.ibo = buf[1];
   1.240 -	return mesh;
   1.241 -}
   1.242 -
   1.243 -static void distort_texcoords(float *tc, float aspect, float lens_center_offset, float scale, const float *dist_factors)
   1.244 -{
   1.245 -	// map tc [0, 1] -> [-1, 1]
   1.246 -	float ptx = tc[0] * 2.0 - 1.0;
   1.247 -	float pty = tc[1] * 2.0 - 1.0;
   1.248 -
   1.249 -	ptx += lens_center_offset * 2.0;
   1.250 -	pty /= aspect;	// correct for aspect ratio
   1.251 -
   1.252 -	float rad = barrel_scale(ptx * ptx + pty * pty, dist_factors);
   1.253 -	ptx *= rad;	// scale the point by the computer distortion radius
   1.254 -	pty *= rad;
   1.255 -
   1.256 -	ptx /= scale;
   1.257 -	pty /= scale;
   1.258 -
   1.259 -	pty *= aspect;
   1.260 -	ptx -= lens_center_offset * 2.0;
   1.261 -
   1.262 -	// map back to range [0, 1]
   1.263 -	tc[0] = ptx * 0.5 + 0.5;
   1.264 -	tc[1] = pty * 0.5 + 0.5;
   1.265 -}
   1.266 -
   1.267 -static float barrel_scale(float rad, const float *k)
   1.268 -{
   1.269 -	float radsq = rad * rad;
   1.270 -	float radquad = radsq * radsq;
   1.271 -	return k[0] + k[1] * radsq + k[2] * radquad + k[3] * radquad * radsq;
   1.272 -}