# HG changeset patch # User John Tsiombikas # Date 1380887853 -10800 # Node ID 75ab0d4ce2bbecea485544ce5174159c5ee43fad # Parent 9dc19419f52be3570ad664e322b3721636528261 backed out the shaderless oculus distortion method, as it's completely pointless diff -r 9dc19419f52b -r 75ab0d4ce2bb oculus1.vcproj --- a/oculus1.vcproj Fri Oct 04 14:50:50 2013 +0300 +++ b/oculus1.vcproj Fri Oct 04 14:57:33 2013 +0300 @@ -553,22 +553,6 @@ - - - - - - - - diff -r 9dc19419f52b -r 75ab0d4ce2bb src/main.cc --- a/src/main.cc Fri Oct 04 14:50:50 2013 +0300 +++ b/src/main.cc Fri Oct 04 14:57:33 2013 +0300 @@ -515,13 +515,6 @@ case 'f': toggle_fullscreen(); break; - - case '\\': - { - extern bool dbg_enable; - dbg_enable = !dbg_enable; - } - break; } keystate[key] = true; diff -r 9dc19419f52b -r 75ab0d4ce2bb src/vr.cc --- a/src/vr.cc Fri Oct 04 14:50:50 2013 +0300 +++ b/src/vr.cc Fri Oct 04 14:57:33 2013 +0300 @@ -10,40 +10,13 @@ #include #endif -#define USUB 28 -#define VSUB 40 - -/* these are just used for the shaderless precomputed distortion method */ -struct Mesh { - int prim; - int num_verts, num_faces; - unsigned int vbo; - unsigned int ibo; -}; -struct Vertex { - float x, y, z; - float tx, ty; -}; - - static void init_ctx(); static bool init_ovr(); static bool init_sdr(); -static Mesh gen_view_mesh(int usub, int vsub, float aspect, float lens_center_offset, - float scale, const float *dist_factors, float tex_scale_x, float tex_scale_y); -static void distort_texcoords(float *tc, float aspect, float lens_center_offset, float scale, const float *dist_factors); -static float barrel_scale(float rad, const float *k); - VRContext vr_ctx; static unsigned int sdrprog; -static Mesh wrapmesh[2]; -static bool mesh_valid; - -bool dbg_enable; - - extern "C" int vr_init(enum vr_init_mode mode) { glewInit(); @@ -365,204 +338,49 @@ {-1, -1, 0, 1}, {0, -1, 1, 1} }; - static const float quad_trans[3] = {0, -1, 1}; - static const float quad_scale[3] = {1, 0.5, 0.5}; static const float offs_scale[3] = {0.0, -1.0, 1.0}; - static int prev_tex_scale_x, prev_tex_scale_y; glPushAttrib(GL_ENABLE_BIT); glDisable(GL_DEPTH_TEST); glDisable(GL_LIGHTING); - glDisable(GL_CULL_FACE); + glEnable(GL_TEXTURE_2D); + + glMatrixMode(GL_MODELVIEW); + glPushMatrix(); + glLoadIdentity(); glMatrixMode(GL_PROJECTION); glPushMatrix(); glLoadIdentity(); - glMatrixMode(GL_MODELVIEW); - glPushMatrix(); - glLoadIdentity(); + glUseProgram(sdrprog); - if(!dbg_enable) { - glUseProgram(sdrprog); - - if(sdrprog) { - int loc; - if((loc = glGetUniformLocation(sdrprog, "lens_center_offset")) != -1) { - float offset = vr_ctx.info.lens_center_offset * offs_scale[eye]; - glUniform1f(loc, offset); - } - - if((loc = glGetUniformLocation(sdrprog, "tex_scale")) != -1) { - glUniform2f(loc, tex_scale_x, tex_scale_y); - } + if(sdrprog) { + int loc; + if((loc = glGetUniformLocation(sdrprog, "lens_center_offset")) != -1) { + float offset = vr_ctx.info.lens_center_offset * offs_scale[eye]; + glUniform1f(loc, offset); } - glBindTexture(GL_TEXTURE_2D, tex); - glBegin(GL_QUADS); - glColor4f(1, 1, 1, 1); - glTexCoord2f(0, 0); glVertex2f(rects[eye][0], rects[eye][1]); - glTexCoord2f(1, 0); glVertex2f(rects[eye][2], rects[eye][1]); - glTexCoord2f(1, 1); glVertex2f(rects[eye][2], rects[eye][3]); - glTexCoord2f(0, 1); glVertex2f(rects[eye][0], rects[eye][3]); - glEnd(); - - glUseProgram(0); - - } else { - - if(!mesh_valid || tex_scale_x != prev_tex_scale_x || tex_scale_y != prev_tex_scale_y) { - for(int i=0; i<2; i++) { - int eye = i + VR_EYE_LEFT; - - if(wrapmesh[i].vbo) { - glDeleteBuffers(1, &wrapmesh[i].vbo); - } - if(wrapmesh[i].ibo) { - glDeleteBuffers(1, &wrapmesh[i].ibo); - } - - float aspect = vr_ctx.info.aspect / 2.0; - float offset = vr_ctx.info.lens_center_offset * offs_scale[eye]; - wrapmesh[i] = gen_view_mesh(USUB, VSUB, aspect, offset, vr_ctx.info.scale, vr_ctx.info.distort, - tex_scale_x, tex_scale_y); - } - mesh_valid = true; - prev_tex_scale_x = tex_scale_x; - prev_tex_scale_y = tex_scale_y; + if((loc = glGetUniformLocation(sdrprog, "tex_scale")) != -1) { + glUniform2f(loc, tex_scale_x, tex_scale_y); } - - glScalef(quad_scale[eye], 1.0, 1.0); - glTranslatef(quad_trans[eye], 0, 0); - - glUseProgram(0); - glBindTexture(GL_TEXTURE_2D, tex); - glEnable(GL_TEXTURE_2D); - - glColor3f(1, 1, 1); - - glEnableClientState(GL_VERTEX_ARRAY); - glEnableClientState(GL_TEXTURE_COORD_ARRAY); - - int meshidx = eye - VR_EYE_LEFT; - glBindBuffer(GL_ARRAY_BUFFER, wrapmesh[meshidx].vbo); - glVertexPointer(3, GL_FLOAT, sizeof(Vertex), 0); - glTexCoordPointer(2, GL_FLOAT, sizeof(Vertex), (void*)offsetof(Vertex, tx)); - - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, wrapmesh[meshidx].ibo); - glDrawElements(GL_TRIANGLES, wrapmesh[meshidx].num_faces * 3, GL_UNSIGNED_INT, 0); - - glBindBuffer(GL_ARRAY_BUFFER, 0); - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); - - glDisableClientState(GL_VERTEX_ARRAY); - glDisableClientState(GL_TEXTURE_COORD_ARRAY); } - glMatrixMode(GL_PROJECTION); + glBindTexture(GL_TEXTURE_2D, tex); + glBegin(GL_QUADS); + glColor4f(1, 1, 1, 1); + glTexCoord2f(0, 0); glVertex2f(rects[eye][0], rects[eye][1]); + glTexCoord2f(1, 0); glVertex2f(rects[eye][2], rects[eye][1]); + glTexCoord2f(1, 1); glVertex2f(rects[eye][2], rects[eye][3]); + glTexCoord2f(0, 1); glVertex2f(rects[eye][0], rects[eye][3]); + glEnd(); + + glUseProgram(0); + glPopMatrix(); glMatrixMode(GL_MODELVIEW); glPopMatrix(); glPopAttrib(); } - -static Mesh gen_view_mesh(int usub, int vsub, float aspect, float lens_center_offset, - float scale, const float *dist_factors, float tex_scale_x, float tex_scale_y) -{ - int uverts = usub + 1; - int vverts = vsub + 1; - - int num_verts = uverts * vverts; - int num_quads = usub * vsub; - int num_tris = num_quads * 2; - - Vertex *varr = new Vertex[num_verts]; - unsigned int *iarr = new unsigned int[num_tris * 3]; - - float du = 1.0 / (float)usub; - float dv = 1.0 / (float)vsub; - - Vertex *vptr = varr; - for(int i=0; ix = x; - vptr->y = y; - vptr->z = 0; - vptr->tx = tc[0] * tex_scale_x; - vptr->ty = tc[1] * tex_scale_y; - vptr++; - } - } - - unsigned int *iptr = iarr; - for(int i=0; i [-1, 1] - float ptx = tc[0] * 2.0 - 1.0; - float pty = tc[1] * 2.0 - 1.0; - - ptx += lens_center_offset * 2.0; - pty /= aspect; // correct for aspect ratio - - float rad = barrel_scale(ptx * ptx + pty * pty, dist_factors); - ptx *= rad; // scale the point by the computer distortion radius - pty *= rad; - - ptx /= scale; - pty /= scale; - - pty *= aspect; - ptx -= lens_center_offset * 2.0; - - // map back to range [0, 1] - tc[0] = ptx * 0.5 + 0.5; - tc[1] = pty * 0.5 + 0.5; -} - -static float barrel_scale(float rad, const float *k) -{ - float radsq = rad * rad; - float radquad = radsq * radsq; - return k[0] + k[1] * radsq + k[2] * radquad + k[3] * radquad * radsq; -}