void OVR_CalculateState(vr_param_t *state) { vr_param_t ovrState; float ovrScale = vr_ovr_supersample->value; int eye = 0; for (eye = 0; eye < 2; eye++) { ovrDistortionMesh meshData; ovr_vert_t *mesh = NULL; ovr_vert_t *v = NULL; ovrDistortionVertex *ov = NULL; unsigned int i = 0; float vignette_factor; if (vr_ovr_maxfov->value) { renderInfo[eye].eyeFov = hmd->MaxEyeFov[eye]; } else { renderInfo[eye].eyeFov = hmd->DefaultEyeFov[eye]; } ovrState.eyeFBO[eye] = &renderInfo[eye].eyeFBO; ovrState.renderParams[eye].projection.x.scale = 2.0f / ( renderInfo[eye].eyeFov.LeftTan + renderInfo[eye].eyeFov.RightTan ); ovrState.renderParams[eye].projection.x.offset = ( renderInfo[eye].eyeFov.LeftTan - renderInfo[eye].eyeFov.RightTan ) * ovrState.renderParams[eye].projection.x.scale * 0.5f; ovrState.renderParams[eye].projection.y.scale = 2.0f / ( renderInfo[eye].eyeFov.UpTan + renderInfo[eye].eyeFov.DownTan ); ovrState.renderParams[eye].projection.y.offset = ( renderInfo[eye].eyeFov.UpTan - renderInfo[eye].eyeFov.DownTan ) * ovrState.renderParams[eye].projection.y.scale * 0.5f; // set up rendering info eyeDesc[eye] = ovrHmd_GetRenderDesc(hmd,(ovrEyeType) eye,renderInfo[eye].eyeFov); VectorSet(ovrState.renderParams[eye].viewOffset, -eyeDesc[eye].HmdToEyeViewOffset.x, eyeDesc[eye].HmdToEyeViewOffset.y, eyeDesc[eye].HmdToEyeViewOffset.z); ovrHmd_CreateDistortionMesh(hmd, eyeDesc[eye].Eye, eyeDesc[eye].Fov, ovrDistortionCap_Chromatic | ovrDistortionCap_SRGB | ovrDistortionCap_TimeWarp | ovrDistortionCap_Vignette, &meshData); mesh = (ovr_vert_t *) Z_TagMalloc(sizeof(ovr_vert_t) * meshData.VertexCount, TAG_RENDERER); v = mesh; ov = meshData.pVertexData; for (i = 0; i < meshData.VertexCount; i++) { // DK2 display not rotated - rotate the coordinates manually if (vid.width < vid.height) { v->pos.x = -ov->ScreenPosNDC.y; v->pos.y = ov->ScreenPosNDC.x; } else { v->pos.x = ov->ScreenPosNDC.x; v->pos.y = ov->ScreenPosNDC.y; } v->texR = (*(ovrVector2f*)&ov->TanEyeAnglesR); v->texG = (*(ovrVector2f*)&ov->TanEyeAnglesG); v->texB = (*(ovrVector2f*)&ov->TanEyeAnglesB); vignette_factor = ov->VignetteFactor; if (vignette_factor < 0) vignette_factor = 0; v->color[0] = v->color[1] = v->color[2] = (GLubyte)(vignette_factor * 255.99f); v->color[3] = (GLubyte)( ov->TimeWarpFactor * 255.99f ); v++; ov++; } R_BindIVBO(&renderInfo[eye].eye,NULL,0); R_VertexData(&renderInfo[eye].eye,sizeof(ovr_vert_t) * meshData.VertexCount, mesh); R_IndexData(&renderInfo[eye].eye,GL_TRIANGLES,GL_UNSIGNED_SHORT,meshData.IndexCount,sizeof(uint16_t) * meshData.IndexCount,meshData.pIndexData); R_ReleaseIVBO(); Z_Free(mesh); ovrHmd_DestroyDistortionMesh( &meshData ); } { // calculate this to give the engine a rough idea of the fov float combinedTanHalfFovHorizontal = max ( max ( renderInfo[0].eyeFov.LeftTan, renderInfo[0].eyeFov.RightTan ), max ( renderInfo[1].eyeFov.LeftTan, renderInfo[1].eyeFov.RightTan ) ); float combinedTanHalfFovVertical = max ( max ( renderInfo[0].eyeFov.UpTan, renderInfo[0].eyeFov.DownTan ), max ( renderInfo[1].eyeFov.UpTan, renderInfo[1].eyeFov.DownTan ) ); float horizontalFullFovInRadians = 2.0f * atanf ( combinedTanHalfFovHorizontal ); float fovX = RAD2DEG(horizontalFullFovInRadians); float fovY = RAD2DEG(2.0 * atanf(combinedTanHalfFovVertical)); ovrState.aspect = combinedTanHalfFovHorizontal / combinedTanHalfFovVertical; ovrState.viewFovY = fovY; ovrState.viewFovX = fovX; ovrState.pixelScale = ovrScale * vid.width / (float) hmd->Resolution.w; } *state = ovrState; }
void R_VR_GenerateHud() { int i, j; float numsegments = floor(vr_hud_segments->value); float horizFOV = vr_hud_fov->value; float depth = vr_hud_depth->value; float horizInterval = 2.0 / numsegments; float vertBounds = (float) hud.height / (float) hud.width; float vertInterval = horizInterval * vertBounds; int numindices = (numsegments) * (numsegments + 1) * 2 + (numsegments * 2); int numverts = (numsegments) * (numsegments + 1) * 2; vert_t *hudverts = NULL; GLushort *indices = NULL; uint32_t hudNumVerts = 0; GLushort currIndex = 0; uint32_t iboSize = sizeof(GLushort) * numindices; uint32_t vboSize = sizeof(vert_t) * numverts; // calculate coordinates for hud float xoff = tanf(horizFOV * (M_PI / 180.0f) * 0.5) * (depth); float zoff = depth * cosf(horizFOV * (M_PI / 180.0f) * 0.5); vec3_t offsetScale; VectorSet(offsetScale, xoff, xoff, zoff); hudverts = (vert_t *) malloc(vboSize); memset(hudverts, 0, vboSize); indices = (GLushort *) malloc(iboSize); memset(indices, 0, iboSize); for (j = 0; j < numsegments; j++) { float ypos, ypos1; qboolean verticalHalf = (j >= numsegments / 2); ypos = j * vertInterval - vertBounds; ypos1 = (j + 1) * vertInterval - vertBounds; for (i = 0; i <= numsegments; i++) { float xpos; vert_t vert1, vert2; GLushort vertNum1, vertNum2; qboolean horizontalHalf = (i >= (numsegments+1) / 2); xpos = i * horizInterval - 1; VectorSet(vert1.position, xpos, ypos, -1); sphereProject(vert1.position, offsetScale, vert1.position); vert1.texCoords[0] = (float) i / (float) (numsegments); vert1.texCoords[1] = (float) j / (float) (numsegments); VectorSet(vert2.position, xpos, ypos1, -1); sphereProject(vert2.position, offsetScale, vert2.position); vert2.texCoords[0] = (float) i / (float) (numsegments); vert2.texCoords[1] = (float) (j + 1) / (float) (numsegments); vertNum1 = hudNumVerts++; vertNum2 = hudNumVerts++; if (verticalHalf) { hudverts[vertNum2] = vert1; hudverts[vertNum1] = vert2; } else { hudverts[vertNum1] = vert1; hudverts[vertNum2] = vert2; } if (j > 0 && i == 0) { indices[currIndex++] = vertNum1; } indices[currIndex++] = vertNum1; indices[currIndex++] = vertNum2; if (i == numsegments && j < (numsegments - 1)) { indices[currIndex++] = vertNum2; } } } R_BindIVBO(&hudVBO,NULL,0); R_VertexData(&hudVBO,hudNumVerts * sizeof(vert_t),hudverts); R_IndexData(&hudVBO,GL_TRIANGLE_STRIP,GL_UNSIGNED_SHORT,currIndex,currIndex * sizeof(GLushort),indices); R_ReleaseIVBO(); free(hudverts); free(indices); }