Esempio n. 1
0
void RiftAppSkeleton::_drawSceneMono() const
{
    _resetGLState();
    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

    const int w = m_Cfg.OGL.Header.RTSize.w;
    const int h = m_Cfg.OGL.Header.RTSize.h;

    const glm::vec3 EyePos(m_chassisPos.x, m_chassisPos.y, m_chassisPos.z);
    const glm::vec3 LookVec(0.0f, 0.0f, -1.0f);
    const glm::vec3 up(0.0f, 1.0f, 0.0f);

    ovrPosef eyePose;
    eyePose.Orientation = OVR::Quatf();
    eyePose.Position = OVR::Vector3f();
    const OVR::Matrix4f view = _MakeModelviewMatrix(
        eyePose,
        OVR::Vector3f(0.0f),
        m_chassisYaw,
        m_chassisPos);

    const glm::mat4 persp = glm::perspective(
        90.0f,
        static_cast<float>(w)/static_cast<float>(h),
        0.004f,
        500.0f);

    ovrRecti rvp = {0,0,w,h};
    _DrawScenes(&view.Transposed().M[0][0], glm::value_ptr(persp), rvp);
}
void OVRSDK06AppSkeleton::display_sdk() const
{
    ovrHmd hmd = m_Hmd;
    if (hmd == NULL)
        return;

    ovrTrackingState outHmdTrackingState = { 0 };
    ovrHmd_GetEyePoses(m_Hmd, m_frameIndex, m_eyeOffsets,
        m_eyePoses, &outHmdTrackingState);

    for (ovrEyeType eye = ovrEyeType::ovrEye_Left;
        eye < ovrEyeType::ovrEye_Count;
        eye = static_cast<ovrEyeType>(eye + 1))
    {
        const ovrSwapTextureSet& swapSet = *m_pTexSet[eye];
        glBindFramebuffer(GL_FRAMEBUFFER, m_swapFBO.id);
        ovrGLTexture& tex = (ovrGLTexture&)(swapSet.Textures[swapSet.CurrentIndex]);
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex.OGL.TexId, 0);
        {
            // Handle render target resolution scaling
            m_layerEyeFov.Viewport[eye].Size = ovrHmd_GetFovTextureSize(m_Hmd, eye, m_layerEyeFov.Fov[eye], m_fboScale);
            ovrRecti& vp = m_layerEyeFov.Viewport[eye];
            if (m_layerEyeFov.Header.Flags & ovrLayerFlag_TextureOriginAtBottomLeft)
            {
                ///@note It seems that the render viewport should be vertically centered within the swapSet texture.
                /// See also OculusWorldDemo.cpp:1443 - "The usual OpenGL viewports-don't-match-UVs oddness."
                const int texh = swapSet.Textures[swapSet.CurrentIndex].Header.TextureSize.h;
                vp.Pos.y = (texh - vp.Size.h) / 2;
            }

            glViewport(vp.Pos.x, vp.Pos.y, vp.Size.w, vp.Size.h);

            glClearColor(0.f, 0.f, 0.f, 0.f);
            glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

            // Render the scene for the current eye
            const ovrPosef& eyePose = m_eyePoses[eye];
            const glm::mat4 viewLocal = makeMatrixFromPose(eyePose);
            const glm::mat4 viewWorld = makeWorldToChassisMatrix() * viewLocal;
            const glm::mat4& proj = m_eyeProjections[eye];
            _DrawScenes(
                glm::value_ptr(glm::inverse(viewWorld)),
                glm::value_ptr(proj),
                glm::value_ptr(glm::inverse(viewLocal)));

            m_layerEyeFov.RenderPose[eye] = eyePose;
        }
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
        glBindFramebuffer(GL_FRAMEBUFFER, 0);
    }

    ovrLayerEyeFov& layer = m_layerEyeFov;
    ovrLayerHeader* layers = &layer.Header;
    ovrResult result = ovrHmd_SubmitFrame(hmd, m_frameIndex, NULL, &layers, 1);

    // Increment counters in swap texture set
    for (ovrEyeType eye = ovrEyeType::ovrEye_Left;
        eye < ovrEyeType::ovrEye_Count;
        eye = static_cast<ovrEyeType>(eye + 1))
    {
        ovrSwapTextureSet& swapSet = *m_pTexSet[eye];
        ++swapSet.CurrentIndex %= swapSet.TextureCount;
    }

    // Blit output to main app window to show something on screen in addition
    // to what's in the Rift. This could optionally be the distorted texture
    // from the OVR SDK's mirror texture, or perhaps a single eye's undistorted
    // view, or even a third-person render(at a performance cost).
    if (true)
    {
        glViewport(0, 0, m_appWindowSize.w, m_appWindowSize.h);
        glBindFramebuffer(GL_READ_FRAMEBUFFER, m_mirrorFBO.id);
        glBlitFramebuffer(
            0, m_mirrorFBO.h, m_mirrorFBO.w, 0,
            0, 0, m_appWindowSize.w, m_appWindowSize.h,
            GL_COLOR_BUFFER_BIT, GL_NEAREST);
        glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
    }

    ++m_frameIndex;
}
Esempio n. 3
0
void RiftAppSkeleton::display_sdk() //const
{
    ovrHmd hmd = m_Hmd;
    if (hmd == NULL)
        return;

    //const ovrFrameTiming hmdFrameTiming =
    ovrHmd_BeginFrame(m_Hmd, 0);

    bindFBO(m_renderBuffer);

    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

    // For passing to EndFrame once rendering is done
    ovrPosef renderPose[2];
    ovrTexture eyeTexture[2];

    for (int eyeIndex=0; eyeIndex<ovrEye_Count; eyeIndex++)
    {
        const ovrEyeType eye = hmd->EyeRenderOrder[eyeIndex];
        const ovrPosef eyePose = ovrHmd_GetEyePose(m_Hmd, eye);
        m_eyeOri = eyePose.Orientation; // cache this for movement direction
        _StoreHmdPose(eyePose);

        const ovrGLTexture& otex = l_EyeTexture[eye];
        const ovrRecti& rvp = otex.OGL.Header.RenderViewport;
        glViewport(
            rvp.Pos.x,
            rvp.Pos.y,
            rvp.Size.w,
            rvp.Size.h
            );

        const OVR::Matrix4f proj = ovrMatrix4f_Projection(
            m_EyeRenderDesc[eye].Fov,
            0.01f, 10000.0f, true);

        const OVR::Matrix4f view = _MakeModelviewMatrix(
            eyePose,
            -OVR::Vector3f(m_EyeRenderDesc[eye].ViewAdjust), // not sure why negative...
            m_chassisYaw,
            m_chassisPos);

        const OVR::Matrix4f scaledView = _MakeModelviewMatrix(
            eyePose,
            -OVR::Vector3f(m_EyeRenderDesc[eye].ViewAdjust), // not sure why negative...
            m_chassisYaw,
            m_chassisPos,
            m_headSize);

        _resetGLState();

        _DrawScenes(&view.Transposed().M[0][0], &proj.Transposed().M[0][0], rvp, &scaledView.Transposed().M[0][0]);

        renderPose[eyeIndex] = eyePose;
        eyeTexture[eyeIndex] = l_EyeTexture[eye].Texture;
    }
    unbindFBO();

    ovrHmd_EndFrame(m_Hmd, renderPose, eyeTexture);

    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
    glBindBuffer(GL_ARRAY_BUFFER, 0);
    glUseProgram(0);
}
Esempio n. 4
0
///@todo Even though this function shares most of its code with client rendering,
/// which appears to work fine, it is non-convergable. It appears that the projection
/// matrices for each eye are too far apart? Could be modelview...
void RiftAppSkeleton::display_stereo_undistorted() //const
{
    ovrHmd hmd = m_Hmd;
    if (hmd == NULL)
        return;

    //ovrFrameTiming hmdFrameTiming =
    ovrHmd_BeginFrameTiming(hmd, 0);

    bindFBO(m_renderBuffer, m_fboScale);

    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

    for (int eyeIndex = 0; eyeIndex < ovrEye_Count; eyeIndex++)
    {
        ovrEyeType eye = hmd->EyeRenderOrder[eyeIndex];
        ovrPosef eyePose = ovrHmd_GetEyePose(hmd, eye);

        const ovrGLTexture& otex = l_EyeTexture[eye];
        const ovrRecti& rvp = otex.OGL.Header.RenderViewport;
        const ovrRecti rsc = {
            static_cast<int>(m_fboScale * rvp.Pos.x),
            static_cast<int>(m_fboScale * rvp.Pos.y),
            static_cast<int>(m_fboScale * rvp.Size.w),
            static_cast<int>(m_fboScale * rvp.Size.h)
        };
        glViewport(rsc.Pos.x, rsc.Pos.y, rsc.Size.w, rsc.Size.h);

        OVR::Quatf orientation = OVR::Quatf(eyePose.Orientation);
        OVR::Matrix4f proj = ovrMatrix4f_Projection(
            m_EyeRenderDesc[eye].Fov,
            0.01f, 10000.0f, true);

        //m_EyeRenderDesc[eye].DistortedViewport;
        OVR::Vector3f EyePos = m_chassisPos;
        OVR::Matrix4f view = OVR::Matrix4f(orientation.Inverted())
            * OVR::Matrix4f::RotationY(m_chassisYaw)
            * OVR::Matrix4f::Translation(-EyePos);
        OVR::Matrix4f eyeview = OVR::Matrix4f::Translation(m_EyeRenderDesc[eye].ViewAdjust) * view;

        _resetGLState();

        _DrawScenes(&eyeview.Transposed().M[0][0], &proj.Transposed().M[0][0], rvp);
    }
    unbindFBO();

    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    glDisable(GL_DEPTH_TEST);
    glDisable(GL_CULL_FACE);

    // Present FBO to screen
    const GLuint prog = m_presentFbo.prog();
    glUseProgram(prog);
    m_presentFbo.bindVAO();
    {
        glActiveTexture(GL_TEXTURE0);
        glBindTexture(GL_TEXTURE_2D, m_renderBuffer.tex);
        glUniform1i(m_presentFbo.GetUniLoc("fboTex"), 0);

        // This is the only uniform that changes per-frame
        glUniform1f(m_presentFbo.GetUniLoc("fboScale"), m_fboScale);

        glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
    }
    glBindVertexArray(0);
    glUseProgram(0);

    ovrHmd_EndFrameTiming(hmd);
}
Esempio n. 5
0
void RiftAppSkeleton::display_client() //const
{
    ovrHmd hmd = m_Hmd;
    if (hmd == NULL)
        return;

    //ovrFrameTiming hmdFrameTiming =
    ovrHmd_BeginFrameTiming(hmd, 0);

    bindFBO(m_renderBuffer, m_fboScale);

    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

    for (int eyeIndex = 0; eyeIndex < ovrEye_Count; eyeIndex++)
    {
        const ovrEyeType eye = hmd->EyeRenderOrder[eyeIndex];
        const ovrPosef eyePose = ovrHmd_GetEyePose(hmd, eye);
        m_eyeOri = eyePose.Orientation; // cache this for movement direction
        _StoreHmdPose(eyePose);

        const ovrGLTexture& otex = l_EyeTexture[eye];
        const ovrRecti& rvp = otex.OGL.Header.RenderViewport;
        const ovrRecti rsc = {
            static_cast<int>(m_fboScale * rvp.Pos.x),
            static_cast<int>(m_fboScale * rvp.Pos.y),
            static_cast<int>(m_fboScale * rvp.Size.w),
            static_cast<int>(m_fboScale * rvp.Size.h)
        };
        glViewport(rsc.Pos.x, rsc.Pos.y, rsc.Size.w, rsc.Size.h);

        const OVR::Matrix4f proj = ovrMatrix4f_Projection(
            m_EyeRenderDesc[eye].Fov,
            0.01f, 10000.0f, true);

        ///@todo Should we be using this variable?
        //m_EyeRenderDesc[eye].DistortedViewport;

        const OVR::Matrix4f view = _MakeModelviewMatrix(
            eyePose,
            m_EyeRenderDesc[eye].ViewAdjust,
            m_chassisYaw,
            m_chassisPos);

        const OVR::Matrix4f scaledView = _MakeModelviewMatrix(
            eyePose,
            m_EyeRenderDesc[eye].ViewAdjust,
            m_chassisYaw,
            m_chassisPos,
            m_headSize);

        _resetGLState();

        _DrawScenes(&view.Transposed().M[0][0], &proj.Transposed().M[0][0], rsc, &scaledView.Transposed().M[0][0]);
    }
    unbindFBO();


    // Set full viewport...?
    const int w = m_Cfg.OGL.Header.RTSize.w;
    const int h = m_Cfg.OGL.Header.RTSize.h;
    glViewport(0, 0, w, h);

    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    glDisable(GL_DEPTH_TEST);
    glDisable(GL_CULL_FACE);

    // Now draw the distortion mesh...
    for(int eyeNum = 0; eyeNum < 2; eyeNum++)
    {
        const ShaderWithVariables& eyeShader = eyeNum == 0 ?
            m_presentDistMeshL :
            m_presentDistMeshR;
        const GLuint prog = eyeShader.prog();
        glUseProgram(prog);
        //glBindVertexArray(eyeShader.m_vao);
        {
            const ovrDistortionMesh& mesh = m_DistMeshes[eyeNum];
            glBindBuffer(GL_ARRAY_BUFFER, 0);

            const int a_pos =  glGetAttribLocation(prog, "vPosition");
            glVertexAttribPointer(a_pos, 4, GL_FLOAT, GL_FALSE, sizeof(ovrDistortionVertex), &mesh.pVertexData[0].ScreenPosNDC.x);
            glEnableVertexAttribArray(a_pos);

            const int a_texR =  glGetAttribLocation(prog, "vTexR");
            if (a_texR > -1)
            {
                glVertexAttribPointer(a_texR, 2, GL_FLOAT, GL_FALSE, sizeof(ovrDistortionVertex), &mesh.pVertexData[0].TanEyeAnglesR);
                glEnableVertexAttribArray(a_texR);
            }

            const int a_texG =  glGetAttribLocation(prog, "vTexG");
            if (a_texG > -1)
            {
                glVertexAttribPointer(a_texG, 2, GL_FLOAT, GL_FALSE, sizeof(ovrDistortionVertex), &mesh.pVertexData[0].TanEyeAnglesG);
                glEnableVertexAttribArray(a_texG);
            }

            const int a_texB =  glGetAttribLocation(prog, "vTexB");
            if (a_texB > -1)
            {
                glVertexAttribPointer(a_texB, 2, GL_FLOAT, GL_FALSE, sizeof(ovrDistortionVertex), &mesh.pVertexData[0].TanEyeAnglesB);
                glEnableVertexAttribArray(a_texB);
            }

            ovrVector2f uvoff =
                m_uvScaleOffsetOut[2*eyeNum + 1];
                //DistortionData.UVScaleOffset[eyeNum][0];
            ovrVector2f uvscale =
                m_uvScaleOffsetOut[2*eyeNum + 0];
                //DistortionData.UVScaleOffset[eyeNum][1];

            glUniform2f(eyeShader.GetUniLoc("EyeToSourceUVOffset"), uvoff.x, uvoff.y);
            glUniform2f(eyeShader.GetUniLoc("EyeToSourceUVScale"), uvscale.x, uvscale.y);


#if 0
            // Setup shader constants
            DistortionData.Shaders->SetUniform2f(
                "EyeToSourceUVScale",
                DistortionData.UVScaleOffset[eyeNum][0].x,
                DistortionData.UVScaleOffset[eyeNum][0].y);
            DistortionData.Shaders->SetUniform2f(
                "EyeToSourceUVOffset",
                DistortionData.UVScaleOffset[eyeNum][1].x,
                DistortionData.UVScaleOffset[eyeNum][1].y);

            if (distortionCaps & ovrDistortionCap_TimeWarp)
            { // TIMEWARP - Additional shader constants required
                ovrMatrix4f timeWarpMatrices[2];
                ovrHmd_GetEyeTimewarpMatrices(HMD, (ovrEyeType)eyeNum, eyeRenderPoses[eyeNum], timeWarpMatrices);
                //WARNING!!! These matrices are transposed in SetUniform4x4f, before being used by the shader.
                DistortionData.Shaders->SetUniform4x4f("EyeRotationStart", Matrix4f(timeWarpMatrices[0]));
                DistortionData.Shaders->SetUniform4x4f("EyeRotationEnd", Matrix4f(timeWarpMatrices[1]));
            }

            // Perform distortion
            pRender->Render(
                &distortionShaderFill,
                DistortionData.MeshVBs[eyeNum],
                DistortionData.MeshIBs[eyeNum]);
#endif

            glActiveTexture(GL_TEXTURE0);
            glBindTexture(GL_TEXTURE_2D, m_renderBuffer.tex);
            glUniform1i(eyeShader.GetUniLoc("fboTex"), 0);

            // This is the only uniform that changes per-frame
            glUniform1f(eyeShader.GetUniLoc("fboScale"), m_fboScale);


            glDrawElements(
                GL_TRIANGLES,
                mesh.IndexCount,
                GL_UNSIGNED_SHORT,
                &mesh.pIndexData[0]);
        }
        glBindVertexArray(0);
        glUseProgram(0);
    }

    ovrHmd_EndFrameTiming(hmd);
}