void draw() {
    glClearColor(0, 1, 0, 1);
    glClear(GL_COLOR_BUFFER_BIT);
    GL_CHECK_ERROR;

    for (int i = 0; i < 2; ++i) {
      const EyeArg & eyeArg = eyeArgs[i];

      frameBuffer.activate();
      renderScene(eyeArg);
      frameBuffer.deactivate();

      glDisable(GL_DEPTH_TEST);
      glDisable(GL_BLEND);

      gl::viewport(eyeArg.viewportLocation, eyeSize);
      distortProgram->use();
      distortProgram->setUniform("LensOffset", eyeArg.lensOffset);
      frameBuffer.color->bind();
      quadGeometry->bindVertexArray();
      quadGeometry->draw();
      gl::Geometry::unbindVertexArray();
      gl::Program::clear();
    }
  }
  void initGl() {
    GlfwApp::initGl();
    frameBuffer.init(eyeSize);
    quadGeometry = GlUtils::getQuadGeometry();

    distortProgram = GlUtils::getProgram(
        Resource::SHADERS_VERTEXTORIFT_VS,
        Resource::SHADERS_DIRECTDISTORT_FS);
    distortProgram->use();
    distortProgram->setUniform("Aspect", eyeAspect);
    distortProgram->setUniform("PostDistortionScale", postDistortionScale);
    distortProgram->setUniform("K", distortionCoefficients);
    gl::Program::clear();
  }
  void draw() {
    static int frameIndex = 0;
    ovrFrameTiming timing = ovrHmd_BeginFrameTiming(hmd, frameIndex++);
    for (int i = 0; i < 2; ++i) {
      const ovrEyeType eye = hmdDesc.EyeRenderOrder[i];
      const EyeArg & eyeArg = eyeArgs[eye];
      // Set up the per-eye projection matrix
      gl::Stacks::projection().top() = eyeArg.projection;

      eyeArg.frameBuffer.activate();
      gl::MatrixStack & mv = gl::Stacks::modelview();
      gl::Stacks::with_push([&]{
        ovrSensorState ss = ovrHmd_GetSensorState(hmd, timing.EyeScanoutSeconds[eye]);
        // Set up the per-eye modelview matrix
        // Apply the head pose
        mv.preMultiply(glm::inverse(Rift::fromOvr(ss.Predicted.Pose)));
        // Apply the per-eye offset
        mv.preMultiply(eyeArg.viewOffset);
        renderScene();
      });
      eyeArg.frameBuffer.deactivate();
    }

    glClearColor(0, 0, 1, 1);
    glClear(GL_COLOR_BUFFER_BIT);
    glDisable(GL_BLEND);
    glDisable(GL_CULL_FACE);
    glDisable(GL_DEPTH_TEST);

    distortionProgram->use();

    glViewport(0, 0, windowSize.x, windowSize.y);
    for_each_eye([&](ovrEyeType eye) {
      const EyeArg & eyeArg = eyeArgs[eye];
      distortionProgram->setUniform(0, eyeArg.scale);
      distortionProgram->setUniform(1, eyeArg.offset);
      eyeArg.frameBuffer.color->bind();
      eyeArg.meshVao->bind();
      glDrawElements(GL_TRIANGLES, eyeArg.mesh.IndexCount,
        GL_UNSIGNED_SHORT, nullptr);
    });
    gl::Texture2d::unbind();
    gl::Program::clear();
    ovrHmd_EndFrameTiming(hmd);
    glEnable(GL_CULL_FACE);
    glEnable(GL_DEPTH_TEST);
  }
  void renderLatencyTestSquare() {
    OVR::Color colorToDisplay;

    // If this returns a non-0 value, we're performing a latency
    // test and must render a colored square underneath the tester 
    // (On the lens axis)
    if (ovrLatencyTest.DisplayScreenColor(colorToDisplay)) {
      latencyTestProgram->use();
      latencyTestProgram->setUniform("Color", Rift::fromOvr(colorToDisplay));

      gl::MatrixStack & mv = gl::Stacks::modelview();
      glDisable(GL_DEPTH_TEST);
      mv.with_push([&]{
        mv.identity().translate(glm::vec3(0, 0, -0.1f)).scale(0.005f);
        GlUtils::renderGeometry(latencyTestQuad, latencyTestProgram);
      });
      glEnable(GL_DEPTH_TEST);
    }
  }
示例#5
0
void GlUtils::renderGeometry(
  const gl::GeometryPtr & geometry,
    gl::ProgramPtr program) {
  program->use();
  gl::Stacks::lights().apply(program);
  gl::Stacks::projection().apply(program);
  gl::Stacks::modelview().apply(program);
  geometry->bindVertexArray();
  geometry->draw();

  gl::VertexArray::unbind();
  gl::Program::clear();
}
  void initGl() {
    RiftGlfwApp::initGl();
    glDisable(GL_BLEND);
    glDisable(GL_DEPTH_TEST);
    glEnable(GL_PRIMITIVE_RESTART);
    glPrimitiveRestartIndex(UINT_MAX);
    glClearColor(0.1f, 0.1f, 0.1f, 1.0f);

    program = GlUtils::getProgram(
        Resource::SHADERS_TEXTURED_VS,
        Resource::SHADERS_TEXTURED_FS);
    program->use();

    DistortionHelper distortionHelper(ovrHmdInfo);

    // Load scene textures and generate distortion meshes
    for_each_eye([&](StereoEye eye){
      GlUtils::getImageAsTexture(textures[eye], SCENE_IMAGES[eye]);
      distortionGeometry[eye] = distortionHelper.createDistortionMesh(glm::uvec2(64, 64), eye);
    });
  }