2016-06-16 02:33:25 +08:00
|
|
|
/****************************************************************************
|
|
|
|
Copyright (c) 2016 Google Inc.
|
2017-02-14 14:36:57 +08:00
|
|
|
Copyright (c) 2016-2017 Chukong Technologies Inc.
|
2016-06-16 02:33:25 +08:00
|
|
|
|
|
|
|
http://www.cocos2d-x.org
|
|
|
|
|
|
|
|
Permission is hereby granted, free of charge, to any person obtaining a copy
|
|
|
|
of this software and associated documentation files (the "Software"), to deal
|
|
|
|
in the Software without restriction, including without limitation the rights
|
|
|
|
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
|
|
|
copies of the Software, and to permit persons to whom the Software is
|
|
|
|
furnished to do so, subject to the following conditions:
|
|
|
|
|
|
|
|
The above copyright notice and this permission notice shall be included in
|
|
|
|
all copies or substantial portions of the Software.
|
|
|
|
|
|
|
|
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
|
|
|
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
|
|
|
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
|
|
|
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
|
|
|
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
|
|
|
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
|
|
|
|
THE SOFTWARE.
|
|
|
|
****************************************************************************/
|
|
|
|
|
|
|
|
#include "vr/CCVRDistortionMesh.h"
|
|
|
|
|
|
|
|
#include <vector>
|
|
|
|
|
|
|
|
#include "vr/CCVRDistortion.h"
|
|
|
|
#include "math/Vec2.h"
|
|
|
|
#include "platform/CCGL.h"
|
|
|
|
|
|
|
|
NS_CC_BEGIN
|
|
|
|
|
|
|
|
DistortionMesh::DistortionMesh(Distortion *distortion,
|
|
|
|
float screenWidth, float screenHeight,
|
|
|
|
float xEyeOffsetScreen, float yEyeOffsetScreen,
|
|
|
|
float textureWidth, float textureHeight,
|
|
|
|
float xEyeOffsetTexture, float yEyeOffsetTexture,
|
|
|
|
float viewportXTexture, float viewportYTexture,
|
|
|
|
float viewportWidthTexture, float viewportHeightTexture,
|
|
|
|
bool vignetteEnabled)
|
|
|
|
: _indices(-1)
|
|
|
|
, _arrayBufferID(-1)
|
|
|
|
, _elementBufferID(-1)
|
|
|
|
{
|
|
|
|
const int rows = 40;
|
|
|
|
const int cols = 40;
|
|
|
|
|
|
|
|
GLfloat vertexData[rows * cols * 5];
|
|
|
|
|
|
|
|
int vertexOffset = 0;
|
|
|
|
|
|
|
|
const float vignetteSizeTanAngle = 0.05f;
|
|
|
|
|
|
|
|
const float maxDistance = sqrtf(textureWidth * textureWidth + textureHeight * textureHeight) / 4;
|
|
|
|
|
|
|
|
for (int row = 0; row < rows; row++)
|
|
|
|
{
|
|
|
|
for (int col = 0; col < cols; col++)
|
|
|
|
{
|
|
|
|
const float uTexture = col / (cols-1.0f) * (viewportWidthTexture / textureWidth) + viewportXTexture / textureWidth;
|
|
|
|
const float vTexture = row / (rows-1.0f) * (viewportHeightTexture / textureHeight) + viewportYTexture / textureHeight;
|
|
|
|
|
|
|
|
const float xTexture = uTexture * textureWidth - xEyeOffsetTexture;
|
|
|
|
const float yTexture = vTexture * textureHeight - yEyeOffsetTexture;
|
|
|
|
const float rTexture = sqrtf(xTexture * xTexture + yTexture * yTexture) / maxDistance;
|
|
|
|
|
|
|
|
const float textureToScreen = (rTexture > 0.0f) ? distortion->distortInverse(rTexture) / rTexture : 1.0f;
|
|
|
|
|
|
|
|
const float xScreen = xTexture * textureToScreen;
|
|
|
|
const float yScreen = yTexture * textureToScreen;
|
|
|
|
|
|
|
|
const float uScreen = (xScreen + xEyeOffsetScreen) / screenWidth;
|
|
|
|
const float vScreen = (yScreen + yEyeOffsetScreen) / screenHeight;
|
|
|
|
|
|
|
|
const float vignetteSizeTexture = vignetteSizeTanAngle / textureToScreen;
|
|
|
|
|
|
|
|
const float dxTexture = xTexture + xEyeOffsetTexture - clampf(xTexture + xEyeOffsetTexture,
|
|
|
|
viewportXTexture + vignetteSizeTexture,
|
|
|
|
viewportXTexture + viewportWidthTexture - vignetteSizeTexture);
|
|
|
|
const float dyTexture = yTexture + yEyeOffsetTexture - clampf(yTexture + yEyeOffsetTexture,
|
|
|
|
viewportYTexture + vignetteSizeTexture,
|
|
|
|
viewportYTexture + viewportHeightTexture - vignetteSizeTexture);
|
|
|
|
const float drTexture = sqrtf(dxTexture * dxTexture + dyTexture * dyTexture);
|
|
|
|
|
|
|
|
float vignette = 1.0f;
|
|
|
|
if (vignetteEnabled)
|
|
|
|
vignette = 1.0f - clampf(drTexture / vignetteSizeTexture, 0.0f, 1.0f);
|
|
|
|
|
|
|
|
// position x,y (vertices)
|
|
|
|
vertexData[(vertexOffset + 0)] = 2.0f * uScreen - 1.0f;
|
|
|
|
vertexData[(vertexOffset + 1)] = 2.0f * vScreen - 1.0f;
|
|
|
|
|
|
|
|
// texture u,v
|
|
|
|
vertexData[(vertexOffset + 2)] = uTexture;
|
|
|
|
vertexData[(vertexOffset + 3)] = vTexture;
|
|
|
|
|
2016-06-22 10:22:05 +08:00
|
|
|
// vignette
|
2016-06-16 02:33:25 +08:00
|
|
|
vertexData[(vertexOffset + 4)] = vignette;
|
|
|
|
|
|
|
|
vertexOffset += 5;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
_indices = (rows-1)*cols*2+rows-2;
|
|
|
|
// GLshort indexData[_indices];
|
|
|
|
std::vector<GLshort> indexData(_indices);
|
|
|
|
const int indexDataSize = _indices * sizeof(GLshort);
|
|
|
|
|
|
|
|
int indexOffset = 0;
|
|
|
|
vertexOffset = 0;
|
|
|
|
for (int row = 0; row < rows-1; row++)
|
|
|
|
{
|
|
|
|
if (row > 0)
|
|
|
|
{
|
|
|
|
indexData[indexOffset] = indexData[(indexOffset - 1)];
|
|
|
|
indexOffset++;
|
|
|
|
}
|
|
|
|
for (int col = 0; col < cols; col++)
|
|
|
|
{
|
|
|
|
if (col > 0)
|
|
|
|
{
|
|
|
|
if (row % 2 == 0)
|
|
|
|
vertexOffset++;
|
|
|
|
else
|
|
|
|
vertexOffset--;
|
|
|
|
}
|
|
|
|
indexData[(indexOffset++)] = vertexOffset;
|
|
|
|
indexData[(indexOffset++)] = (vertexOffset + cols);
|
|
|
|
}
|
|
|
|
vertexOffset += rows;
|
|
|
|
}
|
|
|
|
|
|
|
|
GLuint bufferIDs[2] = { 0, 0 };
|
|
|
|
glGenBuffers(2, bufferIDs);
|
|
|
|
_arrayBufferID = bufferIDs[0];
|
|
|
|
_elementBufferID = bufferIDs[1];
|
|
|
|
|
|
|
|
glBindBuffer(GL_ARRAY_BUFFER, _arrayBufferID);
|
|
|
|
glBufferData(GL_ARRAY_BUFFER, sizeof(vertexData), vertexData, GL_STATIC_DRAW);
|
|
|
|
|
|
|
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _elementBufferID);
|
|
|
|
glBufferData(GL_ELEMENT_ARRAY_BUFFER, indexDataSize, &indexData[0], GL_STATIC_DRAW);
|
|
|
|
|
|
|
|
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
|
|
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
|
|
|
|
|
|
|
|
// GLCheckForError();
|
|
|
|
}
|
|
|
|
|
|
|
|
NS_CC_END
|