mirror of https://github.com/axmolengine/axmol.git
228 lines
7.9 KiB
C++
228 lines
7.9 KiB
C++
/****************************************************************************
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Copyright (c) 2016 Chukong Technologies Inc.
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Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
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http://www.cocos2d-x.org
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#include "platform/CCPlatformMacros.h"
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#include "vr/CCVRGenericRenderer.h"
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#include "vr/CCVRDistortionMesh.h"
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#include "vr/CCVRDistortion.h"
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#include "vr/CCVRGenericHeadTracker.h"
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#include "renderer/CCRenderer.h"
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#include "renderer/CCGLProgramState.h"
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#include "renderer/ccGLStateCache.h"
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#include "base/CCDirector.h"
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#include "2d/CCScene.h"
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#include "2d/CCCamera.h"
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#include "2d/CCSprite.h"
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#include "platform/CCGLView.h"
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NS_CC_BEGIN
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VRGenericRenderer::VRGenericRenderer()
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: _vignetteEnabled(true)
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, _distortion(nullptr)
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, _leftDistortionMesh(nullptr)
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, _rightDistortionMesh(nullptr)
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, _glProgramState(nullptr)
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{
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_headTracker = new VRGenericHeadTracker;
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}
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VRGenericRenderer::~VRGenericRenderer()
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{
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CC_SAFE_DELETE(_headTracker);
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CC_SAFE_RELEASE(_glProgramState);
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CC_SAFE_RELEASE(_fb);
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CC_SAFE_DELETE(_distortion);
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CC_SAFE_DELETE(_leftDistortionMesh);
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CC_SAFE_DELETE(_rightDistortionMesh);
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}
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void VRGenericRenderer::setup(GLView* /*glview*/)
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{
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// set origin to 0,0 in case origin is not 0,0
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auto vp = Camera::getDefaultViewport();
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_leftEye.viewport._bottom = vp._bottom/2 + vp._height/4;
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_leftEye.viewport._left = vp._left/4;
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_leftEye.viewport._width = vp._width/2;
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_leftEye.viewport._height = vp._height/2;
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_rightEye.viewport._bottom = vp._bottom/2 + vp._height/4;
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_rightEye.viewport._left = _leftEye.viewport._width + vp._left/2;
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_rightEye.viewport._width = vp._width/2;
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_rightEye.viewport._height = vp._height/2;
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_texSize = Size(vp._width, vp._height);
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_fb = experimental::FrameBuffer::create(1, _texSize.width, _texSize.height);
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_fb->retain();
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auto rt = experimental::RenderTarget::create(_texSize.width, _texSize.height);
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auto ds = experimental::RenderTargetDepthStencil::create(_texSize.width, _texSize.height);
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_fb->attachRenderTarget(rt);
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_fb->attachDepthStencilTarget(ds);
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_fb->setClearColor(Color4F(0,0,0,1));
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_distortion = new Distortion;
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_leftDistortionMesh = createDistortionMesh(VREye::EyeType::LEFT);
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_rightDistortionMesh = createDistortionMesh(VREye::EyeType::RIGHT);
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setupGLProgram();
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}
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void VRGenericRenderer::cleanup()
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{
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}
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VRIHeadTracker* VRGenericRenderer::getHeadTracker()
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{
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return _headTracker;
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}
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void VRGenericRenderer::render(Scene* scene, Renderer* renderer)
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{
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// FIXME: Use correct eye displacement
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const float eyeOffset = 0.5;
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auto headRotation = _headTracker->getLocalRotation();
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Mat4 leftTransform;
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Mat4::createTranslation(eyeOffset, 0, 0, &leftTransform);
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leftTransform *= headRotation;
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Mat4 rightTransform;
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Mat4::createTranslation(-eyeOffset, 0, 0, &rightTransform);
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rightTransform *= headRotation;
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_fb->applyFBO();
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auto defaultVP = Camera::getDefaultViewport();
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Camera::setDefaultViewport(_leftEye.viewport);
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scene->render(renderer, leftTransform, nullptr);
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Camera::setDefaultViewport(_rightEye.viewport);
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scene->render(renderer, rightTransform, nullptr);
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Camera::setDefaultViewport(defaultVP);
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_fb->restoreFBO();
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auto texture = _fb->getRenderTarget()->getTexture();
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GL::bindTexture2D(texture->getName());
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_glProgramState->apply(Mat4::IDENTITY);
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GLint origViewport[4];
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glGetIntegerv(GL_VIEWPORT, origViewport);
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glViewport(0, 0, _texSize.width, _texSize.height);
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renderDistortionMesh(_leftDistortionMesh, texture);
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renderDistortionMesh(_rightDistortionMesh, texture);
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glViewport(origViewport[0], origViewport[1], origViewport[2], origViewport[3]);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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CHECK_GL_ERROR_DEBUG();
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}
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void VRGenericRenderer::renderDistortionMesh(DistortionMesh *mesh, Texture2D* texture)
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{
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glBindBuffer(GL_ARRAY_BUFFER, mesh->_arrayBufferID);
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_glProgramState->setVertexAttribPointer("a_position", 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void *)(0 * sizeof(float)));
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_glProgramState->setVertexAttribPointer("a_textureCoord", 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void *)(2 * sizeof(float)));
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_glProgramState->setVertexAttribPointer("a_vignette", 1, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void *)(4 * sizeof(float)));
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_glProgramState->setUniformTexture("u_textureSampler", texture);
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_glProgramState->apply(Mat4::IDENTITY);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mesh->_elementBufferID);
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glDrawElements(GL_TRIANGLE_STRIP, mesh->_indices, GL_UNSIGNED_SHORT, 0);
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CHECK_GL_ERROR_DEBUG();
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}
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DistortionMesh* VRGenericRenderer::createDistortionMesh(VREye::EyeType eyeType)
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{
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auto vp = Camera::getDefaultViewport();
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const float screenWidth = _texSize.width;
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const float screenHeight = _texSize.height;
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const float xEyeOffsetScreen = (eyeType == VREye::EyeType::LEFT) ? screenWidth/4 + vp._left : screenWidth*3/4 + vp._left;
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const float yEyeOffsetScreen = screenHeight/2 + vp._bottom;
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const float textureWidth = _texSize.width;
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const float textureHeight = _texSize.height;
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const float xEyeOffsetTexture = (eyeType == VREye::EyeType::LEFT) ? _texSize.width/4 : _texSize.width*3/4;
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const float yEyeOffsetTexture = _texSize.height/2;
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const float viewportX = (eyeType == VREye::EyeType::LEFT) ? 0 : textureWidth/2;
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const float viewportY = 0;
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const float viewportW = textureWidth/2;
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const float viewportH = textureHeight;
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return new DistortionMesh(_distortion,
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screenWidth, screenHeight,
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xEyeOffsetScreen, yEyeOffsetScreen,
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textureWidth, textureHeight,
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xEyeOffsetTexture, yEyeOffsetTexture,
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viewportX, viewportY,
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viewportW, viewportH,
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_vignetteEnabled);
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}
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void VRGenericRenderer::setupGLProgram()
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{
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const GLchar *vertexShader =
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"\
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attribute vec2 a_position;\n\
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attribute vec2 a_textureCoord;\n\
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attribute float a_vignette;\n\
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varying vec2 v_textureCoord;\n\
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varying float v_vignette;\n\
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void main() {\n\
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gl_Position = vec4(a_position, 0.0, 1.0);\n\
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v_textureCoord = a_textureCoord.xy;\n\
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v_vignette = a_vignette;\n\
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}\n";
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const GLchar *fragmentShader =
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"\
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#ifdef GL_ES\n\
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precision mediump float;\n\
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#endif\n\
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varying vec2 v_textureCoord;\n\
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varying float v_vignette;\n\
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uniform sampler2D u_textureSampler;\n\
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void main() {\n\
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gl_FragColor = v_vignette * texture2D(u_textureSampler, v_textureCoord);\n\
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}\n";
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auto program = GLProgram::createWithByteArrays(vertexShader, fragmentShader);
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_glProgramState = GLProgramState::getOrCreateWithGLProgram(program);
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_glProgramState->retain();
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}
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NS_CC_END
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