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use gl;
use gl::types::*;
use na::Vector2;
use resource::{BufferType, AllocationType, Shader, ShaderUniform, ShaderAttribute, RenderTarget,
GPUVec};
use post_processing::post_processing_effect::PostProcessingEffect;
#[path = "../error.rs"]
mod error;
pub struct OculusStereo {
shader: Shader,
fbo_vertices: GPUVec<Vector2<f32>>,
fbo_texture: ShaderUniform<GLint>,
v_coord: ShaderAttribute<Vector2<GLfloat>>,
kappa_0: ShaderUniform<GLfloat>,
kappa_1: ShaderUniform<GLfloat>,
kappa_2: ShaderUniform<GLfloat>,
kappa_3: ShaderUniform<GLfloat>,
scale: ShaderUniform<Vector2<GLfloat>>,
scale_in: ShaderUniform<Vector2<GLfloat>>,
w: f32,
h: f32
}
impl OculusStereo {
pub fn new() -> OculusStereo {
let fbo_vertices: Vec<Vector2<GLfloat>> = vec!(
Vector2::new(-1.0, -1.0),
Vector2::new(1.0, -1.0),
Vector2::new(-1.0, 1.0),
Vector2::new(1.0, 1.0));
let mut fbo_vertices = GPUVec::new(fbo_vertices, BufferType::Array, AllocationType::StaticDraw);
fbo_vertices.load_to_gpu();
fbo_vertices.unload_from_ram();
let mut shader = Shader::new_from_str(VERTEX_SHADER, FRAGMENT_SHADER);
shader.use_program();
OculusStereo {
fbo_texture: shader.get_uniform("fbo_texture").unwrap(),
fbo_vertices: fbo_vertices,
v_coord: shader.get_attrib("v_coord").unwrap(),
kappa_0: shader.get_uniform("kappa_0").unwrap(),
kappa_1: shader.get_uniform("kappa_1").unwrap(),
kappa_2: shader.get_uniform("kappa_2").unwrap(),
kappa_3: shader.get_uniform("kappa_3").unwrap(),
scale: shader.get_uniform("Scale").unwrap(),
scale_in: shader.get_uniform("ScaleIn").unwrap(),
shader: shader,
h: 1f32,
w: 1f32,
}
}
}
impl PostProcessingEffect for OculusStereo {
fn update(&mut self, _: f32, w: f32, h: f32, _: f32, _: f32) {
self.w = w;
self.h = h;
}
fn draw(&mut self, target: &RenderTarget) {
let scale_factor = 0.9f32;
let aspect = (self.w / 2.0f32) / (self.h);
self.shader.use_program();
self.v_coord.enable();
let kappa = [1.0, 1.7, 0.7, 15.0];
self.kappa_0.upload(&kappa[0]);
self.kappa_1.upload(&kappa[1]);
self.kappa_2.upload(&kappa[2]);
self.kappa_3.upload(&kappa[3]);
self.scale.upload(&Vector2::new(0.5f32, aspect));
self.scale_in.upload(&Vector2::new(2.0f32 * scale_factor, 1.0f32 / aspect * scale_factor));
verify!(gl::ClearColor(0.0, 0.0, 0.0, 1.0));
verify!(gl::Clear(gl::COLOR_BUFFER_BIT | gl::DEPTH_BUFFER_BIT));
verify!(gl::BindTexture(gl::TEXTURE_2D, target.texture_id()));
self.fbo_texture.upload(&0);
self.v_coord.bind(&mut self.fbo_vertices);
verify!(gl::DrawArrays(gl::TRIANGLE_STRIP, 0, 4));
self.v_coord.disable();
}
}
static VERTEX_SHADER: &'static str =
"
#version 120
attribute vec2 v_coord;
uniform sampler2D fbo_texture;
varying vec2 f_texcoord;
void main(void) {
gl_Position = vec4(v_coord, 0.0, 1.0);
f_texcoord = (v_coord + 1.0) / 2.0;
}
";
static FRAGMENT_SHADER: &'static str =
"
#version 120
uniform sampler2D fbo_texture;
uniform float kappa_0;
uniform float kappa_1;
uniform float kappa_2;
uniform float kappa_3;
const vec2 LensCenterLeft = vec2(0.25, 0.5);
const vec2 LensCenterRight = vec2(0.75, 0.5);
uniform vec2 Scale;
uniform vec2 ScaleIn;
varying vec2 v_coord;
varying vec2 f_texcoord;
void main()
{
vec2 theta;
float rSq;
vec2 rvector;
vec2 tc;
bool left_eye;
if (f_texcoord.x < 0.5) {
left_eye = true;
} else {
left_eye = false;
}
if (left_eye) {
theta = (f_texcoord - LensCenterLeft) * ScaleIn;
} else {
theta = (f_texcoord - LensCenterRight) * ScaleIn;
}
rSq = theta.x * theta.x + theta.y * theta.y;
rvector = theta * (kappa_0 + kappa_1 * rSq + kappa_2 * rSq * rSq + kappa_3 * rSq * rSq * rSq);
if (left_eye) {
tc = LensCenterLeft + Scale * rvector;
} else {
tc = LensCenterRight + Scale * rvector;
}
//keep within bounds of texture
if ((left_eye && (tc.x < 0.0 || tc.x > 0.5)) ||
(!left_eye && (tc.x < 0.5 || tc.x > 1.0)) ||
tc.y < 0.0 || tc.y > 1.0) {
discard;
}
gl_FragColor = texture2D(fbo_texture, tc);
}
";