Have you tried looking at Paul Bourke's example code for OpenGL? I don't know if it's compatible with OpenGL-ES. Note the feedback about using "glCopyTexSubImage2D instead of doing a slow glReadPixels".
AFAICT, Paul Bourke is doing essentially what you said, creating a distorted grid (your "dome object") to lay the image on.
According to this question, that's a good approach.
Updated:
Or, since iPhone's OpenGL-ES supports shaders (at least in some versions), you could get better performance using a plane distortion technique like this. You'd just have to change the formulas for uv.x
and uv.y
. Then you wouldn't need to be concerned about breaking up the image into a grid of small polygons... you'd have single-pixel resolution for free. :-)
Hm... maybe you need to define what kind of "fisheye" effect you are looking for. Seems there is more than one.
See also this question.
Updated again:
Here is some GLSL code I wrote to do a lens effect in a shader. I believe it's a hemispherical fisheye lens. It runs under WebGL, which uses OpenGL ES, so it should be adaptable for iPhone.
#ifdef GL_ES
precision highp float;
#endif
uniform vec2 resolution;
uniform vec4 mouse;
uniform sampler2D tex0;
// lens
void main(void)
{
vec2 p = gl_FragCoord.xy / resolution.xy;
vec2 m = mouse.xy / resolution.xy;
float lensSize = 0.4;
vec2 d = p - m;
float r = sqrt(dot(d, d)); // distance of pixel from mouse
vec2 uv;
if (r >= lensSize) {
uv = p;
} else {
// Thanks to Paul Bourke for these formulas; see
// http://paulbourke.net/miscellaneous/lenscorrection/
// and .../lenscorrection/lens.c
// Choose one formula to uncomment:
// SQUAREXY:
// uv = m + vec2(d.x * abs(d.x), d.y * abs(d.y));
// SQUARER:
uv = m + d * r; // a.k.a. m + normalize(d) * r * r
// SINER:
// uv = m + normalize(d) * sin(r * 3.14159 * 0.5);
// ASINR:
// uv = m + normalize(d) * asin(r) / (3.14159 * 0.5);
}
vec3 col = texture2D(tex0, vec2(uv.x, -uv.y)).xyz;
gl_FragColor = vec4(col, 1.0);
}
To test this, paste it into ShaderToy in a WebGL-enabled browser. Set input 0 to a texture like http://www.iquilezles.org/apps/shadertoy/presets/tex0.jpg or http://www.iquilezles.org/apps/shadertoy/presets/tex4.jpg
Click the play button, and drag the mouse around on the rendering area. The lens is centered on the mouse pointer.