libgoatvr

annotate src/vr.c @ 8:3d9ec6fe97d7

- added distortion mesh generation for the OpenHMD module (unfinished) - changed internal implementation function naming to use the vrimp_ prefix - added an opengl helper function to load extension entry points
author John Tsiombikas <nuclear@member.fsf.org>
date Sat, 20 Sep 2014 13:22:53 +0300
parents 6896f9cf9621
children 34d4643d61f9
rev   line source
nuclear@0 1 #include <stdio.h>
nuclear@7 2 #include <stdlib.h>
nuclear@0 3 #include <string.h>
nuclear@5 4 #include "opengl.h"
nuclear@0 5 #include "vr.h"
nuclear@0 6 #include "vr_impl.h"
nuclear@0 7 #include "mathutil.h"
nuclear@0 8
nuclear@0 9
nuclear@5 10 static void fallback_present(void);
nuclear@0 11
nuclear@0 12
nuclear@0 13 static struct vr_module *vrm;
nuclear@0 14 static float idmat[] = {
nuclear@0 15 1, 0, 0, 0,
nuclear@0 16 0, 1, 0, 0,
nuclear@0 17 0, 0, 1, 0,
nuclear@0 18 0, 0, 0, 1
nuclear@0 19 };
nuclear@0 20 static float fbtex_rect[] = {
nuclear@0 21 0, 0, 1, 1
nuclear@0 22 };
nuclear@0 23
nuclear@5 24 static void *defopt; /* default options db */
nuclear@5 25
nuclear@5 26 static struct {
nuclear@5 27 float umin, umax, vmin, vmax;
nuclear@5 28 int tex;
nuclear@5 29 } rtarg[2];
nuclear@5 30
nuclear@5 31
nuclear@0 32 int vr_init(void)
nuclear@0 33 {
nuclear@0 34 int i, nmodules;
nuclear@7 35 char *vrmod_env;
nuclear@0 36
nuclear@5 37 /* create the default options database */
nuclear@5 38 if(!defopt && (defopt = create_options())) {
nuclear@5 39 set_option_float(defopt, VR_OPT_EYE_HEIGHT, 1.675);
nuclear@5 40 set_option_float(defopt, VR_OPT_IPD, 0.064);
nuclear@5 41 }
nuclear@5 42
nuclear@0 43 if(vrm) {
nuclear@0 44 vr_shutdown();
nuclear@0 45 }
nuclear@0 46
nuclear@0 47 vr_init_modules();
nuclear@0 48
nuclear@0 49 nmodules = vr_get_num_modules();
nuclear@0 50 for(i=0; i<nmodules; i++) {
nuclear@0 51 struct vr_module *m = vr_get_module(i);
nuclear@0 52 if(m->init() != -1) {
nuclear@0 53 /* add to the active modules array */
nuclear@0 54 vr_activate_module(i);
nuclear@0 55 }
nuclear@0 56 }
nuclear@0 57
nuclear@7 58 if(!vr_get_num_active_modules()) {
nuclear@0 59 return -1;
nuclear@0 60 }
nuclear@7 61
nuclear@7 62 if((vrmod_env = getenv("VR_MODULE"))) {
nuclear@7 63 vr_use_module_named(vrmod_env);
nuclear@7 64 } else {
nuclear@7 65 vr_use_module(0);
nuclear@7 66 }
nuclear@0 67 return 0;
nuclear@0 68 }
nuclear@0 69
nuclear@0 70 void vr_shutdown(void)
nuclear@0 71 {
nuclear@0 72 vr_clear_modules();
nuclear@0 73 vrm = 0;
nuclear@0 74 fbtex_rect[0] = fbtex_rect[1] = 0;
nuclear@0 75 fbtex_rect[2] = fbtex_rect[3] = 1;
nuclear@0 76 }
nuclear@0 77
nuclear@0 78 int vr_module_count(void)
nuclear@0 79 {
nuclear@0 80 return vr_get_num_active_modules();
nuclear@0 81 }
nuclear@0 82
nuclear@0 83 const char *vr_module_name(int idx)
nuclear@0 84 {
nuclear@0 85 struct vr_module *m = vr_get_active_module(idx);
nuclear@0 86 if(!m) {
nuclear@0 87 return 0;
nuclear@0 88 }
nuclear@0 89 return m->name;
nuclear@0 90 }
nuclear@0 91
nuclear@0 92 int vr_use_module(int idx)
nuclear@0 93 {
nuclear@0 94 if(idx >= 0 && idx < vr_get_num_active_modules()) {
nuclear@0 95 struct vr_module *m = vr_get_active_module(idx);
nuclear@0 96 if(m != vrm) {
nuclear@0 97 vrm = m;
nuclear@0 98 printf("using vr module: %s\n", vrm->name);
nuclear@0 99 }
nuclear@0 100 return 0;
nuclear@0 101 }
nuclear@0 102 return -1;
nuclear@0 103 }
nuclear@0 104
nuclear@0 105 int vr_use_module_named(const char *name)
nuclear@0 106 {
nuclear@0 107 int i, count = vr_get_num_active_modules();
nuclear@0 108
nuclear@0 109 for(i=0; i<count; i++) {
nuclear@0 110 struct vr_module *m = vr_get_active_module(i);
nuclear@0 111 if(strcmp(m->name, name) == 0) {
nuclear@0 112 return vr_use_module(i);
nuclear@0 113 }
nuclear@0 114 }
nuclear@0 115 return -1;
nuclear@0 116 }
nuclear@0 117
nuclear@0 118 void vr_set_opti(const char *optname, int val)
nuclear@0 119 {
nuclear@0 120 if(vrm && vrm->set_option) {
nuclear@0 121 vrm->set_option(optname, OTYPE_INT, &val);
nuclear@5 122 } else {
nuclear@5 123 set_option_int(defopt, optname, val);
nuclear@0 124 }
nuclear@0 125 }
nuclear@0 126
nuclear@0 127 void vr_set_optf(const char *optname, float val)
nuclear@0 128 {
nuclear@0 129 if(vrm && vrm->set_option) {
nuclear@0 130 vrm->set_option(optname, OTYPE_FLOAT, &val);
nuclear@5 131 } else {
nuclear@5 132 set_option_float(defopt, optname, val);
nuclear@0 133 }
nuclear@0 134 }
nuclear@0 135
nuclear@0 136 int vr_get_opti(const char *optname)
nuclear@0 137 {
nuclear@0 138 int res = 0;
nuclear@0 139
nuclear@5 140 if(!vrm || !vrm->get_option || vrm->get_option(optname, OTYPE_INT, &res) == -1) {
nuclear@5 141 get_option_int(defopt, optname, &res); /* fallback */
nuclear@0 142 }
nuclear@0 143 return res;
nuclear@0 144 }
nuclear@0 145
nuclear@0 146 float vr_get_optf(const char *optname)
nuclear@0 147 {
nuclear@0 148 float res = 0.0f;
nuclear@0 149
nuclear@5 150 if(!vrm || !vrm->get_option || vrm->get_option(optname, OTYPE_FLOAT, &res) == -1) {
nuclear@5 151 get_option_float(defopt, optname, &res); /* fallback */
nuclear@0 152 }
nuclear@0 153 return res;
nuclear@0 154 }
nuclear@0 155
nuclear@0 156
nuclear@0 157 int vr_view_translation(int eye, float *vec)
nuclear@0 158 {
nuclear@0 159 if(vrm && vrm->translation) {
nuclear@0 160 vrm->translation(eye, vec);
nuclear@0 161 return 1;
nuclear@0 162 }
nuclear@0 163 vec[0] = vec[1] = vec[2] = 0.0f;
nuclear@0 164 return 0;
nuclear@0 165 }
nuclear@0 166
nuclear@0 167 int vr_view_rotation(int eye, float *quat)
nuclear@0 168 {
nuclear@0 169 if(vrm && vrm->rotation) {
nuclear@0 170 vrm->rotation(eye, quat);
nuclear@0 171 return 1;
nuclear@0 172 }
nuclear@0 173 quat[0] = quat[1] = quat[2] = 0.0f;
nuclear@0 174 quat[3] = 1.0f;
nuclear@0 175 return 0;
nuclear@0 176 }
nuclear@0 177
nuclear@0 178 int vr_view_matrix(int eye, float *mat)
nuclear@0 179 {
nuclear@0 180 int have_trans, have_rot;
nuclear@0 181 float offs[3], quat[4];
nuclear@0 182 float rmat[16], tmat[16];
nuclear@0 183
nuclear@0 184 if(vrm && vrm->view_matrix) {
nuclear@0 185 vrm->view_matrix(eye, mat);
nuclear@0 186 return 1;
nuclear@0 187 }
nuclear@0 188
nuclear@0 189 have_trans = vr_view_translation(eye, offs);
nuclear@0 190 have_rot = vr_view_rotation(eye, quat);
nuclear@0 191
nuclear@0 192 if(!have_trans && !have_rot) {
nuclear@5 193 memcpy(mat, idmat, sizeof idmat);
nuclear@0 194 return 0;
nuclear@0 195 }
nuclear@0 196
nuclear@0 197 offs[0] = -offs[0];
nuclear@0 198 offs[1] = -offs[1];
nuclear@0 199 offs[2] = -offs[2];
nuclear@0 200
nuclear@8 201 vrimp_translation_matrix(offs, tmat);
nuclear@8 202 vrimp_rotation_matrix(quat, rmat);
nuclear@8 203 vrimp_mult_matrix(mat, tmat, rmat);
nuclear@0 204 return 1;
nuclear@0 205 }
nuclear@0 206
nuclear@0 207 int vr_proj_matrix(int eye, float znear, float zfar, float *mat)
nuclear@0 208 {
nuclear@0 209 if(vrm && vrm->proj_matrix) {
nuclear@0 210 vrm->proj_matrix(eye, znear, zfar, mat);
nuclear@0 211 return 1;
nuclear@0 212 }
nuclear@0 213 memcpy(mat, idmat, sizeof idmat);
nuclear@0 214 return 0;
nuclear@0 215 }
nuclear@0 216
nuclear@0 217 void vr_begin(int eye)
nuclear@0 218 {
nuclear@0 219 if(vrm && vrm->begin) {
nuclear@0 220 vrm->begin(eye);
nuclear@0 221 }
nuclear@0 222 }
nuclear@0 223
nuclear@0 224 void vr_end(void)
nuclear@0 225 {
nuclear@0 226 if(vrm && vrm->end) {
nuclear@0 227 vrm->end();
nuclear@0 228 }
nuclear@0 229 }
nuclear@0 230
nuclear@0 231 int vr_swap_buffers(void)
nuclear@0 232 {
nuclear@0 233 int res = 0;
nuclear@0 234
nuclear@0 235 if(vrm && vrm->present) {
nuclear@0 236 res = vrm->present();
nuclear@0 237 }
nuclear@0 238
nuclear@0 239 if(!res) {
nuclear@5 240 fallback_present();
nuclear@8 241 vrimp_swap_buffers();
nuclear@0 242 }
nuclear@0 243 return 0;
nuclear@0 244 }
nuclear@0 245
nuclear@0 246 void vr_output_texture(unsigned int tex, float umin, float vmin, float umax, float vmax)
nuclear@0 247 {
nuclear@0 248 float halfu = (umax + umin) * 0.5f;
nuclear@0 249
nuclear@0 250 vr_output_texture_eye(VR_EYE_LEFT, tex, umin, vmin, halfu, vmax);
nuclear@0 251 vr_output_texture_eye(VR_EYE_RIGHT, tex, halfu, vmin, umax, vmax);
nuclear@0 252 }
nuclear@0 253
nuclear@0 254 void vr_output_texture_eye(int eye, unsigned int tex, float umin, float vmin, float umax, float vmax)
nuclear@0 255 {
nuclear@0 256 if(vrm && vrm->set_eye_texture) {
nuclear@0 257 vrm->set_eye_texture(eye, tex, umin, vmin, umax, vmax);
nuclear@5 258 } else {
nuclear@5 259 rtarg[eye].tex = tex;
nuclear@5 260 rtarg[eye].umin = umin;
nuclear@5 261 rtarg[eye].umax = umax;
nuclear@5 262 rtarg[eye].vmin = vmin;
nuclear@5 263 rtarg[eye].vmax = vmax;
nuclear@0 264 }
nuclear@0 265 }
nuclear@0 266
nuclear@0 267 void vr_recenter(void)
nuclear@0 268 {
nuclear@0 269 if(vrm && vrm->recenter) {
nuclear@0 270 vrm->recenter();
nuclear@0 271 }
nuclear@0 272 }
nuclear@0 273
nuclear@5 274 static void fallback_present(void)
nuclear@5 275 {
nuclear@5 276 int i;
nuclear@0 277
nuclear@5 278 glPushAttrib(GL_ENABLE_BIT | GL_TRANSFORM_BIT);
nuclear@0 279
nuclear@5 280 glDisable(GL_LIGHTING);
nuclear@5 281 glDisable(GL_DEPTH_TEST);
nuclear@5 282 glDisable(GL_ALPHA_TEST);
nuclear@5 283 glDisable(GL_STENCIL_TEST);
nuclear@5 284 glDisable(GL_FOG);
nuclear@5 285
nuclear@5 286 glEnable(GL_TEXTURE_2D);
nuclear@5 287
nuclear@5 288 glMatrixMode(GL_MODELVIEW);
nuclear@5 289 glPushMatrix();
nuclear@5 290 glLoadIdentity();
nuclear@5 291 glMatrixMode(GL_PROJECTION);
nuclear@5 292 glPushMatrix();
nuclear@5 293 glLoadIdentity();
nuclear@5 294
nuclear@5 295 for(i=0; i<2; i++) {
nuclear@5 296 float x0 = i == 0 ? -1 : 0;
nuclear@5 297 float x1 = i == 0 ? 0 : 1;
nuclear@5 298
nuclear@5 299 glBindTexture(GL_TEXTURE_2D, rtarg[i].tex);
nuclear@5 300
nuclear@5 301 glBegin(GL_QUADS);
nuclear@5 302 glTexCoord2f(rtarg[i].umin, rtarg[i].vmin);
nuclear@5 303 glVertex2f(x0, -1);
nuclear@5 304 glTexCoord2f(rtarg[i].umax, rtarg[i].vmin);
nuclear@5 305 glVertex2f(x1, -1);
nuclear@5 306 glTexCoord2f(rtarg[i].umax, rtarg[i].vmax);
nuclear@5 307 glVertex2f(x1, 1);
nuclear@5 308 glTexCoord2f(rtarg[i].umin, rtarg[i].vmax);
nuclear@5 309 glVertex2f(x0, 1);
nuclear@5 310 glEnd();
nuclear@5 311 }
nuclear@5 312
nuclear@5 313 glPopMatrix();
nuclear@5 314 glMatrixMode(GL_MODELVIEW);
nuclear@5 315 glPopMatrix();
nuclear@5 316
nuclear@5 317 glPopAttrib();
nuclear@0 318 }