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nuclear@5
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1 #include <stdio.h>
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nuclear@5
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2 #include <stdlib.h>
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nuclear@5
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3 #include <assert.h>
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4 #include <SDL2/SDL.h>
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5 #include <GL/glew.h>
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6 #include "vr.h"
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7
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8 int init(void);
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9 void cleanup(void);
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10 void toggle_hmd_fullscreen(void);
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11 void display(void);
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12 void draw_scene(void);
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13 void draw_box(float xsz, float ysz, float zsz, float norm_sign);
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14 void update_rtarg(int width, int height);
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15 int handle_event(SDL_Event *ev);
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16 int key_event(int key, int state);
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17 void reshape(int x, int y);
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18 unsigned int next_pow2(unsigned int x);
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19 void quat_to_matrix(const float *quat, float *mat);
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20 unsigned int gen_chess_tex(float r0, float g0, float b0, float r1, float g1, float b1);
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21
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22 static SDL_Window *win;
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23 static SDL_GLContext ctx;
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24 static int win_width, win_height;
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25
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26 static unsigned int fbo, fb_tex, fb_depth;
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27 static int fb_width, fb_height;
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28 static int fb_tex_width, fb_tex_height;
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29
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30 static unsigned int chess_tex;
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31
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32
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33 int main(int argc, char **argv)
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34 {
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35 if(init() == -1) {
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36 return 1;
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37 }
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38
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39 for(;;) {
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40 SDL_Event ev;
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41 while(SDL_PollEvent(&ev)) {
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42 if(handle_event(&ev) == -1) {
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43 goto done;
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44 }
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45 }
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46 display();
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47 }
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48
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49 done:
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50 cleanup();
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51 return 0;
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52 }
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53
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54
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55 int init(void)
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56 {
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57 int x, y;
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58 unsigned int flags;
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59
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60 SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER);
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61
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62 x = y = SDL_WINDOWPOS_UNDEFINED;
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63 flags = SDL_WINDOW_OPENGL;
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64 if(!(win = SDL_CreateWindow("press 'f' to move to the HMD", x, y, 1280, 800, flags))) {
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65 fprintf(stderr, "failed to create window\n");
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66 return -1;
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67 }
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68 if(!(ctx = SDL_GL_CreateContext(win))) {
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69 fprintf(stderr, "failed to create OpenGL context\n");
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70 return -1;
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71 }
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72
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73 glewInit();
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74
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75 if(vr_init() == -1) {
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76 return -1;
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77 }
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78
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79 /* resize our window to match the HMD resolution */
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80 win_width = vr_get_opti(VR_OPT_DISPLAY_WIDTH);
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81 win_height = vr_get_opti(VR_OPT_DISPLAY_HEIGHT);
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82 if(!win_width || !win_height) {
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83 SDL_GetWindowSize(win, &win_width, &win_height);
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84 } else {
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85 SDL_SetWindowSize(win, win_width, win_height);
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86 SDL_SetWindowPosition(win, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED);
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87 }
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88
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89 /* and create a single render target texture to encompass both eyes */
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90 fb_width = vr_get_opti(VR_OPT_LEYE_XRES) + vr_get_opti(VR_OPT_REYE_XRES);
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91 fb_height = vr_get_opti(VR_OPT_LEYE_YRES); /* assuming both are the same */
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92 if(!fb_width || !fb_height) {
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93 fb_width = win_width;
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94 fb_height = win_height;
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95 }
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96 update_rtarg(fb_width, fb_height);
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97
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98 /* set our render texture and its active area */
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99 vr_output_texture(fb_tex, 0, 0, (float)fb_width / (float)fb_tex_width, (float)fb_height / (float)fb_tex_height);
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100
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101 glEnable(GL_DEPTH_TEST);
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102 glEnable(GL_CULL_FACE);
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103 glEnable(GL_LIGHTING);
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104 glEnable(GL_LIGHT0);
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105 glEnable(GL_LIGHT1);
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106 glEnable(GL_NORMALIZE);
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107
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108 glClearColor(0.5, 0.1, 0.1, 1);
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109
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110 chess_tex = gen_chess_tex(1.0, 0.7, 0.4, 0.4, 0.7, 1.0);
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111 return 0;
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112 }
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113
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114 void cleanup(void)
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115 {
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116 vr_shutdown();
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117 SDL_Quit();
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118 }
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119
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120 void toggle_hmd_fullscreen(void)
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121 {
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122 static int fullscr, prev_x, prev_y;
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123 fullscr = !fullscr;
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124
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125 if(fullscr) {
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126 /* going fullscreen on the rift. save current window position, and move it
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127 * to the rift's part of the desktop before going fullscreen
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128 */
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129 SDL_GetWindowPosition(win, &prev_x, &prev_y);
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130 SDL_SetWindowPosition(win, vr_get_opti(VR_OPT_WIN_XOFFS), vr_get_opti(VR_OPT_WIN_YOFFS));
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131 SDL_SetWindowFullscreen(win, SDL_WINDOW_FULLSCREEN_DESKTOP);
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132 } else {
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133 /* return to windowed mode and move the window back to its original position */
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134 SDL_SetWindowFullscreen(win, 0);
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135 SDL_SetWindowPosition(win, prev_x, prev_y);
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136 }
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137 }
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138
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139 void display(void)
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140 {
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141 int i;
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142 float proj_mat[16];
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143 float rot_mat[16], view_mat[16];
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144
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145 /* start drawing onto our texture render target */
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146 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
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147 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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148
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149 /* for each eye ... */
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150 for(i=0; i<2; i++) {
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151 vr_begin(i);
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152
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153 /* -- viewport transformation --
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154 * setup the viewport to draw in the left half of the framebuffer when we're
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155 * rendering the left eye's view (0, 0, width/2, height), and in the right half
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156 * of the framebuffer for the right eye's view (width/2, 0, width/2, height)
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157 */
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158 glViewport(i == 0 ? 0 : fb_width / 2, 0, fb_width / 2, fb_height);
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159
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160 glMatrixMode(GL_PROJECTION);
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161 /* -- projection transformation --
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162 * we'll just have to use the projection matrix supplied by the oculus SDK for this eye
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163 * note that libovr matrices are the transpose of what OpenGL expects, so we have to
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164 * use glLoadTransposeMatrixf instead of glLoadMatrixf to load it.
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165 */
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166 if(vr_proj_matrix(i, 0.5, 500.0, proj_mat)) {
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167 glLoadTransposeMatrixf(proj_mat);
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168 } else {
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169 glLoadIdentity();
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170 gluPerspective(50.0, (float)fb_width / 2.0 / (float)fb_height, 0.5, 500.0);
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171 }
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172
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173 /* -- view/camera transformation --
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174 * we need to construct a view matrix by combining all the information provided by the oculus
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175 * SDK, about the position and orientation of the user's head in the world.
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176 */
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177 glMatrixMode(GL_MODELVIEW);
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178 vr_view_matrix(i, view_mat);
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179 glLoadTransposeMatrixf(view_mat);
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180 /* move the camera to the eye level of the user */
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181 glTranslatef(0, -vr_get_optf(VR_OPT_EYE_HEIGHT), 0);
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182
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183 /* finally draw the scene for this eye */
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184 draw_scene();
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185
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186 vr_end();
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187 }
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188
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189 /* after drawing both eyes into the texture render target, revert to drawing directly to the
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190 * display, and we call ovrHmd_EndFrame, to let the Oculus SDK draw both images properly
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191 * compensated for lens distortion and chromatic abberation onto the HMD screen.
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192 */
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193 glBindFramebuffer(GL_FRAMEBUFFER, 0);
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194 glViewport(0, 0, win_width, win_height);
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195
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196 vr_swap_buffers();
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197
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198 assert(glGetError() == GL_NO_ERROR);
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199 }
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200
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201 void draw_scene(void)
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202 {
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203 int i;
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204 float grey[] = {0.8, 0.8, 0.8, 1};
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205 float col[] = {0, 0, 0, 1};
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206 float lpos[][4] = {
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207 {-8, 2, 10, 1},
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208 {0, 15, 0, 1}
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209 };
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210 float lcol[][4] = {
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211 {0.8, 0.8, 0.8, 1},
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212 {0.4, 0.3, 0.3, 1}
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213 };
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214
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215 for(i=0; i<2; i++) {
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216 glLightfv(GL_LIGHT0 + i, GL_POSITION, lpos[i]);
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217 glLightfv(GL_LIGHT0 + i, GL_DIFFUSE, lcol[i]);
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218 }
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219
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220 glMatrixMode(GL_MODELVIEW);
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221
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222 glPushMatrix();
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223 glTranslatef(0, 10, 0);
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224 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, grey);
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225 glBindTexture(GL_TEXTURE_2D, chess_tex);
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226 glEnable(GL_TEXTURE_2D);
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227 draw_box(30, 20, 30, -1.0);
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228 glDisable(GL_TEXTURE_2D);
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229 glPopMatrix();
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230
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231 for(i=0; i<4; i++) {
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232 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, grey);
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233 glPushMatrix();
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234 glTranslatef(i & 1 ? 5 : -5, 1, i & 2 ? -5 : 5);
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235 draw_box(0.5, 2, 0.5, 1.0);
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236 glPopMatrix();
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237
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238 col[0] = i & 1 ? 1.0 : 0.3;
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239 col[1] = i == 0 ? 1.0 : 0.3;
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240 col[2] = i & 2 ? 1.0 : 0.3;
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241 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, col);
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242
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243 glPushMatrix();
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244 if(i & 1) {
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245 glTranslatef(0, 0.25, i & 2 ? 2 : -2);
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246 } else {
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247 glTranslatef(i & 2 ? 2 : -2, 0.25, 0);
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248 }
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249 draw_box(0.5, 0.5, 0.5, 1.0);
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250 glPopMatrix();
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251 }
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252 }
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253
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254 void draw_box(float xsz, float ysz, float zsz, float norm_sign)
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255 {
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256 glMatrixMode(GL_MODELVIEW);
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257 glScalef(xsz * 0.5, ysz * 0.5, zsz * 0.5);
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258
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259 if(norm_sign < 0.0) {
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260 glFrontFace(GL_CW);
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261 }
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262
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263 glBegin(GL_QUADS);
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264 glNormal3f(0, 0, 1 * norm_sign);
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265 glTexCoord2f(0, 0); glVertex3f(-1, -1, 1);
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266 glTexCoord2f(1, 0); glVertex3f(1, -1, 1);
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267 glTexCoord2f(1, 1); glVertex3f(1, 1, 1);
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268 glTexCoord2f(0, 1); glVertex3f(-1, 1, 1);
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269 glNormal3f(1 * norm_sign, 0, 0);
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270 glTexCoord2f(0, 0); glVertex3f(1, -1, 1);
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271 glTexCoord2f(1, 0); glVertex3f(1, -1, -1);
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272 glTexCoord2f(1, 1); glVertex3f(1, 1, -1);
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273 glTexCoord2f(0, 1); glVertex3f(1, 1, 1);
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274 glNormal3f(0, 0, -1 * norm_sign);
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275 glTexCoord2f(0, 0); glVertex3f(1, -1, -1);
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276 glTexCoord2f(1, 0); glVertex3f(-1, -1, -1);
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277 glTexCoord2f(1, 1); glVertex3f(-1, 1, -1);
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278 glTexCoord2f(0, 1); glVertex3f(1, 1, -1);
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279 glNormal3f(-1 * norm_sign, 0, 0);
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280 glTexCoord2f(0, 0); glVertex3f(-1, -1, -1);
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281 glTexCoord2f(1, 0); glVertex3f(-1, -1, 1);
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282 glTexCoord2f(1, 1); glVertex3f(-1, 1, 1);
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283 glTexCoord2f(0, 1); glVertex3f(-1, 1, -1);
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284 glEnd();
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285 glBegin(GL_TRIANGLE_FAN);
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286 glNormal3f(0, 1 * norm_sign, 0);
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287 glTexCoord2f(0.5, 0.5); glVertex3f(0, 1, 0);
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288 glTexCoord2f(0, 0); glVertex3f(-1, 1, 1);
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289 glTexCoord2f(1, 0); glVertex3f(1, 1, 1);
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290 glTexCoord2f(1, 1); glVertex3f(1, 1, -1);
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291 glTexCoord2f(0, 1); glVertex3f(-1, 1, -1);
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292 glTexCoord2f(0, 0); glVertex3f(-1, 1, 1);
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293 glEnd();
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294 glBegin(GL_TRIANGLE_FAN);
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295 glNormal3f(0, -1 * norm_sign, 0);
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296 glTexCoord2f(0.5, 0.5); glVertex3f(0, -1, 0);
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297 glTexCoord2f(0, 0); glVertex3f(-1, -1, -1);
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298 glTexCoord2f(1, 0); glVertex3f(1, -1, -1);
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299 glTexCoord2f(1, 1); glVertex3f(1, -1, 1);
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300 glTexCoord2f(0, 1); glVertex3f(-1, -1, 1);
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301 glTexCoord2f(0, 0); glVertex3f(-1, -1, -1);
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302 glEnd();
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303
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304 glFrontFace(GL_CCW);
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305 }
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306
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307 /* update_rtarg creates (and/or resizes) the render target used to draw the two stero views */
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308 void update_rtarg(int width, int height)
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309 {
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310 if(!fbo) {
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311 /* if fbo does not exist, then nothing does... create every opengl object */
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312 glGenFramebuffers(1, &fbo);
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313 glGenTextures(1, &fb_tex);
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314 glGenRenderbuffers(1, &fb_depth);
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315
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316 glBindTexture(GL_TEXTURE_2D, fb_tex);
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317 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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318 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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319 }
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320
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321 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
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322
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nuclear@5
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323 /* calculate the next power of two in both dimensions and use that as a texture size */
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324 fb_tex_width = next_pow2(width);
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325 fb_tex_height = next_pow2(height);
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326
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327 /* create and attach the texture that will be used as a color buffer */
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328 glBindTexture(GL_TEXTURE_2D, fb_tex);
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329 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, fb_tex_width, fb_tex_height, 0,
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330 GL_RGBA, GL_UNSIGNED_BYTE, 0);
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331 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, fb_tex, 0);
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332
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333 /* create and attach the renderbuffer that will serve as our z-buffer */
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334 glBindRenderbuffer(GL_RENDERBUFFER, fb_depth);
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nuclear@5
|
335 glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, fb_tex_width, fb_tex_height);
|
nuclear@5
|
336 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, fb_depth);
|
nuclear@5
|
337
|
nuclear@5
|
338 if(glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
|
nuclear@5
|
339 fprintf(stderr, "incomplete framebuffer!\n");
|
nuclear@5
|
340 }
|
nuclear@5
|
341
|
nuclear@5
|
342 glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
nuclear@5
|
343 printf("created render target: %dx%d (texture size: %dx%d)\n", width, height, fb_tex_width, fb_tex_height);
|
nuclear@5
|
344 }
|
nuclear@5
|
345
|
nuclear@5
|
346 int handle_event(SDL_Event *ev)
|
nuclear@5
|
347 {
|
nuclear@5
|
348 switch(ev->type) {
|
nuclear@5
|
349 case SDL_QUIT:
|
nuclear@5
|
350 return -1;
|
nuclear@5
|
351
|
nuclear@5
|
352 case SDL_KEYDOWN:
|
nuclear@5
|
353 case SDL_KEYUP:
|
nuclear@5
|
354 if(key_event(ev->key.keysym.sym, ev->key.state == SDL_PRESSED) == -1) {
|
nuclear@5
|
355 return -1;
|
nuclear@5
|
356 }
|
nuclear@5
|
357 break;
|
nuclear@5
|
358
|
nuclear@5
|
359 default:
|
nuclear@5
|
360 break;
|
nuclear@5
|
361 }
|
nuclear@5
|
362
|
nuclear@5
|
363 return 0;
|
nuclear@5
|
364 }
|
nuclear@5
|
365
|
nuclear@5
|
366 int key_event(int key, int state)
|
nuclear@5
|
367 {
|
nuclear@5
|
368 if(state) {
|
nuclear@5
|
369 switch(key) {
|
nuclear@5
|
370 case 27:
|
nuclear@5
|
371 return -1;
|
nuclear@5
|
372
|
nuclear@5
|
373 case ' ':
|
nuclear@5
|
374 /* allow the user to recenter by pressing space */
|
nuclear@5
|
375 vr_recenter();
|
nuclear@5
|
376 break;
|
nuclear@5
|
377
|
nuclear@5
|
378 case 'f':
|
nuclear@5
|
379 /* press f to move the window to the HMD */
|
nuclear@5
|
380 toggle_hmd_fullscreen();
|
nuclear@5
|
381 break;
|
nuclear@5
|
382
|
nuclear@5
|
383 default:
|
nuclear@5
|
384 break;
|
nuclear@5
|
385 }
|
nuclear@5
|
386 }
|
nuclear@5
|
387 return 0;
|
nuclear@5
|
388 }
|
nuclear@5
|
389
|
nuclear@5
|
390 unsigned int next_pow2(unsigned int x)
|
nuclear@5
|
391 {
|
nuclear@5
|
392 x -= 1;
|
nuclear@5
|
393 x |= x >> 1;
|
nuclear@5
|
394 x |= x >> 2;
|
nuclear@5
|
395 x |= x >> 4;
|
nuclear@5
|
396 x |= x >> 8;
|
nuclear@5
|
397 x |= x >> 16;
|
nuclear@5
|
398 return x + 1;
|
nuclear@5
|
399 }
|
nuclear@5
|
400
|
nuclear@5
|
401 /* convert a quaternion to a rotation matrix */
|
nuclear@5
|
402 void quat_to_matrix(const float *quat, float *mat)
|
nuclear@5
|
403 {
|
nuclear@5
|
404 mat[0] = 1.0 - 2.0 * quat[1] * quat[1] - 2.0 * quat[2] * quat[2];
|
nuclear@5
|
405 mat[4] = 2.0 * quat[0] * quat[1] + 2.0 * quat[3] * quat[2];
|
nuclear@5
|
406 mat[8] = 2.0 * quat[2] * quat[0] - 2.0 * quat[3] * quat[1];
|
nuclear@5
|
407 mat[12] = 0.0f;
|
nuclear@5
|
408
|
nuclear@5
|
409 mat[1] = 2.0 * quat[0] * quat[1] - 2.0 * quat[3] * quat[2];
|
nuclear@5
|
410 mat[5] = 1.0 - 2.0 * quat[0]*quat[0] - 2.0 * quat[2]*quat[2];
|
nuclear@5
|
411 mat[9] = 2.0 * quat[1] * quat[2] + 2.0 * quat[3] * quat[0];
|
nuclear@5
|
412 mat[13] = 0.0f;
|
nuclear@5
|
413
|
nuclear@5
|
414 mat[2] = 2.0 * quat[2] * quat[0] + 2.0 * quat[3] * quat[1];
|
nuclear@5
|
415 mat[6] = 2.0 * quat[1] * quat[2] - 2.0 * quat[3] * quat[0];
|
nuclear@5
|
416 mat[10] = 1.0 - 2.0 * quat[0]*quat[0] - 2.0 * quat[1]*quat[1];
|
nuclear@5
|
417 mat[14] = 0.0f;
|
nuclear@5
|
418
|
nuclear@5
|
419 mat[3] = mat[7] = mat[11] = 0.0f;
|
nuclear@5
|
420 mat[15] = 1.0f;
|
nuclear@5
|
421 }
|
nuclear@5
|
422
|
nuclear@5
|
423 /* generate a chessboard texture with tiles colored (r0, g0, b0) and (r1, g1, b1) */
|
nuclear@5
|
424 unsigned int gen_chess_tex(float r0, float g0, float b0, float r1, float g1, float b1)
|
nuclear@5
|
425 {
|
nuclear@5
|
426 int i, j;
|
nuclear@5
|
427 unsigned int tex;
|
nuclear@5
|
428 unsigned char img[8 * 8 * 3];
|
nuclear@5
|
429 unsigned char *pix = img;
|
nuclear@5
|
430
|
nuclear@5
|
431 for(i=0; i<8; i++) {
|
nuclear@5
|
432 for(j=0; j<8; j++) {
|
nuclear@5
|
433 int black = (i & 1) == (j & 1);
|
nuclear@5
|
434 pix[0] = (black ? r0 : r1) * 255;
|
nuclear@5
|
435 pix[1] = (black ? g0 : g1) * 255;
|
nuclear@5
|
436 pix[2] = (black ? b0 : b1) * 255;
|
nuclear@5
|
437 pix += 3;
|
nuclear@5
|
438 }
|
nuclear@5
|
439 }
|
nuclear@5
|
440
|
nuclear@5
|
441 glGenTextures(1, &tex);
|
nuclear@5
|
442 glBindTexture(GL_TEXTURE_2D, tex);
|
nuclear@5
|
443 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
nuclear@5
|
444 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
nuclear@5
|
445 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 8, 8, 0, GL_RGB, GL_UNSIGNED_BYTE, img);
|
nuclear@5
|
446
|
nuclear@5
|
447 return tex;
|
nuclear@5
|
448 }
|