libgoatvr

diff example/src/main.c @ 5:e63cb28fc644

working on the linux side a bit
author John Tsiombikas <nuclear@member.fsf.org>
date Thu, 18 Sep 2014 10:56:45 +0300
parents
children b71314e80654
line diff
     1.1 --- /dev/null	Thu Jan 01 00:00:00 1970 +0000
     1.2 +++ b/example/src/main.c	Thu Sep 18 10:56:45 2014 +0300
     1.3 @@ -0,0 +1,449 @@
     1.4 +#include <stdio.h>
     1.5 +#include <stdlib.h>
     1.6 +#include <assert.h>
     1.7 +#include <SDL2/SDL.h>
     1.8 +#include <GL/glew.h>
     1.9 +#include "vr.h"
    1.10 +
    1.11 +int init(void);
    1.12 +void cleanup(void);
    1.13 +void toggle_hmd_fullscreen(void);
    1.14 +void display(void);
    1.15 +void draw_scene(void);
    1.16 +void draw_box(float xsz, float ysz, float zsz, float norm_sign);
    1.17 +void update_rtarg(int width, int height);
    1.18 +int handle_event(SDL_Event *ev);
    1.19 +int key_event(int key, int state);
    1.20 +void reshape(int x, int y);
    1.21 +unsigned int next_pow2(unsigned int x);
    1.22 +void quat_to_matrix(const float *quat, float *mat);
    1.23 +unsigned int gen_chess_tex(float r0, float g0, float b0, float r1, float g1, float b1);
    1.24 +
    1.25 +static SDL_Window *win;
    1.26 +static SDL_GLContext ctx;
    1.27 +static int win_width, win_height;
    1.28 +
    1.29 +static unsigned int fbo, fb_tex, fb_depth;
    1.30 +static int fb_width, fb_height;
    1.31 +static int fb_tex_width, fb_tex_height;
    1.32 +
    1.33 +static unsigned int chess_tex;
    1.34 +
    1.35 +
    1.36 +int main(int argc, char **argv)
    1.37 +{
    1.38 +	if(init() == -1) {
    1.39 +		return 1;
    1.40 +	}
    1.41 +
    1.42 +	for(;;) {
    1.43 +		SDL_Event ev;
    1.44 +		while(SDL_PollEvent(&ev)) {
    1.45 +			if(handle_event(&ev) == -1) {
    1.46 +				goto done;
    1.47 +			}
    1.48 +		}
    1.49 +		display();
    1.50 +	}
    1.51 +
    1.52 +done:
    1.53 +	cleanup();
    1.54 +	return 0;
    1.55 +}
    1.56 +
    1.57 +
    1.58 +int init(void)
    1.59 +{
    1.60 +	int x, y;
    1.61 +	unsigned int flags;
    1.62 +
    1.63 +	SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER);
    1.64 +
    1.65 +	x = y = SDL_WINDOWPOS_UNDEFINED;
    1.66 +	flags = SDL_WINDOW_OPENGL;
    1.67 +	if(!(win = SDL_CreateWindow("press 'f' to move to the HMD", x, y, 1280, 800, flags))) {
    1.68 +		fprintf(stderr, "failed to create window\n");
    1.69 +		return -1;
    1.70 +	}
    1.71 +	if(!(ctx = SDL_GL_CreateContext(win))) {
    1.72 +		fprintf(stderr, "failed to create OpenGL context\n");
    1.73 +		return -1;
    1.74 +	}
    1.75 +
    1.76 +	glewInit();
    1.77 +
    1.78 +	if(vr_init() == -1) {
    1.79 +		return -1;
    1.80 +	}
    1.81 +
    1.82 +	/* resize our window to match the HMD resolution */
    1.83 +	win_width = vr_get_opti(VR_OPT_DISPLAY_WIDTH);
    1.84 +	win_height = vr_get_opti(VR_OPT_DISPLAY_HEIGHT);
    1.85 +	if(!win_width || !win_height) {
    1.86 +		SDL_GetWindowSize(win, &win_width, &win_height);
    1.87 +	} else {
    1.88 +		SDL_SetWindowSize(win, win_width, win_height);
    1.89 +		SDL_SetWindowPosition(win, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED);
    1.90 +	}
    1.91 +
    1.92 +	/* and create a single render target texture to encompass both eyes */
    1.93 +	fb_width = vr_get_opti(VR_OPT_LEYE_XRES) + vr_get_opti(VR_OPT_REYE_XRES);
    1.94 +	fb_height = vr_get_opti(VR_OPT_LEYE_YRES);	/* assuming both are the same */
    1.95 +	if(!fb_width || !fb_height) {
    1.96 +		fb_width = win_width;
    1.97 +		fb_height = win_height;
    1.98 +	}
    1.99 +	update_rtarg(fb_width, fb_height);
   1.100 +
   1.101 +	/* set our render texture and its active area */
   1.102 +	vr_output_texture(fb_tex, 0, (float)(fb_tex_height - fb_height) / (float)fb_tex_height,
   1.103 +			(float)fb_width / (float)fb_tex_width, 1.0);
   1.104 +
   1.105 +	glEnable(GL_DEPTH_TEST);
   1.106 +	glEnable(GL_CULL_FACE);
   1.107 +	glEnable(GL_LIGHTING);
   1.108 +	glEnable(GL_LIGHT0);
   1.109 +	glEnable(GL_LIGHT1);
   1.110 +	glEnable(GL_NORMALIZE);
   1.111 +
   1.112 +	glClearColor(0.5, 0.1, 0.1, 1);
   1.113 +
   1.114 +	chess_tex = gen_chess_tex(1.0, 0.7, 0.4, 0.4, 0.7, 1.0);
   1.115 +	return 0;
   1.116 +}
   1.117 +
   1.118 +void cleanup(void)
   1.119 +{
   1.120 +	vr_shutdown();
   1.121 +	SDL_Quit();
   1.122 +}
   1.123 +
   1.124 +void toggle_hmd_fullscreen(void)
   1.125 +{
   1.126 +	static int fullscr, prev_x, prev_y;
   1.127 +	fullscr = !fullscr;
   1.128 +
   1.129 +	if(fullscr) {
   1.130 +		/* going fullscreen on the rift. save current window position, and move it
   1.131 +		 * to the rift's part of the desktop before going fullscreen
   1.132 +		 */
   1.133 +		SDL_GetWindowPosition(win, &prev_x, &prev_y);
   1.134 +		SDL_SetWindowPosition(win, vr_get_opti(VR_OPT_WIN_XOFFS), vr_get_opti(VR_OPT_WIN_YOFFS));
   1.135 +		SDL_SetWindowFullscreen(win, SDL_WINDOW_FULLSCREEN_DESKTOP);
   1.136 +	} else {
   1.137 +		/* return to windowed mode and move the window back to its original position */
   1.138 +		SDL_SetWindowFullscreen(win, 0);
   1.139 +		SDL_SetWindowPosition(win, prev_x, prev_y);
   1.140 +	}
   1.141 +}
   1.142 +
   1.143 +void display(void)
   1.144 +{
   1.145 +	int i;
   1.146 +	float proj_mat[16];
   1.147 +	float rot_mat[16], view_mat[16];
   1.148 +
   1.149 +	/* start drawing onto our texture render target */
   1.150 +	glBindFramebuffer(GL_FRAMEBUFFER, fbo);
   1.151 +	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
   1.152 +
   1.153 +	/* for each eye ... */
   1.154 +	for(i=0; i<2; i++) {
   1.155 +		vr_begin(i);
   1.156 +
   1.157 +		/* -- viewport transformation --
   1.158 +		 * setup the viewport to draw in the left half of the framebuffer when we're
   1.159 +		 * rendering the left eye's view (0, 0, width/2, height), and in the right half
   1.160 +		 * of the framebuffer for the right eye's view (width/2, 0, width/2, height)
   1.161 +		 */
   1.162 +		glViewport(i == 0 ? 0 : fb_width / 2, 0, fb_width / 2, fb_height);
   1.163 +
   1.164 +		glMatrixMode(GL_PROJECTION);
   1.165 +		/* -- projection transformation --
   1.166 +		 * we'll just have to use the projection matrix supplied by the oculus SDK for this eye
   1.167 +		 * note that libovr matrices are the transpose of what OpenGL expects, so we have to
   1.168 +		 * use glLoadTransposeMatrixf instead of glLoadMatrixf to load it.
   1.169 +		 */
   1.170 +		if(vr_proj_matrix(i, 0.5, 500.0, proj_mat)) {
   1.171 +			glLoadTransposeMatrixf(proj_mat);
   1.172 +		} else {
   1.173 +			glLoadIdentity();
   1.174 +			gluPerspective(50.0, (float)fb_width / 2.0 / (float)fb_height, 0.5, 500.0);
   1.175 +		}
   1.176 +
   1.177 +		/* -- view/camera transformation --
   1.178 +		 * we need to construct a view matrix by combining all the information provided by the oculus
   1.179 +		 * SDK, about the position and orientation of the user's head in the world.
   1.180 +		 */
   1.181 +		glMatrixMode(GL_MODELVIEW);
   1.182 +		vr_view_matrix(i, view_mat);
   1.183 +		glLoadTransposeMatrixf(view_mat);
   1.184 +		/* move the camera to the eye level of the user */
   1.185 +		glTranslatef(0, -vr_get_optf(VR_OPT_EYE_HEIGHT), 0);
   1.186 +
   1.187 +		/* finally draw the scene for this eye */
   1.188 +		draw_scene();
   1.189 +
   1.190 +		vr_end();
   1.191 +	}
   1.192 +
   1.193 +	/* after drawing both eyes into the texture render target, revert to drawing directly to the
   1.194 +	 * display, and we call ovrHmd_EndFrame, to let the Oculus SDK draw both images properly
   1.195 +	 * compensated for lens distortion and chromatic abberation onto the HMD screen.
   1.196 +	 */
   1.197 +	glBindFramebuffer(GL_FRAMEBUFFER, 0);
   1.198 +	glViewport(0, 0, win_width, win_height);
   1.199 +
   1.200 +	vr_swap_buffers();
   1.201 +
   1.202 +	assert(glGetError() == GL_NO_ERROR);
   1.203 +}
   1.204 +
   1.205 +void draw_scene(void)
   1.206 +{
   1.207 +	int i;
   1.208 +	float grey[] = {0.8, 0.8, 0.8, 1};
   1.209 +	float col[] = {0, 0, 0, 1};
   1.210 +	float lpos[][4] = {
   1.211 +		{-8, 2, 10, 1},
   1.212 +		{0, 15, 0, 1}
   1.213 +	};
   1.214 +	float lcol[][4] = {
   1.215 +		{0.8, 0.8, 0.8, 1},
   1.216 +		{0.4, 0.3, 0.3, 1}
   1.217 +	};
   1.218 +
   1.219 +	for(i=0; i<2; i++) {
   1.220 +		glLightfv(GL_LIGHT0 + i, GL_POSITION, lpos[i]);
   1.221 +		glLightfv(GL_LIGHT0 + i, GL_DIFFUSE, lcol[i]);
   1.222 +	}
   1.223 +
   1.224 +	glMatrixMode(GL_MODELVIEW);
   1.225 +
   1.226 +	glPushMatrix();
   1.227 +	glTranslatef(0, 10, 0);
   1.228 +	glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, grey);
   1.229 +	glBindTexture(GL_TEXTURE_2D, chess_tex);
   1.230 +	glEnable(GL_TEXTURE_2D);
   1.231 +	draw_box(30, 20, 30, -1.0);
   1.232 +	glDisable(GL_TEXTURE_2D);
   1.233 +	glPopMatrix();
   1.234 +
   1.235 +	for(i=0; i<4; i++) {
   1.236 +		glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, grey);
   1.237 +		glPushMatrix();
   1.238 +		glTranslatef(i & 1 ? 5 : -5, 1, i & 2 ? -5 : 5);
   1.239 +		draw_box(0.5, 2, 0.5, 1.0);
   1.240 +		glPopMatrix();
   1.241 +
   1.242 +		col[0] = i & 1 ? 1.0 : 0.3;
   1.243 +		col[1] = i == 0 ? 1.0 : 0.3;
   1.244 +		col[2] = i & 2 ? 1.0 : 0.3;
   1.245 +		glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, col);
   1.246 +
   1.247 +		glPushMatrix();
   1.248 +		if(i & 1) {
   1.249 +			glTranslatef(0, 0.25, i & 2 ? 2 : -2);
   1.250 +		} else {
   1.251 +			glTranslatef(i & 2 ? 2 : -2, 0.25, 0);
   1.252 +		}
   1.253 +		draw_box(0.5, 0.5, 0.5, 1.0);
   1.254 +		glPopMatrix();
   1.255 +	}
   1.256 +}
   1.257 +
   1.258 +void draw_box(float xsz, float ysz, float zsz, float norm_sign)
   1.259 +{
   1.260 +	glMatrixMode(GL_MODELVIEW);
   1.261 +	glScalef(xsz * 0.5, ysz * 0.5, zsz * 0.5);
   1.262 +
   1.263 +	if(norm_sign < 0.0) {
   1.264 +		glFrontFace(GL_CW);
   1.265 +	}
   1.266 +
   1.267 +	glBegin(GL_QUADS);
   1.268 +	glNormal3f(0, 0, 1 * norm_sign);
   1.269 +	glTexCoord2f(0, 0); glVertex3f(-1, -1, 1);
   1.270 +	glTexCoord2f(1, 0); glVertex3f(1, -1, 1);
   1.271 +	glTexCoord2f(1, 1); glVertex3f(1, 1, 1);
   1.272 +	glTexCoord2f(0, 1); glVertex3f(-1, 1, 1);
   1.273 +	glNormal3f(1 * norm_sign, 0, 0);
   1.274 +	glTexCoord2f(0, 0); glVertex3f(1, -1, 1);
   1.275 +	glTexCoord2f(1, 0); glVertex3f(1, -1, -1);
   1.276 +	glTexCoord2f(1, 1); glVertex3f(1, 1, -1);
   1.277 +	glTexCoord2f(0, 1); glVertex3f(1, 1, 1);
   1.278 +	glNormal3f(0, 0, -1 * norm_sign);
   1.279 +	glTexCoord2f(0, 0); glVertex3f(1, -1, -1);
   1.280 +	glTexCoord2f(1, 0); glVertex3f(-1, -1, -1);
   1.281 +	glTexCoord2f(1, 1); glVertex3f(-1, 1, -1);
   1.282 +	glTexCoord2f(0, 1); glVertex3f(1, 1, -1);
   1.283 +	glNormal3f(-1 * norm_sign, 0, 0);
   1.284 +	glTexCoord2f(0, 0); glVertex3f(-1, -1, -1);
   1.285 +	glTexCoord2f(1, 0); glVertex3f(-1, -1, 1);
   1.286 +	glTexCoord2f(1, 1); glVertex3f(-1, 1, 1);
   1.287 +	glTexCoord2f(0, 1); glVertex3f(-1, 1, -1);
   1.288 +	glEnd();
   1.289 +	glBegin(GL_TRIANGLE_FAN);
   1.290 +	glNormal3f(0, 1 * norm_sign, 0);
   1.291 +	glTexCoord2f(0.5, 0.5); glVertex3f(0, 1, 0);
   1.292 +	glTexCoord2f(0, 0); glVertex3f(-1, 1, 1);
   1.293 +	glTexCoord2f(1, 0); glVertex3f(1, 1, 1);
   1.294 +	glTexCoord2f(1, 1); glVertex3f(1, 1, -1);
   1.295 +	glTexCoord2f(0, 1); glVertex3f(-1, 1, -1);
   1.296 +	glTexCoord2f(0, 0); glVertex3f(-1, 1, 1);
   1.297 +	glEnd();
   1.298 +	glBegin(GL_TRIANGLE_FAN);
   1.299 +	glNormal3f(0, -1 * norm_sign, 0);
   1.300 +	glTexCoord2f(0.5, 0.5); glVertex3f(0, -1, 0);
   1.301 +	glTexCoord2f(0, 0); glVertex3f(-1, -1, -1);
   1.302 +	glTexCoord2f(1, 0); glVertex3f(1, -1, -1);
   1.303 +	glTexCoord2f(1, 1); glVertex3f(1, -1, 1);
   1.304 +	glTexCoord2f(0, 1); glVertex3f(-1, -1, 1);
   1.305 +	glTexCoord2f(0, 0); glVertex3f(-1, -1, -1);
   1.306 +	glEnd();
   1.307 +
   1.308 +	glFrontFace(GL_CCW);
   1.309 +}
   1.310 +
   1.311 +/* update_rtarg creates (and/or resizes) the render target used to draw the two stero views */
   1.312 +void update_rtarg(int width, int height)
   1.313 +{
   1.314 +	if(!fbo) {
   1.315 +		/* if fbo does not exist, then nothing does... create every opengl object */
   1.316 +		glGenFramebuffers(1, &fbo);
   1.317 +		glGenTextures(1, &fb_tex);
   1.318 +		glGenRenderbuffers(1, &fb_depth);
   1.319 +
   1.320 +		glBindTexture(GL_TEXTURE_2D, fb_tex);
   1.321 +		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
   1.322 +		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
   1.323 +	}
   1.324 +
   1.325 +	glBindFramebuffer(GL_FRAMEBUFFER, fbo);
   1.326 +
   1.327 +	/* calculate the next power of two in both dimensions and use that as a texture size */
   1.328 +	fb_tex_width = next_pow2(width);
   1.329 +	fb_tex_height = next_pow2(height);
   1.330 +
   1.331 +	/* create and attach the texture that will be used as a color buffer */
   1.332 +	glBindTexture(GL_TEXTURE_2D, fb_tex);
   1.333 +	glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, fb_tex_width, fb_tex_height, 0,
   1.334 +			GL_RGBA, GL_UNSIGNED_BYTE, 0);
   1.335 +	glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, fb_tex, 0);
   1.336 +
   1.337 +	/* create and attach the renderbuffer that will serve as our z-buffer */
   1.338 +	glBindRenderbuffer(GL_RENDERBUFFER, fb_depth);
   1.339 +	glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, fb_tex_width, fb_tex_height);
   1.340 +	glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, fb_depth);
   1.341 +
   1.342 +	if(glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
   1.343 +		fprintf(stderr, "incomplete framebuffer!\n");
   1.344 +	}
   1.345 +
   1.346 +	glBindFramebuffer(GL_FRAMEBUFFER, 0);
   1.347 +	printf("created render target: %dx%d (texture size: %dx%d)\n", width, height, fb_tex_width, fb_tex_height);
   1.348 +}
   1.349 +
   1.350 +int handle_event(SDL_Event *ev)
   1.351 +{
   1.352 +	switch(ev->type) {
   1.353 +	case SDL_QUIT:
   1.354 +		return -1;
   1.355 +
   1.356 +	case SDL_KEYDOWN:
   1.357 +	case SDL_KEYUP:
   1.358 +		if(key_event(ev->key.keysym.sym, ev->key.state == SDL_PRESSED) == -1) {
   1.359 +			return -1;
   1.360 +		}
   1.361 +		break;
   1.362 +
   1.363 +	default:
   1.364 +		break;
   1.365 +	}
   1.366 +
   1.367 +	return 0;
   1.368 +}
   1.369 +
   1.370 +int key_event(int key, int state)
   1.371 +{
   1.372 +	if(state) {
   1.373 +		switch(key) {
   1.374 +		case 27:
   1.375 +			return -1;
   1.376 +
   1.377 +		case ' ':
   1.378 +			/* allow the user to recenter by pressing space */
   1.379 +			vr_recenter();
   1.380 +			break;
   1.381 +
   1.382 +		case 'f':
   1.383 +			/* press f to move the window to the HMD */
   1.384 +			toggle_hmd_fullscreen();
   1.385 +			break;
   1.386 +
   1.387 +		default:
   1.388 +			break;
   1.389 +		}
   1.390 +	}
   1.391 +	return 0;
   1.392 +}
   1.393 +
   1.394 +unsigned int next_pow2(unsigned int x)
   1.395 +{
   1.396 +	x -= 1;
   1.397 +	x |= x >> 1;
   1.398 +	x |= x >> 2;
   1.399 +	x |= x >> 4;
   1.400 +	x |= x >> 8;
   1.401 +	x |= x >> 16;
   1.402 +	return x + 1;
   1.403 +}
   1.404 +
   1.405 +/* convert a quaternion to a rotation matrix */
   1.406 +void quat_to_matrix(const float *quat, float *mat)
   1.407 +{
   1.408 +	mat[0] = 1.0 - 2.0 * quat[1] * quat[1] - 2.0 * quat[2] * quat[2];
   1.409 +	mat[4] = 2.0 * quat[0] * quat[1] + 2.0 * quat[3] * quat[2];
   1.410 +	mat[8] = 2.0 * quat[2] * quat[0] - 2.0 * quat[3] * quat[1];
   1.411 +	mat[12] = 0.0f;
   1.412 +
   1.413 +	mat[1] = 2.0 * quat[0] * quat[1] - 2.0 * quat[3] * quat[2];
   1.414 +	mat[5] = 1.0 - 2.0 * quat[0]*quat[0] - 2.0 * quat[2]*quat[2];
   1.415 +	mat[9] = 2.0 * quat[1] * quat[2] + 2.0 * quat[3] * quat[0];
   1.416 +	mat[13] = 0.0f;
   1.417 +
   1.418 +	mat[2] = 2.0 * quat[2] * quat[0] + 2.0 * quat[3] * quat[1];
   1.419 +	mat[6] = 2.0 * quat[1] * quat[2] - 2.0 * quat[3] * quat[0];
   1.420 +	mat[10] = 1.0 - 2.0 * quat[0]*quat[0] - 2.0 * quat[1]*quat[1];
   1.421 +	mat[14] = 0.0f;
   1.422 +
   1.423 +	mat[3] = mat[7] = mat[11] = 0.0f;
   1.424 +	mat[15] = 1.0f;
   1.425 +}
   1.426 +
   1.427 +/* generate a chessboard texture with tiles colored (r0, g0, b0) and (r1, g1, b1) */
   1.428 +unsigned int gen_chess_tex(float r0, float g0, float b0, float r1, float g1, float b1)
   1.429 +{
   1.430 +	int i, j;
   1.431 +	unsigned int tex;
   1.432 +	unsigned char img[8 * 8 * 3];
   1.433 +	unsigned char *pix = img;
   1.434 +
   1.435 +	for(i=0; i<8; i++) {
   1.436 +		for(j=0; j<8; j++) {
   1.437 +			int black = (i & 1) == (j & 1);
   1.438 +			pix[0] = (black ? r0 : r1) * 255;
   1.439 +			pix[1] = (black ? g0 : g1) * 255;
   1.440 +			pix[2] = (black ? b0 : b1) * 255;
   1.441 +			pix += 3;
   1.442 +		}
   1.443 +	}
   1.444 +
   1.445 +	glGenTextures(1, &tex);
   1.446 +	glBindTexture(GL_TEXTURE_2D, tex);
   1.447 +	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
   1.448 +	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
   1.449 +	glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 8, 8, 0, GL_RGB, GL_UNSIGNED_BYTE, img);
   1.450 +
   1.451 +	return tex;
   1.452 +}