oculus1

annotate src/main.cc @ 13:464e1d135d68

hurraaaay!
author John Tsiombikas <nuclear@member.fsf.org>
date Sat, 21 Sep 2013 03:00:47 +0300
parents d797639e0234
children cceffea995a4
rev   line source
nuclear@0 1 #include <stdio.h>
nuclear@0 2 #include <stdlib.h>
nuclear@1 3 #include <string.h>
nuclear@0 4 #include <assert.h>
nuclear@8 5 #include "opengl.h"
nuclear@1 6 #include "vr.h"
nuclear@0 7 #include "camera.h"
nuclear@0 8
nuclear@0 9 static bool init();
nuclear@0 10 static void cleanup();
nuclear@0 11 static void disp();
nuclear@9 12 static void draw_scene();
nuclear@12 13 static void draw_teapot();
nuclear@13 14 static void draw_squares();
nuclear@12 15 static void draw_grid(float size, float spacing);
nuclear@0 16 static void idle();
nuclear@0 17 static void reshape(int x, int y);
nuclear@0 18 static void keyb(unsigned char key, int x, int y);
nuclear@8 19 static void keyup(unsigned char key, int x, int y);
nuclear@8 20 static void mouse(int bn, int st, int x, int y);
nuclear@8 21 static void motion(int x, int y);
nuclear@8 22 static void passive(int x, int y);
nuclear@0 23 static void sball_rotate(int rx, int ry, int rz);
nuclear@1 24 static bool parse_args(int argc, char **argv);
nuclear@0 25
nuclear@10 26 static VRFpsCamera cam;
nuclear@0 27 static int width, height;
nuclear@1 28 static bool use_vr = false;
nuclear@8 29 static bool mouselook = false;
nuclear@8 30
nuclear@8 31 static bool keystate[256];
nuclear@8 32
nuclear@12 33 static int rtarg_width, rtarg_height;
nuclear@12 34 static unsigned int fbo, tex[2], zbuf;
nuclear@12 35
nuclear@0 36 int main(int argc, char **argv)
nuclear@0 37 {
nuclear@3 38 glutInitWindowSize(1280, 800);
nuclear@0 39 glutInit(&argc, argv);
nuclear@1 40
nuclear@1 41 if(!parse_args(argc, argv)) {
nuclear@1 42 return 1;
nuclear@1 43 }
nuclear@1 44
nuclear@12 45 glutInitDisplayMode(GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE);
nuclear@12 46 glutCreateWindow("oculus vr test 01");
nuclear@12 47
nuclear@12 48 width = glutGet(GLUT_WINDOW_WIDTH);
nuclear@12 49 height = glutGet(GLUT_WINDOW_HEIGHT);
nuclear@0 50
nuclear@0 51 glutDisplayFunc(disp);
nuclear@0 52 glutIdleFunc(idle);
nuclear@0 53 glutReshapeFunc(reshape);
nuclear@0 54 glutKeyboardFunc(keyb);
nuclear@8 55 glutKeyboardUpFunc(keyup);
nuclear@8 56 glutMouseFunc(mouse);
nuclear@8 57 glutMotionFunc(motion);
nuclear@0 58 glutSpaceballRotateFunc(sball_rotate);
nuclear@0 59
nuclear@0 60 if(!init()) {
nuclear@0 61 return 1;
nuclear@0 62 }
nuclear@0 63 atexit(cleanup);
nuclear@0 64
nuclear@0 65 glutMainLoop();
nuclear@0 66 return 0;
nuclear@0 67 }
nuclear@0 68
nuclear@0 69 static bool init()
nuclear@0 70 {
nuclear@9 71 glewInit(); // this must be first
nuclear@9 72
nuclear@0 73 glEnable(GL_DEPTH_TEST);
nuclear@0 74 glEnable(GL_LIGHTING);
nuclear@0 75 glEnable(GL_CULL_FACE);
nuclear@0 76
nuclear@0 77 glEnable(GL_LIGHT0);
nuclear@0 78 glEnable(GL_LIGHTING);
nuclear@0 79
nuclear@11 80 // y = height of neck
nuclear@11 81 cam.input_move(0, 1.65, 0);
nuclear@9 82
nuclear@12 83 if(use_vr) {
nuclear@12 84 if(vr_init(VR_INIT_OCULUS) == -1) {
nuclear@12 85 return false;
nuclear@12 86 }
nuclear@12 87
nuclear@12 88 // reshape to the size of the VR display
nuclear@12 89 int xsz = vr_get_width();
nuclear@12 90 int ysz = vr_get_height();
nuclear@12 91
nuclear@12 92 glutReshapeWindow(xsz, ysz);
nuclear@12 93
nuclear@12 94 rtarg_width = (xsz + xsz / 2) / 2;
nuclear@12 95 rtarg_height = ysz + ysz / 2;
nuclear@12 96 } else {
nuclear@12 97 rtarg_width = width;
nuclear@12 98 rtarg_height = height;
nuclear@0 99 }
nuclear@12 100
nuclear@13 101 printf("render target: %dx%d\n", rtarg_width, rtarg_height);
nuclear@13 102
nuclear@12 103 // create render targets for each eye
nuclear@12 104 GLenum wrap_mode = GL_CLAMP_TO_EDGE;
nuclear@12 105 if(!GLEW_SGIS_texture_edge_clamp) {
nuclear@12 106 wrap_mode = GL_CLAMP;
nuclear@12 107 }
nuclear@12 108
nuclear@12 109 glGenTextures(2, tex);
nuclear@12 110 for(int i=0; i<2; i++) {
nuclear@12 111 glBindTexture(GL_TEXTURE_2D, tex[i]);
nuclear@12 112 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
nuclear@12 113 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
nuclear@12 114 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrap_mode);
nuclear@12 115 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrap_mode);
nuclear@12 116 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, rtarg_width, rtarg_height, 0, GL_RGB, GL_UNSIGNED_BYTE, 0);
nuclear@12 117 }
nuclear@12 118
nuclear@12 119 // create the depth render buffer
nuclear@12 120 glGenRenderbuffers(1, &zbuf);
nuclear@12 121 glBindRenderbuffer(GL_RENDERBUFFER, zbuf);
nuclear@12 122 glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, rtarg_width, rtarg_height);
nuclear@12 123
nuclear@12 124 // create the FBO
nuclear@12 125 glGenFramebuffers(1, &fbo);
nuclear@12 126 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
nuclear@12 127 glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, tex[0], 0);
nuclear@12 128 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, zbuf);
nuclear@12 129
nuclear@0 130 return true;
nuclear@0 131 }
nuclear@0 132
nuclear@0 133 static void cleanup()
nuclear@0 134 {
nuclear@12 135 glDeleteTextures(2, tex);
nuclear@12 136 glDeleteRenderbuffers(1, &zbuf);
nuclear@12 137 glDeleteFramebuffers(1, &fbo);
nuclear@1 138 vr_shutdown();
nuclear@0 139 }
nuclear@0 140
nuclear@0 141 static void disp()
nuclear@0 142 {
nuclear@4 143 unsigned int msec = glutGet(GLUT_ELAPSED_TIME);
nuclear@4 144
nuclear@12 145 cam.track_vr();
nuclear@0 146
nuclear@13 147 /*glMatrixMode(GL_PROJECTION);
nuclear@0 148 glLoadIdentity();
nuclear@13 149 float fov = RAD_TO_DEG(vr_get_fov());
nuclear@13 150 gluPerspective(fov, (float)rtarg_width / (float)rtarg_height, 0.25, 500.0);*/
nuclear@13 151 float proj_matrix[16];
nuclear@13 152
nuclear@13 153 float eye_dist = vr_get_eyedist();
nuclear@12 154
nuclear@12 155 glViewport(0, 0, rtarg_width, rtarg_height);
nuclear@12 156
nuclear@12 157 glClearColor(0.1, 0.1, 0.1, 1.0);
nuclear@12 158
nuclear@12 159 // draw left view
nuclear@12 160 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
nuclear@12 161 glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, tex[0], 0);
nuclear@12 162
nuclear@12 163 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
nuclear@0 164
nuclear@13 165 glMatrixMode(GL_PROJECTION);
nuclear@13 166 vr_get_proj_matrix(proj_matrix, VR_EYE_LEFT);
nuclear@13 167 glLoadTransposeMatrixf(proj_matrix);
nuclear@13 168
nuclear@0 169 glMatrixMode(GL_MODELVIEW);
nuclear@9 170 glLoadIdentity();
nuclear@13 171 glTranslatef(eye_dist / 2.0, 0, 0);
nuclear@12 172 cam.use_inverse();
nuclear@12 173 draw_scene();
nuclear@0 174
nuclear@12 175
nuclear@12 176 // draw right view
nuclear@12 177 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
nuclear@12 178 glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, tex[1], 0);
nuclear@12 179
nuclear@12 180 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
nuclear@12 181
nuclear@13 182 glMatrixMode(GL_PROJECTION);
nuclear@13 183 vr_get_proj_matrix(proj_matrix, VR_EYE_RIGHT);
nuclear@13 184 glLoadTransposeMatrixf(proj_matrix);
nuclear@13 185
nuclear@12 186 glMatrixMode(GL_MODELVIEW);
nuclear@12 187 glLoadIdentity();
nuclear@13 188 glTranslatef(-eye_dist / 2.0, 0, 0);
nuclear@9 189 cam.use_inverse();
nuclear@12 190 draw_scene();
nuclear@9 191
nuclear@12 192 // return to the regular window framebuffer
nuclear@12 193 glBindFramebuffer(GL_FRAMEBUFFER, 0);
nuclear@12 194 glViewport(0, 0, width, height);
nuclear@12 195
nuclear@12 196 glClearColor(0, 0, 0, 0);
nuclear@12 197 glClear(GL_COLOR_BUFFER_BIT);
nuclear@12 198
nuclear@12 199 vr_draw_eye(tex[0], VR_EYE_LEFT);
nuclear@12 200 vr_draw_eye(tex[1], VR_EYE_RIGHT);
nuclear@9 201
nuclear@9 202 glutSwapBuffers();
nuclear@9 203 assert(glGetError() == GL_NO_ERROR);
nuclear@13 204
nuclear@13 205 glFinish();
nuclear@9 206 }
nuclear@9 207
nuclear@12 208
nuclear@12 209 static void draw_scene()
nuclear@12 210 {
nuclear@12 211 float lpos[] = {0, 60, 0, 1};
nuclear@12 212 glLightfv(GL_LIGHT0, GL_POSITION, lpos);
nuclear@12 213
nuclear@13 214 draw_grid(100.0, 2.5);
nuclear@13 215
nuclear@12 216 static Vector2 teapos[] = {
nuclear@12 217 Vector2(-8, 8), Vector2(8, 8), Vector2(8, -8), Vector2(-8, -8)
nuclear@12 218 };
nuclear@12 219
nuclear@12 220 for(int i=0; i<4; i++) {
nuclear@12 221 glPushMatrix();
nuclear@12 222 glTranslatef(teapos[i].x, 0, teapos[i].y);
nuclear@12 223 draw_teapot();
nuclear@12 224 glPopMatrix();
nuclear@12 225 }
nuclear@12 226
nuclear@13 227 draw_squares();
nuclear@12 228 }
nuclear@12 229
nuclear@9 230 static void draw_teapot()
nuclear@9 231 {
nuclear@9 232 static int tealist;
nuclear@9 233
nuclear@9 234 if(!tealist) {
nuclear@9 235 tealist = glGenLists(1);
nuclear@9 236 glNewList(tealist, GL_COMPILE);
nuclear@9 237 glutSolidTeapot(1.0);
nuclear@9 238 glEndList();
nuclear@9 239 }
nuclear@9 240
nuclear@9 241 glFrontFace(GL_CW);
nuclear@9 242 glCallList(tealist);
nuclear@9 243 glFrontFace(GL_CCW);
nuclear@9 244 }
nuclear@9 245
nuclear@13 246 static void draw_squares()
nuclear@13 247 {
nuclear@13 248 static const int num_sq = 4;
nuclear@13 249
nuclear@13 250 glPushAttrib(GL_ENABLE_BIT | GL_LINE_BIT);
nuclear@13 251 glDisable(GL_LIGHTING);
nuclear@13 252
nuclear@13 253 glMatrixMode(GL_MODELVIEW);
nuclear@13 254 glPushMatrix();
nuclear@13 255 glTranslatef(0, 1, 0);
nuclear@13 256
nuclear@13 257
nuclear@13 258 glLineWidth(3.0);
nuclear@13 259 glColor3f(1.0, 0.7, 0.2);
nuclear@13 260
nuclear@13 261 float zdist = 2.0;
nuclear@13 262 for(int i=0; i<num_sq; i++) {
nuclear@13 263 glBegin(GL_LINE_LOOP);
nuclear@13 264 glVertex3f(-1, -1, -zdist);
nuclear@13 265 glVertex3f(1, -1, -zdist);
nuclear@13 266 glVertex3f(1, 1, -zdist);
nuclear@13 267 glVertex3f(-1, 1, -zdist);
nuclear@13 268 glEnd();
nuclear@13 269
nuclear@13 270 zdist += 1.0;
nuclear@13 271 }
nuclear@13 272
nuclear@13 273 glPopMatrix();
nuclear@13 274 glPopAttrib();
nuclear@13 275 }
nuclear@13 276
nuclear@12 277 static void draw_grid(float size, float spacing)
nuclear@9 278 {
nuclear@9 279 int num_lines = size / spacing;
nuclear@9 280 float dist = size / 2.0;
nuclear@9 281
nuclear@9 282 glPushAttrib(GL_ENABLE_BIT | GL_LINE_BIT);
nuclear@9 283 glDisable(GL_LIGHTING);
nuclear@9 284
nuclear@9 285 glLineWidth(1.0);
nuclear@9 286
nuclear@9 287 glBegin(GL_LINES);
nuclear@9 288 glColor3f(0.4, 0.4, 0.4);
nuclear@9 289
nuclear@9 290 float x = -dist;
nuclear@9 291 for(int i=0; i<=num_lines; i++) {
nuclear@9 292 if(i != num_lines / 2) {
nuclear@9 293 glVertex3f(-dist, 0, x);
nuclear@9 294 glVertex3f(dist, 0, x);
nuclear@9 295 glVertex3f(x, 0, -dist);
nuclear@9 296 glVertex3f(x, 0, dist);
nuclear@9 297 }
nuclear@9 298 x += spacing;
nuclear@9 299 }
nuclear@9 300 glEnd();
nuclear@9 301
nuclear@9 302 glLineWidth(2.0);
nuclear@9 303
nuclear@9 304 glBegin(GL_LINES);
nuclear@9 305 glColor3f(1.0, 0, 0);
nuclear@9 306 glVertex3f(-dist, 0, 0);
nuclear@9 307 glVertex3f(dist, 0, 0);
nuclear@9 308 glColor3f(0, 1.0, 0);
nuclear@9 309 glVertex3f(0, 0, -dist);
nuclear@9 310 glVertex3f(0, 0, dist);
nuclear@9 311 glEnd();
nuclear@9 312
nuclear@9 313 glPopAttrib();
nuclear@9 314 }
nuclear@9 315
nuclear@0 316 static void idle()
nuclear@0 317 {
nuclear@0 318 glutPostRedisplay();
nuclear@0 319 }
nuclear@0 320
nuclear@0 321
nuclear@0 322 static void reshape(int x, int y)
nuclear@0 323 {
nuclear@0 324 width = x;
nuclear@0 325 height = y;
nuclear@12 326
nuclear@12 327 if(!use_vr) {
nuclear@12 328 rtarg_width = width;
nuclear@12 329 rtarg_height = height;
nuclear@12 330 }
nuclear@0 331 }
nuclear@0 332
nuclear@0 333 static void keyb(unsigned char key, int x, int y)
nuclear@0 334 {
nuclear@0 335 switch(key) {
nuclear@0 336 case 27:
nuclear@0 337 exit(0);
nuclear@8 338
nuclear@8 339 case 'm':
nuclear@8 340 mouselook = !mouselook;
nuclear@8 341 if(mouselook) {
nuclear@8 342 glutPassiveMotionFunc(passive);
nuclear@8 343 glutSetCursor(GLUT_CURSOR_NONE);
nuclear@8 344 glutWarpPointer(width / 2, height / 2);
nuclear@8 345 } else {
nuclear@8 346 glutPassiveMotionFunc(0);
nuclear@8 347 glutSetCursor(GLUT_CURSOR_INHERIT);
nuclear@8 348 }
nuclear@8 349 break;
nuclear@12 350
nuclear@12 351 case 'f':
nuclear@12 352 {
nuclear@12 353 static bool fullscreen;
nuclear@12 354 static int prev_xsz, prev_ysz;
nuclear@12 355
nuclear@12 356 fullscreen = !fullscreen;
nuclear@12 357
nuclear@12 358 if(fullscreen) {
nuclear@12 359 prev_xsz = width;
nuclear@12 360 prev_ysz = height;
nuclear@12 361 glutFullScreen();
nuclear@12 362 } else {
nuclear@12 363 glutReshapeWindow(prev_xsz, prev_ysz);
nuclear@12 364 }
nuclear@12 365 glutPostRedisplay();
nuclear@12 366 }
nuclear@12 367 break;
nuclear@0 368 }
nuclear@8 369
nuclear@8 370 keystate[key] = true;
nuclear@8 371 glutPostRedisplay();
nuclear@8 372 }
nuclear@8 373
nuclear@8 374 static void keyup(unsigned char key, int x, int y)
nuclear@8 375 {
nuclear@8 376 keystate[key] = false;
nuclear@8 377 glutPostRedisplay();
nuclear@8 378 }
nuclear@8 379
nuclear@8 380 static bool bnstate[32];
nuclear@8 381 static int prev_x, prev_y;
nuclear@8 382
nuclear@8 383 static void mouse(int bn, int st, int x, int y)
nuclear@8 384 {
nuclear@8 385 prev_x = x;
nuclear@8 386 prev_y = y;
nuclear@8 387 bnstate[bn - GLUT_LEFT_BUTTON] = st == GLUT_DOWN;
nuclear@8 388 }
nuclear@8 389
nuclear@8 390 static void motion(int x, int y)
nuclear@8 391 {
nuclear@8 392 if(mouselook) {
nuclear@8 393 // just call passive, it does what we need
nuclear@8 394 passive(x, y);
nuclear@8 395 }
nuclear@8 396 }
nuclear@8 397
nuclear@8 398 static void passive(int x, int y)
nuclear@8 399 {
nuclear@8 400 // no need to test mouselook; this callback is only set when mouselook is enabled
nuclear@8 401 int center_x = width / 2;
nuclear@8 402 int center_y = height / 2;
nuclear@8 403
nuclear@8 404 int dx = x - center_x;
nuclear@8 405 int dy = y - center_y;
nuclear@8 406
nuclear@8 407 if(!dx && !dy) {
nuclear@8 408 return;
nuclear@8 409 }
nuclear@8 410
nuclear@9 411 float dtheta_deg = dy * 0.1;
nuclear@9 412 float dphi_deg = dx * 0.1;
nuclear@9 413
nuclear@9 414 cam.input_rotate(DEG_TO_RAD(dtheta_deg), DEG_TO_RAD(dphi_deg), 0);
nuclear@9 415
nuclear@8 416 glutPostRedisplay();
nuclear@8 417 glutWarpPointer(center_x, center_y);
nuclear@0 418 }
nuclear@0 419
nuclear@0 420 static void sball_rotate(int rx, int ry, int rz)
nuclear@0 421 {
nuclear@0 422 }
nuclear@1 423
nuclear@1 424 static bool parse_args(int argc, char **argv)
nuclear@1 425 {
nuclear@1 426 for(int i=1; i<argc; i++) {
nuclear@1 427 if(argv[i][0] == '-') {
nuclear@1 428 if(strcmp(argv[i], "-vr") == 0) {
nuclear@1 429 use_vr = true;
nuclear@1 430 } else if(strcmp(argv[i], "-novr") == 0) {
nuclear@1 431 use_vr = false;
nuclear@1 432 } else {
nuclear@1 433 fprintf(stderr, "invalid option: %s\n", argv[i]);
nuclear@1 434 return false;
nuclear@1 435 }
nuclear@1 436 } else {
nuclear@1 437 fprintf(stderr, "unexpected argument: %s\n", argv[i]);
nuclear@1 438 return false;
nuclear@1 439 }
nuclear@1 440 }
nuclear@1 441 return true;
nuclear@1 442 }