oculus1

diff 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
line diff
     1.1 --- a/src/main.cc	Fri Sep 20 10:14:29 2013 +0300
     1.2 +++ b/src/main.cc	Sat Sep 21 03:00:47 2013 +0300
     1.3 @@ -11,6 +11,7 @@
     1.4  static void disp();
     1.5  static void draw_scene();
     1.6  static void draw_teapot();
     1.7 +static void draw_squares();
     1.8  static void draw_grid(float size, float spacing);
     1.9  static void idle();
    1.10  static void reshape(int x, int y);
    1.11 @@ -32,7 +33,6 @@
    1.12  static int rtarg_width, rtarg_height;
    1.13  static unsigned int fbo, tex[2], zbuf;
    1.14  
    1.15 -
    1.16  int main(int argc, char **argv)
    1.17  {
    1.18  	glutInitWindowSize(1280, 800);
    1.19 @@ -98,6 +98,8 @@
    1.20  		rtarg_height = height;
    1.21  	}
    1.22  
    1.23 +	printf("render target: %dx%d\n", rtarg_width, rtarg_height);
    1.24 +
    1.25  	// create render targets for each eye
    1.26  	GLenum wrap_mode = GL_CLAMP_TO_EDGE;
    1.27  	if(!GLEW_SGIS_texture_edge_clamp) {
    1.28 @@ -142,9 +144,13 @@
    1.29  
    1.30  	cam.track_vr();
    1.31  
    1.32 -	glMatrixMode(GL_PROJECTION);
    1.33 +	/*glMatrixMode(GL_PROJECTION);
    1.34  	glLoadIdentity();
    1.35 -	gluPerspective(RAD_TO_DEG(vr_get_fov()), (float)rtarg_width / (float)rtarg_height, 0.5, 500.0);
    1.36 +	float fov = RAD_TO_DEG(vr_get_fov());
    1.37 +	gluPerspective(fov, (float)rtarg_width / (float)rtarg_height, 0.25, 500.0);*/
    1.38 +	float proj_matrix[16];
    1.39 +
    1.40 +	float eye_dist = vr_get_eyedist();
    1.41  
    1.42  	glViewport(0, 0, rtarg_width, rtarg_height);
    1.43  
    1.44 @@ -156,10 +162,14 @@
    1.45  
    1.46  	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    1.47  
    1.48 +	glMatrixMode(GL_PROJECTION);
    1.49 +	vr_get_proj_matrix(proj_matrix, VR_EYE_LEFT);
    1.50 +	glLoadTransposeMatrixf(proj_matrix);
    1.51 +
    1.52  	glMatrixMode(GL_MODELVIEW);
    1.53  	glLoadIdentity();
    1.54 +	glTranslatef(eye_dist / 2.0, 0, 0);
    1.55  	cam.use_inverse();
    1.56 -	glTranslatef(0.32, 0, 0);
    1.57  	draw_scene();
    1.58  
    1.59  
    1.60 @@ -169,10 +179,14 @@
    1.61  
    1.62  	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    1.63  
    1.64 +	glMatrixMode(GL_PROJECTION);
    1.65 +	vr_get_proj_matrix(proj_matrix, VR_EYE_RIGHT);
    1.66 +	glLoadTransposeMatrixf(proj_matrix);
    1.67 +
    1.68  	glMatrixMode(GL_MODELVIEW);
    1.69  	glLoadIdentity();
    1.70 +	glTranslatef(-eye_dist / 2.0, 0, 0);
    1.71  	cam.use_inverse();
    1.72 -	glTranslatef(-0.32, 0, 0);
    1.73  	draw_scene();
    1.74  
    1.75  	// return to the regular window framebuffer
    1.76 @@ -187,6 +201,8 @@
    1.77  
    1.78  	glutSwapBuffers();
    1.79  	assert(glGetError() == GL_NO_ERROR);
    1.80 +
    1.81 +	glFinish();
    1.82  }
    1.83  
    1.84  
    1.85 @@ -195,6 +211,8 @@
    1.86  	float lpos[] = {0, 60, 0, 1};
    1.87  	glLightfv(GL_LIGHT0, GL_POSITION, lpos);
    1.88  
    1.89 +	draw_grid(100.0, 2.5);
    1.90 +
    1.91  	static Vector2 teapos[] = {
    1.92  		Vector2(-8, 8), Vector2(8, 8), Vector2(8, -8), Vector2(-8, -8)
    1.93  	};
    1.94 @@ -206,7 +224,7 @@
    1.95  		glPopMatrix();
    1.96  	}
    1.97  
    1.98 -	draw_grid(100.0, 2.5);
    1.99 +	draw_squares();
   1.100  }
   1.101  
   1.102  static void draw_teapot()
   1.103 @@ -225,6 +243,37 @@
   1.104  	glFrontFace(GL_CCW);
   1.105  }
   1.106  
   1.107 +static void draw_squares()
   1.108 +{
   1.109 +	static const int num_sq = 4;
   1.110 +
   1.111 +	glPushAttrib(GL_ENABLE_BIT | GL_LINE_BIT);
   1.112 +	glDisable(GL_LIGHTING);
   1.113 +
   1.114 +	glMatrixMode(GL_MODELVIEW);
   1.115 +	glPushMatrix();
   1.116 +	glTranslatef(0, 1, 0);
   1.117 +
   1.118 +
   1.119 +	glLineWidth(3.0);
   1.120 +	glColor3f(1.0, 0.7, 0.2);
   1.121 +
   1.122 +	float zdist = 2.0;
   1.123 +	for(int i=0; i<num_sq; i++) {
   1.124 +		glBegin(GL_LINE_LOOP);
   1.125 +		glVertex3f(-1, -1, -zdist);
   1.126 +		glVertex3f(1, -1, -zdist);
   1.127 +		glVertex3f(1, 1, -zdist);
   1.128 +		glVertex3f(-1, 1, -zdist);
   1.129 +		glEnd();
   1.130 +
   1.131 +		zdist += 1.0;
   1.132 +	}
   1.133 +
   1.134 +	glPopMatrix();
   1.135 +	glPopAttrib();
   1.136 +}
   1.137 +
   1.138  static void draw_grid(float size, float spacing)
   1.139  {
   1.140  	int num_lines = size / spacing;