oculus1

changeset 16:f3672317e5c2

made teapots many sizes and more colorful, added phong shader
author John Tsiombikas <nuclear@member.fsf.org>
date Sat, 21 Sep 2013 05:22:48 +0300
parents 402cbb6d9ce3
children cfe4979ab3eb
files Makefile sdr.glsl sdr/phong.p.glsl sdr/phong.v.glsl sdr/sdr.glsl src/main.cc src/sdr.c src/sdr.h src/vr.cc src/vr.h src/vr_impl.h
diffstat 11 files changed, 769 insertions(+), 114 deletions(-) [+]
line diff
     1.1 --- a/Makefile	Sat Sep 21 04:15:20 2013 +0300
     1.2 +++ b/Makefile	Sat Sep 21 05:22:48 2013 +0300
     1.3 @@ -1,12 +1,13 @@
     1.4 -src = $(wildcard src/*.cc)
     1.5 +ccsrc = $(wildcard src/*.cc)
     1.6 +csrc = $(wildcard src/*.c)
     1.7  ovr_src = $(wildcard libovr/Src/*.cpp) \
     1.8  		  $(wildcard libovr/Src/Kernel/*.cpp) \
     1.9  		  $(wildcard libovr/Src/Util/*.cpp)
    1.10  
    1.11 -obj = $(src:.cc=.o) $(ovr_src:.cpp=.o) $(ovr_sys_src:.cpp=.o)
    1.12 +obj = $(csrc:.c=.o) $(ccsrc:.cc=.o) $(ovr_src:.cpp=.o) $(ovr_sys_src:.cpp=.o)
    1.13  bin = oculus1
    1.14  
    1.15 -
    1.16 +CFLAGS = -pedantic -Wall -g
    1.17  CXXFLAGS = -Wall -g -I/usr/local/include $(ovr_include) -DUSE_OVR
    1.18  LDFLAGS = -L/usr/local/lib $(libgl) $(ovrlibs) -lvmath -lm
    1.19  
     2.1 --- a/sdr.glsl	Sat Sep 21 04:15:20 2013 +0300
     2.2 +++ /dev/null	Thu Jan 01 00:00:00 1970 +0000
     2.3 @@ -1,43 +0,0 @@
     2.4 -uniform sampler2D tex;
     2.5 -uniform float aspect, scale;
     2.6 -uniform float lens_center_offset;
     2.7 -uniform vec4 dist_factors;
     2.8 -
     2.9 -vec2 distort_texcoords(in vec2 tc);
    2.10 -float barrel_scale(float x, in vec4 k);
    2.11 -
    2.12 -void main()
    2.13 -{
    2.14 -	vec2 tc = distort_texcoords(gl_TexCoord[0].xy);
    2.15 -
    2.16 -	float vis = any(greaterThan(tc, vec2(1.0)) || lessThan(tc, vec2(0.0))) ? 0.0 : 1.0;
    2.17 -
    2.18 -	gl_FragColor.rgb = texture2D(tex, tc).rgb * vis;
    2.19 -	gl_FragColor.a = 1.0;
    2.20 -}
    2.21 -
    2.22 -vec2 distort_texcoords(in vec2 tc)
    2.23 -{
    2.24 -	// map tc [0, 1] -> [-1, 1]
    2.25 -	vec2 pt = tc * 2.0 - 1.0;
    2.26 -
    2.27 -	pt.x += lens_center_offset * 2.0;
    2.28 -	pt.y /= aspect;	// correct for aspect ratio
    2.29 -
    2.30 -	float rad = barrel_scale(dot(pt, pt), dist_factors);
    2.31 -	pt *= rad;	// scale the point by the computer distortion radius
    2.32 -
    2.33 -	pt /= scale;
    2.34 -	pt.y *= aspect;
    2.35 -	pt.x -= lens_center_offset * 2.0;
    2.36 -
    2.37 -	// map back to range [0, 1]
    2.38 -	return pt * 0.5 + 0.5;
    2.39 -}
    2.40 -
    2.41 -float barrel_scale(float rad, in vec4 k)
    2.42 -{
    2.43 -	float radsq = rad * rad;
    2.44 -	float radquad = radsq * radsq;
    2.45 -	return k.x + k.y * radsq + k.z * radquad + k.w * radquad * radsq;
    2.46 -}
     3.1 --- /dev/null	Thu Jan 01 00:00:00 1970 +0000
     3.2 +++ b/sdr/phong.p.glsl	Sat Sep 21 05:22:48 2013 +0300
     3.3 @@ -0,0 +1,19 @@
     3.4 +varying vec3 vpos, norm, ldir;
     3.5 +
     3.6 +void main()
     3.7 +{
     3.8 +	vec3 v = -normalize(vpos);
     3.9 +	vec3 n = normalize(norm);
    3.10 +	vec3 l = normalize(ldir);
    3.11 +	vec3 h = normalize(v + l);
    3.12 +
    3.13 +	float ndotl = max(dot(n, l), 0.0);
    3.14 +	float ndoth = max(dot(n, h), 0.0);
    3.15 +
    3.16 +	vec3 diff = gl_FrontMaterial.diffuse.rgb * gl_LightSource[0].diffuse.rgb * ndotl;
    3.17 +	vec3 spec = gl_FrontMaterial.specular.rgb * gl_LightSource[0].specular.rgb *
    3.18 +		pow(ndoth, gl_FrontMaterial.shininess);
    3.19 +
    3.20 +	gl_FragColor.rgb = diff + spec;
    3.21 +	gl_FragColor.a = 1.0;
    3.22 +}
     4.1 --- /dev/null	Thu Jan 01 00:00:00 1970 +0000
     4.2 +++ b/sdr/phong.v.glsl	Sat Sep 21 05:22:48 2013 +0300
     4.3 @@ -0,0 +1,11 @@
     4.4 +varying vec3 vpos, norm, ldir;
     4.5 +
     4.6 +void main()
     4.7 +{
     4.8 +	gl_Position = ftransform();
     4.9 +
    4.10 +	vpos = (gl_ModelViewMatrix * gl_Vertex).xyz;
    4.11 +	norm = gl_NormalMatrix * gl_Normal;
    4.12 +
    4.13 +	ldir = gl_LightSource[0].position.xyz - vpos;
    4.14 +}
     5.1 --- /dev/null	Thu Jan 01 00:00:00 1970 +0000
     5.2 +++ b/sdr/sdr.glsl	Sat Sep 21 05:22:48 2013 +0300
     5.3 @@ -0,0 +1,43 @@
     5.4 +uniform sampler2D tex;
     5.5 +uniform float aspect, scale;
     5.6 +uniform float lens_center_offset;
     5.7 +uniform vec4 dist_factors;
     5.8 +
     5.9 +vec2 distort_texcoords(in vec2 tc);
    5.10 +float barrel_scale(float x, in vec4 k);
    5.11 +
    5.12 +void main()
    5.13 +{
    5.14 +	vec2 tc = distort_texcoords(gl_TexCoord[0].xy);
    5.15 +
    5.16 +	float vis = any(greaterThan(tc, vec2(1.0)) || lessThan(tc, vec2(0.0))) ? 0.0 : 1.0;
    5.17 +
    5.18 +	gl_FragColor.rgb = texture2D(tex, tc).rgb * vis;
    5.19 +	gl_FragColor.a = 1.0;
    5.20 +}
    5.21 +
    5.22 +vec2 distort_texcoords(in vec2 tc)
    5.23 +{
    5.24 +	// map tc [0, 1] -> [-1, 1]
    5.25 +	vec2 pt = tc * 2.0 - 1.0;
    5.26 +
    5.27 +	pt.x += lens_center_offset * 2.0;
    5.28 +	pt.y /= aspect;	// correct for aspect ratio
    5.29 +
    5.30 +	float rad = barrel_scale(dot(pt, pt), dist_factors);
    5.31 +	pt *= rad;	// scale the point by the computer distortion radius
    5.32 +
    5.33 +	pt /= scale;
    5.34 +	pt.y *= aspect;
    5.35 +	pt.x -= lens_center_offset * 2.0;
    5.36 +
    5.37 +	// map back to range [0, 1]
    5.38 +	return pt * 0.5 + 0.5;
    5.39 +}
    5.40 +
    5.41 +float barrel_scale(float rad, in vec4 k)
    5.42 +{
    5.43 +	float radsq = rad * rad;
    5.44 +	float radquad = radsq * radsq;
    5.45 +	return k.x + k.y * radsq + k.z * radquad + k.w * radquad * radsq;
    5.46 +}
     6.1 --- a/src/main.cc	Sat Sep 21 04:15:20 2013 +0300
     6.2 +++ b/src/main.cc	Sat Sep 21 05:22:48 2013 +0300
     6.3 @@ -5,14 +5,18 @@
     6.4  #include "opengl.h"
     6.5  #include "vr.h"
     6.6  #include "camera.h"
     6.7 +#include "sdr.h"
     6.8  
     6.9  static bool init();
    6.10  static void cleanup();
    6.11  static void disp();
    6.12 +static void disp_vr();
    6.13  static void draw_scene();
    6.14 -static void draw_teapot();
    6.15 +static void draw_teapot(float size);
    6.16  static void draw_squares();
    6.17  static void draw_grid(float size, float spacing);
    6.18 +static void toggle_mouselook();
    6.19 +static void toggle_fullscreen();
    6.20  static void idle();
    6.21  static void reshape(int x, int y);
    6.22  static void keyb(unsigned char key, int x, int y);
    6.23 @@ -26,13 +30,16 @@
    6.24  static VRFpsCamera cam;
    6.25  static int width, height;
    6.26  static bool use_vr = false;
    6.27 -static bool mouselook = false;
    6.28  
    6.29  static bool keystate[256];
    6.30  
    6.31  static int rtarg_width, rtarg_height;
    6.32  static unsigned int fbo, tex[2], zbuf;
    6.33  
    6.34 +static unsigned int teapot_sdr;
    6.35 +
    6.36 +static bool fullscreen_pending;
    6.37 +
    6.38  int main(int argc, char **argv)
    6.39  {
    6.40  	glutInitWindowSize(1280, 800);
    6.41 @@ -48,7 +55,7 @@
    6.42  	width = glutGet(GLUT_WINDOW_WIDTH);
    6.43  	height = glutGet(GLUT_WINDOW_HEIGHT);
    6.44  
    6.45 -	glutDisplayFunc(disp);
    6.46 +	glutDisplayFunc(use_vr ? disp_vr : disp);
    6.47  	glutIdleFunc(idle);
    6.48  	glutReshapeFunc(reshape);
    6.49  	glutKeyboardFunc(keyb);
    6.50 @@ -76,6 +83,7 @@
    6.51  
    6.52  	glEnable(GL_LIGHT0);
    6.53  	glEnable(GL_LIGHTING);
    6.54 +	glEnable(GL_NORMALIZE);
    6.55  
    6.56  	// y = height of neck
    6.57  	cam.input_move(0, 1.65, 0);
    6.58 @@ -93,39 +101,38 @@
    6.59  
    6.60  		rtarg_width = (xsz + xsz / 2) / 2;
    6.61  		rtarg_height = ysz + ysz / 2;
    6.62 -	} else {
    6.63 -		rtarg_width = width;
    6.64 -		rtarg_height = height;
    6.65 +
    6.66 +		printf("render target: %dx%d\n", rtarg_width, rtarg_height);
    6.67 +
    6.68 +		// create render targets for each eye
    6.69 +		GLenum wrap_mode = GL_CLAMP_TO_EDGE;
    6.70 +		if(!GLEW_SGIS_texture_edge_clamp) {
    6.71 +			wrap_mode = GL_CLAMP;
    6.72 +		}
    6.73 +
    6.74 +		glGenTextures(2, tex);
    6.75 +		for(int i=0; i<2; i++) {
    6.76 +			glBindTexture(GL_TEXTURE_2D, tex[i]);
    6.77 +			glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    6.78 +			glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    6.79 +			glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrap_mode);
    6.80 +			glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrap_mode);
    6.81 +			glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, rtarg_width, rtarg_height, 0, GL_RGB, GL_UNSIGNED_BYTE, 0);
    6.82 +		}
    6.83 +
    6.84 +		// create the depth render buffer
    6.85 +		glGenRenderbuffers(1, &zbuf);
    6.86 +		glBindRenderbuffer(GL_RENDERBUFFER, zbuf);
    6.87 +		glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, rtarg_width, rtarg_height);
    6.88 +
    6.89 +		// create the FBO
    6.90 +		glGenFramebuffers(1, &fbo);
    6.91 +		glBindFramebuffer(GL_FRAMEBUFFER, fbo);
    6.92 +		glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, tex[0], 0);
    6.93 +		glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, zbuf);
    6.94  	}
    6.95  
    6.96 -	printf("render target: %dx%d\n", rtarg_width, rtarg_height);
    6.97 -
    6.98 -	// create render targets for each eye
    6.99 -	GLenum wrap_mode = GL_CLAMP_TO_EDGE;
   6.100 -	if(!GLEW_SGIS_texture_edge_clamp) {
   6.101 -		wrap_mode = GL_CLAMP;
   6.102 -	}
   6.103 -
   6.104 -	glGenTextures(2, tex);
   6.105 -	for(int i=0; i<2; i++) {
   6.106 -		glBindTexture(GL_TEXTURE_2D, tex[i]);
   6.107 -		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
   6.108 -		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
   6.109 -		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrap_mode);
   6.110 -		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrap_mode);
   6.111 -		glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, rtarg_width, rtarg_height, 0, GL_RGB, GL_UNSIGNED_BYTE, 0);
   6.112 -	}
   6.113 -
   6.114 -	// create the depth render buffer
   6.115 -	glGenRenderbuffers(1, &zbuf);
   6.116 -	glBindRenderbuffer(GL_RENDERBUFFER, zbuf);
   6.117 -	glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, rtarg_width, rtarg_height);
   6.118 -
   6.119 -	// create the FBO
   6.120 -	glGenFramebuffers(1, &fbo);
   6.121 -	glBindFramebuffer(GL_FRAMEBUFFER, fbo);
   6.122 -	glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, tex[0], 0);
   6.123 -	glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, zbuf);
   6.124 +	teapot_sdr = create_program_load("sdr/phong.v.glsl", "sdr/phong.p.glsl");
   6.125  
   6.126  	return true;
   6.127  }
   6.128 @@ -159,6 +166,7 @@
   6.129  	cam.input_move(inpv.x, inpv.y, inpv.z);
   6.130  }
   6.131  
   6.132 +// display function used in regular mode
   6.133  static void disp()
   6.134  {
   6.135  	static long prev_msec;
   6.136 @@ -167,12 +175,33 @@
   6.137  	prev_msec = msec;
   6.138  
   6.139  	handle_input(dt);
   6.140 +
   6.141 +	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
   6.142 +
   6.143 +	glMatrixMode(GL_PROJECTION);
   6.144 +	glLoadIdentity();
   6.145 +	gluPerspective(45, (float)width / (float)height, 0.25, 500.0);
   6.146 +
   6.147 +	glMatrixMode(GL_MODELVIEW);
   6.148 +	glLoadIdentity();
   6.149 +	cam.use_inverse();
   6.150 +	draw_scene();
   6.151 +
   6.152 +	glutSwapBuffers();
   6.153 +	assert(glGetError() == GL_NO_ERROR);
   6.154 +}
   6.155 +
   6.156 +// display function used in VR mode
   6.157 +static void disp_vr()
   6.158 +{
   6.159 +	static long prev_msec;
   6.160 +	long msec = glutGet(GLUT_ELAPSED_TIME);
   6.161 +	float dt = (msec - prev_msec) / 1000.0;
   6.162 +	prev_msec = msec;
   6.163 +
   6.164 +	handle_input(dt);
   6.165  	cam.track_vr();
   6.166  
   6.167 -	/*glMatrixMode(GL_PROJECTION);
   6.168 -	glLoadIdentity();
   6.169 -	float fov = RAD_TO_DEG(vr_get_fov());
   6.170 -	gluPerspective(fov, (float)rtarg_width / (float)rtarg_height, 0.25, 500.0);*/
   6.171  	float proj_matrix[16];
   6.172  
   6.173  	float eye_dist = vr_get_eyedist();
   6.174 @@ -230,7 +259,6 @@
   6.175  	glFinish();
   6.176  }
   6.177  
   6.178 -
   6.179  static void draw_scene()
   6.180  {
   6.181  	float lpos[] = {0, 60, 0, 1};
   6.182 @@ -238,21 +266,33 @@
   6.183  
   6.184  	draw_grid(50.0, 2.5);
   6.185  
   6.186 -	static Vector2 teapos[] = {
   6.187 -		Vector2(-8, 8), Vector2(8, 8), Vector2(8, -8), Vector2(-8, -8)
   6.188 +	static const Vector2 teapos[] = {
   6.189 +		Vector2(-8, -8), Vector2(8, -8), Vector2(8, 8), Vector2(-8, 8)
   6.190  	};
   6.191 +	static const float teasize[] = { 1.0, 2.0, 1.7, 1.4 };
   6.192 +	static const float teacolor[][4] = {
   6.193 +		{1.0, 0.4, 0.2, 1.0}, {0.2, 0.35, 1.0, 1.0}, {1.0, 0.9, 0.3, 1.0}, {0.3, 1.0, 0.4, 1.0}
   6.194 +	};
   6.195 +	static const float spec[] = {0.8, 0.8, 0.8, 1.0};
   6.196 +
   6.197 +	glUseProgram(teapot_sdr);
   6.198  
   6.199  	for(int i=0; i<4; i++) {
   6.200 +		glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, teacolor[i]);
   6.201 +		glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, spec);
   6.202 +		glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, 70.0);
   6.203 +
   6.204  		glPushMatrix();
   6.205  		glTranslatef(teapos[i].x, 0, teapos[i].y);
   6.206 -		draw_teapot();
   6.207 +		draw_teapot(teasize[i]);
   6.208  		glPopMatrix();
   6.209  	}
   6.210 +	glUseProgram(0);
   6.211  
   6.212  	draw_squares();
   6.213  }
   6.214  
   6.215 -static void draw_teapot()
   6.216 +static void draw_teapot(float size)
   6.217  {
   6.218  	static int tealist;
   6.219  
   6.220 @@ -263,9 +303,16 @@
   6.221  		glEndList();
   6.222  	}
   6.223  
   6.224 +	glMatrixMode(GL_MODELVIEW);
   6.225 +	glPushMatrix();
   6.226 +	glScalef(size, size, size);
   6.227 +	glTranslatef(0, 0.73, 0);
   6.228 +
   6.229  	glFrontFace(GL_CW);
   6.230  	glCallList(tealist);
   6.231  	glFrontFace(GL_CCW);
   6.232 +
   6.233 +	glPopMatrix();
   6.234  }
   6.235  
   6.236  static void draw_squares()
   6.237 @@ -338,8 +385,82 @@
   6.238  	glPopAttrib();
   6.239  }
   6.240  
   6.241 +static bool mouselook;
   6.242 +
   6.243 +static void toggle_mouselook()
   6.244 +{
   6.245 +	mouselook = !mouselook;
   6.246 +	if(mouselook) {
   6.247 +		glutPassiveMotionFunc(passive);
   6.248 +		glutSetCursor(GLUT_CURSOR_NONE);
   6.249 +		glutWarpPointer(width / 2, height / 2);
   6.250 +	} else {
   6.251 +		glutPassiveMotionFunc(0);
   6.252 +		glutSetCursor(GLUT_CURSOR_INHERIT);
   6.253 +	}
   6.254 +}
   6.255 +
   6.256 +static void toggle_fullscreen()
   6.257 +{
   6.258 +	static bool fullscreen;
   6.259 +	static int prev_x, prev_y;
   6.260 +	static int prev_xsz, prev_ysz;
   6.261 +
   6.262 +	fullscreen = !fullscreen;
   6.263 +
   6.264 +	if(fullscreen) {
   6.265 +		prev_x = glutGet(GLUT_WINDOW_X);
   6.266 +		prev_y = glutGet(GLUT_WINDOW_Y);
   6.267 +		prev_xsz = width;
   6.268 +		prev_ysz = height;
   6.269 +
   6.270 +		if(use_vr) {
   6.271 +			// go fullscreen to the correct monitor
   6.272 +			int x, y;
   6.273 +			vr_get_display_pos(&x, &y);
   6.274 +			glutPositionWindow(x, y);
   6.275 +
   6.276 +			// also warp the mouse and enable mouselook
   6.277 +			glutWarpPointer(x + width / 2, y + height / 2);
   6.278 +
   6.279 +			/* Ok this next line needs some explanation:
   6.280 +			 * glutPositionWindow, doesn't necessarilly get executed directly.
   6.281 +			 * GLUT might defer it for the next round of event processing, just
   6.282 +			 * so that it may coalesce multiple positioning requests.
   6.283 +			 * However that means that if we just called glutFullScreen right
   6.284 +			 * here, the window manager would have no idea that the window will
   6.285 +			 * move to another monitor, thus making it the size of the monitor
   6.286 +			 * it occupied before the move.
   6.287 +			 * So I'm setting a flag here, and execute the glutFullScreen call
   6.288 +			 * at the next idle invocation. (would display be a safer place?).
   6.289 +			 */
   6.290 +			fullscreen_pending = true;
   6.291 +		} else {
   6.292 +			glutFullScreen();
   6.293 +			toggle_mouselook();
   6.294 +		}
   6.295 +	} else {
   6.296 +		glutReshapeWindow(prev_xsz, prev_ysz);
   6.297 +		glutPositionWindow(prev_x, prev_y);
   6.298 +
   6.299 +		if(mouselook) {
   6.300 +			toggle_mouselook();
   6.301 +		}
   6.302 +	}
   6.303 +	glutPostRedisplay();
   6.304 +}
   6.305 +
   6.306 +
   6.307  static void idle()
   6.308  {
   6.309 +	if(fullscreen_pending) {
   6.310 +		glutFullScreen();
   6.311 +
   6.312 +		if(!mouselook) {
   6.313 +			toggle_mouselook();
   6.314 +		}
   6.315 +		fullscreen_pending = false;
   6.316 +	}
   6.317  	glutPostRedisplay();
   6.318  }
   6.319  
   6.320 @@ -362,33 +483,11 @@
   6.321  		exit(0);
   6.322  
   6.323  	case 'm':
   6.324 -		mouselook = !mouselook;
   6.325 -		if(mouselook) {
   6.326 -			glutPassiveMotionFunc(passive);
   6.327 -			glutSetCursor(GLUT_CURSOR_NONE);
   6.328 -			glutWarpPointer(width / 2, height / 2);
   6.329 -		} else {
   6.330 -			glutPassiveMotionFunc(0);
   6.331 -			glutSetCursor(GLUT_CURSOR_INHERIT);
   6.332 -		}
   6.333 +		toggle_mouselook();
   6.334  		break;
   6.335  
   6.336  	case 'f':
   6.337 -		{
   6.338 -			static bool fullscreen;
   6.339 -			static int prev_xsz, prev_ysz;
   6.340 -
   6.341 -			fullscreen = !fullscreen;
   6.342 -
   6.343 -			if(fullscreen) {
   6.344 -				prev_xsz = width;
   6.345 -				prev_ysz = height;
   6.346 -				glutFullScreen();
   6.347 -			} else {
   6.348 -				glutReshapeWindow(prev_xsz, prev_ysz);
   6.349 -			}
   6.350 -			glutPostRedisplay();
   6.351 -		}
   6.352 +		toggle_fullscreen();
   6.353  		break;
   6.354  	}
   6.355  
     7.1 --- /dev/null	Thu Jan 01 00:00:00 1970 +0000
     7.2 +++ b/src/sdr.c	Sat Sep 21 05:22:48 2013 +0300
     7.3 @@ -0,0 +1,427 @@
     7.4 +/*
     7.5 +Printblobs - halftoning display hack
     7.6 +Copyright (C) 2013  John Tsiombikas <nuclear@member.fsf.org>
     7.7 +
     7.8 +This program is free software: you can redistribute it and/or modify
     7.9 +it under the terms of the GNU General Public License as published by
    7.10 +the Free Software Foundation, either version 3 of the License, or
    7.11 +(at your option) any later version.
    7.12 +
    7.13 +This program is distributed in the hope that it will be useful,
    7.14 +but WITHOUT ANY WARRANTY; without even the implied warranty of
    7.15 +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
    7.16 +GNU General Public License for more details.
    7.17 +
    7.18 +You should have received a copy of the GNU General Public License
    7.19 +along with this program.  If not, see <http://www.gnu.org/licenses/>.
    7.20 +*/
    7.21 +#include <stdio.h>
    7.22 +#include <stdlib.h>
    7.23 +#include <string.h>
    7.24 +#include <errno.h>
    7.25 +#include <stdarg.h>
    7.26 +#include <assert.h>
    7.27 +#include <GL/glew.h>
    7.28 +
    7.29 +#if defined(unix) || defined(__unix__)
    7.30 +#include <unistd.h>
    7.31 +#include <sys/stat.h>
    7.32 +#endif	/* unix */
    7.33 +
    7.34 +#include "sdr.h"
    7.35 +
    7.36 +static const char *sdrtypestr(unsigned int sdrtype);
    7.37 +
    7.38 +unsigned int create_vertex_shader(const char *src)
    7.39 +{
    7.40 +	return create_shader(src, GL_VERTEX_SHADER);
    7.41 +}
    7.42 +
    7.43 +unsigned int create_pixel_shader(const char *src)
    7.44 +{
    7.45 +	return create_shader(src, GL_FRAGMENT_SHADER);
    7.46 +}
    7.47 +
    7.48 +unsigned int create_tessctl_shader(const char *src)
    7.49 +{
    7.50 +	return create_shader(src, GL_TESS_CONTROL_SHADER);
    7.51 +}
    7.52 +
    7.53 +unsigned int create_tesseval_shader(const char *src)
    7.54 +{
    7.55 +	return create_shader(src, GL_TESS_EVALUATION_SHADER);
    7.56 +}
    7.57 +
    7.58 +unsigned int create_geometry_shader(const char *src)
    7.59 +{
    7.60 +	return create_shader(src, GL_GEOMETRY_SHADER);
    7.61 +}
    7.62 +
    7.63 +unsigned int create_shader(const char *src, unsigned int sdr_type)
    7.64 +{
    7.65 +	unsigned int sdr;
    7.66 +	int success, info_len;
    7.67 +	char *info_str = 0;
    7.68 +	GLenum err;
    7.69 +
    7.70 +	sdr = glCreateShader(sdr_type);
    7.71 +	assert(glGetError() == GL_NO_ERROR);
    7.72 +	glShaderSource(sdr, 1, &src, 0);
    7.73 +	err = glGetError();
    7.74 +	assert(err == GL_NO_ERROR);
    7.75 +	glCompileShader(sdr);
    7.76 +	assert(glGetError() == GL_NO_ERROR);
    7.77 +
    7.78 +	glGetShaderiv(sdr, GL_COMPILE_STATUS, &success);
    7.79 +	assert(glGetError() == GL_NO_ERROR);
    7.80 +	glGetShaderiv(sdr, GL_INFO_LOG_LENGTH, &info_len);
    7.81 +	assert(glGetError() == GL_NO_ERROR);
    7.82 +
    7.83 +	if(info_len) {
    7.84 +		if((info_str = malloc(info_len + 1))) {
    7.85 +			glGetShaderInfoLog(sdr, info_len, 0, info_str);
    7.86 +			assert(glGetError() == GL_NO_ERROR);
    7.87 +		}
    7.88 +	}
    7.89 +
    7.90 +	if(success) {
    7.91 +		fprintf(stderr, info_str ? "done: %s\n" : "done\n", info_str);
    7.92 +	} else {
    7.93 +		fprintf(stderr, info_str ? "failed: %s\n" : "failed\n", info_str);
    7.94 +		glDeleteShader(sdr);
    7.95 +		sdr = 0;
    7.96 +	}
    7.97 +
    7.98 +	free(info_str);
    7.99 +	return sdr;
   7.100 +}
   7.101 +
   7.102 +void free_shader(unsigned int sdr)
   7.103 +{
   7.104 +	glDeleteShader(sdr);
   7.105 +}
   7.106 +
   7.107 +unsigned int load_vertex_shader(const char *fname)
   7.108 +{
   7.109 +	return load_shader(fname, GL_VERTEX_SHADER);
   7.110 +}
   7.111 +
   7.112 +unsigned int load_pixel_shader(const char *fname)
   7.113 +{
   7.114 +	return load_shader(fname, GL_FRAGMENT_SHADER);
   7.115 +}
   7.116 +
   7.117 +unsigned int load_tessctl_shader(const char *fname)
   7.118 +{
   7.119 +	return load_shader(fname, GL_TESS_CONTROL_SHADER);
   7.120 +}
   7.121 +
   7.122 +unsigned int load_tesseval_shader(const char *fname)
   7.123 +{
   7.124 +	return load_shader(fname, GL_TESS_EVALUATION_SHADER);
   7.125 +}
   7.126 +
   7.127 +unsigned int load_geometry_shader(const char *fname)
   7.128 +{
   7.129 +	return load_shader(fname, GL_GEOMETRY_SHADER);
   7.130 +}
   7.131 +
   7.132 +unsigned int load_shader(const char *fname, unsigned int sdr_type)
   7.133 +{
   7.134 +#if defined(unix) || defined(__unix__)
   7.135 +	struct stat st;
   7.136 +#endif
   7.137 +	unsigned int sdr;
   7.138 +	size_t filesize;
   7.139 +	FILE *fp;
   7.140 +	char *src;
   7.141 +
   7.142 +	if(!(fp = fopen(fname, "r"))) {
   7.143 +		fprintf(stderr, "failed to open shader %s: %s\n", fname, strerror(errno));
   7.144 +		return 0;
   7.145 +	}
   7.146 +
   7.147 +#if defined(unix) || defined(__unix__)
   7.148 +	fstat(fileno(fp), &st);
   7.149 +	filesize = st.st_size;
   7.150 +#else
   7.151 +	fseek(fp, 0, SEEK_END);
   7.152 +	filesize = ftell(fp);
   7.153 +	fseek(fp, 0, SEEK_SET);
   7.154 +#endif	/* unix */
   7.155 +
   7.156 +	if(!(src = malloc(filesize + 1))) {
   7.157 +		fclose(fp);
   7.158 +		return 0;
   7.159 +	}
   7.160 +	fread(src, 1, filesize, fp);
   7.161 +	src[filesize] = 0;
   7.162 +	fclose(fp);
   7.163 +
   7.164 +	fprintf(stderr, "compiling %s shader: %s... ", sdrtypestr(sdr_type), fname);
   7.165 +	sdr = create_shader(src, sdr_type);
   7.166 +
   7.167 +	free(src);
   7.168 +	return sdr;
   7.169 +}
   7.170 +
   7.171 +
   7.172 +unsigned int get_vertex_shader(const char *fname)
   7.173 +{
   7.174 +	return get_shader(fname, GL_VERTEX_SHADER);
   7.175 +}
   7.176 +
   7.177 +unsigned int get_pixel_shader(const char *fname)
   7.178 +{
   7.179 +	return get_shader(fname, GL_FRAGMENT_SHADER);
   7.180 +}
   7.181 +
   7.182 +unsigned int get_tessctl_shader(const char *fname)
   7.183 +{
   7.184 +	return get_shader(fname, GL_TESS_CONTROL_SHADER);
   7.185 +}
   7.186 +
   7.187 +unsigned int get_tesseval_shader(const char *fname)
   7.188 +{
   7.189 +	return get_shader(fname, GL_TESS_EVALUATION_SHADER);
   7.190 +}
   7.191 +
   7.192 +unsigned int get_geometry_shader(const char *fname)
   7.193 +{
   7.194 +	return get_shader(fname, GL_GEOMETRY_SHADER);
   7.195 +}
   7.196 +
   7.197 +unsigned int get_shader(const char *fname, unsigned int sdr_type)
   7.198 +{
   7.199 +	unsigned int sdr;
   7.200 +	if(!(sdr = load_shader(fname, sdr_type))) {
   7.201 +		return 0;
   7.202 +	}
   7.203 +	return sdr;
   7.204 +}
   7.205 +
   7.206 +
   7.207 +/* ---- gpu programs ---- */
   7.208 +
   7.209 +unsigned int create_program(void)
   7.210 +{
   7.211 +	unsigned int prog = glCreateProgram();
   7.212 +	assert(glGetError() == GL_NO_ERROR);
   7.213 +	return prog;
   7.214 +}
   7.215 +
   7.216 +unsigned int create_program_link(unsigned int sdr0, ...)
   7.217 +{
   7.218 +	unsigned int prog, sdr;
   7.219 +	va_list ap;
   7.220 +
   7.221 +	if(!(prog = create_program())) {
   7.222 +		return 0;
   7.223 +	}
   7.224 +
   7.225 +	attach_shader(prog, sdr0);
   7.226 +	if(glGetError()) {
   7.227 +		return 0;
   7.228 +	}
   7.229 +
   7.230 +	va_start(ap, sdr0);
   7.231 +	while((sdr = va_arg(ap, unsigned int))) {
   7.232 +		attach_shader(prog, sdr);
   7.233 +		if(glGetError()) {
   7.234 +			return 0;
   7.235 +		}
   7.236 +	}
   7.237 +	va_end(ap);
   7.238 +
   7.239 +	if(link_program(prog) == -1) {
   7.240 +		free_program(prog);
   7.241 +		return 0;
   7.242 +	}
   7.243 +	return prog;
   7.244 +}
   7.245 +
   7.246 +unsigned int create_program_load(const char *vfile, const char *pfile)
   7.247 +{
   7.248 +	unsigned int vs = 0, ps = 0;
   7.249 +
   7.250 +	if(vfile && *vfile && !(vs = get_vertex_shader(vfile))) {
   7.251 +		return 0;
   7.252 +	}
   7.253 +	if(pfile && *pfile && !(ps = get_pixel_shader(pfile))) {
   7.254 +		return 0;
   7.255 +	}
   7.256 +	return create_program_link(vs, ps, 0);
   7.257 +}
   7.258 +
   7.259 +void free_program(unsigned int sdr)
   7.260 +{
   7.261 +	glDeleteProgram(sdr);
   7.262 +}
   7.263 +
   7.264 +void attach_shader(unsigned int prog, unsigned int sdr)
   7.265 +{
   7.266 +	glAttachShader(prog, sdr);
   7.267 +	assert(glGetError() == GL_NO_ERROR);
   7.268 +}
   7.269 +
   7.270 +int link_program(unsigned int prog)
   7.271 +{
   7.272 +	int linked, info_len, retval = 0;
   7.273 +	char *info_str = 0;
   7.274 +
   7.275 +	glLinkProgram(prog);
   7.276 +	assert(glGetError() == GL_NO_ERROR);
   7.277 +	glGetProgramiv(prog, GL_LINK_STATUS, &linked);
   7.278 +	assert(glGetError() == GL_NO_ERROR);
   7.279 +	glGetProgramiv(prog, GL_INFO_LOG_LENGTH, &info_len);
   7.280 +	assert(glGetError() == GL_NO_ERROR);
   7.281 +
   7.282 +	if(info_len) {
   7.283 +		if((info_str = malloc(info_len + 1))) {
   7.284 +			glGetProgramInfoLog(prog, info_len, 0, info_str);
   7.285 +			assert(glGetError() == GL_NO_ERROR);
   7.286 +		}
   7.287 +	}
   7.288 +
   7.289 +	if(linked) {
   7.290 +		fprintf(stderr, info_str ? "linking done: %s\n" : "linking done\n", info_str);
   7.291 +	} else {
   7.292 +		fprintf(stderr, info_str ? "linking failed: %s\n" : "linking failed\n", info_str);
   7.293 +		retval = -1;
   7.294 +	}
   7.295 +
   7.296 +	free(info_str);
   7.297 +	return retval;
   7.298 +}
   7.299 +
   7.300 +int bind_program(unsigned int prog)
   7.301 +{
   7.302 +	GLenum err;
   7.303 +
   7.304 +	glUseProgram(prog);
   7.305 +	if(prog && (err = glGetError()) != GL_NO_ERROR) {
   7.306 +		/* maybe the program is not linked, try linking first */
   7.307 +		if(err == GL_INVALID_OPERATION) {
   7.308 +			if(link_program(prog) == -1) {
   7.309 +				return -1;
   7.310 +			}
   7.311 +			glUseProgram(prog);
   7.312 +			return glGetError() == GL_NO_ERROR ? 0 : -1;
   7.313 +		}
   7.314 +		return -1;
   7.315 +	}
   7.316 +	return 0;
   7.317 +}
   7.318 +
   7.319 +/* ugly but I'm not going to write the same bloody code over and over */
   7.320 +#define BEGIN_UNIFORM_CODE \
   7.321 +	int loc, curr_prog; \
   7.322 +	glGetIntegerv(GL_CURRENT_PROGRAM, &curr_prog); \
   7.323 +	if((unsigned int)curr_prog != prog && bind_program(prog) == -1) { \
   7.324 +		return -1; \
   7.325 +	} \
   7.326 +	if((loc = glGetUniformLocation(prog, name)) != -1)
   7.327 +
   7.328 +#define END_UNIFORM_CODE \
   7.329 +	if((unsigned int)curr_prog != prog) { \
   7.330 +		bind_program(curr_prog); \
   7.331 +	} \
   7.332 +	return loc == -1 ? -1 : 0
   7.333 +
   7.334 +int set_uniform_int(unsigned int prog, const char *name, int val)
   7.335 +{
   7.336 +	BEGIN_UNIFORM_CODE {
   7.337 +		glUniform1i(loc, val);
   7.338 +	}
   7.339 +	END_UNIFORM_CODE;
   7.340 +}
   7.341 +
   7.342 +int set_uniform_float(unsigned int prog, const char *name, float val)
   7.343 +{
   7.344 +	BEGIN_UNIFORM_CODE {
   7.345 +		glUniform1f(loc, val);
   7.346 +	}
   7.347 +	END_UNIFORM_CODE;
   7.348 +}
   7.349 +
   7.350 +int set_uniform_float2(unsigned int prog, const char *name, float x, float y)
   7.351 +{
   7.352 +	BEGIN_UNIFORM_CODE {
   7.353 +		glUniform2f(loc, x, y);
   7.354 +	}
   7.355 +	END_UNIFORM_CODE;
   7.356 +}
   7.357 +
   7.358 +int set_uniform_float3(unsigned int prog, const char *name, float x, float y, float z)
   7.359 +{
   7.360 +	BEGIN_UNIFORM_CODE {
   7.361 +		glUniform3f(loc, x, y, z);
   7.362 +	}
   7.363 +	END_UNIFORM_CODE;
   7.364 +}
   7.365 +
   7.366 +int set_uniform_float4(unsigned int prog, const char *name, float x, float y, float z, float w)
   7.367 +{
   7.368 +	BEGIN_UNIFORM_CODE {
   7.369 +		glUniform4f(loc, x, y, z, w);
   7.370 +	}
   7.371 +	END_UNIFORM_CODE;
   7.372 +}
   7.373 +
   7.374 +int set_uniform_matrix4(unsigned int prog, const char *name, float *mat)
   7.375 +{
   7.376 +	BEGIN_UNIFORM_CODE {
   7.377 +		glUniformMatrix4fv(loc, 1, GL_FALSE, mat);
   7.378 +	}
   7.379 +	END_UNIFORM_CODE;
   7.380 +}
   7.381 +
   7.382 +int set_uniform_matrix4_transposed(unsigned int prog, const char *name, float *mat)
   7.383 +{
   7.384 +	BEGIN_UNIFORM_CODE {
   7.385 +		glUniformMatrix4fv(loc, 1, GL_TRUE, mat);
   7.386 +	}
   7.387 +	END_UNIFORM_CODE;
   7.388 +}
   7.389 +
   7.390 +int get_attrib_loc(unsigned int prog, const char *name)
   7.391 +{
   7.392 +	int loc, curr_prog;
   7.393 +
   7.394 +	glGetIntegerv(GL_CURRENT_PROGRAM, &curr_prog);
   7.395 +	if((unsigned int)curr_prog != prog && bind_program(prog) == -1) {
   7.396 +		return -1;
   7.397 +	}
   7.398 +
   7.399 +	loc = glGetAttribLocation(prog, (char*)name);
   7.400 +
   7.401 +	if((unsigned int)curr_prog != prog) {
   7.402 +		bind_program(curr_prog);
   7.403 +	}
   7.404 +	return loc;
   7.405 +}
   7.406 +
   7.407 +void set_attrib_float3(int attr_loc, float x, float y, float z)
   7.408 +{
   7.409 +	glVertexAttrib3f(attr_loc, x, y, z);
   7.410 +}
   7.411 +
   7.412 +static const char *sdrtypestr(unsigned int sdrtype)
   7.413 +{
   7.414 +	switch(sdrtype) {
   7.415 +	case GL_VERTEX_SHADER:
   7.416 +		return "vertex";
   7.417 +	case GL_FRAGMENT_SHADER:
   7.418 +		return "pixel";
   7.419 +	case GL_TESS_CONTROL_SHADER:
   7.420 +		return "tessellation control";
   7.421 +	case GL_TESS_EVALUATION_SHADER:
   7.422 +		return "tessellation evaluation";
   7.423 +	case GL_GEOMETRY_SHADER:
   7.424 +		return "geometry";
   7.425 +
   7.426 +	default:
   7.427 +		break;
   7.428 +	}
   7.429 +	return "<unknown>";
   7.430 +}
     8.1 --- /dev/null	Thu Jan 01 00:00:00 1970 +0000
     8.2 +++ b/src/sdr.h	Sat Sep 21 05:22:48 2013 +0300
     8.3 @@ -0,0 +1,76 @@
     8.4 +/*
     8.5 +Printblobs - halftoning display hack
     8.6 +Copyright (C) 2013  John Tsiombikas <nuclear@member.fsf.org>
     8.7 +
     8.8 +This program is free software: you can redistribute it and/or modify
     8.9 +it under the terms of the GNU General Public License as published by
    8.10 +the Free Software Foundation, either version 3 of the License, or
    8.11 +(at your option) any later version.
    8.12 +
    8.13 +This program is distributed in the hope that it will be useful,
    8.14 +but WITHOUT ANY WARRANTY; without even the implied warranty of
    8.15 +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
    8.16 +GNU General Public License for more details.
    8.17 +
    8.18 +You should have received a copy of the GNU General Public License
    8.19 +along with this program.  If not, see <http://www.gnu.org/licenses/>.
    8.20 +*/
    8.21 +#ifndef SDR_H_
    8.22 +#define SDR_H_
    8.23 +
    8.24 +#ifdef __cplusplus
    8.25 +extern "C" {
    8.26 +#endif	/* __cplusplus */
    8.27 +
    8.28 +/* ---- shaders ---- */
    8.29 +unsigned int create_vertex_shader(const char *src);
    8.30 +unsigned int create_pixel_shader(const char *src);
    8.31 +unsigned int create_tessctl_shader(const char *src);
    8.32 +unsigned int create_tesseval_shader(const char *src);
    8.33 +unsigned int create_geometry_shader(const char *src);
    8.34 +unsigned int create_shader(const char *src, unsigned int sdr_type);
    8.35 +void free_shader(unsigned int sdr);
    8.36 +
    8.37 +unsigned int load_vertex_shader(const char *fname);
    8.38 +unsigned int load_pixel_shader(const char *fname);
    8.39 +unsigned int load_tessctl_shader(const char *fname);
    8.40 +unsigned int load_tesseval_shader(const char *fname);
    8.41 +unsigned int load_geometry_shader(const char *fname);
    8.42 +unsigned int load_shader(const char *src, unsigned int sdr_type);
    8.43 +
    8.44 +unsigned int get_vertex_shader(const char *fname);
    8.45 +unsigned int get_pixel_shader(const char *fname);
    8.46 +unsigned int get_tessctl_shader(const char *fname);
    8.47 +unsigned int get_tesseval_shader(const char *fname);
    8.48 +unsigned int get_geometry_shader(const char *fname);
    8.49 +unsigned int get_shader(const char *fname, unsigned int sdr_type);
    8.50 +
    8.51 +int add_shader(const char *fname, unsigned int sdr);
    8.52 +int remove_shader(const char *fname);
    8.53 +
    8.54 +/* ---- gpu programs ---- */
    8.55 +unsigned int create_program(void);
    8.56 +unsigned int create_program_link(unsigned int sdr0, ...);
    8.57 +unsigned int create_program_load(const char *vfile, const char *pfile);
    8.58 +void free_program(unsigned int sdr);
    8.59 +
    8.60 +void attach_shader(unsigned int prog, unsigned int sdr);
    8.61 +int link_program(unsigned int prog);
    8.62 +int bind_program(unsigned int prog);
    8.63 +
    8.64 +int set_uniform_int(unsigned int prog, const char *name, int val);
    8.65 +int set_uniform_float(unsigned int prog, const char *name, float val);
    8.66 +int set_uniform_float2(unsigned int prog, const char *name, float x, float y);
    8.67 +int set_uniform_float3(unsigned int prog, const char *name, float x, float y, float z);
    8.68 +int set_uniform_float4(unsigned int prog, const char *name, float x, float y, float z, float w);
    8.69 +int set_uniform_matrix4(unsigned int prog, const char *name, float *mat);
    8.70 +int set_uniform_matrix4_transposed(unsigned int prog, const char *name, float *mat);
    8.71 +
    8.72 +int get_attrib_loc(unsigned int prog, const char *name);
    8.73 +void set_attrib_float3(int attr_loc, float x, float y, float z);
    8.74 +
    8.75 +#ifdef __cplusplus
    8.76 +}
    8.77 +#endif	/* __cplusplus */
    8.78 +
    8.79 +#endif	/* SDR_H_ */
     9.1 --- a/src/vr.cc	Sat Sep 21 04:15:20 2013 +0300
     9.2 +++ b/src/vr.cc	Sat Sep 21 05:22:48 2013 +0300
     9.3 @@ -98,9 +98,15 @@
     9.4  		float proj_shift = center_dist_meters - info.LensSeparationDistance * 0.5;
     9.5  		vr_ctx.info.proj_center_offset = 4.0 * proj_shift / info.HScreenSize;
     9.6  
     9.7 -		// grab the display name
     9.8 +		// grab the display info
     9.9  		vr_ctx.info.display = new char[strlen(info.DisplayDeviceName) + 1];
    9.10  		strcpy(vr_ctx.info.display, info.DisplayDeviceName);
    9.11 +
    9.12 +		vr_ctx.info.display_xoffs = info.DesktopX;
    9.13 +		vr_ctx.info.display_yoffs = info.DesktopY;
    9.14 +
    9.15 +		printf("display: \"%s\" offset: %+d %+d\n", vr_ctx.info.display,
    9.16 +				vr_ctx.info.display_xoffs, vr_ctx.info.display_yoffs);
    9.17  	}
    9.18  
    9.19  	// get the sensor device
    9.20 @@ -209,6 +215,17 @@
    9.21  	return true;
    9.22  }
    9.23  
    9.24 +extern "C" const char *vr_get_display_name(void)
    9.25 +{
    9.26 +	return vr_ctx.info.display;
    9.27 +}
    9.28 +
    9.29 +extern "C" void vr_get_display_pos(int *xptr, int *yptr)
    9.30 +{
    9.31 +	*xptr = vr_ctx.info.display_xoffs;
    9.32 +	*yptr = vr_ctx.info.display_yoffs;
    9.33 +}
    9.34 +
    9.35  extern "C" int vr_get_width(void)
    9.36  {
    9.37  	return vr_ctx.info.width;
    10.1 --- a/src/vr.h	Sat Sep 21 04:15:20 2013 +0300
    10.2 +++ b/src/vr.h	Sat Sep 21 05:22:48 2013 +0300
    10.3 @@ -22,6 +22,9 @@
    10.4  int vr_init(enum vr_init_mode mode);
    10.5  void vr_shutdown(void);
    10.6  
    10.7 +const char *vr_get_display_name(void);
    10.8 +void vr_get_display_pos(int *xptr, int *yptr);
    10.9 +
   10.10  int vr_get_width(void);
   10.11  int vr_get_height(void);
   10.12  
    11.1 --- a/src/vr_impl.h	Sat Sep 21 04:15:20 2013 +0300
    11.2 +++ b/src/vr_impl.h	Sat Sep 21 05:22:48 2013 +0300
    11.3 @@ -13,6 +13,8 @@
    11.4  
    11.5  	struct {
    11.6  		char *display;
    11.7 +		int display_xoffs, display_yoffs;
    11.8 +
    11.9  		// the full width and height of the display (both eyes)
   11.10  		int width, height;
   11.11  		float fov;