oculus2

annotate src/main.c @ 25:0c7d02c58e4e

removed forward declaration of the now removed ovrhmd_EnableHSWDisplaySDKRender function
author John Tsiombikas <nuclear@member.fsf.org>
date Sat, 11 Apr 2015 03:52:51 +0300
parents b2afe1196579
children a7a3f89def42
rev   line source
nuclear@5 1 /* Very simple OculusSDK OpenGL usage example.
nuclear@6 2 *
nuclear@6 3 * Uses SDL2 (www.libsdl.org) for event handling and OpenGL context management.
nuclear@6 4 * Uses GLEW (glew.sourceforge.net) for OpenGL extension wrangling.
nuclear@5 5 *
nuclear@5 6 * Author: John Tsiombikas <nuclear@member.fsf.org>
nuclear@5 7 * This code is in the public domain. Do whatever you like with it.
nuclear@5 8 */
nuclear@0 9 #include <stdio.h>
nuclear@0 10 #include <stdlib.h>
nuclear@2 11 #include <assert.h>
nuclear@0 12 #include <SDL2/SDL.h>
nuclear@0 13 #include <GL/glew.h>
nuclear@0 14
nuclear@2 15 #ifdef WIN32
nuclear@2 16 #define OVR_OS_WIN32
nuclear@10 17 #elif defined(__APPLE__)
nuclear@2 18 #define OVR_OS_MAC
nuclear@10 19 #else
nuclear@10 20 #define OVR_OS_LINUX
nuclear@14 21 #include <X11/Xlib.h>
nuclear@14 22 #include <GL/glx.h>
nuclear@2 23 #endif
nuclear@2 24
nuclear@0 25 #include <OVR_CAPI.h>
nuclear@0 26 #include <OVR_CAPI_GL.h>
nuclear@0 27
nuclear@2 28 int init(void);
nuclear@2 29 void cleanup(void);
nuclear@4 30 void toggle_hmd_fullscreen(void);
nuclear@2 31 void display(void);
nuclear@2 32 void draw_scene(void);
nuclear@2 33 void draw_box(float xsz, float ysz, float zsz, float norm_sign);
nuclear@0 34 void update_rtarg(int width, int height);
nuclear@0 35 int handle_event(SDL_Event *ev);
nuclear@0 36 int key_event(int key, int state);
nuclear@0 37 void reshape(int x, int y);
nuclear@0 38 unsigned int next_pow2(unsigned int x);
nuclear@4 39 void quat_to_matrix(const float *quat, float *mat);
nuclear@4 40 unsigned int gen_chess_tex(float r0, float g0, float b0, float r1, float g1, float b1);
nuclear@0 41
nuclear@0 42 static SDL_Window *win;
nuclear@0 43 static SDL_GLContext ctx;
nuclear@2 44 static int win_width, win_height;
nuclear@0 45
nuclear@0 46 static unsigned int fbo, fb_tex, fb_depth;
nuclear@0 47 static int fb_width, fb_height;
nuclear@0 48 static int fb_tex_width, fb_tex_height;
nuclear@0 49
nuclear@0 50 static ovrHmd hmd;
nuclear@0 51 static ovrSizei eyeres[2];
nuclear@2 52 static ovrEyeRenderDesc eye_rdesc[2];
nuclear@2 53 static ovrGLTexture fb_ovr_tex[2];
nuclear@15 54 static union ovrGLConfig glcfg;
nuclear@15 55 static unsigned int distort_caps;
nuclear@15 56 static unsigned int hmd_caps;
nuclear@0 57
nuclear@4 58 static unsigned int chess_tex;
nuclear@0 59
nuclear@4 60
nuclear@4 61 int main(int argc, char **argv)
nuclear@0 62 {
nuclear@0 63 if(init() == -1) {
nuclear@0 64 return 1;
nuclear@0 65 }
nuclear@0 66
nuclear@0 67 for(;;) {
nuclear@0 68 SDL_Event ev;
nuclear@0 69 while(SDL_PollEvent(&ev)) {
nuclear@0 70 if(handle_event(&ev) == -1) {
nuclear@0 71 goto done;
nuclear@0 72 }
nuclear@0 73 }
nuclear@0 74 display();
nuclear@0 75 }
nuclear@0 76
nuclear@0 77 done:
nuclear@0 78 cleanup();
nuclear@0 79 return 0;
nuclear@0 80 }
nuclear@0 81
nuclear@0 82
nuclear@2 83 int init(void)
nuclear@0 84 {
nuclear@2 85 int i, x, y;
nuclear@15 86 unsigned int flags;
nuclear@0 87
nuclear@4 88 /* libovr must be initialized before we create the OpenGL context */
nuclear@23 89 ovr_Initialize(0);
nuclear@0 90
nuclear@0 91 SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER);
nuclear@0 92
nuclear@0 93 x = y = SDL_WINDOWPOS_UNDEFINED;
nuclear@2 94 flags = SDL_WINDOW_OPENGL;
nuclear@20 95 if(!(win = SDL_CreateWindow("press 'f' to move to the HMD", x, y, 1024, 640, flags))) {
nuclear@0 96 fprintf(stderr, "failed to create window\n");
nuclear@0 97 return -1;
nuclear@0 98 }
nuclear@0 99 if(!(ctx = SDL_GL_CreateContext(win))) {
nuclear@0 100 fprintf(stderr, "failed to create OpenGL context\n");
nuclear@0 101 return -1;
nuclear@0 102 }
nuclear@0 103
nuclear@0 104 glewInit();
nuclear@0 105
nuclear@0 106 if(!(hmd = ovrHmd_Create(0))) {
nuclear@0 107 fprintf(stderr, "failed to open Oculus HMD, falling back to virtual debug HMD\n");
nuclear@2 108 if(!(hmd = ovrHmd_CreateDebug(ovrHmd_DK2))) {
nuclear@0 109 fprintf(stderr, "failed to create virtual debug HMD\n");
nuclear@0 110 return -1;
nuclear@0 111 }
nuclear@0 112 }
nuclear@0 113 printf("initialized HMD: %s - %s\n", hmd->Manufacturer, hmd->ProductName);
nuclear@0 114
nuclear@5 115 /* resize our window to match the HMD resolution */
nuclear@2 116 SDL_SetWindowSize(win, hmd->Resolution.w, hmd->Resolution.h);
nuclear@4 117 SDL_SetWindowPosition(win, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED);
nuclear@4 118 win_width = hmd->Resolution.w;
nuclear@4 119 win_height = hmd->Resolution.h;
nuclear@0 120
nuclear@11 121 /* enable position and rotation tracking */
nuclear@11 122 ovrHmd_ConfigureTracking(hmd, ovrTrackingCap_Orientation | ovrTrackingCap_MagYawCorrection | ovrTrackingCap_Position, 0);
nuclear@5 123 /* retrieve the optimal render target resolution for each eye */
nuclear@0 124 eyeres[0] = ovrHmd_GetFovTextureSize(hmd, ovrEye_Left, hmd->DefaultEyeFov[0], 1.0);
nuclear@0 125 eyeres[1] = ovrHmd_GetFovTextureSize(hmd, ovrEye_Right, hmd->DefaultEyeFov[1], 1.0);
nuclear@0 126
nuclear@5 127 /* and create a single render target texture to encompass both eyes */
nuclear@2 128 fb_width = eyeres[0].w + eyeres[1].w;
nuclear@0 129 fb_height = eyeres[0].h > eyeres[1].h ? eyeres[0].h : eyeres[1].h;
nuclear@0 130 update_rtarg(fb_width, fb_height);
nuclear@0 131
nuclear@5 132 /* fill in the ovrGLTexture structures that describe our render target texture */
nuclear@2 133 for(i=0; i<2; i++) {
nuclear@2 134 fb_ovr_tex[i].OGL.Header.API = ovrRenderAPI_OpenGL;
nuclear@2 135 fb_ovr_tex[i].OGL.Header.TextureSize.w = fb_tex_width;
nuclear@2 136 fb_ovr_tex[i].OGL.Header.TextureSize.h = fb_tex_height;
nuclear@5 137 /* this next field is the only one that differs between the two eyes */
nuclear@3 138 fb_ovr_tex[i].OGL.Header.RenderViewport.Pos.x = i == 0 ? 0 : fb_width / 2.0;
nuclear@15 139 fb_ovr_tex[i].OGL.Header.RenderViewport.Pos.y = 0;
nuclear@2 140 fb_ovr_tex[i].OGL.Header.RenderViewport.Size.w = fb_width / 2.0;
nuclear@2 141 fb_ovr_tex[i].OGL.Header.RenderViewport.Size.h = fb_height;
nuclear@5 142 fb_ovr_tex[i].OGL.TexId = fb_tex; /* both eyes will use the same texture id */
nuclear@2 143 }
nuclear@2 144
nuclear@5 145 /* fill in the ovrGLConfig structure needed by the SDK to draw our stereo pair
nuclear@5 146 * to the actual HMD display (SDK-distortion mode)
nuclear@5 147 */
nuclear@0 148 memset(&glcfg, 0, sizeof glcfg);
nuclear@0 149 glcfg.OGL.Header.API = ovrRenderAPI_OpenGL;
nuclear@20 150 glcfg.OGL.Header.BackBufferSize.w = win_width;
nuclear@20 151 glcfg.OGL.Header.BackBufferSize.h = win_height;
nuclear@0 152 glcfg.OGL.Header.Multisample = 1;
nuclear@0 153
nuclear@20 154 #ifdef OVR_OS_WIN32
nuclear@11 155 glcfg.OGL.Window = GetActiveWindow();
nuclear@11 156 glcfg.OGL.DC = wglGetCurrentDC();
nuclear@20 157 #elif defined(OVR_OS_LINUX)
nuclear@11 158 glcfg.OGL.Disp = glXGetCurrentDisplay();
nuclear@11 159 #endif
nuclear@11 160
nuclear@0 161 if(hmd->HmdCaps & ovrHmdCap_ExtendDesktop) {
nuclear@0 162 printf("running in \"extended desktop\" mode\n");
nuclear@0 163 } else {
nuclear@5 164 /* to sucessfully draw to the HMD display in "direct-hmd" mode, we have to
nuclear@5 165 * call ovrHmd_AttachToWindow
nuclear@5 166 * XXX: this doesn't work properly yet due to bugs in the oculus 0.4.1 sdk/driver
nuclear@5 167 */
nuclear@2 168 #ifdef WIN32
nuclear@11 169 ovrHmd_AttachToWindow(hmd, glcfg.OGL.Window, 0, 0);
nuclear@20 170 #elif defined(OVR_OS_LINUX)
nuclear@19 171 ovrHmd_AttachToWindow(hmd, (void*)glXGetCurrentDrawable(), 0, 0);
nuclear@2 172 #endif
nuclear@0 173 printf("running in \"direct-hmd\" mode\n");
nuclear@0 174 }
nuclear@5 175
nuclear@5 176 /* enable low-persistence display and dynamic prediction for lattency compensation */
nuclear@15 177 hmd_caps = ovrHmdCap_LowPersistence | ovrHmdCap_DynamicPrediction;
nuclear@15 178 ovrHmd_SetEnabledCaps(hmd, hmd_caps);
nuclear@0 179
nuclear@23 180 /* configure SDK-rendering and enable OLED overdrive and timewrap, which
nuclear@23 181 * shifts the image before drawing to counter any lattency between the call
nuclear@5 182 * to ovrHmd_GetEyePose and ovrHmd_EndFrame.
nuclear@5 183 */
nuclear@23 184 distort_caps = ovrDistortionCap_TimeWarp | ovrDistortionCap_Overdrive;
nuclear@15 185 if(!ovrHmd_ConfigureRendering(hmd, &glcfg.Config, distort_caps, hmd->DefaultEyeFov, eye_rdesc)) {
nuclear@0 186 fprintf(stderr, "failed to configure distortion renderer\n");
nuclear@0 187 }
nuclear@0 188
nuclear@5 189 /* disable the retarded "health and safety warning" */
nuclear@24 190 /*ovrhmd_EnableHSWDisplaySDKRender(hmd, 0);*/
nuclear@0 191
nuclear@0 192 glEnable(GL_DEPTH_TEST);
nuclear@0 193 glEnable(GL_CULL_FACE);
nuclear@0 194 glEnable(GL_LIGHTING);
nuclear@0 195 glEnable(GL_LIGHT0);
nuclear@4 196 glEnable(GL_LIGHT1);
nuclear@4 197 glEnable(GL_NORMALIZE);
nuclear@0 198
nuclear@4 199 glClearColor(0.1, 0.1, 0.1, 1);
nuclear@0 200
nuclear@4 201 chess_tex = gen_chess_tex(1.0, 0.7, 0.4, 0.4, 0.7, 1.0);
nuclear@0 202 return 0;
nuclear@0 203 }
nuclear@0 204
nuclear@2 205 void cleanup(void)
nuclear@0 206 {
nuclear@0 207 if(hmd) {
nuclear@0 208 ovrHmd_Destroy(hmd);
nuclear@0 209 }
nuclear@0 210 ovr_Shutdown();
nuclear@0 211
nuclear@0 212 SDL_Quit();
nuclear@0 213 }
nuclear@0 214
nuclear@4 215 void toggle_hmd_fullscreen(void)
nuclear@4 216 {
nuclear@22 217 static int fullscr, prev_x, prev_y;
nuclear@4 218 fullscr = !fullscr;
nuclear@4 219
nuclear@4 220 if(fullscr) {
nuclear@5 221 /* going fullscreen on the rift. save current window position, and move it
nuclear@5 222 * to the rift's part of the desktop before going fullscreen
nuclear@5 223 */
nuclear@4 224 SDL_GetWindowPosition(win, &prev_x, &prev_y);
nuclear@4 225 SDL_SetWindowPosition(win, hmd->WindowsPos.x, hmd->WindowsPos.y);
nuclear@22 226 SDL_SetWindowFullscreen(win, SDL_WINDOW_FULLSCREEN_DESKTOP);
nuclear@15 227
nuclear@15 228 #ifdef OVR_OS_LINUX
nuclear@15 229 /* on linux for now we have to deal with screen rotation during rendering. The docs are promoting
nuclear@15 230 * not rotating the DK2 screen globally
nuclear@15 231 */
nuclear@19 232 glcfg.OGL.Header.BackBufferSize.w = hmd->Resolution.h;
nuclear@19 233 glcfg.OGL.Header.BackBufferSize.h = hmd->Resolution.w;
nuclear@15 234
nuclear@15 235 distort_caps |= ovrDistortionCap_LinuxDevFullscreen;
nuclear@15 236 ovrHmd_ConfigureRendering(hmd, &glcfg.Config, distort_caps, hmd->DefaultEyeFov, eye_rdesc);
nuclear@15 237 #endif
nuclear@4 238 } else {
nuclear@5 239 /* return to windowed mode and move the window back to its original position */
nuclear@4 240 SDL_SetWindowFullscreen(win, 0);
nuclear@4 241 SDL_SetWindowPosition(win, prev_x, prev_y);
nuclear@15 242
nuclear@15 243 #ifdef OVR_OS_LINUX
nuclear@19 244 glcfg.OGL.Header.BackBufferSize = hmd->Resolution;
nuclear@15 245
nuclear@15 246 distort_caps &= ~ovrDistortionCap_LinuxDevFullscreen;
nuclear@15 247 ovrHmd_ConfigureRendering(hmd, &glcfg.Config, distort_caps, hmd->DefaultEyeFov, eye_rdesc);
nuclear@15 248 #endif
nuclear@4 249 }
nuclear@4 250 }
nuclear@4 251
nuclear@2 252 void display(void)
nuclear@0 253 {
nuclear@2 254 int i;
nuclear@2 255 ovrMatrix4f proj;
nuclear@2 256 ovrPosef pose[2];
nuclear@4 257 float rot_mat[16];
nuclear@2 258
nuclear@4 259 /* the drawing starts with a call to ovrHmd_BeginFrame */
nuclear@2 260 ovrHmd_BeginFrame(hmd, 0);
nuclear@2 261
nuclear@4 262 /* start drawing onto our texture render target */
nuclear@2 263 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
nuclear@0 264 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
nuclear@0 265
nuclear@2 266 /* for each eye ... */
nuclear@2 267 for(i=0; i<2; i++) {
nuclear@7 268 ovrEyeType eye = hmd->EyeRenderOrder[i];
nuclear@2 269
nuclear@4 270 /* -- viewport transformation --
nuclear@4 271 * setup the viewport to draw in the left half of the framebuffer when we're
nuclear@4 272 * rendering the left eye's view (0, 0, width/2, height), and in the right half
nuclear@4 273 * of the framebuffer for the right eye's view (width/2, 0, width/2, height)
nuclear@4 274 */
nuclear@7 275 glViewport(eye == ovrEye_Left ? 0 : fb_width / 2, 0, fb_width / 2, fb_height);
nuclear@2 276
nuclear@4 277 /* -- projection transformation --
nuclear@4 278 * we'll just have to use the projection matrix supplied by the oculus SDK for this eye
nuclear@4 279 * note that libovr matrices are the transpose of what OpenGL expects, so we have to
nuclear@4 280 * use glLoadTransposeMatrixf instead of glLoadMatrixf to load it.
nuclear@4 281 */
nuclear@2 282 proj = ovrMatrix4f_Projection(hmd->DefaultEyeFov[eye], 0.5, 500.0, 1);
nuclear@2 283 glMatrixMode(GL_PROJECTION);
nuclear@4 284 glLoadTransposeMatrixf(proj.M[0]);
nuclear@2 285
nuclear@4 286 /* -- view/camera transformation --
nuclear@4 287 * we need to construct a view matrix by combining all the information provided by the oculus
nuclear@4 288 * SDK, about the position and orientation of the user's head in the world.
nuclear@4 289 */
nuclear@8 290 /* TODO: use ovrHmd_GetEyePoses out of the loop instead */
nuclear@8 291 pose[eye] = ovrHmd_GetHmdPosePerEye(hmd, eye);
nuclear@2 292 glMatrixMode(GL_MODELVIEW);
nuclear@4 293 glLoadIdentity();
nuclear@8 294 glTranslatef(eye_rdesc[eye].HmdToEyeViewOffset.x,
nuclear@8 295 eye_rdesc[eye].HmdToEyeViewOffset.y,
nuclear@8 296 eye_rdesc[eye].HmdToEyeViewOffset.z);
nuclear@4 297 /* retrieve the orientation quaternion and convert it to a rotation matrix */
nuclear@4 298 quat_to_matrix(&pose[eye].Orientation.x, rot_mat);
nuclear@4 299 glMultMatrixf(rot_mat);
nuclear@4 300 /* translate the view matrix with the positional tracking */
nuclear@4 301 glTranslatef(-pose[eye].Position.x, -pose[eye].Position.y, -pose[eye].Position.z);
nuclear@4 302 /* move the camera to the eye level of the user */
nuclear@4 303 glTranslatef(0, -ovrHmd_GetFloat(hmd, OVR_KEY_EYE_HEIGHT, 1.65), 0);
nuclear@2 304
nuclear@4 305 /* finally draw the scene for this eye */
nuclear@2 306 draw_scene();
nuclear@2 307 }
nuclear@2 308
nuclear@4 309 /* after drawing both eyes into the texture render target, revert to drawing directly to the
nuclear@4 310 * display, and we call ovrHmd_EndFrame, to let the Oculus SDK draw both images properly
nuclear@4 311 * compensated for lens distortion and chromatic abberation onto the HMD screen.
nuclear@4 312 */
nuclear@2 313 glBindFramebuffer(GL_FRAMEBUFFER, 0);
nuclear@2 314
nuclear@2 315 ovrHmd_EndFrame(hmd, pose, &fb_ovr_tex[0].Texture);
nuclear@2 316
nuclear@17 317 /* workaround for the oculus sdk distortion renderer bug, which uses a shader
nuclear@17 318 * program, and doesn't restore the original binding when it's done.
nuclear@17 319 */
nuclear@17 320 glUseProgram(0);
nuclear@17 321
nuclear@2 322 assert(glGetError() == GL_NO_ERROR);
nuclear@2 323 }
nuclear@2 324
nuclear@15 325 void reshape(int x, int y)
nuclear@15 326 {
nuclear@15 327 win_width = x;
nuclear@15 328 win_height = y;
nuclear@15 329 }
nuclear@15 330
nuclear@2 331 void draw_scene(void)
nuclear@2 332 {
nuclear@2 333 int i;
nuclear@4 334 float grey[] = {0.8, 0.8, 0.8, 1};
nuclear@4 335 float col[] = {0, 0, 0, 1};
nuclear@4 336 float lpos[][4] = {
nuclear@4 337 {-8, 2, 10, 1},
nuclear@4 338 {0, 15, 0, 1}
nuclear@4 339 };
nuclear@4 340 float lcol[][4] = {
nuclear@4 341 {0.8, 0.8, 0.8, 1},
nuclear@4 342 {0.4, 0.3, 0.3, 1}
nuclear@4 343 };
nuclear@4 344
nuclear@4 345 for(i=0; i<2; i++) {
nuclear@4 346 glLightfv(GL_LIGHT0 + i, GL_POSITION, lpos[i]);
nuclear@4 347 glLightfv(GL_LIGHT0 + i, GL_DIFFUSE, lcol[i]);
nuclear@4 348 }
nuclear@4 349
nuclear@4 350 glMatrixMode(GL_MODELVIEW);
nuclear@2 351
nuclear@3 352 glPushMatrix();
nuclear@4 353 glTranslatef(0, 10, 0);
nuclear@4 354 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, grey);
nuclear@4 355 glBindTexture(GL_TEXTURE_2D, chess_tex);
nuclear@4 356 glEnable(GL_TEXTURE_2D);
nuclear@4 357 draw_box(30, 20, 30, -1.0);
nuclear@4 358 glDisable(GL_TEXTURE_2D);
nuclear@3 359 glPopMatrix();
nuclear@3 360
nuclear@4 361 for(i=0; i<4; i++) {
nuclear@4 362 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, grey);
nuclear@4 363 glPushMatrix();
nuclear@4 364 glTranslatef(i & 1 ? 5 : -5, 1, i & 2 ? -5 : 5);
nuclear@4 365 draw_box(0.5, 2, 0.5, 1.0);
nuclear@4 366 glPopMatrix();
nuclear@2 367
nuclear@4 368 col[0] = i & 1 ? 1.0 : 0.3;
nuclear@4 369 col[1] = i == 0 ? 1.0 : 0.3;
nuclear@4 370 col[2] = i & 2 ? 1.0 : 0.3;
nuclear@4 371 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, col);
nuclear@4 372
nuclear@2 373 glPushMatrix();
nuclear@2 374 if(i & 1) {
nuclear@4 375 glTranslatef(0, 0.25, i & 2 ? 2 : -2);
nuclear@2 376 } else {
nuclear@4 377 glTranslatef(i & 2 ? 2 : -2, 0.25, 0);
nuclear@2 378 }
nuclear@4 379 draw_box(0.5, 0.5, 0.5, 1.0);
nuclear@2 380 glPopMatrix();
nuclear@2 381 }
nuclear@12 382
nuclear@12 383 col[0] = 1;
nuclear@12 384 col[1] = 1;
nuclear@12 385 col[2] = 0.4;
nuclear@12 386 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, col);
nuclear@12 387 draw_box(0.05, 1.2, 6, 1.0);
nuclear@12 388 draw_box(6, 1.2, 0.05, 1.0);
nuclear@2 389 }
nuclear@2 390
nuclear@2 391 void draw_box(float xsz, float ysz, float zsz, float norm_sign)
nuclear@2 392 {
nuclear@2 393 glMatrixMode(GL_MODELVIEW);
nuclear@12 394 glPushMatrix();
nuclear@2 395 glScalef(xsz * 0.5, ysz * 0.5, zsz * 0.5);
nuclear@2 396
nuclear@2 397 if(norm_sign < 0.0) {
nuclear@2 398 glFrontFace(GL_CW);
nuclear@2 399 }
nuclear@2 400
nuclear@2 401 glBegin(GL_QUADS);
nuclear@2 402 glNormal3f(0, 0, 1 * norm_sign);
nuclear@2 403 glTexCoord2f(0, 0); glVertex3f(-1, -1, 1);
nuclear@2 404 glTexCoord2f(1, 0); glVertex3f(1, -1, 1);
nuclear@2 405 glTexCoord2f(1, 1); glVertex3f(1, 1, 1);
nuclear@2 406 glTexCoord2f(0, 1); glVertex3f(-1, 1, 1);
nuclear@2 407 glNormal3f(1 * norm_sign, 0, 0);
nuclear@2 408 glTexCoord2f(0, 0); glVertex3f(1, -1, 1);
nuclear@2 409 glTexCoord2f(1, 0); glVertex3f(1, -1, -1);
nuclear@2 410 glTexCoord2f(1, 1); glVertex3f(1, 1, -1);
nuclear@2 411 glTexCoord2f(0, 1); glVertex3f(1, 1, 1);
nuclear@2 412 glNormal3f(0, 0, -1 * norm_sign);
nuclear@2 413 glTexCoord2f(0, 0); glVertex3f(1, -1, -1);
nuclear@2 414 glTexCoord2f(1, 0); glVertex3f(-1, -1, -1);
nuclear@2 415 glTexCoord2f(1, 1); glVertex3f(-1, 1, -1);
nuclear@2 416 glTexCoord2f(0, 1); glVertex3f(1, 1, -1);
nuclear@2 417 glNormal3f(-1 * norm_sign, 0, 0);
nuclear@2 418 glTexCoord2f(0, 0); glVertex3f(-1, -1, -1);
nuclear@2 419 glTexCoord2f(1, 0); glVertex3f(-1, -1, 1);
nuclear@2 420 glTexCoord2f(1, 1); glVertex3f(-1, 1, 1);
nuclear@2 421 glTexCoord2f(0, 1); glVertex3f(-1, 1, -1);
nuclear@4 422 glEnd();
nuclear@4 423 glBegin(GL_TRIANGLE_FAN);
nuclear@2 424 glNormal3f(0, 1 * norm_sign, 0);
nuclear@4 425 glTexCoord2f(0.5, 0.5); glVertex3f(0, 1, 0);
nuclear@2 426 glTexCoord2f(0, 0); glVertex3f(-1, 1, 1);
nuclear@2 427 glTexCoord2f(1, 0); glVertex3f(1, 1, 1);
nuclear@2 428 glTexCoord2f(1, 1); glVertex3f(1, 1, -1);
nuclear@2 429 glTexCoord2f(0, 1); glVertex3f(-1, 1, -1);
nuclear@4 430 glTexCoord2f(0, 0); glVertex3f(-1, 1, 1);
nuclear@4 431 glEnd();
nuclear@4 432 glBegin(GL_TRIANGLE_FAN);
nuclear@2 433 glNormal3f(0, -1 * norm_sign, 0);
nuclear@4 434 glTexCoord2f(0.5, 0.5); glVertex3f(0, -1, 0);
nuclear@2 435 glTexCoord2f(0, 0); glVertex3f(-1, -1, -1);
nuclear@2 436 glTexCoord2f(1, 0); glVertex3f(1, -1, -1);
nuclear@2 437 glTexCoord2f(1, 1); glVertex3f(1, -1, 1);
nuclear@2 438 glTexCoord2f(0, 1); glVertex3f(-1, -1, 1);
nuclear@4 439 glTexCoord2f(0, 0); glVertex3f(-1, -1, -1);
nuclear@2 440 glEnd();
nuclear@2 441
nuclear@2 442 glFrontFace(GL_CCW);
nuclear@12 443 glPopMatrix();
nuclear@0 444 }
nuclear@0 445
nuclear@5 446 /* update_rtarg creates (and/or resizes) the render target used to draw the two stero views */
nuclear@0 447 void update_rtarg(int width, int height)
nuclear@0 448 {
nuclear@0 449 if(!fbo) {
nuclear@5 450 /* if fbo does not exist, then nothing does... create every opengl object */
nuclear@0 451 glGenFramebuffers(1, &fbo);
nuclear@0 452 glGenTextures(1, &fb_tex);
nuclear@0 453 glGenRenderbuffers(1, &fb_depth);
nuclear@0 454
nuclear@0 455 glBindTexture(GL_TEXTURE_2D, fb_tex);
nuclear@0 456 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
nuclear@0 457 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
nuclear@0 458 }
nuclear@0 459
nuclear@0 460 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
nuclear@0 461
nuclear@5 462 /* calculate the next power of two in both dimensions and use that as a texture size */
nuclear@0 463 fb_tex_width = next_pow2(width);
nuclear@0 464 fb_tex_height = next_pow2(height);
nuclear@0 465
nuclear@5 466 /* create and attach the texture that will be used as a color buffer */
nuclear@0 467 glBindTexture(GL_TEXTURE_2D, fb_tex);
nuclear@0 468 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, fb_tex_width, fb_tex_height, 0,
nuclear@0 469 GL_RGBA, GL_UNSIGNED_BYTE, 0);
nuclear@0 470 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, fb_tex, 0);
nuclear@0 471
nuclear@5 472 /* create and attach the renderbuffer that will serve as our z-buffer */
nuclear@0 473 glBindRenderbuffer(GL_RENDERBUFFER, fb_depth);
nuclear@0 474 glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, fb_tex_width, fb_tex_height);
nuclear@0 475 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, fb_depth);
nuclear@0 476
nuclear@0 477 if(glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
nuclear@0 478 fprintf(stderr, "incomplete framebuffer!\n");
nuclear@0 479 }
nuclear@0 480
nuclear@0 481 glBindFramebuffer(GL_FRAMEBUFFER, 0);
nuclear@0 482 printf("created render target: %dx%d (texture size: %dx%d)\n", width, height, fb_tex_width, fb_tex_height);
nuclear@0 483 }
nuclear@0 484
nuclear@0 485 int handle_event(SDL_Event *ev)
nuclear@0 486 {
nuclear@0 487 switch(ev->type) {
nuclear@4 488 case SDL_QUIT:
nuclear@4 489 return -1;
nuclear@4 490
nuclear@0 491 case SDL_KEYDOWN:
nuclear@0 492 case SDL_KEYUP:
nuclear@0 493 if(key_event(ev->key.keysym.sym, ev->key.state == SDL_PRESSED) == -1) {
nuclear@0 494 return -1;
nuclear@0 495 }
nuclear@0 496 break;
nuclear@0 497
nuclear@15 498 case SDL_WINDOWEVENT:
nuclear@15 499 if(ev->window.event == SDL_WINDOWEVENT_RESIZED) {
nuclear@15 500 reshape(ev->window.data1, ev->window.data2);
nuclear@15 501 }
nuclear@15 502 break;
nuclear@15 503
nuclear@0 504 default:
nuclear@0 505 break;
nuclear@0 506 }
nuclear@0 507
nuclear@0 508 return 0;
nuclear@0 509 }
nuclear@0 510
nuclear@0 511 int key_event(int key, int state)
nuclear@0 512 {
nuclear@0 513 if(state) {
nuclear@4 514 ovrHSWDisplayState hsw;
nuclear@4 515 ovrHmd_GetHSWDisplayState(hmd, &hsw);
nuclear@4 516 if(hsw.Displayed) {
nuclear@4 517 ovrHmd_DismissHSWDisplay(hmd);
nuclear@4 518 }
nuclear@4 519
nuclear@0 520 switch(key) {
nuclear@0 521 case 27:
nuclear@0 522 return -1;
nuclear@0 523
nuclear@4 524 case ' ':
nuclear@15 525 case 'r':
nuclear@4 526 /* allow the user to recenter by pressing space */
nuclear@4 527 ovrHmd_RecenterPose(hmd);
nuclear@4 528 break;
nuclear@4 529
nuclear@4 530 case 'f':
nuclear@4 531 /* press f to move the window to the HMD */
nuclear@4 532 toggle_hmd_fullscreen();
nuclear@4 533 break;
nuclear@4 534
nuclear@15 535 case 'v':
nuclear@15 536 distort_caps ^= ovrDistortionCap_Vignette;
nuclear@15 537 printf("Vignette: %s\n", distort_caps & ovrDistortionCap_Vignette ? "on" : "off");
nuclear@15 538 ovrHmd_ConfigureRendering(hmd, &glcfg.Config, distort_caps, hmd->DefaultEyeFov, eye_rdesc);
nuclear@15 539 break;
nuclear@15 540
nuclear@15 541 case 't':
nuclear@15 542 distort_caps ^= ovrDistortionCap_TimeWarp;
nuclear@15 543 printf("Time-warp: %s\n", distort_caps & ovrDistortionCap_TimeWarp ? "on" : "off");
nuclear@15 544 ovrHmd_ConfigureRendering(hmd, &glcfg.Config, distort_caps, hmd->DefaultEyeFov, eye_rdesc);
nuclear@15 545 break;
nuclear@15 546
nuclear@15 547 case 'o':
nuclear@15 548 distort_caps ^= ovrDistortionCap_Overdrive;
nuclear@15 549 printf("OLED over-drive: %s\n", distort_caps & ovrDistortionCap_Overdrive ? "on" : "off");
nuclear@15 550 ovrHmd_ConfigureRendering(hmd, &glcfg.Config, distort_caps, hmd->DefaultEyeFov, eye_rdesc);
nuclear@15 551 break;
nuclear@15 552
nuclear@15 553 case 'l':
nuclear@15 554 hmd_caps ^= ovrHmdCap_LowPersistence;
nuclear@15 555 printf("Low-persistence display: %s\n", hmd_caps & ovrHmdCap_LowPersistence ? "on" : "off");
nuclear@15 556 ovrHmd_SetEnabledCaps(hmd, hmd_caps);
nuclear@15 557 break;
nuclear@15 558
nuclear@0 559 default:
nuclear@0 560 break;
nuclear@0 561 }
nuclear@0 562 }
nuclear@0 563 return 0;
nuclear@0 564 }
nuclear@4 565
nuclear@4 566 unsigned int next_pow2(unsigned int x)
nuclear@4 567 {
nuclear@4 568 x -= 1;
nuclear@4 569 x |= x >> 1;
nuclear@4 570 x |= x >> 2;
nuclear@4 571 x |= x >> 4;
nuclear@4 572 x |= x >> 8;
nuclear@4 573 x |= x >> 16;
nuclear@4 574 return x + 1;
nuclear@4 575 }
nuclear@4 576
nuclear@5 577 /* convert a quaternion to a rotation matrix */
nuclear@4 578 void quat_to_matrix(const float *quat, float *mat)
nuclear@4 579 {
nuclear@4 580 mat[0] = 1.0 - 2.0 * quat[1] * quat[1] - 2.0 * quat[2] * quat[2];
nuclear@4 581 mat[4] = 2.0 * quat[0] * quat[1] + 2.0 * quat[3] * quat[2];
nuclear@4 582 mat[8] = 2.0 * quat[2] * quat[0] - 2.0 * quat[3] * quat[1];
nuclear@4 583 mat[12] = 0.0f;
nuclear@4 584
nuclear@4 585 mat[1] = 2.0 * quat[0] * quat[1] - 2.0 * quat[3] * quat[2];
nuclear@4 586 mat[5] = 1.0 - 2.0 * quat[0]*quat[0] - 2.0 * quat[2]*quat[2];
nuclear@4 587 mat[9] = 2.0 * quat[1] * quat[2] + 2.0 * quat[3] * quat[0];
nuclear@4 588 mat[13] = 0.0f;
nuclear@4 589
nuclear@4 590 mat[2] = 2.0 * quat[2] * quat[0] + 2.0 * quat[3] * quat[1];
nuclear@4 591 mat[6] = 2.0 * quat[1] * quat[2] - 2.0 * quat[3] * quat[0];
nuclear@4 592 mat[10] = 1.0 - 2.0 * quat[0]*quat[0] - 2.0 * quat[1]*quat[1];
nuclear@4 593 mat[14] = 0.0f;
nuclear@4 594
nuclear@4 595 mat[3] = mat[7] = mat[11] = 0.0f;
nuclear@4 596 mat[15] = 1.0f;
nuclear@4 597 }
nuclear@4 598
nuclear@5 599 /* generate a chessboard texture with tiles colored (r0, g0, b0) and (r1, g1, b1) */
nuclear@4 600 unsigned int gen_chess_tex(float r0, float g0, float b0, float r1, float g1, float b1)
nuclear@4 601 {
nuclear@4 602 int i, j;
nuclear@4 603 unsigned int tex;
nuclear@4 604 unsigned char img[8 * 8 * 3];
nuclear@4 605 unsigned char *pix = img;
nuclear@4 606
nuclear@4 607 for(i=0; i<8; i++) {
nuclear@4 608 for(j=0; j<8; j++) {
nuclear@4 609 int black = (i & 1) == (j & 1);
nuclear@4 610 pix[0] = (black ? r0 : r1) * 255;
nuclear@4 611 pix[1] = (black ? g0 : g1) * 255;
nuclear@4 612 pix[2] = (black ? b0 : b1) * 255;
nuclear@4 613 pix += 3;
nuclear@4 614 }
nuclear@4 615 }
nuclear@4 616
nuclear@4 617 glGenTextures(1, &tex);
nuclear@4 618 glBindTexture(GL_TEXTURE_2D, tex);
nuclear@4 619 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
nuclear@4 620 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
nuclear@4 621 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 8, 8, 0, GL_RGB, GL_UNSIGNED_BYTE, img);
nuclear@4 622
nuclear@4 623 return tex;
nuclear@8 624 }