oculus2

annotate src/main.c @ 23:21067f4802dd

build with OVR 0.5.0.1
author John Tsiombikas <nuclear@member.fsf.org>
date Thu, 02 Apr 2015 09:51:01 +0300
parents 9ee3ab70ca6b
children b2afe1196579
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@4 42 /* forward declaration to avoid including non-public headers of libovr */
nuclear@0 43 OVR_EXPORT void ovrhmd_EnableHSWDisplaySDKRender(ovrHmd hmd, ovrBool enable);
nuclear@0 44
nuclear@0 45 static SDL_Window *win;
nuclear@0 46 static SDL_GLContext ctx;
nuclear@2 47 static int win_width, win_height;
nuclear@0 48
nuclear@0 49 static unsigned int fbo, fb_tex, fb_depth;
nuclear@0 50 static int fb_width, fb_height;
nuclear@0 51 static int fb_tex_width, fb_tex_height;
nuclear@0 52
nuclear@0 53 static ovrHmd hmd;
nuclear@0 54 static ovrSizei eyeres[2];
nuclear@2 55 static ovrEyeRenderDesc eye_rdesc[2];
nuclear@2 56 static ovrGLTexture fb_ovr_tex[2];
nuclear@15 57 static union ovrGLConfig glcfg;
nuclear@15 58 static unsigned int distort_caps;
nuclear@15 59 static unsigned int hmd_caps;
nuclear@0 60
nuclear@4 61 static unsigned int chess_tex;
nuclear@0 62
nuclear@4 63
nuclear@4 64 int main(int argc, char **argv)
nuclear@0 65 {
nuclear@0 66 if(init() == -1) {
nuclear@0 67 return 1;
nuclear@0 68 }
nuclear@0 69
nuclear@0 70 for(;;) {
nuclear@0 71 SDL_Event ev;
nuclear@0 72 while(SDL_PollEvent(&ev)) {
nuclear@0 73 if(handle_event(&ev) == -1) {
nuclear@0 74 goto done;
nuclear@0 75 }
nuclear@0 76 }
nuclear@0 77 display();
nuclear@0 78 }
nuclear@0 79
nuclear@0 80 done:
nuclear@0 81 cleanup();
nuclear@0 82 return 0;
nuclear@0 83 }
nuclear@0 84
nuclear@0 85
nuclear@2 86 int init(void)
nuclear@0 87 {
nuclear@2 88 int i, x, y;
nuclear@15 89 unsigned int flags;
nuclear@0 90
nuclear@4 91 /* libovr must be initialized before we create the OpenGL context */
nuclear@23 92 ovr_Initialize(0);
nuclear@0 93
nuclear@0 94 SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER);
nuclear@0 95
nuclear@0 96 x = y = SDL_WINDOWPOS_UNDEFINED;
nuclear@2 97 flags = SDL_WINDOW_OPENGL;
nuclear@20 98 if(!(win = SDL_CreateWindow("press 'f' to move to the HMD", x, y, 1024, 640, flags))) {
nuclear@0 99 fprintf(stderr, "failed to create window\n");
nuclear@0 100 return -1;
nuclear@0 101 }
nuclear@0 102 if(!(ctx = SDL_GL_CreateContext(win))) {
nuclear@0 103 fprintf(stderr, "failed to create OpenGL context\n");
nuclear@0 104 return -1;
nuclear@0 105 }
nuclear@0 106
nuclear@0 107 glewInit();
nuclear@0 108
nuclear@0 109 if(!(hmd = ovrHmd_Create(0))) {
nuclear@0 110 fprintf(stderr, "failed to open Oculus HMD, falling back to virtual debug HMD\n");
nuclear@2 111 if(!(hmd = ovrHmd_CreateDebug(ovrHmd_DK2))) {
nuclear@0 112 fprintf(stderr, "failed to create virtual debug HMD\n");
nuclear@0 113 return -1;
nuclear@0 114 }
nuclear@0 115 }
nuclear@0 116 printf("initialized HMD: %s - %s\n", hmd->Manufacturer, hmd->ProductName);
nuclear@0 117
nuclear@5 118 /* resize our window to match the HMD resolution */
nuclear@2 119 SDL_SetWindowSize(win, hmd->Resolution.w, hmd->Resolution.h);
nuclear@4 120 SDL_SetWindowPosition(win, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED);
nuclear@4 121 win_width = hmd->Resolution.w;
nuclear@4 122 win_height = hmd->Resolution.h;
nuclear@0 123
nuclear@11 124 /* enable position and rotation tracking */
nuclear@11 125 ovrHmd_ConfigureTracking(hmd, ovrTrackingCap_Orientation | ovrTrackingCap_MagYawCorrection | ovrTrackingCap_Position, 0);
nuclear@5 126 /* retrieve the optimal render target resolution for each eye */
nuclear@0 127 eyeres[0] = ovrHmd_GetFovTextureSize(hmd, ovrEye_Left, hmd->DefaultEyeFov[0], 1.0);
nuclear@0 128 eyeres[1] = ovrHmd_GetFovTextureSize(hmd, ovrEye_Right, hmd->DefaultEyeFov[1], 1.0);
nuclear@0 129
nuclear@5 130 /* and create a single render target texture to encompass both eyes */
nuclear@2 131 fb_width = eyeres[0].w + eyeres[1].w;
nuclear@0 132 fb_height = eyeres[0].h > eyeres[1].h ? eyeres[0].h : eyeres[1].h;
nuclear@0 133 update_rtarg(fb_width, fb_height);
nuclear@0 134
nuclear@5 135 /* fill in the ovrGLTexture structures that describe our render target texture */
nuclear@2 136 for(i=0; i<2; i++) {
nuclear@2 137 fb_ovr_tex[i].OGL.Header.API = ovrRenderAPI_OpenGL;
nuclear@2 138 fb_ovr_tex[i].OGL.Header.TextureSize.w = fb_tex_width;
nuclear@2 139 fb_ovr_tex[i].OGL.Header.TextureSize.h = fb_tex_height;
nuclear@5 140 /* this next field is the only one that differs between the two eyes */
nuclear@3 141 fb_ovr_tex[i].OGL.Header.RenderViewport.Pos.x = i == 0 ? 0 : fb_width / 2.0;
nuclear@15 142 fb_ovr_tex[i].OGL.Header.RenderViewport.Pos.y = 0;
nuclear@2 143 fb_ovr_tex[i].OGL.Header.RenderViewport.Size.w = fb_width / 2.0;
nuclear@2 144 fb_ovr_tex[i].OGL.Header.RenderViewport.Size.h = fb_height;
nuclear@5 145 fb_ovr_tex[i].OGL.TexId = fb_tex; /* both eyes will use the same texture id */
nuclear@2 146 }
nuclear@2 147
nuclear@5 148 /* fill in the ovrGLConfig structure needed by the SDK to draw our stereo pair
nuclear@5 149 * to the actual HMD display (SDK-distortion mode)
nuclear@5 150 */
nuclear@0 151 memset(&glcfg, 0, sizeof glcfg);
nuclear@0 152 glcfg.OGL.Header.API = ovrRenderAPI_OpenGL;
nuclear@20 153 glcfg.OGL.Header.BackBufferSize.w = win_width;
nuclear@20 154 glcfg.OGL.Header.BackBufferSize.h = win_height;
nuclear@0 155 glcfg.OGL.Header.Multisample = 1;
nuclear@0 156
nuclear@20 157 #ifdef OVR_OS_WIN32
nuclear@11 158 glcfg.OGL.Window = GetActiveWindow();
nuclear@11 159 glcfg.OGL.DC = wglGetCurrentDC();
nuclear@20 160 #elif defined(OVR_OS_LINUX)
nuclear@11 161 glcfg.OGL.Disp = glXGetCurrentDisplay();
nuclear@11 162 #endif
nuclear@11 163
nuclear@0 164 if(hmd->HmdCaps & ovrHmdCap_ExtendDesktop) {
nuclear@0 165 printf("running in \"extended desktop\" mode\n");
nuclear@0 166 } else {
nuclear@5 167 /* to sucessfully draw to the HMD display in "direct-hmd" mode, we have to
nuclear@5 168 * call ovrHmd_AttachToWindow
nuclear@5 169 * XXX: this doesn't work properly yet due to bugs in the oculus 0.4.1 sdk/driver
nuclear@5 170 */
nuclear@2 171 #ifdef WIN32
nuclear@11 172 ovrHmd_AttachToWindow(hmd, glcfg.OGL.Window, 0, 0);
nuclear@20 173 #elif defined(OVR_OS_LINUX)
nuclear@19 174 ovrHmd_AttachToWindow(hmd, (void*)glXGetCurrentDrawable(), 0, 0);
nuclear@2 175 #endif
nuclear@0 176 printf("running in \"direct-hmd\" mode\n");
nuclear@0 177 }
nuclear@5 178
nuclear@5 179 /* enable low-persistence display and dynamic prediction for lattency compensation */
nuclear@15 180 hmd_caps = ovrHmdCap_LowPersistence | ovrHmdCap_DynamicPrediction;
nuclear@15 181 ovrHmd_SetEnabledCaps(hmd, hmd_caps);
nuclear@0 182
nuclear@23 183 /* configure SDK-rendering and enable OLED overdrive and timewrap, which
nuclear@23 184 * shifts the image before drawing to counter any lattency between the call
nuclear@5 185 * to ovrHmd_GetEyePose and ovrHmd_EndFrame.
nuclear@5 186 */
nuclear@23 187 distort_caps = ovrDistortionCap_TimeWarp | ovrDistortionCap_Overdrive;
nuclear@15 188 if(!ovrHmd_ConfigureRendering(hmd, &glcfg.Config, distort_caps, hmd->DefaultEyeFov, eye_rdesc)) {
nuclear@0 189 fprintf(stderr, "failed to configure distortion renderer\n");
nuclear@0 190 }
nuclear@0 191
nuclear@5 192 /* disable the retarded "health and safety warning" */
nuclear@3 193 ovrhmd_EnableHSWDisplaySDKRender(hmd, 0);
nuclear@0 194
nuclear@0 195 glEnable(GL_DEPTH_TEST);
nuclear@0 196 glEnable(GL_CULL_FACE);
nuclear@0 197 glEnable(GL_LIGHTING);
nuclear@0 198 glEnable(GL_LIGHT0);
nuclear@4 199 glEnable(GL_LIGHT1);
nuclear@4 200 glEnable(GL_NORMALIZE);
nuclear@0 201
nuclear@4 202 glClearColor(0.1, 0.1, 0.1, 1);
nuclear@0 203
nuclear@4 204 chess_tex = gen_chess_tex(1.0, 0.7, 0.4, 0.4, 0.7, 1.0);
nuclear@0 205 return 0;
nuclear@0 206 }
nuclear@0 207
nuclear@2 208 void cleanup(void)
nuclear@0 209 {
nuclear@0 210 if(hmd) {
nuclear@0 211 ovrHmd_Destroy(hmd);
nuclear@0 212 }
nuclear@0 213 ovr_Shutdown();
nuclear@0 214
nuclear@0 215 SDL_Quit();
nuclear@0 216 }
nuclear@0 217
nuclear@4 218 void toggle_hmd_fullscreen(void)
nuclear@4 219 {
nuclear@22 220 static int fullscr, prev_x, prev_y;
nuclear@4 221 fullscr = !fullscr;
nuclear@4 222
nuclear@4 223 if(fullscr) {
nuclear@5 224 /* going fullscreen on the rift. save current window position, and move it
nuclear@5 225 * to the rift's part of the desktop before going fullscreen
nuclear@5 226 */
nuclear@4 227 SDL_GetWindowPosition(win, &prev_x, &prev_y);
nuclear@4 228 SDL_SetWindowPosition(win, hmd->WindowsPos.x, hmd->WindowsPos.y);
nuclear@22 229 SDL_SetWindowFullscreen(win, SDL_WINDOW_FULLSCREEN_DESKTOP);
nuclear@15 230
nuclear@15 231 #ifdef OVR_OS_LINUX
nuclear@15 232 /* on linux for now we have to deal with screen rotation during rendering. The docs are promoting
nuclear@15 233 * not rotating the DK2 screen globally
nuclear@15 234 */
nuclear@19 235 glcfg.OGL.Header.BackBufferSize.w = hmd->Resolution.h;
nuclear@19 236 glcfg.OGL.Header.BackBufferSize.h = hmd->Resolution.w;
nuclear@15 237
nuclear@15 238 distort_caps |= ovrDistortionCap_LinuxDevFullscreen;
nuclear@15 239 ovrHmd_ConfigureRendering(hmd, &glcfg.Config, distort_caps, hmd->DefaultEyeFov, eye_rdesc);
nuclear@15 240 #endif
nuclear@4 241 } else {
nuclear@5 242 /* return to windowed mode and move the window back to its original position */
nuclear@4 243 SDL_SetWindowFullscreen(win, 0);
nuclear@4 244 SDL_SetWindowPosition(win, prev_x, prev_y);
nuclear@15 245
nuclear@15 246 #ifdef OVR_OS_LINUX
nuclear@19 247 glcfg.OGL.Header.BackBufferSize = hmd->Resolution;
nuclear@15 248
nuclear@15 249 distort_caps &= ~ovrDistortionCap_LinuxDevFullscreen;
nuclear@15 250 ovrHmd_ConfigureRendering(hmd, &glcfg.Config, distort_caps, hmd->DefaultEyeFov, eye_rdesc);
nuclear@15 251 #endif
nuclear@4 252 }
nuclear@4 253 }
nuclear@4 254
nuclear@2 255 void display(void)
nuclear@0 256 {
nuclear@2 257 int i;
nuclear@2 258 ovrMatrix4f proj;
nuclear@2 259 ovrPosef pose[2];
nuclear@4 260 float rot_mat[16];
nuclear@2 261
nuclear@4 262 /* the drawing starts with a call to ovrHmd_BeginFrame */
nuclear@2 263 ovrHmd_BeginFrame(hmd, 0);
nuclear@2 264
nuclear@4 265 /* start drawing onto our texture render target */
nuclear@2 266 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
nuclear@0 267 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
nuclear@0 268
nuclear@2 269 /* for each eye ... */
nuclear@2 270 for(i=0; i<2; i++) {
nuclear@7 271 ovrEyeType eye = hmd->EyeRenderOrder[i];
nuclear@2 272
nuclear@4 273 /* -- viewport transformation --
nuclear@4 274 * setup the viewport to draw in the left half of the framebuffer when we're
nuclear@4 275 * rendering the left eye's view (0, 0, width/2, height), and in the right half
nuclear@4 276 * of the framebuffer for the right eye's view (width/2, 0, width/2, height)
nuclear@4 277 */
nuclear@7 278 glViewport(eye == ovrEye_Left ? 0 : fb_width / 2, 0, fb_width / 2, fb_height);
nuclear@2 279
nuclear@4 280 /* -- projection transformation --
nuclear@4 281 * we'll just have to use the projection matrix supplied by the oculus SDK for this eye
nuclear@4 282 * note that libovr matrices are the transpose of what OpenGL expects, so we have to
nuclear@4 283 * use glLoadTransposeMatrixf instead of glLoadMatrixf to load it.
nuclear@4 284 */
nuclear@2 285 proj = ovrMatrix4f_Projection(hmd->DefaultEyeFov[eye], 0.5, 500.0, 1);
nuclear@2 286 glMatrixMode(GL_PROJECTION);
nuclear@4 287 glLoadTransposeMatrixf(proj.M[0]);
nuclear@2 288
nuclear@4 289 /* -- view/camera transformation --
nuclear@4 290 * we need to construct a view matrix by combining all the information provided by the oculus
nuclear@4 291 * SDK, about the position and orientation of the user's head in the world.
nuclear@4 292 */
nuclear@8 293 /* TODO: use ovrHmd_GetEyePoses out of the loop instead */
nuclear@8 294 pose[eye] = ovrHmd_GetHmdPosePerEye(hmd, eye);
nuclear@2 295 glMatrixMode(GL_MODELVIEW);
nuclear@4 296 glLoadIdentity();
nuclear@8 297 glTranslatef(eye_rdesc[eye].HmdToEyeViewOffset.x,
nuclear@8 298 eye_rdesc[eye].HmdToEyeViewOffset.y,
nuclear@8 299 eye_rdesc[eye].HmdToEyeViewOffset.z);
nuclear@4 300 /* retrieve the orientation quaternion and convert it to a rotation matrix */
nuclear@4 301 quat_to_matrix(&pose[eye].Orientation.x, rot_mat);
nuclear@4 302 glMultMatrixf(rot_mat);
nuclear@4 303 /* translate the view matrix with the positional tracking */
nuclear@4 304 glTranslatef(-pose[eye].Position.x, -pose[eye].Position.y, -pose[eye].Position.z);
nuclear@4 305 /* move the camera to the eye level of the user */
nuclear@4 306 glTranslatef(0, -ovrHmd_GetFloat(hmd, OVR_KEY_EYE_HEIGHT, 1.65), 0);
nuclear@2 307
nuclear@4 308 /* finally draw the scene for this eye */
nuclear@2 309 draw_scene();
nuclear@2 310 }
nuclear@2 311
nuclear@4 312 /* after drawing both eyes into the texture render target, revert to drawing directly to the
nuclear@4 313 * display, and we call ovrHmd_EndFrame, to let the Oculus SDK draw both images properly
nuclear@4 314 * compensated for lens distortion and chromatic abberation onto the HMD screen.
nuclear@4 315 */
nuclear@2 316 glBindFramebuffer(GL_FRAMEBUFFER, 0);
nuclear@2 317
nuclear@2 318 ovrHmd_EndFrame(hmd, pose, &fb_ovr_tex[0].Texture);
nuclear@2 319
nuclear@17 320 /* workaround for the oculus sdk distortion renderer bug, which uses a shader
nuclear@17 321 * program, and doesn't restore the original binding when it's done.
nuclear@17 322 */
nuclear@17 323 glUseProgram(0);
nuclear@17 324
nuclear@2 325 assert(glGetError() == GL_NO_ERROR);
nuclear@2 326 }
nuclear@2 327
nuclear@15 328 void reshape(int x, int y)
nuclear@15 329 {
nuclear@15 330 win_width = x;
nuclear@15 331 win_height = y;
nuclear@15 332 }
nuclear@15 333
nuclear@2 334 void draw_scene(void)
nuclear@2 335 {
nuclear@2 336 int i;
nuclear@4 337 float grey[] = {0.8, 0.8, 0.8, 1};
nuclear@4 338 float col[] = {0, 0, 0, 1};
nuclear@4 339 float lpos[][4] = {
nuclear@4 340 {-8, 2, 10, 1},
nuclear@4 341 {0, 15, 0, 1}
nuclear@4 342 };
nuclear@4 343 float lcol[][4] = {
nuclear@4 344 {0.8, 0.8, 0.8, 1},
nuclear@4 345 {0.4, 0.3, 0.3, 1}
nuclear@4 346 };
nuclear@4 347
nuclear@4 348 for(i=0; i<2; i++) {
nuclear@4 349 glLightfv(GL_LIGHT0 + i, GL_POSITION, lpos[i]);
nuclear@4 350 glLightfv(GL_LIGHT0 + i, GL_DIFFUSE, lcol[i]);
nuclear@4 351 }
nuclear@4 352
nuclear@4 353 glMatrixMode(GL_MODELVIEW);
nuclear@2 354
nuclear@3 355 glPushMatrix();
nuclear@4 356 glTranslatef(0, 10, 0);
nuclear@4 357 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, grey);
nuclear@4 358 glBindTexture(GL_TEXTURE_2D, chess_tex);
nuclear@4 359 glEnable(GL_TEXTURE_2D);
nuclear@4 360 draw_box(30, 20, 30, -1.0);
nuclear@4 361 glDisable(GL_TEXTURE_2D);
nuclear@3 362 glPopMatrix();
nuclear@3 363
nuclear@4 364 for(i=0; i<4; i++) {
nuclear@4 365 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, grey);
nuclear@4 366 glPushMatrix();
nuclear@4 367 glTranslatef(i & 1 ? 5 : -5, 1, i & 2 ? -5 : 5);
nuclear@4 368 draw_box(0.5, 2, 0.5, 1.0);
nuclear@4 369 glPopMatrix();
nuclear@2 370
nuclear@4 371 col[0] = i & 1 ? 1.0 : 0.3;
nuclear@4 372 col[1] = i == 0 ? 1.0 : 0.3;
nuclear@4 373 col[2] = i & 2 ? 1.0 : 0.3;
nuclear@4 374 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, col);
nuclear@4 375
nuclear@2 376 glPushMatrix();
nuclear@2 377 if(i & 1) {
nuclear@4 378 glTranslatef(0, 0.25, i & 2 ? 2 : -2);
nuclear@2 379 } else {
nuclear@4 380 glTranslatef(i & 2 ? 2 : -2, 0.25, 0);
nuclear@2 381 }
nuclear@4 382 draw_box(0.5, 0.5, 0.5, 1.0);
nuclear@2 383 glPopMatrix();
nuclear@2 384 }
nuclear@12 385
nuclear@12 386 col[0] = 1;
nuclear@12 387 col[1] = 1;
nuclear@12 388 col[2] = 0.4;
nuclear@12 389 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, col);
nuclear@12 390 draw_box(0.05, 1.2, 6, 1.0);
nuclear@12 391 draw_box(6, 1.2, 0.05, 1.0);
nuclear@2 392 }
nuclear@2 393
nuclear@2 394 void draw_box(float xsz, float ysz, float zsz, float norm_sign)
nuclear@2 395 {
nuclear@2 396 glMatrixMode(GL_MODELVIEW);
nuclear@12 397 glPushMatrix();
nuclear@2 398 glScalef(xsz * 0.5, ysz * 0.5, zsz * 0.5);
nuclear@2 399
nuclear@2 400 if(norm_sign < 0.0) {
nuclear@2 401 glFrontFace(GL_CW);
nuclear@2 402 }
nuclear@2 403
nuclear@2 404 glBegin(GL_QUADS);
nuclear@2 405 glNormal3f(0, 0, 1 * norm_sign);
nuclear@2 406 glTexCoord2f(0, 0); glVertex3f(-1, -1, 1);
nuclear@2 407 glTexCoord2f(1, 0); glVertex3f(1, -1, 1);
nuclear@2 408 glTexCoord2f(1, 1); glVertex3f(1, 1, 1);
nuclear@2 409 glTexCoord2f(0, 1); glVertex3f(-1, 1, 1);
nuclear@2 410 glNormal3f(1 * norm_sign, 0, 0);
nuclear@2 411 glTexCoord2f(0, 0); glVertex3f(1, -1, 1);
nuclear@2 412 glTexCoord2f(1, 0); glVertex3f(1, -1, -1);
nuclear@2 413 glTexCoord2f(1, 1); glVertex3f(1, 1, -1);
nuclear@2 414 glTexCoord2f(0, 1); glVertex3f(1, 1, 1);
nuclear@2 415 glNormal3f(0, 0, -1 * norm_sign);
nuclear@2 416 glTexCoord2f(0, 0); glVertex3f(1, -1, -1);
nuclear@2 417 glTexCoord2f(1, 0); glVertex3f(-1, -1, -1);
nuclear@2 418 glTexCoord2f(1, 1); glVertex3f(-1, 1, -1);
nuclear@2 419 glTexCoord2f(0, 1); glVertex3f(1, 1, -1);
nuclear@2 420 glNormal3f(-1 * norm_sign, 0, 0);
nuclear@2 421 glTexCoord2f(0, 0); glVertex3f(-1, -1, -1);
nuclear@2 422 glTexCoord2f(1, 0); glVertex3f(-1, -1, 1);
nuclear@2 423 glTexCoord2f(1, 1); glVertex3f(-1, 1, 1);
nuclear@2 424 glTexCoord2f(0, 1); glVertex3f(-1, 1, -1);
nuclear@4 425 glEnd();
nuclear@4 426 glBegin(GL_TRIANGLE_FAN);
nuclear@2 427 glNormal3f(0, 1 * norm_sign, 0);
nuclear@4 428 glTexCoord2f(0.5, 0.5); glVertex3f(0, 1, 0);
nuclear@2 429 glTexCoord2f(0, 0); glVertex3f(-1, 1, 1);
nuclear@2 430 glTexCoord2f(1, 0); glVertex3f(1, 1, 1);
nuclear@2 431 glTexCoord2f(1, 1); glVertex3f(1, 1, -1);
nuclear@2 432 glTexCoord2f(0, 1); glVertex3f(-1, 1, -1);
nuclear@4 433 glTexCoord2f(0, 0); glVertex3f(-1, 1, 1);
nuclear@4 434 glEnd();
nuclear@4 435 glBegin(GL_TRIANGLE_FAN);
nuclear@2 436 glNormal3f(0, -1 * norm_sign, 0);
nuclear@4 437 glTexCoord2f(0.5, 0.5); glVertex3f(0, -1, 0);
nuclear@2 438 glTexCoord2f(0, 0); glVertex3f(-1, -1, -1);
nuclear@2 439 glTexCoord2f(1, 0); glVertex3f(1, -1, -1);
nuclear@2 440 glTexCoord2f(1, 1); glVertex3f(1, -1, 1);
nuclear@2 441 glTexCoord2f(0, 1); glVertex3f(-1, -1, 1);
nuclear@4 442 glTexCoord2f(0, 0); glVertex3f(-1, -1, -1);
nuclear@2 443 glEnd();
nuclear@2 444
nuclear@2 445 glFrontFace(GL_CCW);
nuclear@12 446 glPopMatrix();
nuclear@0 447 }
nuclear@0 448
nuclear@5 449 /* update_rtarg creates (and/or resizes) the render target used to draw the two stero views */
nuclear@0 450 void update_rtarg(int width, int height)
nuclear@0 451 {
nuclear@0 452 if(!fbo) {
nuclear@5 453 /* if fbo does not exist, then nothing does... create every opengl object */
nuclear@0 454 glGenFramebuffers(1, &fbo);
nuclear@0 455 glGenTextures(1, &fb_tex);
nuclear@0 456 glGenRenderbuffers(1, &fb_depth);
nuclear@0 457
nuclear@0 458 glBindTexture(GL_TEXTURE_2D, fb_tex);
nuclear@0 459 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
nuclear@0 460 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
nuclear@0 461 }
nuclear@0 462
nuclear@0 463 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
nuclear@0 464
nuclear@5 465 /* calculate the next power of two in both dimensions and use that as a texture size */
nuclear@0 466 fb_tex_width = next_pow2(width);
nuclear@0 467 fb_tex_height = next_pow2(height);
nuclear@0 468
nuclear@5 469 /* create and attach the texture that will be used as a color buffer */
nuclear@0 470 glBindTexture(GL_TEXTURE_2D, fb_tex);
nuclear@0 471 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, fb_tex_width, fb_tex_height, 0,
nuclear@0 472 GL_RGBA, GL_UNSIGNED_BYTE, 0);
nuclear@0 473 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, fb_tex, 0);
nuclear@0 474
nuclear@5 475 /* create and attach the renderbuffer that will serve as our z-buffer */
nuclear@0 476 glBindRenderbuffer(GL_RENDERBUFFER, fb_depth);
nuclear@0 477 glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, fb_tex_width, fb_tex_height);
nuclear@0 478 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, fb_depth);
nuclear@0 479
nuclear@0 480 if(glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
nuclear@0 481 fprintf(stderr, "incomplete framebuffer!\n");
nuclear@0 482 }
nuclear@0 483
nuclear@0 484 glBindFramebuffer(GL_FRAMEBUFFER, 0);
nuclear@0 485 printf("created render target: %dx%d (texture size: %dx%d)\n", width, height, fb_tex_width, fb_tex_height);
nuclear@0 486 }
nuclear@0 487
nuclear@0 488 int handle_event(SDL_Event *ev)
nuclear@0 489 {
nuclear@0 490 switch(ev->type) {
nuclear@4 491 case SDL_QUIT:
nuclear@4 492 return -1;
nuclear@4 493
nuclear@0 494 case SDL_KEYDOWN:
nuclear@0 495 case SDL_KEYUP:
nuclear@0 496 if(key_event(ev->key.keysym.sym, ev->key.state == SDL_PRESSED) == -1) {
nuclear@0 497 return -1;
nuclear@0 498 }
nuclear@0 499 break;
nuclear@0 500
nuclear@15 501 case SDL_WINDOWEVENT:
nuclear@15 502 if(ev->window.event == SDL_WINDOWEVENT_RESIZED) {
nuclear@15 503 reshape(ev->window.data1, ev->window.data2);
nuclear@15 504 }
nuclear@15 505 break;
nuclear@15 506
nuclear@0 507 default:
nuclear@0 508 break;
nuclear@0 509 }
nuclear@0 510
nuclear@0 511 return 0;
nuclear@0 512 }
nuclear@0 513
nuclear@0 514 int key_event(int key, int state)
nuclear@0 515 {
nuclear@0 516 if(state) {
nuclear@5 517 /*
nuclear@4 518 ovrHSWDisplayState hsw;
nuclear@4 519 ovrHmd_GetHSWDisplayState(hmd, &hsw);
nuclear@4 520 if(hsw.Displayed) {
nuclear@4 521 ovrHmd_DismissHSWDisplay(hmd);
nuclear@4 522 }
nuclear@5 523 */
nuclear@4 524
nuclear@0 525 switch(key) {
nuclear@0 526 case 27:
nuclear@0 527 return -1;
nuclear@0 528
nuclear@4 529 case ' ':
nuclear@15 530 case 'r':
nuclear@4 531 /* allow the user to recenter by pressing space */
nuclear@4 532 ovrHmd_RecenterPose(hmd);
nuclear@4 533 break;
nuclear@4 534
nuclear@4 535 case 'f':
nuclear@4 536 /* press f to move the window to the HMD */
nuclear@4 537 toggle_hmd_fullscreen();
nuclear@4 538 break;
nuclear@4 539
nuclear@15 540 case 'v':
nuclear@15 541 distort_caps ^= ovrDistortionCap_Vignette;
nuclear@15 542 printf("Vignette: %s\n", distort_caps & ovrDistortionCap_Vignette ? "on" : "off");
nuclear@15 543 ovrHmd_ConfigureRendering(hmd, &glcfg.Config, distort_caps, hmd->DefaultEyeFov, eye_rdesc);
nuclear@15 544 break;
nuclear@15 545
nuclear@15 546 case 't':
nuclear@15 547 distort_caps ^= ovrDistortionCap_TimeWarp;
nuclear@15 548 printf("Time-warp: %s\n", distort_caps & ovrDistortionCap_TimeWarp ? "on" : "off");
nuclear@15 549 ovrHmd_ConfigureRendering(hmd, &glcfg.Config, distort_caps, hmd->DefaultEyeFov, eye_rdesc);
nuclear@15 550 break;
nuclear@15 551
nuclear@15 552 case 'o':
nuclear@15 553 distort_caps ^= ovrDistortionCap_Overdrive;
nuclear@15 554 printf("OLED over-drive: %s\n", distort_caps & ovrDistortionCap_Overdrive ? "on" : "off");
nuclear@15 555 ovrHmd_ConfigureRendering(hmd, &glcfg.Config, distort_caps, hmd->DefaultEyeFov, eye_rdesc);
nuclear@15 556 break;
nuclear@15 557
nuclear@15 558 case 'l':
nuclear@15 559 hmd_caps ^= ovrHmdCap_LowPersistence;
nuclear@15 560 printf("Low-persistence display: %s\n", hmd_caps & ovrHmdCap_LowPersistence ? "on" : "off");
nuclear@15 561 ovrHmd_SetEnabledCaps(hmd, hmd_caps);
nuclear@15 562 break;
nuclear@15 563
nuclear@0 564 default:
nuclear@0 565 break;
nuclear@0 566 }
nuclear@0 567 }
nuclear@0 568 return 0;
nuclear@0 569 }
nuclear@4 570
nuclear@4 571 unsigned int next_pow2(unsigned int x)
nuclear@4 572 {
nuclear@4 573 x -= 1;
nuclear@4 574 x |= x >> 1;
nuclear@4 575 x |= x >> 2;
nuclear@4 576 x |= x >> 4;
nuclear@4 577 x |= x >> 8;
nuclear@4 578 x |= x >> 16;
nuclear@4 579 return x + 1;
nuclear@4 580 }
nuclear@4 581
nuclear@5 582 /* convert a quaternion to a rotation matrix */
nuclear@4 583 void quat_to_matrix(const float *quat, float *mat)
nuclear@4 584 {
nuclear@4 585 mat[0] = 1.0 - 2.0 * quat[1] * quat[1] - 2.0 * quat[2] * quat[2];
nuclear@4 586 mat[4] = 2.0 * quat[0] * quat[1] + 2.0 * quat[3] * quat[2];
nuclear@4 587 mat[8] = 2.0 * quat[2] * quat[0] - 2.0 * quat[3] * quat[1];
nuclear@4 588 mat[12] = 0.0f;
nuclear@4 589
nuclear@4 590 mat[1] = 2.0 * quat[0] * quat[1] - 2.0 * quat[3] * quat[2];
nuclear@4 591 mat[5] = 1.0 - 2.0 * quat[0]*quat[0] - 2.0 * quat[2]*quat[2];
nuclear@4 592 mat[9] = 2.0 * quat[1] * quat[2] + 2.0 * quat[3] * quat[0];
nuclear@4 593 mat[13] = 0.0f;
nuclear@4 594
nuclear@4 595 mat[2] = 2.0 * quat[2] * quat[0] + 2.0 * quat[3] * quat[1];
nuclear@4 596 mat[6] = 2.0 * quat[1] * quat[2] - 2.0 * quat[3] * quat[0];
nuclear@4 597 mat[10] = 1.0 - 2.0 * quat[0]*quat[0] - 2.0 * quat[1]*quat[1];
nuclear@4 598 mat[14] = 0.0f;
nuclear@4 599
nuclear@4 600 mat[3] = mat[7] = mat[11] = 0.0f;
nuclear@4 601 mat[15] = 1.0f;
nuclear@4 602 }
nuclear@4 603
nuclear@5 604 /* generate a chessboard texture with tiles colored (r0, g0, b0) and (r1, g1, b1) */
nuclear@4 605 unsigned int gen_chess_tex(float r0, float g0, float b0, float r1, float g1, float b1)
nuclear@4 606 {
nuclear@4 607 int i, j;
nuclear@4 608 unsigned int tex;
nuclear@4 609 unsigned char img[8 * 8 * 3];
nuclear@4 610 unsigned char *pix = img;
nuclear@4 611
nuclear@4 612 for(i=0; i<8; i++) {
nuclear@4 613 for(j=0; j<8; j++) {
nuclear@4 614 int black = (i & 1) == (j & 1);
nuclear@4 615 pix[0] = (black ? r0 : r1) * 255;
nuclear@4 616 pix[1] = (black ? g0 : g1) * 255;
nuclear@4 617 pix[2] = (black ? b0 : b1) * 255;
nuclear@4 618 pix += 3;
nuclear@4 619 }
nuclear@4 620 }
nuclear@4 621
nuclear@4 622 glGenTextures(1, &tex);
nuclear@4 623 glBindTexture(GL_TEXTURE_2D, tex);
nuclear@4 624 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
nuclear@4 625 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
nuclear@4 626 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 8, 8, 0, GL_RGB, GL_UNSIGNED_BYTE, img);
nuclear@4 627
nuclear@4 628 return tex;
nuclear@8 629 }