oculus2

annotate src/main.c @ 11:256d8fcf02f1

wtf... nothing is drawn on linux
author John Tsiombikas <nuclear@member.fsf.org>
date Mon, 27 Oct 2014 04:20:07 +0200
parents 3d224ad45cac
children 4c08bc24ef0a 62a37bd5bc74
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@10 14 #include <X11/Xlib.h>
nuclear@10 15 #include <GL/glx.h>
nuclear@0 16
nuclear@2 17 #ifdef WIN32
nuclear@2 18 #define OVR_OS_WIN32
nuclear@10 19 #elif defined(__APPLE__)
nuclear@2 20 #define OVR_OS_MAC
nuclear@10 21 #else
nuclear@10 22 #define OVR_OS_LINUX
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@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@0 86 unsigned int flags, dcaps;
nuclear@0 87 union ovrGLConfig glcfg;
nuclear@0 88
nuclear@4 89 /* libovr must be initialized before we create the OpenGL context */
nuclear@0 90 ovr_Initialize();
nuclear@0 91
nuclear@0 92 SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER);
nuclear@0 93
nuclear@0 94 x = y = SDL_WINDOWPOS_UNDEFINED;
nuclear@2 95 flags = SDL_WINDOW_OPENGL;
nuclear@4 96 if(!(win = SDL_CreateWindow("press 'f' to move to the HMD", x, y, 1280, 800, flags))) {
nuclear@0 97 fprintf(stderr, "failed to create window\n");
nuclear@0 98 return -1;
nuclear@0 99 }
nuclear@0 100 if(!(ctx = SDL_GL_CreateContext(win))) {
nuclear@0 101 fprintf(stderr, "failed to create OpenGL context\n");
nuclear@0 102 return -1;
nuclear@0 103 }
nuclear@0 104
nuclear@0 105 glewInit();
nuclear@0 106
nuclear@0 107 if(!(hmd = ovrHmd_Create(0))) {
nuclear@0 108 fprintf(stderr, "failed to open Oculus HMD, falling back to virtual debug HMD\n");
nuclear@2 109 if(!(hmd = ovrHmd_CreateDebug(ovrHmd_DK2))) {
nuclear@0 110 fprintf(stderr, "failed to create virtual debug HMD\n");
nuclear@0 111 return -1;
nuclear@0 112 }
nuclear@0 113 }
nuclear@0 114 printf("initialized HMD: %s - %s\n", hmd->Manufacturer, hmd->ProductName);
nuclear@0 115
nuclear@5 116 /* resize our window to match the HMD resolution */
nuclear@2 117 SDL_SetWindowSize(win, hmd->Resolution.w, hmd->Resolution.h);
nuclear@4 118 SDL_SetWindowPosition(win, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED);
nuclear@4 119 win_width = hmd->Resolution.w;
nuclear@4 120 win_height = hmd->Resolution.h;
nuclear@0 121
nuclear@11 122 /* enable position and rotation tracking */
nuclear@11 123 ovrHmd_ConfigureTracking(hmd, ovrTrackingCap_Orientation | ovrTrackingCap_MagYawCorrection | ovrTrackingCap_Position, 0);
nuclear@5 124 /* retrieve the optimal render target resolution for each eye */
nuclear@0 125 eyeres[0] = ovrHmd_GetFovTextureSize(hmd, ovrEye_Left, hmd->DefaultEyeFov[0], 1.0);
nuclear@0 126 eyeres[1] = ovrHmd_GetFovTextureSize(hmd, ovrEye_Right, hmd->DefaultEyeFov[1], 1.0);
nuclear@0 127
nuclear@5 128 /* and create a single render target texture to encompass both eyes */
nuclear@2 129 fb_width = eyeres[0].w + eyeres[1].w;
nuclear@0 130 fb_height = eyeres[0].h > eyeres[1].h ? eyeres[0].h : eyeres[1].h;
nuclear@0 131 update_rtarg(fb_width, fb_height);
nuclear@0 132
nuclear@5 133 /* fill in the ovrGLTexture structures that describe our render target texture */
nuclear@2 134 for(i=0; i<2; i++) {
nuclear@2 135 fb_ovr_tex[i].OGL.Header.API = ovrRenderAPI_OpenGL;
nuclear@2 136 fb_ovr_tex[i].OGL.Header.TextureSize.w = fb_tex_width;
nuclear@2 137 fb_ovr_tex[i].OGL.Header.TextureSize.h = fb_tex_height;
nuclear@5 138 /* this next field is the only one that differs between the two eyes */
nuclear@3 139 fb_ovr_tex[i].OGL.Header.RenderViewport.Pos.x = i == 0 ? 0 : fb_width / 2.0;
nuclear@3 140 fb_ovr_tex[i].OGL.Header.RenderViewport.Pos.y = fb_tex_height - fb_height;
nuclear@2 141 fb_ovr_tex[i].OGL.Header.RenderViewport.Size.w = fb_width / 2.0;
nuclear@2 142 fb_ovr_tex[i].OGL.Header.RenderViewport.Size.h = fb_height;
nuclear@5 143 fb_ovr_tex[i].OGL.TexId = fb_tex; /* both eyes will use the same texture id */
nuclear@2 144 }
nuclear@2 145
nuclear@5 146 /* fill in the ovrGLConfig structure needed by the SDK to draw our stereo pair
nuclear@5 147 * to the actual HMD display (SDK-distortion mode)
nuclear@5 148 */
nuclear@0 149 memset(&glcfg, 0, sizeof glcfg);
nuclear@0 150 glcfg.OGL.Header.API = ovrRenderAPI_OpenGL;
nuclear@0 151 glcfg.OGL.Header.RTSize = hmd->Resolution;
nuclear@0 152 glcfg.OGL.Header.Multisample = 1;
nuclear@0 153
nuclear@11 154 #ifdef WIN32
nuclear@11 155 glcfg.OGL.Window = GetActiveWindow();
nuclear@11 156 glcfg.OGL.DC = wglGetCurrentDC();
nuclear@11 157 #else
nuclear@11 158 glcfg.OGL.Disp = glXGetCurrentDisplay();
nuclear@11 159 glcfg.OGL.Win = glXGetCurrentDrawable();
nuclear@11 160 #endif
nuclear@11 161
nuclear@0 162 if(hmd->HmdCaps & ovrHmdCap_ExtendDesktop) {
nuclear@0 163 printf("running in \"extended desktop\" mode\n");
nuclear@0 164 } else {
nuclear@5 165 /* to sucessfully draw to the HMD display in "direct-hmd" mode, we have to
nuclear@5 166 * call ovrHmd_AttachToWindow
nuclear@5 167 * XXX: this doesn't work properly yet due to bugs in the oculus 0.4.1 sdk/driver
nuclear@5 168 */
nuclear@2 169 #ifdef WIN32
nuclear@11 170 ovrHmd_AttachToWindow(hmd, glcfg.OGL.Window, 0, 0);
nuclear@10 171 #else
nuclear@11 172 ovrHmd_AttachToWindow(hmd, (void*)glcfg.OGL.Win, 0, 0);
nuclear@2 173 #endif
nuclear@0 174 printf("running in \"direct-hmd\" mode\n");
nuclear@0 175 }
nuclear@5 176
nuclear@5 177 /* enable low-persistence display and dynamic prediction for lattency compensation */
nuclear@2 178 ovrHmd_SetEnabledCaps(hmd, ovrHmdCap_LowPersistence | ovrHmdCap_DynamicPrediction);
nuclear@0 179
nuclear@5 180 /* configure SDK-rendering and enable chromatic abberation correction, vignetting, and
nuclear@5 181 * timewrap, which 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@7 184 dcaps = ovrDistortionCap_Chromatic | ovrDistortionCap_Vignette | ovrDistortionCap_TimeWarp |
nuclear@7 185 ovrDistortionCap_Overdrive;
nuclear@0 186 if(!ovrHmd_ConfigureRendering(hmd, &glcfg.Config, dcaps, hmd->DefaultEyeFov, eye_rdesc)) {
nuclear@0 187 fprintf(stderr, "failed to configure distortion renderer\n");
nuclear@0 188 }
nuclear@0 189
nuclear@5 190 /* disable the retarded "health and safety warning" */
nuclear@3 191 ovrhmd_EnableHSWDisplaySDKRender(hmd, 0);
nuclear@0 192
nuclear@0 193 glEnable(GL_DEPTH_TEST);
nuclear@0 194 glEnable(GL_CULL_FACE);
nuclear@0 195 glEnable(GL_LIGHTING);
nuclear@0 196 glEnable(GL_LIGHT0);
nuclear@4 197 glEnable(GL_LIGHT1);
nuclear@4 198 glEnable(GL_NORMALIZE);
nuclear@0 199
nuclear@4 200 glClearColor(0.1, 0.1, 0.1, 1);
nuclear@0 201
nuclear@4 202 chess_tex = gen_chess_tex(1.0, 0.7, 0.4, 0.4, 0.7, 1.0);
nuclear@0 203 return 0;
nuclear@0 204 }
nuclear@0 205
nuclear@2 206 void cleanup(void)
nuclear@0 207 {
nuclear@0 208 if(hmd) {
nuclear@0 209 ovrHmd_Destroy(hmd);
nuclear@0 210 }
nuclear@0 211 ovr_Shutdown();
nuclear@0 212
nuclear@0 213 SDL_Quit();
nuclear@0 214 }
nuclear@0 215
nuclear@4 216 void toggle_hmd_fullscreen(void)
nuclear@4 217 {
nuclear@4 218 static int fullscr, prev_x, prev_y;
nuclear@4 219 fullscr = !fullscr;
nuclear@4 220
nuclear@4 221 if(fullscr) {
nuclear@5 222 /* going fullscreen on the rift. save current window position, and move it
nuclear@5 223 * to the rift's part of the desktop before going fullscreen
nuclear@5 224 */
nuclear@4 225 SDL_GetWindowPosition(win, &prev_x, &prev_y);
nuclear@4 226 SDL_SetWindowPosition(win, hmd->WindowsPos.x, hmd->WindowsPos.y);
nuclear@4 227 SDL_SetWindowFullscreen(win, SDL_WINDOW_FULLSCREEN_DESKTOP);
nuclear@4 228 } else {
nuclear@5 229 /* return to windowed mode and move the window back to its original position */
nuclear@4 230 SDL_SetWindowFullscreen(win, 0);
nuclear@4 231 SDL_SetWindowPosition(win, prev_x, prev_y);
nuclear@4 232 }
nuclear@4 233 }
nuclear@4 234
nuclear@2 235 void display(void)
nuclear@0 236 {
nuclear@2 237 int i;
nuclear@2 238 ovrMatrix4f proj;
nuclear@2 239 ovrPosef pose[2];
nuclear@4 240 float rot_mat[16];
nuclear@2 241
nuclear@4 242 /* the drawing starts with a call to ovrHmd_BeginFrame */
nuclear@2 243 ovrHmd_BeginFrame(hmd, 0);
nuclear@2 244
nuclear@4 245 /* start drawing onto our texture render target */
nuclear@2 246 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
nuclear@0 247 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
nuclear@0 248
nuclear@2 249 /* for each eye ... */
nuclear@2 250 for(i=0; i<2; i++) {
nuclear@7 251 ovrEyeType eye = hmd->EyeRenderOrder[i];
nuclear@2 252
nuclear@4 253 /* -- viewport transformation --
nuclear@4 254 * setup the viewport to draw in the left half of the framebuffer when we're
nuclear@4 255 * rendering the left eye's view (0, 0, width/2, height), and in the right half
nuclear@4 256 * of the framebuffer for the right eye's view (width/2, 0, width/2, height)
nuclear@4 257 */
nuclear@7 258 glViewport(eye == ovrEye_Left ? 0 : fb_width / 2, 0, fb_width / 2, fb_height);
nuclear@2 259
nuclear@4 260 /* -- projection transformation --
nuclear@4 261 * we'll just have to use the projection matrix supplied by the oculus SDK for this eye
nuclear@4 262 * note that libovr matrices are the transpose of what OpenGL expects, so we have to
nuclear@4 263 * use glLoadTransposeMatrixf instead of glLoadMatrixf to load it.
nuclear@4 264 */
nuclear@2 265 proj = ovrMatrix4f_Projection(hmd->DefaultEyeFov[eye], 0.5, 500.0, 1);
nuclear@2 266 glMatrixMode(GL_PROJECTION);
nuclear@4 267 glLoadTransposeMatrixf(proj.M[0]);
nuclear@2 268
nuclear@4 269 /* -- view/camera transformation --
nuclear@4 270 * we need to construct a view matrix by combining all the information provided by the oculus
nuclear@4 271 * SDK, about the position and orientation of the user's head in the world.
nuclear@4 272 */
nuclear@8 273 /* TODO: use ovrHmd_GetEyePoses out of the loop instead */
nuclear@8 274 pose[eye] = ovrHmd_GetHmdPosePerEye(hmd, eye);
nuclear@2 275 glMatrixMode(GL_MODELVIEW);
nuclear@4 276 glLoadIdentity();
nuclear@8 277 glTranslatef(eye_rdesc[eye].HmdToEyeViewOffset.x,
nuclear@8 278 eye_rdesc[eye].HmdToEyeViewOffset.y,
nuclear@8 279 eye_rdesc[eye].HmdToEyeViewOffset.z);
nuclear@4 280 /* retrieve the orientation quaternion and convert it to a rotation matrix */
nuclear@4 281 quat_to_matrix(&pose[eye].Orientation.x, rot_mat);
nuclear@4 282 glMultMatrixf(rot_mat);
nuclear@4 283 /* translate the view matrix with the positional tracking */
nuclear@4 284 glTranslatef(-pose[eye].Position.x, -pose[eye].Position.y, -pose[eye].Position.z);
nuclear@4 285 /* move the camera to the eye level of the user */
nuclear@4 286 glTranslatef(0, -ovrHmd_GetFloat(hmd, OVR_KEY_EYE_HEIGHT, 1.65), 0);
nuclear@2 287
nuclear@4 288 /* finally draw the scene for this eye */
nuclear@2 289 draw_scene();
nuclear@2 290 }
nuclear@2 291
nuclear@4 292 /* after drawing both eyes into the texture render target, revert to drawing directly to the
nuclear@4 293 * display, and we call ovrHmd_EndFrame, to let the Oculus SDK draw both images properly
nuclear@4 294 * compensated for lens distortion and chromatic abberation onto the HMD screen.
nuclear@4 295 */
nuclear@2 296 glBindFramebuffer(GL_FRAMEBUFFER, 0);
nuclear@2 297 glViewport(0, 0, win_width, win_height);
nuclear@2 298
nuclear@2 299 ovrHmd_EndFrame(hmd, pose, &fb_ovr_tex[0].Texture);
nuclear@2 300
nuclear@2 301 assert(glGetError() == GL_NO_ERROR);
nuclear@2 302 }
nuclear@2 303
nuclear@2 304 void draw_scene(void)
nuclear@2 305 {
nuclear@2 306 int i;
nuclear@4 307 float grey[] = {0.8, 0.8, 0.8, 1};
nuclear@4 308 float col[] = {0, 0, 0, 1};
nuclear@4 309 float lpos[][4] = {
nuclear@4 310 {-8, 2, 10, 1},
nuclear@4 311 {0, 15, 0, 1}
nuclear@4 312 };
nuclear@4 313 float lcol[][4] = {
nuclear@4 314 {0.8, 0.8, 0.8, 1},
nuclear@4 315 {0.4, 0.3, 0.3, 1}
nuclear@4 316 };
nuclear@4 317
nuclear@4 318 for(i=0; i<2; i++) {
nuclear@4 319 glLightfv(GL_LIGHT0 + i, GL_POSITION, lpos[i]);
nuclear@4 320 glLightfv(GL_LIGHT0 + i, GL_DIFFUSE, lcol[i]);
nuclear@4 321 }
nuclear@4 322
nuclear@4 323 glMatrixMode(GL_MODELVIEW);
nuclear@2 324
nuclear@3 325 glPushMatrix();
nuclear@4 326 glTranslatef(0, 10, 0);
nuclear@4 327 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, grey);
nuclear@4 328 glBindTexture(GL_TEXTURE_2D, chess_tex);
nuclear@4 329 glEnable(GL_TEXTURE_2D);
nuclear@4 330 draw_box(30, 20, 30, -1.0);
nuclear@4 331 glDisable(GL_TEXTURE_2D);
nuclear@3 332 glPopMatrix();
nuclear@3 333
nuclear@4 334 for(i=0; i<4; i++) {
nuclear@4 335 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, grey);
nuclear@4 336 glPushMatrix();
nuclear@4 337 glTranslatef(i & 1 ? 5 : -5, 1, i & 2 ? -5 : 5);
nuclear@4 338 draw_box(0.5, 2, 0.5, 1.0);
nuclear@4 339 glPopMatrix();
nuclear@2 340
nuclear@4 341 col[0] = i & 1 ? 1.0 : 0.3;
nuclear@4 342 col[1] = i == 0 ? 1.0 : 0.3;
nuclear@4 343 col[2] = i & 2 ? 1.0 : 0.3;
nuclear@4 344 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, col);
nuclear@4 345
nuclear@2 346 glPushMatrix();
nuclear@2 347 if(i & 1) {
nuclear@4 348 glTranslatef(0, 0.25, i & 2 ? 2 : -2);
nuclear@2 349 } else {
nuclear@4 350 glTranslatef(i & 2 ? 2 : -2, 0.25, 0);
nuclear@2 351 }
nuclear@4 352 draw_box(0.5, 0.5, 0.5, 1.0);
nuclear@2 353 glPopMatrix();
nuclear@2 354 }
nuclear@2 355 }
nuclear@2 356
nuclear@2 357 void draw_box(float xsz, float ysz, float zsz, float norm_sign)
nuclear@2 358 {
nuclear@2 359 glMatrixMode(GL_MODELVIEW);
nuclear@2 360 glScalef(xsz * 0.5, ysz * 0.5, zsz * 0.5);
nuclear@2 361
nuclear@2 362 if(norm_sign < 0.0) {
nuclear@2 363 glFrontFace(GL_CW);
nuclear@2 364 }
nuclear@2 365
nuclear@2 366 glBegin(GL_QUADS);
nuclear@2 367 glNormal3f(0, 0, 1 * norm_sign);
nuclear@2 368 glTexCoord2f(0, 0); glVertex3f(-1, -1, 1);
nuclear@2 369 glTexCoord2f(1, 0); glVertex3f(1, -1, 1);
nuclear@2 370 glTexCoord2f(1, 1); glVertex3f(1, 1, 1);
nuclear@2 371 glTexCoord2f(0, 1); glVertex3f(-1, 1, 1);
nuclear@2 372 glNormal3f(1 * norm_sign, 0, 0);
nuclear@2 373 glTexCoord2f(0, 0); glVertex3f(1, -1, 1);
nuclear@2 374 glTexCoord2f(1, 0); glVertex3f(1, -1, -1);
nuclear@2 375 glTexCoord2f(1, 1); glVertex3f(1, 1, -1);
nuclear@2 376 glTexCoord2f(0, 1); glVertex3f(1, 1, 1);
nuclear@2 377 glNormal3f(0, 0, -1 * norm_sign);
nuclear@2 378 glTexCoord2f(0, 0); glVertex3f(1, -1, -1);
nuclear@2 379 glTexCoord2f(1, 0); glVertex3f(-1, -1, -1);
nuclear@2 380 glTexCoord2f(1, 1); glVertex3f(-1, 1, -1);
nuclear@2 381 glTexCoord2f(0, 1); glVertex3f(1, 1, -1);
nuclear@2 382 glNormal3f(-1 * norm_sign, 0, 0);
nuclear@2 383 glTexCoord2f(0, 0); glVertex3f(-1, -1, -1);
nuclear@2 384 glTexCoord2f(1, 0); glVertex3f(-1, -1, 1);
nuclear@2 385 glTexCoord2f(1, 1); glVertex3f(-1, 1, 1);
nuclear@2 386 glTexCoord2f(0, 1); glVertex3f(-1, 1, -1);
nuclear@4 387 glEnd();
nuclear@4 388 glBegin(GL_TRIANGLE_FAN);
nuclear@2 389 glNormal3f(0, 1 * norm_sign, 0);
nuclear@4 390 glTexCoord2f(0.5, 0.5); glVertex3f(0, 1, 0);
nuclear@2 391 glTexCoord2f(0, 0); glVertex3f(-1, 1, 1);
nuclear@2 392 glTexCoord2f(1, 0); glVertex3f(1, 1, 1);
nuclear@2 393 glTexCoord2f(1, 1); glVertex3f(1, 1, -1);
nuclear@2 394 glTexCoord2f(0, 1); glVertex3f(-1, 1, -1);
nuclear@4 395 glTexCoord2f(0, 0); glVertex3f(-1, 1, 1);
nuclear@4 396 glEnd();
nuclear@4 397 glBegin(GL_TRIANGLE_FAN);
nuclear@2 398 glNormal3f(0, -1 * norm_sign, 0);
nuclear@4 399 glTexCoord2f(0.5, 0.5); glVertex3f(0, -1, 0);
nuclear@2 400 glTexCoord2f(0, 0); glVertex3f(-1, -1, -1);
nuclear@2 401 glTexCoord2f(1, 0); glVertex3f(1, -1, -1);
nuclear@2 402 glTexCoord2f(1, 1); glVertex3f(1, -1, 1);
nuclear@2 403 glTexCoord2f(0, 1); glVertex3f(-1, -1, 1);
nuclear@4 404 glTexCoord2f(0, 0); glVertex3f(-1, -1, -1);
nuclear@2 405 glEnd();
nuclear@2 406
nuclear@2 407 glFrontFace(GL_CCW);
nuclear@0 408 }
nuclear@0 409
nuclear@5 410 /* update_rtarg creates (and/or resizes) the render target used to draw the two stero views */
nuclear@0 411 void update_rtarg(int width, int height)
nuclear@0 412 {
nuclear@0 413 if(!fbo) {
nuclear@5 414 /* if fbo does not exist, then nothing does... create every opengl object */
nuclear@0 415 glGenFramebuffers(1, &fbo);
nuclear@0 416 glGenTextures(1, &fb_tex);
nuclear@0 417 glGenRenderbuffers(1, &fb_depth);
nuclear@0 418
nuclear@0 419 glBindTexture(GL_TEXTURE_2D, fb_tex);
nuclear@0 420 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
nuclear@0 421 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
nuclear@0 422 }
nuclear@0 423
nuclear@0 424 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
nuclear@0 425
nuclear@5 426 /* calculate the next power of two in both dimensions and use that as a texture size */
nuclear@0 427 fb_tex_width = next_pow2(width);
nuclear@0 428 fb_tex_height = next_pow2(height);
nuclear@0 429
nuclear@5 430 /* create and attach the texture that will be used as a color buffer */
nuclear@0 431 glBindTexture(GL_TEXTURE_2D, fb_tex);
nuclear@0 432 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, fb_tex_width, fb_tex_height, 0,
nuclear@0 433 GL_RGBA, GL_UNSIGNED_BYTE, 0);
nuclear@0 434 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, fb_tex, 0);
nuclear@0 435
nuclear@5 436 /* create and attach the renderbuffer that will serve as our z-buffer */
nuclear@0 437 glBindRenderbuffer(GL_RENDERBUFFER, fb_depth);
nuclear@0 438 glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, fb_tex_width, fb_tex_height);
nuclear@0 439 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, fb_depth);
nuclear@0 440
nuclear@0 441 if(glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
nuclear@0 442 fprintf(stderr, "incomplete framebuffer!\n");
nuclear@0 443 }
nuclear@0 444
nuclear@0 445 glBindFramebuffer(GL_FRAMEBUFFER, 0);
nuclear@0 446 printf("created render target: %dx%d (texture size: %dx%d)\n", width, height, fb_tex_width, fb_tex_height);
nuclear@0 447 }
nuclear@0 448
nuclear@0 449 int handle_event(SDL_Event *ev)
nuclear@0 450 {
nuclear@0 451 switch(ev->type) {
nuclear@4 452 case SDL_QUIT:
nuclear@4 453 return -1;
nuclear@4 454
nuclear@0 455 case SDL_KEYDOWN:
nuclear@0 456 case SDL_KEYUP:
nuclear@0 457 if(key_event(ev->key.keysym.sym, ev->key.state == SDL_PRESSED) == -1) {
nuclear@0 458 return -1;
nuclear@0 459 }
nuclear@0 460 break;
nuclear@0 461
nuclear@0 462 default:
nuclear@0 463 break;
nuclear@0 464 }
nuclear@0 465
nuclear@0 466 return 0;
nuclear@0 467 }
nuclear@0 468
nuclear@0 469 int key_event(int key, int state)
nuclear@0 470 {
nuclear@0 471 if(state) {
nuclear@5 472 /*
nuclear@4 473 ovrHSWDisplayState hsw;
nuclear@4 474 ovrHmd_GetHSWDisplayState(hmd, &hsw);
nuclear@4 475 if(hsw.Displayed) {
nuclear@4 476 ovrHmd_DismissHSWDisplay(hmd);
nuclear@4 477 }
nuclear@5 478 */
nuclear@4 479
nuclear@0 480 switch(key) {
nuclear@0 481 case 27:
nuclear@0 482 return -1;
nuclear@0 483
nuclear@4 484 case ' ':
nuclear@4 485 /* allow the user to recenter by pressing space */
nuclear@4 486 ovrHmd_RecenterPose(hmd);
nuclear@4 487 break;
nuclear@4 488
nuclear@4 489 case 'f':
nuclear@4 490 /* press f to move the window to the HMD */
nuclear@4 491 toggle_hmd_fullscreen();
nuclear@4 492 break;
nuclear@4 493
nuclear@0 494 default:
nuclear@0 495 break;
nuclear@0 496 }
nuclear@0 497 }
nuclear@0 498 return 0;
nuclear@0 499 }
nuclear@4 500
nuclear@4 501 unsigned int next_pow2(unsigned int x)
nuclear@4 502 {
nuclear@4 503 x -= 1;
nuclear@4 504 x |= x >> 1;
nuclear@4 505 x |= x >> 2;
nuclear@4 506 x |= x >> 4;
nuclear@4 507 x |= x >> 8;
nuclear@4 508 x |= x >> 16;
nuclear@4 509 return x + 1;
nuclear@4 510 }
nuclear@4 511
nuclear@5 512 /* convert a quaternion to a rotation matrix */
nuclear@4 513 void quat_to_matrix(const float *quat, float *mat)
nuclear@4 514 {
nuclear@4 515 mat[0] = 1.0 - 2.0 * quat[1] * quat[1] - 2.0 * quat[2] * quat[2];
nuclear@4 516 mat[4] = 2.0 * quat[0] * quat[1] + 2.0 * quat[3] * quat[2];
nuclear@4 517 mat[8] = 2.0 * quat[2] * quat[0] - 2.0 * quat[3] * quat[1];
nuclear@4 518 mat[12] = 0.0f;
nuclear@4 519
nuclear@4 520 mat[1] = 2.0 * quat[0] * quat[1] - 2.0 * quat[3] * quat[2];
nuclear@4 521 mat[5] = 1.0 - 2.0 * quat[0]*quat[0] - 2.0 * quat[2]*quat[2];
nuclear@4 522 mat[9] = 2.0 * quat[1] * quat[2] + 2.0 * quat[3] * quat[0];
nuclear@4 523 mat[13] = 0.0f;
nuclear@4 524
nuclear@4 525 mat[2] = 2.0 * quat[2] * quat[0] + 2.0 * quat[3] * quat[1];
nuclear@4 526 mat[6] = 2.0 * quat[1] * quat[2] - 2.0 * quat[3] * quat[0];
nuclear@4 527 mat[10] = 1.0 - 2.0 * quat[0]*quat[0] - 2.0 * quat[1]*quat[1];
nuclear@4 528 mat[14] = 0.0f;
nuclear@4 529
nuclear@4 530 mat[3] = mat[7] = mat[11] = 0.0f;
nuclear@4 531 mat[15] = 1.0f;
nuclear@4 532 }
nuclear@4 533
nuclear@5 534 /* generate a chessboard texture with tiles colored (r0, g0, b0) and (r1, g1, b1) */
nuclear@4 535 unsigned int gen_chess_tex(float r0, float g0, float b0, float r1, float g1, float b1)
nuclear@4 536 {
nuclear@4 537 int i, j;
nuclear@4 538 unsigned int tex;
nuclear@4 539 unsigned char img[8 * 8 * 3];
nuclear@4 540 unsigned char *pix = img;
nuclear@4 541
nuclear@4 542 for(i=0; i<8; i++) {
nuclear@4 543 for(j=0; j<8; j++) {
nuclear@4 544 int black = (i & 1) == (j & 1);
nuclear@4 545 pix[0] = (black ? r0 : r1) * 255;
nuclear@4 546 pix[1] = (black ? g0 : g1) * 255;
nuclear@4 547 pix[2] = (black ? b0 : b1) * 255;
nuclear@4 548 pix += 3;
nuclear@4 549 }
nuclear@4 550 }
nuclear@4 551
nuclear@4 552 glGenTextures(1, &tex);
nuclear@4 553 glBindTexture(GL_TEXTURE_2D, tex);
nuclear@4 554 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
nuclear@4 555 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
nuclear@4 556 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 8, 8, 0, GL_RGB, GL_UNSIGNED_BYTE, img);
nuclear@4 557
nuclear@4 558 return tex;
nuclear@8 559 }