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 }
|