oculus2

annotate src/main.c @ 21:46291bf81d0a

delay switching to fullscreen until after the window has been resized
author John Tsiombikas <nuclear@member.fsf.org>
date Mon, 30 Mar 2015 07:27:01 +0300
parents 6a3a9840c303
children 9ee3ab70ca6b
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@21 49 static int fullscr_pending;
nuclear@21 50
nuclear@0 51 static unsigned int fbo, fb_tex, fb_depth;
nuclear@0 52 static int fb_width, fb_height;
nuclear@0 53 static int fb_tex_width, fb_tex_height;
nuclear@0 54
nuclear@0 55 static ovrHmd hmd;
nuclear@0 56 static ovrSizei eyeres[2];
nuclear@2 57 static ovrEyeRenderDesc eye_rdesc[2];
nuclear@2 58 static ovrGLTexture fb_ovr_tex[2];
nuclear@15 59 static union ovrGLConfig glcfg;
nuclear@15 60 static unsigned int distort_caps;
nuclear@15 61 static unsigned int hmd_caps;
nuclear@0 62
nuclear@4 63 static unsigned int chess_tex;
nuclear@0 64
nuclear@4 65
nuclear@4 66 int main(int argc, char **argv)
nuclear@0 67 {
nuclear@0 68 if(init() == -1) {
nuclear@0 69 return 1;
nuclear@0 70 }
nuclear@0 71
nuclear@0 72 for(;;) {
nuclear@0 73 SDL_Event ev;
nuclear@0 74 while(SDL_PollEvent(&ev)) {
nuclear@0 75 if(handle_event(&ev) == -1) {
nuclear@0 76 goto done;
nuclear@0 77 }
nuclear@0 78 }
nuclear@0 79 display();
nuclear@0 80 }
nuclear@0 81
nuclear@0 82 done:
nuclear@0 83 cleanup();
nuclear@0 84 return 0;
nuclear@0 85 }
nuclear@0 86
nuclear@0 87
nuclear@2 88 int init(void)
nuclear@0 89 {
nuclear@2 90 int i, x, y;
nuclear@15 91 unsigned int flags;
nuclear@0 92
nuclear@4 93 /* libovr must be initialized before we create the OpenGL context */
nuclear@0 94 ovr_Initialize();
nuclear@0 95
nuclear@0 96 SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER);
nuclear@0 97
nuclear@0 98 x = y = SDL_WINDOWPOS_UNDEFINED;
nuclear@2 99 flags = SDL_WINDOW_OPENGL;
nuclear@20 100 if(!(win = SDL_CreateWindow("press 'f' to move to the HMD", x, y, 1024, 640, flags))) {
nuclear@0 101 fprintf(stderr, "failed to create window\n");
nuclear@0 102 return -1;
nuclear@0 103 }
nuclear@0 104 if(!(ctx = SDL_GL_CreateContext(win))) {
nuclear@0 105 fprintf(stderr, "failed to create OpenGL context\n");
nuclear@0 106 return -1;
nuclear@0 107 }
nuclear@0 108
nuclear@0 109 glewInit();
nuclear@0 110
nuclear@0 111 if(!(hmd = ovrHmd_Create(0))) {
nuclear@0 112 fprintf(stderr, "failed to open Oculus HMD, falling back to virtual debug HMD\n");
nuclear@2 113 if(!(hmd = ovrHmd_CreateDebug(ovrHmd_DK2))) {
nuclear@0 114 fprintf(stderr, "failed to create virtual debug HMD\n");
nuclear@0 115 return -1;
nuclear@0 116 }
nuclear@0 117 }
nuclear@0 118 printf("initialized HMD: %s - %s\n", hmd->Manufacturer, hmd->ProductName);
nuclear@0 119
nuclear@5 120 /* resize our window to match the HMD resolution */
nuclear@2 121 SDL_SetWindowSize(win, hmd->Resolution.w, hmd->Resolution.h);
nuclear@4 122 SDL_SetWindowPosition(win, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED);
nuclear@4 123 win_width = hmd->Resolution.w;
nuclear@4 124 win_height = hmd->Resolution.h;
nuclear@0 125
nuclear@11 126 /* enable position and rotation tracking */
nuclear@11 127 ovrHmd_ConfigureTracking(hmd, ovrTrackingCap_Orientation | ovrTrackingCap_MagYawCorrection | ovrTrackingCap_Position, 0);
nuclear@5 128 /* retrieve the optimal render target resolution for each eye */
nuclear@0 129 eyeres[0] = ovrHmd_GetFovTextureSize(hmd, ovrEye_Left, hmd->DefaultEyeFov[0], 1.0);
nuclear@0 130 eyeres[1] = ovrHmd_GetFovTextureSize(hmd, ovrEye_Right, hmd->DefaultEyeFov[1], 1.0);
nuclear@0 131
nuclear@5 132 /* and create a single render target texture to encompass both eyes */
nuclear@2 133 fb_width = eyeres[0].w + eyeres[1].w;
nuclear@0 134 fb_height = eyeres[0].h > eyeres[1].h ? eyeres[0].h : eyeres[1].h;
nuclear@0 135 update_rtarg(fb_width, fb_height);
nuclear@0 136
nuclear@5 137 /* fill in the ovrGLTexture structures that describe our render target texture */
nuclear@2 138 for(i=0; i<2; i++) {
nuclear@2 139 fb_ovr_tex[i].OGL.Header.API = ovrRenderAPI_OpenGL;
nuclear@2 140 fb_ovr_tex[i].OGL.Header.TextureSize.w = fb_tex_width;
nuclear@2 141 fb_ovr_tex[i].OGL.Header.TextureSize.h = fb_tex_height;
nuclear@5 142 /* this next field is the only one that differs between the two eyes */
nuclear@3 143 fb_ovr_tex[i].OGL.Header.RenderViewport.Pos.x = i == 0 ? 0 : fb_width / 2.0;
nuclear@15 144 fb_ovr_tex[i].OGL.Header.RenderViewport.Pos.y = 0;
nuclear@2 145 fb_ovr_tex[i].OGL.Header.RenderViewport.Size.w = fb_width / 2.0;
nuclear@2 146 fb_ovr_tex[i].OGL.Header.RenderViewport.Size.h = fb_height;
nuclear@5 147 fb_ovr_tex[i].OGL.TexId = fb_tex; /* both eyes will use the same texture id */
nuclear@2 148 }
nuclear@2 149
nuclear@5 150 /* fill in the ovrGLConfig structure needed by the SDK to draw our stereo pair
nuclear@5 151 * to the actual HMD display (SDK-distortion mode)
nuclear@5 152 */
nuclear@0 153 memset(&glcfg, 0, sizeof glcfg);
nuclear@0 154 glcfg.OGL.Header.API = ovrRenderAPI_OpenGL;
nuclear@20 155 glcfg.OGL.Header.BackBufferSize.w = win_width;
nuclear@20 156 glcfg.OGL.Header.BackBufferSize.h = win_height;
nuclear@0 157 glcfg.OGL.Header.Multisample = 1;
nuclear@0 158
nuclear@20 159 #ifdef OVR_OS_WIN32
nuclear@11 160 glcfg.OGL.Window = GetActiveWindow();
nuclear@11 161 glcfg.OGL.DC = wglGetCurrentDC();
nuclear@20 162 #elif defined(OVR_OS_LINUX)
nuclear@11 163 glcfg.OGL.Disp = glXGetCurrentDisplay();
nuclear@11 164 #endif
nuclear@11 165
nuclear@0 166 if(hmd->HmdCaps & ovrHmdCap_ExtendDesktop) {
nuclear@0 167 printf("running in \"extended desktop\" mode\n");
nuclear@0 168 } else {
nuclear@5 169 /* to sucessfully draw to the HMD display in "direct-hmd" mode, we have to
nuclear@5 170 * call ovrHmd_AttachToWindow
nuclear@5 171 * XXX: this doesn't work properly yet due to bugs in the oculus 0.4.1 sdk/driver
nuclear@5 172 */
nuclear@2 173 #ifdef WIN32
nuclear@11 174 ovrHmd_AttachToWindow(hmd, glcfg.OGL.Window, 0, 0);
nuclear@20 175 #elif defined(OVR_OS_LINUX)
nuclear@19 176 ovrHmd_AttachToWindow(hmd, (void*)glXGetCurrentDrawable(), 0, 0);
nuclear@2 177 #endif
nuclear@0 178 printf("running in \"direct-hmd\" mode\n");
nuclear@0 179 }
nuclear@5 180
nuclear@5 181 /* enable low-persistence display and dynamic prediction for lattency compensation */
nuclear@15 182 hmd_caps = ovrHmdCap_LowPersistence | ovrHmdCap_DynamicPrediction;
nuclear@15 183 ovrHmd_SetEnabledCaps(hmd, hmd_caps);
nuclear@0 184
nuclear@5 185 /* configure SDK-rendering and enable chromatic abberation correction, vignetting, and
nuclear@5 186 * timewrap, which shifts the image before drawing to counter any lattency between the call
nuclear@5 187 * to ovrHmd_GetEyePose and ovrHmd_EndFrame.
nuclear@5 188 */
nuclear@20 189 distort_caps = ovrDistortionCap_Chromatic | ovrDistortionCap_TimeWarp |
nuclear@7 190 ovrDistortionCap_Overdrive;
nuclear@15 191 if(!ovrHmd_ConfigureRendering(hmd, &glcfg.Config, distort_caps, hmd->DefaultEyeFov, eye_rdesc)) {
nuclear@0 192 fprintf(stderr, "failed to configure distortion renderer\n");
nuclear@0 193 }
nuclear@0 194
nuclear@5 195 /* disable the retarded "health and safety warning" */
nuclear@3 196 ovrhmd_EnableHSWDisplaySDKRender(hmd, 0);
nuclear@0 197
nuclear@0 198 glEnable(GL_DEPTH_TEST);
nuclear@0 199 glEnable(GL_CULL_FACE);
nuclear@0 200 glEnable(GL_LIGHTING);
nuclear@0 201 glEnable(GL_LIGHT0);
nuclear@4 202 glEnable(GL_LIGHT1);
nuclear@4 203 glEnable(GL_NORMALIZE);
nuclear@0 204
nuclear@4 205 glClearColor(0.1, 0.1, 0.1, 1);
nuclear@0 206
nuclear@4 207 chess_tex = gen_chess_tex(1.0, 0.7, 0.4, 0.4, 0.7, 1.0);
nuclear@0 208 return 0;
nuclear@0 209 }
nuclear@0 210
nuclear@2 211 void cleanup(void)
nuclear@0 212 {
nuclear@0 213 if(hmd) {
nuclear@0 214 ovrHmd_Destroy(hmd);
nuclear@0 215 }
nuclear@0 216 ovr_Shutdown();
nuclear@0 217
nuclear@0 218 SDL_Quit();
nuclear@0 219 }
nuclear@0 220
nuclear@4 221 void toggle_hmd_fullscreen(void)
nuclear@4 222 {
nuclear@21 223 static int fullscr, prev_x, prev_y, prev_xsz, prev_ysz;
nuclear@4 224 fullscr = !fullscr;
nuclear@4 225
nuclear@4 226 if(fullscr) {
nuclear@5 227 /* going fullscreen on the rift. save current window position, and move it
nuclear@5 228 * to the rift's part of the desktop before going fullscreen
nuclear@5 229 */
nuclear@4 230 SDL_GetWindowPosition(win, &prev_x, &prev_y);
nuclear@21 231 SDL_GetWindowSize(win, &prev_xsz, &prev_ysz);
nuclear@21 232 SDL_SetWindowSize(win, hmd->Resolution.h, hmd->Resolution.w);
nuclear@4 233 SDL_SetWindowPosition(win, hmd->WindowsPos.x, hmd->WindowsPos.y);
nuclear@21 234 fullscr_pending = 1;
nuclear@21 235 /*SDL_SetWindowFullscreen(win, SDL_WINDOW_FULLSCREEN_DESKTOP);*/
nuclear@15 236
nuclear@15 237 #ifdef OVR_OS_LINUX
nuclear@15 238 /* on linux for now we have to deal with screen rotation during rendering. The docs are promoting
nuclear@15 239 * not rotating the DK2 screen globally
nuclear@15 240 */
nuclear@19 241 glcfg.OGL.Header.BackBufferSize.w = hmd->Resolution.h;
nuclear@19 242 glcfg.OGL.Header.BackBufferSize.h = hmd->Resolution.w;
nuclear@15 243
nuclear@15 244 distort_caps |= ovrDistortionCap_LinuxDevFullscreen;
nuclear@15 245 ovrHmd_ConfigureRendering(hmd, &glcfg.Config, distort_caps, hmd->DefaultEyeFov, eye_rdesc);
nuclear@15 246 #endif
nuclear@4 247 } else {
nuclear@5 248 /* return to windowed mode and move the window back to its original position */
nuclear@4 249 SDL_SetWindowFullscreen(win, 0);
nuclear@4 250 SDL_SetWindowPosition(win, prev_x, prev_y);
nuclear@21 251 SDL_SetWindowSize(win, prev_xsz, prev_ysz);
nuclear@15 252
nuclear@15 253 #ifdef OVR_OS_LINUX
nuclear@19 254 glcfg.OGL.Header.BackBufferSize = hmd->Resolution;
nuclear@15 255
nuclear@15 256 distort_caps &= ~ovrDistortionCap_LinuxDevFullscreen;
nuclear@15 257 ovrHmd_ConfigureRendering(hmd, &glcfg.Config, distort_caps, hmd->DefaultEyeFov, eye_rdesc);
nuclear@15 258 #endif
nuclear@4 259 }
nuclear@4 260 }
nuclear@4 261
nuclear@2 262 void display(void)
nuclear@0 263 {
nuclear@2 264 int i;
nuclear@2 265 ovrMatrix4f proj;
nuclear@2 266 ovrPosef pose[2];
nuclear@4 267 float rot_mat[16];
nuclear@2 268
nuclear@4 269 /* the drawing starts with a call to ovrHmd_BeginFrame */
nuclear@2 270 ovrHmd_BeginFrame(hmd, 0);
nuclear@2 271
nuclear@4 272 /* start drawing onto our texture render target */
nuclear@2 273 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
nuclear@0 274 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
nuclear@0 275
nuclear@2 276 /* for each eye ... */
nuclear@2 277 for(i=0; i<2; i++) {
nuclear@7 278 ovrEyeType eye = hmd->EyeRenderOrder[i];
nuclear@2 279
nuclear@4 280 /* -- viewport transformation --
nuclear@4 281 * setup the viewport to draw in the left half of the framebuffer when we're
nuclear@4 282 * rendering the left eye's view (0, 0, width/2, height), and in the right half
nuclear@4 283 * of the framebuffer for the right eye's view (width/2, 0, width/2, height)
nuclear@4 284 */
nuclear@7 285 glViewport(eye == ovrEye_Left ? 0 : fb_width / 2, 0, fb_width / 2, fb_height);
nuclear@2 286
nuclear@4 287 /* -- projection transformation --
nuclear@4 288 * we'll just have to use the projection matrix supplied by the oculus SDK for this eye
nuclear@4 289 * note that libovr matrices are the transpose of what OpenGL expects, so we have to
nuclear@4 290 * use glLoadTransposeMatrixf instead of glLoadMatrixf to load it.
nuclear@4 291 */
nuclear@2 292 proj = ovrMatrix4f_Projection(hmd->DefaultEyeFov[eye], 0.5, 500.0, 1);
nuclear@2 293 glMatrixMode(GL_PROJECTION);
nuclear@4 294 glLoadTransposeMatrixf(proj.M[0]);
nuclear@2 295
nuclear@4 296 /* -- view/camera transformation --
nuclear@4 297 * we need to construct a view matrix by combining all the information provided by the oculus
nuclear@4 298 * SDK, about the position and orientation of the user's head in the world.
nuclear@4 299 */
nuclear@8 300 /* TODO: use ovrHmd_GetEyePoses out of the loop instead */
nuclear@8 301 pose[eye] = ovrHmd_GetHmdPosePerEye(hmd, eye);
nuclear@2 302 glMatrixMode(GL_MODELVIEW);
nuclear@4 303 glLoadIdentity();
nuclear@8 304 glTranslatef(eye_rdesc[eye].HmdToEyeViewOffset.x,
nuclear@8 305 eye_rdesc[eye].HmdToEyeViewOffset.y,
nuclear@8 306 eye_rdesc[eye].HmdToEyeViewOffset.z);
nuclear@4 307 /* retrieve the orientation quaternion and convert it to a rotation matrix */
nuclear@4 308 quat_to_matrix(&pose[eye].Orientation.x, rot_mat);
nuclear@4 309 glMultMatrixf(rot_mat);
nuclear@4 310 /* translate the view matrix with the positional tracking */
nuclear@4 311 glTranslatef(-pose[eye].Position.x, -pose[eye].Position.y, -pose[eye].Position.z);
nuclear@4 312 /* move the camera to the eye level of the user */
nuclear@4 313 glTranslatef(0, -ovrHmd_GetFloat(hmd, OVR_KEY_EYE_HEIGHT, 1.65), 0);
nuclear@2 314
nuclear@4 315 /* finally draw the scene for this eye */
nuclear@2 316 draw_scene();
nuclear@2 317 }
nuclear@2 318
nuclear@4 319 /* after drawing both eyes into the texture render target, revert to drawing directly to the
nuclear@4 320 * display, and we call ovrHmd_EndFrame, to let the Oculus SDK draw both images properly
nuclear@4 321 * compensated for lens distortion and chromatic abberation onto the HMD screen.
nuclear@4 322 */
nuclear@2 323 glBindFramebuffer(GL_FRAMEBUFFER, 0);
nuclear@2 324
nuclear@2 325 ovrHmd_EndFrame(hmd, pose, &fb_ovr_tex[0].Texture);
nuclear@2 326
nuclear@17 327 /* workaround for the oculus sdk distortion renderer bug, which uses a shader
nuclear@17 328 * program, and doesn't restore the original binding when it's done.
nuclear@17 329 */
nuclear@17 330 glUseProgram(0);
nuclear@17 331
nuclear@2 332 assert(glGetError() == GL_NO_ERROR);
nuclear@2 333 }
nuclear@2 334
nuclear@15 335 void reshape(int x, int y)
nuclear@15 336 {
nuclear@15 337 win_width = x;
nuclear@15 338 win_height = y;
nuclear@15 339 }
nuclear@15 340
nuclear@2 341 void draw_scene(void)
nuclear@2 342 {
nuclear@2 343 int i;
nuclear@4 344 float grey[] = {0.8, 0.8, 0.8, 1};
nuclear@4 345 float col[] = {0, 0, 0, 1};
nuclear@4 346 float lpos[][4] = {
nuclear@4 347 {-8, 2, 10, 1},
nuclear@4 348 {0, 15, 0, 1}
nuclear@4 349 };
nuclear@4 350 float lcol[][4] = {
nuclear@4 351 {0.8, 0.8, 0.8, 1},
nuclear@4 352 {0.4, 0.3, 0.3, 1}
nuclear@4 353 };
nuclear@4 354
nuclear@4 355 for(i=0; i<2; i++) {
nuclear@4 356 glLightfv(GL_LIGHT0 + i, GL_POSITION, lpos[i]);
nuclear@4 357 glLightfv(GL_LIGHT0 + i, GL_DIFFUSE, lcol[i]);
nuclear@4 358 }
nuclear@4 359
nuclear@4 360 glMatrixMode(GL_MODELVIEW);
nuclear@2 361
nuclear@3 362 glPushMatrix();
nuclear@4 363 glTranslatef(0, 10, 0);
nuclear@4 364 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, grey);
nuclear@4 365 glBindTexture(GL_TEXTURE_2D, chess_tex);
nuclear@4 366 glEnable(GL_TEXTURE_2D);
nuclear@4 367 draw_box(30, 20, 30, -1.0);
nuclear@4 368 glDisable(GL_TEXTURE_2D);
nuclear@3 369 glPopMatrix();
nuclear@3 370
nuclear@4 371 for(i=0; i<4; i++) {
nuclear@4 372 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, grey);
nuclear@4 373 glPushMatrix();
nuclear@4 374 glTranslatef(i & 1 ? 5 : -5, 1, i & 2 ? -5 : 5);
nuclear@4 375 draw_box(0.5, 2, 0.5, 1.0);
nuclear@4 376 glPopMatrix();
nuclear@2 377
nuclear@4 378 col[0] = i & 1 ? 1.0 : 0.3;
nuclear@4 379 col[1] = i == 0 ? 1.0 : 0.3;
nuclear@4 380 col[2] = i & 2 ? 1.0 : 0.3;
nuclear@4 381 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, col);
nuclear@4 382
nuclear@2 383 glPushMatrix();
nuclear@2 384 if(i & 1) {
nuclear@4 385 glTranslatef(0, 0.25, i & 2 ? 2 : -2);
nuclear@2 386 } else {
nuclear@4 387 glTranslatef(i & 2 ? 2 : -2, 0.25, 0);
nuclear@2 388 }
nuclear@4 389 draw_box(0.5, 0.5, 0.5, 1.0);
nuclear@2 390 glPopMatrix();
nuclear@2 391 }
nuclear@12 392
nuclear@12 393 col[0] = 1;
nuclear@12 394 col[1] = 1;
nuclear@12 395 col[2] = 0.4;
nuclear@12 396 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, col);
nuclear@12 397 draw_box(0.05, 1.2, 6, 1.0);
nuclear@12 398 draw_box(6, 1.2, 0.05, 1.0);
nuclear@2 399 }
nuclear@2 400
nuclear@2 401 void draw_box(float xsz, float ysz, float zsz, float norm_sign)
nuclear@2 402 {
nuclear@2 403 glMatrixMode(GL_MODELVIEW);
nuclear@12 404 glPushMatrix();
nuclear@2 405 glScalef(xsz * 0.5, ysz * 0.5, zsz * 0.5);
nuclear@2 406
nuclear@2 407 if(norm_sign < 0.0) {
nuclear@2 408 glFrontFace(GL_CW);
nuclear@2 409 }
nuclear@2 410
nuclear@2 411 glBegin(GL_QUADS);
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@2 422 glNormal3f(0, 0, -1 * norm_sign);
nuclear@2 423 glTexCoord2f(0, 0); glVertex3f(1, -1, -1);
nuclear@2 424 glTexCoord2f(1, 0); glVertex3f(-1, -1, -1);
nuclear@2 425 glTexCoord2f(1, 1); glVertex3f(-1, 1, -1);
nuclear@2 426 glTexCoord2f(0, 1); glVertex3f(1, 1, -1);
nuclear@2 427 glNormal3f(-1 * norm_sign, 0, 0);
nuclear@2 428 glTexCoord2f(0, 0); glVertex3f(-1, -1, -1);
nuclear@2 429 glTexCoord2f(1, 0); glVertex3f(-1, -1, 1);
nuclear@2 430 glTexCoord2f(1, 1); glVertex3f(-1, 1, 1);
nuclear@2 431 glTexCoord2f(0, 1); glVertex3f(-1, 1, -1);
nuclear@4 432 glEnd();
nuclear@4 433 glBegin(GL_TRIANGLE_FAN);
nuclear@2 434 glNormal3f(0, 1 * norm_sign, 0);
nuclear@4 435 glTexCoord2f(0.5, 0.5); glVertex3f(0, 1, 0);
nuclear@2 436 glTexCoord2f(0, 0); glVertex3f(-1, 1, 1);
nuclear@2 437 glTexCoord2f(1, 0); glVertex3f(1, 1, 1);
nuclear@2 438 glTexCoord2f(1, 1); glVertex3f(1, 1, -1);
nuclear@2 439 glTexCoord2f(0, 1); glVertex3f(-1, 1, -1);
nuclear@4 440 glTexCoord2f(0, 0); glVertex3f(-1, 1, 1);
nuclear@4 441 glEnd();
nuclear@4 442 glBegin(GL_TRIANGLE_FAN);
nuclear@2 443 glNormal3f(0, -1 * norm_sign, 0);
nuclear@4 444 glTexCoord2f(0.5, 0.5); glVertex3f(0, -1, 0);
nuclear@2 445 glTexCoord2f(0, 0); glVertex3f(-1, -1, -1);
nuclear@2 446 glTexCoord2f(1, 0); glVertex3f(1, -1, -1);
nuclear@2 447 glTexCoord2f(1, 1); glVertex3f(1, -1, 1);
nuclear@2 448 glTexCoord2f(0, 1); glVertex3f(-1, -1, 1);
nuclear@4 449 glTexCoord2f(0, 0); glVertex3f(-1, -1, -1);
nuclear@2 450 glEnd();
nuclear@2 451
nuclear@2 452 glFrontFace(GL_CCW);
nuclear@12 453 glPopMatrix();
nuclear@0 454 }
nuclear@0 455
nuclear@5 456 /* update_rtarg creates (and/or resizes) the render target used to draw the two stero views */
nuclear@0 457 void update_rtarg(int width, int height)
nuclear@0 458 {
nuclear@0 459 if(!fbo) {
nuclear@5 460 /* if fbo does not exist, then nothing does... create every opengl object */
nuclear@0 461 glGenFramebuffers(1, &fbo);
nuclear@0 462 glGenTextures(1, &fb_tex);
nuclear@0 463 glGenRenderbuffers(1, &fb_depth);
nuclear@0 464
nuclear@0 465 glBindTexture(GL_TEXTURE_2D, fb_tex);
nuclear@0 466 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
nuclear@0 467 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
nuclear@0 468 }
nuclear@0 469
nuclear@0 470 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
nuclear@0 471
nuclear@5 472 /* calculate the next power of two in both dimensions and use that as a texture size */
nuclear@0 473 fb_tex_width = next_pow2(width);
nuclear@0 474 fb_tex_height = next_pow2(height);
nuclear@0 475
nuclear@5 476 /* create and attach the texture that will be used as a color buffer */
nuclear@0 477 glBindTexture(GL_TEXTURE_2D, fb_tex);
nuclear@0 478 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, fb_tex_width, fb_tex_height, 0,
nuclear@0 479 GL_RGBA, GL_UNSIGNED_BYTE, 0);
nuclear@0 480 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, fb_tex, 0);
nuclear@0 481
nuclear@5 482 /* create and attach the renderbuffer that will serve as our z-buffer */
nuclear@0 483 glBindRenderbuffer(GL_RENDERBUFFER, fb_depth);
nuclear@0 484 glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, fb_tex_width, fb_tex_height);
nuclear@0 485 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, fb_depth);
nuclear@0 486
nuclear@0 487 if(glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
nuclear@0 488 fprintf(stderr, "incomplete framebuffer!\n");
nuclear@0 489 }
nuclear@0 490
nuclear@0 491 glBindFramebuffer(GL_FRAMEBUFFER, 0);
nuclear@0 492 printf("created render target: %dx%d (texture size: %dx%d)\n", width, height, fb_tex_width, fb_tex_height);
nuclear@0 493 }
nuclear@0 494
nuclear@0 495 int handle_event(SDL_Event *ev)
nuclear@0 496 {
nuclear@0 497 switch(ev->type) {
nuclear@4 498 case SDL_QUIT:
nuclear@4 499 return -1;
nuclear@4 500
nuclear@0 501 case SDL_KEYDOWN:
nuclear@0 502 case SDL_KEYUP:
nuclear@0 503 if(key_event(ev->key.keysym.sym, ev->key.state == SDL_PRESSED) == -1) {
nuclear@0 504 return -1;
nuclear@0 505 }
nuclear@0 506 break;
nuclear@0 507
nuclear@15 508 case SDL_WINDOWEVENT:
nuclear@15 509 if(ev->window.event == SDL_WINDOWEVENT_RESIZED) {
nuclear@15 510 reshape(ev->window.data1, ev->window.data2);
nuclear@21 511 if(fullscr_pending) {
nuclear@21 512 SDL_SetWindowFullscreen(win, SDL_WINDOW_FULLSCREEN);
nuclear@21 513 fullscr_pending = 0;
nuclear@21 514 }
nuclear@15 515 }
nuclear@15 516 break;
nuclear@15 517
nuclear@0 518 default:
nuclear@0 519 break;
nuclear@0 520 }
nuclear@0 521
nuclear@0 522 return 0;
nuclear@0 523 }
nuclear@0 524
nuclear@0 525 int key_event(int key, int state)
nuclear@0 526 {
nuclear@0 527 if(state) {
nuclear@5 528 /*
nuclear@4 529 ovrHSWDisplayState hsw;
nuclear@4 530 ovrHmd_GetHSWDisplayState(hmd, &hsw);
nuclear@4 531 if(hsw.Displayed) {
nuclear@4 532 ovrHmd_DismissHSWDisplay(hmd);
nuclear@4 533 }
nuclear@5 534 */
nuclear@4 535
nuclear@0 536 switch(key) {
nuclear@0 537 case 27:
nuclear@0 538 return -1;
nuclear@0 539
nuclear@4 540 case ' ':
nuclear@15 541 case 'r':
nuclear@4 542 /* allow the user to recenter by pressing space */
nuclear@4 543 ovrHmd_RecenterPose(hmd);
nuclear@4 544 break;
nuclear@4 545
nuclear@4 546 case 'f':
nuclear@4 547 /* press f to move the window to the HMD */
nuclear@4 548 toggle_hmd_fullscreen();
nuclear@4 549 break;
nuclear@4 550
nuclear@15 551 case 'v':
nuclear@15 552 distort_caps ^= ovrDistortionCap_Vignette;
nuclear@15 553 printf("Vignette: %s\n", distort_caps & ovrDistortionCap_Vignette ? "on" : "off");
nuclear@15 554 ovrHmd_ConfigureRendering(hmd, &glcfg.Config, distort_caps, hmd->DefaultEyeFov, eye_rdesc);
nuclear@15 555 break;
nuclear@15 556
nuclear@15 557 case 't':
nuclear@15 558 distort_caps ^= ovrDistortionCap_TimeWarp;
nuclear@15 559 printf("Time-warp: %s\n", distort_caps & ovrDistortionCap_TimeWarp ? "on" : "off");
nuclear@15 560 ovrHmd_ConfigureRendering(hmd, &glcfg.Config, distort_caps, hmd->DefaultEyeFov, eye_rdesc);
nuclear@15 561 break;
nuclear@15 562
nuclear@15 563 case 'o':
nuclear@15 564 distort_caps ^= ovrDistortionCap_Overdrive;
nuclear@15 565 printf("OLED over-drive: %s\n", distort_caps & ovrDistortionCap_Overdrive ? "on" : "off");
nuclear@15 566 ovrHmd_ConfigureRendering(hmd, &glcfg.Config, distort_caps, hmd->DefaultEyeFov, eye_rdesc);
nuclear@15 567 break;
nuclear@15 568
nuclear@15 569 case 'l':
nuclear@15 570 hmd_caps ^= ovrHmdCap_LowPersistence;
nuclear@15 571 printf("Low-persistence display: %s\n", hmd_caps & ovrHmdCap_LowPersistence ? "on" : "off");
nuclear@15 572 ovrHmd_SetEnabledCaps(hmd, hmd_caps);
nuclear@15 573 break;
nuclear@15 574
nuclear@0 575 default:
nuclear@0 576 break;
nuclear@0 577 }
nuclear@0 578 }
nuclear@0 579 return 0;
nuclear@0 580 }
nuclear@4 581
nuclear@4 582 unsigned int next_pow2(unsigned int x)
nuclear@4 583 {
nuclear@4 584 x -= 1;
nuclear@4 585 x |= x >> 1;
nuclear@4 586 x |= x >> 2;
nuclear@4 587 x |= x >> 4;
nuclear@4 588 x |= x >> 8;
nuclear@4 589 x |= x >> 16;
nuclear@4 590 return x + 1;
nuclear@4 591 }
nuclear@4 592
nuclear@5 593 /* convert a quaternion to a rotation matrix */
nuclear@4 594 void quat_to_matrix(const float *quat, float *mat)
nuclear@4 595 {
nuclear@4 596 mat[0] = 1.0 - 2.0 * quat[1] * quat[1] - 2.0 * quat[2] * quat[2];
nuclear@4 597 mat[4] = 2.0 * quat[0] * quat[1] + 2.0 * quat[3] * quat[2];
nuclear@4 598 mat[8] = 2.0 * quat[2] * quat[0] - 2.0 * quat[3] * quat[1];
nuclear@4 599 mat[12] = 0.0f;
nuclear@4 600
nuclear@4 601 mat[1] = 2.0 * quat[0] * quat[1] - 2.0 * quat[3] * quat[2];
nuclear@4 602 mat[5] = 1.0 - 2.0 * quat[0]*quat[0] - 2.0 * quat[2]*quat[2];
nuclear@4 603 mat[9] = 2.0 * quat[1] * quat[2] + 2.0 * quat[3] * quat[0];
nuclear@4 604 mat[13] = 0.0f;
nuclear@4 605
nuclear@4 606 mat[2] = 2.0 * quat[2] * quat[0] + 2.0 * quat[3] * quat[1];
nuclear@4 607 mat[6] = 2.0 * quat[1] * quat[2] - 2.0 * quat[3] * quat[0];
nuclear@4 608 mat[10] = 1.0 - 2.0 * quat[0]*quat[0] - 2.0 * quat[1]*quat[1];
nuclear@4 609 mat[14] = 0.0f;
nuclear@4 610
nuclear@4 611 mat[3] = mat[7] = mat[11] = 0.0f;
nuclear@4 612 mat[15] = 1.0f;
nuclear@4 613 }
nuclear@4 614
nuclear@5 615 /* generate a chessboard texture with tiles colored (r0, g0, b0) and (r1, g1, b1) */
nuclear@4 616 unsigned int gen_chess_tex(float r0, float g0, float b0, float r1, float g1, float b1)
nuclear@4 617 {
nuclear@4 618 int i, j;
nuclear@4 619 unsigned int tex;
nuclear@4 620 unsigned char img[8 * 8 * 3];
nuclear@4 621 unsigned char *pix = img;
nuclear@4 622
nuclear@4 623 for(i=0; i<8; i++) {
nuclear@4 624 for(j=0; j<8; j++) {
nuclear@4 625 int black = (i & 1) == (j & 1);
nuclear@4 626 pix[0] = (black ? r0 : r1) * 255;
nuclear@4 627 pix[1] = (black ? g0 : g1) * 255;
nuclear@4 628 pix[2] = (black ? b0 : b1) * 255;
nuclear@4 629 pix += 3;
nuclear@4 630 }
nuclear@4 631 }
nuclear@4 632
nuclear@4 633 glGenTextures(1, &tex);
nuclear@4 634 glBindTexture(GL_TEXTURE_2D, tex);
nuclear@4 635 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
nuclear@4 636 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
nuclear@4 637 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 8, 8, 0, GL_RGB, GL_UNSIGNED_BYTE, img);
nuclear@4 638
nuclear@4 639 return tex;
nuclear@8 640 }