oculus2

annotate src/main.c @ 8:4d6733229e01

porting to 0.4.3 (finally on linux)
author John Tsiombikas <nuclear@member.fsf.org>
date Sat, 25 Oct 2014 20:07:24 +0300
parents cd9f1560b909
children 9c36ae39ad95
rev   line source
nuclear@5 1 /* Very simple OculusSDK OpenGL usage example.
nuclear@5 2 * Uses SDL2 for event handling and OpenGL context management.
nuclear@5 3 *
nuclear@5 4 * Author: John Tsiombikas <nuclear@member.fsf.org>
nuclear@5 5 * This code is in the public domain. Do whatever you like with it.
nuclear@5 6 */
nuclear@0 7 #include <stdio.h>
nuclear@0 8 #include <stdlib.h>
nuclear@2 9 #include <assert.h>
nuclear@0 10 #include <SDL2/SDL.h>
nuclear@0 11 #include <GL/glew.h>
nuclear@0 12
nuclear@2 13 #ifdef WIN32
nuclear@2 14 #define OVR_OS_WIN32
nuclear@2 15 #endif
nuclear@2 16 #ifdef __APPLE__
nuclear@2 17 #define OVR_OS_MAC
nuclear@2 18 #endif
nuclear@2 19
nuclear@0 20 #include <OVR_CAPI.h>
nuclear@0 21 #include <OVR_CAPI_GL.h>
nuclear@0 22
nuclear@2 23 int init(void);
nuclear@2 24 void cleanup(void);
nuclear@4 25 void toggle_hmd_fullscreen(void);
nuclear@2 26 void display(void);
nuclear@2 27 void draw_scene(void);
nuclear@2 28 void draw_box(float xsz, float ysz, float zsz, float norm_sign);
nuclear@0 29 void update_rtarg(int width, int height);
nuclear@0 30 int handle_event(SDL_Event *ev);
nuclear@0 31 int key_event(int key, int state);
nuclear@0 32 void reshape(int x, int y);
nuclear@0 33 unsigned int next_pow2(unsigned int x);
nuclear@4 34 void quat_to_matrix(const float *quat, float *mat);
nuclear@4 35 unsigned int gen_chess_tex(float r0, float g0, float b0, float r1, float g1, float b1);
nuclear@0 36
nuclear@4 37 /* forward declaration to avoid including non-public headers of libovr */
nuclear@0 38 OVR_EXPORT void ovrhmd_EnableHSWDisplaySDKRender(ovrHmd hmd, ovrBool enable);
nuclear@0 39
nuclear@0 40 static SDL_Window *win;
nuclear@0 41 static SDL_GLContext ctx;
nuclear@2 42 static int win_width, win_height;
nuclear@0 43
nuclear@0 44 static unsigned int fbo, fb_tex, fb_depth;
nuclear@0 45 static int fb_width, fb_height;
nuclear@0 46 static int fb_tex_width, fb_tex_height;
nuclear@0 47
nuclear@0 48 static ovrHmd hmd;
nuclear@0 49 static ovrSizei eyeres[2];
nuclear@2 50 static ovrEyeRenderDesc eye_rdesc[2];
nuclear@2 51 static ovrGLTexture fb_ovr_tex[2];
nuclear@0 52
nuclear@4 53 static unsigned int chess_tex;
nuclear@0 54
nuclear@4 55
nuclear@4 56 int main(int argc, char **argv)
nuclear@0 57 {
nuclear@0 58 if(init() == -1) {
nuclear@0 59 return 1;
nuclear@0 60 }
nuclear@0 61
nuclear@0 62 for(;;) {
nuclear@0 63 SDL_Event ev;
nuclear@0 64 while(SDL_PollEvent(&ev)) {
nuclear@0 65 if(handle_event(&ev) == -1) {
nuclear@0 66 goto done;
nuclear@0 67 }
nuclear@0 68 }
nuclear@0 69 display();
nuclear@0 70 }
nuclear@0 71
nuclear@0 72 done:
nuclear@0 73 cleanup();
nuclear@0 74 return 0;
nuclear@0 75 }
nuclear@0 76
nuclear@0 77
nuclear@2 78 int init(void)
nuclear@0 79 {
nuclear@2 80 int i, x, y;
nuclear@0 81 unsigned int flags, dcaps;
nuclear@0 82 union ovrGLConfig glcfg;
nuclear@0 83
nuclear@4 84 /* libovr must be initialized before we create the OpenGL context */
nuclear@0 85 ovr_Initialize();
nuclear@0 86
nuclear@0 87 SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER);
nuclear@0 88
nuclear@0 89 x = y = SDL_WINDOWPOS_UNDEFINED;
nuclear@2 90 flags = SDL_WINDOW_OPENGL;
nuclear@4 91 if(!(win = SDL_CreateWindow("press 'f' to move to the HMD", x, y, 1280, 800, flags))) {
nuclear@0 92 fprintf(stderr, "failed to create window\n");
nuclear@0 93 return -1;
nuclear@0 94 }
nuclear@0 95 if(!(ctx = SDL_GL_CreateContext(win))) {
nuclear@0 96 fprintf(stderr, "failed to create OpenGL context\n");
nuclear@0 97 return -1;
nuclear@0 98 }
nuclear@0 99
nuclear@0 100 glewInit();
nuclear@0 101
nuclear@0 102 if(!(hmd = ovrHmd_Create(0))) {
nuclear@0 103 fprintf(stderr, "failed to open Oculus HMD, falling back to virtual debug HMD\n");
nuclear@2 104 if(!(hmd = ovrHmd_CreateDebug(ovrHmd_DK2))) {
nuclear@0 105 fprintf(stderr, "failed to create virtual debug HMD\n");
nuclear@0 106 return -1;
nuclear@0 107 }
nuclear@0 108 }
nuclear@0 109 printf("initialized HMD: %s - %s\n", hmd->Manufacturer, hmd->ProductName);
nuclear@0 110
nuclear@5 111 /* resize our window to match the HMD resolution */
nuclear@2 112 SDL_SetWindowSize(win, hmd->Resolution.w, hmd->Resolution.h);
nuclear@4 113 SDL_SetWindowPosition(win, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED);
nuclear@4 114 win_width = hmd->Resolution.w;
nuclear@4 115 win_height = hmd->Resolution.h;
nuclear@0 116
nuclear@5 117 /* enable position and rotation tracking (and anything else they might add in the future) */
nuclear@0 118 ovrHmd_ConfigureTracking(hmd, 0xffffffff, 0);
nuclear@5 119 /* retrieve the optimal render target resolution for each eye */
nuclear@0 120 eyeres[0] = ovrHmd_GetFovTextureSize(hmd, ovrEye_Left, hmd->DefaultEyeFov[0], 1.0);
nuclear@0 121 eyeres[1] = ovrHmd_GetFovTextureSize(hmd, ovrEye_Right, hmd->DefaultEyeFov[1], 1.0);
nuclear@0 122
nuclear@5 123 /* and create a single render target texture to encompass both eyes */
nuclear@2 124 fb_width = eyeres[0].w + eyeres[1].w;
nuclear@0 125 fb_height = eyeres[0].h > eyeres[1].h ? eyeres[0].h : eyeres[1].h;
nuclear@0 126 update_rtarg(fb_width, fb_height);
nuclear@0 127
nuclear@5 128 /* fill in the ovrGLTexture structures that describe our render target texture */
nuclear@2 129 for(i=0; i<2; i++) {
nuclear@2 130 fb_ovr_tex[i].OGL.Header.API = ovrRenderAPI_OpenGL;
nuclear@2 131 fb_ovr_tex[i].OGL.Header.TextureSize.w = fb_tex_width;
nuclear@2 132 fb_ovr_tex[i].OGL.Header.TextureSize.h = fb_tex_height;
nuclear@5 133 /* this next field is the only one that differs between the two eyes */
nuclear@3 134 fb_ovr_tex[i].OGL.Header.RenderViewport.Pos.x = i == 0 ? 0 : fb_width / 2.0;
nuclear@3 135 fb_ovr_tex[i].OGL.Header.RenderViewport.Pos.y = fb_tex_height - fb_height;
nuclear@2 136 fb_ovr_tex[i].OGL.Header.RenderViewport.Size.w = fb_width / 2.0;
nuclear@2 137 fb_ovr_tex[i].OGL.Header.RenderViewport.Size.h = fb_height;
nuclear@5 138 fb_ovr_tex[i].OGL.TexId = fb_tex; /* both eyes will use the same texture id */
nuclear@2 139 }
nuclear@2 140
nuclear@5 141 /* fill in the ovrGLConfig structure needed by the SDK to draw our stereo pair
nuclear@5 142 * to the actual HMD display (SDK-distortion mode)
nuclear@5 143 */
nuclear@0 144 memset(&glcfg, 0, sizeof glcfg);
nuclear@0 145 glcfg.OGL.Header.API = ovrRenderAPI_OpenGL;
nuclear@0 146 glcfg.OGL.Header.RTSize = hmd->Resolution;
nuclear@0 147 glcfg.OGL.Header.Multisample = 1;
nuclear@0 148
nuclear@0 149 if(hmd->HmdCaps & ovrHmdCap_ExtendDesktop) {
nuclear@0 150 printf("running in \"extended desktop\" mode\n");
nuclear@0 151 } else {
nuclear@5 152 /* to sucessfully draw to the HMD display in "direct-hmd" mode, we have to
nuclear@5 153 * call ovrHmd_AttachToWindow
nuclear@5 154 * XXX: this doesn't work properly yet due to bugs in the oculus 0.4.1 sdk/driver
nuclear@5 155 */
nuclear@2 156 #ifdef WIN32
nuclear@2 157 void *sys_win = GetActiveWindow();
nuclear@2 158 glcfg.OGL.Window = sys_win;
nuclear@2 159 glcfg.OGL.DC = wglGetCurrentDC();
nuclear@2 160 ovrHmd_AttachToWindow(hmd, sys_win, 0, 0);
nuclear@2 161 #endif
nuclear@0 162 printf("running in \"direct-hmd\" mode\n");
nuclear@0 163 }
nuclear@5 164
nuclear@5 165 /* enable low-persistence display and dynamic prediction for lattency compensation */
nuclear@2 166 ovrHmd_SetEnabledCaps(hmd, ovrHmdCap_LowPersistence | ovrHmdCap_DynamicPrediction);
nuclear@0 167
nuclear@5 168 /* configure SDK-rendering and enable chromatic abberation correction, vignetting, and
nuclear@5 169 * timewrap, which shifts the image before drawing to counter any lattency between the call
nuclear@5 170 * to ovrHmd_GetEyePose and ovrHmd_EndFrame.
nuclear@5 171 */
nuclear@4 172 dcaps = ovrDistortionCap_Chromatic | ovrDistortionCap_Vignette | ovrDistortionCap_TimeWarp;
nuclear@0 173 if(!ovrHmd_ConfigureRendering(hmd, &glcfg.Config, dcaps, hmd->DefaultEyeFov, eye_rdesc)) {
nuclear@0 174 fprintf(stderr, "failed to configure distortion renderer\n");
nuclear@0 175 }
nuclear@0 176
nuclear@5 177 /* disable the retarded "health and safety warning" */
nuclear@3 178 ovrhmd_EnableHSWDisplaySDKRender(hmd, 0);
nuclear@0 179
nuclear@0 180 glEnable(GL_DEPTH_TEST);
nuclear@0 181 glEnable(GL_CULL_FACE);
nuclear@0 182 glEnable(GL_LIGHTING);
nuclear@0 183 glEnable(GL_LIGHT0);
nuclear@4 184 glEnable(GL_LIGHT1);
nuclear@4 185 glEnable(GL_NORMALIZE);
nuclear@0 186
nuclear@4 187 glClearColor(0.1, 0.1, 0.1, 1);
nuclear@0 188
nuclear@4 189 chess_tex = gen_chess_tex(1.0, 0.7, 0.4, 0.4, 0.7, 1.0);
nuclear@0 190 return 0;
nuclear@0 191 }
nuclear@0 192
nuclear@2 193 void cleanup(void)
nuclear@0 194 {
nuclear@0 195 if(hmd) {
nuclear@0 196 ovrHmd_Destroy(hmd);
nuclear@0 197 }
nuclear@0 198 ovr_Shutdown();
nuclear@0 199
nuclear@0 200 SDL_Quit();
nuclear@0 201 }
nuclear@0 202
nuclear@4 203 void toggle_hmd_fullscreen(void)
nuclear@4 204 {
nuclear@4 205 static int fullscr, prev_x, prev_y;
nuclear@4 206 fullscr = !fullscr;
nuclear@4 207
nuclear@4 208 if(fullscr) {
nuclear@5 209 /* going fullscreen on the rift. save current window position, and move it
nuclear@5 210 * to the rift's part of the desktop before going fullscreen
nuclear@5 211 */
nuclear@4 212 SDL_GetWindowPosition(win, &prev_x, &prev_y);
nuclear@4 213 SDL_SetWindowPosition(win, hmd->WindowsPos.x, hmd->WindowsPos.y);
nuclear@4 214 SDL_SetWindowFullscreen(win, SDL_WINDOW_FULLSCREEN_DESKTOP);
nuclear@4 215 } else {
nuclear@5 216 /* return to windowed mode and move the window back to its original position */
nuclear@4 217 SDL_SetWindowFullscreen(win, 0);
nuclear@4 218 SDL_SetWindowPosition(win, prev_x, prev_y);
nuclear@4 219 }
nuclear@4 220 }
nuclear@4 221
nuclear@2 222 void display(void)
nuclear@0 223 {
nuclear@2 224 int i;
nuclear@2 225 ovrMatrix4f proj;
nuclear@2 226 ovrPosef pose[2];
nuclear@4 227 float rot_mat[16];
nuclear@2 228
nuclear@4 229 /* the drawing starts with a call to ovrHmd_BeginFrame */
nuclear@2 230 ovrHmd_BeginFrame(hmd, 0);
nuclear@2 231
nuclear@4 232 /* start drawing onto our texture render target */
nuclear@2 233 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
nuclear@0 234 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
nuclear@0 235
nuclear@2 236 /* for each eye ... */
nuclear@2 237 for(i=0; i<2; i++) {
nuclear@2 238 int eye = hmd->EyeRenderOrder[i];
nuclear@2 239
nuclear@4 240 /* -- viewport transformation --
nuclear@4 241 * setup the viewport to draw in the left half of the framebuffer when we're
nuclear@4 242 * rendering the left eye's view (0, 0, width/2, height), and in the right half
nuclear@4 243 * of the framebuffer for the right eye's view (width/2, 0, width/2, height)
nuclear@4 244 */
nuclear@2 245 glViewport(eye == 0 ? 0 : fb_width / 2, 0, fb_width / 2, fb_height);
nuclear@2 246
nuclear@4 247 /* -- projection transformation --
nuclear@4 248 * we'll just have to use the projection matrix supplied by the oculus SDK for this eye
nuclear@4 249 * note that libovr matrices are the transpose of what OpenGL expects, so we have to
nuclear@4 250 * use glLoadTransposeMatrixf instead of glLoadMatrixf to load it.
nuclear@4 251 */
nuclear@2 252 proj = ovrMatrix4f_Projection(hmd->DefaultEyeFov[eye], 0.5, 500.0, 1);
nuclear@2 253 glMatrixMode(GL_PROJECTION);
nuclear@4 254 glLoadTransposeMatrixf(proj.M[0]);
nuclear@2 255
nuclear@4 256 /* -- view/camera transformation --
nuclear@4 257 * we need to construct a view matrix by combining all the information provided by the oculus
nuclear@4 258 * SDK, about the position and orientation of the user's head in the world.
nuclear@4 259 */
nuclear@8 260 /* TODO: use ovrHmd_GetEyePoses out of the loop instead */
nuclear@8 261 pose[eye] = ovrHmd_GetHmdPosePerEye(hmd, eye);
nuclear@2 262 glMatrixMode(GL_MODELVIEW);
nuclear@4 263 glLoadIdentity();
nuclear@8 264 glTranslatef(eye_rdesc[eye].HmdToEyeViewOffset.x,
nuclear@8 265 eye_rdesc[eye].HmdToEyeViewOffset.y,
nuclear@8 266 eye_rdesc[eye].HmdToEyeViewOffset.z);
nuclear@4 267 /* retrieve the orientation quaternion and convert it to a rotation matrix */
nuclear@4 268 quat_to_matrix(&pose[eye].Orientation.x, rot_mat);
nuclear@4 269 glMultMatrixf(rot_mat);
nuclear@4 270 /* translate the view matrix with the positional tracking */
nuclear@4 271 glTranslatef(-pose[eye].Position.x, -pose[eye].Position.y, -pose[eye].Position.z);
nuclear@4 272 /* move the camera to the eye level of the user */
nuclear@4 273 glTranslatef(0, -ovrHmd_GetFloat(hmd, OVR_KEY_EYE_HEIGHT, 1.65), 0);
nuclear@2 274
nuclear@4 275 /* finally draw the scene for this eye */
nuclear@2 276 draw_scene();
nuclear@2 277 }
nuclear@2 278
nuclear@4 279 /* after drawing both eyes into the texture render target, revert to drawing directly to the
nuclear@4 280 * display, and we call ovrHmd_EndFrame, to let the Oculus SDK draw both images properly
nuclear@4 281 * compensated for lens distortion and chromatic abberation onto the HMD screen.
nuclear@4 282 */
nuclear@2 283 glBindFramebuffer(GL_FRAMEBUFFER, 0);
nuclear@2 284 glViewport(0, 0, win_width, win_height);
nuclear@2 285
nuclear@2 286 ovrHmd_EndFrame(hmd, pose, &fb_ovr_tex[0].Texture);
nuclear@2 287
nuclear@2 288 assert(glGetError() == GL_NO_ERROR);
nuclear@2 289 }
nuclear@2 290
nuclear@2 291 void draw_scene(void)
nuclear@2 292 {
nuclear@2 293 int i;
nuclear@4 294 float grey[] = {0.8, 0.8, 0.8, 1};
nuclear@4 295 float col[] = {0, 0, 0, 1};
nuclear@4 296 float lpos[][4] = {
nuclear@4 297 {-8, 2, 10, 1},
nuclear@4 298 {0, 15, 0, 1}
nuclear@4 299 };
nuclear@4 300 float lcol[][4] = {
nuclear@4 301 {0.8, 0.8, 0.8, 1},
nuclear@4 302 {0.4, 0.3, 0.3, 1}
nuclear@4 303 };
nuclear@4 304
nuclear@4 305 for(i=0; i<2; i++) {
nuclear@4 306 glLightfv(GL_LIGHT0 + i, GL_POSITION, lpos[i]);
nuclear@4 307 glLightfv(GL_LIGHT0 + i, GL_DIFFUSE, lcol[i]);
nuclear@4 308 }
nuclear@4 309
nuclear@4 310 glMatrixMode(GL_MODELVIEW);
nuclear@2 311
nuclear@3 312 glPushMatrix();
nuclear@4 313 glTranslatef(0, 10, 0);
nuclear@4 314 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, grey);
nuclear@4 315 glBindTexture(GL_TEXTURE_2D, chess_tex);
nuclear@4 316 glEnable(GL_TEXTURE_2D);
nuclear@4 317 draw_box(30, 20, 30, -1.0);
nuclear@4 318 glDisable(GL_TEXTURE_2D);
nuclear@3 319 glPopMatrix();
nuclear@3 320
nuclear@4 321 for(i=0; i<4; i++) {
nuclear@4 322 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, grey);
nuclear@4 323 glPushMatrix();
nuclear@4 324 glTranslatef(i & 1 ? 5 : -5, 1, i & 2 ? -5 : 5);
nuclear@4 325 draw_box(0.5, 2, 0.5, 1.0);
nuclear@4 326 glPopMatrix();
nuclear@2 327
nuclear@4 328 col[0] = i & 1 ? 1.0 : 0.3;
nuclear@4 329 col[1] = i == 0 ? 1.0 : 0.3;
nuclear@4 330 col[2] = i & 2 ? 1.0 : 0.3;
nuclear@4 331 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, col);
nuclear@4 332
nuclear@2 333 glPushMatrix();
nuclear@2 334 if(i & 1) {
nuclear@4 335 glTranslatef(0, 0.25, i & 2 ? 2 : -2);
nuclear@2 336 } else {
nuclear@4 337 glTranslatef(i & 2 ? 2 : -2, 0.25, 0);
nuclear@2 338 }
nuclear@4 339 draw_box(0.5, 0.5, 0.5, 1.0);
nuclear@2 340 glPopMatrix();
nuclear@2 341 }
nuclear@2 342 }
nuclear@2 343
nuclear@2 344 void draw_box(float xsz, float ysz, float zsz, float norm_sign)
nuclear@2 345 {
nuclear@2 346 glMatrixMode(GL_MODELVIEW);
nuclear@2 347 glScalef(xsz * 0.5, ysz * 0.5, zsz * 0.5);
nuclear@2 348
nuclear@2 349 if(norm_sign < 0.0) {
nuclear@2 350 glFrontFace(GL_CW);
nuclear@2 351 }
nuclear@2 352
nuclear@2 353 glBegin(GL_QUADS);
nuclear@2 354 glNormal3f(0, 0, 1 * norm_sign);
nuclear@2 355 glTexCoord2f(0, 0); glVertex3f(-1, -1, 1);
nuclear@2 356 glTexCoord2f(1, 0); glVertex3f(1, -1, 1);
nuclear@2 357 glTexCoord2f(1, 1); glVertex3f(1, 1, 1);
nuclear@2 358 glTexCoord2f(0, 1); glVertex3f(-1, 1, 1);
nuclear@2 359 glNormal3f(1 * norm_sign, 0, 0);
nuclear@2 360 glTexCoord2f(0, 0); glVertex3f(1, -1, 1);
nuclear@2 361 glTexCoord2f(1, 0); glVertex3f(1, -1, -1);
nuclear@2 362 glTexCoord2f(1, 1); glVertex3f(1, 1, -1);
nuclear@2 363 glTexCoord2f(0, 1); glVertex3f(1, 1, 1);
nuclear@2 364 glNormal3f(0, 0, -1 * norm_sign);
nuclear@2 365 glTexCoord2f(0, 0); glVertex3f(1, -1, -1);
nuclear@2 366 glTexCoord2f(1, 0); glVertex3f(-1, -1, -1);
nuclear@2 367 glTexCoord2f(1, 1); glVertex3f(-1, 1, -1);
nuclear@2 368 glTexCoord2f(0, 1); glVertex3f(1, 1, -1);
nuclear@2 369 glNormal3f(-1 * norm_sign, 0, 0);
nuclear@2 370 glTexCoord2f(0, 0); glVertex3f(-1, -1, -1);
nuclear@2 371 glTexCoord2f(1, 0); glVertex3f(-1, -1, 1);
nuclear@2 372 glTexCoord2f(1, 1); glVertex3f(-1, 1, 1);
nuclear@2 373 glTexCoord2f(0, 1); glVertex3f(-1, 1, -1);
nuclear@4 374 glEnd();
nuclear@4 375 glBegin(GL_TRIANGLE_FAN);
nuclear@2 376 glNormal3f(0, 1 * norm_sign, 0);
nuclear@4 377 glTexCoord2f(0.5, 0.5); glVertex3f(0, 1, 0);
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@4 382 glTexCoord2f(0, 0); glVertex3f(-1, 1, 1);
nuclear@4 383 glEnd();
nuclear@4 384 glBegin(GL_TRIANGLE_FAN);
nuclear@2 385 glNormal3f(0, -1 * norm_sign, 0);
nuclear@4 386 glTexCoord2f(0.5, 0.5); glVertex3f(0, -1, 0);
nuclear@2 387 glTexCoord2f(0, 0); glVertex3f(-1, -1, -1);
nuclear@2 388 glTexCoord2f(1, 0); glVertex3f(1, -1, -1);
nuclear@2 389 glTexCoord2f(1, 1); glVertex3f(1, -1, 1);
nuclear@2 390 glTexCoord2f(0, 1); glVertex3f(-1, -1, 1);
nuclear@4 391 glTexCoord2f(0, 0); glVertex3f(-1, -1, -1);
nuclear@2 392 glEnd();
nuclear@2 393
nuclear@2 394 glFrontFace(GL_CCW);
nuclear@0 395 }
nuclear@0 396
nuclear@5 397 /* update_rtarg creates (and/or resizes) the render target used to draw the two stero views */
nuclear@0 398 void update_rtarg(int width, int height)
nuclear@0 399 {
nuclear@0 400 if(!fbo) {
nuclear@5 401 /* if fbo does not exist, then nothing does... create every opengl object */
nuclear@0 402 glGenFramebuffers(1, &fbo);
nuclear@0 403 glGenTextures(1, &fb_tex);
nuclear@0 404 glGenRenderbuffers(1, &fb_depth);
nuclear@0 405
nuclear@0 406 glBindTexture(GL_TEXTURE_2D, fb_tex);
nuclear@0 407 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
nuclear@0 408 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
nuclear@0 409 }
nuclear@0 410
nuclear@0 411 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
nuclear@0 412
nuclear@5 413 /* calculate the next power of two in both dimensions and use that as a texture size */
nuclear@0 414 fb_tex_width = next_pow2(width);
nuclear@0 415 fb_tex_height = next_pow2(height);
nuclear@0 416
nuclear@5 417 /* create and attach the texture that will be used as a color buffer */
nuclear@0 418 glBindTexture(GL_TEXTURE_2D, fb_tex);
nuclear@0 419 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, fb_tex_width, fb_tex_height, 0,
nuclear@0 420 GL_RGBA, GL_UNSIGNED_BYTE, 0);
nuclear@0 421 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, fb_tex, 0);
nuclear@0 422
nuclear@5 423 /* create and attach the renderbuffer that will serve as our z-buffer */
nuclear@0 424 glBindRenderbuffer(GL_RENDERBUFFER, fb_depth);
nuclear@0 425 glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, fb_tex_width, fb_tex_height);
nuclear@0 426 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, fb_depth);
nuclear@0 427
nuclear@0 428 if(glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
nuclear@0 429 fprintf(stderr, "incomplete framebuffer!\n");
nuclear@0 430 }
nuclear@0 431
nuclear@0 432 glBindFramebuffer(GL_FRAMEBUFFER, 0);
nuclear@0 433 printf("created render target: %dx%d (texture size: %dx%d)\n", width, height, fb_tex_width, fb_tex_height);
nuclear@0 434 }
nuclear@0 435
nuclear@0 436 int handle_event(SDL_Event *ev)
nuclear@0 437 {
nuclear@0 438 switch(ev->type) {
nuclear@4 439 case SDL_QUIT:
nuclear@4 440 return -1;
nuclear@4 441
nuclear@0 442 case SDL_KEYDOWN:
nuclear@0 443 case SDL_KEYUP:
nuclear@0 444 if(key_event(ev->key.keysym.sym, ev->key.state == SDL_PRESSED) == -1) {
nuclear@0 445 return -1;
nuclear@0 446 }
nuclear@0 447 break;
nuclear@0 448
nuclear@0 449 default:
nuclear@0 450 break;
nuclear@0 451 }
nuclear@0 452
nuclear@0 453 return 0;
nuclear@0 454 }
nuclear@0 455
nuclear@0 456 int key_event(int key, int state)
nuclear@0 457 {
nuclear@0 458 if(state) {
nuclear@5 459 /*
nuclear@4 460 ovrHSWDisplayState hsw;
nuclear@4 461 ovrHmd_GetHSWDisplayState(hmd, &hsw);
nuclear@4 462 if(hsw.Displayed) {
nuclear@4 463 ovrHmd_DismissHSWDisplay(hmd);
nuclear@4 464 }
nuclear@5 465 */
nuclear@4 466
nuclear@0 467 switch(key) {
nuclear@0 468 case 27:
nuclear@0 469 return -1;
nuclear@0 470
nuclear@4 471 case ' ':
nuclear@4 472 /* allow the user to recenter by pressing space */
nuclear@4 473 ovrHmd_RecenterPose(hmd);
nuclear@4 474 break;
nuclear@4 475
nuclear@4 476 case 'f':
nuclear@4 477 /* press f to move the window to the HMD */
nuclear@4 478 toggle_hmd_fullscreen();
nuclear@4 479 break;
nuclear@4 480
nuclear@0 481 default:
nuclear@0 482 break;
nuclear@0 483 }
nuclear@0 484 }
nuclear@0 485 return 0;
nuclear@0 486 }
nuclear@4 487
nuclear@4 488 unsigned int next_pow2(unsigned int x)
nuclear@4 489 {
nuclear@4 490 x -= 1;
nuclear@4 491 x |= x >> 1;
nuclear@4 492 x |= x >> 2;
nuclear@4 493 x |= x >> 4;
nuclear@4 494 x |= x >> 8;
nuclear@4 495 x |= x >> 16;
nuclear@4 496 return x + 1;
nuclear@4 497 }
nuclear@4 498
nuclear@5 499 /* convert a quaternion to a rotation matrix */
nuclear@4 500 void quat_to_matrix(const float *quat, float *mat)
nuclear@4 501 {
nuclear@4 502 mat[0] = 1.0 - 2.0 * quat[1] * quat[1] - 2.0 * quat[2] * quat[2];
nuclear@4 503 mat[4] = 2.0 * quat[0] * quat[1] + 2.0 * quat[3] * quat[2];
nuclear@4 504 mat[8] = 2.0 * quat[2] * quat[0] - 2.0 * quat[3] * quat[1];
nuclear@4 505 mat[12] = 0.0f;
nuclear@4 506
nuclear@4 507 mat[1] = 2.0 * quat[0] * quat[1] - 2.0 * quat[3] * quat[2];
nuclear@4 508 mat[5] = 1.0 - 2.0 * quat[0]*quat[0] - 2.0 * quat[2]*quat[2];
nuclear@4 509 mat[9] = 2.0 * quat[1] * quat[2] + 2.0 * quat[3] * quat[0];
nuclear@4 510 mat[13] = 0.0f;
nuclear@4 511
nuclear@4 512 mat[2] = 2.0 * quat[2] * quat[0] + 2.0 * quat[3] * quat[1];
nuclear@4 513 mat[6] = 2.0 * quat[1] * quat[2] - 2.0 * quat[3] * quat[0];
nuclear@4 514 mat[10] = 1.0 - 2.0 * quat[0]*quat[0] - 2.0 * quat[1]*quat[1];
nuclear@4 515 mat[14] = 0.0f;
nuclear@4 516
nuclear@4 517 mat[3] = mat[7] = mat[11] = 0.0f;
nuclear@4 518 mat[15] = 1.0f;
nuclear@4 519 }
nuclear@4 520
nuclear@5 521 /* generate a chessboard texture with tiles colored (r0, g0, b0) and (r1, g1, b1) */
nuclear@4 522 unsigned int gen_chess_tex(float r0, float g0, float b0, float r1, float g1, float b1)
nuclear@4 523 {
nuclear@4 524 int i, j;
nuclear@4 525 unsigned int tex;
nuclear@4 526 unsigned char img[8 * 8 * 3];
nuclear@4 527 unsigned char *pix = img;
nuclear@4 528
nuclear@4 529 for(i=0; i<8; i++) {
nuclear@4 530 for(j=0; j<8; j++) {
nuclear@4 531 int black = (i & 1) == (j & 1);
nuclear@4 532 pix[0] = (black ? r0 : r1) * 255;
nuclear@4 533 pix[1] = (black ? g0 : g1) * 255;
nuclear@4 534 pix[2] = (black ? b0 : b1) * 255;
nuclear@4 535 pix += 3;
nuclear@4 536 }
nuclear@4 537 }
nuclear@4 538
nuclear@4 539 glGenTextures(1, &tex);
nuclear@4 540 glBindTexture(GL_TEXTURE_2D, tex);
nuclear@4 541 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
nuclear@4 542 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
nuclear@4 543 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 8, 8, 0, GL_RGB, GL_UNSIGNED_BYTE, img);
nuclear@4 544
nuclear@4 545 return tex;
nuclear@8 546 }