rev |
line source |
nuclear@5
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1 /* Very simple OculusSDK OpenGL usage example.
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nuclear@5
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2 * Uses SDL2 for event handling and OpenGL context management.
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nuclear@5
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3 *
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nuclear@5
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4 * Author: John Tsiombikas <nuclear@member.fsf.org>
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nuclear@5
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5 * This code is in the public domain. Do whatever you like with it.
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nuclear@5
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6 */
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nuclear@0
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7 #include <stdio.h>
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nuclear@0
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8 #include <stdlib.h>
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nuclear@2
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9 #include <assert.h>
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nuclear@0
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10 #include <SDL2/SDL.h>
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nuclear@0
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11 #include <GL/glew.h>
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nuclear@0
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12
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nuclear@2
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13 #ifdef WIN32
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nuclear@2
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14 #define OVR_OS_WIN32
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nuclear@2
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15 #endif
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nuclear@2
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16 #ifdef __APPLE__
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nuclear@2
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17 #define OVR_OS_MAC
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nuclear@2
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18 #endif
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nuclear@2
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19
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nuclear@0
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20 #include <OVR_CAPI.h>
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nuclear@0
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21 #include <OVR_CAPI_GL.h>
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nuclear@0
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22
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nuclear@2
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23 int init(void);
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nuclear@2
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24 void cleanup(void);
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nuclear@4
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25 void toggle_hmd_fullscreen(void);
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nuclear@2
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26 void display(void);
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nuclear@2
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27 void draw_scene(void);
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nuclear@2
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28 void draw_box(float xsz, float ysz, float zsz, float norm_sign);
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nuclear@0
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29 void update_rtarg(int width, int height);
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nuclear@0
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30 int handle_event(SDL_Event *ev);
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nuclear@0
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31 int key_event(int key, int state);
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nuclear@0
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32 void reshape(int x, int y);
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nuclear@0
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33 unsigned int next_pow2(unsigned int x);
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nuclear@4
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34 void quat_to_matrix(const float *quat, float *mat);
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nuclear@4
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35 unsigned int gen_chess_tex(float r0, float g0, float b0, float r1, float g1, float b1);
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nuclear@0
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36
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nuclear@4
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37 /* forward declaration to avoid including non-public headers of libovr */
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nuclear@0
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38 OVR_EXPORT void ovrhmd_EnableHSWDisplaySDKRender(ovrHmd hmd, ovrBool enable);
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nuclear@0
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39
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nuclear@0
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40 static SDL_Window *win;
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nuclear@0
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41 static SDL_GLContext ctx;
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nuclear@2
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42 static int win_width, win_height;
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nuclear@0
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43
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nuclear@0
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44 static unsigned int fbo, fb_tex, fb_depth;
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nuclear@0
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45 static int fb_width, fb_height;
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nuclear@0
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46 static int fb_tex_width, fb_tex_height;
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nuclear@0
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47
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nuclear@0
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48 static ovrHmd hmd;
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nuclear@0
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49 static ovrSizei eyeres[2];
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nuclear@2
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50 static ovrEyeRenderDesc eye_rdesc[2];
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nuclear@2
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51 static ovrGLTexture fb_ovr_tex[2];
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nuclear@0
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52
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nuclear@4
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53 static unsigned int chess_tex;
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nuclear@0
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54
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nuclear@4
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55
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nuclear@4
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56 int main(int argc, char **argv)
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nuclear@0
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57 {
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nuclear@0
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58 if(init() == -1) {
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nuclear@0
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59 return 1;
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nuclear@0
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60 }
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nuclear@0
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61
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nuclear@0
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62 for(;;) {
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nuclear@0
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63 SDL_Event ev;
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nuclear@0
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64 while(SDL_PollEvent(&ev)) {
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nuclear@0
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65 if(handle_event(&ev) == -1) {
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nuclear@0
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66 goto done;
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nuclear@0
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67 }
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nuclear@0
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68 }
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nuclear@0
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69 display();
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nuclear@0
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70 }
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nuclear@0
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71
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nuclear@0
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72 done:
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nuclear@0
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73 cleanup();
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nuclear@0
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74 return 0;
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nuclear@0
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75 }
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nuclear@0
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76
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nuclear@0
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77
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nuclear@2
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78 int init(void)
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nuclear@0
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79 {
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nuclear@2
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80 int i, x, y;
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nuclear@0
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81 unsigned int flags, dcaps;
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nuclear@0
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82 union ovrGLConfig glcfg;
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nuclear@0
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83
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nuclear@4
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84 /* libovr must be initialized before we create the OpenGL context */
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nuclear@0
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85 ovr_Initialize();
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nuclear@0
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86
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nuclear@0
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87 SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER);
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nuclear@0
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88
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nuclear@0
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89 x = y = SDL_WINDOWPOS_UNDEFINED;
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nuclear@2
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90 flags = SDL_WINDOW_OPENGL;
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nuclear@4
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91 if(!(win = SDL_CreateWindow("press 'f' to move to the HMD", x, y, 1280, 800, flags))) {
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nuclear@0
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92 fprintf(stderr, "failed to create window\n");
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nuclear@0
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93 return -1;
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nuclear@0
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94 }
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nuclear@0
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95 if(!(ctx = SDL_GL_CreateContext(win))) {
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nuclear@0
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96 fprintf(stderr, "failed to create OpenGL context\n");
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nuclear@0
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97 return -1;
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nuclear@0
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98 }
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nuclear@0
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99
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nuclear@0
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100 glewInit();
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nuclear@0
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101
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nuclear@0
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102 if(!(hmd = ovrHmd_Create(0))) {
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nuclear@0
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103 fprintf(stderr, "failed to open Oculus HMD, falling back to virtual debug HMD\n");
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nuclear@2
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104 if(!(hmd = ovrHmd_CreateDebug(ovrHmd_DK2))) {
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nuclear@0
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105 fprintf(stderr, "failed to create virtual debug HMD\n");
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nuclear@0
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106 return -1;
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nuclear@0
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107 }
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nuclear@0
|
108 }
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nuclear@0
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109 printf("initialized HMD: %s - %s\n", hmd->Manufacturer, hmd->ProductName);
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nuclear@0
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110
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nuclear@5
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111 /* resize our window to match the HMD resolution */
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nuclear@2
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112 SDL_SetWindowSize(win, hmd->Resolution.w, hmd->Resolution.h);
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nuclear@4
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113 SDL_SetWindowPosition(win, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED);
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nuclear@4
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114 win_width = hmd->Resolution.w;
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nuclear@4
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115 win_height = hmd->Resolution.h;
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nuclear@0
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116
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nuclear@5
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117 /* enable position and rotation tracking (and anything else they might add in the future) */
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nuclear@0
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118 ovrHmd_ConfigureTracking(hmd, 0xffffffff, 0);
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nuclear@5
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119 /* retrieve the optimal render target resolution for each eye */
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nuclear@0
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120 eyeres[0] = ovrHmd_GetFovTextureSize(hmd, ovrEye_Left, hmd->DefaultEyeFov[0], 1.0);
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nuclear@0
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121 eyeres[1] = ovrHmd_GetFovTextureSize(hmd, ovrEye_Right, hmd->DefaultEyeFov[1], 1.0);
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nuclear@0
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122
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nuclear@5
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123 /* and create a single render target texture to encompass both eyes */
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nuclear@2
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124 fb_width = eyeres[0].w + eyeres[1].w;
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nuclear@0
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125 fb_height = eyeres[0].h > eyeres[1].h ? eyeres[0].h : eyeres[1].h;
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nuclear@0
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126 update_rtarg(fb_width, fb_height);
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nuclear@0
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127
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nuclear@5
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128 /* fill in the ovrGLTexture structures that describe our render target texture */
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nuclear@2
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129 for(i=0; i<2; i++) {
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nuclear@2
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130 fb_ovr_tex[i].OGL.Header.API = ovrRenderAPI_OpenGL;
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nuclear@2
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131 fb_ovr_tex[i].OGL.Header.TextureSize.w = fb_tex_width;
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nuclear@2
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132 fb_ovr_tex[i].OGL.Header.TextureSize.h = fb_tex_height;
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nuclear@5
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133 /* this next field is the only one that differs between the two eyes */
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nuclear@3
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134 fb_ovr_tex[i].OGL.Header.RenderViewport.Pos.x = i == 0 ? 0 : fb_width / 2.0;
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nuclear@3
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135 fb_ovr_tex[i].OGL.Header.RenderViewport.Pos.y = fb_tex_height - fb_height;
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nuclear@2
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136 fb_ovr_tex[i].OGL.Header.RenderViewport.Size.w = fb_width / 2.0;
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nuclear@2
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137 fb_ovr_tex[i].OGL.Header.RenderViewport.Size.h = fb_height;
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nuclear@5
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138 fb_ovr_tex[i].OGL.TexId = fb_tex; /* both eyes will use the same texture id */
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nuclear@2
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139 }
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nuclear@2
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140
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nuclear@5
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141 /* fill in the ovrGLConfig structure needed by the SDK to draw our stereo pair
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nuclear@5
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142 * to the actual HMD display (SDK-distortion mode)
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nuclear@5
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143 */
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nuclear@0
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144 memset(&glcfg, 0, sizeof glcfg);
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nuclear@0
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145 glcfg.OGL.Header.API = ovrRenderAPI_OpenGL;
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nuclear@0
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146 glcfg.OGL.Header.RTSize = hmd->Resolution;
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nuclear@0
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147 glcfg.OGL.Header.Multisample = 1;
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nuclear@0
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148
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nuclear@0
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149 if(hmd->HmdCaps & ovrHmdCap_ExtendDesktop) {
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nuclear@0
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150 printf("running in \"extended desktop\" mode\n");
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nuclear@0
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151 } else {
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nuclear@5
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152 /* to sucessfully draw to the HMD display in "direct-hmd" mode, we have to
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nuclear@5
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153 * call ovrHmd_AttachToWindow
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nuclear@5
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154 * XXX: this doesn't work properly yet due to bugs in the oculus 0.4.1 sdk/driver
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nuclear@5
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155 */
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nuclear@2
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156 #ifdef WIN32
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nuclear@2
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157 void *sys_win = GetActiveWindow();
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nuclear@2
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158 glcfg.OGL.Window = sys_win;
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nuclear@2
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159 glcfg.OGL.DC = wglGetCurrentDC();
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nuclear@2
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160 ovrHmd_AttachToWindow(hmd, sys_win, 0, 0);
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nuclear@2
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161 #endif
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nuclear@0
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162 printf("running in \"direct-hmd\" mode\n");
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nuclear@0
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163 }
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nuclear@5
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164
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nuclear@5
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165 /* enable low-persistence display and dynamic prediction for lattency compensation */
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nuclear@2
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166 ovrHmd_SetEnabledCaps(hmd, ovrHmdCap_LowPersistence | ovrHmdCap_DynamicPrediction);
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nuclear@0
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167
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nuclear@5
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168 /* configure SDK-rendering and enable chromatic abberation correction, vignetting, and
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nuclear@5
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169 * timewrap, which shifts the image before drawing to counter any lattency between the call
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nuclear@5
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170 * to ovrHmd_GetEyePose and ovrHmd_EndFrame.
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nuclear@5
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171 */
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nuclear@4
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172 dcaps = ovrDistortionCap_Chromatic | ovrDistortionCap_Vignette | ovrDistortionCap_TimeWarp;
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nuclear@0
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173 if(!ovrHmd_ConfigureRendering(hmd, &glcfg.Config, dcaps, hmd->DefaultEyeFov, eye_rdesc)) {
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nuclear@0
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174 fprintf(stderr, "failed to configure distortion renderer\n");
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nuclear@0
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175 }
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nuclear@0
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176
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nuclear@5
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177 /* disable the retarded "health and safety warning" */
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nuclear@3
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178 ovrhmd_EnableHSWDisplaySDKRender(hmd, 0);
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nuclear@0
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179
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nuclear@0
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180 glEnable(GL_DEPTH_TEST);
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nuclear@0
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181 glEnable(GL_CULL_FACE);
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nuclear@0
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182 glEnable(GL_LIGHTING);
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nuclear@0
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183 glEnable(GL_LIGHT0);
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nuclear@4
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184 glEnable(GL_LIGHT1);
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nuclear@4
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185 glEnable(GL_NORMALIZE);
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nuclear@0
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186
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nuclear@4
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187 glClearColor(0.1, 0.1, 0.1, 1);
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nuclear@0
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188
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nuclear@4
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189 chess_tex = gen_chess_tex(1.0, 0.7, 0.4, 0.4, 0.7, 1.0);
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nuclear@0
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190 return 0;
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nuclear@0
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191 }
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nuclear@0
|
192
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nuclear@2
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193 void cleanup(void)
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nuclear@0
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194 {
|
nuclear@0
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195 if(hmd) {
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nuclear@0
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196 ovrHmd_Destroy(hmd);
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nuclear@0
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197 }
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nuclear@0
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198 ovr_Shutdown();
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nuclear@0
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199
|
nuclear@0
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200 SDL_Quit();
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nuclear@0
|
201 }
|
nuclear@0
|
202
|
nuclear@4
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203 void toggle_hmd_fullscreen(void)
|
nuclear@4
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204 {
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nuclear@4
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205 static int fullscr, prev_x, prev_y;
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nuclear@4
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206 fullscr = !fullscr;
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nuclear@4
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207
|
nuclear@4
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208 if(fullscr) {
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nuclear@5
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209 /* going fullscreen on the rift. save current window position, and move it
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nuclear@5
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210 * to the rift's part of the desktop before going fullscreen
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nuclear@5
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211 */
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nuclear@4
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212 SDL_GetWindowPosition(win, &prev_x, &prev_y);
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nuclear@4
|
213 SDL_SetWindowPosition(win, hmd->WindowsPos.x, hmd->WindowsPos.y);
|
nuclear@4
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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
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218 SDL_SetWindowPosition(win, prev_x, prev_y);
|
nuclear@4
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219 }
|
nuclear@4
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220 }
|
nuclear@4
|
221
|
nuclear@2
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222 void display(void)
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nuclear@0
|
223 {
|
nuclear@2
|
224 int i;
|
nuclear@2
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225 ovrMatrix4f proj;
|
nuclear@2
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226 ovrPosef pose[2];
|
nuclear@4
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227 float rot_mat[16];
|
nuclear@2
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228
|
nuclear@4
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229 /* the drawing starts with a call to ovrHmd_BeginFrame */
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nuclear@2
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230 ovrHmd_BeginFrame(hmd, 0);
|
nuclear@2
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231
|
nuclear@4
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232 /* start drawing onto our texture render target */
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nuclear@2
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233 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
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nuclear@0
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234 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
nuclear@0
|
235
|
nuclear@2
|
236 /* for each eye ... */
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nuclear@2
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237 for(i=0; i<2; i++) {
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nuclear@2
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238 int eye = hmd->EyeRenderOrder[i];
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nuclear@2
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239
|
nuclear@4
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240 /* -- viewport transformation --
|
nuclear@4
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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 */
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nuclear@2
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245 glViewport(eye == 0 ? 0 : fb_width / 2, 0, fb_width / 2, fb_height);
|
nuclear@2
|
246
|
nuclear@4
|
247 /* -- projection transformation --
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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
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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
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261 pose[eye] = ovrHmd_GetHmdPosePerEye(hmd, eye);
|
nuclear@2
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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();
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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 }
|