oculus2

annotate src/main.c @ 12:92acd335620e

added alignment box cross
author John Tsiombikas <nuclear@member.fsf.org>
date Tue, 28 Oct 2014 06:57:06 +0200
parents 5b04743fd3d0
children 4c08bc24ef0a
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@2 17 #endif
nuclear@2 18 #ifdef __APPLE__
nuclear@2 19 #define OVR_OS_MAC
nuclear@2 20 #endif
nuclear@2 21
nuclear@0 22 #include <OVR_CAPI.h>
nuclear@0 23 #include <OVR_CAPI_GL.h>
nuclear@0 24
nuclear@2 25 int init(void);
nuclear@2 26 void cleanup(void);
nuclear@4 27 void toggle_hmd_fullscreen(void);
nuclear@2 28 void display(void);
nuclear@2 29 void draw_scene(void);
nuclear@2 30 void draw_box(float xsz, float ysz, float zsz, float norm_sign);
nuclear@0 31 void update_rtarg(int width, int height);
nuclear@0 32 int handle_event(SDL_Event *ev);
nuclear@0 33 int key_event(int key, int state);
nuclear@0 34 void reshape(int x, int y);
nuclear@0 35 unsigned int next_pow2(unsigned int x);
nuclear@4 36 void quat_to_matrix(const float *quat, float *mat);
nuclear@4 37 unsigned int gen_chess_tex(float r0, float g0, float b0, float r1, float g1, float b1);
nuclear@0 38
nuclear@4 39 /* forward declaration to avoid including non-public headers of libovr */
nuclear@0 40 OVR_EXPORT void ovrhmd_EnableHSWDisplaySDKRender(ovrHmd hmd, ovrBool enable);
nuclear@0 41
nuclear@0 42 static SDL_Window *win;
nuclear@0 43 static SDL_GLContext ctx;
nuclear@2 44 static int win_width, win_height;
nuclear@0 45
nuclear@0 46 static unsigned int fbo, fb_tex, fb_depth;
nuclear@0 47 static int fb_width, fb_height;
nuclear@0 48 static int fb_tex_width, fb_tex_height;
nuclear@0 49
nuclear@0 50 static ovrHmd hmd;
nuclear@0 51 static ovrSizei eyeres[2];
nuclear@2 52 static ovrEyeRenderDesc eye_rdesc[2];
nuclear@2 53 static ovrGLTexture fb_ovr_tex[2];
nuclear@0 54
nuclear@4 55 static unsigned int chess_tex;
nuclear@0 56
nuclear@4 57
nuclear@4 58 int main(int argc, char **argv)
nuclear@0 59 {
nuclear@0 60 if(init() == -1) {
nuclear@0 61 return 1;
nuclear@0 62 }
nuclear@0 63
nuclear@0 64 for(;;) {
nuclear@0 65 SDL_Event ev;
nuclear@0 66 while(SDL_PollEvent(&ev)) {
nuclear@0 67 if(handle_event(&ev) == -1) {
nuclear@0 68 goto done;
nuclear@0 69 }
nuclear@0 70 }
nuclear@0 71 display();
nuclear@0 72 }
nuclear@0 73
nuclear@0 74 done:
nuclear@0 75 cleanup();
nuclear@0 76 return 0;
nuclear@0 77 }
nuclear@0 78
nuclear@0 79
nuclear@2 80 int init(void)
nuclear@0 81 {
nuclear@2 82 int i, x, y;
nuclear@0 83 unsigned int flags, dcaps;
nuclear@0 84 union ovrGLConfig glcfg;
nuclear@0 85
nuclear@4 86 /* libovr must be initialized before we create the OpenGL context */
nuclear@0 87 ovr_Initialize();
nuclear@0 88
nuclear@0 89 SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER);
nuclear@0 90
nuclear@0 91 x = y = SDL_WINDOWPOS_UNDEFINED;
nuclear@2 92 flags = SDL_WINDOW_OPENGL;
nuclear@4 93 if(!(win = SDL_CreateWindow("press 'f' to move to the HMD", x, y, 1280, 800, flags))) {
nuclear@0 94 fprintf(stderr, "failed to create window\n");
nuclear@0 95 return -1;
nuclear@0 96 }
nuclear@0 97 if(!(ctx = SDL_GL_CreateContext(win))) {
nuclear@0 98 fprintf(stderr, "failed to create OpenGL context\n");
nuclear@0 99 return -1;
nuclear@0 100 }
nuclear@0 101
nuclear@0 102 glewInit();
nuclear@0 103
nuclear@0 104 if(!(hmd = ovrHmd_Create(0))) {
nuclear@0 105 fprintf(stderr, "failed to open Oculus HMD, falling back to virtual debug HMD\n");
nuclear@2 106 if(!(hmd = ovrHmd_CreateDebug(ovrHmd_DK2))) {
nuclear@0 107 fprintf(stderr, "failed to create virtual debug HMD\n");
nuclear@0 108 return -1;
nuclear@0 109 }
nuclear@0 110 }
nuclear@0 111 printf("initialized HMD: %s - %s\n", hmd->Manufacturer, hmd->ProductName);
nuclear@0 112
nuclear@5 113 /* resize our window to match the HMD resolution */
nuclear@2 114 SDL_SetWindowSize(win, hmd->Resolution.w, hmd->Resolution.h);
nuclear@4 115 SDL_SetWindowPosition(win, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED);
nuclear@4 116 win_width = hmd->Resolution.w;
nuclear@4 117 win_height = hmd->Resolution.h;
nuclear@0 118
nuclear@5 119 /* enable position and rotation tracking (and anything else they might add in the future) */
nuclear@0 120 ovrHmd_ConfigureTracking(hmd, 0xffffffff, 0);
nuclear@5 121 /* retrieve the optimal render target resolution for each eye */
nuclear@0 122 eyeres[0] = ovrHmd_GetFovTextureSize(hmd, ovrEye_Left, hmd->DefaultEyeFov[0], 1.0);
nuclear@0 123 eyeres[1] = ovrHmd_GetFovTextureSize(hmd, ovrEye_Right, hmd->DefaultEyeFov[1], 1.0);
nuclear@0 124
nuclear@5 125 /* and create a single render target texture to encompass both eyes */
nuclear@2 126 fb_width = eyeres[0].w + eyeres[1].w;
nuclear@0 127 fb_height = eyeres[0].h > eyeres[1].h ? eyeres[0].h : eyeres[1].h;
nuclear@0 128 update_rtarg(fb_width, fb_height);
nuclear@0 129
nuclear@5 130 /* fill in the ovrGLTexture structures that describe our render target texture */
nuclear@2 131 for(i=0; i<2; i++) {
nuclear@2 132 fb_ovr_tex[i].OGL.Header.API = ovrRenderAPI_OpenGL;
nuclear@2 133 fb_ovr_tex[i].OGL.Header.TextureSize.w = fb_tex_width;
nuclear@2 134 fb_ovr_tex[i].OGL.Header.TextureSize.h = fb_tex_height;
nuclear@5 135 /* this next field is the only one that differs between the two eyes */
nuclear@3 136 fb_ovr_tex[i].OGL.Header.RenderViewport.Pos.x = i == 0 ? 0 : fb_width / 2.0;
nuclear@3 137 fb_ovr_tex[i].OGL.Header.RenderViewport.Pos.y = fb_tex_height - fb_height;
nuclear@2 138 fb_ovr_tex[i].OGL.Header.RenderViewport.Size.w = fb_width / 2.0;
nuclear@2 139 fb_ovr_tex[i].OGL.Header.RenderViewport.Size.h = fb_height;
nuclear@5 140 fb_ovr_tex[i].OGL.TexId = fb_tex; /* both eyes will use the same texture id */
nuclear@2 141 }
nuclear@2 142
nuclear@5 143 /* fill in the ovrGLConfig structure needed by the SDK to draw our stereo pair
nuclear@5 144 * to the actual HMD display (SDK-distortion mode)
nuclear@5 145 */
nuclear@0 146 memset(&glcfg, 0, sizeof glcfg);
nuclear@0 147 glcfg.OGL.Header.API = ovrRenderAPI_OpenGL;
nuclear@0 148 glcfg.OGL.Header.RTSize = hmd->Resolution;
nuclear@0 149 glcfg.OGL.Header.Multisample = 1;
nuclear@0 150
nuclear@0 151 if(hmd->HmdCaps & ovrHmdCap_ExtendDesktop) {
nuclear@0 152 printf("running in \"extended desktop\" mode\n");
nuclear@0 153 } else {
nuclear@5 154 /* to sucessfully draw to the HMD display in "direct-hmd" mode, we have to
nuclear@5 155 * call ovrHmd_AttachToWindow
nuclear@5 156 * XXX: this doesn't work properly yet due to bugs in the oculus 0.4.1 sdk/driver
nuclear@5 157 */
nuclear@2 158 #ifdef WIN32
nuclear@7 159 HWND sys_win = GetActiveWindow();
nuclear@2 160 glcfg.OGL.Window = sys_win;
nuclear@2 161 glcfg.OGL.DC = wglGetCurrentDC();
nuclear@2 162 ovrHmd_AttachToWindow(hmd, sys_win, 0, 0);
nuclear@2 163 #endif
nuclear@0 164 printf("running in \"direct-hmd\" mode\n");
nuclear@0 165 }
nuclear@5 166
nuclear@5 167 /* enable low-persistence display and dynamic prediction for lattency compensation */
nuclear@2 168 ovrHmd_SetEnabledCaps(hmd, ovrHmdCap_LowPersistence | ovrHmdCap_DynamicPrediction);
nuclear@0 169
nuclear@5 170 /* configure SDK-rendering and enable chromatic abberation correction, vignetting, and
nuclear@5 171 * timewrap, which shifts the image before drawing to counter any lattency between the call
nuclear@5 172 * to ovrHmd_GetEyePose and ovrHmd_EndFrame.
nuclear@5 173 */
nuclear@7 174 dcaps = ovrDistortionCap_Chromatic | ovrDistortionCap_Vignette | ovrDistortionCap_TimeWarp |
nuclear@7 175 ovrDistortionCap_Overdrive;
nuclear@0 176 if(!ovrHmd_ConfigureRendering(hmd, &glcfg.Config, dcaps, hmd->DefaultEyeFov, eye_rdesc)) {
nuclear@0 177 fprintf(stderr, "failed to configure distortion renderer\n");
nuclear@0 178 }
nuclear@0 179
nuclear@5 180 /* disable the retarded "health and safety warning" */
nuclear@3 181 ovrhmd_EnableHSWDisplaySDKRender(hmd, 0);
nuclear@0 182
nuclear@0 183 glEnable(GL_DEPTH_TEST);
nuclear@0 184 glEnable(GL_CULL_FACE);
nuclear@0 185 glEnable(GL_LIGHTING);
nuclear@0 186 glEnable(GL_LIGHT0);
nuclear@4 187 glEnable(GL_LIGHT1);
nuclear@4 188 glEnable(GL_NORMALIZE);
nuclear@0 189
nuclear@4 190 glClearColor(0.1, 0.1, 0.1, 1);
nuclear@0 191
nuclear@4 192 chess_tex = gen_chess_tex(1.0, 0.7, 0.4, 0.4, 0.7, 1.0);
nuclear@0 193 return 0;
nuclear@0 194 }
nuclear@0 195
nuclear@2 196 void cleanup(void)
nuclear@0 197 {
nuclear@0 198 if(hmd) {
nuclear@0 199 ovrHmd_Destroy(hmd);
nuclear@0 200 }
nuclear@0 201 ovr_Shutdown();
nuclear@0 202
nuclear@0 203 SDL_Quit();
nuclear@0 204 }
nuclear@0 205
nuclear@4 206 void toggle_hmd_fullscreen(void)
nuclear@4 207 {
nuclear@4 208 static int fullscr, prev_x, prev_y;
nuclear@4 209 fullscr = !fullscr;
nuclear@4 210
nuclear@4 211 if(fullscr) {
nuclear@5 212 /* going fullscreen on the rift. save current window position, and move it
nuclear@5 213 * to the rift's part of the desktop before going fullscreen
nuclear@5 214 */
nuclear@4 215 SDL_GetWindowPosition(win, &prev_x, &prev_y);
nuclear@4 216 SDL_SetWindowPosition(win, hmd->WindowsPos.x, hmd->WindowsPos.y);
nuclear@4 217 SDL_SetWindowFullscreen(win, SDL_WINDOW_FULLSCREEN_DESKTOP);
nuclear@4 218 } else {
nuclear@5 219 /* return to windowed mode and move the window back to its original position */
nuclear@4 220 SDL_SetWindowFullscreen(win, 0);
nuclear@4 221 SDL_SetWindowPosition(win, prev_x, prev_y);
nuclear@4 222 }
nuclear@4 223 }
nuclear@4 224
nuclear@2 225 void display(void)
nuclear@0 226 {
nuclear@2 227 int i;
nuclear@2 228 ovrMatrix4f proj;
nuclear@2 229 ovrPosef pose[2];
nuclear@4 230 float rot_mat[16];
nuclear@2 231
nuclear@4 232 /* the drawing starts with a call to ovrHmd_BeginFrame */
nuclear@2 233 ovrHmd_BeginFrame(hmd, 0);
nuclear@2 234
nuclear@4 235 /* start drawing onto our texture render target */
nuclear@2 236 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
nuclear@0 237 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
nuclear@0 238
nuclear@2 239 /* for each eye ... */
nuclear@2 240 for(i=0; i<2; i++) {
nuclear@7 241 ovrEyeType eye = hmd->EyeRenderOrder[i];
nuclear@2 242
nuclear@4 243 /* -- viewport transformation --
nuclear@4 244 * setup the viewport to draw in the left half of the framebuffer when we're
nuclear@4 245 * rendering the left eye's view (0, 0, width/2, height), and in the right half
nuclear@4 246 * of the framebuffer for the right eye's view (width/2, 0, width/2, height)
nuclear@4 247 */
nuclear@7 248 glViewport(eye == ovrEye_Left ? 0 : fb_width / 2, 0, fb_width / 2, fb_height);
nuclear@2 249
nuclear@4 250 /* -- projection transformation --
nuclear@4 251 * we'll just have to use the projection matrix supplied by the oculus SDK for this eye
nuclear@4 252 * note that libovr matrices are the transpose of what OpenGL expects, so we have to
nuclear@4 253 * use glLoadTransposeMatrixf instead of glLoadMatrixf to load it.
nuclear@4 254 */
nuclear@2 255 proj = ovrMatrix4f_Projection(hmd->DefaultEyeFov[eye], 0.5, 500.0, 1);
nuclear@2 256 glMatrixMode(GL_PROJECTION);
nuclear@4 257 glLoadTransposeMatrixf(proj.M[0]);
nuclear@2 258
nuclear@4 259 /* -- view/camera transformation --
nuclear@4 260 * we need to construct a view matrix by combining all the information provided by the oculus
nuclear@4 261 * SDK, about the position and orientation of the user's head in the world.
nuclear@4 262 */
nuclear@2 263 pose[eye] = ovrHmd_GetEyePose(hmd, eye);
nuclear@2 264 glMatrixMode(GL_MODELVIEW);
nuclear@4 265 glLoadIdentity();
nuclear@4 266 glTranslatef(eye_rdesc[eye].ViewAdjust.x, eye_rdesc[eye].ViewAdjust.y, eye_rdesc[eye].ViewAdjust.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@12 342
nuclear@12 343 col[0] = 1;
nuclear@12 344 col[1] = 1;
nuclear@12 345 col[2] = 0.4;
nuclear@12 346 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, col);
nuclear@12 347 draw_box(0.05, 1.2, 6, 1.0);
nuclear@12 348 draw_box(6, 1.2, 0.05, 1.0);
nuclear@2 349 }
nuclear@2 350
nuclear@2 351 void draw_box(float xsz, float ysz, float zsz, float norm_sign)
nuclear@2 352 {
nuclear@2 353 glMatrixMode(GL_MODELVIEW);
nuclear@12 354 glPushMatrix();
nuclear@2 355 glScalef(xsz * 0.5, ysz * 0.5, zsz * 0.5);
nuclear@2 356
nuclear@2 357 if(norm_sign < 0.0) {
nuclear@2 358 glFrontFace(GL_CW);
nuclear@2 359 }
nuclear@2 360
nuclear@2 361 glBegin(GL_QUADS);
nuclear@2 362 glNormal3f(0, 0, 1 * norm_sign);
nuclear@2 363 glTexCoord2f(0, 0); glVertex3f(-1, -1, 1);
nuclear@2 364 glTexCoord2f(1, 0); glVertex3f(1, -1, 1);
nuclear@2 365 glTexCoord2f(1, 1); glVertex3f(1, 1, 1);
nuclear@2 366 glTexCoord2f(0, 1); glVertex3f(-1, 1, 1);
nuclear@2 367 glNormal3f(1 * norm_sign, 0, 0);
nuclear@2 368 glTexCoord2f(0, 0); glVertex3f(1, -1, 1);
nuclear@2 369 glTexCoord2f(1, 0); glVertex3f(1, -1, -1);
nuclear@2 370 glTexCoord2f(1, 1); glVertex3f(1, 1, -1);
nuclear@2 371 glTexCoord2f(0, 1); glVertex3f(1, 1, 1);
nuclear@2 372 glNormal3f(0, 0, -1 * norm_sign);
nuclear@2 373 glTexCoord2f(0, 0); glVertex3f(1, -1, -1);
nuclear@2 374 glTexCoord2f(1, 0); glVertex3f(-1, -1, -1);
nuclear@2 375 glTexCoord2f(1, 1); glVertex3f(-1, 1, -1);
nuclear@2 376 glTexCoord2f(0, 1); glVertex3f(1, 1, -1);
nuclear@2 377 glNormal3f(-1 * norm_sign, 0, 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 glEnd();
nuclear@4 383 glBegin(GL_TRIANGLE_FAN);
nuclear@2 384 glNormal3f(0, 1 * norm_sign, 0);
nuclear@4 385 glTexCoord2f(0.5, 0.5); glVertex3f(0, 1, 0);
nuclear@2 386 glTexCoord2f(0, 0); glVertex3f(-1, 1, 1);
nuclear@2 387 glTexCoord2f(1, 0); glVertex3f(1, 1, 1);
nuclear@2 388 glTexCoord2f(1, 1); glVertex3f(1, 1, -1);
nuclear@2 389 glTexCoord2f(0, 1); glVertex3f(-1, 1, -1);
nuclear@4 390 glTexCoord2f(0, 0); glVertex3f(-1, 1, 1);
nuclear@4 391 glEnd();
nuclear@4 392 glBegin(GL_TRIANGLE_FAN);
nuclear@2 393 glNormal3f(0, -1 * norm_sign, 0);
nuclear@4 394 glTexCoord2f(0.5, 0.5); glVertex3f(0, -1, 0);
nuclear@2 395 glTexCoord2f(0, 0); glVertex3f(-1, -1, -1);
nuclear@2 396 glTexCoord2f(1, 0); glVertex3f(1, -1, -1);
nuclear@2 397 glTexCoord2f(1, 1); glVertex3f(1, -1, 1);
nuclear@2 398 glTexCoord2f(0, 1); glVertex3f(-1, -1, 1);
nuclear@4 399 glTexCoord2f(0, 0); glVertex3f(-1, -1, -1);
nuclear@2 400 glEnd();
nuclear@2 401
nuclear@2 402 glFrontFace(GL_CCW);
nuclear@12 403 glPopMatrix();
nuclear@0 404 }
nuclear@0 405
nuclear@5 406 /* update_rtarg creates (and/or resizes) the render target used to draw the two stero views */
nuclear@0 407 void update_rtarg(int width, int height)
nuclear@0 408 {
nuclear@0 409 if(!fbo) {
nuclear@5 410 /* if fbo does not exist, then nothing does... create every opengl object */
nuclear@0 411 glGenFramebuffers(1, &fbo);
nuclear@0 412 glGenTextures(1, &fb_tex);
nuclear@0 413 glGenRenderbuffers(1, &fb_depth);
nuclear@0 414
nuclear@0 415 glBindTexture(GL_TEXTURE_2D, fb_tex);
nuclear@0 416 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
nuclear@0 417 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
nuclear@0 418 }
nuclear@0 419
nuclear@0 420 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
nuclear@0 421
nuclear@5 422 /* calculate the next power of two in both dimensions and use that as a texture size */
nuclear@0 423 fb_tex_width = next_pow2(width);
nuclear@0 424 fb_tex_height = next_pow2(height);
nuclear@0 425
nuclear@5 426 /* create and attach the texture that will be used as a color buffer */
nuclear@0 427 glBindTexture(GL_TEXTURE_2D, fb_tex);
nuclear@0 428 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, fb_tex_width, fb_tex_height, 0,
nuclear@0 429 GL_RGBA, GL_UNSIGNED_BYTE, 0);
nuclear@0 430 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, fb_tex, 0);
nuclear@0 431
nuclear@5 432 /* create and attach the renderbuffer that will serve as our z-buffer */
nuclear@0 433 glBindRenderbuffer(GL_RENDERBUFFER, fb_depth);
nuclear@0 434 glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, fb_tex_width, fb_tex_height);
nuclear@0 435 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, fb_depth);
nuclear@0 436
nuclear@0 437 if(glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
nuclear@0 438 fprintf(stderr, "incomplete framebuffer!\n");
nuclear@0 439 }
nuclear@0 440
nuclear@0 441 glBindFramebuffer(GL_FRAMEBUFFER, 0);
nuclear@0 442 printf("created render target: %dx%d (texture size: %dx%d)\n", width, height, fb_tex_width, fb_tex_height);
nuclear@0 443 }
nuclear@0 444
nuclear@0 445 int handle_event(SDL_Event *ev)
nuclear@0 446 {
nuclear@0 447 switch(ev->type) {
nuclear@4 448 case SDL_QUIT:
nuclear@4 449 return -1;
nuclear@4 450
nuclear@0 451 case SDL_KEYDOWN:
nuclear@0 452 case SDL_KEYUP:
nuclear@0 453 if(key_event(ev->key.keysym.sym, ev->key.state == SDL_PRESSED) == -1) {
nuclear@0 454 return -1;
nuclear@0 455 }
nuclear@0 456 break;
nuclear@0 457
nuclear@0 458 default:
nuclear@0 459 break;
nuclear@0 460 }
nuclear@0 461
nuclear@0 462 return 0;
nuclear@0 463 }
nuclear@0 464
nuclear@0 465 int key_event(int key, int state)
nuclear@0 466 {
nuclear@0 467 if(state) {
nuclear@5 468 /*
nuclear@4 469 ovrHSWDisplayState hsw;
nuclear@4 470 ovrHmd_GetHSWDisplayState(hmd, &hsw);
nuclear@4 471 if(hsw.Displayed) {
nuclear@4 472 ovrHmd_DismissHSWDisplay(hmd);
nuclear@4 473 }
nuclear@5 474 */
nuclear@4 475
nuclear@0 476 switch(key) {
nuclear@0 477 case 27:
nuclear@0 478 return -1;
nuclear@0 479
nuclear@4 480 case ' ':
nuclear@4 481 /* allow the user to recenter by pressing space */
nuclear@4 482 ovrHmd_RecenterPose(hmd);
nuclear@4 483 break;
nuclear@4 484
nuclear@4 485 case 'f':
nuclear@4 486 /* press f to move the window to the HMD */
nuclear@4 487 toggle_hmd_fullscreen();
nuclear@4 488 break;
nuclear@4 489
nuclear@0 490 default:
nuclear@0 491 break;
nuclear@0 492 }
nuclear@0 493 }
nuclear@0 494 return 0;
nuclear@0 495 }
nuclear@4 496
nuclear@4 497 unsigned int next_pow2(unsigned int x)
nuclear@4 498 {
nuclear@4 499 x -= 1;
nuclear@4 500 x |= x >> 1;
nuclear@4 501 x |= x >> 2;
nuclear@4 502 x |= x >> 4;
nuclear@4 503 x |= x >> 8;
nuclear@4 504 x |= x >> 16;
nuclear@4 505 return x + 1;
nuclear@4 506 }
nuclear@4 507
nuclear@5 508 /* convert a quaternion to a rotation matrix */
nuclear@4 509 void quat_to_matrix(const float *quat, float *mat)
nuclear@4 510 {
nuclear@4 511 mat[0] = 1.0 - 2.0 * quat[1] * quat[1] - 2.0 * quat[2] * quat[2];
nuclear@4 512 mat[4] = 2.0 * quat[0] * quat[1] + 2.0 * quat[3] * quat[2];
nuclear@4 513 mat[8] = 2.0 * quat[2] * quat[0] - 2.0 * quat[3] * quat[1];
nuclear@4 514 mat[12] = 0.0f;
nuclear@4 515
nuclear@4 516 mat[1] = 2.0 * quat[0] * quat[1] - 2.0 * quat[3] * quat[2];
nuclear@4 517 mat[5] = 1.0 - 2.0 * quat[0]*quat[0] - 2.0 * quat[2]*quat[2];
nuclear@4 518 mat[9] = 2.0 * quat[1] * quat[2] + 2.0 * quat[3] * quat[0];
nuclear@4 519 mat[13] = 0.0f;
nuclear@4 520
nuclear@4 521 mat[2] = 2.0 * quat[2] * quat[0] + 2.0 * quat[3] * quat[1];
nuclear@4 522 mat[6] = 2.0 * quat[1] * quat[2] - 2.0 * quat[3] * quat[0];
nuclear@4 523 mat[10] = 1.0 - 2.0 * quat[0]*quat[0] - 2.0 * quat[1]*quat[1];
nuclear@4 524 mat[14] = 0.0f;
nuclear@4 525
nuclear@4 526 mat[3] = mat[7] = mat[11] = 0.0f;
nuclear@4 527 mat[15] = 1.0f;
nuclear@4 528 }
nuclear@4 529
nuclear@5 530 /* generate a chessboard texture with tiles colored (r0, g0, b0) and (r1, g1, b1) */
nuclear@4 531 unsigned int gen_chess_tex(float r0, float g0, float b0, float r1, float g1, float b1)
nuclear@4 532 {
nuclear@4 533 int i, j;
nuclear@4 534 unsigned int tex;
nuclear@4 535 unsigned char img[8 * 8 * 3];
nuclear@4 536 unsigned char *pix = img;
nuclear@4 537
nuclear@4 538 for(i=0; i<8; i++) {
nuclear@4 539 for(j=0; j<8; j++) {
nuclear@4 540 int black = (i & 1) == (j & 1);
nuclear@4 541 pix[0] = (black ? r0 : r1) * 255;
nuclear@4 542 pix[1] = (black ? g0 : g1) * 255;
nuclear@4 543 pix[2] = (black ? b0 : b1) * 255;
nuclear@4 544 pix += 3;
nuclear@4 545 }
nuclear@4 546 }
nuclear@4 547
nuclear@4 548 glGenTextures(1, &tex);
nuclear@4 549 glBindTexture(GL_TEXTURE_2D, tex);
nuclear@4 550 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
nuclear@4 551 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
nuclear@4 552 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 8, 8, 0, GL_RGB, GL_UNSIGNED_BYTE, img);
nuclear@4 553
nuclear@4 554 return tex;
nuclear@2 555 }