rev |
line source |
nuclear@5
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1 /* Very simple OculusSDK OpenGL usage example.
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nuclear@6
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2 *
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nuclear@6
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3 * Uses SDL2 (www.libsdl.org) for event handling and OpenGL context management.
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nuclear@6
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4 * Uses GLEW (glew.sourceforge.net) for OpenGL extension wrangling.
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nuclear@5
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5 *
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nuclear@5
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6 * Author: John Tsiombikas <nuclear@member.fsf.org>
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nuclear@5
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7 * This code is in the public domain. Do whatever you like with it.
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nuclear@5
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8 */
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nuclear@0
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9 #include <stdio.h>
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nuclear@0
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10 #include <stdlib.h>
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nuclear@2
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11 #include <assert.h>
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nuclear@0
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12 #include <SDL2/SDL.h>
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nuclear@0
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13 #include <GL/glew.h>
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nuclear@0
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14
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nuclear@2
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15 #ifdef WIN32
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nuclear@2
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16 #define OVR_OS_WIN32
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nuclear@10
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17 #elif defined(__APPLE__)
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nuclear@2
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18 #define OVR_OS_MAC
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nuclear@10
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19 #else
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nuclear@10
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20 #define OVR_OS_LINUX
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nuclear@14
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21 #include <X11/Xlib.h>
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nuclear@14
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22 #include <GL/glx.h>
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nuclear@2
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23 #endif
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nuclear@2
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24
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nuclear@0
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25 #include <OVR_CAPI.h>
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nuclear@0
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26 #include <OVR_CAPI_GL.h>
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nuclear@0
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27
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nuclear@2
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28 int init(void);
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nuclear@2
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29 void cleanup(void);
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nuclear@4
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30 void toggle_hmd_fullscreen(void);
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nuclear@2
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31 void display(void);
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nuclear@2
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32 void draw_scene(void);
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nuclear@2
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33 void draw_box(float xsz, float ysz, float zsz, float norm_sign);
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nuclear@0
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34 void update_rtarg(int width, int height);
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nuclear@0
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35 int handle_event(SDL_Event *ev);
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nuclear@0
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36 int key_event(int key, int state);
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nuclear@0
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37 void reshape(int x, int y);
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nuclear@0
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38 unsigned int next_pow2(unsigned int x);
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nuclear@4
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39 void quat_to_matrix(const float *quat, float *mat);
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nuclear@4
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40 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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41
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nuclear@0
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42 static SDL_Window *win;
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nuclear@0
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43 static SDL_GLContext ctx;
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nuclear@2
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44 static int win_width, win_height;
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nuclear@0
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45
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nuclear@0
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46 static unsigned int fbo, fb_tex, fb_depth;
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nuclear@0
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47 static int fb_width, fb_height;
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nuclear@0
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48 static int fb_tex_width, fb_tex_height;
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nuclear@0
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49
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nuclear@0
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50 static ovrHmd hmd;
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nuclear@0
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51 static ovrSizei eyeres[2];
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nuclear@2
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52 static ovrEyeRenderDesc eye_rdesc[2];
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nuclear@2
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53 static ovrGLTexture fb_ovr_tex[2];
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nuclear@15
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54 static union ovrGLConfig glcfg;
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nuclear@15
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55 static unsigned int distort_caps;
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nuclear@15
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56 static unsigned int hmd_caps;
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nuclear@0
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57
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nuclear@4
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58 static unsigned int chess_tex;
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nuclear@0
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59
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nuclear@4
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60
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nuclear@4
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61 int main(int argc, char **argv)
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nuclear@0
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62 {
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nuclear@0
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63 if(init() == -1) {
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nuclear@0
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64 return 1;
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nuclear@0
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65 }
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nuclear@0
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66
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nuclear@0
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67 for(;;) {
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nuclear@0
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68 SDL_Event ev;
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nuclear@0
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69 while(SDL_PollEvent(&ev)) {
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nuclear@0
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70 if(handle_event(&ev) == -1) {
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nuclear@0
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71 goto done;
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nuclear@0
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72 }
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nuclear@0
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73 }
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nuclear@0
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74 display();
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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 done:
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nuclear@0
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78 cleanup();
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nuclear@0
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79 return 0;
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nuclear@0
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80 }
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nuclear@0
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81
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nuclear@0
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82
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nuclear@2
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83 int init(void)
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nuclear@0
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84 {
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nuclear@2
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85 int i, x, y;
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nuclear@15
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86 unsigned int flags;
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nuclear@0
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87
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nuclear@4
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88 /* libovr must be initialized before we create the OpenGL context */
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nuclear@23
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89 ovr_Initialize(0);
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nuclear@0
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90
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nuclear@0
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91 SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER);
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nuclear@0
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92
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nuclear@0
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93 x = y = SDL_WINDOWPOS_UNDEFINED;
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nuclear@2
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94 flags = SDL_WINDOW_OPENGL;
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nuclear@20
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95 if(!(win = SDL_CreateWindow("press 'f' to move to the HMD", x, y, 1024, 640, flags))) {
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nuclear@0
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96 fprintf(stderr, "failed to create window\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 if(!(ctx = SDL_GL_CreateContext(win))) {
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nuclear@0
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100 fprintf(stderr, "failed to create OpenGL context\n");
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nuclear@0
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101 return -1;
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nuclear@0
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102 }
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nuclear@0
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103
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nuclear@0
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104 glewInit();
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nuclear@0
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105
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nuclear@0
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106 if(!(hmd = ovrHmd_Create(0))) {
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nuclear@0
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107 fprintf(stderr, "failed to open Oculus HMD, falling back to virtual debug HMD\n");
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nuclear@2
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108 if(!(hmd = ovrHmd_CreateDebug(ovrHmd_DK2))) {
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nuclear@0
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109 fprintf(stderr, "failed to create virtual debug HMD\n");
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nuclear@0
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110 return -1;
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nuclear@0
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111 }
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nuclear@0
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112 }
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nuclear@0
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113 printf("initialized HMD: %s - %s\n", hmd->Manufacturer, hmd->ProductName);
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nuclear@0
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114
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nuclear@5
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115 /* resize our window to match the HMD resolution */
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nuclear@2
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116 SDL_SetWindowSize(win, hmd->Resolution.w, hmd->Resolution.h);
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nuclear@4
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117 SDL_SetWindowPosition(win, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED);
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nuclear@4
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118 win_width = hmd->Resolution.w;
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nuclear@4
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119 win_height = hmd->Resolution.h;
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nuclear@0
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120
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nuclear@11
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121 /* enable position and rotation tracking */
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nuclear@11
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122 ovrHmd_ConfigureTracking(hmd, ovrTrackingCap_Orientation | ovrTrackingCap_MagYawCorrection | ovrTrackingCap_Position, 0);
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nuclear@5
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123 /* retrieve the optimal render target resolution for each eye */
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nuclear@0
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124 eyeres[0] = ovrHmd_GetFovTextureSize(hmd, ovrEye_Left, hmd->DefaultEyeFov[0], 1.0);
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nuclear@0
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125 eyeres[1] = ovrHmd_GetFovTextureSize(hmd, ovrEye_Right, hmd->DefaultEyeFov[1], 1.0);
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nuclear@0
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126
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nuclear@5
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127 /* and create a single render target texture to encompass both eyes */
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nuclear@2
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128 fb_width = eyeres[0].w + eyeres[1].w;
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nuclear@0
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129 fb_height = eyeres[0].h > eyeres[1].h ? eyeres[0].h : eyeres[1].h;
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nuclear@0
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130 update_rtarg(fb_width, fb_height);
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nuclear@0
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131
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nuclear@5
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132 /* fill in the ovrGLTexture structures that describe our render target texture */
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nuclear@2
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133 for(i=0; i<2; i++) {
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nuclear@2
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134 fb_ovr_tex[i].OGL.Header.API = ovrRenderAPI_OpenGL;
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nuclear@2
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135 fb_ovr_tex[i].OGL.Header.TextureSize.w = fb_tex_width;
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nuclear@2
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136 fb_ovr_tex[i].OGL.Header.TextureSize.h = fb_tex_height;
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nuclear@5
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137 /* this next field is the only one that differs between the two eyes */
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nuclear@3
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138 fb_ovr_tex[i].OGL.Header.RenderViewport.Pos.x = i == 0 ? 0 : fb_width / 2.0;
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nuclear@15
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139 fb_ovr_tex[i].OGL.Header.RenderViewport.Pos.y = 0;
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nuclear@2
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140 fb_ovr_tex[i].OGL.Header.RenderViewport.Size.w = fb_width / 2.0;
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nuclear@2
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141 fb_ovr_tex[i].OGL.Header.RenderViewport.Size.h = fb_height;
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nuclear@5
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142 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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143 }
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nuclear@2
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144
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nuclear@5
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145 /* fill in the ovrGLConfig structure needed by the SDK to draw our stereo pair
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nuclear@5
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146 * to the actual HMD display (SDK-distortion mode)
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nuclear@5
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147 */
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nuclear@0
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148 memset(&glcfg, 0, sizeof glcfg);
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nuclear@0
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149 glcfg.OGL.Header.API = ovrRenderAPI_OpenGL;
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nuclear@20
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150 glcfg.OGL.Header.BackBufferSize.w = win_width;
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nuclear@20
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151 glcfg.OGL.Header.BackBufferSize.h = win_height;
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nuclear@0
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152 glcfg.OGL.Header.Multisample = 1;
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nuclear@0
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153
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nuclear@20
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154 #ifdef OVR_OS_WIN32
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nuclear@11
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155 glcfg.OGL.Window = GetActiveWindow();
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nuclear@11
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156 glcfg.OGL.DC = wglGetCurrentDC();
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nuclear@20
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157 #elif defined(OVR_OS_LINUX)
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nuclear@11
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158 glcfg.OGL.Disp = glXGetCurrentDisplay();
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nuclear@11
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159 #endif
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nuclear@11
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160
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nuclear@0
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161 if(hmd->HmdCaps & ovrHmdCap_ExtendDesktop) {
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nuclear@0
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162 printf("running in \"extended desktop\" mode\n");
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nuclear@0
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163 } else {
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nuclear@5
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164 /* to sucessfully draw to the HMD display in "direct-hmd" mode, we have to
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nuclear@5
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165 * call ovrHmd_AttachToWindow
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nuclear@5
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166 * 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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167 */
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nuclear@2
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168 #ifdef WIN32
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nuclear@11
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169 ovrHmd_AttachToWindow(hmd, glcfg.OGL.Window, 0, 0);
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nuclear@20
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170 #elif defined(OVR_OS_LINUX)
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nuclear@19
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171 ovrHmd_AttachToWindow(hmd, (void*)glXGetCurrentDrawable(), 0, 0);
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nuclear@2
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172 #endif
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nuclear@0
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173 printf("running in \"direct-hmd\" mode\n");
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nuclear@0
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174 }
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nuclear@5
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175
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nuclear@5
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176 /* enable low-persistence display and dynamic prediction for lattency compensation */
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nuclear@15
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177 hmd_caps = ovrHmdCap_LowPersistence | ovrHmdCap_DynamicPrediction;
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nuclear@15
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178 ovrHmd_SetEnabledCaps(hmd, hmd_caps);
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nuclear@0
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179
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nuclear@23
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180 /* configure SDK-rendering and enable OLED overdrive and timewrap, which
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nuclear@23
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181 * shifts the image before drawing to counter any lattency between the call
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nuclear@5
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182 * to ovrHmd_GetEyePose and ovrHmd_EndFrame.
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nuclear@5
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183 */
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nuclear@23
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184 distort_caps = ovrDistortionCap_TimeWarp | ovrDistortionCap_Overdrive;
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nuclear@15
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185 if(!ovrHmd_ConfigureRendering(hmd, &glcfg.Config, distort_caps, hmd->DefaultEyeFov, eye_rdesc)) {
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nuclear@0
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186 fprintf(stderr, "failed to configure distortion renderer\n");
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nuclear@0
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187 }
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nuclear@0
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188
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nuclear@0
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189 glEnable(GL_DEPTH_TEST);
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nuclear@0
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190 glEnable(GL_CULL_FACE);
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nuclear@0
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191 glEnable(GL_LIGHTING);
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nuclear@0
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192 glEnable(GL_LIGHT0);
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nuclear@4
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193 glEnable(GL_LIGHT1);
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nuclear@4
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194 glEnable(GL_NORMALIZE);
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nuclear@0
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195
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nuclear@4
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196 glClearColor(0.1, 0.1, 0.1, 1);
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nuclear@0
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197
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nuclear@4
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198 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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199 return 0;
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nuclear@0
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200 }
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nuclear@0
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201
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nuclear@2
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202 void cleanup(void)
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nuclear@0
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203 {
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nuclear@0
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204 if(hmd) {
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nuclear@0
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205 ovrHmd_Destroy(hmd);
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nuclear@0
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206 }
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nuclear@0
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207 ovr_Shutdown();
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nuclear@0
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208
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nuclear@0
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209 SDL_Quit();
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nuclear@0
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210 }
|
nuclear@0
|
211
|
nuclear@4
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212 void toggle_hmd_fullscreen(void)
|
nuclear@4
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213 {
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nuclear@22
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214 static int fullscr, prev_x, prev_y;
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nuclear@4
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215 fullscr = !fullscr;
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nuclear@4
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216
|
nuclear@4
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217 if(fullscr) {
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nuclear@5
|
218 /* going fullscreen on the rift. save current window position, and move it
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nuclear@5
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219 * to the rift's part of the desktop before going fullscreen
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nuclear@5
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220 */
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nuclear@4
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221 SDL_GetWindowPosition(win, &prev_x, &prev_y);
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nuclear@4
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222 SDL_SetWindowPosition(win, hmd->WindowsPos.x, hmd->WindowsPos.y);
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nuclear@22
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223 SDL_SetWindowFullscreen(win, SDL_WINDOW_FULLSCREEN_DESKTOP);
|
nuclear@15
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224
|
nuclear@15
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225 #ifdef OVR_OS_LINUX
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nuclear@15
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226 /* on linux for now we have to deal with screen rotation during rendering. The docs are promoting
|
nuclear@15
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227 * not rotating the DK2 screen globally
|
nuclear@15
|
228 */
|
nuclear@19
|
229 glcfg.OGL.Header.BackBufferSize.w = hmd->Resolution.h;
|
nuclear@19
|
230 glcfg.OGL.Header.BackBufferSize.h = hmd->Resolution.w;
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nuclear@15
|
231
|
nuclear@15
|
232 distort_caps |= ovrDistortionCap_LinuxDevFullscreen;
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nuclear@15
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233 ovrHmd_ConfigureRendering(hmd, &glcfg.Config, distort_caps, hmd->DefaultEyeFov, eye_rdesc);
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nuclear@15
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234 #endif
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nuclear@4
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235 } else {
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nuclear@5
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236 /* return to windowed mode and move the window back to its original position */
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nuclear@4
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237 SDL_SetWindowFullscreen(win, 0);
|
nuclear@4
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238 SDL_SetWindowPosition(win, prev_x, prev_y);
|
nuclear@15
|
239
|
nuclear@15
|
240 #ifdef OVR_OS_LINUX
|
nuclear@19
|
241 glcfg.OGL.Header.BackBufferSize = hmd->Resolution;
|
nuclear@15
|
242
|
nuclear@15
|
243 distort_caps &= ~ovrDistortionCap_LinuxDevFullscreen;
|
nuclear@15
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244 ovrHmd_ConfigureRendering(hmd, &glcfg.Config, distort_caps, hmd->DefaultEyeFov, eye_rdesc);
|
nuclear@15
|
245 #endif
|
nuclear@4
|
246 }
|
nuclear@4
|
247 }
|
nuclear@4
|
248
|
nuclear@2
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249 void display(void)
|
nuclear@0
|
250 {
|
nuclear@2
|
251 int i;
|
nuclear@2
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252 ovrMatrix4f proj;
|
nuclear@2
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253 ovrPosef pose[2];
|
nuclear@4
|
254 float rot_mat[16];
|
nuclear@2
|
255
|
nuclear@4
|
256 /* the drawing starts with a call to ovrHmd_BeginFrame */
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nuclear@2
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257 ovrHmd_BeginFrame(hmd, 0);
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nuclear@2
|
258
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nuclear@4
|
259 /* start drawing onto our texture render target */
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nuclear@2
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260 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
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nuclear@0
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261 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
nuclear@0
|
262
|
nuclear@2
|
263 /* for each eye ... */
|
nuclear@2
|
264 for(i=0; i<2; i++) {
|
nuclear@7
|
265 ovrEyeType eye = hmd->EyeRenderOrder[i];
|
nuclear@2
|
266
|
nuclear@4
|
267 /* -- viewport transformation --
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nuclear@4
|
268 * setup the viewport to draw in the left half of the framebuffer when we're
|
nuclear@4
|
269 * rendering the left eye's view (0, 0, width/2, height), and in the right half
|
nuclear@4
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270 * of the framebuffer for the right eye's view (width/2, 0, width/2, height)
|
nuclear@4
|
271 */
|
nuclear@7
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272 glViewport(eye == ovrEye_Left ? 0 : fb_width / 2, 0, fb_width / 2, fb_height);
|
nuclear@2
|
273
|
nuclear@4
|
274 /* -- projection transformation --
|
nuclear@4
|
275 * we'll just have to use the projection matrix supplied by the oculus SDK for this eye
|
nuclear@4
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276 * note that libovr matrices are the transpose of what OpenGL expects, so we have to
|
nuclear@4
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277 * use glLoadTransposeMatrixf instead of glLoadMatrixf to load it.
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nuclear@4
|
278 */
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nuclear@2
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279 proj = ovrMatrix4f_Projection(hmd->DefaultEyeFov[eye], 0.5, 500.0, 1);
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nuclear@2
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280 glMatrixMode(GL_PROJECTION);
|
nuclear@4
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281 glLoadTransposeMatrixf(proj.M[0]);
|
nuclear@2
|
282
|
nuclear@4
|
283 /* -- view/camera transformation --
|
nuclear@4
|
284 * we need to construct a view matrix by combining all the information provided by the oculus
|
nuclear@4
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285 * SDK, about the position and orientation of the user's head in the world.
|
nuclear@4
|
286 */
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nuclear@8
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287 /* TODO: use ovrHmd_GetEyePoses out of the loop instead */
|
nuclear@8
|
288 pose[eye] = ovrHmd_GetHmdPosePerEye(hmd, eye);
|
nuclear@2
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289 glMatrixMode(GL_MODELVIEW);
|
nuclear@4
|
290 glLoadIdentity();
|
nuclear@8
|
291 glTranslatef(eye_rdesc[eye].HmdToEyeViewOffset.x,
|
nuclear@8
|
292 eye_rdesc[eye].HmdToEyeViewOffset.y,
|
nuclear@8
|
293 eye_rdesc[eye].HmdToEyeViewOffset.z);
|
nuclear@4
|
294 /* retrieve the orientation quaternion and convert it to a rotation matrix */
|
nuclear@4
|
295 quat_to_matrix(&pose[eye].Orientation.x, rot_mat);
|
nuclear@4
|
296 glMultMatrixf(rot_mat);
|
nuclear@4
|
297 /* translate the view matrix with the positional tracking */
|
nuclear@4
|
298 glTranslatef(-pose[eye].Position.x, -pose[eye].Position.y, -pose[eye].Position.z);
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nuclear@4
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299 /* move the camera to the eye level of the user */
|
nuclear@4
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300 glTranslatef(0, -ovrHmd_GetFloat(hmd, OVR_KEY_EYE_HEIGHT, 1.65), 0);
|
nuclear@2
|
301
|
nuclear@4
|
302 /* finally draw the scene for this eye */
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nuclear@2
|
303 draw_scene();
|
nuclear@2
|
304 }
|
nuclear@2
|
305
|
nuclear@4
|
306 /* after drawing both eyes into the texture render target, revert to drawing directly to the
|
nuclear@4
|
307 * display, and we call ovrHmd_EndFrame, to let the Oculus SDK draw both images properly
|
nuclear@4
|
308 * compensated for lens distortion and chromatic abberation onto the HMD screen.
|
nuclear@4
|
309 */
|
nuclear@2
|
310 glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
nuclear@2
|
311
|
nuclear@2
|
312 ovrHmd_EndFrame(hmd, pose, &fb_ovr_tex[0].Texture);
|
nuclear@2
|
313
|
nuclear@17
|
314 /* workaround for the oculus sdk distortion renderer bug, which uses a shader
|
nuclear@17
|
315 * program, and doesn't restore the original binding when it's done.
|
nuclear@17
|
316 */
|
nuclear@17
|
317 glUseProgram(0);
|
nuclear@17
|
318
|
nuclear@2
|
319 assert(glGetError() == GL_NO_ERROR);
|
nuclear@2
|
320 }
|
nuclear@2
|
321
|
nuclear@15
|
322 void reshape(int x, int y)
|
nuclear@15
|
323 {
|
nuclear@15
|
324 win_width = x;
|
nuclear@15
|
325 win_height = y;
|
nuclear@15
|
326 }
|
nuclear@15
|
327
|
nuclear@2
|
328 void draw_scene(void)
|
nuclear@2
|
329 {
|
nuclear@2
|
330 int i;
|
nuclear@4
|
331 float grey[] = {0.8, 0.8, 0.8, 1};
|
nuclear@4
|
332 float col[] = {0, 0, 0, 1};
|
nuclear@4
|
333 float lpos[][4] = {
|
nuclear@4
|
334 {-8, 2, 10, 1},
|
nuclear@4
|
335 {0, 15, 0, 1}
|
nuclear@4
|
336 };
|
nuclear@4
|
337 float lcol[][4] = {
|
nuclear@4
|
338 {0.8, 0.8, 0.8, 1},
|
nuclear@4
|
339 {0.4, 0.3, 0.3, 1}
|
nuclear@4
|
340 };
|
nuclear@4
|
341
|
nuclear@4
|
342 for(i=0; i<2; i++) {
|
nuclear@4
|
343 glLightfv(GL_LIGHT0 + i, GL_POSITION, lpos[i]);
|
nuclear@4
|
344 glLightfv(GL_LIGHT0 + i, GL_DIFFUSE, lcol[i]);
|
nuclear@4
|
345 }
|
nuclear@4
|
346
|
nuclear@4
|
347 glMatrixMode(GL_MODELVIEW);
|
nuclear@2
|
348
|
nuclear@3
|
349 glPushMatrix();
|
nuclear@4
|
350 glTranslatef(0, 10, 0);
|
nuclear@4
|
351 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, grey);
|
nuclear@4
|
352 glBindTexture(GL_TEXTURE_2D, chess_tex);
|
nuclear@4
|
353 glEnable(GL_TEXTURE_2D);
|
nuclear@4
|
354 draw_box(30, 20, 30, -1.0);
|
nuclear@4
|
355 glDisable(GL_TEXTURE_2D);
|
nuclear@3
|
356 glPopMatrix();
|
nuclear@3
|
357
|
nuclear@4
|
358 for(i=0; i<4; i++) {
|
nuclear@4
|
359 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, grey);
|
nuclear@4
|
360 glPushMatrix();
|
nuclear@4
|
361 glTranslatef(i & 1 ? 5 : -5, 1, i & 2 ? -5 : 5);
|
nuclear@4
|
362 draw_box(0.5, 2, 0.5, 1.0);
|
nuclear@4
|
363 glPopMatrix();
|
nuclear@2
|
364
|
nuclear@4
|
365 col[0] = i & 1 ? 1.0 : 0.3;
|
nuclear@4
|
366 col[1] = i == 0 ? 1.0 : 0.3;
|
nuclear@4
|
367 col[2] = i & 2 ? 1.0 : 0.3;
|
nuclear@4
|
368 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, col);
|
nuclear@4
|
369
|
nuclear@2
|
370 glPushMatrix();
|
nuclear@2
|
371 if(i & 1) {
|
nuclear@4
|
372 glTranslatef(0, 0.25, i & 2 ? 2 : -2);
|
nuclear@2
|
373 } else {
|
nuclear@4
|
374 glTranslatef(i & 2 ? 2 : -2, 0.25, 0);
|
nuclear@2
|
375 }
|
nuclear@4
|
376 draw_box(0.5, 0.5, 0.5, 1.0);
|
nuclear@2
|
377 glPopMatrix();
|
nuclear@2
|
378 }
|
nuclear@12
|
379
|
nuclear@12
|
380 col[0] = 1;
|
nuclear@12
|
381 col[1] = 1;
|
nuclear@12
|
382 col[2] = 0.4;
|
nuclear@12
|
383 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, col);
|
nuclear@12
|
384 draw_box(0.05, 1.2, 6, 1.0);
|
nuclear@12
|
385 draw_box(6, 1.2, 0.05, 1.0);
|
nuclear@2
|
386 }
|
nuclear@2
|
387
|
nuclear@2
|
388 void draw_box(float xsz, float ysz, float zsz, float norm_sign)
|
nuclear@2
|
389 {
|
nuclear@2
|
390 glMatrixMode(GL_MODELVIEW);
|
nuclear@12
|
391 glPushMatrix();
|
nuclear@2
|
392 glScalef(xsz * 0.5, ysz * 0.5, zsz * 0.5);
|
nuclear@2
|
393
|
nuclear@2
|
394 if(norm_sign < 0.0) {
|
nuclear@2
|
395 glFrontFace(GL_CW);
|
nuclear@2
|
396 }
|
nuclear@2
|
397
|
nuclear@2
|
398 glBegin(GL_QUADS);
|
nuclear@2
|
399 glNormal3f(0, 0, 1 * norm_sign);
|
nuclear@2
|
400 glTexCoord2f(0, 0); glVertex3f(-1, -1, 1);
|
nuclear@2
|
401 glTexCoord2f(1, 0); glVertex3f(1, -1, 1);
|
nuclear@2
|
402 glTexCoord2f(1, 1); glVertex3f(1, 1, 1);
|
nuclear@2
|
403 glTexCoord2f(0, 1); glVertex3f(-1, 1, 1);
|
nuclear@2
|
404 glNormal3f(1 * norm_sign, 0, 0);
|
nuclear@2
|
405 glTexCoord2f(0, 0); glVertex3f(1, -1, 1);
|
nuclear@2
|
406 glTexCoord2f(1, 0); glVertex3f(1, -1, -1);
|
nuclear@2
|
407 glTexCoord2f(1, 1); glVertex3f(1, 1, -1);
|
nuclear@2
|
408 glTexCoord2f(0, 1); glVertex3f(1, 1, 1);
|
nuclear@2
|
409 glNormal3f(0, 0, -1 * norm_sign);
|
nuclear@2
|
410 glTexCoord2f(0, 0); glVertex3f(1, -1, -1);
|
nuclear@2
|
411 glTexCoord2f(1, 0); glVertex3f(-1, -1, -1);
|
nuclear@2
|
412 glTexCoord2f(1, 1); glVertex3f(-1, 1, -1);
|
nuclear@2
|
413 glTexCoord2f(0, 1); glVertex3f(1, 1, -1);
|
nuclear@2
|
414 glNormal3f(-1 * norm_sign, 0, 0);
|
nuclear@2
|
415 glTexCoord2f(0, 0); glVertex3f(-1, -1, -1);
|
nuclear@2
|
416 glTexCoord2f(1, 0); glVertex3f(-1, -1, 1);
|
nuclear@2
|
417 glTexCoord2f(1, 1); glVertex3f(-1, 1, 1);
|
nuclear@2
|
418 glTexCoord2f(0, 1); glVertex3f(-1, 1, -1);
|
nuclear@4
|
419 glEnd();
|
nuclear@4
|
420 glBegin(GL_TRIANGLE_FAN);
|
nuclear@2
|
421 glNormal3f(0, 1 * norm_sign, 0);
|
nuclear@4
|
422 glTexCoord2f(0.5, 0.5); glVertex3f(0, 1, 0);
|
nuclear@2
|
423 glTexCoord2f(0, 0); glVertex3f(-1, 1, 1);
|
nuclear@2
|
424 glTexCoord2f(1, 0); glVertex3f(1, 1, 1);
|
nuclear@2
|
425 glTexCoord2f(1, 1); glVertex3f(1, 1, -1);
|
nuclear@2
|
426 glTexCoord2f(0, 1); glVertex3f(-1, 1, -1);
|
nuclear@4
|
427 glTexCoord2f(0, 0); glVertex3f(-1, 1, 1);
|
nuclear@4
|
428 glEnd();
|
nuclear@4
|
429 glBegin(GL_TRIANGLE_FAN);
|
nuclear@2
|
430 glNormal3f(0, -1 * norm_sign, 0);
|
nuclear@4
|
431 glTexCoord2f(0.5, 0.5); glVertex3f(0, -1, 0);
|
nuclear@2
|
432 glTexCoord2f(0, 0); glVertex3f(-1, -1, -1);
|
nuclear@2
|
433 glTexCoord2f(1, 0); glVertex3f(1, -1, -1);
|
nuclear@2
|
434 glTexCoord2f(1, 1); glVertex3f(1, -1, 1);
|
nuclear@2
|
435 glTexCoord2f(0, 1); glVertex3f(-1, -1, 1);
|
nuclear@4
|
436 glTexCoord2f(0, 0); glVertex3f(-1, -1, -1);
|
nuclear@2
|
437 glEnd();
|
nuclear@2
|
438
|
nuclear@2
|
439 glFrontFace(GL_CCW);
|
nuclear@12
|
440 glPopMatrix();
|
nuclear@0
|
441 }
|
nuclear@0
|
442
|
nuclear@5
|
443 /* update_rtarg creates (and/or resizes) the render target used to draw the two stero views */
|
nuclear@0
|
444 void update_rtarg(int width, int height)
|
nuclear@0
|
445 {
|
nuclear@0
|
446 if(!fbo) {
|
nuclear@5
|
447 /* if fbo does not exist, then nothing does... create every opengl object */
|
nuclear@0
|
448 glGenFramebuffers(1, &fbo);
|
nuclear@0
|
449 glGenTextures(1, &fb_tex);
|
nuclear@0
|
450 glGenRenderbuffers(1, &fb_depth);
|
nuclear@0
|
451
|
nuclear@0
|
452 glBindTexture(GL_TEXTURE_2D, fb_tex);
|
nuclear@0
|
453 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
nuclear@0
|
454 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
nuclear@0
|
455 }
|
nuclear@0
|
456
|
nuclear@0
|
457 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
|
nuclear@0
|
458
|
nuclear@5
|
459 /* calculate the next power of two in both dimensions and use that as a texture size */
|
nuclear@0
|
460 fb_tex_width = next_pow2(width);
|
nuclear@0
|
461 fb_tex_height = next_pow2(height);
|
nuclear@0
|
462
|
nuclear@5
|
463 /* create and attach the texture that will be used as a color buffer */
|
nuclear@0
|
464 glBindTexture(GL_TEXTURE_2D, fb_tex);
|
nuclear@0
|
465 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, fb_tex_width, fb_tex_height, 0,
|
nuclear@0
|
466 GL_RGBA, GL_UNSIGNED_BYTE, 0);
|
nuclear@0
|
467 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, fb_tex, 0);
|
nuclear@0
|
468
|
nuclear@5
|
469 /* create and attach the renderbuffer that will serve as our z-buffer */
|
nuclear@0
|
470 glBindRenderbuffer(GL_RENDERBUFFER, fb_depth);
|
nuclear@0
|
471 glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, fb_tex_width, fb_tex_height);
|
nuclear@0
|
472 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, fb_depth);
|
nuclear@0
|
473
|
nuclear@0
|
474 if(glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
|
nuclear@0
|
475 fprintf(stderr, "incomplete framebuffer!\n");
|
nuclear@0
|
476 }
|
nuclear@0
|
477
|
nuclear@0
|
478 glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
nuclear@0
|
479 printf("created render target: %dx%d (texture size: %dx%d)\n", width, height, fb_tex_width, fb_tex_height);
|
nuclear@0
|
480 }
|
nuclear@0
|
481
|
nuclear@0
|
482 int handle_event(SDL_Event *ev)
|
nuclear@0
|
483 {
|
nuclear@0
|
484 switch(ev->type) {
|
nuclear@4
|
485 case SDL_QUIT:
|
nuclear@4
|
486 return -1;
|
nuclear@4
|
487
|
nuclear@0
|
488 case SDL_KEYDOWN:
|
nuclear@0
|
489 case SDL_KEYUP:
|
nuclear@0
|
490 if(key_event(ev->key.keysym.sym, ev->key.state == SDL_PRESSED) == -1) {
|
nuclear@0
|
491 return -1;
|
nuclear@0
|
492 }
|
nuclear@0
|
493 break;
|
nuclear@0
|
494
|
nuclear@15
|
495 case SDL_WINDOWEVENT:
|
nuclear@15
|
496 if(ev->window.event == SDL_WINDOWEVENT_RESIZED) {
|
nuclear@15
|
497 reshape(ev->window.data1, ev->window.data2);
|
nuclear@15
|
498 }
|
nuclear@15
|
499 break;
|
nuclear@15
|
500
|
nuclear@0
|
501 default:
|
nuclear@0
|
502 break;
|
nuclear@0
|
503 }
|
nuclear@0
|
504
|
nuclear@0
|
505 return 0;
|
nuclear@0
|
506 }
|
nuclear@0
|
507
|
nuclear@0
|
508 int key_event(int key, int state)
|
nuclear@0
|
509 {
|
nuclear@0
|
510 if(state) {
|
nuclear@4
|
511 ovrHSWDisplayState hsw;
|
nuclear@4
|
512 ovrHmd_GetHSWDisplayState(hmd, &hsw);
|
nuclear@4
|
513 if(hsw.Displayed) {
|
nuclear@4
|
514 ovrHmd_DismissHSWDisplay(hmd);
|
nuclear@4
|
515 }
|
nuclear@4
|
516
|
nuclear@0
|
517 switch(key) {
|
nuclear@0
|
518 case 27:
|
nuclear@0
|
519 return -1;
|
nuclear@0
|
520
|
nuclear@4
|
521 case ' ':
|
nuclear@15
|
522 case 'r':
|
nuclear@4
|
523 /* allow the user to recenter by pressing space */
|
nuclear@4
|
524 ovrHmd_RecenterPose(hmd);
|
nuclear@4
|
525 break;
|
nuclear@4
|
526
|
nuclear@4
|
527 case 'f':
|
nuclear@4
|
528 /* press f to move the window to the HMD */
|
nuclear@4
|
529 toggle_hmd_fullscreen();
|
nuclear@4
|
530 break;
|
nuclear@4
|
531
|
nuclear@15
|
532 case 'v':
|
nuclear@15
|
533 distort_caps ^= ovrDistortionCap_Vignette;
|
nuclear@15
|
534 printf("Vignette: %s\n", distort_caps & ovrDistortionCap_Vignette ? "on" : "off");
|
nuclear@15
|
535 ovrHmd_ConfigureRendering(hmd, &glcfg.Config, distort_caps, hmd->DefaultEyeFov, eye_rdesc);
|
nuclear@15
|
536 break;
|
nuclear@15
|
537
|
nuclear@15
|
538 case 't':
|
nuclear@15
|
539 distort_caps ^= ovrDistortionCap_TimeWarp;
|
nuclear@15
|
540 printf("Time-warp: %s\n", distort_caps & ovrDistortionCap_TimeWarp ? "on" : "off");
|
nuclear@15
|
541 ovrHmd_ConfigureRendering(hmd, &glcfg.Config, distort_caps, hmd->DefaultEyeFov, eye_rdesc);
|
nuclear@15
|
542 break;
|
nuclear@15
|
543
|
nuclear@15
|
544 case 'o':
|
nuclear@15
|
545 distort_caps ^= ovrDistortionCap_Overdrive;
|
nuclear@15
|
546 printf("OLED over-drive: %s\n", distort_caps & ovrDistortionCap_Overdrive ? "on" : "off");
|
nuclear@15
|
547 ovrHmd_ConfigureRendering(hmd, &glcfg.Config, distort_caps, hmd->DefaultEyeFov, eye_rdesc);
|
nuclear@15
|
548 break;
|
nuclear@15
|
549
|
nuclear@15
|
550 case 'l':
|
nuclear@15
|
551 hmd_caps ^= ovrHmdCap_LowPersistence;
|
nuclear@15
|
552 printf("Low-persistence display: %s\n", hmd_caps & ovrHmdCap_LowPersistence ? "on" : "off");
|
nuclear@15
|
553 ovrHmd_SetEnabledCaps(hmd, hmd_caps);
|
nuclear@15
|
554 break;
|
nuclear@15
|
555
|
nuclear@0
|
556 default:
|
nuclear@0
|
557 break;
|
nuclear@0
|
558 }
|
nuclear@0
|
559 }
|
nuclear@0
|
560 return 0;
|
nuclear@0
|
561 }
|
nuclear@4
|
562
|
nuclear@4
|
563 unsigned int next_pow2(unsigned int x)
|
nuclear@4
|
564 {
|
nuclear@4
|
565 x -= 1;
|
nuclear@4
|
566 x |= x >> 1;
|
nuclear@4
|
567 x |= x >> 2;
|
nuclear@4
|
568 x |= x >> 4;
|
nuclear@4
|
569 x |= x >> 8;
|
nuclear@4
|
570 x |= x >> 16;
|
nuclear@4
|
571 return x + 1;
|
nuclear@4
|
572 }
|
nuclear@4
|
573
|
nuclear@5
|
574 /* convert a quaternion to a rotation matrix */
|
nuclear@4
|
575 void quat_to_matrix(const float *quat, float *mat)
|
nuclear@4
|
576 {
|
nuclear@4
|
577 mat[0] = 1.0 - 2.0 * quat[1] * quat[1] - 2.0 * quat[2] * quat[2];
|
nuclear@4
|
578 mat[4] = 2.0 * quat[0] * quat[1] + 2.0 * quat[3] * quat[2];
|
nuclear@4
|
579 mat[8] = 2.0 * quat[2] * quat[0] - 2.0 * quat[3] * quat[1];
|
nuclear@4
|
580 mat[12] = 0.0f;
|
nuclear@4
|
581
|
nuclear@4
|
582 mat[1] = 2.0 * quat[0] * quat[1] - 2.0 * quat[3] * quat[2];
|
nuclear@4
|
583 mat[5] = 1.0 - 2.0 * quat[0]*quat[0] - 2.0 * quat[2]*quat[2];
|
nuclear@4
|
584 mat[9] = 2.0 * quat[1] * quat[2] + 2.0 * quat[3] * quat[0];
|
nuclear@4
|
585 mat[13] = 0.0f;
|
nuclear@4
|
586
|
nuclear@4
|
587 mat[2] = 2.0 * quat[2] * quat[0] + 2.0 * quat[3] * quat[1];
|
nuclear@4
|
588 mat[6] = 2.0 * quat[1] * quat[2] - 2.0 * quat[3] * quat[0];
|
nuclear@4
|
589 mat[10] = 1.0 - 2.0 * quat[0]*quat[0] - 2.0 * quat[1]*quat[1];
|
nuclear@4
|
590 mat[14] = 0.0f;
|
nuclear@4
|
591
|
nuclear@4
|
592 mat[3] = mat[7] = mat[11] = 0.0f;
|
nuclear@4
|
593 mat[15] = 1.0f;
|
nuclear@4
|
594 }
|
nuclear@4
|
595
|
nuclear@5
|
596 /* generate a chessboard texture with tiles colored (r0, g0, b0) and (r1, g1, b1) */
|
nuclear@4
|
597 unsigned int gen_chess_tex(float r0, float g0, float b0, float r1, float g1, float b1)
|
nuclear@4
|
598 {
|
nuclear@4
|
599 int i, j;
|
nuclear@4
|
600 unsigned int tex;
|
nuclear@4
|
601 unsigned char img[8 * 8 * 3];
|
nuclear@4
|
602 unsigned char *pix = img;
|
nuclear@4
|
603
|
nuclear@4
|
604 for(i=0; i<8; i++) {
|
nuclear@4
|
605 for(j=0; j<8; j++) {
|
nuclear@4
|
606 int black = (i & 1) == (j & 1);
|
nuclear@4
|
607 pix[0] = (black ? r0 : r1) * 255;
|
nuclear@4
|
608 pix[1] = (black ? g0 : g1) * 255;
|
nuclear@4
|
609 pix[2] = (black ? b0 : b1) * 255;
|
nuclear@4
|
610 pix += 3;
|
nuclear@4
|
611 }
|
nuclear@4
|
612 }
|
nuclear@4
|
613
|
nuclear@4
|
614 glGenTextures(1, &tex);
|
nuclear@4
|
615 glBindTexture(GL_TEXTURE_2D, tex);
|
nuclear@4
|
616 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
nuclear@4
|
617 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
nuclear@4
|
618 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 8, 8, 0, GL_RGB, GL_UNSIGNED_BYTE, img);
|
nuclear@4
|
619
|
nuclear@4
|
620 return tex;
|
nuclear@8
|
621 }
|