oculus2

annotate src/main.c @ 4:d64830551c32

hurray, it works
author John Tsiombikas <nuclear@member.fsf.org>
date Thu, 04 Sep 2014 08:31:12 +0300
parents 096b18432ba7
children cd9f1560b909
rev   line source
nuclear@0 1 #include <stdio.h>
nuclear@0 2 #include <stdlib.h>
nuclear@2 3 #include <assert.h>
nuclear@0 4 #include <SDL2/SDL.h>
nuclear@0 5 #include <GL/glew.h>
nuclear@0 6
nuclear@2 7 #ifdef WIN32
nuclear@2 8 #define OVR_OS_WIN32
nuclear@2 9 #endif
nuclear@2 10 #ifdef __APPLE__
nuclear@2 11 #define OVR_OS_MAC
nuclear@2 12 #endif
nuclear@2 13
nuclear@0 14 #include <OVR_CAPI.h>
nuclear@0 15 #include <OVR_CAPI_GL.h>
nuclear@0 16
nuclear@2 17 int init(void);
nuclear@2 18 void cleanup(void);
nuclear@4 19 void toggle_hmd_fullscreen(void);
nuclear@2 20 void display(void);
nuclear@2 21 void draw_scene(void);
nuclear@2 22 void draw_box(float xsz, float ysz, float zsz, float norm_sign);
nuclear@0 23 void update_rtarg(int width, int height);
nuclear@0 24 int handle_event(SDL_Event *ev);
nuclear@0 25 int key_event(int key, int state);
nuclear@0 26 void reshape(int x, int y);
nuclear@0 27 unsigned int next_pow2(unsigned int x);
nuclear@4 28 void quat_to_matrix(const float *quat, float *mat);
nuclear@4 29 unsigned int gen_chess_tex(float r0, float g0, float b0, float r1, float g1, float b1);
nuclear@0 30
nuclear@4 31 /* forward declaration to avoid including non-public headers of libovr */
nuclear@0 32 OVR_EXPORT void ovrhmd_EnableHSWDisplaySDKRender(ovrHmd hmd, ovrBool enable);
nuclear@0 33
nuclear@0 34 static SDL_Window *win;
nuclear@0 35 static SDL_GLContext ctx;
nuclear@2 36 static int win_width, win_height;
nuclear@0 37
nuclear@0 38 static unsigned int fbo, fb_tex, fb_depth;
nuclear@0 39 static int fb_width, fb_height;
nuclear@0 40 static int fb_tex_width, fb_tex_height;
nuclear@0 41
nuclear@0 42 static ovrHmd hmd;
nuclear@0 43 static ovrSizei eyeres[2];
nuclear@2 44 static ovrEyeRenderDesc eye_rdesc[2];
nuclear@2 45 static ovrGLTexture fb_ovr_tex[2];
nuclear@0 46
nuclear@4 47 static unsigned int chess_tex;
nuclear@0 48
nuclear@4 49
nuclear@4 50 int main(int argc, char **argv)
nuclear@0 51 {
nuclear@0 52 if(init() == -1) {
nuclear@0 53 return 1;
nuclear@0 54 }
nuclear@0 55
nuclear@0 56 for(;;) {
nuclear@0 57 SDL_Event ev;
nuclear@0 58 while(SDL_PollEvent(&ev)) {
nuclear@0 59 if(handle_event(&ev) == -1) {
nuclear@0 60 goto done;
nuclear@0 61 }
nuclear@0 62 }
nuclear@0 63 display();
nuclear@0 64 }
nuclear@0 65
nuclear@0 66 done:
nuclear@0 67 cleanup();
nuclear@0 68 return 0;
nuclear@0 69 }
nuclear@0 70
nuclear@0 71
nuclear@2 72 int init(void)
nuclear@0 73 {
nuclear@2 74 int i, x, y;
nuclear@0 75 unsigned int flags, dcaps;
nuclear@0 76 union ovrGLConfig glcfg;
nuclear@0 77
nuclear@4 78 /* libovr must be initialized before we create the OpenGL context */
nuclear@0 79 ovr_Initialize();
nuclear@0 80
nuclear@0 81 SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER);
nuclear@0 82
nuclear@0 83 x = y = SDL_WINDOWPOS_UNDEFINED;
nuclear@2 84 flags = SDL_WINDOW_OPENGL;
nuclear@4 85 if(!(win = SDL_CreateWindow("press 'f' to move to the HMD", x, y, 1280, 800, flags))) {
nuclear@0 86 fprintf(stderr, "failed to create window\n");
nuclear@0 87 return -1;
nuclear@0 88 }
nuclear@0 89 if(!(ctx = SDL_GL_CreateContext(win))) {
nuclear@0 90 fprintf(stderr, "failed to create OpenGL context\n");
nuclear@0 91 return -1;
nuclear@0 92 }
nuclear@0 93
nuclear@0 94 glewInit();
nuclear@0 95
nuclear@0 96 if(!(hmd = ovrHmd_Create(0))) {
nuclear@0 97 fprintf(stderr, "failed to open Oculus HMD, falling back to virtual debug HMD\n");
nuclear@2 98 if(!(hmd = ovrHmd_CreateDebug(ovrHmd_DK2))) {
nuclear@0 99 fprintf(stderr, "failed to create virtual debug HMD\n");
nuclear@0 100 return -1;
nuclear@0 101 }
nuclear@0 102 }
nuclear@0 103 printf("initialized HMD: %s - %s\n", hmd->Manufacturer, hmd->ProductName);
nuclear@0 104
nuclear@2 105 SDL_SetWindowSize(win, hmd->Resolution.w, hmd->Resolution.h);
nuclear@4 106 SDL_SetWindowPosition(win, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED);
nuclear@4 107 win_width = hmd->Resolution.w;
nuclear@4 108 win_height = hmd->Resolution.h;
nuclear@0 109
nuclear@0 110 ovrHmd_ConfigureTracking(hmd, 0xffffffff, 0);
nuclear@0 111 eyeres[0] = ovrHmd_GetFovTextureSize(hmd, ovrEye_Left, hmd->DefaultEyeFov[0], 1.0);
nuclear@0 112 eyeres[1] = ovrHmd_GetFovTextureSize(hmd, ovrEye_Right, hmd->DefaultEyeFov[1], 1.0);
nuclear@0 113
nuclear@2 114 fb_width = eyeres[0].w + eyeres[1].w;
nuclear@0 115 fb_height = eyeres[0].h > eyeres[1].h ? eyeres[0].h : eyeres[1].h;
nuclear@0 116 update_rtarg(fb_width, fb_height);
nuclear@0 117
nuclear@2 118 for(i=0; i<2; i++) {
nuclear@2 119 fb_ovr_tex[i].OGL.Header.API = ovrRenderAPI_OpenGL;
nuclear@2 120 fb_ovr_tex[i].OGL.Header.TextureSize.w = fb_tex_width;
nuclear@2 121 fb_ovr_tex[i].OGL.Header.TextureSize.h = fb_tex_height;
nuclear@3 122 fb_ovr_tex[i].OGL.Header.RenderViewport.Pos.x = i == 0 ? 0 : fb_width / 2.0;
nuclear@3 123 fb_ovr_tex[i].OGL.Header.RenderViewport.Pos.y = fb_tex_height - fb_height;
nuclear@2 124 fb_ovr_tex[i].OGL.Header.RenderViewport.Size.w = fb_width / 2.0;
nuclear@2 125 fb_ovr_tex[i].OGL.Header.RenderViewport.Size.h = fb_height;
nuclear@2 126 fb_ovr_tex[i].OGL.TexId = fb_tex;
nuclear@2 127 }
nuclear@2 128
nuclear@0 129 memset(&glcfg, 0, sizeof glcfg);
nuclear@0 130 glcfg.OGL.Header.API = ovrRenderAPI_OpenGL;
nuclear@0 131 glcfg.OGL.Header.RTSize = hmd->Resolution;
nuclear@0 132 glcfg.OGL.Header.Multisample = 1;
nuclear@0 133
nuclear@0 134 if(hmd->HmdCaps & ovrHmdCap_ExtendDesktop) {
nuclear@0 135 printf("running in \"extended desktop\" mode\n");
nuclear@0 136 } else {
nuclear@2 137 #ifdef WIN32
nuclear@2 138 void *sys_win = GetActiveWindow();
nuclear@2 139 glcfg.OGL.Window = sys_win;
nuclear@2 140 glcfg.OGL.DC = wglGetCurrentDC();
nuclear@2 141 ovrHmd_AttachToWindow(hmd, sys_win, 0, 0);
nuclear@2 142 #endif
nuclear@0 143 printf("running in \"direct-hmd\" mode\n");
nuclear@0 144 }
nuclear@2 145 ovrHmd_SetEnabledCaps(hmd, ovrHmdCap_LowPersistence | ovrHmdCap_DynamicPrediction);
nuclear@0 146
nuclear@4 147 dcaps = ovrDistortionCap_Chromatic | ovrDistortionCap_Vignette | ovrDistortionCap_TimeWarp;
nuclear@0 148 if(!ovrHmd_ConfigureRendering(hmd, &glcfg.Config, dcaps, hmd->DefaultEyeFov, eye_rdesc)) {
nuclear@0 149 fprintf(stderr, "failed to configure distortion renderer\n");
nuclear@0 150 }
nuclear@0 151
nuclear@3 152 ovrhmd_EnableHSWDisplaySDKRender(hmd, 0);
nuclear@0 153
nuclear@0 154 glEnable(GL_DEPTH_TEST);
nuclear@0 155 glEnable(GL_CULL_FACE);
nuclear@0 156 glEnable(GL_LIGHTING);
nuclear@0 157 glEnable(GL_LIGHT0);
nuclear@4 158 glEnable(GL_LIGHT1);
nuclear@4 159 glEnable(GL_NORMALIZE);
nuclear@0 160
nuclear@4 161 glClearColor(0.1, 0.1, 0.1, 1);
nuclear@0 162
nuclear@4 163 chess_tex = gen_chess_tex(1.0, 0.7, 0.4, 0.4, 0.7, 1.0);
nuclear@0 164 return 0;
nuclear@0 165 }
nuclear@0 166
nuclear@2 167 void cleanup(void)
nuclear@0 168 {
nuclear@0 169 if(hmd) {
nuclear@0 170 ovrHmd_Destroy(hmd);
nuclear@0 171 }
nuclear@0 172 ovr_Shutdown();
nuclear@0 173
nuclear@0 174 SDL_Quit();
nuclear@0 175 }
nuclear@0 176
nuclear@4 177 void toggle_hmd_fullscreen(void)
nuclear@4 178 {
nuclear@4 179 static int fullscr, prev_x, prev_y;
nuclear@4 180 fullscr = !fullscr;
nuclear@4 181
nuclear@4 182 if(fullscr) {
nuclear@4 183 SDL_GetWindowPosition(win, &prev_x, &prev_y);
nuclear@4 184 SDL_SetWindowPosition(win, hmd->WindowsPos.x, hmd->WindowsPos.y);
nuclear@4 185 SDL_SetWindowFullscreen(win, SDL_WINDOW_FULLSCREEN_DESKTOP);
nuclear@4 186 } else {
nuclear@4 187 SDL_SetWindowFullscreen(win, 0);
nuclear@4 188 SDL_SetWindowPosition(win, prev_x, prev_y);
nuclear@4 189 }
nuclear@4 190 }
nuclear@4 191
nuclear@2 192 void display(void)
nuclear@0 193 {
nuclear@2 194 int i;
nuclear@2 195 ovrMatrix4f proj;
nuclear@2 196 ovrPosef pose[2];
nuclear@4 197 float rot_mat[16];
nuclear@2 198
nuclear@4 199 /* the drawing starts with a call to ovrHmd_BeginFrame */
nuclear@2 200 ovrHmd_BeginFrame(hmd, 0);
nuclear@2 201
nuclear@4 202 /* start drawing onto our texture render target */
nuclear@2 203 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
nuclear@0 204 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
nuclear@0 205
nuclear@2 206 /* for each eye ... */
nuclear@2 207 for(i=0; i<2; i++) {
nuclear@2 208 int eye = hmd->EyeRenderOrder[i];
nuclear@2 209
nuclear@4 210 /* -- viewport transformation --
nuclear@4 211 * setup the viewport to draw in the left half of the framebuffer when we're
nuclear@4 212 * rendering the left eye's view (0, 0, width/2, height), and in the right half
nuclear@4 213 * of the framebuffer for the right eye's view (width/2, 0, width/2, height)
nuclear@4 214 */
nuclear@2 215 glViewport(eye == 0 ? 0 : fb_width / 2, 0, fb_width / 2, fb_height);
nuclear@2 216
nuclear@4 217 /* -- projection transformation --
nuclear@4 218 * we'll just have to use the projection matrix supplied by the oculus SDK for this eye
nuclear@4 219 * note that libovr matrices are the transpose of what OpenGL expects, so we have to
nuclear@4 220 * use glLoadTransposeMatrixf instead of glLoadMatrixf to load it.
nuclear@4 221 */
nuclear@2 222 proj = ovrMatrix4f_Projection(hmd->DefaultEyeFov[eye], 0.5, 500.0, 1);
nuclear@2 223 glMatrixMode(GL_PROJECTION);
nuclear@4 224 glLoadTransposeMatrixf(proj.M[0]);
nuclear@2 225
nuclear@4 226 /* -- view/camera transformation --
nuclear@4 227 * we need to construct a view matrix by combining all the information provided by the oculus
nuclear@4 228 * SDK, about the position and orientation of the user's head in the world.
nuclear@4 229 */
nuclear@2 230 pose[eye] = ovrHmd_GetEyePose(hmd, eye);
nuclear@2 231 glMatrixMode(GL_MODELVIEW);
nuclear@4 232 glLoadIdentity();
nuclear@4 233 glTranslatef(eye_rdesc[eye].ViewAdjust.x, eye_rdesc[eye].ViewAdjust.y, eye_rdesc[eye].ViewAdjust.z);
nuclear@4 234 /* retrieve the orientation quaternion and convert it to a rotation matrix */
nuclear@4 235 quat_to_matrix(&pose[eye].Orientation.x, rot_mat);
nuclear@4 236 glMultMatrixf(rot_mat);
nuclear@4 237 /* translate the view matrix with the positional tracking */
nuclear@4 238 glTranslatef(-pose[eye].Position.x, -pose[eye].Position.y, -pose[eye].Position.z);
nuclear@4 239 /* move the camera to the eye level of the user */
nuclear@4 240 glTranslatef(0, -ovrHmd_GetFloat(hmd, OVR_KEY_EYE_HEIGHT, 1.65), 0);
nuclear@2 241
nuclear@4 242 /* finally draw the scene for this eye */
nuclear@2 243 draw_scene();
nuclear@2 244 }
nuclear@2 245
nuclear@4 246 /* after drawing both eyes into the texture render target, revert to drawing directly to the
nuclear@4 247 * display, and we call ovrHmd_EndFrame, to let the Oculus SDK draw both images properly
nuclear@4 248 * compensated for lens distortion and chromatic abberation onto the HMD screen.
nuclear@4 249 */
nuclear@2 250 glBindFramebuffer(GL_FRAMEBUFFER, 0);
nuclear@2 251 glViewport(0, 0, win_width, win_height);
nuclear@2 252
nuclear@2 253 ovrHmd_EndFrame(hmd, pose, &fb_ovr_tex[0].Texture);
nuclear@2 254
nuclear@2 255 assert(glGetError() == GL_NO_ERROR);
nuclear@2 256 }
nuclear@2 257
nuclear@2 258 void draw_scene(void)
nuclear@2 259 {
nuclear@2 260 int i;
nuclear@4 261 float grey[] = {0.8, 0.8, 0.8, 1};
nuclear@4 262 float col[] = {0, 0, 0, 1};
nuclear@4 263 float lpos[][4] = {
nuclear@4 264 {-8, 2, 10, 1},
nuclear@4 265 {0, 15, 0, 1}
nuclear@4 266 };
nuclear@4 267 float lcol[][4] = {
nuclear@4 268 {0.8, 0.8, 0.8, 1},
nuclear@4 269 {0.4, 0.3, 0.3, 1}
nuclear@4 270 };
nuclear@4 271
nuclear@4 272 for(i=0; i<2; i++) {
nuclear@4 273 glLightfv(GL_LIGHT0 + i, GL_POSITION, lpos[i]);
nuclear@4 274 glLightfv(GL_LIGHT0 + i, GL_DIFFUSE, lcol[i]);
nuclear@4 275 }
nuclear@4 276
nuclear@4 277 glMatrixMode(GL_MODELVIEW);
nuclear@2 278
nuclear@3 279 glPushMatrix();
nuclear@4 280 glTranslatef(0, 10, 0);
nuclear@4 281 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, grey);
nuclear@4 282 glBindTexture(GL_TEXTURE_2D, chess_tex);
nuclear@4 283 glEnable(GL_TEXTURE_2D);
nuclear@4 284 draw_box(30, 20, 30, -1.0);
nuclear@4 285 glDisable(GL_TEXTURE_2D);
nuclear@3 286 glPopMatrix();
nuclear@3 287
nuclear@4 288 for(i=0; i<4; i++) {
nuclear@4 289 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, grey);
nuclear@4 290 glPushMatrix();
nuclear@4 291 glTranslatef(i & 1 ? 5 : -5, 1, i & 2 ? -5 : 5);
nuclear@4 292 draw_box(0.5, 2, 0.5, 1.0);
nuclear@4 293 glPopMatrix();
nuclear@2 294
nuclear@4 295 col[0] = i & 1 ? 1.0 : 0.3;
nuclear@4 296 col[1] = i == 0 ? 1.0 : 0.3;
nuclear@4 297 col[2] = i & 2 ? 1.0 : 0.3;
nuclear@4 298 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, col);
nuclear@4 299
nuclear@2 300 glPushMatrix();
nuclear@2 301 if(i & 1) {
nuclear@4 302 glTranslatef(0, 0.25, i & 2 ? 2 : -2);
nuclear@2 303 } else {
nuclear@4 304 glTranslatef(i & 2 ? 2 : -2, 0.25, 0);
nuclear@2 305 }
nuclear@4 306 draw_box(0.5, 0.5, 0.5, 1.0);
nuclear@2 307 glPopMatrix();
nuclear@2 308 }
nuclear@2 309 }
nuclear@2 310
nuclear@2 311 void draw_box(float xsz, float ysz, float zsz, float norm_sign)
nuclear@2 312 {
nuclear@2 313 glMatrixMode(GL_MODELVIEW);
nuclear@2 314 glScalef(xsz * 0.5, ysz * 0.5, zsz * 0.5);
nuclear@2 315
nuclear@2 316 if(norm_sign < 0.0) {
nuclear@2 317 glFrontFace(GL_CW);
nuclear@2 318 }
nuclear@2 319
nuclear@2 320 glBegin(GL_QUADS);
nuclear@2 321 glNormal3f(0, 0, 1 * norm_sign);
nuclear@2 322 glTexCoord2f(0, 0); glVertex3f(-1, -1, 1);
nuclear@2 323 glTexCoord2f(1, 0); glVertex3f(1, -1, 1);
nuclear@2 324 glTexCoord2f(1, 1); glVertex3f(1, 1, 1);
nuclear@2 325 glTexCoord2f(0, 1); glVertex3f(-1, 1, 1);
nuclear@2 326 glNormal3f(1 * norm_sign, 0, 0);
nuclear@2 327 glTexCoord2f(0, 0); glVertex3f(1, -1, 1);
nuclear@2 328 glTexCoord2f(1, 0); glVertex3f(1, -1, -1);
nuclear@2 329 glTexCoord2f(1, 1); glVertex3f(1, 1, -1);
nuclear@2 330 glTexCoord2f(0, 1); glVertex3f(1, 1, 1);
nuclear@2 331 glNormal3f(0, 0, -1 * norm_sign);
nuclear@2 332 glTexCoord2f(0, 0); glVertex3f(1, -1, -1);
nuclear@2 333 glTexCoord2f(1, 0); glVertex3f(-1, -1, -1);
nuclear@2 334 glTexCoord2f(1, 1); glVertex3f(-1, 1, -1);
nuclear@2 335 glTexCoord2f(0, 1); glVertex3f(1, 1, -1);
nuclear@2 336 glNormal3f(-1 * norm_sign, 0, 0);
nuclear@2 337 glTexCoord2f(0, 0); glVertex3f(-1, -1, -1);
nuclear@2 338 glTexCoord2f(1, 0); glVertex3f(-1, -1, 1);
nuclear@2 339 glTexCoord2f(1, 1); glVertex3f(-1, 1, 1);
nuclear@2 340 glTexCoord2f(0, 1); glVertex3f(-1, 1, -1);
nuclear@4 341 glEnd();
nuclear@4 342 glBegin(GL_TRIANGLE_FAN);
nuclear@2 343 glNormal3f(0, 1 * norm_sign, 0);
nuclear@4 344 glTexCoord2f(0.5, 0.5); glVertex3f(0, 1, 0);
nuclear@2 345 glTexCoord2f(0, 0); glVertex3f(-1, 1, 1);
nuclear@2 346 glTexCoord2f(1, 0); glVertex3f(1, 1, 1);
nuclear@2 347 glTexCoord2f(1, 1); glVertex3f(1, 1, -1);
nuclear@2 348 glTexCoord2f(0, 1); glVertex3f(-1, 1, -1);
nuclear@4 349 glTexCoord2f(0, 0); glVertex3f(-1, 1, 1);
nuclear@4 350 glEnd();
nuclear@4 351 glBegin(GL_TRIANGLE_FAN);
nuclear@2 352 glNormal3f(0, -1 * norm_sign, 0);
nuclear@4 353 glTexCoord2f(0.5, 0.5); glVertex3f(0, -1, 0);
nuclear@2 354 glTexCoord2f(0, 0); glVertex3f(-1, -1, -1);
nuclear@2 355 glTexCoord2f(1, 0); glVertex3f(1, -1, -1);
nuclear@2 356 glTexCoord2f(1, 1); glVertex3f(1, -1, 1);
nuclear@2 357 glTexCoord2f(0, 1); glVertex3f(-1, -1, 1);
nuclear@4 358 glTexCoord2f(0, 0); glVertex3f(-1, -1, -1);
nuclear@2 359 glEnd();
nuclear@2 360
nuclear@2 361 glFrontFace(GL_CCW);
nuclear@0 362 }
nuclear@0 363
nuclear@0 364 void update_rtarg(int width, int height)
nuclear@0 365 {
nuclear@0 366 if(!fbo) {
nuclear@0 367 glGenFramebuffers(1, &fbo);
nuclear@0 368 glGenTextures(1, &fb_tex);
nuclear@0 369 glGenRenderbuffers(1, &fb_depth);
nuclear@0 370
nuclear@0 371 glBindTexture(GL_TEXTURE_2D, fb_tex);
nuclear@0 372 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
nuclear@0 373 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
nuclear@0 374 }
nuclear@0 375
nuclear@0 376 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
nuclear@0 377
nuclear@0 378 fb_tex_width = next_pow2(width);
nuclear@0 379 fb_tex_height = next_pow2(height);
nuclear@0 380
nuclear@0 381 glBindTexture(GL_TEXTURE_2D, fb_tex);
nuclear@0 382 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, fb_tex_width, fb_tex_height, 0,
nuclear@0 383 GL_RGBA, GL_UNSIGNED_BYTE, 0);
nuclear@0 384 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, fb_tex, 0);
nuclear@0 385
nuclear@0 386 glBindRenderbuffer(GL_RENDERBUFFER, fb_depth);
nuclear@0 387 glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, fb_tex_width, fb_tex_height);
nuclear@0 388 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, fb_depth);
nuclear@0 389
nuclear@0 390 if(glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
nuclear@0 391 fprintf(stderr, "incomplete framebuffer!\n");
nuclear@0 392 }
nuclear@0 393
nuclear@0 394 glBindFramebuffer(GL_FRAMEBUFFER, 0);
nuclear@0 395 printf("created render target: %dx%d (texture size: %dx%d)\n", width, height, fb_tex_width, fb_tex_height);
nuclear@0 396 }
nuclear@0 397
nuclear@0 398 int handle_event(SDL_Event *ev)
nuclear@0 399 {
nuclear@0 400 switch(ev->type) {
nuclear@4 401 case SDL_QUIT:
nuclear@4 402 return -1;
nuclear@4 403
nuclear@0 404 case SDL_KEYDOWN:
nuclear@0 405 case SDL_KEYUP:
nuclear@0 406 if(key_event(ev->key.keysym.sym, ev->key.state == SDL_PRESSED) == -1) {
nuclear@0 407 return -1;
nuclear@0 408 }
nuclear@0 409 break;
nuclear@0 410
nuclear@0 411 default:
nuclear@0 412 break;
nuclear@0 413 }
nuclear@0 414
nuclear@0 415 return 0;
nuclear@0 416 }
nuclear@0 417
nuclear@0 418 int key_event(int key, int state)
nuclear@0 419 {
nuclear@0 420 if(state) {
nuclear@4 421 ovrHSWDisplayState hsw;
nuclear@4 422 ovrHmd_GetHSWDisplayState(hmd, &hsw);
nuclear@4 423 if(hsw.Displayed) {
nuclear@4 424 ovrHmd_DismissHSWDisplay(hmd);
nuclear@4 425 }
nuclear@4 426
nuclear@0 427 switch(key) {
nuclear@0 428 case 27:
nuclear@0 429 return -1;
nuclear@0 430
nuclear@4 431 case ' ':
nuclear@4 432 /* allow the user to recenter by pressing space */
nuclear@4 433 ovrHmd_RecenterPose(hmd);
nuclear@4 434 break;
nuclear@4 435
nuclear@4 436 case 'f':
nuclear@4 437 /* press f to move the window to the HMD */
nuclear@4 438 toggle_hmd_fullscreen();
nuclear@4 439 break;
nuclear@4 440
nuclear@0 441 default:
nuclear@0 442 break;
nuclear@0 443 }
nuclear@0 444 }
nuclear@0 445 return 0;
nuclear@0 446 }
nuclear@4 447
nuclear@4 448 unsigned int next_pow2(unsigned int x)
nuclear@4 449 {
nuclear@4 450 x -= 1;
nuclear@4 451 x |= x >> 1;
nuclear@4 452 x |= x >> 2;
nuclear@4 453 x |= x >> 4;
nuclear@4 454 x |= x >> 8;
nuclear@4 455 x |= x >> 16;
nuclear@4 456 return x + 1;
nuclear@4 457 }
nuclear@4 458
nuclear@4 459 void quat_to_matrix(const float *quat, float *mat)
nuclear@4 460 {
nuclear@4 461 mat[0] = 1.0 - 2.0 * quat[1] * quat[1] - 2.0 * quat[2] * quat[2];
nuclear@4 462 mat[4] = 2.0 * quat[0] * quat[1] + 2.0 * quat[3] * quat[2];
nuclear@4 463 mat[8] = 2.0 * quat[2] * quat[0] - 2.0 * quat[3] * quat[1];
nuclear@4 464 mat[12] = 0.0f;
nuclear@4 465
nuclear@4 466 mat[1] = 2.0 * quat[0] * quat[1] - 2.0 * quat[3] * quat[2];
nuclear@4 467 mat[5] = 1.0 - 2.0 * quat[0]*quat[0] - 2.0 * quat[2]*quat[2];
nuclear@4 468 mat[9] = 2.0 * quat[1] * quat[2] + 2.0 * quat[3] * quat[0];
nuclear@4 469 mat[13] = 0.0f;
nuclear@4 470
nuclear@4 471 mat[2] = 2.0 * quat[2] * quat[0] + 2.0 * quat[3] * quat[1];
nuclear@4 472 mat[6] = 2.0 * quat[1] * quat[2] - 2.0 * quat[3] * quat[0];
nuclear@4 473 mat[10] = 1.0 - 2.0 * quat[0]*quat[0] - 2.0 * quat[1]*quat[1];
nuclear@4 474 mat[14] = 0.0f;
nuclear@4 475
nuclear@4 476 mat[3] = mat[7] = mat[11] = 0.0f;
nuclear@4 477 mat[15] = 1.0f;
nuclear@4 478 }
nuclear@4 479
nuclear@4 480 unsigned int gen_chess_tex(float r0, float g0, float b0, float r1, float g1, float b1)
nuclear@4 481 {
nuclear@4 482 int i, j;
nuclear@4 483 unsigned int tex;
nuclear@4 484 unsigned char img[8 * 8 * 3];
nuclear@4 485 unsigned char *pix = img;
nuclear@4 486
nuclear@4 487 for(i=0; i<8; i++) {
nuclear@4 488 for(j=0; j<8; j++) {
nuclear@4 489 int black = (i & 1) == (j & 1);
nuclear@4 490 pix[0] = (black ? r0 : r1) * 255;
nuclear@4 491 pix[1] = (black ? g0 : g1) * 255;
nuclear@4 492 pix[2] = (black ? b0 : b1) * 255;
nuclear@4 493 pix += 3;
nuclear@4 494 }
nuclear@4 495 }
nuclear@4 496
nuclear@4 497 glGenTextures(1, &tex);
nuclear@4 498 glBindTexture(GL_TEXTURE_2D, tex);
nuclear@4 499 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
nuclear@4 500 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
nuclear@4 501 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 8, 8, 0, GL_RGB, GL_UNSIGNED_BYTE, img);
nuclear@4 502
nuclear@4 503 return tex;
nuclear@2 504 }