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@10
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14 #include <X11/Xlib.h>
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nuclear@10
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15 #include <GL/glx.h>
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nuclear@0
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16
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nuclear@2
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17 #ifdef WIN32
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nuclear@2
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18 #define OVR_OS_WIN32
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nuclear@10
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19 #elif defined(__APPLE__)
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nuclear@2
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20 #define OVR_OS_MAC
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nuclear@10
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21 #else
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nuclear@10
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22 #define OVR_OS_LINUX
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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@4
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42 /* forward declaration to avoid including non-public headers of libovr */
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nuclear@0
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43 OVR_EXPORT void ovrhmd_EnableHSWDisplaySDKRender(ovrHmd hmd, ovrBool enable);
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nuclear@0
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44
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nuclear@0
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45 static SDL_Window *win;
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nuclear@0
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46 static SDL_GLContext ctx;
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nuclear@2
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47 static int win_width, win_height;
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nuclear@0
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48
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nuclear@0
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49 static unsigned int fbo, fb_tex, fb_depth;
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nuclear@0
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50 static int fb_width, fb_height;
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nuclear@0
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51 static int fb_tex_width, fb_tex_height;
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nuclear@0
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52
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nuclear@0
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53 static ovrHmd hmd;
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nuclear@0
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54 static ovrSizei eyeres[2];
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nuclear@2
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55 static ovrEyeRenderDesc eye_rdesc[2];
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nuclear@2
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56 static ovrGLTexture fb_ovr_tex[2];
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nuclear@0
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57
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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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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@0
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86 unsigned int flags, dcaps;
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nuclear@0
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87 union ovrGLConfig glcfg;
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nuclear@0
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88
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nuclear@4
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89 /* libovr must be initialized before we create the OpenGL context */
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nuclear@0
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90 ovr_Initialize();
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nuclear@0
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91
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nuclear@0
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92 SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER);
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nuclear@0
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93
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nuclear@0
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94 x = y = SDL_WINDOWPOS_UNDEFINED;
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nuclear@2
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95 flags = SDL_WINDOW_OPENGL;
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nuclear@4
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96 if(!(win = SDL_CreateWindow("press 'f' to move to the HMD", x, y, 1280, 800, flags))) {
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nuclear@0
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97 fprintf(stderr, "failed to create window\n");
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nuclear@0
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98 return -1;
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nuclear@0
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99 }
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nuclear@0
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100 if(!(ctx = SDL_GL_CreateContext(win))) {
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nuclear@0
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101 fprintf(stderr, "failed to create OpenGL context\n");
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nuclear@0
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102 return -1;
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nuclear@0
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103 }
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nuclear@0
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104
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nuclear@10
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105 XSynchronize(glXGetCurrentDisplay(), True);
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nuclear@10
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106
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nuclear@0
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107 glewInit();
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nuclear@0
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108
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nuclear@0
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109 if(!(hmd = ovrHmd_Create(0))) {
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nuclear@0
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110 fprintf(stderr, "failed to open Oculus HMD, falling back to virtual debug HMD\n");
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nuclear@2
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111 if(!(hmd = ovrHmd_CreateDebug(ovrHmd_DK2))) {
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nuclear@0
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112 fprintf(stderr, "failed to create virtual debug HMD\n");
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nuclear@0
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113 return -1;
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nuclear@0
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114 }
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nuclear@0
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115 }
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nuclear@0
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116 printf("initialized HMD: %s - %s\n", hmd->Manufacturer, hmd->ProductName);
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nuclear@0
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117
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nuclear@5
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118 /* resize our window to match the HMD resolution */
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119 SDL_SetWindowSize(win, hmd->Resolution.w, hmd->Resolution.h);
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nuclear@4
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120 SDL_SetWindowPosition(win, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED);
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nuclear@4
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121 win_width = hmd->Resolution.w;
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nuclear@4
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122 win_height = hmd->Resolution.h;
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nuclear@0
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123
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nuclear@5
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124 /* enable position and rotation tracking (and anything else they might add in the future) */
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nuclear@0
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125 ovrHmd_ConfigureTracking(hmd, 0xffffffff, 0);
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nuclear@5
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126 /* retrieve the optimal render target resolution for each eye */
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nuclear@0
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127 eyeres[0] = ovrHmd_GetFovTextureSize(hmd, ovrEye_Left, hmd->DefaultEyeFov[0], 1.0);
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nuclear@0
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128 eyeres[1] = ovrHmd_GetFovTextureSize(hmd, ovrEye_Right, hmd->DefaultEyeFov[1], 1.0);
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nuclear@0
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129
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nuclear@5
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130 /* and create a single render target texture to encompass both eyes */
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nuclear@2
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131 fb_width = eyeres[0].w + eyeres[1].w;
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nuclear@0
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132 fb_height = eyeres[0].h > eyeres[1].h ? eyeres[0].h : eyeres[1].h;
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nuclear@0
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133 update_rtarg(fb_width, fb_height);
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nuclear@0
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134
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nuclear@5
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135 /* fill in the ovrGLTexture structures that describe our render target texture */
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nuclear@2
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136 for(i=0; i<2; i++) {
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nuclear@2
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137 fb_ovr_tex[i].OGL.Header.API = ovrRenderAPI_OpenGL;
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nuclear@2
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138 fb_ovr_tex[i].OGL.Header.TextureSize.w = fb_tex_width;
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nuclear@2
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139 fb_ovr_tex[i].OGL.Header.TextureSize.h = fb_tex_height;
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nuclear@5
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140 /* this next field is the only one that differs between the two eyes */
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nuclear@3
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141 fb_ovr_tex[i].OGL.Header.RenderViewport.Pos.x = i == 0 ? 0 : fb_width / 2.0;
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nuclear@3
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142 fb_ovr_tex[i].OGL.Header.RenderViewport.Pos.y = fb_tex_height - fb_height;
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nuclear@2
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143 fb_ovr_tex[i].OGL.Header.RenderViewport.Size.w = fb_width / 2.0;
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nuclear@2
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144 fb_ovr_tex[i].OGL.Header.RenderViewport.Size.h = fb_height;
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nuclear@5
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145 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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146 }
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nuclear@2
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147
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nuclear@5
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148 /* fill in the ovrGLConfig structure needed by the SDK to draw our stereo pair
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nuclear@5
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149 * to the actual HMD display (SDK-distortion mode)
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nuclear@5
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150 */
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nuclear@0
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151 memset(&glcfg, 0, sizeof glcfg);
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nuclear@0
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152 glcfg.OGL.Header.API = ovrRenderAPI_OpenGL;
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nuclear@0
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153 glcfg.OGL.Header.RTSize = hmd->Resolution;
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nuclear@0
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154 glcfg.OGL.Header.Multisample = 1;
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nuclear@0
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155
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nuclear@0
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156 if(hmd->HmdCaps & ovrHmdCap_ExtendDesktop) {
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nuclear@0
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157 printf("running in \"extended desktop\" mode\n");
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nuclear@0
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158 } else {
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nuclear@5
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159 /* to sucessfully draw to the HMD display in "direct-hmd" mode, we have to
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nuclear@5
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160 * call ovrHmd_AttachToWindow
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nuclear@5
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161 * 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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162 */
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nuclear@2
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163 #ifdef WIN32
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nuclear@7
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164 HWND sys_win = GetActiveWindow();
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nuclear@2
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165 glcfg.OGL.Window = sys_win;
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nuclear@2
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166 glcfg.OGL.DC = wglGetCurrentDC();
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nuclear@2
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167 ovrHmd_AttachToWindow(hmd, sys_win, 0, 0);
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nuclear@10
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168 #else
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nuclear@10
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169 Display *dpy = glXGetCurrentDisplay();
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nuclear@10
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170 Window win = glXGetCurrentDrawable();
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nuclear@10
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171 assert(dpy && win);
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nuclear@10
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172
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nuclear@10
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173 glcfg.OGL.Disp = dpy;
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nuclear@10
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174 glcfg.OGL.Win = win;
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nuclear@10
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175 ovrHmd_AttachToWindow(hmd, (void*)win, 0, 0);
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nuclear@2
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176 #endif
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nuclear@0
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177 printf("running in \"direct-hmd\" mode\n");
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nuclear@0
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178 }
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nuclear@5
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179
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nuclear@5
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180 /* enable low-persistence display and dynamic prediction for lattency compensation */
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nuclear@2
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181 ovrHmd_SetEnabledCaps(hmd, ovrHmdCap_LowPersistence | ovrHmdCap_DynamicPrediction);
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nuclear@0
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182
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nuclear@5
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183 /* configure SDK-rendering and enable chromatic abberation correction, vignetting, and
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nuclear@5
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184 * timewrap, which shifts the image before drawing to counter any lattency between the call
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nuclear@5
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185 * to ovrHmd_GetEyePose and ovrHmd_EndFrame.
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nuclear@5
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186 */
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nuclear@7
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187 dcaps = ovrDistortionCap_Chromatic | ovrDistortionCap_Vignette | ovrDistortionCap_TimeWarp |
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nuclear@7
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188 ovrDistortionCap_Overdrive;
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nuclear@0
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189 if(!ovrHmd_ConfigureRendering(hmd, &glcfg.Config, dcaps, hmd->DefaultEyeFov, eye_rdesc)) {
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nuclear@0
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190 fprintf(stderr, "failed to configure distortion renderer\n");
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nuclear@0
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191 }
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nuclear@0
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192
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nuclear@5
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193 /* disable the retarded "health and safety warning" */
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nuclear@3
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194 ovrhmd_EnableHSWDisplaySDKRender(hmd, 0);
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nuclear@0
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195
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nuclear@0
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196 glEnable(GL_DEPTH_TEST);
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nuclear@0
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197 glEnable(GL_CULL_FACE);
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nuclear@0
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198 glEnable(GL_LIGHTING);
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nuclear@0
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199 glEnable(GL_LIGHT0);
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nuclear@4
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200 glEnable(GL_LIGHT1);
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nuclear@4
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201 glEnable(GL_NORMALIZE);
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nuclear@0
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202
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nuclear@4
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203 glClearColor(0.1, 0.1, 0.1, 1);
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nuclear@0
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204
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nuclear@4
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205 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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206 return 0;
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nuclear@0
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207 }
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nuclear@0
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208
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nuclear@2
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209 void cleanup(void)
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nuclear@0
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210 {
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nuclear@0
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211 if(hmd) {
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nuclear@0
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212 ovrHmd_Destroy(hmd);
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nuclear@0
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213 }
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nuclear@0
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214 ovr_Shutdown();
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nuclear@0
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215
|
nuclear@0
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216 SDL_Quit();
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nuclear@0
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217 }
|
nuclear@0
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218
|
nuclear@4
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219 void toggle_hmd_fullscreen(void)
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nuclear@4
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220 {
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nuclear@4
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221 static int fullscr, prev_x, prev_y;
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nuclear@4
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222 fullscr = !fullscr;
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nuclear@4
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223
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nuclear@4
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224 if(fullscr) {
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nuclear@5
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225 /* going fullscreen on the rift. save current window position, and move it
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nuclear@5
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226 * to the rift's part of the desktop before going fullscreen
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nuclear@5
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227 */
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nuclear@4
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228 SDL_GetWindowPosition(win, &prev_x, &prev_y);
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nuclear@4
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229 SDL_SetWindowPosition(win, hmd->WindowsPos.x, hmd->WindowsPos.y);
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nuclear@4
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230 SDL_SetWindowFullscreen(win, SDL_WINDOW_FULLSCREEN_DESKTOP);
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nuclear@4
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231 } else {
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nuclear@5
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232 /* return to windowed mode and move the window back to its original position */
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nuclear@4
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233 SDL_SetWindowFullscreen(win, 0);
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nuclear@4
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234 SDL_SetWindowPosition(win, prev_x, prev_y);
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nuclear@4
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235 }
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nuclear@4
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236 }
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nuclear@4
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237
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nuclear@2
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238 void display(void)
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nuclear@0
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239 {
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nuclear@2
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240 int i;
|
nuclear@2
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241 ovrMatrix4f proj;
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nuclear@2
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242 ovrPosef pose[2];
|
nuclear@4
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243 float rot_mat[16];
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nuclear@2
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244
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nuclear@4
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245 /* the drawing starts with a call to ovrHmd_BeginFrame */
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nuclear@2
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246 ovrHmd_BeginFrame(hmd, 0);
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nuclear@2
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247
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nuclear@4
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248 /* start drawing onto our texture render target */
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nuclear@2
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249 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
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nuclear@0
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250 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
nuclear@0
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251
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nuclear@2
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252 /* for each eye ... */
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nuclear@2
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253 for(i=0; i<2; i++) {
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nuclear@7
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254 ovrEyeType eye = hmd->EyeRenderOrder[i];
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nuclear@2
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255
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nuclear@4
|
256 /* -- viewport transformation --
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nuclear@4
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257 * setup the viewport to draw in the left half of the framebuffer when we're
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nuclear@4
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258 * rendering the left eye's view (0, 0, width/2, height), and in the right half
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nuclear@4
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259 * of the framebuffer for the right eye's view (width/2, 0, width/2, height)
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nuclear@4
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260 */
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nuclear@7
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261 glViewport(eye == ovrEye_Left ? 0 : fb_width / 2, 0, fb_width / 2, fb_height);
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nuclear@2
|
262
|
nuclear@4
|
263 /* -- projection transformation --
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nuclear@4
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264 * we'll just have to use the projection matrix supplied by the oculus SDK for this eye
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nuclear@4
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265 * note that libovr matrices are the transpose of what OpenGL expects, so we have to
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nuclear@4
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266 * use glLoadTransposeMatrixf instead of glLoadMatrixf to load it.
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nuclear@4
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267 */
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nuclear@2
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268 proj = ovrMatrix4f_Projection(hmd->DefaultEyeFov[eye], 0.5, 500.0, 1);
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nuclear@2
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269 glMatrixMode(GL_PROJECTION);
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nuclear@4
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270 glLoadTransposeMatrixf(proj.M[0]);
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nuclear@2
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271
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nuclear@4
|
272 /* -- view/camera transformation --
|
nuclear@4
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273 * we need to construct a view matrix by combining all the information provided by the oculus
|
nuclear@4
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274 * SDK, about the position and orientation of the user's head in the world.
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nuclear@4
|
275 */
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nuclear@8
|
276 /* TODO: use ovrHmd_GetEyePoses out of the loop instead */
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nuclear@8
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277 pose[eye] = ovrHmd_GetHmdPosePerEye(hmd, eye);
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nuclear@2
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278 glMatrixMode(GL_MODELVIEW);
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nuclear@4
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279 glLoadIdentity();
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nuclear@8
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280 glTranslatef(eye_rdesc[eye].HmdToEyeViewOffset.x,
|
nuclear@8
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281 eye_rdesc[eye].HmdToEyeViewOffset.y,
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nuclear@8
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282 eye_rdesc[eye].HmdToEyeViewOffset.z);
|
nuclear@4
|
283 /* retrieve the orientation quaternion and convert it to a rotation matrix */
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nuclear@4
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284 quat_to_matrix(&pose[eye].Orientation.x, rot_mat);
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nuclear@4
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285 glMultMatrixf(rot_mat);
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nuclear@4
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286 /* translate the view matrix with the positional tracking */
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nuclear@4
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287 glTranslatef(-pose[eye].Position.x, -pose[eye].Position.y, -pose[eye].Position.z);
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nuclear@4
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288 /* move the camera to the eye level of the user */
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nuclear@4
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289 glTranslatef(0, -ovrHmd_GetFloat(hmd, OVR_KEY_EYE_HEIGHT, 1.65), 0);
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nuclear@2
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290
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nuclear@4
|
291 /* finally draw the scene for this eye */
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nuclear@2
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292 draw_scene();
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nuclear@2
|
293 }
|
nuclear@2
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294
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nuclear@4
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295 /* after drawing both eyes into the texture render target, revert to drawing directly to the
|
nuclear@4
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296 * display, and we call ovrHmd_EndFrame, to let the Oculus SDK draw both images properly
|
nuclear@4
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297 * compensated for lens distortion and chromatic abberation onto the HMD screen.
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nuclear@4
|
298 */
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nuclear@2
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299 glBindFramebuffer(GL_FRAMEBUFFER, 0);
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nuclear@2
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300 glViewport(0, 0, win_width, win_height);
|
nuclear@2
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301
|
nuclear@2
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302 ovrHmd_EndFrame(hmd, pose, &fb_ovr_tex[0].Texture);
|
nuclear@2
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303
|
nuclear@2
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304 assert(glGetError() == GL_NO_ERROR);
|
nuclear@2
|
305 }
|
nuclear@2
|
306
|
nuclear@2
|
307 void draw_scene(void)
|
nuclear@2
|
308 {
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nuclear@2
|
309 int i;
|
nuclear@4
|
310 float grey[] = {0.8, 0.8, 0.8, 1};
|
nuclear@4
|
311 float col[] = {0, 0, 0, 1};
|
nuclear@4
|
312 float lpos[][4] = {
|
nuclear@4
|
313 {-8, 2, 10, 1},
|
nuclear@4
|
314 {0, 15, 0, 1}
|
nuclear@4
|
315 };
|
nuclear@4
|
316 float lcol[][4] = {
|
nuclear@4
|
317 {0.8, 0.8, 0.8, 1},
|
nuclear@4
|
318 {0.4, 0.3, 0.3, 1}
|
nuclear@4
|
319 };
|
nuclear@4
|
320
|
nuclear@4
|
321 for(i=0; i<2; i++) {
|
nuclear@4
|
322 glLightfv(GL_LIGHT0 + i, GL_POSITION, lpos[i]);
|
nuclear@4
|
323 glLightfv(GL_LIGHT0 + i, GL_DIFFUSE, lcol[i]);
|
nuclear@4
|
324 }
|
nuclear@4
|
325
|
nuclear@4
|
326 glMatrixMode(GL_MODELVIEW);
|
nuclear@2
|
327
|
nuclear@3
|
328 glPushMatrix();
|
nuclear@4
|
329 glTranslatef(0, 10, 0);
|
nuclear@4
|
330 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, grey);
|
nuclear@4
|
331 glBindTexture(GL_TEXTURE_2D, chess_tex);
|
nuclear@4
|
332 glEnable(GL_TEXTURE_2D);
|
nuclear@4
|
333 draw_box(30, 20, 30, -1.0);
|
nuclear@4
|
334 glDisable(GL_TEXTURE_2D);
|
nuclear@3
|
335 glPopMatrix();
|
nuclear@3
|
336
|
nuclear@4
|
337 for(i=0; i<4; i++) {
|
nuclear@4
|
338 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, grey);
|
nuclear@4
|
339 glPushMatrix();
|
nuclear@4
|
340 glTranslatef(i & 1 ? 5 : -5, 1, i & 2 ? -5 : 5);
|
nuclear@4
|
341 draw_box(0.5, 2, 0.5, 1.0);
|
nuclear@4
|
342 glPopMatrix();
|
nuclear@2
|
343
|
nuclear@4
|
344 col[0] = i & 1 ? 1.0 : 0.3;
|
nuclear@4
|
345 col[1] = i == 0 ? 1.0 : 0.3;
|
nuclear@4
|
346 col[2] = i & 2 ? 1.0 : 0.3;
|
nuclear@4
|
347 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, col);
|
nuclear@4
|
348
|
nuclear@2
|
349 glPushMatrix();
|
nuclear@2
|
350 if(i & 1) {
|
nuclear@4
|
351 glTranslatef(0, 0.25, i & 2 ? 2 : -2);
|
nuclear@2
|
352 } else {
|
nuclear@4
|
353 glTranslatef(i & 2 ? 2 : -2, 0.25, 0);
|
nuclear@2
|
354 }
|
nuclear@4
|
355 draw_box(0.5, 0.5, 0.5, 1.0);
|
nuclear@2
|
356 glPopMatrix();
|
nuclear@2
|
357 }
|
nuclear@2
|
358 }
|
nuclear@2
|
359
|
nuclear@2
|
360 void draw_box(float xsz, float ysz, float zsz, float norm_sign)
|
nuclear@2
|
361 {
|
nuclear@2
|
362 glMatrixMode(GL_MODELVIEW);
|
nuclear@2
|
363 glScalef(xsz * 0.5, ysz * 0.5, zsz * 0.5);
|
nuclear@2
|
364
|
nuclear@2
|
365 if(norm_sign < 0.0) {
|
nuclear@2
|
366 glFrontFace(GL_CW);
|
nuclear@2
|
367 }
|
nuclear@2
|
368
|
nuclear@2
|
369 glBegin(GL_QUADS);
|
nuclear@2
|
370 glNormal3f(0, 0, 1 * norm_sign);
|
nuclear@2
|
371 glTexCoord2f(0, 0); glVertex3f(-1, -1, 1);
|
nuclear@2
|
372 glTexCoord2f(1, 0); glVertex3f(1, -1, 1);
|
nuclear@2
|
373 glTexCoord2f(1, 1); glVertex3f(1, 1, 1);
|
nuclear@2
|
374 glTexCoord2f(0, 1); glVertex3f(-1, 1, 1);
|
nuclear@2
|
375 glNormal3f(1 * norm_sign, 0, 0);
|
nuclear@2
|
376 glTexCoord2f(0, 0); glVertex3f(1, -1, 1);
|
nuclear@2
|
377 glTexCoord2f(1, 0); glVertex3f(1, -1, -1);
|
nuclear@2
|
378 glTexCoord2f(1, 1); glVertex3f(1, 1, -1);
|
nuclear@2
|
379 glTexCoord2f(0, 1); glVertex3f(1, 1, 1);
|
nuclear@2
|
380 glNormal3f(0, 0, -1 * norm_sign);
|
nuclear@2
|
381 glTexCoord2f(0, 0); glVertex3f(1, -1, -1);
|
nuclear@2
|
382 glTexCoord2f(1, 0); glVertex3f(-1, -1, -1);
|
nuclear@2
|
383 glTexCoord2f(1, 1); glVertex3f(-1, 1, -1);
|
nuclear@2
|
384 glTexCoord2f(0, 1); glVertex3f(1, 1, -1);
|
nuclear@2
|
385 glNormal3f(-1 * norm_sign, 0, 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 glEnd();
|
nuclear@4
|
391 glBegin(GL_TRIANGLE_FAN);
|
nuclear@2
|
392 glNormal3f(0, 1 * norm_sign, 0);
|
nuclear@4
|
393 glTexCoord2f(0.5, 0.5); glVertex3f(0, 1, 0);
|
nuclear@2
|
394 glTexCoord2f(0, 0); glVertex3f(-1, 1, 1);
|
nuclear@2
|
395 glTexCoord2f(1, 0); glVertex3f(1, 1, 1);
|
nuclear@2
|
396 glTexCoord2f(1, 1); glVertex3f(1, 1, -1);
|
nuclear@2
|
397 glTexCoord2f(0, 1); glVertex3f(-1, 1, -1);
|
nuclear@4
|
398 glTexCoord2f(0, 0); glVertex3f(-1, 1, 1);
|
nuclear@4
|
399 glEnd();
|
nuclear@4
|
400 glBegin(GL_TRIANGLE_FAN);
|
nuclear@2
|
401 glNormal3f(0, -1 * norm_sign, 0);
|
nuclear@4
|
402 glTexCoord2f(0.5, 0.5); glVertex3f(0, -1, 0);
|
nuclear@2
|
403 glTexCoord2f(0, 0); glVertex3f(-1, -1, -1);
|
nuclear@2
|
404 glTexCoord2f(1, 0); glVertex3f(1, -1, -1);
|
nuclear@2
|
405 glTexCoord2f(1, 1); glVertex3f(1, -1, 1);
|
nuclear@2
|
406 glTexCoord2f(0, 1); glVertex3f(-1, -1, 1);
|
nuclear@4
|
407 glTexCoord2f(0, 0); glVertex3f(-1, -1, -1);
|
nuclear@2
|
408 glEnd();
|
nuclear@2
|
409
|
nuclear@2
|
410 glFrontFace(GL_CCW);
|
nuclear@0
|
411 }
|
nuclear@0
|
412
|
nuclear@5
|
413 /* update_rtarg creates (and/or resizes) the render target used to draw the two stero views */
|
nuclear@0
|
414 void update_rtarg(int width, int height)
|
nuclear@0
|
415 {
|
nuclear@0
|
416 if(!fbo) {
|
nuclear@5
|
417 /* if fbo does not exist, then nothing does... create every opengl object */
|
nuclear@0
|
418 glGenFramebuffers(1, &fbo);
|
nuclear@0
|
419 glGenTextures(1, &fb_tex);
|
nuclear@0
|
420 glGenRenderbuffers(1, &fb_depth);
|
nuclear@0
|
421
|
nuclear@0
|
422 glBindTexture(GL_TEXTURE_2D, fb_tex);
|
nuclear@0
|
423 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
nuclear@0
|
424 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
nuclear@0
|
425 }
|
nuclear@0
|
426
|
nuclear@0
|
427 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
|
nuclear@0
|
428
|
nuclear@5
|
429 /* calculate the next power of two in both dimensions and use that as a texture size */
|
nuclear@0
|
430 fb_tex_width = next_pow2(width);
|
nuclear@0
|
431 fb_tex_height = next_pow2(height);
|
nuclear@0
|
432
|
nuclear@5
|
433 /* create and attach the texture that will be used as a color buffer */
|
nuclear@0
|
434 glBindTexture(GL_TEXTURE_2D, fb_tex);
|
nuclear@0
|
435 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, fb_tex_width, fb_tex_height, 0,
|
nuclear@0
|
436 GL_RGBA, GL_UNSIGNED_BYTE, 0);
|
nuclear@0
|
437 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, fb_tex, 0);
|
nuclear@0
|
438
|
nuclear@5
|
439 /* create and attach the renderbuffer that will serve as our z-buffer */
|
nuclear@0
|
440 glBindRenderbuffer(GL_RENDERBUFFER, fb_depth);
|
nuclear@0
|
441 glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, fb_tex_width, fb_tex_height);
|
nuclear@0
|
442 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, fb_depth);
|
nuclear@0
|
443
|
nuclear@0
|
444 if(glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
|
nuclear@0
|
445 fprintf(stderr, "incomplete framebuffer!\n");
|
nuclear@0
|
446 }
|
nuclear@0
|
447
|
nuclear@0
|
448 glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
nuclear@0
|
449 printf("created render target: %dx%d (texture size: %dx%d)\n", width, height, fb_tex_width, fb_tex_height);
|
nuclear@0
|
450 }
|
nuclear@0
|
451
|
nuclear@0
|
452 int handle_event(SDL_Event *ev)
|
nuclear@0
|
453 {
|
nuclear@0
|
454 switch(ev->type) {
|
nuclear@4
|
455 case SDL_QUIT:
|
nuclear@4
|
456 return -1;
|
nuclear@4
|
457
|
nuclear@0
|
458 case SDL_KEYDOWN:
|
nuclear@0
|
459 case SDL_KEYUP:
|
nuclear@0
|
460 if(key_event(ev->key.keysym.sym, ev->key.state == SDL_PRESSED) == -1) {
|
nuclear@0
|
461 return -1;
|
nuclear@0
|
462 }
|
nuclear@0
|
463 break;
|
nuclear@0
|
464
|
nuclear@0
|
465 default:
|
nuclear@0
|
466 break;
|
nuclear@0
|
467 }
|
nuclear@0
|
468
|
nuclear@0
|
469 return 0;
|
nuclear@0
|
470 }
|
nuclear@0
|
471
|
nuclear@0
|
472 int key_event(int key, int state)
|
nuclear@0
|
473 {
|
nuclear@0
|
474 if(state) {
|
nuclear@5
|
475 /*
|
nuclear@4
|
476 ovrHSWDisplayState hsw;
|
nuclear@4
|
477 ovrHmd_GetHSWDisplayState(hmd, &hsw);
|
nuclear@4
|
478 if(hsw.Displayed) {
|
nuclear@4
|
479 ovrHmd_DismissHSWDisplay(hmd);
|
nuclear@4
|
480 }
|
nuclear@5
|
481 */
|
nuclear@4
|
482
|
nuclear@0
|
483 switch(key) {
|
nuclear@0
|
484 case 27:
|
nuclear@0
|
485 return -1;
|
nuclear@0
|
486
|
nuclear@4
|
487 case ' ':
|
nuclear@4
|
488 /* allow the user to recenter by pressing space */
|
nuclear@4
|
489 ovrHmd_RecenterPose(hmd);
|
nuclear@4
|
490 break;
|
nuclear@4
|
491
|
nuclear@4
|
492 case 'f':
|
nuclear@4
|
493 /* press f to move the window to the HMD */
|
nuclear@4
|
494 toggle_hmd_fullscreen();
|
nuclear@4
|
495 break;
|
nuclear@4
|
496
|
nuclear@0
|
497 default:
|
nuclear@0
|
498 break;
|
nuclear@0
|
499 }
|
nuclear@0
|
500 }
|
nuclear@0
|
501 return 0;
|
nuclear@0
|
502 }
|
nuclear@4
|
503
|
nuclear@4
|
504 unsigned int next_pow2(unsigned int x)
|
nuclear@4
|
505 {
|
nuclear@4
|
506 x -= 1;
|
nuclear@4
|
507 x |= x >> 1;
|
nuclear@4
|
508 x |= x >> 2;
|
nuclear@4
|
509 x |= x >> 4;
|
nuclear@4
|
510 x |= x >> 8;
|
nuclear@4
|
511 x |= x >> 16;
|
nuclear@4
|
512 return x + 1;
|
nuclear@4
|
513 }
|
nuclear@4
|
514
|
nuclear@5
|
515 /* convert a quaternion to a rotation matrix */
|
nuclear@4
|
516 void quat_to_matrix(const float *quat, float *mat)
|
nuclear@4
|
517 {
|
nuclear@4
|
518 mat[0] = 1.0 - 2.0 * quat[1] * quat[1] - 2.0 * quat[2] * quat[2];
|
nuclear@4
|
519 mat[4] = 2.0 * quat[0] * quat[1] + 2.0 * quat[3] * quat[2];
|
nuclear@4
|
520 mat[8] = 2.0 * quat[2] * quat[0] - 2.0 * quat[3] * quat[1];
|
nuclear@4
|
521 mat[12] = 0.0f;
|
nuclear@4
|
522
|
nuclear@4
|
523 mat[1] = 2.0 * quat[0] * quat[1] - 2.0 * quat[3] * quat[2];
|
nuclear@4
|
524 mat[5] = 1.0 - 2.0 * quat[0]*quat[0] - 2.0 * quat[2]*quat[2];
|
nuclear@4
|
525 mat[9] = 2.0 * quat[1] * quat[2] + 2.0 * quat[3] * quat[0];
|
nuclear@4
|
526 mat[13] = 0.0f;
|
nuclear@4
|
527
|
nuclear@4
|
528 mat[2] = 2.0 * quat[2] * quat[0] + 2.0 * quat[3] * quat[1];
|
nuclear@4
|
529 mat[6] = 2.0 * quat[1] * quat[2] - 2.0 * quat[3] * quat[0];
|
nuclear@4
|
530 mat[10] = 1.0 - 2.0 * quat[0]*quat[0] - 2.0 * quat[1]*quat[1];
|
nuclear@4
|
531 mat[14] = 0.0f;
|
nuclear@4
|
532
|
nuclear@4
|
533 mat[3] = mat[7] = mat[11] = 0.0f;
|
nuclear@4
|
534 mat[15] = 1.0f;
|
nuclear@4
|
535 }
|
nuclear@4
|
536
|
nuclear@5
|
537 /* generate a chessboard texture with tiles colored (r0, g0, b0) and (r1, g1, b1) */
|
nuclear@4
|
538 unsigned int gen_chess_tex(float r0, float g0, float b0, float r1, float g1, float b1)
|
nuclear@4
|
539 {
|
nuclear@4
|
540 int i, j;
|
nuclear@4
|
541 unsigned int tex;
|
nuclear@4
|
542 unsigned char img[8 * 8 * 3];
|
nuclear@4
|
543 unsigned char *pix = img;
|
nuclear@4
|
544
|
nuclear@4
|
545 for(i=0; i<8; i++) {
|
nuclear@4
|
546 for(j=0; j<8; j++) {
|
nuclear@4
|
547 int black = (i & 1) == (j & 1);
|
nuclear@4
|
548 pix[0] = (black ? r0 : r1) * 255;
|
nuclear@4
|
549 pix[1] = (black ? g0 : g1) * 255;
|
nuclear@4
|
550 pix[2] = (black ? b0 : b1) * 255;
|
nuclear@4
|
551 pix += 3;
|
nuclear@4
|
552 }
|
nuclear@4
|
553 }
|
nuclear@4
|
554
|
nuclear@4
|
555 glGenTextures(1, &tex);
|
nuclear@4
|
556 glBindTexture(GL_TEXTURE_2D, tex);
|
nuclear@4
|
557 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
nuclear@4
|
558 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
nuclear@4
|
559 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 8, 8, 0, GL_RGB, GL_UNSIGNED_BYTE, img);
|
nuclear@4
|
560
|
nuclear@4
|
561 return tex;
|
nuclear@8
|
562 }
|