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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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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6 * Author: John Tsiombikas <nuclear@member.fsf.org>
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7 * This code is in the public domain. Do whatever you like with it.
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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@2
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17 #endif
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nuclear@2
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18 #ifdef __APPLE__
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nuclear@2
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19 #define OVR_OS_MAC
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nuclear@2
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20 #endif
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nuclear@2
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21
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nuclear@0
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22 #include <OVR_CAPI.h>
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nuclear@0
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23 #include <OVR_CAPI_GL.h>
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nuclear@0
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24
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nuclear@2
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25 int init(void);
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nuclear@2
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26 void cleanup(void);
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nuclear@4
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27 void toggle_hmd_fullscreen(void);
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28 void display(void);
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nuclear@2
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29 void draw_scene(void);
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nuclear@2
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30 void draw_box(float xsz, float ysz, float zsz, float norm_sign);
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nuclear@0
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31 void update_rtarg(int width, int height);
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nuclear@0
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32 int handle_event(SDL_Event *ev);
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nuclear@0
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33 int key_event(int key, int state);
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nuclear@0
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34 void reshape(int x, int y);
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nuclear@0
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35 unsigned int next_pow2(unsigned int x);
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nuclear@4
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36 void quat_to_matrix(const float *quat, float *mat);
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37 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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38
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39 /* forward declaration to avoid including non-public headers of libovr */
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nuclear@0
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40 OVR_EXPORT void ovrhmd_EnableHSWDisplaySDKRender(ovrHmd hmd, ovrBool enable);
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41
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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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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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53 static ovrGLTexture fb_ovr_tex[2];
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54
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55 static unsigned int chess_tex;
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56
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57
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58 int main(int argc, char **argv)
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nuclear@0
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59 {
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nuclear@0
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60 if(init() == -1) {
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nuclear@0
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61 return 1;
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nuclear@0
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62 }
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nuclear@0
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63
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nuclear@0
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64 for(;;) {
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nuclear@0
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65 SDL_Event ev;
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nuclear@0
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66 while(SDL_PollEvent(&ev)) {
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67 if(handle_event(&ev) == -1) {
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68 goto done;
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69 }
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nuclear@0
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70 }
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71 display();
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72 }
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73
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74 done:
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75 cleanup();
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76 return 0;
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nuclear@0
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77 }
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nuclear@0
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78
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nuclear@0
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79
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nuclear@2
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80 int init(void)
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nuclear@0
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81 {
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82 int i, x, y;
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nuclear@0
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83 unsigned int flags, dcaps;
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nuclear@0
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84 union ovrGLConfig glcfg;
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85
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86 /* libovr must be initialized before we create the OpenGL context */
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87 ovr_Initialize();
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88
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89 SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER);
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90
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91 x = y = SDL_WINDOWPOS_UNDEFINED;
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92 flags = SDL_WINDOW_OPENGL;
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93 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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94 fprintf(stderr, "failed to create window\n");
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nuclear@0
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95 return -1;
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nuclear@0
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96 }
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nuclear@0
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97 if(!(ctx = SDL_GL_CreateContext(win))) {
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nuclear@0
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98 fprintf(stderr, "failed to create OpenGL context\n");
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nuclear@0
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99 return -1;
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nuclear@0
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100 }
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nuclear@0
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101
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nuclear@0
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102 glewInit();
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103
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104 if(!(hmd = ovrHmd_Create(0))) {
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105 fprintf(stderr, "failed to open Oculus HMD, falling back to virtual debug HMD\n");
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106 if(!(hmd = ovrHmd_CreateDebug(ovrHmd_DK2))) {
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nuclear@0
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107 fprintf(stderr, "failed to create virtual debug HMD\n");
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nuclear@0
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108 return -1;
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nuclear@0
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109 }
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nuclear@0
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110 }
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nuclear@0
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111 printf("initialized HMD: %s - %s\n", hmd->Manufacturer, hmd->ProductName);
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112
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113 /* resize our window to match the HMD resolution */
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114 SDL_SetWindowSize(win, hmd->Resolution.w, hmd->Resolution.h);
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115 SDL_SetWindowPosition(win, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED);
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116 win_width = hmd->Resolution.w;
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117 win_height = hmd->Resolution.h;
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118
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119 /* enable position and rotation tracking (and anything else they might add in the future) */
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120 ovrHmd_ConfigureTracking(hmd, 0xffffffff, 0);
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121 /* retrieve the optimal render target resolution for each eye */
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122 eyeres[0] = ovrHmd_GetFovTextureSize(hmd, ovrEye_Left, hmd->DefaultEyeFov[0], 1.0);
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nuclear@0
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123 eyeres[1] = ovrHmd_GetFovTextureSize(hmd, ovrEye_Right, hmd->DefaultEyeFov[1], 1.0);
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nuclear@0
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124
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125 /* and create a single render target texture to encompass both eyes */
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126 fb_width = eyeres[0].w + eyeres[1].w;
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127 fb_height = eyeres[0].h > eyeres[1].h ? eyeres[0].h : eyeres[1].h;
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128 update_rtarg(fb_width, fb_height);
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129
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130 /* fill in the ovrGLTexture structures that describe our render target texture */
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131 for(i=0; i<2; i++) {
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132 fb_ovr_tex[i].OGL.Header.API = ovrRenderAPI_OpenGL;
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133 fb_ovr_tex[i].OGL.Header.TextureSize.w = fb_tex_width;
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134 fb_ovr_tex[i].OGL.Header.TextureSize.h = fb_tex_height;
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135 /* this next field is the only one that differs between the two eyes */
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136 fb_ovr_tex[i].OGL.Header.RenderViewport.Pos.x = i == 0 ? 0 : fb_width / 2.0;
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137 fb_ovr_tex[i].OGL.Header.RenderViewport.Pos.y = fb_tex_height - fb_height;
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138 fb_ovr_tex[i].OGL.Header.RenderViewport.Size.w = fb_width / 2.0;
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139 fb_ovr_tex[i].OGL.Header.RenderViewport.Size.h = fb_height;
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140 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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141 }
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nuclear@2
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142
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143 /* fill in the ovrGLConfig structure needed by the SDK to draw our stereo pair
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144 * to the actual HMD display (SDK-distortion mode)
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145 */
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146 memset(&glcfg, 0, sizeof glcfg);
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147 glcfg.OGL.Header.API = ovrRenderAPI_OpenGL;
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nuclear@0
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148 glcfg.OGL.Header.RTSize = hmd->Resolution;
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nuclear@0
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149 glcfg.OGL.Header.Multisample = 1;
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nuclear@0
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150
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nuclear@0
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151 if(hmd->HmdCaps & ovrHmdCap_ExtendDesktop) {
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152 printf("running in \"extended desktop\" mode\n");
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153 } else {
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154 /* to sucessfully draw to the HMD display in "direct-hmd" mode, we have to
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155 * call ovrHmd_AttachToWindow
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156 * XXX: this doesn't work properly yet due to bugs in the oculus 0.4.1 sdk/driver
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157 */
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nuclear@2
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158 #ifdef WIN32
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nuclear@7
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159 HWND sys_win = GetActiveWindow();
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nuclear@2
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160 glcfg.OGL.Window = sys_win;
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nuclear@2
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161 glcfg.OGL.DC = wglGetCurrentDC();
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nuclear@2
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162 ovrHmd_AttachToWindow(hmd, sys_win, 0, 0);
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nuclear@2
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163 #endif
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nuclear@0
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164 printf("running in \"direct-hmd\" mode\n");
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165 }
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166
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167 /* enable low-persistence display and dynamic prediction for lattency compensation */
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168 ovrHmd_SetEnabledCaps(hmd, ovrHmdCap_LowPersistence | ovrHmdCap_DynamicPrediction);
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169
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170 /* configure SDK-rendering and enable chromatic abberation correction, vignetting, and
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171 * timewrap, which shifts the image before drawing to counter any lattency between the call
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nuclear@5
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172 * to ovrHmd_GetEyePose and ovrHmd_EndFrame.
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173 */
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174 dcaps = ovrDistortionCap_Chromatic | ovrDistortionCap_Vignette | ovrDistortionCap_TimeWarp |
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nuclear@7
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175 ovrDistortionCap_Overdrive;
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nuclear@0
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176 if(!ovrHmd_ConfigureRendering(hmd, &glcfg.Config, dcaps, hmd->DefaultEyeFov, eye_rdesc)) {
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177 fprintf(stderr, "failed to configure distortion renderer\n");
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nuclear@0
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178 }
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nuclear@0
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179
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180 /* disable the retarded "health and safety warning" */
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nuclear@3
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181 ovrhmd_EnableHSWDisplaySDKRender(hmd, 0);
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nuclear@0
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182
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nuclear@0
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183 glEnable(GL_DEPTH_TEST);
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nuclear@0
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184 glEnable(GL_CULL_FACE);
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nuclear@0
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185 glEnable(GL_LIGHTING);
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nuclear@0
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186 glEnable(GL_LIGHT0);
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nuclear@4
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187 glEnable(GL_LIGHT1);
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nuclear@4
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188 glEnable(GL_NORMALIZE);
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nuclear@0
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189
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nuclear@4
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190 glClearColor(0.1, 0.1, 0.1, 1);
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nuclear@0
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191
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nuclear@4
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192 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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193 return 0;
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nuclear@0
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194 }
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nuclear@0
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195
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nuclear@2
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196 void cleanup(void)
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nuclear@0
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197 {
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nuclear@0
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198 if(hmd) {
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nuclear@0
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199 ovrHmd_Destroy(hmd);
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nuclear@0
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200 }
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nuclear@0
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201 ovr_Shutdown();
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nuclear@0
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202
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nuclear@0
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203 SDL_Quit();
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nuclear@0
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204 }
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nuclear@0
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205
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nuclear@4
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206 void toggle_hmd_fullscreen(void)
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nuclear@4
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207 {
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nuclear@4
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208 static int fullscr, prev_x, prev_y;
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nuclear@4
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209 fullscr = !fullscr;
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nuclear@4
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210
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nuclear@4
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211 if(fullscr) {
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nuclear@5
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212 /* going fullscreen on the rift. save current window position, and move it
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nuclear@5
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213 * to the rift's part of the desktop before going fullscreen
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nuclear@5
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214 */
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nuclear@4
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215 SDL_GetWindowPosition(win, &prev_x, &prev_y);
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nuclear@4
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216 SDL_SetWindowPosition(win, hmd->WindowsPos.x, hmd->WindowsPos.y);
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nuclear@4
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217 SDL_SetWindowFullscreen(win, SDL_WINDOW_FULLSCREEN_DESKTOP);
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nuclear@4
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218 } else {
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nuclear@5
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219 /* return to windowed mode and move the window back to its original position */
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nuclear@4
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220 SDL_SetWindowFullscreen(win, 0);
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nuclear@4
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221 SDL_SetWindowPosition(win, prev_x, prev_y);
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nuclear@4
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222 }
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nuclear@4
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223 }
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nuclear@4
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224
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nuclear@2
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225 void display(void)
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nuclear@0
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226 {
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nuclear@2
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227 int i;
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nuclear@2
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228 ovrMatrix4f proj;
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nuclear@2
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229 ovrPosef pose[2];
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nuclear@4
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230 float rot_mat[16];
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nuclear@2
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231
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nuclear@4
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232 /* the drawing starts with a call to ovrHmd_BeginFrame */
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nuclear@2
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233 ovrHmd_BeginFrame(hmd, 0);
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nuclear@2
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234
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nuclear@4
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235 /* start drawing onto our texture render target */
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nuclear@2
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236 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
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nuclear@0
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237 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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nuclear@0
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238
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nuclear@2
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239 /* for each eye ... */
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nuclear@2
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240 for(i=0; i<2; i++) {
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nuclear@7
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241 ovrEyeType eye = hmd->EyeRenderOrder[i];
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nuclear@2
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242
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nuclear@4
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243 /* -- viewport transformation --
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nuclear@4
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244 * 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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245 * 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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246 * 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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247 */
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nuclear@7
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248 glViewport(eye == ovrEye_Left ? 0 : fb_width / 2, 0, fb_width / 2, fb_height);
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nuclear@2
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249
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nuclear@4
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250 /* -- projection transformation --
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nuclear@4
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251 * 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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252 * 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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253 * use glLoadTransposeMatrixf instead of glLoadMatrixf to load it.
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nuclear@4
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254 */
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nuclear@2
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255 proj = ovrMatrix4f_Projection(hmd->DefaultEyeFov[eye], 0.5, 500.0, 1);
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nuclear@2
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256 glMatrixMode(GL_PROJECTION);
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nuclear@4
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257 glLoadTransposeMatrixf(proj.M[0]);
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nuclear@2
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258
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nuclear@4
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259 /* -- view/camera transformation --
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nuclear@4
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260 * we need to construct a view matrix by combining all the information provided by the oculus
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nuclear@4
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261 * SDK, about the position and orientation of the user's head in the world.
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nuclear@4
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262 */
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nuclear@2
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263 pose[eye] = ovrHmd_GetEyePose(hmd, eye);
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nuclear@2
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264 glMatrixMode(GL_MODELVIEW);
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nuclear@4
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265 glLoadIdentity();
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nuclear@4
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266 glTranslatef(eye_rdesc[eye].ViewAdjust.x, eye_rdesc[eye].ViewAdjust.y, eye_rdesc[eye].ViewAdjust.z);
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nuclear@4
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267 /* retrieve the orientation quaternion and convert it to a rotation matrix */
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nuclear@4
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268 quat_to_matrix(&pose[eye].Orientation.x, rot_mat);
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nuclear@4
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269 glMultMatrixf(rot_mat);
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nuclear@4
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270 /* translate the view matrix with the positional tracking */
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nuclear@4
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271 glTranslatef(-pose[eye].Position.x, -pose[eye].Position.y, -pose[eye].Position.z);
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nuclear@4
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272 /* move the camera to the eye level of the user */
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nuclear@4
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273 glTranslatef(0, -ovrHmd_GetFloat(hmd, OVR_KEY_EYE_HEIGHT, 1.65), 0);
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nuclear@2
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274
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nuclear@4
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275 /* finally draw the scene for this eye */
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nuclear@2
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276 draw_scene();
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nuclear@2
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277 }
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nuclear@2
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278
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nuclear@4
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279 /* after drawing both eyes into the texture render target, revert to drawing directly to the
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nuclear@4
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280 * display, and we call ovrHmd_EndFrame, to let the Oculus SDK draw both images properly
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nuclear@4
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281 * compensated for lens distortion and chromatic abberation onto the HMD screen.
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nuclear@4
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282 */
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nuclear@2
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283 glBindFramebuffer(GL_FRAMEBUFFER, 0);
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nuclear@2
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284 glViewport(0, 0, win_width, win_height);
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nuclear@2
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285
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nuclear@2
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286 ovrHmd_EndFrame(hmd, pose, &fb_ovr_tex[0].Texture);
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nuclear@2
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287
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nuclear@2
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288 assert(glGetError() == GL_NO_ERROR);
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nuclear@2
|
289 }
|
nuclear@2
|
290
|
nuclear@2
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291 void draw_scene(void)
|
nuclear@2
|
292 {
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nuclear@2
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293 int i;
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nuclear@4
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294 float grey[] = {0.8, 0.8, 0.8, 1};
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nuclear@4
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295 float col[] = {0, 0, 0, 1};
|
nuclear@4
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296 float lpos[][4] = {
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nuclear@4
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297 {-8, 2, 10, 1},
|
nuclear@4
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298 {0, 15, 0, 1}
|
nuclear@4
|
299 };
|
nuclear@4
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300 float lcol[][4] = {
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nuclear@4
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301 {0.8, 0.8, 0.8, 1},
|
nuclear@4
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302 {0.4, 0.3, 0.3, 1}
|
nuclear@4
|
303 };
|
nuclear@4
|
304
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nuclear@4
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305 for(i=0; i<2; i++) {
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nuclear@4
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306 glLightfv(GL_LIGHT0 + i, GL_POSITION, lpos[i]);
|
nuclear@4
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307 glLightfv(GL_LIGHT0 + i, GL_DIFFUSE, lcol[i]);
|
nuclear@4
|
308 }
|
nuclear@4
|
309
|
nuclear@4
|
310 glMatrixMode(GL_MODELVIEW);
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nuclear@2
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311
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nuclear@3
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312 glPushMatrix();
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nuclear@4
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313 glTranslatef(0, 10, 0);
|
nuclear@4
|
314 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, grey);
|
nuclear@4
|
315 glBindTexture(GL_TEXTURE_2D, chess_tex);
|
nuclear@4
|
316 glEnable(GL_TEXTURE_2D);
|
nuclear@4
|
317 draw_box(30, 20, 30, -1.0);
|
nuclear@4
|
318 glDisable(GL_TEXTURE_2D);
|
nuclear@3
|
319 glPopMatrix();
|
nuclear@3
|
320
|
nuclear@4
|
321 for(i=0; i<4; i++) {
|
nuclear@4
|
322 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, grey);
|
nuclear@4
|
323 glPushMatrix();
|
nuclear@4
|
324 glTranslatef(i & 1 ? 5 : -5, 1, i & 2 ? -5 : 5);
|
nuclear@4
|
325 draw_box(0.5, 2, 0.5, 1.0);
|
nuclear@4
|
326 glPopMatrix();
|
nuclear@2
|
327
|
nuclear@4
|
328 col[0] = i & 1 ? 1.0 : 0.3;
|
nuclear@4
|
329 col[1] = i == 0 ? 1.0 : 0.3;
|
nuclear@4
|
330 col[2] = i & 2 ? 1.0 : 0.3;
|
nuclear@4
|
331 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, col);
|
nuclear@4
|
332
|
nuclear@2
|
333 glPushMatrix();
|
nuclear@2
|
334 if(i & 1) {
|
nuclear@4
|
335 glTranslatef(0, 0.25, i & 2 ? 2 : -2);
|
nuclear@2
|
336 } else {
|
nuclear@4
|
337 glTranslatef(i & 2 ? 2 : -2, 0.25, 0);
|
nuclear@2
|
338 }
|
nuclear@4
|
339 draw_box(0.5, 0.5, 0.5, 1.0);
|
nuclear@2
|
340 glPopMatrix();
|
nuclear@2
|
341 }
|
nuclear@12
|
342
|
nuclear@12
|
343 col[0] = 1;
|
nuclear@12
|
344 col[1] = 1;
|
nuclear@12
|
345 col[2] = 0.4;
|
nuclear@12
|
346 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, col);
|
nuclear@12
|
347 draw_box(0.05, 1.2, 6, 1.0);
|
nuclear@12
|
348 draw_box(6, 1.2, 0.05, 1.0);
|
nuclear@2
|
349 }
|
nuclear@2
|
350
|
nuclear@2
|
351 void draw_box(float xsz, float ysz, float zsz, float norm_sign)
|
nuclear@2
|
352 {
|
nuclear@2
|
353 glMatrixMode(GL_MODELVIEW);
|
nuclear@12
|
354 glPushMatrix();
|
nuclear@2
|
355 glScalef(xsz * 0.5, ysz * 0.5, zsz * 0.5);
|
nuclear@2
|
356
|
nuclear@2
|
357 if(norm_sign < 0.0) {
|
nuclear@2
|
358 glFrontFace(GL_CW);
|
nuclear@2
|
359 }
|
nuclear@2
|
360
|
nuclear@2
|
361 glBegin(GL_QUADS);
|
nuclear@2
|
362 glNormal3f(0, 0, 1 * norm_sign);
|
nuclear@2
|
363 glTexCoord2f(0, 0); glVertex3f(-1, -1, 1);
|
nuclear@2
|
364 glTexCoord2f(1, 0); glVertex3f(1, -1, 1);
|
nuclear@2
|
365 glTexCoord2f(1, 1); glVertex3f(1, 1, 1);
|
nuclear@2
|
366 glTexCoord2f(0, 1); glVertex3f(-1, 1, 1);
|
nuclear@2
|
367 glNormal3f(1 * norm_sign, 0, 0);
|
nuclear@2
|
368 glTexCoord2f(0, 0); glVertex3f(1, -1, 1);
|
nuclear@2
|
369 glTexCoord2f(1, 0); glVertex3f(1, -1, -1);
|
nuclear@2
|
370 glTexCoord2f(1, 1); glVertex3f(1, 1, -1);
|
nuclear@2
|
371 glTexCoord2f(0, 1); glVertex3f(1, 1, 1);
|
nuclear@2
|
372 glNormal3f(0, 0, -1 * norm_sign);
|
nuclear@2
|
373 glTexCoord2f(0, 0); glVertex3f(1, -1, -1);
|
nuclear@2
|
374 glTexCoord2f(1, 0); glVertex3f(-1, -1, -1);
|
nuclear@2
|
375 glTexCoord2f(1, 1); glVertex3f(-1, 1, -1);
|
nuclear@2
|
376 glTexCoord2f(0, 1); glVertex3f(1, 1, -1);
|
nuclear@2
|
377 glNormal3f(-1 * norm_sign, 0, 0);
|
nuclear@2
|
378 glTexCoord2f(0, 0); glVertex3f(-1, -1, -1);
|
nuclear@2
|
379 glTexCoord2f(1, 0); glVertex3f(-1, -1, 1);
|
nuclear@2
|
380 glTexCoord2f(1, 1); glVertex3f(-1, 1, 1);
|
nuclear@2
|
381 glTexCoord2f(0, 1); glVertex3f(-1, 1, -1);
|
nuclear@4
|
382 glEnd();
|
nuclear@4
|
383 glBegin(GL_TRIANGLE_FAN);
|
nuclear@2
|
384 glNormal3f(0, 1 * norm_sign, 0);
|
nuclear@4
|
385 glTexCoord2f(0.5, 0.5); glVertex3f(0, 1, 0);
|
nuclear@2
|
386 glTexCoord2f(0, 0); glVertex3f(-1, 1, 1);
|
nuclear@2
|
387 glTexCoord2f(1, 0); glVertex3f(1, 1, 1);
|
nuclear@2
|
388 glTexCoord2f(1, 1); glVertex3f(1, 1, -1);
|
nuclear@2
|
389 glTexCoord2f(0, 1); glVertex3f(-1, 1, -1);
|
nuclear@4
|
390 glTexCoord2f(0, 0); glVertex3f(-1, 1, 1);
|
nuclear@4
|
391 glEnd();
|
nuclear@4
|
392 glBegin(GL_TRIANGLE_FAN);
|
nuclear@2
|
393 glNormal3f(0, -1 * norm_sign, 0);
|
nuclear@4
|
394 glTexCoord2f(0.5, 0.5); glVertex3f(0, -1, 0);
|
nuclear@2
|
395 glTexCoord2f(0, 0); glVertex3f(-1, -1, -1);
|
nuclear@2
|
396 glTexCoord2f(1, 0); glVertex3f(1, -1, -1);
|
nuclear@2
|
397 glTexCoord2f(1, 1); glVertex3f(1, -1, 1);
|
nuclear@2
|
398 glTexCoord2f(0, 1); glVertex3f(-1, -1, 1);
|
nuclear@4
|
399 glTexCoord2f(0, 0); glVertex3f(-1, -1, -1);
|
nuclear@2
|
400 glEnd();
|
nuclear@2
|
401
|
nuclear@2
|
402 glFrontFace(GL_CCW);
|
nuclear@12
|
403 glPopMatrix();
|
nuclear@0
|
404 }
|
nuclear@0
|
405
|
nuclear@5
|
406 /* update_rtarg creates (and/or resizes) the render target used to draw the two stero views */
|
nuclear@0
|
407 void update_rtarg(int width, int height)
|
nuclear@0
|
408 {
|
nuclear@0
|
409 if(!fbo) {
|
nuclear@5
|
410 /* if fbo does not exist, then nothing does... create every opengl object */
|
nuclear@0
|
411 glGenFramebuffers(1, &fbo);
|
nuclear@0
|
412 glGenTextures(1, &fb_tex);
|
nuclear@0
|
413 glGenRenderbuffers(1, &fb_depth);
|
nuclear@0
|
414
|
nuclear@0
|
415 glBindTexture(GL_TEXTURE_2D, fb_tex);
|
nuclear@0
|
416 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
nuclear@0
|
417 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
nuclear@0
|
418 }
|
nuclear@0
|
419
|
nuclear@0
|
420 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
|
nuclear@0
|
421
|
nuclear@5
|
422 /* calculate the next power of two in both dimensions and use that as a texture size */
|
nuclear@0
|
423 fb_tex_width = next_pow2(width);
|
nuclear@0
|
424 fb_tex_height = next_pow2(height);
|
nuclear@0
|
425
|
nuclear@5
|
426 /* create and attach the texture that will be used as a color buffer */
|
nuclear@0
|
427 glBindTexture(GL_TEXTURE_2D, fb_tex);
|
nuclear@0
|
428 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, fb_tex_width, fb_tex_height, 0,
|
nuclear@0
|
429 GL_RGBA, GL_UNSIGNED_BYTE, 0);
|
nuclear@0
|
430 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, fb_tex, 0);
|
nuclear@0
|
431
|
nuclear@5
|
432 /* create and attach the renderbuffer that will serve as our z-buffer */
|
nuclear@0
|
433 glBindRenderbuffer(GL_RENDERBUFFER, fb_depth);
|
nuclear@0
|
434 glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, fb_tex_width, fb_tex_height);
|
nuclear@0
|
435 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, fb_depth);
|
nuclear@0
|
436
|
nuclear@0
|
437 if(glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
|
nuclear@0
|
438 fprintf(stderr, "incomplete framebuffer!\n");
|
nuclear@0
|
439 }
|
nuclear@0
|
440
|
nuclear@0
|
441 glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
nuclear@0
|
442 printf("created render target: %dx%d (texture size: %dx%d)\n", width, height, fb_tex_width, fb_tex_height);
|
nuclear@0
|
443 }
|
nuclear@0
|
444
|
nuclear@0
|
445 int handle_event(SDL_Event *ev)
|
nuclear@0
|
446 {
|
nuclear@0
|
447 switch(ev->type) {
|
nuclear@4
|
448 case SDL_QUIT:
|
nuclear@4
|
449 return -1;
|
nuclear@4
|
450
|
nuclear@0
|
451 case SDL_KEYDOWN:
|
nuclear@0
|
452 case SDL_KEYUP:
|
nuclear@0
|
453 if(key_event(ev->key.keysym.sym, ev->key.state == SDL_PRESSED) == -1) {
|
nuclear@0
|
454 return -1;
|
nuclear@0
|
455 }
|
nuclear@0
|
456 break;
|
nuclear@0
|
457
|
nuclear@0
|
458 default:
|
nuclear@0
|
459 break;
|
nuclear@0
|
460 }
|
nuclear@0
|
461
|
nuclear@0
|
462 return 0;
|
nuclear@0
|
463 }
|
nuclear@0
|
464
|
nuclear@0
|
465 int key_event(int key, int state)
|
nuclear@0
|
466 {
|
nuclear@0
|
467 if(state) {
|
nuclear@5
|
468 /*
|
nuclear@4
|
469 ovrHSWDisplayState hsw;
|
nuclear@4
|
470 ovrHmd_GetHSWDisplayState(hmd, &hsw);
|
nuclear@4
|
471 if(hsw.Displayed) {
|
nuclear@4
|
472 ovrHmd_DismissHSWDisplay(hmd);
|
nuclear@4
|
473 }
|
nuclear@5
|
474 */
|
nuclear@4
|
475
|
nuclear@0
|
476 switch(key) {
|
nuclear@0
|
477 case 27:
|
nuclear@0
|
478 return -1;
|
nuclear@0
|
479
|
nuclear@4
|
480 case ' ':
|
nuclear@4
|
481 /* allow the user to recenter by pressing space */
|
nuclear@4
|
482 ovrHmd_RecenterPose(hmd);
|
nuclear@4
|
483 break;
|
nuclear@4
|
484
|
nuclear@4
|
485 case 'f':
|
nuclear@4
|
486 /* press f to move the window to the HMD */
|
nuclear@4
|
487 toggle_hmd_fullscreen();
|
nuclear@4
|
488 break;
|
nuclear@4
|
489
|
nuclear@0
|
490 default:
|
nuclear@0
|
491 break;
|
nuclear@0
|
492 }
|
nuclear@0
|
493 }
|
nuclear@0
|
494 return 0;
|
nuclear@0
|
495 }
|
nuclear@4
|
496
|
nuclear@4
|
497 unsigned int next_pow2(unsigned int x)
|
nuclear@4
|
498 {
|
nuclear@4
|
499 x -= 1;
|
nuclear@4
|
500 x |= x >> 1;
|
nuclear@4
|
501 x |= x >> 2;
|
nuclear@4
|
502 x |= x >> 4;
|
nuclear@4
|
503 x |= x >> 8;
|
nuclear@4
|
504 x |= x >> 16;
|
nuclear@4
|
505 return x + 1;
|
nuclear@4
|
506 }
|
nuclear@4
|
507
|
nuclear@5
|
508 /* convert a quaternion to a rotation matrix */
|
nuclear@4
|
509 void quat_to_matrix(const float *quat, float *mat)
|
nuclear@4
|
510 {
|
nuclear@4
|
511 mat[0] = 1.0 - 2.0 * quat[1] * quat[1] - 2.0 * quat[2] * quat[2];
|
nuclear@4
|
512 mat[4] = 2.0 * quat[0] * quat[1] + 2.0 * quat[3] * quat[2];
|
nuclear@4
|
513 mat[8] = 2.0 * quat[2] * quat[0] - 2.0 * quat[3] * quat[1];
|
nuclear@4
|
514 mat[12] = 0.0f;
|
nuclear@4
|
515
|
nuclear@4
|
516 mat[1] = 2.0 * quat[0] * quat[1] - 2.0 * quat[3] * quat[2];
|
nuclear@4
|
517 mat[5] = 1.0 - 2.0 * quat[0]*quat[0] - 2.0 * quat[2]*quat[2];
|
nuclear@4
|
518 mat[9] = 2.0 * quat[1] * quat[2] + 2.0 * quat[3] * quat[0];
|
nuclear@4
|
519 mat[13] = 0.0f;
|
nuclear@4
|
520
|
nuclear@4
|
521 mat[2] = 2.0 * quat[2] * quat[0] + 2.0 * quat[3] * quat[1];
|
nuclear@4
|
522 mat[6] = 2.0 * quat[1] * quat[2] - 2.0 * quat[3] * quat[0];
|
nuclear@4
|
523 mat[10] = 1.0 - 2.0 * quat[0]*quat[0] - 2.0 * quat[1]*quat[1];
|
nuclear@4
|
524 mat[14] = 0.0f;
|
nuclear@4
|
525
|
nuclear@4
|
526 mat[3] = mat[7] = mat[11] = 0.0f;
|
nuclear@4
|
527 mat[15] = 1.0f;
|
nuclear@4
|
528 }
|
nuclear@4
|
529
|
nuclear@5
|
530 /* generate a chessboard texture with tiles colored (r0, g0, b0) and (r1, g1, b1) */
|
nuclear@4
|
531 unsigned int gen_chess_tex(float r0, float g0, float b0, float r1, float g1, float b1)
|
nuclear@4
|
532 {
|
nuclear@4
|
533 int i, j;
|
nuclear@4
|
534 unsigned int tex;
|
nuclear@4
|
535 unsigned char img[8 * 8 * 3];
|
nuclear@4
|
536 unsigned char *pix = img;
|
nuclear@4
|
537
|
nuclear@4
|
538 for(i=0; i<8; i++) {
|
nuclear@4
|
539 for(j=0; j<8; j++) {
|
nuclear@4
|
540 int black = (i & 1) == (j & 1);
|
nuclear@4
|
541 pix[0] = (black ? r0 : r1) * 255;
|
nuclear@4
|
542 pix[1] = (black ? g0 : g1) * 255;
|
nuclear@4
|
543 pix[2] = (black ? b0 : b1) * 255;
|
nuclear@4
|
544 pix += 3;
|
nuclear@4
|
545 }
|
nuclear@4
|
546 }
|
nuclear@4
|
547
|
nuclear@4
|
548 glGenTextures(1, &tex);
|
nuclear@4
|
549 glBindTexture(GL_TEXTURE_2D, tex);
|
nuclear@4
|
550 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
nuclear@4
|
551 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
nuclear@4
|
552 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 8, 8, 0, GL_RGB, GL_UNSIGNED_BYTE, img);
|
nuclear@4
|
553
|
nuclear@4
|
554 return tex;
|
nuclear@2
|
555 } |