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nuclear@0
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1 #include <stdio.h>
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nuclear@0
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2 #include <stdlib.h>
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nuclear@2
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3 #include <assert.h>
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nuclear@0
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4 #include <SDL2/SDL.h>
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nuclear@0
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5 #include <GL/glew.h>
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nuclear@0
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6
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nuclear@2
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7 #ifdef WIN32
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nuclear@2
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8 #define OVR_OS_WIN32
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nuclear@10
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9 #elif defined(__APPLE__)
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nuclear@2
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10 #define OVR_OS_MAC
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nuclear@10
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11 #else
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nuclear@10
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12 #define OVR_OS_LINUX
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nuclear@14
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13 #include <X11/Xlib.h>
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nuclear@14
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14 #include <GL/glx.h>
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nuclear@2
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15 #endif
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nuclear@2
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16
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nuclear@0
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17 #include <OVR_CAPI.h>
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nuclear@0
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18 #include <OVR_CAPI_GL.h>
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nuclear@21
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19 #include "projectile.h"
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nuclear@21
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20
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nuclear@21
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21 #define GUN_Y 1.5
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nuclear@0
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22
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nuclear@2
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23 int init(void);
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nuclear@21
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24 int init_rift(void);
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nuclear@2
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25 void cleanup(void);
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nuclear@4
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26 void toggle_hmd_fullscreen(void);
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nuclear@2
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27 void display(void);
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nuclear@21
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28 void display_rift(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
|
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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nuclear@4
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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@21
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38 int parse_args(int argc, char **argv);
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nuclear@0
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39
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nuclear@4
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40 /* forward declaration to avoid including non-public headers of libovr */
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nuclear@0
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41 OVR_EXPORT void ovrhmd_EnableHSWDisplaySDKRender(ovrHmd hmd, ovrBool enable);
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nuclear@0
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42
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nuclear@0
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43 static SDL_Window *win;
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nuclear@0
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44 static SDL_GLContext ctx;
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nuclear@2
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45 static int win_width, win_height;
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nuclear@0
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46
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nuclear@0
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47 static unsigned int fbo, fb_tex, fb_depth;
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nuclear@0
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48 static int fb_width, fb_height;
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nuclear@0
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49 static int fb_tex_width, fb_tex_height;
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nuclear@0
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50
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nuclear@21
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51 static int use_rift = 1;
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nuclear@0
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52 static ovrHmd hmd;
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nuclear@0
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53 static ovrSizei eyeres[2];
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nuclear@2
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54 static ovrEyeRenderDesc eye_rdesc[2];
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nuclear@2
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55 static ovrGLTexture fb_ovr_tex[2];
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nuclear@15
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56 static union ovrGLConfig glcfg;
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nuclear@15
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57 static unsigned int distort_caps;
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nuclear@15
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58 static unsigned int hmd_caps;
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nuclear@0
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59
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nuclear@4
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60 static unsigned int chess_tex;
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nuclear@0
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61
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nuclear@21
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62 static float cam_theta, cam_phi;
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nuclear@21
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63
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nuclear@4
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64
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nuclear@4
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65 int main(int argc, char **argv)
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nuclear@0
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66 {
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nuclear@23
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67 unsigned int msec, prev_frame_msec = 0;
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nuclear@21
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68
|
nuclear@21
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69 if(parse_args(argc, argv) == -1) {
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nuclear@21
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70 return 1;
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nuclear@21
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71 }
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nuclear@0
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72 if(init() == -1) {
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nuclear@0
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73 return 1;
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nuclear@0
|
74 }
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nuclear@0
|
75
|
nuclear@0
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76 for(;;) {
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nuclear@0
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77 SDL_Event ev;
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nuclear@0
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78 while(SDL_PollEvent(&ev)) {
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nuclear@0
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79 if(handle_event(&ev) == -1) {
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nuclear@0
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80 goto done;
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nuclear@0
|
81 }
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nuclear@0
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82 }
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nuclear@21
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83
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nuclear@21
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84 msec = SDL_GetTicks();
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nuclear@21
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85 update_shots((msec - prev_frame_msec) / 1000.0);
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nuclear@21
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86 prev_frame_msec = msec;
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nuclear@21
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87
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nuclear@21
|
88 if(use_rift) {
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nuclear@21
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89 display_rift();
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nuclear@21
|
90 } else {
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nuclear@21
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91 display();
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nuclear@21
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92 }
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nuclear@0
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93 }
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nuclear@0
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94
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nuclear@0
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95 done:
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nuclear@0
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96 cleanup();
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nuclear@0
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97 return 0;
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nuclear@0
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98 }
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nuclear@0
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99
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nuclear@0
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100
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nuclear@2
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101 int init(void)
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nuclear@0
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102 {
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nuclear@21
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103 int x, y;
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nuclear@15
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104 unsigned int flags;
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nuclear@0
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105
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nuclear@21
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106 if(use_rift) {
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nuclear@21
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107 /* libovr must be initialized before we create the OpenGL context */
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nuclear@21
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108 ovr_Initialize();
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nuclear@21
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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 SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER);
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nuclear@0
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112
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nuclear@0
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113 x = y = SDL_WINDOWPOS_UNDEFINED;
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nuclear@2
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114 flags = SDL_WINDOW_OPENGL;
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nuclear@20
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115 if(!(win = SDL_CreateWindow("press 'f' to move to the HMD", x, y, 1024, 640, flags))) {
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nuclear@0
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116 fprintf(stderr, "failed to create window\n");
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nuclear@0
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117 return -1;
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nuclear@0
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118 }
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nuclear@0
|
119 if(!(ctx = SDL_GL_CreateContext(win))) {
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nuclear@0
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120 fprintf(stderr, "failed to create OpenGL context\n");
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nuclear@0
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121 return -1;
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nuclear@0
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122 }
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nuclear@0
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123
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nuclear@0
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124 glewInit();
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nuclear@0
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125
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nuclear@21
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126 if(use_rift && init_rift() == -1) {
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nuclear@21
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127 return -1;
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nuclear@21
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128 }
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nuclear@21
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129
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nuclear@21
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130 if(init_shots() == -1) {
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nuclear@21
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131 return -1;
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nuclear@21
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132 }
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nuclear@21
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133
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nuclear@21
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134 glEnable(GL_DEPTH_TEST);
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nuclear@21
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135 glEnable(GL_CULL_FACE);
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nuclear@21
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136 glEnable(GL_LIGHTING);
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nuclear@21
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137 glEnable(GL_LIGHT0);
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nuclear@21
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138 glEnable(GL_LIGHT1);
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nuclear@21
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139 glEnable(GL_NORMALIZE);
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nuclear@21
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140
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nuclear@21
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141 glClearColor(0.1, 0.1, 0.1, 1);
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nuclear@21
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142
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nuclear@21
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143 chess_tex = gen_chess_tex(1.0, 0.7, 0.4, 0.4, 0.7, 1.0);
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nuclear@21
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144 return 0;
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nuclear@21
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145 }
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nuclear@21
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146
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nuclear@21
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147 int init_rift(void)
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nuclear@21
|
148 {
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nuclear@21
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149 int i;
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nuclear@21
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150
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nuclear@0
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151 if(!(hmd = ovrHmd_Create(0))) {
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nuclear@0
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152 fprintf(stderr, "failed to open Oculus HMD, falling back to virtual debug HMD\n");
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nuclear@2
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153 if(!(hmd = ovrHmd_CreateDebug(ovrHmd_DK2))) {
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nuclear@0
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154 fprintf(stderr, "failed to create virtual debug HMD\n");
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nuclear@0
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155 return -1;
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nuclear@0
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156 }
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nuclear@0
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157 }
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nuclear@0
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158 printf("initialized HMD: %s - %s\n", hmd->Manufacturer, hmd->ProductName);
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nuclear@0
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159
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nuclear@5
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160 /* resize our window to match the HMD resolution */
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nuclear@2
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161 SDL_SetWindowSize(win, hmd->Resolution.w, hmd->Resolution.h);
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nuclear@4
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162 SDL_SetWindowPosition(win, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED);
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nuclear@4
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163 win_width = hmd->Resolution.w;
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nuclear@4
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164 win_height = hmd->Resolution.h;
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nuclear@0
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165
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nuclear@11
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166 /* enable position and rotation tracking */
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nuclear@11
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167 ovrHmd_ConfigureTracking(hmd, ovrTrackingCap_Orientation | ovrTrackingCap_MagYawCorrection | ovrTrackingCap_Position, 0);
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nuclear@5
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168 /* retrieve the optimal render target resolution for each eye */
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nuclear@0
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169 eyeres[0] = ovrHmd_GetFovTextureSize(hmd, ovrEye_Left, hmd->DefaultEyeFov[0], 1.0);
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nuclear@0
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170 eyeres[1] = ovrHmd_GetFovTextureSize(hmd, ovrEye_Right, hmd->DefaultEyeFov[1], 1.0);
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nuclear@0
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171
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nuclear@5
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172 /* and create a single render target texture to encompass both eyes */
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nuclear@2
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173 fb_width = eyeres[0].w + eyeres[1].w;
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nuclear@0
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174 fb_height = eyeres[0].h > eyeres[1].h ? eyeres[0].h : eyeres[1].h;
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nuclear@0
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175 update_rtarg(fb_width, fb_height);
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nuclear@0
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176
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nuclear@5
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177 /* fill in the ovrGLTexture structures that describe our render target texture */
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nuclear@2
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178 for(i=0; i<2; i++) {
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nuclear@2
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179 fb_ovr_tex[i].OGL.Header.API = ovrRenderAPI_OpenGL;
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nuclear@2
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180 fb_ovr_tex[i].OGL.Header.TextureSize.w = fb_tex_width;
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nuclear@2
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181 fb_ovr_tex[i].OGL.Header.TextureSize.h = fb_tex_height;
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nuclear@5
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182 /* this next field is the only one that differs between the two eyes */
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nuclear@3
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183 fb_ovr_tex[i].OGL.Header.RenderViewport.Pos.x = i == 0 ? 0 : fb_width / 2.0;
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nuclear@15
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184 fb_ovr_tex[i].OGL.Header.RenderViewport.Pos.y = 0;
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nuclear@2
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185 fb_ovr_tex[i].OGL.Header.RenderViewport.Size.w = fb_width / 2.0;
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nuclear@2
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186 fb_ovr_tex[i].OGL.Header.RenderViewport.Size.h = fb_height;
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nuclear@5
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187 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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188 }
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nuclear@2
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189
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nuclear@5
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190 /* fill in the ovrGLConfig structure needed by the SDK to draw our stereo pair
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nuclear@5
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191 * to the actual HMD display (SDK-distortion mode)
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nuclear@5
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192 */
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nuclear@0
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193 memset(&glcfg, 0, sizeof glcfg);
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nuclear@0
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194 glcfg.OGL.Header.API = ovrRenderAPI_OpenGL;
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nuclear@20
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195 glcfg.OGL.Header.BackBufferSize.w = win_width;
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nuclear@20
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196 glcfg.OGL.Header.BackBufferSize.h = win_height;
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nuclear@0
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197 glcfg.OGL.Header.Multisample = 1;
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nuclear@0
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198
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nuclear@20
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199 #ifdef OVR_OS_WIN32
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nuclear@11
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200 glcfg.OGL.Window = GetActiveWindow();
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nuclear@11
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201 glcfg.OGL.DC = wglGetCurrentDC();
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nuclear@20
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202 #elif defined(OVR_OS_LINUX)
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nuclear@11
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203 glcfg.OGL.Disp = glXGetCurrentDisplay();
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nuclear@11
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204 #endif
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nuclear@11
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205
|
nuclear@0
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206 if(hmd->HmdCaps & ovrHmdCap_ExtendDesktop) {
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nuclear@0
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207 printf("running in \"extended desktop\" mode\n");
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nuclear@0
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208 } else {
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nuclear@5
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209 /* to sucessfully draw to the HMD display in "direct-hmd" mode, we have to
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nuclear@5
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210 * call ovrHmd_AttachToWindow
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nuclear@5
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211 * 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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212 */
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nuclear@2
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213 #ifdef WIN32
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nuclear@11
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214 ovrHmd_AttachToWindow(hmd, glcfg.OGL.Window, 0, 0);
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nuclear@20
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215 #elif defined(OVR_OS_LINUX)
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nuclear@19
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216 ovrHmd_AttachToWindow(hmd, (void*)glXGetCurrentDrawable(), 0, 0);
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nuclear@2
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217 #endif
|
nuclear@0
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218 printf("running in \"direct-hmd\" mode\n");
|
nuclear@0
|
219 }
|
nuclear@5
|
220
|
nuclear@5
|
221 /* enable low-persistence display and dynamic prediction for lattency compensation */
|
nuclear@15
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222 hmd_caps = ovrHmdCap_LowPersistence | ovrHmdCap_DynamicPrediction;
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nuclear@15
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223 ovrHmd_SetEnabledCaps(hmd, hmd_caps);
|
nuclear@0
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224
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nuclear@5
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225 /* configure SDK-rendering and enable chromatic abberation correction, vignetting, and
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nuclear@5
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226 * timewrap, which shifts the image before drawing to counter any lattency between the call
|
nuclear@5
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227 * to ovrHmd_GetEyePose and ovrHmd_EndFrame.
|
nuclear@5
|
228 */
|
nuclear@20
|
229 distort_caps = ovrDistortionCap_Chromatic | ovrDistortionCap_TimeWarp |
|
nuclear@7
|
230 ovrDistortionCap_Overdrive;
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nuclear@15
|
231 if(!ovrHmd_ConfigureRendering(hmd, &glcfg.Config, distort_caps, hmd->DefaultEyeFov, eye_rdesc)) {
|
nuclear@0
|
232 fprintf(stderr, "failed to configure distortion renderer\n");
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nuclear@0
|
233 }
|
nuclear@0
|
234
|
nuclear@5
|
235 /* disable the retarded "health and safety warning" */
|
nuclear@3
|
236 ovrhmd_EnableHSWDisplaySDKRender(hmd, 0);
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nuclear@0
|
237 return 0;
|
nuclear@0
|
238 }
|
nuclear@0
|
239
|
nuclear@2
|
240 void cleanup(void)
|
nuclear@0
|
241 {
|
nuclear@21
|
242 if(use_rift) {
|
nuclear@21
|
243 if(hmd) {
|
nuclear@21
|
244 ovrHmd_Destroy(hmd);
|
nuclear@21
|
245 }
|
nuclear@21
|
246 ovr_Shutdown();
|
nuclear@0
|
247 }
|
nuclear@0
|
248
|
nuclear@0
|
249 SDL_Quit();
|
nuclear@0
|
250 }
|
nuclear@0
|
251
|
nuclear@4
|
252 void toggle_hmd_fullscreen(void)
|
nuclear@4
|
253 {
|
nuclear@4
|
254 static int fullscr, prev_x, prev_y;
|
nuclear@4
|
255 fullscr = !fullscr;
|
nuclear@4
|
256
|
nuclear@4
|
257 if(fullscr) {
|
nuclear@5
|
258 /* going fullscreen on the rift. save current window position, and move it
|
nuclear@5
|
259 * to the rift's part of the desktop before going fullscreen
|
nuclear@5
|
260 */
|
nuclear@4
|
261 SDL_GetWindowPosition(win, &prev_x, &prev_y);
|
nuclear@21
|
262 if(use_rift) {
|
nuclear@21
|
263 SDL_SetWindowPosition(win, hmd->WindowsPos.x, hmd->WindowsPos.y);
|
nuclear@21
|
264 }
|
nuclear@4
|
265 SDL_SetWindowFullscreen(win, SDL_WINDOW_FULLSCREEN_DESKTOP);
|
nuclear@15
|
266
|
nuclear@15
|
267 #ifdef OVR_OS_LINUX
|
nuclear@21
|
268 if(use_rift) {
|
nuclear@21
|
269 /* on linux for now we have to deal with screen rotation during rendering. The docs are promoting
|
nuclear@21
|
270 * not rotating the DK2 screen globally
|
nuclear@21
|
271 */
|
nuclear@21
|
272 glcfg.OGL.Header.BackBufferSize.w = hmd->Resolution.h;
|
nuclear@21
|
273 glcfg.OGL.Header.BackBufferSize.h = hmd->Resolution.w;
|
nuclear@15
|
274
|
nuclear@21
|
275 distort_caps |= ovrDistortionCap_LinuxDevFullscreen;
|
nuclear@21
|
276 ovrHmd_ConfigureRendering(hmd, &glcfg.Config, distort_caps, hmd->DefaultEyeFov, eye_rdesc);
|
nuclear@21
|
277 }
|
nuclear@15
|
278 #endif
|
nuclear@4
|
279 } else {
|
nuclear@5
|
280 /* return to windowed mode and move the window back to its original position */
|
nuclear@4
|
281 SDL_SetWindowFullscreen(win, 0);
|
nuclear@4
|
282 SDL_SetWindowPosition(win, prev_x, prev_y);
|
nuclear@15
|
283
|
nuclear@15
|
284 #ifdef OVR_OS_LINUX
|
nuclear@21
|
285 if(use_rift) {
|
nuclear@21
|
286 glcfg.OGL.Header.BackBufferSize = hmd->Resolution;
|
nuclear@15
|
287
|
nuclear@21
|
288 distort_caps &= ~ovrDistortionCap_LinuxDevFullscreen;
|
nuclear@21
|
289 ovrHmd_ConfigureRendering(hmd, &glcfg.Config, distort_caps, hmd->DefaultEyeFov, eye_rdesc);
|
nuclear@21
|
290 }
|
nuclear@15
|
291 #endif
|
nuclear@4
|
292 }
|
nuclear@4
|
293 }
|
nuclear@4
|
294
|
nuclear@2
|
295 void display(void)
|
nuclear@0
|
296 {
|
nuclear@21
|
297 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
nuclear@21
|
298
|
nuclear@21
|
299 glMatrixMode(GL_PROJECTION);
|
nuclear@21
|
300 glLoadIdentity();
|
nuclear@21
|
301 gluPerspective(50.0, (float)win_width / (float)win_height, 0.5, 500.0);
|
nuclear@21
|
302
|
nuclear@21
|
303 glMatrixMode(GL_MODELVIEW);
|
nuclear@21
|
304 glLoadIdentity();
|
nuclear@21
|
305 glRotatef(cam_phi, 1, 0, 0);
|
nuclear@21
|
306 glRotatef(cam_theta, 0, 1, 0);
|
nuclear@21
|
307 glTranslatef(0, -1.6, 0); /* player height */
|
nuclear@21
|
308
|
nuclear@21
|
309 draw_scene();
|
nuclear@21
|
310
|
nuclear@21
|
311 SDL_GL_SwapWindow(win);
|
nuclear@21
|
312 assert(glGetError() == GL_NO_ERROR);
|
nuclear@21
|
313 }
|
nuclear@21
|
314
|
nuclear@21
|
315 void display_rift(void)
|
nuclear@21
|
316 {
|
nuclear@2
|
317 int i;
|
nuclear@2
|
318 ovrMatrix4f proj;
|
nuclear@2
|
319 ovrPosef pose[2];
|
nuclear@4
|
320 float rot_mat[16];
|
nuclear@2
|
321
|
nuclear@4
|
322 /* the drawing starts with a call to ovrHmd_BeginFrame */
|
nuclear@2
|
323 ovrHmd_BeginFrame(hmd, 0);
|
nuclear@2
|
324
|
nuclear@4
|
325 /* start drawing onto our texture render target */
|
nuclear@2
|
326 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
|
nuclear@0
|
327 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
nuclear@0
|
328
|
nuclear@2
|
329 /* for each eye ... */
|
nuclear@2
|
330 for(i=0; i<2; i++) {
|
nuclear@7
|
331 ovrEyeType eye = hmd->EyeRenderOrder[i];
|
nuclear@2
|
332
|
nuclear@4
|
333 /* -- viewport transformation --
|
nuclear@4
|
334 * setup the viewport to draw in the left half of the framebuffer when we're
|
nuclear@4
|
335 * rendering the left eye's view (0, 0, width/2, height), and in the right half
|
nuclear@4
|
336 * of the framebuffer for the right eye's view (width/2, 0, width/2, height)
|
nuclear@4
|
337 */
|
nuclear@7
|
338 glViewport(eye == ovrEye_Left ? 0 : fb_width / 2, 0, fb_width / 2, fb_height);
|
nuclear@2
|
339
|
nuclear@4
|
340 /* -- projection transformation --
|
nuclear@4
|
341 * we'll just have to use the projection matrix supplied by the oculus SDK for this eye
|
nuclear@4
|
342 * note that libovr matrices are the transpose of what OpenGL expects, so we have to
|
nuclear@4
|
343 * use glLoadTransposeMatrixf instead of glLoadMatrixf to load it.
|
nuclear@4
|
344 */
|
nuclear@2
|
345 proj = ovrMatrix4f_Projection(hmd->DefaultEyeFov[eye], 0.5, 500.0, 1);
|
nuclear@2
|
346 glMatrixMode(GL_PROJECTION);
|
nuclear@4
|
347 glLoadTransposeMatrixf(proj.M[0]);
|
nuclear@2
|
348
|
nuclear@4
|
349 /* -- view/camera transformation --
|
nuclear@4
|
350 * we need to construct a view matrix by combining all the information provided by the oculus
|
nuclear@4
|
351 * SDK, about the position and orientation of the user's head in the world.
|
nuclear@4
|
352 */
|
nuclear@8
|
353 /* TODO: use ovrHmd_GetEyePoses out of the loop instead */
|
nuclear@8
|
354 pose[eye] = ovrHmd_GetHmdPosePerEye(hmd, eye);
|
nuclear@2
|
355 glMatrixMode(GL_MODELVIEW);
|
nuclear@4
|
356 glLoadIdentity();
|
nuclear@8
|
357 glTranslatef(eye_rdesc[eye].HmdToEyeViewOffset.x,
|
nuclear@8
|
358 eye_rdesc[eye].HmdToEyeViewOffset.y,
|
nuclear@8
|
359 eye_rdesc[eye].HmdToEyeViewOffset.z);
|
nuclear@4
|
360 /* retrieve the orientation quaternion and convert it to a rotation matrix */
|
nuclear@4
|
361 quat_to_matrix(&pose[eye].Orientation.x, rot_mat);
|
nuclear@4
|
362 glMultMatrixf(rot_mat);
|
nuclear@4
|
363 /* translate the view matrix with the positional tracking */
|
nuclear@4
|
364 glTranslatef(-pose[eye].Position.x, -pose[eye].Position.y, -pose[eye].Position.z);
|
nuclear@4
|
365 /* move the camera to the eye level of the user */
|
nuclear@4
|
366 glTranslatef(0, -ovrHmd_GetFloat(hmd, OVR_KEY_EYE_HEIGHT, 1.65), 0);
|
nuclear@2
|
367
|
nuclear@4
|
368 /* finally draw the scene for this eye */
|
nuclear@2
|
369 draw_scene();
|
nuclear@2
|
370 }
|
nuclear@2
|
371
|
nuclear@4
|
372 /* after drawing both eyes into the texture render target, revert to drawing directly to the
|
nuclear@4
|
373 * display, and we call ovrHmd_EndFrame, to let the Oculus SDK draw both images properly
|
nuclear@4
|
374 * compensated for lens distortion and chromatic abberation onto the HMD screen.
|
nuclear@4
|
375 */
|
nuclear@2
|
376 glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
nuclear@2
|
377
|
nuclear@2
|
378 ovrHmd_EndFrame(hmd, pose, &fb_ovr_tex[0].Texture);
|
nuclear@2
|
379
|
nuclear@17
|
380 /* workaround for the oculus sdk distortion renderer bug, which uses a shader
|
nuclear@17
|
381 * program, and doesn't restore the original binding when it's done.
|
nuclear@17
|
382 */
|
nuclear@17
|
383 glUseProgram(0);
|
nuclear@17
|
384
|
nuclear@2
|
385 assert(glGetError() == GL_NO_ERROR);
|
nuclear@2
|
386 }
|
nuclear@2
|
387
|
nuclear@15
|
388 void reshape(int x, int y)
|
nuclear@15
|
389 {
|
nuclear@15
|
390 win_width = x;
|
nuclear@15
|
391 win_height = y;
|
nuclear@21
|
392
|
nuclear@21
|
393 glViewport(0, 0, x, y);
|
nuclear@15
|
394 }
|
nuclear@15
|
395
|
nuclear@2
|
396 void draw_scene(void)
|
nuclear@2
|
397 {
|
nuclear@2
|
398 int i;
|
nuclear@4
|
399 float grey[] = {0.8, 0.8, 0.8, 1};
|
nuclear@4
|
400 float col[] = {0, 0, 0, 1};
|
nuclear@4
|
401 float lpos[][4] = {
|
nuclear@4
|
402 {-8, 2, 10, 1},
|
nuclear@4
|
403 {0, 15, 0, 1}
|
nuclear@4
|
404 };
|
nuclear@4
|
405 float lcol[][4] = {
|
nuclear@4
|
406 {0.8, 0.8, 0.8, 1},
|
nuclear@4
|
407 {0.4, 0.3, 0.3, 1}
|
nuclear@4
|
408 };
|
nuclear@4
|
409
|
nuclear@4
|
410 for(i=0; i<2; i++) {
|
nuclear@4
|
411 glLightfv(GL_LIGHT0 + i, GL_POSITION, lpos[i]);
|
nuclear@4
|
412 glLightfv(GL_LIGHT0 + i, GL_DIFFUSE, lcol[i]);
|
nuclear@4
|
413 }
|
nuclear@4
|
414
|
nuclear@4
|
415 glMatrixMode(GL_MODELVIEW);
|
nuclear@2
|
416
|
nuclear@3
|
417 glPushMatrix();
|
nuclear@4
|
418 glTranslatef(0, 10, 0);
|
nuclear@4
|
419 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, grey);
|
nuclear@4
|
420 glBindTexture(GL_TEXTURE_2D, chess_tex);
|
nuclear@4
|
421 glEnable(GL_TEXTURE_2D);
|
nuclear@4
|
422 draw_box(30, 20, 30, -1.0);
|
nuclear@4
|
423 glDisable(GL_TEXTURE_2D);
|
nuclear@3
|
424 glPopMatrix();
|
nuclear@3
|
425
|
nuclear@4
|
426 for(i=0; i<4; i++) {
|
nuclear@4
|
427 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, grey);
|
nuclear@4
|
428 glPushMatrix();
|
nuclear@4
|
429 glTranslatef(i & 1 ? 5 : -5, 1, i & 2 ? -5 : 5);
|
nuclear@4
|
430 draw_box(0.5, 2, 0.5, 1.0);
|
nuclear@4
|
431 glPopMatrix();
|
nuclear@2
|
432
|
nuclear@4
|
433 col[0] = i & 1 ? 1.0 : 0.3;
|
nuclear@4
|
434 col[1] = i == 0 ? 1.0 : 0.3;
|
nuclear@4
|
435 col[2] = i & 2 ? 1.0 : 0.3;
|
nuclear@4
|
436 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, col);
|
nuclear@4
|
437
|
nuclear@2
|
438 glPushMatrix();
|
nuclear@2
|
439 if(i & 1) {
|
nuclear@4
|
440 glTranslatef(0, 0.25, i & 2 ? 2 : -2);
|
nuclear@2
|
441 } else {
|
nuclear@4
|
442 glTranslatef(i & 2 ? 2 : -2, 0.25, 0);
|
nuclear@2
|
443 }
|
nuclear@4
|
444 draw_box(0.5, 0.5, 0.5, 1.0);
|
nuclear@2
|
445 glPopMatrix();
|
nuclear@2
|
446 }
|
nuclear@12
|
447
|
nuclear@12
|
448 col[0] = 1;
|
nuclear@12
|
449 col[1] = 1;
|
nuclear@12
|
450 col[2] = 0.4;
|
nuclear@12
|
451 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, col);
|
nuclear@12
|
452 draw_box(0.05, 1.2, 6, 1.0);
|
nuclear@12
|
453 draw_box(6, 1.2, 0.05, 1.0);
|
nuclear@21
|
454
|
nuclear@21
|
455 /* draw laser sight */
|
nuclear@21
|
456 glPushMatrix();
|
nuclear@21
|
457 glTranslatef(0, GUN_Y, 0);
|
nuclear@21
|
458 glRotatef(-cam_theta, 0, 1, 0);
|
nuclear@21
|
459 glRotatef(-cam_phi, 1, 0, 0);
|
nuclear@21
|
460
|
nuclear@21
|
461 glPushAttrib(GL_ENABLE_BIT);
|
nuclear@21
|
462 glDisable(GL_LIGHTING);
|
nuclear@21
|
463 glEnable(GL_BLEND);
|
nuclear@21
|
464 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
nuclear@21
|
465
|
nuclear@21
|
466 glDepthMask(0);
|
nuclear@21
|
467 glLineWidth(3.0);
|
nuclear@21
|
468
|
nuclear@21
|
469 glBegin(GL_LINES);
|
nuclear@21
|
470 glColor4f(1.0, 0.2, 0.15, 0.4);
|
nuclear@21
|
471 glVertex3f(0, 0, 0);
|
nuclear@21
|
472 glVertex3f(0, 0, -100.0);
|
nuclear@21
|
473 glEnd();
|
nuclear@21
|
474 glLineWidth(1.0);
|
nuclear@21
|
475
|
nuclear@21
|
476 glPopAttrib();
|
nuclear@21
|
477
|
nuclear@21
|
478 glPopMatrix();
|
nuclear@21
|
479
|
nuclear@21
|
480 draw_shots();
|
nuclear@2
|
481 }
|
nuclear@2
|
482
|
nuclear@2
|
483 void draw_box(float xsz, float ysz, float zsz, float norm_sign)
|
nuclear@2
|
484 {
|
nuclear@2
|
485 glMatrixMode(GL_MODELVIEW);
|
nuclear@12
|
486 glPushMatrix();
|
nuclear@2
|
487 glScalef(xsz * 0.5, ysz * 0.5, zsz * 0.5);
|
nuclear@2
|
488
|
nuclear@2
|
489 if(norm_sign < 0.0) {
|
nuclear@2
|
490 glFrontFace(GL_CW);
|
nuclear@2
|
491 }
|
nuclear@2
|
492
|
nuclear@2
|
493 glBegin(GL_QUADS);
|
nuclear@2
|
494 glNormal3f(0, 0, 1 * norm_sign);
|
nuclear@2
|
495 glTexCoord2f(0, 0); glVertex3f(-1, -1, 1);
|
nuclear@2
|
496 glTexCoord2f(1, 0); glVertex3f(1, -1, 1);
|
nuclear@2
|
497 glTexCoord2f(1, 1); glVertex3f(1, 1, 1);
|
nuclear@2
|
498 glTexCoord2f(0, 1); glVertex3f(-1, 1, 1);
|
nuclear@2
|
499 glNormal3f(1 * norm_sign, 0, 0);
|
nuclear@2
|
500 glTexCoord2f(0, 0); glVertex3f(1, -1, 1);
|
nuclear@2
|
501 glTexCoord2f(1, 0); glVertex3f(1, -1, -1);
|
nuclear@2
|
502 glTexCoord2f(1, 1); glVertex3f(1, 1, -1);
|
nuclear@2
|
503 glTexCoord2f(0, 1); glVertex3f(1, 1, 1);
|
nuclear@2
|
504 glNormal3f(0, 0, -1 * norm_sign);
|
nuclear@2
|
505 glTexCoord2f(0, 0); glVertex3f(1, -1, -1);
|
nuclear@2
|
506 glTexCoord2f(1, 0); glVertex3f(-1, -1, -1);
|
nuclear@2
|
507 glTexCoord2f(1, 1); glVertex3f(-1, 1, -1);
|
nuclear@2
|
508 glTexCoord2f(0, 1); glVertex3f(1, 1, -1);
|
nuclear@2
|
509 glNormal3f(-1 * norm_sign, 0, 0);
|
nuclear@2
|
510 glTexCoord2f(0, 0); glVertex3f(-1, -1, -1);
|
nuclear@2
|
511 glTexCoord2f(1, 0); glVertex3f(-1, -1, 1);
|
nuclear@2
|
512 glTexCoord2f(1, 1); glVertex3f(-1, 1, 1);
|
nuclear@2
|
513 glTexCoord2f(0, 1); glVertex3f(-1, 1, -1);
|
nuclear@4
|
514 glEnd();
|
nuclear@4
|
515 glBegin(GL_TRIANGLE_FAN);
|
nuclear@2
|
516 glNormal3f(0, 1 * norm_sign, 0);
|
nuclear@4
|
517 glTexCoord2f(0.5, 0.5); glVertex3f(0, 1, 0);
|
nuclear@2
|
518 glTexCoord2f(0, 0); glVertex3f(-1, 1, 1);
|
nuclear@2
|
519 glTexCoord2f(1, 0); glVertex3f(1, 1, 1);
|
nuclear@2
|
520 glTexCoord2f(1, 1); glVertex3f(1, 1, -1);
|
nuclear@2
|
521 glTexCoord2f(0, 1); glVertex3f(-1, 1, -1);
|
nuclear@4
|
522 glTexCoord2f(0, 0); glVertex3f(-1, 1, 1);
|
nuclear@4
|
523 glEnd();
|
nuclear@4
|
524 glBegin(GL_TRIANGLE_FAN);
|
nuclear@2
|
525 glNormal3f(0, -1 * norm_sign, 0);
|
nuclear@4
|
526 glTexCoord2f(0.5, 0.5); glVertex3f(0, -1, 0);
|
nuclear@2
|
527 glTexCoord2f(0, 0); glVertex3f(-1, -1, -1);
|
nuclear@2
|
528 glTexCoord2f(1, 0); glVertex3f(1, -1, -1);
|
nuclear@2
|
529 glTexCoord2f(1, 1); glVertex3f(1, -1, 1);
|
nuclear@2
|
530 glTexCoord2f(0, 1); glVertex3f(-1, -1, 1);
|
nuclear@4
|
531 glTexCoord2f(0, 0); glVertex3f(-1, -1, -1);
|
nuclear@2
|
532 glEnd();
|
nuclear@2
|
533
|
nuclear@2
|
534 glFrontFace(GL_CCW);
|
nuclear@12
|
535 glPopMatrix();
|
nuclear@0
|
536 }
|
nuclear@0
|
537
|
nuclear@5
|
538 /* update_rtarg creates (and/or resizes) the render target used to draw the two stero views */
|
nuclear@0
|
539 void update_rtarg(int width, int height)
|
nuclear@0
|
540 {
|
nuclear@0
|
541 if(!fbo) {
|
nuclear@5
|
542 /* if fbo does not exist, then nothing does... create every opengl object */
|
nuclear@0
|
543 glGenFramebuffers(1, &fbo);
|
nuclear@0
|
544 glGenTextures(1, &fb_tex);
|
nuclear@0
|
545 glGenRenderbuffers(1, &fb_depth);
|
nuclear@0
|
546
|
nuclear@0
|
547 glBindTexture(GL_TEXTURE_2D, fb_tex);
|
nuclear@0
|
548 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
nuclear@0
|
549 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
nuclear@0
|
550 }
|
nuclear@0
|
551
|
nuclear@0
|
552 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
|
nuclear@0
|
553
|
nuclear@5
|
554 /* calculate the next power of two in both dimensions and use that as a texture size */
|
nuclear@0
|
555 fb_tex_width = next_pow2(width);
|
nuclear@0
|
556 fb_tex_height = next_pow2(height);
|
nuclear@0
|
557
|
nuclear@5
|
558 /* create and attach the texture that will be used as a color buffer */
|
nuclear@0
|
559 glBindTexture(GL_TEXTURE_2D, fb_tex);
|
nuclear@0
|
560 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, fb_tex_width, fb_tex_height, 0,
|
nuclear@0
|
561 GL_RGBA, GL_UNSIGNED_BYTE, 0);
|
nuclear@0
|
562 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, fb_tex, 0);
|
nuclear@0
|
563
|
nuclear@5
|
564 /* create and attach the renderbuffer that will serve as our z-buffer */
|
nuclear@0
|
565 glBindRenderbuffer(GL_RENDERBUFFER, fb_depth);
|
nuclear@0
|
566 glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, fb_tex_width, fb_tex_height);
|
nuclear@0
|
567 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, fb_depth);
|
nuclear@0
|
568
|
nuclear@0
|
569 if(glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
|
nuclear@0
|
570 fprintf(stderr, "incomplete framebuffer!\n");
|
nuclear@0
|
571 }
|
nuclear@0
|
572
|
nuclear@0
|
573 glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
nuclear@0
|
574 printf("created render target: %dx%d (texture size: %dx%d)\n", width, height, fb_tex_width, fb_tex_height);
|
nuclear@0
|
575 }
|
nuclear@0
|
576
|
nuclear@21
|
577 void fire(void)
|
nuclear@21
|
578 {
|
nuclear@21
|
579 vec3_t pos = {0, GUN_Y, 0};
|
nuclear@21
|
580 vec3_t dir;
|
nuclear@21
|
581 float theta = DEG_TO_RAD(cam_theta);
|
nuclear@21
|
582 float phi = DEG_TO_RAD(cam_phi);
|
nuclear@21
|
583
|
nuclear@21
|
584 dir.x = -sin(-theta) * cos(phi);
|
nuclear@21
|
585 dir.y = -sin(phi);
|
nuclear@21
|
586 dir.z = -cos(-theta) * cos(phi);
|
nuclear@21
|
587
|
nuclear@21
|
588 shoot(pos, v3_scale(dir, 10.0));
|
nuclear@21
|
589 }
|
nuclear@21
|
590
|
nuclear@0
|
591 int handle_event(SDL_Event *ev)
|
nuclear@0
|
592 {
|
nuclear@0
|
593 switch(ev->type) {
|
nuclear@4
|
594 case SDL_QUIT:
|
nuclear@4
|
595 return -1;
|
nuclear@4
|
596
|
nuclear@0
|
597 case SDL_KEYDOWN:
|
nuclear@0
|
598 case SDL_KEYUP:
|
nuclear@0
|
599 if(key_event(ev->key.keysym.sym, ev->key.state == SDL_PRESSED) == -1) {
|
nuclear@0
|
600 return -1;
|
nuclear@0
|
601 }
|
nuclear@0
|
602 break;
|
nuclear@0
|
603
|
nuclear@15
|
604 case SDL_WINDOWEVENT:
|
nuclear@15
|
605 if(ev->window.event == SDL_WINDOWEVENT_RESIZED) {
|
nuclear@15
|
606 reshape(ev->window.data1, ev->window.data2);
|
nuclear@21
|
607 } else if(ev->window.event == SDL_WINDOWEVENT_SHOWN) {
|
nuclear@21
|
608 int xsz, ysz;
|
nuclear@21
|
609 SDL_GetWindowSize(win, &xsz, &ysz);
|
nuclear@21
|
610 reshape(xsz, ysz);
|
nuclear@21
|
611 }
|
nuclear@21
|
612 break;
|
nuclear@21
|
613
|
nuclear@21
|
614 case SDL_MOUSEBUTTONDOWN:
|
nuclear@21
|
615 if(ev->button.button == SDL_BUTTON_LEFT) {
|
nuclear@21
|
616 fire();
|
nuclear@21
|
617 }
|
nuclear@21
|
618 break;
|
nuclear@21
|
619
|
nuclear@21
|
620 case SDL_MOUSEMOTION:
|
nuclear@21
|
621 {
|
nuclear@21
|
622 static int prev_x, prev_y;
|
nuclear@21
|
623 int dx = ev->motion.x - prev_x;
|
nuclear@21
|
624 int dy = ev->motion.y - prev_y;
|
nuclear@21
|
625 prev_x = ev->motion.x;
|
nuclear@21
|
626 prev_y = ev->motion.y;
|
nuclear@21
|
627
|
nuclear@21
|
628 if(ev->motion.state & SDL_BUTTON_RMASK) {
|
nuclear@21
|
629 cam_theta += dx * 0.5;
|
nuclear@21
|
630 cam_phi += dy * 0.5;
|
nuclear@21
|
631
|
nuclear@21
|
632 if(cam_phi < -90) cam_phi = -90;
|
nuclear@21
|
633 if(cam_phi > 90) cam_phi = 90;
|
nuclear@21
|
634 }
|
nuclear@15
|
635 }
|
nuclear@15
|
636 break;
|
nuclear@15
|
637
|
nuclear@0
|
638 default:
|
nuclear@0
|
639 break;
|
nuclear@0
|
640 }
|
nuclear@0
|
641
|
nuclear@0
|
642 return 0;
|
nuclear@0
|
643 }
|
nuclear@0
|
644
|
nuclear@0
|
645 int key_event(int key, int state)
|
nuclear@0
|
646 {
|
nuclear@0
|
647 if(state) {
|
nuclear@5
|
648 /*
|
nuclear@4
|
649 ovrHSWDisplayState hsw;
|
nuclear@4
|
650 ovrHmd_GetHSWDisplayState(hmd, &hsw);
|
nuclear@4
|
651 if(hsw.Displayed) {
|
nuclear@4
|
652 ovrHmd_DismissHSWDisplay(hmd);
|
nuclear@4
|
653 }
|
nuclear@5
|
654 */
|
nuclear@4
|
655
|
nuclear@0
|
656 switch(key) {
|
nuclear@0
|
657 case 27:
|
nuclear@0
|
658 return -1;
|
nuclear@0
|
659
|
nuclear@4
|
660 case ' ':
|
nuclear@15
|
661 case 'r':
|
nuclear@4
|
662 /* allow the user to recenter by pressing space */
|
nuclear@4
|
663 ovrHmd_RecenterPose(hmd);
|
nuclear@4
|
664 break;
|
nuclear@4
|
665
|
nuclear@4
|
666 case 'f':
|
nuclear@4
|
667 /* press f to move the window to the HMD */
|
nuclear@4
|
668 toggle_hmd_fullscreen();
|
nuclear@4
|
669 break;
|
nuclear@4
|
670
|
nuclear@15
|
671 case 'v':
|
nuclear@15
|
672 distort_caps ^= ovrDistortionCap_Vignette;
|
nuclear@15
|
673 printf("Vignette: %s\n", distort_caps & ovrDistortionCap_Vignette ? "on" : "off");
|
nuclear@15
|
674 ovrHmd_ConfigureRendering(hmd, &glcfg.Config, distort_caps, hmd->DefaultEyeFov, eye_rdesc);
|
nuclear@15
|
675 break;
|
nuclear@15
|
676
|
nuclear@15
|
677 case 't':
|
nuclear@15
|
678 distort_caps ^= ovrDistortionCap_TimeWarp;
|
nuclear@15
|
679 printf("Time-warp: %s\n", distort_caps & ovrDistortionCap_TimeWarp ? "on" : "off");
|
nuclear@15
|
680 ovrHmd_ConfigureRendering(hmd, &glcfg.Config, distort_caps, hmd->DefaultEyeFov, eye_rdesc);
|
nuclear@15
|
681 break;
|
nuclear@15
|
682
|
nuclear@15
|
683 case 'o':
|
nuclear@15
|
684 distort_caps ^= ovrDistortionCap_Overdrive;
|
nuclear@15
|
685 printf("OLED over-drive: %s\n", distort_caps & ovrDistortionCap_Overdrive ? "on" : "off");
|
nuclear@15
|
686 ovrHmd_ConfigureRendering(hmd, &glcfg.Config, distort_caps, hmd->DefaultEyeFov, eye_rdesc);
|
nuclear@15
|
687 break;
|
nuclear@15
|
688
|
nuclear@15
|
689 case 'l':
|
nuclear@15
|
690 hmd_caps ^= ovrHmdCap_LowPersistence;
|
nuclear@15
|
691 printf("Low-persistence display: %s\n", hmd_caps & ovrHmdCap_LowPersistence ? "on" : "off");
|
nuclear@15
|
692 ovrHmd_SetEnabledCaps(hmd, hmd_caps);
|
nuclear@15
|
693 break;
|
nuclear@15
|
694
|
nuclear@0
|
695 default:
|
nuclear@0
|
696 break;
|
nuclear@0
|
697 }
|
nuclear@0
|
698 }
|
nuclear@0
|
699 return 0;
|
nuclear@0
|
700 }
|
nuclear@4
|
701
|
nuclear@4
|
702 unsigned int next_pow2(unsigned int x)
|
nuclear@4
|
703 {
|
nuclear@4
|
704 x -= 1;
|
nuclear@4
|
705 x |= x >> 1;
|
nuclear@4
|
706 x |= x >> 2;
|
nuclear@4
|
707 x |= x >> 4;
|
nuclear@4
|
708 x |= x >> 8;
|
nuclear@4
|
709 x |= x >> 16;
|
nuclear@4
|
710 return x + 1;
|
nuclear@4
|
711 }
|
nuclear@4
|
712
|
nuclear@5
|
713 /* convert a quaternion to a rotation matrix */
|
nuclear@4
|
714 void quat_to_matrix(const float *quat, float *mat)
|
nuclear@4
|
715 {
|
nuclear@4
|
716 mat[0] = 1.0 - 2.0 * quat[1] * quat[1] - 2.0 * quat[2] * quat[2];
|
nuclear@4
|
717 mat[4] = 2.0 * quat[0] * quat[1] + 2.0 * quat[3] * quat[2];
|
nuclear@4
|
718 mat[8] = 2.0 * quat[2] * quat[0] - 2.0 * quat[3] * quat[1];
|
nuclear@4
|
719 mat[12] = 0.0f;
|
nuclear@4
|
720
|
nuclear@4
|
721 mat[1] = 2.0 * quat[0] * quat[1] - 2.0 * quat[3] * quat[2];
|
nuclear@4
|
722 mat[5] = 1.0 - 2.0 * quat[0]*quat[0] - 2.0 * quat[2]*quat[2];
|
nuclear@4
|
723 mat[9] = 2.0 * quat[1] * quat[2] + 2.0 * quat[3] * quat[0];
|
nuclear@4
|
724 mat[13] = 0.0f;
|
nuclear@4
|
725
|
nuclear@4
|
726 mat[2] = 2.0 * quat[2] * quat[0] + 2.0 * quat[3] * quat[1];
|
nuclear@4
|
727 mat[6] = 2.0 * quat[1] * quat[2] - 2.0 * quat[3] * quat[0];
|
nuclear@4
|
728 mat[10] = 1.0 - 2.0 * quat[0]*quat[0] - 2.0 * quat[1]*quat[1];
|
nuclear@4
|
729 mat[14] = 0.0f;
|
nuclear@4
|
730
|
nuclear@4
|
731 mat[3] = mat[7] = mat[11] = 0.0f;
|
nuclear@4
|
732 mat[15] = 1.0f;
|
nuclear@4
|
733 }
|
nuclear@4
|
734
|
nuclear@5
|
735 /* generate a chessboard texture with tiles colored (r0, g0, b0) and (r1, g1, b1) */
|
nuclear@4
|
736 unsigned int gen_chess_tex(float r0, float g0, float b0, float r1, float g1, float b1)
|
nuclear@4
|
737 {
|
nuclear@4
|
738 int i, j;
|
nuclear@4
|
739 unsigned int tex;
|
nuclear@4
|
740 unsigned char img[8 * 8 * 3];
|
nuclear@4
|
741 unsigned char *pix = img;
|
nuclear@4
|
742
|
nuclear@4
|
743 for(i=0; i<8; i++) {
|
nuclear@4
|
744 for(j=0; j<8; j++) {
|
nuclear@4
|
745 int black = (i & 1) == (j & 1);
|
nuclear@4
|
746 pix[0] = (black ? r0 : r1) * 255;
|
nuclear@4
|
747 pix[1] = (black ? g0 : g1) * 255;
|
nuclear@4
|
748 pix[2] = (black ? b0 : b1) * 255;
|
nuclear@4
|
749 pix += 3;
|
nuclear@4
|
750 }
|
nuclear@4
|
751 }
|
nuclear@4
|
752
|
nuclear@4
|
753 glGenTextures(1, &tex);
|
nuclear@4
|
754 glBindTexture(GL_TEXTURE_2D, tex);
|
nuclear@4
|
755 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
nuclear@4
|
756 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
nuclear@4
|
757 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 8, 8, 0, GL_RGB, GL_UNSIGNED_BYTE, img);
|
nuclear@4
|
758
|
nuclear@4
|
759 return tex;
|
nuclear@8
|
760 }
|
nuclear@21
|
761
|
nuclear@21
|
762 int parse_args(int argc, char **argv)
|
nuclear@21
|
763 {
|
nuclear@21
|
764 int i;
|
nuclear@21
|
765
|
nuclear@21
|
766 for(i=1; i<argc; i++) {
|
nuclear@21
|
767 if(argv[i][0] == '-') {
|
nuclear@21
|
768 if(strcmp(argv[i], "-novr") == 0) {
|
nuclear@21
|
769 use_rift = 0;
|
nuclear@21
|
770 } else {
|
nuclear@21
|
771 fprintf(stderr, "invalid option: %s\n", argv[i]);
|
nuclear@21
|
772 return -1;
|
nuclear@21
|
773 }
|
nuclear@21
|
774 } else {
|
nuclear@21
|
775 fprintf(stderr, "unexpected argument: %s\n", argv[i]);
|
nuclear@21
|
776 return -1;
|
nuclear@21
|
777 }
|
nuclear@21
|
778 }
|
nuclear@21
|
779 return 0;
|
nuclear@21
|
780 }
|