vrheights

annotate src/game.cc @ 2:b49461618f61

starting point
author John Tsiombikas <nuclear@member.fsf.org>
date Thu, 25 Sep 2014 11:44:45 +0300
parents d06e4e24f922
children 316ec8250af2
rev   line source
nuclear@2 1 #include <stdio.h>
nuclear@2 2 #include <assert.h>
nuclear@2 3 #include <algorithm>
nuclear@2 4 #include "opengl.h"
nuclear@2 5 #include "game.h"
nuclear@2 6 #include "goatvr.h"
nuclear@2 7
nuclear@2 8 static void draw_scene();
nuclear@2 9 static void toggle_hmd_fullscr();
nuclear@2 10 static void create_rtarg(int x, int y);
nuclear@2 11 static int next_pow2(int x);
nuclear@2 12
nuclear@2 13 static int win_width, win_height;
nuclear@2 14 static unsigned int fb_tex;
nuclear@2 15 static unsigned int fbo, fb_depth;
nuclear@2 16 static int fb_xsz, fb_ysz;
nuclear@2 17 static int fb_tex_xsz, fb_tex_ysz;
nuclear@2 18
nuclear@2 19 bool game_init()
nuclear@2 20 {
nuclear@2 21 init_opengl();
nuclear@2 22
nuclear@2 23 if(vr_init() == -1) {
nuclear@2 24 return false;
nuclear@2 25 }
nuclear@2 26
nuclear@2 27 glEnable(GL_DEPTH_TEST);
nuclear@2 28 glEnable(GL_CULL_FACE);
nuclear@2 29
nuclear@2 30 return true;
nuclear@2 31 }
nuclear@2 32
nuclear@2 33 void game_cleanup()
nuclear@2 34 {
nuclear@2 35 vr_shutdown();
nuclear@2 36 }
nuclear@2 37
nuclear@2 38 void game_update(long tm)
nuclear@2 39 {
nuclear@2 40 }
nuclear@2 41
nuclear@2 42 void game_display()
nuclear@2 43 {
nuclear@2 44 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
nuclear@2 45 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
nuclear@2 46
nuclear@2 47 for(int i=0; i<2; i++) {
nuclear@2 48 glViewport(i == 0 ? 0 : fb_xsz / 2, 0, fb_xsz / 2, fb_ysz);
nuclear@2 49 vr_begin(i);
nuclear@2 50
nuclear@2 51 float proj[16];
nuclear@2 52 if(vr_proj_matrix(i, 0.5, 500.0, proj)) {
nuclear@2 53 glMatrixMode(GL_PROJECTION);
nuclear@2 54 glLoadMatrixf(proj);
nuclear@2 55 }
nuclear@2 56
nuclear@2 57 glMatrixMode(GL_MODELVIEW);
nuclear@2 58
nuclear@2 59 float view[16];
nuclear@2 60 vr_view_matrix(i, view);
nuclear@2 61 glLoadMatrixf(view);
nuclear@2 62 /* move the camera to the eye level of the user */
nuclear@2 63 glTranslatef(0, -vr_getf_def(VR_EYE_HEIGHT, 1.65), 0);
nuclear@2 64
nuclear@2 65 draw_scene();
nuclear@2 66
nuclear@2 67 vr_end();
nuclear@2 68 }
nuclear@2 69
nuclear@2 70 glBindFramebuffer(GL_FRAMEBUFFER, 0);
nuclear@2 71 glViewport(0, 0, win_width, win_height);
nuclear@2 72
nuclear@2 73 vr_swap_buffers();
nuclear@2 74 assert(glGetError() == GL_NO_ERROR);
nuclear@2 75 }
nuclear@2 76
nuclear@2 77 void game_reshape(int x, int y)
nuclear@2 78 {
nuclear@2 79 win_width = x;
nuclear@2 80 win_height = y;
nuclear@2 81
nuclear@2 82 create_rtarg(vr_geti_def(VR_RENDER_XRES, x), vr_geti_def(VR_RENDER_YRES, y));
nuclear@2 83 vr_output_texture(fb_tex, 0, 0, (float)fb_xsz / (float)fb_tex_xsz, (float)fb_ysz / (float)fb_tex_ysz);
nuclear@2 84
nuclear@2 85 /* these might be overriden in VR mode (see game_display) */
nuclear@2 86 glViewport(0, 0, x, y);
nuclear@2 87 glMatrixMode(GL_PROJECTION);
nuclear@2 88 glLoadIdentity();
nuclear@2 89 gluPerspective(50.0, (float)x / (float)y, 0.5, 500.0);
nuclear@2 90 }
nuclear@2 91
nuclear@2 92 void game_keyboard(int key, bool pressed)
nuclear@2 93 {
nuclear@2 94 if(pressed) {
nuclear@2 95 switch(key) {
nuclear@2 96 case 27:
nuclear@2 97 exit_game();
nuclear@2 98 break;
nuclear@2 99
nuclear@2 100 case 'f':
nuclear@2 101 toggle_hmd_fullscr();
nuclear@2 102 break;
nuclear@2 103
nuclear@2 104 case 'r':
nuclear@2 105 vr_recenter();
nuclear@2 106 break;
nuclear@2 107
nuclear@2 108 default:
nuclear@2 109 break;
nuclear@2 110 }
nuclear@2 111 }
nuclear@2 112 }
nuclear@2 113
nuclear@2 114 void game_mouse_button(int bn, bool state, int x, int y)
nuclear@2 115 {
nuclear@2 116 }
nuclear@2 117
nuclear@2 118 void game_mouse_motion(int x, int y)
nuclear@2 119 {
nuclear@2 120 }
nuclear@2 121
nuclear@2 122 static void draw_scene()
nuclear@2 123 {
nuclear@2 124 }
nuclear@2 125
nuclear@2 126 static void toggle_hmd_fullscr()
nuclear@2 127 {
nuclear@2 128 static bool fullscr;
nuclear@2 129 static int prev_x, prev_y;
nuclear@2 130 //static int prev_xsz, prev_ysz;
nuclear@2 131
nuclear@2 132 fullscr = !fullscr;
nuclear@2 133 if(fullscr) {
nuclear@2 134 /* entering fullscreen on the HMD */
nuclear@2 135 int xoffs = vr_geti_def(VR_WIN_XOFFS, -1);
nuclear@2 136 int yoffs = vr_geti_def(VR_WIN_YOFFS, -1);
nuclear@2 137 if(xoffs != -1) {
nuclear@2 138 get_window_pos(&prev_x, &prev_y);
nuclear@2 139 move_window(xoffs, yoffs);
nuclear@2 140 }
nuclear@2 141
nuclear@2 142 int xsz = vr_geti_def(VR_DISPLAY_WIDTH, -1);
nuclear@2 143 int ysz = vr_geti_def(VR_DISPLAY_HEIGHT, -1);
nuclear@2 144 if(xsz != -1) {
nuclear@2 145 //prev_xsz = win_width;
nuclear@2 146 //prev_ysz = win_height;
nuclear@2 147 resize_window(xsz, ysz);
nuclear@2 148 }
nuclear@2 149 enter_fullscreen();
nuclear@2 150
nuclear@2 151 } else {
nuclear@2 152 /* leaving fullscreen */
nuclear@2 153 leave_fullscreen();
nuclear@2 154 /*move_window(prev_x, prev_y);
nuclear@2 155 resize_window(prev_xsz, prev_ysz);*/
nuclear@2 156 }
nuclear@2 157 }
nuclear@2 158
nuclear@2 159 static void create_rtarg(int x, int y)
nuclear@2 160 {
nuclear@2 161 if(x == fb_xsz && y == fb_ysz) {
nuclear@2 162 return; // nothing changed
nuclear@2 163 }
nuclear@2 164
nuclear@2 165 fb_xsz = x;
nuclear@2 166 fb_ysz = y;
nuclear@2 167 fb_tex_xsz = next_pow2(fb_xsz);
nuclear@2 168 fb_tex_ysz = next_pow2(fb_ysz);
nuclear@2 169
nuclear@2 170 if(!fbo) {
nuclear@2 171 glGenFramebuffers(1, &fbo);
nuclear@2 172
nuclear@2 173 glGenTextures(1, &fb_tex);
nuclear@2 174 glBindTexture(GL_TEXTURE_2D, fb_tex);
nuclear@2 175 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
nuclear@2 176 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
nuclear@2 177
nuclear@2 178 glGenRenderbuffers(1, &fb_depth);
nuclear@2 179 }
nuclear@2 180
nuclear@2 181 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
nuclear@2 182
nuclear@2 183 glBindTexture(GL_TEXTURE_2D, fb_tex);
nuclear@2 184 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, fb_tex_xsz, fb_tex_ysz, 0, GL_RGB, GL_UNSIGNED_BYTE, 0);
nuclear@2 185 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, fb_tex, 0);
nuclear@2 186
nuclear@2 187 glBindRenderbuffer(GL_RENDERBUFFER, fb_depth);
nuclear@2 188 glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, fb_tex_xsz, fb_tex_ysz);
nuclear@2 189 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, fb_depth);
nuclear@2 190
nuclear@2 191 assert(glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE);
nuclear@2 192 glBindFramebuffer(GL_FRAMEBUFFER, 0);
nuclear@2 193 }
nuclear@2 194
nuclear@2 195 static int next_pow2(int x)
nuclear@2 196 {
nuclear@2 197 x -= 1;
nuclear@2 198 x |= x >> 1;
nuclear@2 199 x |= x >> 2;
nuclear@2 200 x |= x >> 4;
nuclear@2 201 x |= x >> 8;
nuclear@2 202 x |= x >> 16;
nuclear@2 203 return x + 1;
nuclear@2 204 }