main.c 5.3 KB

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  1. /*
  2. * OpenHMD - Free and Open Source API and drivers for immersive technology.
  3. * Copyright (C) 2013 Fredrik Hultin.
  4. * Copyright (C) 2013 Jakob Bornecrantz.
  5. * Distributed under the Boost 1.0 licence, see LICENSE for full text.
  6. */
  7. /* OpenGL Test - Main Implementation */
  8. #include <openhmd.h>
  9. #include <stdbool.h>
  10. #include <assert.h>
  11. #include <math.h>
  12. #include "gl.h"
  13. #define TEST_WIDTH 1280
  14. #define TEST_HEIGHT 800
  15. #define EYE_WIDTH (TEST_WIDTH / 2 * 2)
  16. #define EYE_HEIGHT (TEST_HEIGHT * 2)
  17. char* read_file(const char* filename)
  18. {
  19. FILE* f = fopen(filename, "rb");
  20. fseek(f, 0, SEEK_END);
  21. long len = ftell(f);
  22. fseek(f, 0, SEEK_SET);
  23. char* buffer = calloc(1, len + 1);
  24. assert(buffer);
  25. size_t ret = fread(buffer, len, 1, f);
  26. assert(ret);
  27. fclose(f);
  28. return buffer;
  29. }
  30. float randf()
  31. {
  32. return (float)rand() / (float)RAND_MAX;
  33. }
  34. GLuint gen_cubes()
  35. {
  36. GLuint list = glGenLists(1);
  37. // Set the random seed.
  38. srand(42);
  39. glNewList(list, GL_COMPILE);
  40. for(float a = 0.0f; a < 360.0f; a += 20.0f){
  41. glPushMatrix();
  42. glRotatef(a, 0, 1, 0);
  43. glTranslatef(0, 0, -1);
  44. glScalef(0.2, 0.2, 0.2);
  45. glRotatef(randf() * 360, randf(), randf(), randf());
  46. glColor4f(randf(), randf(), randf(), randf() * .5f + .5f);
  47. draw_cube();
  48. glPopMatrix();
  49. }
  50. // draw floor
  51. glColor4f(0, 1.0f, .25f, .25f);
  52. glTranslatef(0, -2.5f, 0);
  53. draw_cube();
  54. glEndList();
  55. return list;
  56. }
  57. void draw_scene(GLuint list)
  58. {
  59. // draw cubes
  60. glCallList(list);
  61. }
  62. int main(int argc, char** argv)
  63. {
  64. ohmd_context* ctx = ohmd_ctx_create();
  65. int num_devices = ohmd_ctx_probe(ctx);
  66. if(num_devices < 0){
  67. printf("failed to probe devices: %s\n", ohmd_ctx_get_error(ctx));
  68. return 1;
  69. }
  70. ohmd_device* hmd = ohmd_list_open_device(ctx, 0);
  71. if(!hmd){
  72. printf("failed to open device: %s\n", ohmd_ctx_get_error(ctx));
  73. return 1;
  74. }
  75. gl_ctx gl;
  76. init_gl(&gl, TEST_WIDTH, TEST_HEIGHT);
  77. SDL_ShowCursor(SDL_DISABLE);
  78. char* vertex = read_file("shaders/test1.vert.glsl");
  79. char* fragment = read_file("shaders/test1.frag.glsl");
  80. GLuint shader = compile_shader(vertex, fragment);
  81. glUseProgram(shader);
  82. glUniform1i(glGetUniformLocation(shader, "warpTexture"), 0);
  83. glUseProgram(0);
  84. GLuint list = gen_cubes();
  85. GLuint left_color_tex = 0, left_depth_tex = 0, left_fbo = 0;
  86. create_fbo(EYE_WIDTH, EYE_HEIGHT, &left_fbo, &left_color_tex, &left_depth_tex);
  87. GLuint right_color_tex = 0, right_depth_tex = 0, right_fbo = 0;
  88. create_fbo(EYE_WIDTH, EYE_HEIGHT, &right_fbo, &right_color_tex, &right_depth_tex);
  89. bool done = false;
  90. while(!done){
  91. ohmd_ctx_update(ctx);
  92. SDL_Event event;
  93. while(SDL_PollEvent(&event)){
  94. if(event.type == SDL_KEYDOWN){
  95. switch(event.key.keysym.sym){
  96. case SDLK_ESCAPE:
  97. done = true;
  98. break;
  99. case SDLK_F1:
  100. SDL_WM_ToggleFullScreen(gl.screen);
  101. break;
  102. case SDLK_F2:
  103. {
  104. // reset rotation and position
  105. float zero[] = {0, 0, 0, 1};
  106. ohmd_device_setf(hmd, OHMD_ROTATION_QUAT, zero);
  107. ohmd_device_setf(hmd, OHMD_POSITION_VECTOR, zero);
  108. }
  109. break;
  110. default:
  111. break;
  112. }
  113. }
  114. }
  115. // Common scene state
  116. glEnable(GL_BLEND);
  117. glEnable(GL_DEPTH_TEST);
  118. float matrix[16];
  119. // set hmd rotation, for left eye.
  120. glMatrixMode(GL_PROJECTION);
  121. ohmd_device_getf(hmd, OHMD_LEFT_EYE_GL_PROJECTION_MATRIX, matrix);
  122. glLoadMatrixf(matrix);
  123. glMatrixMode(GL_MODELVIEW);
  124. ohmd_device_getf(hmd, OHMD_LEFT_EYE_GL_MODELVIEW_MATRIX, matrix);
  125. glLoadMatrixf(matrix);
  126. // Draw scene into framebuffer.
  127. glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, left_fbo);
  128. glViewport(0, 0, EYE_WIDTH, EYE_HEIGHT);
  129. glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  130. draw_scene(list);
  131. glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
  132. // set hmd rotation, for right eye.
  133. glMatrixMode(GL_PROJECTION);
  134. ohmd_device_getf(hmd, OHMD_RIGHT_EYE_GL_PROJECTION_MATRIX, matrix);
  135. glLoadMatrixf(matrix);
  136. glMatrixMode(GL_MODELVIEW);
  137. ohmd_device_getf(hmd, OHMD_RIGHT_EYE_GL_MODELVIEW_MATRIX, matrix);
  138. glLoadMatrixf(matrix);
  139. // Draw scene into framebuffer.
  140. glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, right_fbo);
  141. glViewport(0, 0, EYE_WIDTH, EYE_HEIGHT);
  142. glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  143. draw_scene(list);
  144. // Clean up common draw state
  145. glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
  146. glDisable(GL_BLEND);
  147. glDisable(GL_DEPTH_TEST);
  148. // Setup ortho state.
  149. glUseProgram(shader);
  150. glViewport(0, 0, TEST_WIDTH, TEST_HEIGHT);
  151. glEnable(GL_TEXTURE_2D);
  152. glColor4d(1, 1, 1, 1);
  153. // Setup simple render state
  154. glMatrixMode(GL_PROJECTION);
  155. glLoadIdentity();
  156. glMatrixMode(GL_MODELVIEW);
  157. glLoadIdentity();
  158. // Draw left eye
  159. glBindTexture(GL_TEXTURE_2D, left_color_tex);
  160. glBegin(GL_QUADS);
  161. glTexCoord2d( 0, 0);
  162. glVertex3d( -1, -1, 0);
  163. glTexCoord2d( 1, 0);
  164. glVertex3d( 0, -1, 0);
  165. glTexCoord2d( 1, 1);
  166. glVertex3d( 0, 1, 0);
  167. glTexCoord2d( 0, 1);
  168. glVertex3d( -1, 1, 0);
  169. glEnd();
  170. // Draw right eye
  171. glBindTexture(GL_TEXTURE_2D, right_color_tex);
  172. glBegin(GL_QUADS);
  173. glTexCoord2d( 0, 0);
  174. glVertex3d( 0, -1, 0);
  175. glTexCoord2d( 1, 0);
  176. glVertex3d( 1, -1, 0);
  177. glTexCoord2d( 1, 1);
  178. glVertex3d( 1, 1, 0);
  179. glTexCoord2d( 0, 1);
  180. glVertex3d( 0, 1, 0);
  181. glEnd();
  182. // Clean up state.
  183. glBindTexture(GL_TEXTURE_2D, 0);
  184. glDisable(GL_TEXTURE_2D);
  185. glUseProgram(0);
  186. // Da swap-dawup!
  187. SDL_GL_SwapBuffers();
  188. SDL_Delay(10);
  189. }
  190. ohmd_ctx_destroy(ctx);
  191. free(vertex);
  192. free(fragment);
  193. return 0;
  194. }