main.c 5.1 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, "r");
  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. assert( fread(buffer, len, 1, f) );
  26. fclose(f);
  27. return buffer;
  28. }
  29. float randf()
  30. {
  31. return (float)rand() / (float)RAND_MAX;
  32. }
  33. GLuint gen_cubes()
  34. {
  35. GLuint list = glGenLists(1);
  36. // Set the random seed.
  37. srand(42);
  38. glNewList(list, GL_COMPILE);
  39. for(float a = 0.0f; a < 360.0f; a += 20.0f){
  40. glPushMatrix();
  41. glRotatef(a, 0, 1, 0);
  42. glTranslatef(0, 0, -1);
  43. glScalef(0.2, 0.2, 0.2);
  44. glRotatef(randf() * 360, randf(), randf(), randf());
  45. glColor4f(randf(), randf(), randf(), randf() * .5f + .5f);
  46. draw_cube();
  47. glPopMatrix();
  48. }
  49. // draw floor
  50. glColor4f(0, 1.0f, .25f, .25f);
  51. glTranslatef(0, -2.5f, 0);
  52. draw_cube();
  53. glEndList();
  54. return list;
  55. }
  56. void draw_scene(GLuint list)
  57. {
  58. // draw cubes
  59. glCallList(list);
  60. }
  61. int main(int argc, char** argv)
  62. {
  63. (void)argc; (void) argv;
  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. char* vertex = read_file("shaders/test1.vert.glsl");
  78. char* fragment = read_file("shaders/test1.frag.glsl");
  79. GLuint shader = compile_shader(vertex, fragment);
  80. glUseProgram(shader);
  81. glUniform1i(glGetUniformLocation(shader, "warpTexture"), 0);
  82. glUseProgram(0);
  83. GLuint list = gen_cubes();
  84. GLuint left_color_tex = 0, left_depth_tex = 0, left_fbo = 0;
  85. create_fbo(EYE_WIDTH, EYE_HEIGHT, &left_fbo, &left_color_tex, &left_depth_tex);
  86. GLuint right_color_tex = 0, right_depth_tex = 0, right_fbo = 0;
  87. create_fbo(EYE_WIDTH, EYE_HEIGHT, &right_fbo, &right_color_tex, &right_depth_tex);
  88. bool done = false;
  89. while(!done){
  90. ohmd_ctx_update(ctx);
  91. SDL_Event event;
  92. while(SDL_PollEvent(&event)){
  93. if(event.type == SDL_KEYDOWN){
  94. switch(event.key.keysym.sym){
  95. case SDLK_ESCAPE:
  96. done = true;
  97. break;
  98. case SDLK_F1:
  99. SDL_WM_ToggleFullScreen(gl.screen);
  100. break;
  101. default:
  102. break;
  103. }
  104. }
  105. }
  106. // Common scene state
  107. glEnable(GL_BLEND);
  108. glEnable(GL_DEPTH_TEST);
  109. float matrix[16];
  110. // set hmd rotation, for left eye.
  111. glMatrixMode(GL_PROJECTION);
  112. ohmd_device_getf(hmd, OHMD_MAT4X4_LEFT_EYE_GL_PROJECTION, matrix);
  113. glLoadMatrixf(matrix);
  114. glMatrixMode(GL_MODELVIEW);
  115. ohmd_device_getf(hmd, OHMD_MAT4X4_LEFT_EYE_GL_MODELVIEW, matrix);
  116. glLoadMatrixf(matrix);
  117. // Draw scene into framebuffer.
  118. glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, left_fbo);
  119. glViewport(0, 0, EYE_WIDTH, EYE_HEIGHT);
  120. glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  121. draw_scene(list);
  122. glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
  123. // set hmd rotation, for right eye.
  124. glMatrixMode(GL_PROJECTION);
  125. ohmd_device_getf(hmd, OHMD_MAT4X4_RIGHT_EYE_GL_PROJECTION, matrix);
  126. glLoadMatrixf(matrix);
  127. glMatrixMode(GL_MODELVIEW);
  128. ohmd_device_getf(hmd, OHMD_MAT4X4_RIGHT_EYE_GL_MODELVIEW, matrix);
  129. glLoadMatrixf(matrix);
  130. // Draw scene into framebuffer.
  131. glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, right_fbo);
  132. glViewport(0, 0, EYE_WIDTH, EYE_HEIGHT);
  133. glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  134. draw_scene(list);
  135. // Clean up common draw state
  136. glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
  137. glDisable(GL_BLEND);
  138. glDisable(GL_DEPTH_TEST);
  139. // Setup ortho state.
  140. glUseProgram(shader);
  141. glViewport(0, 0, TEST_WIDTH, TEST_HEIGHT);
  142. glEnable(GL_TEXTURE_2D);
  143. glColor4d(1, 1, 1, 1);
  144. // Setup simple render state
  145. glMatrixMode(GL_PROJECTION);
  146. glLoadIdentity();
  147. glMatrixMode(GL_MODELVIEW);
  148. glLoadIdentity();
  149. // Draw left eye
  150. glBindTexture(GL_TEXTURE_2D, left_color_tex);
  151. glBegin(GL_QUADS);
  152. glTexCoord2d( 0, 0);
  153. glVertex3d( -1, -1, 0);
  154. glTexCoord2d( 1, 0);
  155. glVertex3d( 0, -1, 0);
  156. glTexCoord2d( 1, 1);
  157. glVertex3d( 0, 1, 0);
  158. glTexCoord2d( 0, 1);
  159. glVertex3d( -1, 1, 0);
  160. glEnd();
  161. // Draw right eye
  162. glBindTexture(GL_TEXTURE_2D, right_color_tex);
  163. glBegin(GL_QUADS);
  164. glTexCoord2d( 0, 0);
  165. glVertex3d( 0, -1, 0);
  166. glTexCoord2d( 1, 0);
  167. glVertex3d( 1, -1, 0);
  168. glTexCoord2d( 1, 1);
  169. glVertex3d( 1, 1, 0);
  170. glTexCoord2d( 0, 1);
  171. glVertex3d( 0, 1, 0);
  172. glEnd();
  173. // Clean up state.
  174. glBindTexture(GL_TEXTURE_2D, 0);
  175. glDisable(GL_TEXTURE_2D);
  176. glUseProgram(0);
  177. // Da swap-dawup!
  178. SDL_GL_SwapBuffers();
  179. SDL_Delay(10);
  180. }
  181. ohmd_ctx_destroy(ctx);
  182. free(vertex);
  183. free(fragment);
  184. return 0;
  185. }