main.c 8.8 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324
  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. /* DK1 */
  14. //#define TEST_WIDTH 1280
  15. //#define TEST_HEIGHT 800
  16. /* DK2 */
  17. #define TEST_WIDTH 1920
  18. #define TEST_HEIGHT 1080
  19. #define EYE_WIDTH (TEST_WIDTH / 2 * 2)
  20. #define EYE_HEIGHT (TEST_HEIGHT * 2)
  21. char* read_file(const char* filename)
  22. {
  23. FILE* f = fopen(filename, "rb");
  24. fseek(f, 0, SEEK_END);
  25. long len = ftell(f);
  26. fseek(f, 0, SEEK_SET);
  27. char* buffer = calloc(1, len + 1);
  28. assert(buffer);
  29. size_t ret = fread(buffer, len, 1, f);
  30. assert(ret);
  31. fclose(f);
  32. return buffer;
  33. }
  34. float randf()
  35. {
  36. return (float)rand() / (float)RAND_MAX;
  37. }
  38. GLuint gen_cubes()
  39. {
  40. GLuint list = glGenLists(1);
  41. // Set the random seed.
  42. srand(42);
  43. glNewList(list, GL_COMPILE);
  44. for(float a = 0.0f; a < 360.0f; a += 20.0f){
  45. glPushMatrix();
  46. glRotatef(a, 0, 1, 0);
  47. glTranslatef(0, 0, -1);
  48. glScalef(0.2, 0.2, 0.2);
  49. glRotatef(randf() * 360, randf(), randf(), randf());
  50. glColor4f(randf(), randf(), randf(), randf() * .5f + .5f);
  51. draw_cube();
  52. glPopMatrix();
  53. }
  54. // draw floor
  55. glColor4f(0, 1.0f, .25f, .25f);
  56. glTranslatef(0, -2.5f, 0);
  57. draw_cube();
  58. glEndList();
  59. return list;
  60. }
  61. void draw_scene(GLuint list)
  62. {
  63. // draw cubes
  64. glCallList(list);
  65. }
  66. static inline void
  67. print_matrix(float m[])
  68. {
  69. printf("[[%0.4f, %0.4f, %0.4f, %0.4f],\n"
  70. "[%0.4f, %0.4f, %0.4f, %0.4f],\n"
  71. "[%0.4f, %0.4f, %0.4f, %0.4f],\n"
  72. "[%0.4f, %0.4f, %0.4f, %0.4f]]\n",
  73. m[0], m[4], m[8], m[12],
  74. m[1], m[5], m[9], m[13],
  75. m[2], m[6], m[10], m[14],
  76. m[3], m[7], m[11], m[15]);
  77. }
  78. int main(int argc, char** argv)
  79. {
  80. ohmd_context* ctx = ohmd_ctx_create();
  81. int num_devices = ohmd_ctx_probe(ctx);
  82. if(num_devices < 0){
  83. printf("failed to probe devices: %s\n", ohmd_ctx_get_error(ctx));
  84. return 1;
  85. }
  86. ohmd_device_settings* settings = ohmd_device_settings_create(ctx);
  87. // If OHMD_IDS_AUTOMATIC_UPDATE is set to 0, ohmd_ctx_update() must be called at least 10 times per second.
  88. // It is enabled by default.
  89. int auto_update = 1;
  90. ohmd_device_settings_seti(settings, OHMD_IDS_AUTOMATIC_UPDATE, &auto_update);
  91. ohmd_device* hmd = ohmd_list_open_device_s(ctx, 0, settings);
  92. float viewport_scale[2];
  93. float distortion_coeffs[4];
  94. float aberr_scale[3];
  95. float sep;
  96. float left_lens_center[2];
  97. float right_lens_center[2];
  98. //viewport is half the screen
  99. ohmd_device_getf(hmd, OHMD_SCREEN_HORIZONTAL_SIZE, &(viewport_scale[0]));
  100. viewport_scale[0] /= 2.0f;
  101. ohmd_device_getf(hmd, OHMD_SCREEN_VERTICAL_SIZE, &(viewport_scale[1]));
  102. //distortion coefficients
  103. ohmd_device_getf(hmd, OHMD_UNIVERSAL_DISTORTION_K, &(distortion_coeffs[0]));
  104. ohmd_device_getf(hmd, OHMD_UNIVERSAL_ABERRATION_K, &(aberr_scale[0]));
  105. //calculate lens centers (assuming the eye separation is the distance betweenteh lense centers)
  106. ohmd_device_getf(hmd, OHMD_LENS_HORIZONTAL_SEPARATION, &sep);
  107. ohmd_device_getf(hmd, OHMD_LENS_VERTICAL_POSITION, &(left_lens_center[1]));
  108. ohmd_device_getf(hmd, OHMD_LENS_VERTICAL_POSITION, &(right_lens_center[1]));
  109. left_lens_center[0] = viewport_scale[0] - sep/2.0f;
  110. right_lens_center[0] = sep/2.0f;
  111. //asume calibration was for lens view to which ever edge of screen is further away from lens center
  112. float warp_scale = (left_lens_center[0] > right_lens_center[0]) ? left_lens_center[0] : right_lens_center[0];
  113. ohmd_device_settings_destroy(settings);
  114. if(!hmd){
  115. printf("failed to open device: %s\n", ohmd_ctx_get_error(ctx));
  116. return 1;
  117. }
  118. gl_ctx gl;
  119. init_gl(&gl, TEST_WIDTH, TEST_HEIGHT);
  120. SDL_ShowCursor(SDL_DISABLE);
  121. const char* vertex;
  122. ohmd_gets(OHMD_GLSL_DISTORTION_VERT_SRC, &vertex);
  123. const char* fragment;
  124. ohmd_gets(OHMD_GLSL_DISTORTION_FRAG_SRC, &fragment);
  125. GLuint shader = compile_shader(vertex, fragment);
  126. glUseProgram(shader);
  127. glUniform1i(glGetUniformLocation(shader, "warpTexture"), 0);
  128. glUniform2fv(glGetUniformLocation(shader, "ViewportScale"), 1, viewport_scale);
  129. glUniform1f(glGetUniformLocation(shader, "WarpScale"), warp_scale);
  130. glUniform4fv(glGetUniformLocation(shader, "HmdWarpParam"), 1, distortion_coeffs);
  131. glUniform3fv(glGetUniformLocation(shader, "aberr"), 1, aberr_scale);
  132. glUseProgram(0);
  133. GLuint list = gen_cubes();
  134. GLuint left_color_tex = 0, left_depth_tex = 0, left_fbo = 0;
  135. create_fbo(EYE_WIDTH, EYE_HEIGHT, &left_fbo, &left_color_tex, &left_depth_tex);
  136. GLuint right_color_tex = 0, right_depth_tex = 0, right_fbo = 0;
  137. create_fbo(EYE_WIDTH, EYE_HEIGHT, &right_fbo, &right_color_tex, &right_depth_tex);
  138. bool done = false;
  139. while(!done){
  140. ohmd_ctx_update(ctx);
  141. SDL_Event event;
  142. while(SDL_PollEvent(&event)){
  143. if(event.type == SDL_KEYDOWN){
  144. switch(event.key.keysym.sym){
  145. case SDLK_ESCAPE:
  146. done = true;
  147. break;
  148. case SDLK_F1:
  149. SDL_WM_ToggleFullScreen(gl.screen);
  150. break;
  151. case SDLK_F2:
  152. {
  153. // reset rotation and position
  154. float zero[] = {0, 0, 0, 1};
  155. ohmd_device_setf(hmd, OHMD_ROTATION_QUAT, zero);
  156. ohmd_device_setf(hmd, OHMD_POSITION_VECTOR, zero);
  157. }
  158. break;
  159. case SDLK_F3:
  160. {
  161. float mat[16];
  162. ohmd_device_getf(hmd, OHMD_LEFT_EYE_GL_PROJECTION_MATRIX, mat);
  163. printf("Projection L: ");
  164. print_matrix(mat);
  165. printf("\n");
  166. ohmd_device_getf(hmd, OHMD_RIGHT_EYE_GL_PROJECTION_MATRIX, mat);
  167. printf("Projection R: ");
  168. print_matrix(mat);
  169. printf("\n");
  170. ohmd_device_getf(hmd, OHMD_LEFT_EYE_GL_MODELVIEW_MATRIX, mat);
  171. printf("View: ");
  172. print_matrix(mat);
  173. printf("\n");
  174. printf("viewport_scale: [%0.4f, %0.4f]\n", viewport_scale[0], viewport_scale[1]);
  175. printf("warp_scale: %0.4f\r\n", warp_scale);
  176. printf("distoriton coeffs: [%0.4f, %0.4f, %0.4f, %0.4f]\n", distortion_coeffs[0], distortion_coeffs[1], distortion_coeffs[2], distortion_coeffs[3]);
  177. printf("aberration coeffs: [%0.4f, %0.4f, %0.4f]\n", aberr_scale[0], aberr_scale[1], aberr_scale[2]);
  178. printf("left_lens_center: [%0.4f, %0.4f]\n", left_lens_center[0], left_lens_center[1]);
  179. printf("right_lens_center: [%0.4f, %0.4f]\n", left_lens_center[0], left_lens_center[1]);
  180. }
  181. break;
  182. default:
  183. break;
  184. }
  185. }
  186. }
  187. // Common scene state
  188. glEnable(GL_BLEND);
  189. glEnable(GL_DEPTH_TEST);
  190. float matrix[16];
  191. // set hmd rotation, for left eye.
  192. glMatrixMode(GL_PROJECTION);
  193. ohmd_device_getf(hmd, OHMD_LEFT_EYE_GL_PROJECTION_MATRIX, matrix);
  194. glLoadMatrixf(matrix);
  195. glMatrixMode(GL_MODELVIEW);
  196. ohmd_device_getf(hmd, OHMD_LEFT_EYE_GL_MODELVIEW_MATRIX, matrix);
  197. glLoadMatrixf(matrix);
  198. // Draw scene into framebuffer.
  199. glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, left_fbo);
  200. glViewport(0, 0, EYE_WIDTH, EYE_HEIGHT);
  201. glClearColor(0.0, 0.0, 0.0, 1.0);
  202. glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  203. draw_scene(list);
  204. glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
  205. // set hmd rotation, for right eye.
  206. glMatrixMode(GL_PROJECTION);
  207. ohmd_device_getf(hmd, OHMD_RIGHT_EYE_GL_PROJECTION_MATRIX, matrix);
  208. glLoadMatrixf(matrix);
  209. glMatrixMode(GL_MODELVIEW);
  210. ohmd_device_getf(hmd, OHMD_RIGHT_EYE_GL_MODELVIEW_MATRIX, matrix);
  211. glLoadMatrixf(matrix);
  212. // Draw scene into framebuffer.
  213. glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, right_fbo);
  214. glViewport(0, 0, EYE_WIDTH, EYE_HEIGHT);
  215. glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  216. draw_scene(list);
  217. // Clean up common draw state
  218. glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
  219. glDisable(GL_BLEND);
  220. glDisable(GL_DEPTH_TEST);
  221. // Setup ortho state.
  222. glUseProgram(shader);
  223. glViewport(0, 0, TEST_WIDTH, TEST_HEIGHT);
  224. glEnable(GL_TEXTURE_2D);
  225. glColor4d(1, 1, 1, 1);
  226. // Setup simple render state
  227. glMatrixMode(GL_PROJECTION);
  228. glLoadIdentity();
  229. glMatrixMode(GL_MODELVIEW);
  230. glLoadIdentity();
  231. // Draw left eye
  232. glUniform2fv(glGetUniformLocation(shader, "LensCenter"), 1, left_lens_center);
  233. glBindTexture(GL_TEXTURE_2D, left_color_tex);
  234. glBegin(GL_QUADS);
  235. glTexCoord2d( 0, 0);
  236. glVertex3d( -1, -1, 0);
  237. glTexCoord2d( 1, 0);
  238. glVertex3d( 0, -1, 0);
  239. glTexCoord2d( 1, 1);
  240. glVertex3d( 0, 1, 0);
  241. glTexCoord2d( 0, 1);
  242. glVertex3d( -1, 1, 0);
  243. glEnd();
  244. // Draw right eye
  245. glUniform2fv(glGetUniformLocation(shader, "LensCenter"), 1, right_lens_center);
  246. glBindTexture(GL_TEXTURE_2D, right_color_tex);
  247. glBegin(GL_QUADS);
  248. glTexCoord2d( 0, 0);
  249. glVertex3d( 0, -1, 0);
  250. glTexCoord2d( 1, 0);
  251. glVertex3d( 1, -1, 0);
  252. glTexCoord2d( 1, 1);
  253. glVertex3d( 1, 1, 0);
  254. glTexCoord2d( 0, 1);
  255. glVertex3d( 0, 1, 0);
  256. glEnd();
  257. // Clean up state.
  258. glBindTexture(GL_TEXTURE_2D, 0);
  259. glDisable(GL_TEXTURE_2D);
  260. glUseProgram(0);
  261. // Da swap-dawup!
  262. SDL_GL_SwapBuffers();
  263. SDL_Delay(10);
  264. }
  265. ohmd_ctx_destroy(ctx);
  266. return 0;
  267. }