Files
Linux-VR-Compositor-Dev/examples/opengl/gl.c
2018-09-20 19:57:49 +02:00

403 lines
10 KiB
C

/*
* OpenHMD - Free and Open Source API and drivers for immersive technology.
* Copyright (C) 2013 Fredrik Hultin.
* Copyright (C) 2013 Jakob Bornecrantz.
* Distributed under the Boost 1.0 licence, see LICENSE for full text.
*/
/* OpenGL Test - GL Helper Functions Implementation */
#include "gl.h"
#include <string.h>
#include <math.h>
#include <stdio.h>
#include <stdlib.h>
#include <assert.h>
#include <xcb/xcb.h>
#ifdef __unix
#include <signal.h>
#endif
#ifndef M_PI
#define M_PI 3.14159265359
#endif
const uint32_t xcb_window_attrib_mask = XCB_CW_EVENT_MASK;
const uint32_t xcb_window_attrib_list[] = {
XCB_EVENT_MASK_BUTTON_PRESS,
XCB_EVENT_MASK_EXPOSURE,
XCB_EVENT_MASK_KEY_PRESS,
};
void CreateWindow(const char *display_name,
int window_x,
int window_y,
int window_width,
int window_height,
xcb_connection_t** out_connection,
int* out_screen,
xcb_window_t* out_window) {
xcb_generic_error_t* error;
//int iscreen;
xcb_connection_t *connection = xcb_connect(NULL, NULL);
if (!connection)
exit(-1);
if (xcb_connection_has_error(connection))
exit(-1);
const xcb_setup_t* setup = xcb_get_setup(connection);
xcb_screen_t* screen = xcb_setup_roots_iterator(setup).data;
assert(screen != 0);
xcb_window_t window = xcb_generate_id(connection);
if (window <= 0)
exit(-1);
xcb_void_cookie_t create_cookie = xcb_create_window_checked(
connection,
XCB_COPY_FROM_PARENT, // depth
window,
screen->root, // parent window
window_x,
window_y,
window_width,
window_height,
0, // border width
XCB_WINDOW_CLASS_INPUT_OUTPUT, // class
screen->root_visual, // visual
xcb_window_attrib_mask,
xcb_window_attrib_list);
xcb_void_cookie_t map_cookie = xcb_map_window_checked(connection, window);
// Check errors.
error = xcb_request_check(connection, create_cookie);
if (error)
exit(-1);
error = xcb_request_check(connection, map_cookie);
if (error)
exit(-1);
*out_connection = connection;
*out_window = window;
}
static const EGLint egl_config_attribs[] = {
//EGL_COLOR_BUFFER_TYPE, EGL_RGB_BUFFER,
//EGL_BUFFER_SIZE, 32,
EGL_RED_SIZE, 8,
EGL_GREEN_SIZE, 8,
EGL_BLUE_SIZE, 8,
EGL_ALPHA_SIZE, 8,
//EGL_DEPTH_SIZE, 24,
//EGL_STENCIL_SIZE, 8,
//EGL_SAMPLE_BUFFERS, 0,
//EGL_SAMPLES, 0,
EGL_SURFACE_TYPE, EGL_WINDOW_BIT,
EGL_RENDERABLE_TYPE, EGL_OPENGL_BIT,
EGL_NONE,
};
static const EGLint egl_context_attribs[] = {
EGL_CONTEXT_CLIENT_VERSION, 2,
EGL_NONE
};
static const EGLint egl_surface_attribs[] = {
EGL_RENDER_BUFFER, EGL_BACK_BUFFER,
EGL_NONE,
};
void CreateContext(
EGLint api,
EGLNativeWindowType native_window,
EGLDisplay* out_display,
EGLConfig* out_config,
EGLContext* out_context,
EGLSurface* out_window_surface) {
EGLint ignore;
EGLBoolean ok;
ok = eglBindAPI(api);
if (!ok)
exit(-1);
EGLDisplay display = eglGetDisplay(EGL_DEFAULT_DISPLAY);
if (display == EGL_NO_DISPLAY)
exit(-1);
ok = eglInitialize(display, &ignore, &ignore);
if (!ok)
exit(-1);
EGLint configs_size = 256;
EGLConfig configs [configs_size];
EGLint num_configs;
ok = eglChooseConfig(
display,
egl_config_attribs,
configs,
configs_size, // num requested configs
&num_configs); // num returned configs
if (!ok)
exit(-1);
if (num_configs == 0)
exit(-1);
EGLConfig config = configs[0];
EGLContext context = eglCreateContext(
display,
config,
EGL_NO_CONTEXT, // can't share between 2 different drivers
egl_context_attribs);
if (!context)
exit(-1);
EGLSurface surface = eglCreateWindowSurface(
display,
config,
native_window,
egl_surface_attribs);
if (!surface)
exit(-1);
ok = eglMakeCurrent(display, surface, surface, context);
if (!ok)
exit(-1);
// Check if surface is double buffered.
EGLint render_buffer;
ok = eglQueryContext(
display,
context,
EGL_RENDER_BUFFER,
&render_buffer);
if (!ok)
exit(-1);
if (render_buffer == EGL_SINGLE_BUFFER)
printf("warn: EGL surface is single buffered\n");
*out_display = display;
*out_config = config;
*out_context = context;
*out_window_surface = surface;
}
void init_gl(gl_ctx* ctx, int w, int h)
{
memset(ctx, 0, sizeof(gl_ctx));
const char *x_display_name = NULL;
CreateWindow(x_display_name,
0, 0, // x, y
w, h, // width, height
&ctx->x_connection,
&ctx->x_screen,
&ctx->x_window);
if(ctx->x_window == NULL)
{
printf("CreateWindow failed\n");
exit(-1);
}
ctx->w = w;
ctx->h = h;
ctx->is_fullscreen = 0;
CreateContext(EGL_OPENGL_API,
ctx->x_window,
&ctx->egl_display,
&ctx->egl_config,
&ctx->egl_context,
&ctx->egl_surface);
if(ctx->egl_context == EGL_NO_CONTEXT)
{
printf("CreateContext\n");
exit(-1);
}
// Disable ctrl-c catching on Linux (and OS X?)
#ifdef __unix
signal(SIGINT, SIG_DFL);
#endif
printf("OpenGL Renderer: %s\n", glGetString(GL_RENDERER));
printf("OpenGL Vendor: %s\n", glGetString(GL_VENDOR));
printf("OpenGL Version: %s\n", glGetString(GL_VERSION));
// == Initialize OpenGL ==
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_ALPHA_TEST);
glLoadIdentity();
glShadeModel(GL_SMOOTH);
glDisable(GL_DEPTH_TEST);
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
glLoadIdentity();
glMatrixMode(GL_PROJECTION);
glEnable(GL_POLYGON_SMOOTH);
glLoadIdentity();
glViewport(0, 0, ctx->w, ctx->h);
}
void ortho(gl_ctx* ctx)
{
glMatrixMode(GL_PROJECTION);
//glPushMatrix();
glLoadIdentity();
glOrtho(0.0f, ctx->w, ctx->h, 0.0f, -1.0f, 1.0f);
glMatrixMode(GL_MODELVIEW);
//glPushMatrix();
glLoadIdentity();
glDisable(GL_DEPTH_TEST);
glDisable(GL_DEPTH);
glDisable(GL_MULTISAMPLE);
}
void draw_cube()
{
glBegin(GL_QUADS);
glVertex3f( 0.5f, 0.5f, -0.5f); /* Top Right Of The Quad (Top) */
glVertex3f( -0.5f, 0.5f, -0.5f); /* Top Left Of The Quad (Top) */
glVertex3f( -0.5f, 0.5f, 0.5f); /* Bottom Left Of The Quad (Top) */
glVertex3f( 0.5f, 0.5f, 0.5f); /* Bottom Right Of The Quad (Top) */
glVertex3f( 0.5f, -0.5f, 0.5f); /* Top Right Of The Quad (Botm) */
glVertex3f( -0.5f, -0.5f, 0.5f); /* Top Left Of The Quad (Botm) */
glVertex3f( -0.5f, -0.5f, -0.5f); /* Bottom Left Of The Quad (Botm) */
glVertex3f( 0.5f, -0.5f, -0.5f); /* Bottom Right Of The Quad (Botm) */
glVertex3f( 0.5f, 0.5f, 0.5f); /* Top Right Of The Quad (Front) */
glVertex3f( -0.5f, 0.5f, 0.5f); /* Top Left Of The Quad (Front) */
glVertex3f( -0.5f, -0.5f, 0.5f); /* Bottom Left Of The Quad (Front) */
glVertex3f( 0.5f, -0.5f, 0.5f); /* Bottom Right Of The Quad (Front) */
glVertex3f( 0.5f, -0.5f, -0.5f); /* Bottom Left Of The Quad (Back) */
glVertex3f( -0.5f, -0.5f, -0.5f); /* Bottom Right Of The Quad (Back) */
glVertex3f( -0.5f, 0.5f, -0.5f); /* Top Right Of The Quad (Back) */
glVertex3f( 0.5f, 0.5f, -0.5f); /* Top Left Of The Quad (Back) */
glVertex3f( -0.5f, 0.5f, 0.5f); /* Top Right Of The Quad (Left) */
glVertex3f( -0.5f, 0.5f, -0.5f); /* Top Left Of The Quad (Left) */
glVertex3f( -0.5f, -0.5f, -0.5f); /* Bottom Left Of The Quad (Left) */
glVertex3f( -0.5f, -0.5f, 0.5f); /* Bottom Right Of The Quad (Left) */
glVertex3f( 0.5f, 0.5f, -0.5f); /* Top Right Of The Quad (Right) */
glVertex3f( 0.5f, 0.5f, 0.5f); /* Top Left Of The Quad (Right) */
glVertex3f( 0.5f, -0.5f, 0.5f); /* Bottom Left Of The Quad (Right) */
glVertex3f( 0.5f, -0.5f, -0.5f); /* Bottom Right Of The Quad (Right) */
glEnd();
}
static void compile_shader_src(GLuint shader, const char* src)
{
glShaderSource(shader, 1, &src, NULL);
glCompileShader(shader);
GLint status;
GLint length;
char log[4096] = {0};
glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
glGetShaderInfoLog(shader, 4096, &length, log);
if(status == GL_FALSE){
printf("compile failed %s\n", log);
}
}
GLuint compile_shader(const char* vertex, const char* fragment)
{
// Create the handels
GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER);
GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
GLuint programShader = glCreateProgram();
// Attach the shaders to a program handel.
glAttachShader(programShader, vertexShader);
glAttachShader(programShader, fragmentShader);
// Load and compile the Vertex Shader
compile_shader_src(vertexShader, vertex);
// Load and compile the Fragment Shader
compile_shader_src(fragmentShader, fragment);
// The shader objects are not needed any more,
// the programShader is the complete shader to be used.
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
glLinkProgram(programShader);
GLint status;
GLint length;
char log[4096] = {0};
glGetProgramiv(programShader, GL_LINK_STATUS, &status);
glGetProgramInfoLog(programShader, 4096, &length, log);
if(status == GL_FALSE){
printf("link failed %s\n", log);
}
return programShader;
}
void create_fbo(int eye_width, int eye_height, GLuint* fbo, GLuint* color_tex, GLuint* depth_tex)
{
glGenTextures(1, color_tex);
glGenTextures(1, depth_tex);
glGenFramebuffers(1, fbo);
glBindTexture(GL_TEXTURE_2D, *color_tex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, eye_width, eye_height, 0, GL_RGBA, GL_UNSIGNED_INT, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glBindTexture(GL_TEXTURE_2D, *depth_tex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, eye_width, eye_height, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glBindTexture(GL_TEXTURE_2D, 0);
glBindFramebuffer(GL_FRAMEBUFFER_EXT, *fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, *color_tex, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, *depth_tex, 0);
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER_EXT);
if(status != GL_FRAMEBUFFER_COMPLETE_EXT){
printf("failed to create fbo %x\n", status);
}
glBindFramebuffer(GL_FRAMEBUFFER_EXT, 0);
}