356 lines
9.7 KiB
C
356 lines
9.7 KiB
C
/*
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* OpenHMD - Free and Open Source API and drivers for immersive technology.
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* Copyright (C) 2013 Fredrik Hultin.
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* Copyright (C) 2013 Jakob Bornecrantz.
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* Distributed under the Boost 1.0 licence, see LICENSE for full text.
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*/
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/* OpenGL Test - Main Implementation */
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#include <openhmd.h>
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#include <stdbool.h>
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#include <assert.h>
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#include <math.h>
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#include <stdio.h>
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#include <stdlib.h>
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#include "gl.h"
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#define OVERSAMPLE_SCALE 2.0
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float randf()
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{
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return (float)rand() / (float)RAND_MAX;
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}
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GLuint gen_cubes()
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{
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GLuint list = glGenLists(1);
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// Set the random seed.
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srand(42);
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glNewList(list, GL_COMPILE);
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for(float a = 0.0f; a < 360.0f; a += 20.0f){
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glPushMatrix();
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glRotatef(a, 0, 1, 0);
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glTranslatef(0, 0, -1);
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glScalef(0.2, 0.2, 0.2);
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glRotatef(randf() * 360, randf(), randf(), randf());
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glColor4f(randf(), randf(), randf(), randf() * .5f + .5f);
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draw_cube();
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glPopMatrix();
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}
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// draw floor
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glColor4f(0, 1.0f, .25f, .25f);
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glTranslatef(0, -2.5f, 0);
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draw_cube();
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glEndList();
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return list;
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}
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void draw_crosshairs(float len, float cx, float cy)
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{
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix();
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glLoadIdentity();
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glMatrixMode(GL_PROJECTION);
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glPushMatrix();
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glLoadIdentity();
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glBegin(GL_LINES);
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float l = len/2.0f;
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glVertex3f(cx - l, cy, 0.0);
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glVertex3f(cx + l, cy, 0.0);
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glVertex3f(cx, cy - l, 0.0);
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glVertex3f(cx, cy + l, 0.0);
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glEnd();
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glMatrixMode(GL_PROJECTION);
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glPopMatrix();
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glMatrixMode(GL_MODELVIEW);
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glPopMatrix();
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}
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void draw_scene(GLuint list)
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{
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// draw cubes
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glCallList(list);
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}
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static inline void
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print_matrix(float m[])
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{
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printf("[[%0.4f, %0.4f, %0.4f, %0.4f],\n"
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"[%0.4f, %0.4f, %0.4f, %0.4f],\n"
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"[%0.4f, %0.4f, %0.4f, %0.4f],\n"
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"[%0.4f, %0.4f, %0.4f, %0.4f]]\n",
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m[0], m[4], m[8], m[12],
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m[1], m[5], m[9], m[13],
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m[2], m[6], m[10], m[14],
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m[3], m[7], m[11], m[15]);
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}
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int main(int argc, char** argv)
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{
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int hmd_w, hmd_h;
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ohmd_context* ctx = ohmd_ctx_create();
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int num_devices = ohmd_ctx_probe(ctx);
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if(num_devices < 0){
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printf("failed to probe devices: %s\n", ohmd_ctx_get_error(ctx));
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return 1;
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}
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ohmd_device_settings* settings = ohmd_device_settings_create(ctx);
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// If OHMD_IDS_AUTOMATIC_UPDATE is set to 0, ohmd_ctx_update() must be called at least 10 times per second.
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// It is enabled by default.
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int auto_update = 1;
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ohmd_device_settings_seti(settings, OHMD_IDS_AUTOMATIC_UPDATE, &auto_update);
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ohmd_device* hmd = ohmd_list_open_device_s(ctx, 0, settings);
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if(!hmd){
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printf("failed to open device: %s\n", ohmd_ctx_get_error(ctx));
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return 1;
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}
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ohmd_device_geti(hmd, OHMD_SCREEN_HORIZONTAL_RESOLUTION, &hmd_w);
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ohmd_device_geti(hmd, OHMD_SCREEN_VERTICAL_RESOLUTION, &hmd_h);
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float ipd;
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ohmd_device_getf(hmd, OHMD_EYE_IPD, &ipd);
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float viewport_scale[2];
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float distortion_coeffs[4];
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float aberr_scale[3];
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float sep;
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float left_lens_center[2];
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float right_lens_center[2];
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//viewport is half the screen
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ohmd_device_getf(hmd, OHMD_SCREEN_HORIZONTAL_SIZE, &(viewport_scale[0]));
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viewport_scale[0] /= 2.0f;
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ohmd_device_getf(hmd, OHMD_SCREEN_VERTICAL_SIZE, &(viewport_scale[1]));
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//distortion coefficients
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ohmd_device_getf(hmd, OHMD_UNIVERSAL_DISTORTION_K, &(distortion_coeffs[0]));
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ohmd_device_getf(hmd, OHMD_UNIVERSAL_ABERRATION_K, &(aberr_scale[0]));
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//calculate lens centers (assuming the eye separation is the distance between the lens centers)
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ohmd_device_getf(hmd, OHMD_LENS_HORIZONTAL_SEPARATION, &sep);
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ohmd_device_getf(hmd, OHMD_LENS_VERTICAL_POSITION, &(left_lens_center[1]));
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ohmd_device_getf(hmd, OHMD_LENS_VERTICAL_POSITION, &(right_lens_center[1]));
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left_lens_center[0] = viewport_scale[0] - sep/2.0f;
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right_lens_center[0] = sep/2.0f;
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//assume calibration was for lens view to which ever edge of screen is further away from lens center
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float warp_scale = (left_lens_center[0] > right_lens_center[0]) ? left_lens_center[0] : right_lens_center[0];
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float warp_adj = 1.0f;
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ohmd_device_settings_destroy(settings);
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struct lvrcInstance * compositor = lvrcCreateInstance(hmd);
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gl_ctx gl;
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init_gl(&gl, compositor);
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GLuint list = gen_cubes();
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int eye_w = hmd_w/2*OVERSAMPLE_SCALE;
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int eye_h = hmd_h*OVERSAMPLE_SCALE;
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GLuint left_color_tex = 0, left_depth_tex = 0, left_fbo = 0;
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create_fbo(eye_w, eye_h, &left_fbo, &left_color_tex, &left_depth_tex);
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GLuint right_color_tex = 0, right_depth_tex = 0, right_fbo = 0;
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create_fbo(eye_w, eye_h, &right_fbo, &right_color_tex, &right_depth_tex);
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bool bCompositorInit = lvrcInitFrameResources(compositor);
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if (!bCompositorInit)
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{
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return(-1);
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}
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bool done = false;
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bool crosshair_overlay = false;
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while(!done){
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ohmd_ctx_update(ctx);
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lvrcBeginFrame(compositor);
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#if 0
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SDL_Event event;
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while(SDL_PollEvent(&event)){
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if(event.type == SDL_KEYDOWN){
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switch(event.key.keysym.sym){
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case SDLK_ESCAPE:
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done = true;
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break;
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case SDLK_F1:
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{
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gl.is_fullscreen = !gl.is_fullscreen;
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SDL_SetWindowFullscreen(gl.window, gl.is_fullscreen ? SDL_WINDOW_FULLSCREEN : 0);
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}
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break;
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case SDLK_F2:
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{
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// reset rotation and position
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float zero[] = {0, 0, 0, 1};
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ohmd_device_setf(hmd, OHMD_ROTATION_QUAT, zero);
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ohmd_device_setf(hmd, OHMD_POSITION_VECTOR, zero);
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}
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break;
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case SDLK_F3:
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{
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float mat[16];
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ohmd_device_getf(hmd, OHMD_LEFT_EYE_GL_PROJECTION_MATRIX, mat);
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printf("Projection L: ");
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print_matrix(mat);
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printf("\n");
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ohmd_device_getf(hmd, OHMD_RIGHT_EYE_GL_PROJECTION_MATRIX, mat);
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printf("Projection R: ");
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print_matrix(mat);
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printf("\n");
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ohmd_device_getf(hmd, OHMD_LEFT_EYE_GL_MODELVIEW_MATRIX, mat);
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printf("View: ");
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print_matrix(mat);
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printf("\n");
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printf("viewport_scale: [%0.4f, %0.4f]\n", viewport_scale[0], viewport_scale[1]);
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printf("lens separation: %04f\n", sep);
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printf("IPD: %0.4f\n", ipd);
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printf("warp_scale: %0.4f\r\n", warp_scale);
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printf("distortion coeffs: [%0.4f, %0.4f, %0.4f, %0.4f]\n", distortion_coeffs[0], distortion_coeffs[1], distortion_coeffs[2], distortion_coeffs[3]);
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printf("aberration coeffs: [%0.4f, %0.4f, %0.4f]\n", aberr_scale[0], aberr_scale[1], aberr_scale[2]);
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printf("left_lens_center: [%0.4f, %0.4f]\n", left_lens_center[0], left_lens_center[1]);
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printf("right_lens_center: [%0.4f, %0.4f]\n", right_lens_center[0], right_lens_center[1]);
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}
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break;
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case SDLK_w:
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sep += 0.001;
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left_lens_center[0] = viewport_scale[0] - sep/2.0f;
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right_lens_center[0] = sep/2.0f;
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break;
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case SDLK_q:
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sep -= 0.001;
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left_lens_center[0] = viewport_scale[0] - sep/2.0f;
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right_lens_center[0] = sep/2.0f;
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break;
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case SDLK_a:
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warp_adj *= 1.0/0.9;
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break;
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case SDLK_z:
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warp_adj *= 0.9;
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break;
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case SDLK_i:
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ipd -= 0.001;
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ohmd_device_setf(hmd, OHMD_EYE_IPD, &ipd);
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break;
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case SDLK_o:
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ipd += 0.001;
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ohmd_device_setf(hmd, OHMD_EYE_IPD, &ipd);
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break;
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case SDLK_d:
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/* toggle between distorted and undistorted views */
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if ((distortion_coeffs[0] != 0.0) ||
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(distortion_coeffs[1] != 0.0) ||
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(distortion_coeffs[2] != 0.0) ||
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(distortion_coeffs[3] != 1.0)) {
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distortion_coeffs[0] = 0.0;
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distortion_coeffs[1] = 0.0;
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distortion_coeffs[2] = 0.0;
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distortion_coeffs[3] = 1.0;
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} else {
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ohmd_device_getf(hmd, OHMD_UNIVERSAL_DISTORTION_K, &(distortion_coeffs[0]));
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}
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break;
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case SDLK_x:
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crosshair_overlay = ! crosshair_overlay;
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break;
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default:
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break;
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}
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}
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}
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#endif // 0
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// Common scene state
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glEnable(GL_BLEND);
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glEnable(GL_DEPTH_TEST);
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float matrix[16];
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// set hmd rotation, for left eye.
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glMatrixMode(GL_PROJECTION);
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ohmd_device_getf(hmd, OHMD_LEFT_EYE_GL_PROJECTION_MATRIX, matrix);
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glLoadMatrixf(matrix);
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glMatrixMode(GL_MODELVIEW);
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ohmd_device_getf(hmd, OHMD_LEFT_EYE_GL_MODELVIEW_MATRIX, matrix);
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glLoadMatrixf(matrix);
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// Draw scene into framebuffer.
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glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, left_fbo);
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glViewport(0, 0, eye_w, eye_h);
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glClearColor(0.0, 0.0, 0.0, 1.0);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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draw_scene(list);
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if (crosshair_overlay) {
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glClear(GL_DEPTH_BUFFER_BIT);
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glLineWidth(2.0*OVERSAMPLE_SCALE);
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glColor4f(1.0, 0.5, 0.0, 1.0);
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draw_crosshairs(0.1, 2*left_lens_center[0]/viewport_scale[0] - 1.0f, 2*left_lens_center[1]/viewport_scale[1] - 1.0f);
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}
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// set hmd rotation, for right eye.
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glMatrixMode(GL_PROJECTION);
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ohmd_device_getf(hmd, OHMD_RIGHT_EYE_GL_PROJECTION_MATRIX, matrix);
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glLoadMatrixf(matrix);
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glMatrixMode(GL_MODELVIEW);
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ohmd_device_getf(hmd, OHMD_RIGHT_EYE_GL_MODELVIEW_MATRIX, matrix);
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glLoadMatrixf(matrix);
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// Draw scene into framebuffer.
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glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, right_fbo);
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glViewport(0, 0, eye_w, eye_h);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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draw_scene(list);
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if (crosshair_overlay) {
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glClear(GL_DEPTH_BUFFER_BIT);
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glLineWidth(5.0);
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glColor4f(1.0, 0.5, 0.0, 1.0);
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draw_crosshairs(0.1, 2*right_lens_center[0]/viewport_scale[0] - 1.0f, 2*right_lens_center[1]/viewport_scale[1] - 1.0f);
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}
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// Clean up common draw state
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glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
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glDisable(GL_BLEND);
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glDisable(GL_DEPTH_TEST);
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// Draw left eye
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lvrcSubmitFrameLeft(compositor, left_color_tex);
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// Draw right eye
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lvrcSubmitFrameRight(compositor, right_color_tex);
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// Clean up state.
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glBindTexture(GL_TEXTURE_2D, 0);
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glDisable(GL_TEXTURE_2D);
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glUseProgram(0);
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// Da swap-dawup!
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eglSwapBuffers(gl.display, gl.surface);
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lvrcEndFrame(compositor);
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}
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lvrcReleaseFrameResources(compositor);
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// TODO : destroy OpenGL context here
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lvrcReleaseSwapChain(compositor);
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lvrcDestroyInstance(compositor);
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ohmd_ctx_destroy(ctx);
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return 0;
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}
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