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Linux-VR-Compositor-Dev/examples/opengl/gl.c

262 lines
7.1 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 <lvrc.h>
#ifdef __unix
#include <signal.h>
#endif
#ifndef M_PI
#define M_PI 3.14159265359
#endif
void init_gl(gl_ctx* ctx, struct lvrcInstance * compositor)
{
memset(ctx, 0, sizeof(gl_ctx));
bool bSwapChainCreated = lvrcInitSwapChain(compositor);
if (!bSwapChainCreated)
{
fprintf(stderr, "swap chain not created\n");
exit(-1);
}
static const EGLint attribs[] =
{
EGL_RED_SIZE, 8,
EGL_GREEN_SIZE, 8,
EGL_BLUE_SIZE, 8,
//EGL_ALPHA_SIZE, 8,
//EGL_DEPTH_SIZE, 16,
EGL_RENDERABLE_TYPE, EGL_OPENGL_BIT,
EGL_SURFACE_TYPE, EGL_WINDOW_BIT,
EGL_NONE
};
static const EGLint context_attributes[] =
{
EGL_CONTEXT_CLIENT_VERSION, 2,
EGL_NONE
};
//
// Get Native Display
EGLNativeDisplayType nativeDisplay = lvrcSwapChainGetNativeDisplay(compositor);
if (!nativeDisplay)
{
fprintf(stderr, "invalid native display\n");
exit(-1);
}
//
// get an EGL display connection
ctx->display = eglGetDisplay(nativeDisplay);
if (EGL_NO_DISPLAY == ctx->display)
{
fprintf(stderr, "eglGetDisplay() failed\n");
exit(-1);
}
//
// initialize the EGL display connection
EGLint major, minor;
if (!eglInitialize(ctx->display, &major, &minor))
{
fprintf(stderr, "eglInitialize() failed\n");
exit(-1);
}
//
// bind OpenGL API
eglBindAPI(EGL_OPENGL_API);
//
// get an appropriate EGL frame buffer configuration
EGLint num_config;
EGLConfig configs[128];
if (!eglChooseConfig(ctx->display, attribs, configs, 128, &num_config))
{
fprintf(stderr, "eglChooseConfig() failed\n");
exit(-1);
}
EGLConfig config = configs[0]; // FIXME
//
// create context
ctx->context = eglCreateContext(ctx->display, config, EGL_NO_CONTEXT, context_attributes);
if (EGL_NO_CONTEXT == ctx->context)
{
fprintf(stderr, "failed to create context\n");
exit(-1);
}
//
// Get Native Window
EGLNativeWindowType nativeWindow = lvrcSwapChainGetNativeWindow(compositor);
if (!nativeWindow)
{
fprintf(stderr, "invalid native window\n");
exit(-1);
}
//
// Create Surface
ctx->surface = eglCreateWindowSurface(ctx->display, config, nativeWindow, NULL);
if (EGL_NO_SURFACE == ctx->surface)
{
fprintf(stderr, "eglCreateWindowSurface() failed\n");
exit(-1);
}
//
// Set current context
if (!eglMakeCurrent(ctx->display, ctx->surface, ctx->surface, ctx->context))
{
fprintf(stderr, "failed to make context current\n");
exit(-1);
}
ctx->w = lvrcSwapChainGetWidth(compositor);
ctx->h = lvrcSwapChainGetHeight(compositor);
ctx->is_fullscreen = 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();
}
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);
glBindFramebufferEXT(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 = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
if(status != GL_FRAMEBUFFER_COMPLETE_EXT){
printf("failed to create fbo %x\n", status);
}
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
}