262 lines
7.1 KiB
C
262 lines
7.1 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 - GL Helper Functions Implementation */
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#include "gl.h"
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#include <string.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 <lvrc.h>
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#ifdef __unix
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#include <signal.h>
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#endif
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#ifndef M_PI
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#define M_PI 3.14159265359
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#endif
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void init_gl(gl_ctx* ctx, struct lvrcInstance * compositor)
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{
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memset(ctx, 0, sizeof(gl_ctx));
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bool bSwapChainCreated = lvrcInitSwapChain(compositor);
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if (!bSwapChainCreated)
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{
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fprintf(stderr, "swap chain not created\n");
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exit(-1);
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}
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static const EGLint attribs[] =
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{
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EGL_RED_SIZE, 8,
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EGL_GREEN_SIZE, 8,
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EGL_BLUE_SIZE, 8,
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//EGL_ALPHA_SIZE, 8,
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//EGL_DEPTH_SIZE, 16,
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EGL_RENDERABLE_TYPE, EGL_OPENGL_BIT,
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EGL_SURFACE_TYPE, EGL_WINDOW_BIT,
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EGL_NONE
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};
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static const EGLint context_attributes[] =
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{
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EGL_CONTEXT_CLIENT_VERSION, 2,
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EGL_NONE
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};
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//
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// Get Native Display
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EGLNativeDisplayType nativeDisplay = lvrcSwapChainGetNativeDisplay(compositor);
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if (!nativeDisplay)
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{
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fprintf(stderr, "invalid native display\n");
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exit(-1);
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}
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//
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// get an EGL display connection
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ctx->display = eglGetDisplay(nativeDisplay);
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if (EGL_NO_DISPLAY == ctx->display)
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{
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fprintf(stderr, "eglGetDisplay() failed\n");
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exit(-1);
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}
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//
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// initialize the EGL display connection
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EGLint major, minor;
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if (!eglInitialize(ctx->display, &major, &minor))
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{
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fprintf(stderr, "eglInitialize() failed\n");
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exit(-1);
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}
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//
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// bind OpenGL API
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eglBindAPI(EGL_OPENGL_API);
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//
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// get an appropriate EGL frame buffer configuration
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EGLint num_config;
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EGLConfig configs[128];
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if (!eglChooseConfig(ctx->display, attribs, configs, 128, &num_config))
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{
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fprintf(stderr, "eglChooseConfig() failed\n");
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exit(-1);
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}
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EGLConfig config = configs[0]; // FIXME
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//
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// create context
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ctx->context = eglCreateContext(ctx->display, config, EGL_NO_CONTEXT, context_attributes);
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if (EGL_NO_CONTEXT == ctx->context)
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{
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fprintf(stderr, "failed to create context\n");
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exit(-1);
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}
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//
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// Get Native Window
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EGLNativeWindowType nativeWindow = lvrcSwapChainGetNativeWindow(compositor);
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if (!nativeWindow)
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{
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fprintf(stderr, "invalid native window\n");
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exit(-1);
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}
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//
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// Create Surface
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ctx->surface = eglCreateWindowSurface(ctx->display, config, nativeWindow, NULL);
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if (EGL_NO_SURFACE == ctx->surface)
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{
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fprintf(stderr, "eglCreateWindowSurface() failed\n");
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exit(-1);
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}
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//
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// Set current context
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if (!eglMakeCurrent(ctx->display, ctx->surface, ctx->surface, ctx->context))
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{
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fprintf(stderr, "failed to make context current\n");
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exit(-1);
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}
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ctx->w = lvrcSwapChainGetWidth(compositor);
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ctx->h = lvrcSwapChainGetHeight(compositor);
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ctx->is_fullscreen = 1;
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// Disable ctrl-c catching on Linux (and OS X?)
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#ifdef __unix
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signal(SIGINT, SIG_DFL);
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#endif
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printf("OpenGL Renderer: %s\n", glGetString(GL_RENDERER));
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printf("OpenGL Vendor: %s\n", glGetString(GL_VENDOR));
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printf("OpenGL Version: %s\n", glGetString(GL_VERSION));
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// == Initialize OpenGL ==
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glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glEnable(GL_ALPHA_TEST);
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glLoadIdentity();
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glShadeModel(GL_SMOOTH);
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glDisable(GL_DEPTH_TEST);
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glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
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glLoadIdentity();
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glMatrixMode(GL_PROJECTION);
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glEnable(GL_POLYGON_SMOOTH);
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glLoadIdentity();
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glViewport(0, 0, ctx->w, ctx->h);
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}
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void ortho(gl_ctx* ctx)
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{
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glMatrixMode(GL_PROJECTION);
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//glPushMatrix();
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glLoadIdentity();
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glOrtho(0.0f, ctx->w, ctx->h, 0.0f, -1.0f, 1.0f);
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glMatrixMode(GL_MODELVIEW);
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//glPushMatrix();
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glLoadIdentity();
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glDisable(GL_DEPTH_TEST);
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glDisable(GL_DEPTH);
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glDisable(GL_MULTISAMPLE);
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}
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void draw_cube()
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{
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glBegin(GL_QUADS);
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glVertex3f( 0.5f, 0.5f, -0.5f); /* Top Right Of The Quad (Top) */
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glVertex3f( -0.5f, 0.5f, -0.5f); /* Top Left Of The Quad (Top) */
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glVertex3f( -0.5f, 0.5f, 0.5f); /* Bottom Left Of The Quad (Top) */
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glVertex3f( 0.5f, 0.5f, 0.5f); /* Bottom Right Of The Quad (Top) */
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glVertex3f( 0.5f, -0.5f, 0.5f); /* Top Right Of The Quad (Botm) */
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glVertex3f( -0.5f, -0.5f, 0.5f); /* Top Left Of The Quad (Botm) */
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glVertex3f( -0.5f, -0.5f, -0.5f); /* Bottom Left Of The Quad (Botm) */
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glVertex3f( 0.5f, -0.5f, -0.5f); /* Bottom Right Of The Quad (Botm) */
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glVertex3f( 0.5f, 0.5f, 0.5f); /* Top Right Of The Quad (Front) */
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glVertex3f( -0.5f, 0.5f, 0.5f); /* Top Left Of The Quad (Front) */
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glVertex3f( -0.5f, -0.5f, 0.5f); /* Bottom Left Of The Quad (Front) */
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glVertex3f( 0.5f, -0.5f, 0.5f); /* Bottom Right Of The Quad (Front) */
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glVertex3f( 0.5f, -0.5f, -0.5f); /* Bottom Left Of The Quad (Back) */
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glVertex3f( -0.5f, -0.5f, -0.5f); /* Bottom Right Of The Quad (Back) */
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glVertex3f( -0.5f, 0.5f, -0.5f); /* Top Right Of The Quad (Back) */
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glVertex3f( 0.5f, 0.5f, -0.5f); /* Top Left Of The Quad (Back) */
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glVertex3f( -0.5f, 0.5f, 0.5f); /* Top Right Of The Quad (Left) */
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glVertex3f( -0.5f, 0.5f, -0.5f); /* Top Left Of The Quad (Left) */
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glVertex3f( -0.5f, -0.5f, -0.5f); /* Bottom Left Of The Quad (Left) */
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glVertex3f( -0.5f, -0.5f, 0.5f); /* Bottom Right Of The Quad (Left) */
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glVertex3f( 0.5f, 0.5f, -0.5f); /* Top Right Of The Quad (Right) */
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glVertex3f( 0.5f, 0.5f, 0.5f); /* Top Left Of The Quad (Right) */
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glVertex3f( 0.5f, -0.5f, 0.5f); /* Bottom Left Of The Quad (Right) */
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glVertex3f( 0.5f, -0.5f, -0.5f); /* Bottom Right Of The Quad (Right) */
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glEnd();
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}
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void create_fbo(int eye_width, int eye_height, GLuint* fbo, GLuint* color_tex, GLuint* depth_tex)
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{
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glGenTextures(1, color_tex);
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glGenTextures(1, depth_tex);
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glGenFramebuffers(1, fbo);
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glBindTexture(GL_TEXTURE_2D, *color_tex);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, eye_width, eye_height, 0, GL_RGBA, GL_UNSIGNED_INT, NULL);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glBindTexture(GL_TEXTURE_2D, *depth_tex);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, eye_width, eye_height, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, NULL);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glBindTexture(GL_TEXTURE_2D, 0);
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glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, *fbo);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, *color_tex, 0);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, *depth_tex, 0);
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GLenum status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
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if(status != GL_FRAMEBUFFER_COMPLETE_EXT){
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printf("failed to create fbo %x\n", status);
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}
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glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
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}
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