Files
Linux-VR-Compositor-Dev/examples/opengl/main.c
2018-09-22 18:16:48 +02:00

301 lines
7.7 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 - Main Implementation */
#include <openhmd.h>
#include <stdbool.h>
#include <assert.h>
#include <math.h>
#include "gl.h"
#include <stdio.h>
#include <stdlib.h>
#include <lvrc.h>
#include "vr_context.h"
#define OVERSAMPLE_SCALE 2.0
float randf()
{
return (float)rand() / (float)RAND_MAX;
}
GLuint gen_cubes()
{
GLuint list = glGenLists(1);
// Set the random seed.
srand(42);
glNewList(list, GL_COMPILE);
for(float a = 0.0f; a < 360.0f; a += 20.0f){
glPushMatrix();
glRotatef(a, 0, 1, 0);
glTranslatef(0, 0, -1);
glScalef(0.2, 0.2, 0.2);
glRotatef(randf() * 360, randf(), randf(), randf());
glColor4f(randf(), randf(), randf(), randf() * .5f + .5f);
draw_cube();
glPopMatrix();
}
// draw floor
glColor4f(0, 1.0f, .25f, .25f);
glTranslatef(0, -2.5f, 0);
draw_cube();
glEndList();
return list;
}
void draw_crosshairs(float len, float cx, float cy)
{
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glBegin(GL_LINES);
float l = len/2.0f;
glVertex3f(cx - l, cy, 0.0);
glVertex3f(cx + l, cy, 0.0);
glVertex3f(cx, cy - l, 0.0);
glVertex3f(cx, cy + l, 0.0);
glEnd();
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
}
void draw_scene(GLuint list)
{
// draw cubes
glCallList(list);
}
static inline void
print_matrix(float m[])
{
printf("[[%0.4f, %0.4f, %0.4f, %0.4f],\n"
"[%0.4f, %0.4f, %0.4f, %0.4f],\n"
"[%0.4f, %0.4f, %0.4f, %0.4f],\n"
"[%0.4f, %0.4f, %0.4f, %0.4f]]\n",
m[0], m[4], m[8], m[12],
m[1], m[5], m[9], m[13],
m[2], m[6], m[10], m[14],
m[3], m[7], m[11], m[15]);
}
int main(int argc, char** argv)
{
int hmd_w, hmd_h;
ohmd_context* ctx = ohmd_ctx_create();
int num_devices = ohmd_ctx_probe(ctx);
if(num_devices < 0){
printf("failed to probe devices: %s\n", ohmd_ctx_get_error(ctx));
return 1;
}
ohmd_device_settings* settings = ohmd_device_settings_create(ctx);
// If OHMD_IDS_AUTOMATIC_UPDATE is set to 0, ohmd_ctx_update() must be called at least 10 times per second.
// It is enabled by default.
int auto_update = 1;
ohmd_device_settings_seti(settings, OHMD_IDS_AUTOMATIC_UPDATE, &auto_update);
ohmd_device* hmd = ohmd_list_open_device_s(ctx, 0, settings);
if(!hmd){
printf("failed to open device: %s\n", ohmd_ctx_get_error(ctx));
return 1;
}
ohmd_device_geti(hmd, OHMD_SCREEN_HORIZONTAL_RESOLUTION, &hmd_w);
ohmd_device_geti(hmd, OHMD_SCREEN_VERTICAL_RESOLUTION, &hmd_h);
float ipd;
ohmd_device_getf(hmd, OHMD_EYE_IPD, &ipd);
float viewport_scale[2];
float distortion_coeffs[4];
float aberr_scale[3];
float sep;
float left_lens_center[2];
float right_lens_center[2];
//viewport is half the screen
ohmd_device_getf(hmd, OHMD_SCREEN_HORIZONTAL_SIZE, &(viewport_scale[0]));
viewport_scale[0] /= 2.0f;
ohmd_device_getf(hmd, OHMD_SCREEN_VERTICAL_SIZE, &(viewport_scale[1]));
//distortion coefficients
ohmd_device_getf(hmd, OHMD_UNIVERSAL_DISTORTION_K, &(distortion_coeffs[0]));
ohmd_device_getf(hmd, OHMD_UNIVERSAL_ABERRATION_K, &(aberr_scale[0]));
//calculate lens centers (assuming the eye separation is the distance between the lens centers)
ohmd_device_getf(hmd, OHMD_LENS_HORIZONTAL_SEPARATION, &sep);
ohmd_device_getf(hmd, OHMD_LENS_VERTICAL_POSITION, &(left_lens_center[1]));
ohmd_device_getf(hmd, OHMD_LENS_VERTICAL_POSITION, &(right_lens_center[1]));
left_lens_center[0] = viewport_scale[0] - sep/2.0f;
right_lens_center[0] = sep/2.0f;
//assume calibration was for lens view to which ever edge of screen is further away from lens center
float warp_scale = (left_lens_center[0] > right_lens_center[0]) ? left_lens_center[0] : right_lens_center[0];
float warp_adj = 1.0f;
ohmd_device_settings_destroy(settings);
struct lvrcInstance * compositor = lvrcCreateInstance(hmd);
gl_ctx gl;
init_gl(&gl, hmd_w, hmd_h);
GLuint list = gen_cubes();
lvrcInitRenderingEGL(compositor, gl.egl_display, gl.egl_context, gl.egl_surface);
int eye_w = hmd_w/2*OVERSAMPLE_SCALE;
int eye_h = hmd_h*OVERSAMPLE_SCALE;
GLuint textures [2];
bool bSwapChainInit = lvrcInitSwapChain(compositor, eye_w, eye_h, textures);
if (!bSwapChainInit)
{
return -1;
}
GLuint left_color_tex = textures[0], left_depth_tex = 0, left_fbo = 0;
create_fbo(eye_w, eye_h, &left_fbo, left_color_tex, &left_depth_tex);
GLuint right_color_tex = textures[1], right_depth_tex = 0, right_fbo = 0;
create_fbo(eye_w, eye_h, &right_fbo, right_color_tex, &right_depth_tex);
bool done = false;
bool crosshair_overlay = false;
while(!done){
ohmd_ctx_update(ctx);
lvrcBeginFrame(compositor);
eglMakeCurrent(gl.egl_display, gl.egl_surface, gl.egl_surface, gl.egl_context);
// Common scene state
glEnable(GL_BLEND);
glEnable(GL_DEPTH_TEST);
float matrix[16];
// set hmd rotation, for left eye.
glMatrixMode(GL_PROJECTION);
ohmd_device_getf(hmd, OHMD_LEFT_EYE_GL_PROJECTION_MATRIX, matrix);
glLoadMatrixf(matrix);
glMatrixMode(GL_MODELVIEW);
ohmd_device_getf(hmd, OHMD_LEFT_EYE_GL_MODELVIEW_MATRIX, matrix);
glLoadMatrixf(matrix);
// Draw scene into framebuffer.
glBindFramebuffer(GL_FRAMEBUFFER_EXT, left_fbo);
glViewport(0, 0, eye_w, eye_h);
glClearColor(0.0, 0.0, 0.0, 1.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
draw_scene(list);
if (crosshair_overlay) {
glClear(GL_DEPTH_BUFFER_BIT);
glLineWidth(2.0*OVERSAMPLE_SCALE);
glColor4f(1.0, 0.5, 0.0, 1.0);
draw_crosshairs(0.1, 2*left_lens_center[0]/viewport_scale[0] - 1.0f, 2*left_lens_center[1]/viewport_scale[1] - 1.0f);
}
// set hmd rotation, for right eye.
glMatrixMode(GL_PROJECTION);
ohmd_device_getf(hmd, OHMD_RIGHT_EYE_GL_PROJECTION_MATRIX, matrix);
glLoadMatrixf(matrix);
glMatrixMode(GL_MODELVIEW);
ohmd_device_getf(hmd, OHMD_RIGHT_EYE_GL_MODELVIEW_MATRIX, matrix);
glLoadMatrixf(matrix);
// Draw scene into framebuffer.
glBindFramebuffer(GL_FRAMEBUFFER_EXT, right_fbo);
glViewport(0, 0, eye_w, eye_h);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
draw_scene(list);
if (crosshair_overlay) {
glClear(GL_DEPTH_BUFFER_BIT);
glLineWidth(5.0);
glColor4f(1.0, 0.5, 0.0, 1.0);
draw_crosshairs(0.1, 2*right_lens_center[0]/viewport_scale[0] - 1.0f, 2*right_lens_center[1]/viewport_scale[1] - 1.0f);
}
// Clean up common draw state
glBindFramebuffer(GL_FRAMEBUFFER_EXT, 0);
glDisable(GL_BLEND);
glDisable(GL_DEPTH_TEST);
// Setup ortho state.
glViewport(0, 0, hmd_w, hmd_h);
glEnable(GL_TEXTURE_2D);
glColor4d(1, 1, 1, 1);
// Setup simple render state
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
// Draw left eye
glBindTexture(GL_TEXTURE_2D, left_color_tex);
glBegin(GL_QUADS);
glTexCoord2d( 0, 0);
glVertex3d( -1, -1, 0);
glTexCoord2d( 1, 0);
glVertex3d( 0, -1, 0);
glTexCoord2d( 1, 1);
glVertex3d( 0, 1, 0);
glTexCoord2d( 0, 1);
glVertex3d( -1, 1, 0);
glEnd();
// Draw right eye
glBindTexture(GL_TEXTURE_2D, right_color_tex);
glBegin(GL_QUADS);
glTexCoord2d( 0, 0);
glVertex3d( 0, -1, 0);
glTexCoord2d( 1, 0);
glVertex3d( 1, -1, 0);
glTexCoord2d( 1, 1);
glVertex3d( 1, 1, 0);
glTexCoord2d( 0, 1);
glVertex3d( 0, 1, 0);
glEnd();
// Clean up state.
glBindTexture(GL_TEXTURE_2D, 0);
glDisable(GL_TEXTURE_2D);
glUseProgram(0);
glFinish();
// Da swap-dawup!
eglSwapBuffers(gl.egl_display, gl.egl_surface);
lvrcEndFrame(compositor);
}
lvrcDestroyInstance(compositor);
ohmd_ctx_destroy(ctx);
return 0;
}