Files
Linux-VR-Compositor-Dev/examples/opengl/main.c
2018-09-26 12:47:51 +02:00

227 lines
5.0 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>
#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_scene(GLuint list)
{
// draw cubes
glCallList(list);
}
int main(int argc, char** argv)
{
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;
}
int hmd_w = 0;
int hmd_h = 0;
ohmd_device_geti(hmd, OHMD_SCREEN_HORIZONTAL_RESOLUTION, &hmd_w);
ohmd_device_geti(hmd, OHMD_SCREEN_VERTICAL_RESOLUTION, &hmd_h);
ohmd_device_settings_destroy(settings);
struct lvrcInstance * compositor = lvrcCreateInstance(hmd);
if (!compositor)
{
return -1;
}
const int window_w = hmd_w/2;
const int window_h = hmd_h;
gl_ctx gl;
init_gl(&gl, window_w, window_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;
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);
// 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);
// Clean up common draw state
glBindFramebuffer(GL_FRAMEBUFFER_EXT, 0);
glDisable(GL_BLEND);
glDisable(GL_DEPTH_TEST);
// Setup ortho state.
glViewport(0, 0, window_w, window_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, 1);
glTexCoord2d( 1, 0);
glVertex3d( 1, -1, 1);
glTexCoord2d( 1, 1);
glVertex3d( 1, 1, 1);
glTexCoord2d( 0, 1);
glVertex3d( -1, 1, 1);
glEnd();
// Clean up state.
glBindTexture(GL_TEXTURE_2D, 0);
glDisable(GL_TEXTURE_2D);
glUseProgram(0);
// Da swap-dawup!
eglSwapBuffers(gl.egl_display, gl.egl_surface);
lvrcEndFrame(compositor);
}
lvrcDestroyInstance(compositor);
ohmd_ctx_destroy(ctx);
return 0;
}