diff options
author | DEC05EBA <dec05eba@protonmail.com> | 2020-01-05 15:56:41 +0100 |
---|---|---|
committer | DEC05EBA <dec05eba@protonmail.com> | 2020-01-05 15:56:41 +0100 |
commit | 42e9415ef61017a2589c5f2fc96645b233a51be1 (patch) | |
tree | d7414e3789623602115fb29aa5de42b6d66dfa58 /src | |
parent | 91868237b9789d6a23f1cb9bec89f9c3e9838776 (diff) |
cursor...wip
Diffstat (limited to 'src')
-rw-r--r-- | src/main.cpp | 365 |
1 files changed, 291 insertions, 74 deletions
diff --git a/src/main.cpp b/src/main.cpp index dd130c4..f140c41 100644 --- a/src/main.cpp +++ b/src/main.cpp @@ -34,6 +34,7 @@ #include <SDL.h> #include <GL/glew.h> #include <SDL_opengl.h> +#include <SOIL/SOIL.h> #include <GL/glu.h> #include <openvr.h> #define GLX_GLXEXT_PROTOTYPES @@ -192,11 +193,15 @@ private: // OpenGL bookkeeping float m_fFarClip; GLuint m_iTexture; + GLuint m_arrow_texture_id; unsigned int m_uiVertcount; + unsigned int m_arrow_vert_count; GLuint m_glSceneVertBuffer; + GLuint m_arrow_vert_buffer; GLuint m_unSceneVAO; + GLuint m_arrow_vao; GLuint m_unCompanionWindowVAO; GLuint m_glCompanionWindowIDVertBuffer; GLuint m_glCompanionWindowIDIndexBuffer; @@ -216,6 +221,9 @@ private: // OpenGL bookkeeping glm::mat4 m_mat4ProjectionLeft; glm::mat4 m_mat4ProjectionRight; + glm::vec3 hmd_pos = glm::vec3(0.0f, 0.0f, 0.0f); + glm::vec3 hmd_reset_pos = glm::vec3(0.0f, 0.0f, 0.0f); + struct VertexDataScene { glm::vec3 position; @@ -270,6 +278,10 @@ private: // X compositor Pixmap src_window_pixmap; GLXFBConfig *configs; GLXPixmap glxpixmap; + + // Additional resources for the window manager + SDL_Surface *arrow_surface = nullptr; + glm::vec3 cursor_pos = glm::vec3(0.0f, 0.0f, 0.0f); }; @@ -561,6 +573,8 @@ bool CMainApplication::BInit() return false; } + // Capture mouse inside window + SDL_SetRelativeMouseMode(SDL_TRUE); m_strDriver = "No Driver"; m_strDisplay = "No Display"; @@ -579,10 +593,11 @@ bool CMainApplication::BInit() m_fScale = 1.0f; m_fScaleSpacing = 2.0f; - m_fNearClip = 0.1f; + m_fNearClip = 0.01f; m_fFarClip = 30.0f; m_iTexture = 0; + m_arrow_texture_id = 0; m_uiVertcount = 0; // m_MillisecondsTimer.start(1, this); @@ -765,6 +780,8 @@ void CMainApplication::Shutdown() SDL_Quit(); if (x_display) { + if(arrow_surface) + SDL_FreeSurface(arrow_surface); glXReleaseTexImageEXT(x_display, glxpixmap, GLX_FRONT_EXT); glXDestroyPixmap(x_display, glxpixmap); XFree(configs); @@ -798,6 +815,36 @@ bool CMainApplication::HandleInput() { m_bShowCubes = !m_bShowCubes; } + } else if (sdlEvent.type == SDL_MOUSEMOTION) { + //printf("event x: %d\n", sdlEvent.motion.xrel); + float cursor_speed = 0.001f; + cursor_pos.x -= ((float)sdlEvent.motion.xrel * cursor_speed); + cursor_pos.y -= ((float)sdlEvent.motion.yrel * cursor_speed); + cursor_pos = glm::clamp(cursor_pos, glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(1.0f, 1.0f, 0.0f)); + } else if(sdlEvent.type == SDL_MOUSEBUTTONDOWN) { + printf("send fake event!\n"); + XEvent fake_event; + memset(&fake_event, 0, sizeof(fake_event)); + fake_event.type = ButtonPress; + fake_event.xbutton.button = Button1; + fake_event.xbutton.root = DefaultRootWindow(x_display); + fake_event.xbutton.window = src_window_id; + fake_event.xbutton.x_root = 0; + fake_event.xbutton.y_root = 0; + fake_event.xbutton.x = cursor_pos.x * 1920; + fake_event.xbutton.y = cursor_pos.y * 1080; + fake_event.xbutton.state = Button1Mask; + fake_event.xbutton.subwindow = src_window_id; + // TODO: Find subwindow at cursor position with XQueryPoitner + if(XSendEvent(x_display, src_window_id, True, 0xfff, &fake_event) == 0) + printf("failed to send fake event button down!\n"); + XFlush(x_display); + + fake_event.type = ButtonRelease; + fake_event.xbutton.state = Button1Mask; + if(XSendEvent(x_display, src_window_id, True, 0xfff, &fake_event) == 0) + printf("failed to send fake event button up!\n"); + XFlush(x_display); } } @@ -826,7 +873,9 @@ bool CMainApplication::HandleInput() m_bShowCubes = !GetDigitalActionState( m_actionHideCubes ); if(GetDigitalActionState( m_actionHideCubes )) { - printf("reset position!\n"); + //printf("reset position!\n"); + hmd_reset_pos = hmd_pos; + //printf("pos, %f, %f, %f\n", m_mat4HMDPose[0][2], m_mat4HMDPose[1][2], m_mat4HMDPose[2][2]); //m_resetPos = m_mat4HMDPose; } @@ -1198,6 +1247,39 @@ bool CMainApplication::CreateAllShaders() //----------------------------------------------------------------------------- bool CMainApplication::SetupTexturemaps() { + GLfloat fLargest; + + //m_arrow_texture_id = SOIL_load_OGL_texture("images/arrow.png", SOIL_LOAD_AUTO, SOIL_CREATE_NEW_ID, SOIL_FLAG_MIPMAPS); + int width; + int height; + unsigned char *image_data = SOIL_load_image("images/arrow.png", &width, &height, nullptr, SOIL_LOAD_RGBA); + if(!image_data) { + printf("Failed to load images/arrow.png, error: %s\n", SOIL_last_result()); + return false; + } + + glGenTextures(1, &m_arrow_texture_id ); + glBindTexture( GL_TEXTURE_2D, m_arrow_texture_id ); + + glEnable(GL_BLEND); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, image_data); + SOIL_free_image_data(image_data); + + glGenerateMipmap(GL_TEXTURE_2D); + + 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_MAG_FILTER, GL_LINEAR ); + glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR ); + glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); + + glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &fLargest); + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, fLargest); + + glBindTexture( GL_TEXTURE_2D, 0 ); + const int pixmap_config[] = { GLX_BIND_TO_TEXTURE_RGBA_EXT, True, GLX_DRAWABLE_TYPE, GLX_PIXMAP_BIT, @@ -1211,7 +1293,8 @@ bool CMainApplication::SetupTexturemaps() const int pixmap_attribs[] = { GLX_TEXTURE_TARGET_EXT, GLX_TEXTURE_2D_EXT, GLX_TEXTURE_FORMAT_EXT, GLX_TEXTURE_FORMAT_RGB_EXT, - None + //GLX_MIPMAP_TEXTURE_EXT, True, + None, None, None }; int c; @@ -1240,23 +1323,26 @@ bool CMainApplication::SetupTexturemaps() glGenTextures(1, &m_iTexture ); glBindTexture( GL_TEXTURE_2D, m_iTexture ); + glEnable(GL_BLEND); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glXBindTexImageEXT(x_display, glxpixmap, GLX_FRONT_EXT, NULL); + //glGenerateTextureMipmapEXT(glxpixmap, GL_TEXTURE_2D); //glGenerateMipmap(GL_TEXTURE_2D); 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_MAG_FILTER, GL_LINEAR ); - glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR/*GL_LINEAR_MIPMAP_LINEAR*/ ); + glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);//GL_LINEAR_MIPMAP_LINEAR ); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); - GLfloat fLargest; glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &fLargest); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, fLargest); glBindTexture( GL_TEXTURE_2D, 0 ); - return ( m_iTexture != 0 ); + return ( m_iTexture != 0 && m_arrow_texture_id != 0 ); } @@ -1269,7 +1355,7 @@ void CMainApplication::SetupScene() return; std::vector<float> vertdataarray; - +#if 0 glm::mat4 matScale =glm::scale(glm::identity<glm::mat4>(), glm::vec3(m_fScale, m_fScale, m_fScale)); glm::mat4 matTransform = glm::translate(glm::identity<glm::mat4>(), glm::vec3( @@ -1294,14 +1380,13 @@ void CMainApplication::SetupScene() mat = mat * glm::translate(glm::identity<glm::mat4>(), glm::vec3(0, -((float)m_iSceneVolumeHeight) * m_fScaleSpacing, m_fScaleSpacing )); } -#if 0 +#else glm::mat4 matScale = glm::identity<glm::mat4>(); matScale = glm::scale(matScale, glm::vec3(m_fScale, m_fScale, m_fScale)); glm::mat4 matTransform = glm::identity<glm::mat4>(); - // matTransform.translate( - // -( (float)m_fScale ) * 2.f, - // -( (float)m_fScale) * 2.f, - // -( (float)m_fScale) * 1.0f); + matTransform = glm::translate(glm::identity<glm::mat4>(), + hmd_reset_pos + glm::vec3(-m_fScale*0.5f, -m_fScale*0.5f, 0.5f) + ); glm::mat4 mat = matScale * matTransform; AddCubeToScene( mat, vertdataarray ); @@ -1329,6 +1414,57 @@ void CMainApplication::SetupScene() glDisableVertexAttribArray(0); glDisableVertexAttribArray(1); + + + // Arrow + glm::mat4 matScaleArrow = glm::identity<glm::mat4>(); + matScaleArrow = glm::scale(matScaleArrow, glm::vec3(m_fScale, m_fScale, m_fScale)); + glm::mat4 matTransformArrow = glm::identity<glm::mat4>(); + matTransformArrow = glm::translate(glm::identity<glm::mat4>(), + hmd_reset_pos + glm::vec3(-m_fScale*0.5f, -m_fScale*0.5f, 0.499f) + ); + + glm::mat4 matArrow = matScaleArrow * matTransformArrow; + std::vector<float> arrow_data; + float arrow_scale = 0.02f; + glm::vec4 v1 = matArrow * glm::vec4(0.0f, 0.0f, 0.0f, 1.0f); + glm::vec4 v2 = matArrow * glm::vec4(arrow_scale, 0.0f, 0.0f, 1.0f); + glm::vec4 v3 = matArrow * glm::vec4(0.0f, arrow_scale, 0.0f, 1.0f); + glm::vec4 v4 = matArrow * glm::vec4(0.0f, arrow_scale, 0.0f, 1.0f); + glm::vec4 v5 = matArrow * glm::vec4(arrow_scale, arrow_scale, 0.0f, 1.0f); + glm::vec4 v6 = matArrow * glm::vec4(arrow_scale, 0.0f, 0.0f, 1.0f); + AddCubeVertex(v1.x, v1.y, v1.z, 1.0f, 1.0f, arrow_data); + AddCubeVertex(v2.x, v2.y, v2.z, 0.0f, 1.0f, arrow_data); + AddCubeVertex(v3.x, v3.y, v3.z, 1.0f, 0.0f, arrow_data); + + AddCubeVertex(v4.x, v4.y, v4.z, 1.0f, 0.0f, arrow_data); + AddCubeVertex(v5.x, v5.y, v5.z, 0.0f, 0.0f, arrow_data); + AddCubeVertex(v6.x, v6.y, v6.z, 0.0f, 1.0f, arrow_data); + + m_arrow_vert_count = arrow_data.size()/5; + + + glGenVertexArrays( 1, &m_arrow_vao ); + glBindVertexArray( m_arrow_vao ); + + glGenBuffers( 1, &m_arrow_vert_buffer ); + glBindBuffer( GL_ARRAY_BUFFER, m_arrow_vert_buffer ); + glBufferData( GL_ARRAY_BUFFER, sizeof(float) * arrow_data.size(), &arrow_data[0], GL_STATIC_DRAW); + + GLsizei stride_arrow = sizeof(VertexDataScene); + uintptr_t offset_arrow = 0; + + glEnableVertexAttribArray( 0 ); + glVertexAttribPointer( 0, 3, GL_FLOAT, GL_FALSE, stride_arrow , (const void *)offset_arrow); + + offset_arrow += sizeof(glm::vec3); + glEnableVertexAttribArray( 1 ); + glVertexAttribPointer( 1, 2, GL_FLOAT, GL_FALSE, stride_arrow, (const void *)offset_arrow); + + glBindVertexArray( 0 ); + glDisableVertexAttribArray(0); + glDisableVertexAttribArray(1); + } @@ -1361,46 +1497,49 @@ void CMainApplication::AddCubeToScene( const glm::mat4 &mat, std::vector<float> glm::vec4 G = mat * glm::vec4( 1, 1, 1, 1 ); glm::vec4 H = mat * glm::vec4( 0, 1, 1, 1 ); - //triangles instead of quads - AddCubeVertex( E.x, E.y, E.z, 0, 1, vertdata ); //Front - AddCubeVertex( F.x, F.y, F.z, 1, 1, vertdata ); - AddCubeVertex( G.x, G.y, G.z, 1, 0, vertdata ); - AddCubeVertex( G.x, G.y, G.z, 1, 0, vertdata ); - AddCubeVertex( H.x, H.y, H.z, 0, 0, vertdata ); - AddCubeVertex( E.x, E.y, E.z, 0, 1, vertdata ); + // //triangles instead of quads + // AddCubeVertex( E.x, E.y, E.z, 0, 1, vertdata ); //Front + // AddCubeVertex( F.x, F.y, F.z, 1, 1, vertdata ); + // AddCubeVertex( G.x, G.y, G.z, 1, 0, vertdata ); + // AddCubeVertex( G.x, G.y, G.z, 1, 0, vertdata ); + // AddCubeVertex( H.x, H.y, H.z, 0, 0, vertdata ); + // AddCubeVertex( E.x, E.y, E.z, 0, 1, vertdata ); - AddCubeVertex( B.x, B.y, B.z, 0, 1, vertdata ); //Back - AddCubeVertex( A.x, A.y, A.z, 1, 1, vertdata ); - AddCubeVertex( D.x, D.y, D.z, 1, 0, vertdata ); - AddCubeVertex( D.x, D.y, D.z, 1, 0, vertdata ); - AddCubeVertex( C.x, C.y, C.z, 0, 0, vertdata ); - AddCubeVertex( B.x, B.y, B.z, 0, 1, vertdata ); + // AddCubeVertex( B.x, B.y, B.z, 0, 1, vertdata ); //Back + // AddCubeVertex( A.x, A.y, A.z, 1, 1, vertdata ); + // AddCubeVertex( D.x, D.y, D.z, 1, 0, vertdata ); + // AddCubeVertex( D.x, D.y, D.z, 1, 0, vertdata ); + // AddCubeVertex( C.x, C.y, C.z, 0, 0, vertdata ); + // AddCubeVertex( B.x, B.y, B.z, 0, 1, vertdata ); #if 0 long columns = 32; long rows = 32; - double angle_x = 3.14; + double angle_x = 1.0; double angle_y = 3.14; double radius = 1.0; double radius_depth = 1.0; + double radius_height = 1.0; for(long row = 0; row < rows-1; ++row) { for(long column = 0; column < columns-1; ++column) { - double z1 = sin((double)column / (double)columns * angle_x); - double z2 = sin((double)(column + 1) / (double)columns * angle_x); + double offset_angle = angle_x*0.5; + + double z1 = sin(offset_angle + (double)column / (double)columns * angle_x) * radius; + double z2 = sin(offset_angle + (double)(column + 1) / (double)columns * angle_x) * radius; double z3 = z1; double z4 = z3; double z5 = z2; double z6 = z2; - double x1 = -cos((double)column / (double)columns * angle_x) ; - double x2 = -cos((double)(column + 1) / (double)columns * angle_x); + double x1 = -cos(offset_angle + (double)column / (double)columns * angle_x) * radius; + double x2 = -cos(offset_angle + (double)(column + 1) / (double)columns * angle_x) * radius; double x3 = x1; double x4 = x3; double x5 = x2; double x6 = x2; - +#if 0 double y1 = cos((double)row / (double)rows * angle_y) * radius; double y2 = y1; double y3 = cos((double)(row + 1) / (double)rows * angle_y) * radius; @@ -1422,6 +1561,15 @@ void CMainApplication::AddCubeToScene( const glm::mat4 &mat, std::vector<float> x4 *= sin((double)(row + 1) / (double)rows * angle_y) * radius_depth; x5 *= sin((double)(row + 1) / (double)rows * angle_y) * radius_depth; x6 *= sin((double)row / (double)rows * angle_y) * radius_depth; +#else + double y1 = ((double)row / (double)rows) * radius_height; + double y2 = y1; + double y3 = ((double)(row + 1) / (double)rows) * radius_height; + + double y4 = y3; + double y5 = y3; + double y6 = y1; +#endif glm::vec4 v1 = mat * glm::vec4(x1, y1, z1, 1.0); glm::vec4 v2 = mat * glm::vec4(x2, y2, z2, 1.0); @@ -1430,44 +1578,82 @@ void CMainApplication::AddCubeToScene( const glm::mat4 &mat, std::vector<float> glm::vec4 v5 = mat * glm::vec4(x5, y5, z5, 1.0); glm::vec4 v6 = mat * glm::vec4(x6, y6, z6, 1.0); - AddCubeVertex(v1.x, v1.y, v1.z, 1.0 - (double)column / (double)columns, (double)row / (double)rows, vertdata); - AddCubeVertex(v2.x, v2.y, v2.z, 1.0 - (double)(column + 1) / (double)columns, (double)row / (double)rows, vertdata); - AddCubeVertex(v3.x, v3.y, v3.z, 1.0 - (double)column / (double)columns, (double)(row + 1) / (double)rows, vertdata); + AddCubeVertex(v1.x, v1.y, v1.z, 1.0 - (double)column / (double)columns, 1.0 - (double)row / (double)rows, vertdata); + AddCubeVertex(v2.x, v2.y, v2.z, 1.0 - (double)(column + 1) / (double)columns, 1.0 - (double)row / (double)rows, vertdata); + AddCubeVertex(v3.x, v3.y, v3.z, 1.0 - (double)column / (double)columns, 1.0 - (double)(row + 1) / (double)rows, vertdata); - AddCubeVertex(v4.x, v4.y, v4.z, 1.0 - (double)column / (double)columns, (double)(row + 1) / (double)rows, vertdata); - AddCubeVertex(v5.x, v5.y, v5.z, 1.0 - (double)(column + 1) / (double)columns, (double)(row + 1) / (double)rows, vertdata); - AddCubeVertex(v6.x, v6.y, v6.z, 1.0 - (double)(column + 1) / (double)columns, (double)row / (double)rows, vertdata); + AddCubeVertex(v4.x, v4.y, v4.z, 1.0 - (double)column / (double)columns, 1.0 - (double)(row + 1) / (double)rows, vertdata); + AddCubeVertex(v5.x, v5.y, v5.z, 1.0 - (double)(column + 1) / (double)columns, 1.0 - (double)(row + 1) / (double)rows, vertdata); + AddCubeVertex(v6.x, v6.y, v6.z, 1.0 - (double)(column + 1) / (double)columns, 1.0 - (double)row / (double)rows, vertdata); } } #endif + + int columns = 32; + int rows = 32; + float scale_x = 1.0f; + float scale_y = 1.0f; + + for(int row = 0; row < rows - 1; ++row) { + for(int column = 0; column < columns - 1; ++column) { + float x1 = ((float)column / (float)columns) * scale_x; + float x2 = ((float)(column + 1) / (float)columns) * scale_x; + float x3 = x1; + float x4 = x3; + float x5 = x2; + float x6 = x2; + + float y1 = ((float)row / (float)rows) * scale_y; + float y2 = y1; + float y3 = ((float)(row + 1) / (float)rows) * scale_y; + float y4 = y3; + float y5 = y3; + float y6 = y1; + + glm::vec4 v1 = mat * glm::vec4(x1, y1, 0.0f, 1.0); + glm::vec4 v2 = mat * glm::vec4(x2, y2, 0.0f, 1.0); + glm::vec4 v3 = mat * glm::vec4(x3, y3, 0.0f, 1.0); + glm::vec4 v4 = mat * glm::vec4(x4, y4, 0.0f, 1.0); + glm::vec4 v5 = mat * glm::vec4(x5, y5, 0.0f, 1.0); + glm::vec4 v6 = mat * glm::vec4(x6, y6, 0.0f, 1.0); + + AddCubeVertex(v1.x, v1.y, v1.z, 1.0 - (float)column / (float)columns, 1.0 - (float)row / (float)rows, vertdata); + AddCubeVertex(v2.x, v2.y, v2.z, 1.0 - (float)(column + 1) / (float)columns, 1.0 - (float)row / (float)rows, vertdata); + AddCubeVertex(v3.x, v3.y, v3.z, 1.0 - (float)column / (float)columns, 1.0 - (float)(row + 1) / (float)rows, vertdata); + + AddCubeVertex(v4.x, v4.y, v4.z, 1.0 - (float)column / (float)columns, 1.0 - (float)(row + 1) / (float)rows, vertdata); + AddCubeVertex(v5.x, v5.y, v5.z, 1.0 - (float)(column + 1) / (float)columns, 1.0 - (float)(row + 1) / (float)rows, vertdata); + AddCubeVertex(v6.x, v6.y, v6.z, 1.0 - (float)(column + 1) / (float)columns, 1.0 - (float)row / (float)rows, vertdata); + } + } - AddCubeVertex( H.x, H.y, H.z, 0, 1, vertdata ); //Top - AddCubeVertex( G.x, G.y, G.z, 1, 1, vertdata ); - AddCubeVertex( C.x, C.y, C.z, 1, 0, vertdata ); - AddCubeVertex( C.x, C.y, C.z, 1, 0, vertdata ); - AddCubeVertex( D.x, D.y, D.z, 0, 0, vertdata ); - AddCubeVertex( H.x, H.y, H.z, 0, 1, vertdata ); + // AddCubeVertex( H.x, H.y, H.z, 0, 1, vertdata ); //Top + // AddCubeVertex( G.x, G.y, G.z, 1, 1, vertdata ); + // AddCubeVertex( C.x, C.y, C.z, 1, 0, vertdata ); + // AddCubeVertex( C.x, C.y, C.z, 1, 0, vertdata ); + // AddCubeVertex( D.x, D.y, D.z, 0, 0, vertdata ); + // AddCubeVertex( H.x, H.y, H.z, 0, 1, vertdata ); - AddCubeVertex( A.x, A.y, A.z, 0, 1, vertdata ); //Bottom - AddCubeVertex( B.x, B.y, B.z, 1, 1, vertdata ); - AddCubeVertex( F.x, F.y, F.z, 1, 0, vertdata ); - AddCubeVertex( F.x, F.y, F.z, 1, 0, vertdata ); - AddCubeVertex( E.x, E.y, E.z, 0, 0, vertdata ); - AddCubeVertex( A.x, A.y, A.z, 0, 1, vertdata ); + // AddCubeVertex( A.x, A.y, A.z, 0, 1, vertdata ); //Bottom + // AddCubeVertex( B.x, B.y, B.z, 1, 1, vertdata ); + // AddCubeVertex( F.x, F.y, F.z, 1, 0, vertdata ); + // AddCubeVertex( F.x, F.y, F.z, 1, 0, vertdata ); + // AddCubeVertex( E.x, E.y, E.z, 0, 0, vertdata ); + // AddCubeVertex( A.x, A.y, A.z, 0, 1, vertdata ); - AddCubeVertex( A.x, A.y, A.z, 0, 1, vertdata ); //Left - AddCubeVertex( E.x, E.y, E.z, 1, 1, vertdata ); - AddCubeVertex( H.x, H.y, H.z, 1, 0, vertdata ); - AddCubeVertex( H.x, H.y, H.z, 1, 0, vertdata ); - AddCubeVertex( D.x, D.y, D.z, 0, 0, vertdata ); - AddCubeVertex( A.x, A.y, A.z, 0, 1, vertdata ); - - AddCubeVertex( F.x, F.y, F.z, 0, 1, vertdata ); //Right - AddCubeVertex( B.x, B.y, B.z, 1, 1, vertdata ); - AddCubeVertex( C.x, C.y, C.z, 1, 0, vertdata ); - AddCubeVertex( C.x, C.y, C.z, 1, 0, vertdata ); - AddCubeVertex( G.x, G.y, G.z, 0, 0, vertdata ); - AddCubeVertex( F.x, F.y, F.z, 0, 1, vertdata ); + // AddCubeVertex( A.x, A.y, A.z, 0, 1, vertdata ); //Left + // AddCubeVertex( E.x, E.y, E.z, 1, 1, vertdata ); + // AddCubeVertex( H.x, H.y, H.z, 1, 0, vertdata ); + // AddCubeVertex( H.x, H.y, H.z, 1, 0, vertdata ); + // AddCubeVertex( D.x, D.y, D.z, 0, 0, vertdata ); + // AddCubeVertex( A.x, A.y, A.z, 0, 1, vertdata ); + + // AddCubeVertex( F.x, F.y, F.z, 0, 1, vertdata ); //Right + // AddCubeVertex( B.x, B.y, B.z, 1, 1, vertdata ); + // AddCubeVertex( C.x, C.y, C.z, 1, 0, vertdata ); + // AddCubeVertex( C.x, C.y, C.z, 1, 0, vertdata ); + // AddCubeVertex( G.x, G.y, G.z, 0, 0, vertdata ); + // AddCubeVertex( F.x, F.y, F.z, 0, 1, vertdata ); } @@ -1695,7 +1881,24 @@ void CMainApplication::RenderStereoTargets() { glClearColor( 0.0f, 0.0f, 0.0f, 1.0f ); glEnable( GL_MULTISAMPLE ); + //TODO: Fix this +#if 0 + glBindTexture( GL_TEXTURE_2D, m_iTexture ); + + glXBindTexImageEXT(x_display, glxpixmap, GLX_FRONT_EXT, NULL); + //glGenerateTextureMipmapEXT(glxpixmap, GL_TEXTURE_2D); + + glGenerateMipmap(GL_TEXTURE_2D); + + 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_MAG_FILTER, GL_LINEAR ); + glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR ); + GLfloat fLargest; + glGetFloatv( GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &fLargest ); + glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, fLargest ); +#endif // Left Eye glBindFramebuffer( GL_FRAMEBUFFER, leftEyeDesc.m_nRenderFramebufferId ); glViewport(0, 0, m_nRenderWidth, m_nRenderHeight ); @@ -1733,6 +1936,8 @@ void CMainApplication::RenderStereoTargets() glBindFramebuffer(GL_READ_FRAMEBUFFER, 0); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0 ); + + //glBindTexture(GL_TEXTURE_2D, 0); } @@ -1754,6 +1959,15 @@ void CMainApplication::RenderScene( vr::Hmd_Eye nEye ) glBindVertexArray( 0 ); } + glUseProgram( m_unSceneProgramID ); + glm::mat4 arrow_mat = GetCurrentViewProjectionMatrix( nEye ); + arrow_mat = glm::translate(arrow_mat, cursor_pos); + glUniformMatrix4fv( m_nSceneMatrixLocation, 1, GL_FALSE, glm::value_ptr(arrow_mat)); + glBindVertexArray( m_arrow_vao ); + glBindTexture( GL_TEXTURE_2D, m_arrow_texture_id ); + glDrawArrays( GL_TRIANGLES, 0, m_arrow_vert_count ); + glBindVertexArray( 0 ); + bool bIsInputAvailable = m_pHMD->IsInputAvailable(); if( bIsInputAvailable ) @@ -1868,11 +2082,11 @@ glm::mat4 CMainApplication::GetCurrentViewProjectionMatrix( vr::Hmd_Eye nEye ) //memcpy(&m_mat4HMDPose[0], &pp[0], sizeof(pp)); if( nEye == vr::Eye_Left ) { - matMVP = m_mat4ProjectionLeft * m_mat4eyePosLeft * m_mat4HMDPose; + matMVP = m_mat4ProjectionLeft * m_mat4eyePosLeft * glm::translate(m_mat4HMDPose, hmd_reset_pos); } else if( nEye == vr::Eye_Right ) { - matMVP = m_mat4ProjectionRight * m_mat4eyePosRight * m_mat4HMDPose; + matMVP = m_mat4ProjectionRight * m_mat4eyePosRight * glm::translate(m_mat4HMDPose, hmd_reset_pos); } return matMVP; @@ -1897,17 +2111,20 @@ void CMainApplication::UpdateHMDMatrixPose() { m_iValidPoseCount++; m_rmat4DevicePose[nDevice] = ConvertSteamVRMatrixToMatrix4( m_rTrackedDevicePose[nDevice].mDeviceToAbsoluteTracking ); - if (m_rDevClassChar[nDevice]==0) + switch (m_pHMD->GetTrackedDeviceClass(nDevice)) { - switch (m_pHMD->GetTrackedDeviceClass(nDevice)) - { - case vr::TrackedDeviceClass_Controller: m_rDevClassChar[nDevice] = 'C'; break; - case vr::TrackedDeviceClass_HMD: m_rDevClassChar[nDevice] = 'H'; break; - case vr::TrackedDeviceClass_Invalid: m_rDevClassChar[nDevice] = 'I'; break; - case vr::TrackedDeviceClass_GenericTracker: m_rDevClassChar[nDevice] = 'G'; break; - case vr::TrackedDeviceClass_TrackingReference: m_rDevClassChar[nDevice] = 'T'; break; - default: m_rDevClassChar[nDevice] = '?'; break; - } + case vr::TrackedDeviceClass_Controller: m_rDevClassChar[nDevice] = 'C'; break; + case vr::TrackedDeviceClass_HMD: + //printf("pos: %f, %f, %f\n", m_rTrackedDevicePose[nDevice].mDeviceToAbsoluteTracking.m[0][3], m_rTrackedDevicePose[nDevice].mDeviceToAbsoluteTracking.m[1][3], m_rTrackedDevicePose[nDevice].mDeviceToAbsoluteTracking.m[2][3]); + hmd_pos.x = m_rTrackedDevicePose[nDevice].mDeviceToAbsoluteTracking.m[0][3]; + hmd_pos.y = m_rTrackedDevicePose[nDevice].mDeviceToAbsoluteTracking.m[1][3]; + hmd_pos.z = m_rTrackedDevicePose[nDevice].mDeviceToAbsoluteTracking.m[2][3]; + m_rDevClassChar[nDevice] = 'H'; + break; + case vr::TrackedDeviceClass_Invalid: m_rDevClassChar[nDevice] = 'I'; break; + case vr::TrackedDeviceClass_GenericTracker: m_rDevClassChar[nDevice] = 'G'; break; + case vr::TrackedDeviceClass_TrackingReference: m_rDevClassChar[nDevice] = 'T'; break; + default: m_rDevClassChar[nDevice] = '?'; break; } m_strPoseClasses += m_rDevClassChar[nDevice]; } |