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authordec05eba <dec05eba@protonmail.com>2020-07-02 23:04:57 +0200
committerdec05eba <dec05eba@protonmail.com>2020-07-02 23:04:57 +0200
commit539bffab6688cb20555aa738d4218571f8e526b9 (patch)
treea6d7f6eb27dadce65c239210a4d6848c7371c9a2 /src
parentb5b345909c857862e26ffdf057e57401a9549b8f (diff)
Show cursor instead of yellow circle
Diffstat (limited to 'src')
-rw-r--r--src/main.cpp164
1 files changed, 129 insertions, 35 deletions
diff --git a/src/main.cpp b/src/main.cpp
index 95d75db..8e64d91 100644
--- a/src/main.cpp
+++ b/src/main.cpp
@@ -59,6 +59,9 @@ extern "C" {
#include <signal.h>
#include <libgen.h>
+#define STB_IMAGE_IMPLEMENTATION
+#include "../dependencies/stb_image.h"
+
#ifndef _countof
#define _countof(x) (sizeof(x)/sizeof((x)[0]))
#endif
@@ -250,6 +253,9 @@ private: // OpenGL bookkeeping
GLint m_nSceneTextureOffsetXLocation;
GLint m_nSceneTextureScaleXLocation;
GLint m_nCursorLocation;
+ GLint m_nArrowSizeLocation = -1;
+ GLint m_myTextureLocation = -1;
+ GLint m_arrowTextureLocation = -1;
GLint m_nControllerMatrixLocation;
GLint m_nRenderModelMatrixLocation;
@@ -307,8 +313,14 @@ private: // X compositor
ProjectionMode projection_mode = ProjectionMode::SPHERE;
double zoom = 0.0;
+ float cursor_scale = 1.0f;
ViewMode view_mode = ViewMode::LEFT_RIGHT;
bool stretch = true;
+
+ GLuint arrow_image_texture_id = 0;
+ stbi_uc *arrow_image_data = nullptr;
+ int arrow_image_width = 0;
+ int arrow_image_height = 0;
};
@@ -453,6 +465,9 @@ CMainApplication::CMainApplication( int argc, char *argv[] )
zoom = atof(argv[i + 1]);
++i;
zoom_set = true;
+ /*} else if(strcmp(argv[i], "--cursor-scale") == 0 && i < argc - 1) {
+ cursor_scale = atof(argv[i + 1]);
+ ++i;*/
} else if(strcmp(argv[i], "--left-right") == 0) {
if(view_mode_arg) {
fprintf(stderr, "Error: --left-right option can't be used together with the %s option\n", view_mode_arg);
@@ -507,36 +522,6 @@ CMainApplication::CMainApplication( int argc, char *argv[] )
printf("src window id: %ld, zoom: %f\n", src_window_id, zoom);
-#if 0
- for( int i = 1; i < argc; i++ )
- {
- if( !strcmp( argv[i], "-gldebug" ) )
- {
- m_bDebugOpenGL = true;
- }
- else if( !strcmp( argv[i], "-verbose" ) )
- {
- m_bVerbose = true;
- }
- else if( !strcmp( argv[i], "-novblank" ) )
- {
- m_bVblank = false;
- }
- else if( !strcmp( argv[i], "-noglfinishhack" ) )
- {
- m_bGlFinishHack = false;
- }
- else if( !strcmp( argv[i], "-noprintf" ) )
- {
- g_bPrintf = false;
- }
- else if ( !strcmp( argv[i], "-cubevolume" ) && ( argc > i + 1 ) && ( *argv[ i + 1 ] != '-' ) )
- {
- m_iSceneVolumeInit = atoi( argv[ i + 1 ] );
- i++;
- }
- }
-#endif
// other initialization tasks are done in BInit
memset(m_rDevClassChar, 0, sizeof(m_rDevClassChar));
};
@@ -700,6 +685,23 @@ bool CMainApplication::BInit()
// m_MillisecondsTimer.start(1, this);
// m_SecondsTimer.start(1000, this);
+
+ char arrow_path[PATH_MAX];
+ realpath("images/arrow.png", arrow_path);
+ if(access(arrow_path, F_OK) == -1) {
+ strcpy(arrow_path, "/usr/share/vr-video-player/images/arrow.png");
+ if(access(arrow_path, F_OK) == -1) {
+ fprintf(stderr, "Unable to find arrow.png!\n");
+ exit(1);
+ }
+ }
+
+ int channels_in_file;
+ arrow_image_data = stbi_load(arrow_path, &arrow_image_width, &arrow_image_height, &channels_in_file, 0);
+ if(!arrow_image_data) {
+ fprintf(stderr, "Failed to load arrow.png!\n");
+ exit(1);
+ }
if (!BInitGL())
{
@@ -779,6 +781,9 @@ bool CMainApplication::BInitGL()
if( !CreateAllShaders() )
return false;
+ glUseProgram( m_unSceneProgramID );
+
+ glActiveTexture(GL_TEXTURE1);
if(window_texture_init(&window_texture, x_display, src_window_id) != 0)
return false;
@@ -789,6 +794,37 @@ bool CMainApplication::BInitGL()
glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_HEIGHT, &pixmap_texture_height);
glBindTexture(GL_TEXTURE_2D, 0);
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+
+ glActiveTexture(GL_TEXTURE1);
+ glGenTextures(1, &arrow_image_texture_id);
+ glBindTexture(GL_TEXTURE_2D, arrow_image_texture_id);
+ if(arrow_image_texture_id == 0)
+ return false;
+
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, arrow_image_width, arrow_image_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, arrow_image_data);
+ stbi_image_free(arrow_image_data);
+ arrow_image_data = nullptr;
+ 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_MIPMAP_LINEAR);
+ glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
+ glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
+
+ float fLargest = 0.0f;
+ glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &fLargest);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, fLargest);
+
+ glBindTexture(GL_TEXTURE_2D, 0);
+
+ glUniform1i(m_myTextureLocation, 0);
+ glUniform1i(m_arrowTextureLocation, 1);
+ glActiveTexture(GL_TEXTURE0);
+ glUseProgram( 0);
+
glGenVertexArrays( 1, &m_unSceneVAO );
glGenBuffers( 1, &m_glSceneVertBuffer );
@@ -863,6 +899,8 @@ void CMainApplication::Shutdown()
glDeleteProgram( m_unCompanionWindowProgramID );
}
+ glDeleteTextures(1, &arrow_image_texture_id);
+
glDeleteRenderbuffers( 1, &leftEyeDesc.m_nDepthBufferId );
glDeleteTextures( 1, &leftEyeDesc.m_nRenderTextureId );
glDeleteFramebuffers( 1, &leftEyeDesc.m_nRenderFramebufferId );
@@ -889,6 +927,8 @@ void CMainApplication::Shutdown()
}
}
+ if(arrow_image_data)
+ stbi_image_free(arrow_image_data);
window_texture_deinit(&window_texture);
if( m_pCompanionWindow )
@@ -1279,30 +1319,36 @@ bool CMainApplication::CreateAllShaders()
"uniform float texture_offset_x;\n"
"uniform float texture_scale_x;\n"
"uniform vec2 cursor_location;\n"
+ "uniform vec2 arrow_size;\n"
"layout(location = 0) in vec4 position;\n"
"layout(location = 1) in vec2 v2UVcoordsIn;\n"
"layout(location = 2) in vec3 v3NormalIn;\n"
"out vec2 v2CursorLocation;\n"
+ "out vec2 arrow_size_frag;\n"
"out vec2 v2UVcoords;\n"
"void main()\n"
"{\n"
" v2UVcoords = vec2(1.0 - v2UVcoordsIn.x, v2UVcoordsIn.y) * vec2(texture_scale_x, 1.0) + vec2(texture_offset_x, 0.0);\n"
" vec4 inverse_pos = vec4(position.x, position.y, -position.z, position.w);\n"
" v2CursorLocation = cursor_location;\n"
+ " arrow_size_frag = arrow_size;\n"
" gl_Position = matrix * inverse_pos;\n"
"}\n",
// Fragment Shader
"#version 410 core\n"
"uniform sampler2D mytexture;\n"
+ "uniform sampler2D arrow_texture;\n"
"in vec2 v2UVcoords;\n"
"in vec2 v2CursorLocation;\n"
+ "in vec2 arrow_size_frag;\n"
"out vec4 outputColor;\n"
"void main()\n"
"{\n"
+ " vec2 cursor_diff = (v2CursorLocation + arrow_size_frag) - v2UVcoords;\n"
+ " vec4 arrow_col = texture(arrow_texture, (arrow_size_frag - cursor_diff) / arrow_size_frag);\n"
" vec4 col = texture(mytexture, v2UVcoords);\n"
- " if (distance(v2CursorLocation, v2UVcoords) < 0.005) col = vec4(1, 1, 0, 1);\n"
- " outputColor = col.rgba;\n"
+ " outputColor = mix(col, arrow_col, arrow_col.a);\n"
"}\n"
);
m_nSceneMatrixLocation = glGetUniformLocation( m_unSceneProgramID, "matrix" );
@@ -1329,6 +1375,22 @@ bool CMainApplication::CreateAllShaders()
dprintf( "Unable to find cursor_location uniform in scene shader\n" );
return false;
}
+ m_nArrowSizeLocation = glGetUniformLocation( m_unSceneProgramID, "arrow_size" );
+ if( m_nArrowSizeLocation == -1 )
+ {
+ dprintf( "Unable to find arrow_size uniform in scene shader\n" );
+ return false;
+ }
+ m_myTextureLocation = glGetUniformLocation(m_unSceneProgramID, "mytexture");
+ if(m_myTextureLocation == -1) {
+ dprintf( "Unable to find mytexture uniform in scene shader\n" );
+ return false;
+ }
+ m_arrowTextureLocation = glGetUniformLocation(m_unSceneProgramID, "arrow_texture");
+ if(m_arrowTextureLocation == -1) {
+ dprintf( "Unable to find arrow_texture uniform in scene shader\n" );
+ return false;
+ }
m_unControllerTransformProgramID = CompileGLShader(
"Controller",
@@ -1527,6 +1589,7 @@ void CMainApplication::AddCubeToScene( const glm::mat4 &mat, std::vector<float>
glm::vec4 H = mat * glm::vec4( 0, 1, 1, 1 );
double width_ratio = (double)pixmap_texture_width / (double)pixmap_texture_height;
+ double arrow_ratio = width_ratio;
if(projection_mode == ProjectionMode::SPHERE)
{
@@ -1666,7 +1729,18 @@ void CMainApplication::AddCubeToScene( const glm::mat4 &mat, std::vector<float>
AddCubeVertex(-width, -height, zoom, 1.0, 1.0, vertdata);
AddCubeVertex(width, -height, zoom, 0.0, 1.0, vertdata);
AddCubeVertex(width, height, zoom, 0.0, 0.0, vertdata);
+
+ if(stretch)
+ arrow_ratio = width_ratio * 2.0;
}
+
+ float v[2];
+ v[0] = 0.01 * cursor_scale;
+ v[1] = v[0] * arrow_ratio * ((float)arrow_image_height / (float)arrow_image_width);
+
+ glUseProgram( m_unSceneProgramID );
+ glUniform2fv(m_nArrowSizeLocation, 1, &v[0]);
+ glUseProgram( 0 );
}
@@ -1949,10 +2023,17 @@ void CMainApplication::RenderScene( vr::Hmd_Eye nEye )
glUniformMatrix4fv( m_nSceneMatrixLocation, 1, GL_FALSE, glm::value_ptr(GetCurrentViewProjectionMatrix( nEye )));
float m[2];
- m[0] = mouse_x / (float)window_width;
- m[1] = mouse_y / (float)window_height;
+ // -10 offset is the distance between the edge of the arrow.png image to the arrow itself
+ m[0] = (mouse_x - 10) / (float)window_width;
+ m[1] = (mouse_y - 10) / (float)window_height;
- glUniform2fv(m_nCursorLocation, 1, &m[0]);
+ if(view_mode != ViewMode::PLANE && m[0] > 0.5f)
+ m[0] -= 0.5f;
+ /*
+ // TODO: Set this as an option?
+ if(view_mode != ViewMode::PLANE)
+ m[0] *= 0.5f;
+ */
if( nEye == vr::Eye_Left )
{
@@ -1966,6 +2047,9 @@ void CMainApplication::RenderScene( vr::Hmd_Eye nEye )
}
glUniform1fv(m_nSceneTextureOffsetXLocation, 1, &offset);
glUniform1fv(m_nSceneTextureScaleXLocation, 1, &scale);
+
+ if(view_mode == ViewMode::RIGHT_LEFT)
+ m[0] += offset;
}
else if( nEye == vr::Eye_Right )
{
@@ -1979,12 +2063,22 @@ void CMainApplication::RenderScene( vr::Hmd_Eye nEye )
}
glUniform1fv(m_nSceneTextureOffsetXLocation, 1, &offset);
glUniform1fv(m_nSceneTextureScaleXLocation, 1, &scale);
+
+ if(view_mode == ViewMode::LEFT_RIGHT)
+ m[0] += offset;
}
+ glUniform2fv(m_nCursorLocation, 1, &m[0]);
+
glBindVertexArray( m_unSceneVAO );
+ glActiveTexture(GL_TEXTURE0);
glBindTexture( GL_TEXTURE_2D, window_texture_get_opengl_texture_id(&window_texture) );
+ glActiveTexture(GL_TEXTURE1);
+ glBindTexture(GL_TEXTURE_2D, arrow_image_texture_id);
glDrawArrays( GL_TRIANGLES, 0, m_uiVertcount );
glBindVertexArray( 0 );
+
+ glActiveTexture(GL_TEXTURE0);
#if 0
bool bIsInputAvailable = m_pHMD->IsInputAvailable();