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-rw-r--r--src/main.cpp341
1 files changed, 0 insertions, 341 deletions
diff --git a/src/main.cpp b/src/main.cpp
index ea375e6..95db46d 100644
--- a/src/main.cpp
+++ b/src/main.cpp
@@ -126,8 +126,6 @@ public:
void AddCubeToScene( const glm::mat4 &mat, std::vector<float> &vertdata );
void AddCubeVertex( float fl0, float fl1, float fl2, float fl3, float fl4, std::vector<float> &vertdata );
- void RenderControllerAxes();
-
bool SetupStereoRenderTargets();
void SetupCompanionWindow();
void SetupCameras();
@@ -158,24 +156,6 @@ private:
vr::IVRSystem *m_pHMD;
vr::TrackedDevicePose_t m_rTrackedDevicePose[ vr::k_unMaxTrackedDeviceCount ];
glm::mat4 m_rmat4DevicePose[ vr::k_unMaxTrackedDeviceCount ];
-
- struct ControllerInfo_t
- {
- vr::VRInputValueHandle_t m_source = vr::k_ulInvalidInputValueHandle;
- vr::VRActionHandle_t m_actionPose = vr::k_ulInvalidActionHandle;
- vr::VRActionHandle_t m_actionHaptic = vr::k_ulInvalidActionHandle;
- glm::mat4 m_rmat4Pose;
- CGLRenderModel *m_pRenderModel = nullptr;
- std::string m_sRenderModelName;
- bool m_bShowController;
- };
-
- enum EHand
- {
- Left = 0,
- Right = 1,
- };
- ControllerInfo_t m_rHand[2];
private: // SDL bookkeeping
SDL_Window *m_pCompanionWindow;
@@ -248,8 +228,6 @@ private: // OpenGL bookkeeping
GLuint m_unSceneProgramID;
GLuint m_unCompanionWindowProgramID;
- GLuint m_unControllerTransformProgramID;
- GLuint m_unRenderModelProgramID;
GLint m_nSceneMatrixLocation;
GLint m_nSceneTextureOffsetXLocation;
@@ -258,8 +236,6 @@ private: // OpenGL bookkeeping
GLint m_nArrowSizeLocation = -1;
GLint m_myTextureLocation = -1;
GLint m_arrowTextureLocation = -1;
- GLint m_nControllerMatrixLocation;
- GLint m_nRenderModelMatrixLocation;
struct FramebufferDesc
{
@@ -277,8 +253,6 @@ private: // OpenGL bookkeeping
uint32_t m_nRenderWidth;
uint32_t m_nRenderHeight;
- std::vector< CGLRenderModel * > m_vecRenderModels;
-
vr::VRActionHandle_t m_actionHideCubes = vr::k_ulInvalidActionHandle;
vr::VRActionHandle_t m_actionHideThisController = vr::k_ulInvalidActionHandle;
vr::VRActionHandle_t m_actionTriggerHaptic = vr::k_ulInvalidActionHandle;
@@ -442,8 +416,6 @@ CMainApplication::CMainApplication( int argc, char *argv[] )
, m_nCompanionWindowHeight( 600 )
, m_unSceneProgramID( 0 )
, m_unCompanionWindowProgramID( 0 )
- , m_unControllerTransformProgramID( 0 )
- , m_unRenderModelProgramID( 0 )
, m_pHMD( NULL )
, m_bDebugOpenGL( false )
, m_bVerbose( false )
@@ -457,8 +429,6 @@ CMainApplication::CMainApplication( int argc, char *argv[] )
, m_nSceneTextureOffsetXLocation( -1 )
, m_nSceneTextureScaleXLocation( -1 )
, m_nCursorLocation( -1 )
- , m_nControllerMatrixLocation( -1 )
- , m_nRenderModelMatrixLocation( -1 )
, m_iTrackedControllerCount( 0 )
, m_iTrackedControllerCount_Last( -1 )
, m_iValidPoseCount( 0 )
@@ -779,14 +749,6 @@ bool CMainApplication::BInit()
vr::VRInput()->GetActionSetHandle( "/actions/demo", &m_actionsetDemo );
- vr::VRInput()->GetActionHandle( "/actions/demo/out/Haptic_Left", &m_rHand[Left].m_actionHaptic );
- vr::VRInput()->GetInputSourceHandle( "/user/hand/left", &m_rHand[Left].m_source );
- vr::VRInput()->GetActionHandle( "/actions/demo/in/Hand_Left", &m_rHand[Left].m_actionPose );
-
- vr::VRInput()->GetActionHandle( "/actions/demo/out/Haptic_Right", &m_rHand[Right].m_actionHaptic );
- vr::VRInput()->GetInputSourceHandle( "/user/hand/right", &m_rHand[Right].m_source );
- vr::VRInput()->GetActionHandle( "/actions/demo/in/Hand_Right", &m_rHand[Right].m_actionPose );
-
return true;
}
@@ -904,12 +866,6 @@ void CMainApplication::Shutdown()
vr::VR_Shutdown();
m_pHMD = NULL;
}
-
- for( std::vector< CGLRenderModel * >::iterator i = m_vecRenderModels.begin(); i != m_vecRenderModels.end(); i++ )
- {
- delete (*i);
- }
- m_vecRenderModels.clear();
if( m_pContext )
{
@@ -924,14 +880,6 @@ void CMainApplication::Shutdown()
{
glDeleteProgram( m_unSceneProgramID );
}
- if ( m_unControllerTransformProgramID )
- {
- glDeleteProgram( m_unControllerTransformProgramID );
- }
- if ( m_unRenderModelProgramID )
- {
- glDeleteProgram( m_unRenderModelProgramID );
- }
if ( m_unCompanionWindowProgramID )
{
glDeleteProgram( m_unCompanionWindowProgramID );
@@ -1089,19 +1037,6 @@ bool CMainApplication::HandleInput()
hmd_pos = current_pos;
}
- vr::VRInputValueHandle_t ulHapticDevice;
- if ( GetDigitalActionRisingEdge( m_actionTriggerHaptic, &ulHapticDevice ) )
- {
- if ( ulHapticDevice == m_rHand[Left].m_source )
- {
- vr::VRInput()->TriggerHapticVibrationAction( m_rHand[Left].m_actionHaptic, 0, 1, 4.f, 1.0f, vr::k_ulInvalidInputValueHandle );
- }
- if ( ulHapticDevice == m_rHand[Right].m_source )
- {
- vr::VRInput()->TriggerHapticVibrationAction( m_rHand[Right].m_actionHaptic, 0, 1, 4.f, 1.0f, vr::k_ulInvalidInputValueHandle );
- }
- }
-
vr::InputAnalogActionData_t analogData;
if ( vr::VRInput()->GetAnalogActionData( m_actionAnalongInput, &analogData, sizeof( analogData ), vr::k_ulInvalidInputValueHandle ) == vr::VRInputError_None && analogData.bActive )
{
@@ -1109,48 +1044,6 @@ bool CMainApplication::HandleInput()
m_vAnalogValue[1] = analogData.y;
}
- m_rHand[Left].m_bShowController = true;
- m_rHand[Right].m_bShowController = true;
-
- vr::VRInputValueHandle_t ulHideDevice;
- if ( GetDigitalActionState( m_actionHideThisController, &ulHideDevice ) )
- {
- if ( ulHideDevice == m_rHand[Left].m_source )
- {
- m_rHand[Left].m_bShowController = false;
- }
- if ( ulHideDevice == m_rHand[Right].m_source )
- {
- m_rHand[Right].m_bShowController = false;
- }
- }
-
- for ( EHand eHand = Left; eHand <= Right; ((int&)eHand)++ )
- {
- vr::InputPoseActionData_t poseData;
- if ( vr::VRInput()->GetPoseActionDataForNextFrame( m_rHand[eHand].m_actionPose, vr::TrackingUniverseStanding, &poseData, sizeof( poseData ), vr::k_ulInvalidInputValueHandle ) != vr::VRInputError_None
- || !poseData.bActive || !poseData.pose.bPoseIsValid )
- {
- m_rHand[eHand].m_bShowController = false;
- }
- else
- {
- m_rHand[eHand].m_rmat4Pose = ConvertSteamVRMatrixToMatrix4( poseData.pose.mDeviceToAbsoluteTracking );
-
- vr::InputOriginInfo_t originInfo;
- if ( vr::VRInput()->GetOriginTrackedDeviceInfo( poseData.activeOrigin, &originInfo, sizeof( originInfo ) ) == vr::VRInputError_None
- && originInfo.trackedDeviceIndex != vr::k_unTrackedDeviceIndexInvalid )
- {
- std::string sRenderModelName = GetTrackedDeviceString( originInfo.trackedDeviceIndex, vr::Prop_RenderModelName_String );
- if ( sRenderModelName != m_rHand[eHand].m_sRenderModelName )
- {
- m_rHand[eHand].m_pRenderModel = FindOrLoadRenderModel( sRenderModelName.c_str() );
- m_rHand[eHand].m_sRenderModelName = sRenderModelName;
- }
- }
- }
- }
-
return bRet;
}
@@ -1211,7 +1104,6 @@ void CMainApplication::RenderFrame()
// for now as fast as possible
if ( m_pHMD )
{
- //RenderControllerAxes();
RenderStereoTargets();
RenderCompanionWindow();
@@ -1458,71 +1350,6 @@ bool CMainApplication::CreateAllShaders()
return false;
}
- m_unControllerTransformProgramID = CompileGLShader(
- "Controller",
-
- // vertex shader
- "#version 410\n"
- "uniform mat4 matrix;\n"
- "layout(location = 0) in vec4 position;\n"
- "layout(location = 1) in vec3 v3ColorIn;\n"
- "out vec4 v4Color;\n"
- "void main()\n"
- "{\n"
- " v4Color.xyz = v3ColorIn; v4Color.a = 1.0;\n"
- " gl_Position = matrix * position;\n"
- "}\n",
-
- // fragment shader
- "#version 410\n"
- "in vec4 v4Color;\n"
- "out vec4 outputColor;\n"
- "void main()\n"
- "{\n"
- " outputColor = v4Color;\n"
- "}\n"
- );
- m_nControllerMatrixLocation = glGetUniformLocation( m_unControllerTransformProgramID, "matrix" );
- if( m_nControllerMatrixLocation == -1 )
- {
- dprintf( "Unable to find matrix uniform in controller shader\n" );
- return false;
- }
-
- m_unRenderModelProgramID = CompileGLShader(
- "render model",
-
- // vertex shader
- "#version 410\n"
- "uniform mat4 matrix;\n"
- "layout(location = 0) in vec4 position;\n"
- "layout(location = 1) in vec3 v3NormalIn;\n"
- "layout(location = 2) in vec2 v2TexCoordsIn;\n"
- "out vec2 v2TexCoord;\n"
- "void main()\n"
- "{\n"
- " v2TexCoord = v2TexCoordsIn;\n"
- " gl_Position = matrix * vec4(position.xyz, 1);\n"
- "}\n",
-
- //fragment shader
- "#version 410 core\n"
- "uniform sampler2D diffuse;\n"
- "in vec2 v2TexCoord;\n"
- "out vec4 outputColor;\n"
- "void main()\n"
- "{\n"
- " outputColor = texture( diffuse, v2TexCoord);\n"
- "}\n"
-
- );
- m_nRenderModelMatrixLocation = glGetUniformLocation( m_unRenderModelProgramID, "matrix" );
- if( m_nRenderModelMatrixLocation == -1 )
- {
- dprintf( "Unable to find matrix uniform in render model shader\n" );
- return false;
- }
-
m_unCompanionWindowProgramID = CompileGLShader(
"CompanionWindow",
@@ -1550,8 +1377,6 @@ bool CMainApplication::CreateAllShaders()
);
return m_unSceneProgramID != 0
- && m_unControllerTransformProgramID != 0
- && m_unRenderModelProgramID != 0
&& m_unCompanionWindowProgramID != 0;
}
@@ -1811,101 +1636,6 @@ void CMainApplication::AddCubeToScene( const glm::mat4 &mat, std::vector<float>
glUseProgram( 0 );
}
-
-//-----------------------------------------------------------------------------
-// Purpose: Draw all of the controllers as X/Y/Z lines
-//-----------------------------------------------------------------------------
-void CMainApplication::RenderControllerAxes()
-{
- // Don't attempt to update controllers if input is not available
- if( !m_pHMD->IsInputAvailable() )
- return;
-
- std::vector<float> vertdataarray;
-
- m_uiControllerVertcount = 0;
- m_iTrackedControllerCount = 0;
-
- for ( EHand eHand = Left; eHand <= Right; ((int&)eHand)++ )
- {
- if ( !m_rHand[eHand].m_bShowController )
- continue;
-
- const glm::mat4 & mat = m_rHand[eHand].m_rmat4Pose;
-
- glm::vec4 center = mat * glm::vec4( 0, 0, 0, 1 );
-
- for ( int i = 0; i < 3; ++i )
- {
- glm::vec3 color( 0, 0, 0 );
- glm::vec4 point( 0, 0, 0, 1 );
- point[i] += 0.05f; // offset in X, Y, Z
- color[i] = 1.0; // R, G, B
- point = mat * point;
- vertdataarray.push_back( center.x );
- vertdataarray.push_back( center.y );
- vertdataarray.push_back( center.z );
-
- vertdataarray.push_back( color.x );
- vertdataarray.push_back( color.y );
- vertdataarray.push_back( color.z );
-
- vertdataarray.push_back( point.x );
- vertdataarray.push_back( point.y );
- vertdataarray.push_back( point.z );
-
- vertdataarray.push_back( color.x );
- vertdataarray.push_back( color.y );
- vertdataarray.push_back( color.z );
-
- m_uiControllerVertcount += 2;
- }
-
- glm::vec4 start = mat * glm::vec4( 0, 0, -0.02f, 1 );
- glm::vec4 end = mat * glm::vec4( 0, 0, -39.f, 1 );
- glm::vec3 color( .92f, .92f, .71f );
-
- vertdataarray.push_back( start.x );vertdataarray.push_back( start.y );vertdataarray.push_back( start.z );
- vertdataarray.push_back( color.x );vertdataarray.push_back( color.y );vertdataarray.push_back( color.z );
-
- vertdataarray.push_back( end.x );vertdataarray.push_back( end.y );vertdataarray.push_back( end.z );
- vertdataarray.push_back( color.x );vertdataarray.push_back( color.y );vertdataarray.push_back( color.z );
- m_uiControllerVertcount += 2;
- }
-
- // Setup the VAO the first time through.
- if ( m_unControllerVAO == 0 )
- {
- glGenVertexArrays( 1, &m_unControllerVAO );
- glBindVertexArray( m_unControllerVAO );
-
- glGenBuffers( 1, &m_glControllerVertBuffer );
- glBindBuffer( GL_ARRAY_BUFFER, m_glControllerVertBuffer );
-
- GLuint stride = 2 * 3 * sizeof( float );
- uintptr_t offset = 0;
-
- glEnableVertexAttribArray( 0 );
- glVertexAttribPointer( 0, 3, GL_FLOAT, GL_FALSE, stride, (const void *)offset);
-
- offset += sizeof( glm::vec3 );
- glEnableVertexAttribArray( 1 );
- glVertexAttribPointer( 1, 3, GL_FLOAT, GL_FALSE, stride, (const void *)offset);
-
- glBindVertexArray( 0 );
- }
-
- glBindBuffer( GL_ARRAY_BUFFER, m_glControllerVertBuffer );
-
- // set vertex data if we have some
- if( vertdataarray.size() > 0 )
- {
- //$ TODO: Use glBufferSubData for this...
- glBufferData( GL_ARRAY_BUFFER, sizeof(float) * vertdataarray.size(), &vertdataarray[0], GL_STREAM_DRAW );
- }
-}
-
-
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
@@ -2332,77 +2062,6 @@ void CMainApplication::UpdateHMDMatrixPose()
}
}
-
-//-----------------------------------------------------------------------------
-// Purpose: Finds a render model we've already loaded or loads a new one
-//-----------------------------------------------------------------------------
-CGLRenderModel *CMainApplication::FindOrLoadRenderModel( const char *pchRenderModelName )
-{
- CGLRenderModel *pRenderModel = NULL;
- for( std::vector< CGLRenderModel * >::iterator i = m_vecRenderModels.begin(); i != m_vecRenderModels.end(); i++ )
- {
- if( !strcmp( (*i)->GetName().c_str(), pchRenderModelName ) )
- {
- pRenderModel = *i;
- break;
- }
- }
-
- // load the model if we didn't find one
- if( !pRenderModel )
- {
- vr::RenderModel_t *pModel;
- vr::EVRRenderModelError error;
- while ( 1 )
- {
- error = vr::VRRenderModels()->LoadRenderModel_Async( pchRenderModelName, &pModel );
- if ( error != vr::VRRenderModelError_Loading )
- break;
-
- ThreadSleep( 1 );
- }
-
- if ( error != vr::VRRenderModelError_None )
- {
- dprintf( "Unable to load render model %s - %s\n", pchRenderModelName, vr::VRRenderModels()->GetRenderModelErrorNameFromEnum( error ) );
- return NULL; // move on to the next tracked device
- }
-
- vr::RenderModel_TextureMap_t *pTexture;
- while ( 1 )
- {
- error = vr::VRRenderModels()->LoadTexture_Async( pModel->diffuseTextureId, &pTexture );
- if ( error != vr::VRRenderModelError_Loading )
- break;
-
- ThreadSleep( 1 );
- }
-
- if ( error != vr::VRRenderModelError_None )
- {
- dprintf( "Unable to load render texture id:%d for render model %s\n", pModel->diffuseTextureId, pchRenderModelName );
- vr::VRRenderModels()->FreeRenderModel( pModel );
- return NULL; // move on to the next tracked device
- }
-
- pRenderModel = new CGLRenderModel( pchRenderModelName );
- if ( !pRenderModel->BInit( *pModel, *pTexture ) )
- {
- dprintf( "Unable to create GL model from render model %s\n", pchRenderModelName );
- delete pRenderModel;
- pRenderModel = NULL;
- }
- else
- {
- m_vecRenderModels.push_back( pRenderModel );
- }
- vr::VRRenderModels()->FreeRenderModel( pModel );
- vr::VRRenderModels()->FreeTexture( pTexture );
- }
- return pRenderModel;
-}
-
-
//-----------------------------------------------------------------------------
// Purpose: Converts a SteamVR matrix to our local matrix class
//-----------------------------------------------------------------------------