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+//========= Copyright Valve Corporation ============//
+//Original BSD 3 License by Valve Corporation:
+//Copyright (c) 2015, Valve Corporation
+//All rights reserved.
+
+//Redistribution and use in source and binary forms, with or without modification,
+//are permitted provided that the following conditions are met:
+
+//1. Redistributions of source code must retain the above copyright notice, this
+//list of conditions and the following disclaimer.
+
+//2. Redistributions in binary form must reproduce the above copyright notice,
+//this list of conditions and the following disclaimer in the documentation and/or
+//other materials provided with the distribution.
+
+//3. Neither the name of the copyright holder nor the names of its contributors
+//may be used to endorse or promote products derived from this software without
+//specific prior written permission.
+
+//THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
+//ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
+//WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
+//DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR
+//ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
+//(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
+//LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
+//ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+//(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
+//SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+
+
+// Modified by: DEC05EBA
+
+#include <SDL.h>
+#include <GL/glew.h>
+#include <SDL_opengl.h>
+#include <GL/glu.h>
+#include <openvr.h>
+#define GLX_GLXEXT_PROTOTYPES
+#include <GL/glx.h>
+#include <GL/glxext.h>
+#include <glm/glm.hpp>
+#include <X11/extensions/Xcomposite.h>
+
+#include <stdio.h>
+#include <string>
+#include <cstdlib>
+#include <vector>
+
+#include <unistd.h>
+#include <libgen.h>
+
+#include "../shared/Matrices.h"
+
+#ifndef _countof
+#define _countof(x) (sizeof(x)/sizeof((x)[0]))
+#endif
+
+void ThreadSleep( unsigned long nMilliseconds )
+{
+ usleep( nMilliseconds * 1000 );
+}
+
+class CGLRenderModel
+{
+public:
+ CGLRenderModel( const std::string & sRenderModelName );
+ ~CGLRenderModel();
+
+ bool BInit( const vr::RenderModel_t & vrModel, const vr::RenderModel_TextureMap_t & vrDiffuseTexture );
+ void Cleanup();
+ void Draw();
+ const std::string & GetName() const { return m_sModelName; }
+
+private:
+ GLuint m_glVertBuffer;
+ GLuint m_glIndexBuffer;
+ GLuint m_glVertArray;
+ GLuint m_glTexture;
+ GLsizei m_unVertexCount;
+ std::string m_sModelName;
+};
+
+static bool g_bPrintf = true;
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//------------------------------------------------------------------------------
+class CMainApplication
+{
+public:
+ CMainApplication( int argc, char *argv[] );
+ virtual ~CMainApplication();
+
+ bool BInit();
+ bool BInitGL();
+ bool BInitCompositor();
+
+ void Shutdown();
+
+ void RunMainLoop();
+ bool HandleInput();
+ void ProcessVREvent( const vr::VREvent_t & event );
+ void RenderFrame();
+
+ bool SetupTexturemaps();
+
+ void SetupScene();
+ void AddCubeToScene( Matrix4 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();
+
+ void RenderStereoTargets();
+ void RenderCompanionWindow();
+ void RenderScene( vr::Hmd_Eye nEye );
+
+ Matrix4 GetHMDMatrixProjectionEye( vr::Hmd_Eye nEye );
+ Matrix4 GetHMDMatrixPoseEye( vr::Hmd_Eye nEye );
+ Matrix4 GetCurrentViewProjectionMatrix( vr::Hmd_Eye nEye );
+ void UpdateHMDMatrixPose();
+
+ Matrix4 ConvertSteamVRMatrixToMatrix4( const vr::HmdMatrix34_t &matPose );
+
+ GLuint CompileGLShader( const char *pchShaderName, const char *pchVertexShader, const char *pchFragmentShader );
+ bool CreateAllShaders();
+
+ CGLRenderModel *FindOrLoadRenderModel( const char *pchRenderModelName );
+
+private:
+ bool m_bDebugOpenGL;
+ bool m_bVerbose;
+ bool m_bPerf;
+ bool m_bVblank;
+ bool m_bGlFinishHack;
+
+ vr::IVRSystem *m_pHMD;
+ std::string m_strDriver;
+ std::string m_strDisplay;
+ vr::TrackedDevicePose_t m_rTrackedDevicePose[ vr::k_unMaxTrackedDeviceCount ];
+ Matrix4 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;
+ Matrix4 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;
+ uint32_t m_nCompanionWindowWidth;
+ uint32_t m_nCompanionWindowHeight;
+
+ SDL_GLContext m_pContext;
+
+private: // OpenGL bookkeeping
+ int m_iTrackedControllerCount;
+ int m_iTrackedControllerCount_Last;
+ int m_iValidPoseCount;
+ int m_iValidPoseCount_Last;
+ bool m_bShowCubes;
+ Vector2 m_vAnalogValue;
+
+ std::string m_strPoseClasses; // what classes we saw poses for this frame
+ char m_rDevClassChar[ vr::k_unMaxTrackedDeviceCount ]; // for each device, a character representing its class
+
+ int m_iSceneVolumeWidth;
+ int m_iSceneVolumeHeight;
+ int m_iSceneVolumeDepth;
+ float m_fScaleSpacing;
+ float m_fScale;
+
+ int m_iSceneVolumeInit; // if you want something other than the default 20x20x20
+
+ float m_fNearClip;
+ float m_fFarClip;
+
+ GLuint m_iTexture;
+
+ unsigned int m_uiVertcount;
+
+ GLuint m_glSceneVertBuffer;
+ GLuint m_unSceneVAO;
+ GLuint m_unCompanionWindowVAO;
+ GLuint m_glCompanionWindowIDVertBuffer;
+ GLuint m_glCompanionWindowIDIndexBuffer;
+ unsigned int m_uiCompanionWindowIndexSize;
+
+ GLuint m_glControllerVertBuffer;
+ GLuint m_unControllerVAO;
+ unsigned int m_uiControllerVertcount;
+
+ Matrix4 m_mat4HMDPose;
+ Matrix4 m_mat4eyePosLeft;
+ Matrix4 m_mat4eyePosRight;
+
+ Matrix4 m_resetPos;
+
+ Matrix4 m_mat4ProjectionCenter;
+ Matrix4 m_mat4ProjectionLeft;
+ Matrix4 m_mat4ProjectionRight;
+
+ struct VertexDataScene
+ {
+ Vector3 position;
+ Vector2 texCoord;
+ };
+
+ struct VertexDataWindow
+ {
+ Vector2 position;
+ Vector2 texCoord;
+
+ VertexDataWindow( const Vector2 & pos, const Vector2 tex ) : position(pos), texCoord(tex) { }
+ };
+
+ GLuint m_unSceneProgramID;
+ GLuint m_unCompanionWindowProgramID;
+ GLuint m_unControllerTransformProgramID;
+ GLuint m_unRenderModelProgramID;
+
+ GLint m_nSceneMatrixLocation;
+ GLint m_nControllerMatrixLocation;
+ GLint m_nRenderModelMatrixLocation;
+
+ struct FramebufferDesc
+ {
+ GLuint m_nDepthBufferId;
+ GLuint m_nRenderTextureId;
+ GLuint m_nRenderFramebufferId;
+ GLuint m_nResolveTextureId;
+ GLuint m_nResolveFramebufferId;
+ };
+ FramebufferDesc leftEyeDesc;
+ FramebufferDesc rightEyeDesc;
+
+ bool CreateFrameBuffer( int nWidth, int nHeight, FramebufferDesc &framebufferDesc );
+
+ 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;
+ vr::VRActionHandle_t m_actionAnalongInput = vr::k_ulInvalidActionHandle;
+
+ vr::VRActionSetHandle_t m_actionsetDemo = vr::k_ulInvalidActionSetHandle;
+
+private: // X compositor
+ Display *x_display = nullptr;
+ Window src_window_id;
+ Pixmap src_window_pixmap;
+ GLXFBConfig *configs;
+ GLXPixmap glxpixmap;
+};
+
+
+//---------------------------------------------------------------------------------------------------------------------
+// Purpose: Returns true if the action is active and had a rising edge
+//---------------------------------------------------------------------------------------------------------------------
+bool GetDigitalActionRisingEdge(vr::VRActionHandle_t action, vr::VRInputValueHandle_t *pDevicePath = nullptr )
+{
+ vr::InputDigitalActionData_t actionData;
+ vr::VRInput()->GetDigitalActionData(action, &actionData, sizeof(actionData), vr::k_ulInvalidInputValueHandle );
+ if (pDevicePath)
+ {
+ *pDevicePath = vr::k_ulInvalidInputValueHandle;
+ if (actionData.bActive)
+ {
+ vr::InputOriginInfo_t originInfo;
+ if (vr::VRInputError_None == vr::VRInput()->GetOriginTrackedDeviceInfo(actionData.activeOrigin, &originInfo, sizeof(originInfo)))
+ {
+ *pDevicePath = originInfo.devicePath;
+ }
+ }
+ }
+ return actionData.bActive && actionData.bChanged && actionData.bState;
+}
+
+
+//---------------------------------------------------------------------------------------------------------------------
+// Purpose: Returns true if the action is active and had a falling edge
+//---------------------------------------------------------------------------------------------------------------------
+bool GetDigitalActionFallingEdge(vr::VRActionHandle_t action, vr::VRInputValueHandle_t *pDevicePath = nullptr )
+{
+ vr::InputDigitalActionData_t actionData;
+ vr::VRInput()->GetDigitalActionData(action, &actionData, sizeof(actionData), vr::k_ulInvalidInputValueHandle );
+ if (pDevicePath)
+ {
+ *pDevicePath = vr::k_ulInvalidInputValueHandle;
+ if (actionData.bActive)
+ {
+ vr::InputOriginInfo_t originInfo;
+ if (vr::VRInputError_None == vr::VRInput()->GetOriginTrackedDeviceInfo(actionData.activeOrigin, &originInfo, sizeof(originInfo)))
+ {
+ *pDevicePath = originInfo.devicePath;
+ }
+ }
+ }
+ return actionData.bActive && actionData.bChanged && !actionData.bState;
+}
+
+
+//---------------------------------------------------------------------------------------------------------------------
+// Purpose: Returns true if the action is active and its state is true
+//---------------------------------------------------------------------------------------------------------------------
+bool GetDigitalActionState(vr::VRActionHandle_t action, vr::VRInputValueHandle_t *pDevicePath = nullptr )
+{
+ vr::InputDigitalActionData_t actionData;
+ vr::VRInput()->GetDigitalActionData(action, &actionData, sizeof(actionData), vr::k_ulInvalidInputValueHandle );
+ if (pDevicePath)
+ {
+ *pDevicePath = vr::k_ulInvalidInputValueHandle;
+ if (actionData.bActive)
+ {
+ vr::InputOriginInfo_t originInfo;
+ if (vr::VRInputError_None == vr::VRInput()->GetOriginTrackedDeviceInfo(actionData.activeOrigin, &originInfo, sizeof(originInfo)))
+ {
+ *pDevicePath = originInfo.devicePath;
+ }
+ }
+ }
+ return actionData.bActive && actionData.bState;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Outputs a set of optional arguments to debugging output, using
+// the printf format setting specified in fmt*.
+//-----------------------------------------------------------------------------
+void dprintf( const char *fmt, ... )
+{
+ va_list args;
+ char buffer[ 2048 ];
+
+ va_start( args, fmt );
+ vsnprintf( buffer, sizeof(buffer), fmt, args );
+ va_end( args );
+
+ if ( g_bPrintf )
+ printf( "%s", buffer );
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Constructor
+//-----------------------------------------------------------------------------
+CMainApplication::CMainApplication( int argc, char *argv[] )
+ : m_pCompanionWindow(NULL)
+ , m_pContext(NULL)
+ , m_nCompanionWindowWidth( 1920 )
+ , m_nCompanionWindowHeight( 1080 )
+ , m_unSceneProgramID( 0 )
+ , m_unCompanionWindowProgramID( 0 )
+ , m_unControllerTransformProgramID( 0 )
+ , m_unRenderModelProgramID( 0 )
+ , m_pHMD( NULL )
+ , m_bDebugOpenGL( false )
+ , m_bVerbose( false )
+ , m_bPerf( false )
+ , m_bVblank( false )
+ , m_bGlFinishHack( true )
+ , m_glControllerVertBuffer( 0 )
+ , m_unControllerVAO( 0 )
+ , m_unSceneVAO( 0 )
+ , m_nSceneMatrixLocation( -1 )
+ , m_nControllerMatrixLocation( -1 )
+ , m_nRenderModelMatrixLocation( -1 )
+ , m_iTrackedControllerCount( 0 )
+ , m_iTrackedControllerCount_Last( -1 )
+ , m_iValidPoseCount( 0 )
+ , m_iValidPoseCount_Last( -1 )
+ , m_iSceneVolumeInit( 10 )
+ , m_strPoseClasses("")
+ , m_bShowCubes( true )
+{
+ if(argc < 2) {
+ fprintf(stderr, "usage: vr_window_manager [window_id]\n");
+ exit(1);
+ }
+
+ src_window_id = strtol(argv[1], nullptr, 0);
+ printf("src window id: %d\n", src_window_id);
+
+#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));
+};
+
+
+//-----------------------------------------------------------------------------
+// Purpose: Destructor
+//-----------------------------------------------------------------------------
+CMainApplication::~CMainApplication()
+{
+ // work is done in Shutdown
+ dprintf( "Shutdown" );
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose: Helper to get a string from a tracked device property and turn it
+// into a std::string
+//-----------------------------------------------------------------------------
+std::string GetTrackedDeviceString( vr::TrackedDeviceIndex_t unDevice, vr::TrackedDeviceProperty prop, vr::TrackedPropertyError *peError = NULL )
+{
+ uint32_t unRequiredBufferLen = vr::VRSystem()->GetStringTrackedDeviceProperty( unDevice, prop, NULL, 0, peError );
+ if( unRequiredBufferLen == 0 )
+ return "";
+
+ char *pchBuffer = new char[ unRequiredBufferLen ];
+ unRequiredBufferLen = vr::VRSystem()->GetStringTrackedDeviceProperty( unDevice, prop, pchBuffer, unRequiredBufferLen, peError );
+ std::string sResult = pchBuffer;
+ delete [] pchBuffer;
+ return sResult;
+}
+
+static bool x11_supports_composite_named_window_pixmap(Display *dpy)
+{
+ int extension_major;
+ int extension_minor;
+ if(!XCompositeQueryExtension(dpy, &extension_major, &extension_minor))
+ return false;
+
+ int major_version;
+ int minor_version;
+ return XCompositeQueryVersion(dpy, &major_version, &minor_version) && (major_version > 0 || minor_version >= 2);
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+bool CMainApplication::BInit()
+{
+ x_display = XOpenDisplay(nullptr);
+ if (!x_display)
+ {
+ printf("Failed to open x display\n");
+ return false;
+ }
+
+ bool has_name_pixmap = x11_supports_composite_named_window_pixmap(x_display);
+ if(!has_name_pixmap)
+ {
+ fprintf(stderr, "Error: XComposite name pixmap is not supported by your X11 server\n");
+ return false;
+ }
+
+ int screen_count = ScreenCount(x_display);
+ for(int i = 0; i < screen_count; ++i)
+ {
+ XCompositeRedirectSubwindows(x_display, RootWindow(x_display, i), CompositeRedirectAutomatic);
+ }
+
+ if ( SDL_Init( SDL_INIT_VIDEO | SDL_INIT_TIMER ) < 0 )
+ {
+ printf("%s - SDL could not initialize! SDL Error: %s\n", __FUNCTION__, SDL_GetError());
+ return false;
+ }
+
+ // Loading the SteamVR Runtime
+ vr::EVRInitError eError = vr::VRInitError_None;
+ m_pHMD = vr::VR_Init( &eError, vr::VRApplication_Scene );
+
+ if ( eError != vr::VRInitError_None )
+ {
+ m_pHMD = NULL;
+ char buf[1024];
+ snprintf( buf, sizeof( buf ), "Unable to init VR runtime: %s", vr::VR_GetVRInitErrorAsEnglishDescription( eError ) );
+ SDL_ShowSimpleMessageBox( SDL_MESSAGEBOX_ERROR, "VR_Init Failed", buf, NULL );
+ return false;
+ }
+
+
+ int nWindowPosX = 700;
+ int nWindowPosY = 100;
+ Uint32 unWindowFlags = SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN;
+
+ SDL_GL_SetAttribute( SDL_GL_CONTEXT_MAJOR_VERSION, 4 );
+ SDL_GL_SetAttribute( SDL_GL_CONTEXT_MINOR_VERSION, 1 );
+ //SDL_GL_SetAttribute( SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_COMPATIBILITY );
+ SDL_GL_SetAttribute( SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE );
+
+ SDL_GL_SetAttribute( SDL_GL_MULTISAMPLEBUFFERS, 0 );
+ SDL_GL_SetAttribute( SDL_GL_MULTISAMPLESAMPLES, 0 );
+ if( m_bDebugOpenGL )
+ SDL_GL_SetAttribute( SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_DEBUG_FLAG );
+
+ m_pCompanionWindow = SDL_CreateWindow( "hellovr", nWindowPosX, nWindowPosY, m_nCompanionWindowWidth, m_nCompanionWindowHeight, unWindowFlags );
+ if (m_pCompanionWindow == NULL)
+ {
+ printf( "%s - Window could not be created! SDL Error: %s\n", __FUNCTION__, SDL_GetError() );
+ return false;
+ }
+
+ m_pContext = SDL_GL_CreateContext(m_pCompanionWindow);
+ if (m_pContext == NULL)
+ {
+ printf( "%s - OpenGL context could not be created! SDL Error: %s\n", __FUNCTION__, SDL_GetError() );
+ return false;
+ }
+
+ glewExperimental = GL_TRUE;
+ GLenum nGlewError = glewInit();
+ if (nGlewError != GLEW_OK)
+ {
+ printf( "%s - Error initializing GLEW! %s\n", __FUNCTION__, glewGetErrorString( nGlewError ) );
+ return false;
+ }
+ glGetError(); // to clear the error caused deep in GLEW
+
+ if ( SDL_GL_SetSwapInterval( m_bVblank ? 1 : 0 ) < 0 )
+ {
+ printf( "%s - Warning: Unable to set VSync! SDL Error: %s\n", __FUNCTION__, SDL_GetError() );
+ return false;
+ }
+
+
+ m_strDriver = "No Driver";
+ m_strDisplay = "No Display";
+
+ m_strDriver = GetTrackedDeviceString( vr::k_unTrackedDeviceIndex_Hmd, vr::Prop_TrackingSystemName_String );
+ m_strDisplay = GetTrackedDeviceString( vr::k_unTrackedDeviceIndex_Hmd, vr::Prop_SerialNumber_String );
+
+ std::string strWindowTitle = "hellovr - " + m_strDriver + " " + m_strDisplay;
+ SDL_SetWindowTitle( m_pCompanionWindow, strWindowTitle.c_str() );
+
+ // cube array
+ m_iSceneVolumeWidth = m_iSceneVolumeInit;
+ m_iSceneVolumeHeight = m_iSceneVolumeInit;
+ m_iSceneVolumeDepth = m_iSceneVolumeInit;
+
+ m_fScale = 1.0f;
+ m_fScaleSpacing = 2.0f;
+
+ m_fNearClip = 0.1f;
+ m_fFarClip = 30.0f;
+
+ m_iTexture = 0;
+ m_uiVertcount = 0;
+
+// m_MillisecondsTimer.start(1, this);
+// m_SecondsTimer.start(1000, this);
+
+ if (!BInitGL())
+ {
+ printf("%s - Unable to initialize OpenGL!\n", __FUNCTION__);
+ return false;
+ }
+
+ if (!BInitCompositor())
+ {
+ printf("%s - Failed to initialize VR Compositor!\n", __FUNCTION__);
+ return false;
+ }
+
+ //char cwd[4096];
+ //getcwd(cwd, sizeof(cwd));
+ //dirname(cwd);
+
+ vr::VRInput()->SetActionManifestPath("../config/hellovr_actions.json");
+
+ vr::VRInput()->GetActionHandle( "/actions/demo/in/HideCubes", &m_actionHideCubes );
+ vr::VRInput()->GetActionHandle( "/actions/demo/in/HideThisController", &m_actionHideThisController);
+ vr::VRInput()->GetActionHandle( "/actions/demo/in/TriggerHaptic", &m_actionTriggerHaptic );
+ vr::VRInput()->GetActionHandle( "/actions/demo/in/AnalogInput", &m_actionAnalongInput );
+
+ 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;
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose: Outputs the string in message to debugging output.
+// All other parameters are ignored.
+// Does not return any meaningful value or reference.
+//-----------------------------------------------------------------------------
+void DebugCallback(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const char* message, const void* userParam)
+{
+ dprintf( "GL Error: %s\n", message );
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose: Initialize OpenGL. Returns true if OpenGL has been successfully
+// initialized, false if shaders could not be created.
+// If failure occurred in a module other than shaders, the function
+// may return true or throw an error.
+//-----------------------------------------------------------------------------
+bool CMainApplication::BInitGL()
+{
+ if( m_bDebugOpenGL )
+ {
+ glDebugMessageCallback( (GLDEBUGPROC)DebugCallback, nullptr);
+ glDebugMessageControl( GL_DONT_CARE, GL_DONT_CARE, GL_DONT_CARE, 0, nullptr, GL_TRUE );
+ glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS);
+ }
+
+ if( !CreateAllShaders() )
+ return false;
+
+ if(!SetupTexturemaps())
+ return false;
+ SetupScene();
+ SetupCameras();
+ if(!SetupStereoRenderTargets())
+ return false;
+ SetupCompanionWindow();
+
+ return true;
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose: Initialize Compositor. Returns true if the compositor was
+// successfully initialized, false otherwise.
+//-----------------------------------------------------------------------------
+bool CMainApplication::BInitCompositor()
+{
+ vr::EVRInitError peError = vr::VRInitError_None;
+
+ if ( !vr::VRCompositor() )
+ {
+ printf( "Compositor initialization failed. See log file for details\n" );
+ return false;
+ }
+
+ return true;
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CMainApplication::Shutdown()
+{
+ if( m_pHMD )
+ {
+ 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 )
+ {
+ if( m_bDebugOpenGL )
+ {
+ glDebugMessageControl( GL_DONT_CARE, GL_DONT_CARE, GL_DONT_CARE, 0, nullptr, GL_FALSE );
+ glDebugMessageCallback(nullptr, nullptr);
+ }
+ glDeleteBuffers(1, &m_glSceneVertBuffer);
+
+ if ( m_unSceneProgramID )
+ {
+ glDeleteProgram( m_unSceneProgramID );
+ }
+ if ( m_unControllerTransformProgramID )
+ {
+ glDeleteProgram( m_unControllerTransformProgramID );
+ }
+ if ( m_unRenderModelProgramID )
+ {
+ glDeleteProgram( m_unRenderModelProgramID );
+ }
+ if ( m_unCompanionWindowProgramID )
+ {
+ glDeleteProgram( m_unCompanionWindowProgramID );
+ }
+
+ glDeleteRenderbuffers( 1, &leftEyeDesc.m_nDepthBufferId );
+ glDeleteTextures( 1, &leftEyeDesc.m_nRenderTextureId );
+ glDeleteFramebuffers( 1, &leftEyeDesc.m_nRenderFramebufferId );
+ glDeleteTextures( 1, &leftEyeDesc.m_nResolveTextureId );
+ glDeleteFramebuffers( 1, &leftEyeDesc.m_nResolveFramebufferId );
+
+ glDeleteRenderbuffers( 1, &rightEyeDesc.m_nDepthBufferId );
+ glDeleteTextures( 1, &rightEyeDesc.m_nRenderTextureId );
+ glDeleteFramebuffers( 1, &rightEyeDesc.m_nRenderFramebufferId );
+ glDeleteTextures( 1, &rightEyeDesc.m_nResolveTextureId );
+ glDeleteFramebuffers( 1, &rightEyeDesc.m_nResolveFramebufferId );
+
+ if( m_unCompanionWindowVAO != 0 )
+ {
+ glDeleteVertexArrays( 1, &m_unCompanionWindowVAO );
+ }
+ if( m_unSceneVAO != 0 )
+ {
+ glDeleteVertexArrays( 1, &m_unSceneVAO );
+ }
+ if( m_unControllerVAO != 0 )
+ {
+ glDeleteVertexArrays( 1, &m_unControllerVAO );
+ }
+ }
+
+ if( m_pCompanionWindow )
+ {
+ SDL_DestroyWindow(m_pCompanionWindow);
+ m_pCompanionWindow = NULL;
+ }
+
+ SDL_Quit();
+
+ if (x_display) {
+ glXReleaseTexImageEXT(x_display, glxpixmap, GLX_FRONT_EXT);
+ glXDestroyPixmap(x_display, glxpixmap);
+ XFree(configs);
+ XFreePixmap(x_display, src_window_pixmap);
+ XCloseDisplay(x_display);
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+bool CMainApplication::HandleInput()
+{
+ SDL_Event sdlEvent;
+ bool bRet = false;
+
+ while ( SDL_PollEvent( &sdlEvent ) != 0 )
+ {
+ if ( sdlEvent.type == SDL_QUIT )
+ {
+ bRet = true;
+ }
+ else if ( sdlEvent.type == SDL_KEYDOWN )
+ {
+ if ( sdlEvent.key.keysym.sym == SDLK_ESCAPE
+ || sdlEvent.key.keysym.sym == SDLK_q )
+ {
+ bRet = true;
+ }
+ if( sdlEvent.key.keysym.sym == SDLK_c )
+ {
+ m_bShowCubes = !m_bShowCubes;
+ }
+ }
+ }
+
+ XEvent x_event;
+
+#if 0
+ if(XCheckTypedWindowEvent(x_display, src_window_id, damage_event + XDamageNotify, &x_event)) {
+ }
+#endif
+
+
+
+ // Process SteamVR events
+ vr::VREvent_t event;
+ while( m_pHMD->PollNextEvent( &event, sizeof( event ) ) )
+ {
+ ProcessVREvent( event );
+ }
+
+ // Process SteamVR action state
+ // UpdateActionState is called each frame to update the state of the actions themselves. The application
+ // controls which action sets are active with the provided array of VRActiveActionSet_t structs.
+ vr::VRActiveActionSet_t actionSet = { 0 };
+ actionSet.ulActionSet = m_actionsetDemo;
+ vr::VRInput()->UpdateActionState( &actionSet, sizeof(actionSet), 1 );
+
+ m_bShowCubes = !GetDigitalActionState( m_actionHideCubes );
+ if(GetDigitalActionState( m_actionHideCubes )) {
+ printf("reset position!\n");
+ //m_resetPos = m_mat4HMDPose;
+ }
+
+ 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 )
+ {
+ m_vAnalogValue[0] = analogData.x;
+ 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;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CMainApplication::RunMainLoop()
+{
+ bool bQuit = false;
+
+ SDL_StartTextInput();
+ SDL_ShowCursor( SDL_DISABLE );
+
+ while ( !bQuit )
+ {
+ bQuit = HandleInput();
+
+ RenderFrame();
+ }
+
+ SDL_StopTextInput();
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose: Processes a single VR event
+//-----------------------------------------------------------------------------
+void CMainApplication::ProcessVREvent( const vr::VREvent_t & event )
+{
+ switch( event.eventType )
+ {
+ case vr::VREvent_TrackedDeviceDeactivated:
+ {
+ dprintf( "Device %u detached.\n", event.trackedDeviceIndex );
+ }
+ break;
+ case vr::VREvent_TrackedDeviceUpdated:
+ {
+ dprintf( "Device %u updated.\n", event.trackedDeviceIndex );
+ }
+ break;
+ }
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CMainApplication::RenderFrame()
+{
+ // for now as fast as possible
+ if ( m_pHMD )
+ {
+ RenderControllerAxes();
+ RenderStereoTargets();
+ RenderCompanionWindow();
+
+ vr::Texture_t leftEyeTexture = {(void*)(uintptr_t)leftEyeDesc.m_nResolveTextureId, vr::TextureType_OpenGL, vr::ColorSpace_Gamma };
+ vr::VRCompositor()->Submit(vr::Eye_Left, &leftEyeTexture );
+ vr::Texture_t rightEyeTexture = {(void*)(uintptr_t)rightEyeDesc.m_nResolveTextureId, vr::TextureType_OpenGL, vr::ColorSpace_Gamma };
+ vr::VRCompositor()->Submit(vr::Eye_Right, &rightEyeTexture );
+ }
+
+ if ( m_bVblank && m_bGlFinishHack )
+ {
+ //$ HACKHACK. From gpuview profiling, it looks like there is a bug where two renders and a present
+ // happen right before and after the vsync causing all kinds of jittering issues. This glFinish()
+ // appears to clear that up. Temporary fix while I try to get nvidia to investigate this problem.
+ // 1/29/2014 mikesart
+ glFinish();
+ }
+
+ // SwapWindow
+ {
+ SDL_GL_SwapWindow( m_pCompanionWindow );
+ }
+
+ // Clear
+ {
+ // We want to make sure the glFinish waits for the entire present to complete, not just the submission
+ // of the command. So, we do a clear here right here so the glFinish will wait fully for the swap.
+ glClearColor( 0, 0, 0, 1 );
+ glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
+ }
+
+ // Flush and wait for swap.
+ if ( m_bVblank )
+ {
+ glFlush();
+ glFinish();
+ }
+
+ // Spew out the controller and pose count whenever they change.
+ if ( m_iTrackedControllerCount != m_iTrackedControllerCount_Last || m_iValidPoseCount != m_iValidPoseCount_Last )
+ {
+ m_iValidPoseCount_Last = m_iValidPoseCount;
+ m_iTrackedControllerCount_Last = m_iTrackedControllerCount;
+
+ dprintf( "PoseCount:%d(%s) Controllers:%d\n", m_iValidPoseCount, m_strPoseClasses.c_str(), m_iTrackedControllerCount );
+ }
+
+ UpdateHMDMatrixPose();
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose: Compiles a GL shader program and returns the handle. Returns 0 if
+// the shader couldn't be compiled for some reason.
+//-----------------------------------------------------------------------------
+GLuint CMainApplication::CompileGLShader( const char *pchShaderName, const char *pchVertexShader, const char *pchFragmentShader )
+{
+ GLuint unProgramID = glCreateProgram();
+
+ GLuint nSceneVertexShader = glCreateShader(GL_VERTEX_SHADER);
+ glShaderSource( nSceneVertexShader, 1, &pchVertexShader, NULL);
+ glCompileShader( nSceneVertexShader );
+
+ GLint vShaderCompiled = GL_FALSE;
+ glGetShaderiv( nSceneVertexShader, GL_COMPILE_STATUS, &vShaderCompiled);
+ if ( vShaderCompiled != GL_TRUE)
+ {
+ dprintf("%s - Unable to compile vertex shader %d!\n", pchShaderName, nSceneVertexShader);
+ glDeleteProgram( unProgramID );
+ glDeleteShader( nSceneVertexShader );
+ return 0;
+ }
+ glAttachShader( unProgramID, nSceneVertexShader);
+ glDeleteShader( nSceneVertexShader ); // the program hangs onto this once it's attached
+
+ GLuint nSceneFragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
+ glShaderSource( nSceneFragmentShader, 1, &pchFragmentShader, NULL);
+ glCompileShader( nSceneFragmentShader );
+
+ GLint fShaderCompiled = GL_FALSE;
+ glGetShaderiv( nSceneFragmentShader, GL_COMPILE_STATUS, &fShaderCompiled);
+ if (fShaderCompiled != GL_TRUE)
+ {
+ dprintf("%s - Unable to compile fragment shader %d!\n", pchShaderName, nSceneFragmentShader );
+ glDeleteProgram( unProgramID );
+ glDeleteShader( nSceneFragmentShader );
+ return 0;
+ }
+
+ glAttachShader( unProgramID, nSceneFragmentShader );
+ glDeleteShader( nSceneFragmentShader ); // the program hangs onto this once it's attached
+
+ glLinkProgram( unProgramID );
+
+ GLint programSuccess = GL_TRUE;
+ glGetProgramiv( unProgramID, GL_LINK_STATUS, &programSuccess);
+ if ( programSuccess != GL_TRUE )
+ {
+ dprintf("%s - Error linking program %d!\n", pchShaderName, unProgramID);
+ glDeleteProgram( unProgramID );
+ return 0;
+ }
+
+ glUseProgram( unProgramID );
+ glUseProgram( 0 );
+
+ return unProgramID;
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose: Creates all the shaders used by HelloVR SDL
+//-----------------------------------------------------------------------------
+bool CMainApplication::CreateAllShaders()
+{
+ m_unSceneProgramID = CompileGLShader(
+ "Scene",
+
+ // Vertex Shader
+ "#version 410\n"
+ "uniform mat4 matrix;\n"
+ "layout(location = 0) in vec4 position;\n"
+ "layout(location = 1) in vec2 v2UVcoordsIn;\n"
+ "layout(location = 2) in vec3 v3NormalIn;\n"
+ "out vec2 v2UVcoords;\n"
+ "void main()\n"
+ "{\n"
+ " v2UVcoords = v2UVcoordsIn;\n"
+ " gl_Position = matrix * position;\n"
+ "}\n",
+
+ // Fragment Shader
+ "#version 410 core\n"
+ "uniform sampler2D mytexture;\n"
+ "in vec2 v2UVcoords;\n"
+ "out vec4 outputColor;\n"
+ "void main()\n"
+ "{\n"
+ " vec4 col = texture(mytexture, v2UVcoords);\n"
+ " outputColor = col.rgba;\n"
+ "}\n"
+ );
+ m_nSceneMatrixLocation = glGetUniformLocation( m_unSceneProgramID, "matrix" );
+ if( m_nSceneMatrixLocation == -1 )
+ {
+ dprintf( "Unable to find matrix uniform in scene shader\n" );
+ 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",
+
+ // vertex shader
+ "#version 410 core\n"
+ "layout(location = 0) in vec4 position;\n"
+ "layout(location = 1) in vec2 v2UVIn;\n"
+ "noperspective out vec2 v2UV;\n"
+ "void main()\n"
+ "{\n"
+ " v2UV = vec2(v2UVIn.x, 1.0 - v2UVIn.y);\n"
+ " gl_Position = position;\n"
+ "}\n",
+
+ // fragment shader
+ "#version 410 core\n"
+ "uniform sampler2D mytexture;\n"
+ "noperspective in vec2 v2UV;\n"
+ "out vec4 outputColor;\n"
+ "void main()\n"
+ "{\n"
+ " vec4 col = texture(mytexture, v2UV);\n"
+ " outputColor = col.rgba;\n"
+ "}\n"
+ );
+
+ return m_unSceneProgramID != 0
+ && m_unControllerTransformProgramID != 0
+ && m_unRenderModelProgramID != 0
+ && m_unCompanionWindowProgramID != 0;
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+bool CMainApplication::SetupTexturemaps()
+{
+ const int pixmap_config[] = {
+ GLX_BIND_TO_TEXTURE_RGBA_EXT, True,
+ GLX_DRAWABLE_TYPE, GLX_PIXMAP_BIT,
+ GLX_BIND_TO_TEXTURE_TARGETS_EXT, GLX_TEXTURE_2D_BIT_EXT,
+ //GLX_BIND_TO_MIPMAP_TEXTURE_EXT, True,
+ GLX_DOUBLEBUFFER, False,
+ GLX_Y_INVERTED_EXT, (int)GLX_DONT_CARE,
+ None
+ };
+
+ const int pixmap_attribs[] = {
+ GLX_TEXTURE_TARGET_EXT, GLX_TEXTURE_2D_EXT,
+ GLX_TEXTURE_FORMAT_EXT, GLX_TEXTURE_FORMAT_RGB_EXT,
+ None
+ };
+
+ int c;
+ configs = glXChooseFBConfig(x_display, 0, pixmap_config, &c);
+ if (!configs)
+ {
+ printf("Failed too choose fb config\n");
+ return false;
+ }
+
+ src_window_pixmap = XCompositeNameWindowPixmap(x_display, src_window_id);
+ if (!src_window_pixmap)
+ {
+ printf("Failed to get pixmap for window %ld\n", src_window_id);
+ return false;
+ }
+
+ glxpixmap = glXCreatePixmap(x_display, *configs, src_window_pixmap, pixmap_attribs);
+ if (!glxpixmap)
+ {
+ printf("Failed to create pixmap\n");
+ return false;
+ }
+
+
+ glGenTextures(1, &m_iTexture );
+ glBindTexture( GL_TEXTURE_2D, m_iTexture );
+
+ glXBindTexImageEXT(x_display, glxpixmap, GLX_FRONT_EXT, NULL);
+
+ //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*/ );
+ 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 );
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose: create a sea of cubes
+//-----------------------------------------------------------------------------
+void CMainApplication::SetupScene()
+{
+ if ( !m_pHMD )
+ return;
+
+ std::vector<float> vertdataarray;
+#if 0
+ Matrix4 matScale;
+ matScale.scale( m_fScale, m_fScale, m_fScale );
+ Matrix4 matTransform;
+ matTransform.translate(
+ -( (float)m_iSceneVolumeWidth * m_fScaleSpacing ) / 2.f,
+ -( (float)m_iSceneVolumeHeight * m_fScaleSpacing ) / 2.f,
+ -( (float)m_iSceneVolumeDepth * m_fScaleSpacing ) / 2.f);
+
+ Matrix4 mat = matScale * matTransform;
+
+ for( int z = 0; z< m_iSceneVolumeDepth; z++ )
+ {
+ for( int y = 0; y< m_iSceneVolumeHeight; y++ )
+ {
+ for( int x = 0; x< m_iSceneVolumeWidth; x++ )
+ {
+ AddCubeToScene( mat, vertdataarray );
+ mat = mat * Matrix4().translate( m_fScaleSpacing, 0, 0 );
+ }
+ mat = mat * Matrix4().translate( -((float)m_iSceneVolumeWidth) * m_fScaleSpacing, m_fScaleSpacing, 0 );
+ }
+ mat = mat * Matrix4().translate( 0, -((float)m_iSceneVolumeHeight) * m_fScaleSpacing, m_fScaleSpacing );
+ }
+#endif
+
+ Matrix4 matScale;
+ matScale.scale( m_fScale, m_fScale, m_fScale );
+ Matrix4 matTransform;
+ // matTransform.translate(
+ // -( (float)m_fScale ) * 2.f,
+ // -( (float)m_fScale) * 2.f,
+ // -( (float)m_fScale) * 1.0f);
+
+ Matrix4 mat = matScale * matTransform;
+ AddCubeToScene( mat, vertdataarray );
+
+ m_uiVertcount = vertdataarray.size()/5;
+
+ glGenVertexArrays( 1, &m_unSceneVAO );
+ glBindVertexArray( m_unSceneVAO );
+
+ glGenBuffers( 1, &m_glSceneVertBuffer );
+ glBindBuffer( GL_ARRAY_BUFFER, m_glSceneVertBuffer );
+ glBufferData( GL_ARRAY_BUFFER, sizeof(float) * vertdataarray.size(), &vertdataarray[0], GL_STATIC_DRAW);
+
+ GLsizei stride = sizeof(VertexDataScene);
+ uintptr_t offset = 0;
+
+ glEnableVertexAttribArray( 0 );
+ glVertexAttribPointer( 0, 3, GL_FLOAT, GL_FALSE, stride , (const void *)offset);
+
+ offset += sizeof(Vector3);
+ glEnableVertexAttribArray( 1 );
+ glVertexAttribPointer( 1, 2, GL_FLOAT, GL_FALSE, stride, (const void *)offset);
+
+ glBindVertexArray( 0 );
+ glDisableVertexAttribArray(0);
+ glDisableVertexAttribArray(1);
+
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CMainApplication::AddCubeVertex( float fl0, float fl1, float fl2, float fl3, float fl4, std::vector<float> &vertdata )
+{
+ vertdata.push_back( fl0 );
+ vertdata.push_back( fl1 );
+ vertdata.push_back( fl2 );
+ vertdata.push_back( fl3 );
+ vertdata.push_back( fl4 );
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CMainApplication::AddCubeToScene( Matrix4 mat, std::vector<float> &vertdata )
+{
+ // Matrix4 mat( outermat.data() );
+
+ Vector4 A = mat * Vector4( 0, 0, 0, 1 );
+ Vector4 B = mat * Vector4( 1, 0, 0, 1 );
+ Vector4 C = mat * Vector4( 1, 1, 0, 1 );
+ Vector4 D = mat * Vector4( 0, 1, 0, 1 );
+ Vector4 E = mat * Vector4( 0, 0, 1, 1 );
+ Vector4 F = mat * Vector4( 1, 0, 1, 1 );
+ Vector4 G = mat * Vector4( 1, 1, 1, 1 );
+ Vector4 H = mat * Vector4( 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 );
+
+ 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_y = 3.14;
+ double radius = 1.0;
+ double radius_depth = 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 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 x3 = x1;
+
+ double x4 = x3;
+ double x5 = x2;
+ double x6 = x2;
+
+ double y1 = cos((double)row / (double)rows * angle_y) * radius;
+ double y2 = y1;
+ double y3 = cos((double)(row + 1) / (double)rows * angle_y) * radius;
+
+ double y4 = y3;
+ double y5 = y3;
+ double y6 = y1;
+
+ z1 *= sin((double)row / (double)rows * angle_y) * radius_depth;
+ z2 *= sin((double)row / (double)rows * angle_y) * radius_depth;
+ z3 *= sin((double)(row + 1) / (double)rows * angle_y) * radius_depth;
+ z4 *= sin((double)(row + 1) / (double)rows * angle_y) * radius_depth;
+ z5 *= sin((double)(row + 1) / (double)rows * angle_y) * radius_depth;
+ z6 *= sin((double)row / (double)rows * angle_y) * radius_depth;
+
+ x1 *= sin((double)row / (double)rows * angle_y) * radius_depth;
+ x2 *= sin((double)row / (double)rows * angle_y) * radius_depth;
+ x3 *= sin((double)(row + 1) / (double)rows * angle_y) * radius_depth;
+ 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;
+
+ Vector4 v1 = mat * Vector4(x1, y1, z1, 1.0);
+ Vector4 v2 = mat * Vector4(x2, y2, z2, 1.0);
+ Vector4 v3 = mat * Vector4(x3, y3, z3, 1.0);
+ Vector4 v4 = mat * Vector4(x4, y4, z4, 1.0);
+ Vector4 v5 = mat * Vector4(x5, y5, z5, 1.0);
+ Vector4 v6 = mat * Vector4(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(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);
+ }
+ }
+#endif
+
+ // 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 ); //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 );
+}
+
+
+//-----------------------------------------------------------------------------
+// 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 Matrix4 & mat = m_rHand[eHand].m_rmat4Pose;
+
+ Vector4 center = mat * Vector4( 0, 0, 0, 1 );
+
+ for ( int i = 0; i < 3; ++i )
+ {
+ Vector3 color( 0, 0, 0 );
+ Vector4 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;
+ }
+
+ Vector4 start = mat * Vector4( 0, 0, -0.02f, 1 );
+ Vector4 end = mat * Vector4( 0, 0, -39.f, 1 );
+ Vector3 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( Vector3 );
+ 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:
+//-----------------------------------------------------------------------------
+void CMainApplication::SetupCameras()
+{
+ m_mat4ProjectionLeft = GetHMDMatrixProjectionEye( vr::Eye_Left );
+ m_mat4ProjectionRight = GetHMDMatrixProjectionEye( vr::Eye_Right );
+ m_mat4eyePosLeft = GetHMDMatrixPoseEye( vr::Eye_Left );
+ m_mat4eyePosRight = GetHMDMatrixPoseEye( vr::Eye_Right );
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose: Creates a frame buffer. Returns true if the buffer was set up.
+// Returns false if the setup failed.
+//-----------------------------------------------------------------------------
+bool CMainApplication::CreateFrameBuffer( int nWidth, int nHeight, FramebufferDesc &framebufferDesc )
+{
+ glGenFramebuffers(1, &framebufferDesc.m_nRenderFramebufferId );
+ glBindFramebuffer(GL_FRAMEBUFFER, framebufferDesc.m_nRenderFramebufferId);
+
+ glGenRenderbuffers(1, &framebufferDesc.m_nDepthBufferId);
+ glBindRenderbuffer(GL_RENDERBUFFER, framebufferDesc.m_nDepthBufferId);
+ glRenderbufferStorageMultisample(GL_RENDERBUFFER, 4, GL_DEPTH_COMPONENT, nWidth, nHeight );
+ glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, framebufferDesc.m_nDepthBufferId );
+
+ glGenTextures(1, &framebufferDesc.m_nRenderTextureId );
+ glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, framebufferDesc.m_nRenderTextureId );
+ glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, 4, GL_RGBA8, nWidth, nHeight, true);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D_MULTISAMPLE, framebufferDesc.m_nRenderTextureId, 0);
+
+ glGenFramebuffers(1, &framebufferDesc.m_nResolveFramebufferId );
+ glBindFramebuffer(GL_FRAMEBUFFER, framebufferDesc.m_nResolveFramebufferId);
+
+ glGenTextures(1, &framebufferDesc.m_nResolveTextureId );
+ glBindTexture(GL_TEXTURE_2D, framebufferDesc.m_nResolveTextureId );
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, nWidth, nHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, framebufferDesc.m_nResolveTextureId, 0);
+
+ // check FBO status
+ GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
+ if (status != GL_FRAMEBUFFER_COMPLETE)
+ {
+ return false;
+ }
+
+ glBindFramebuffer( GL_FRAMEBUFFER, 0 );
+
+ return true;
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+bool CMainApplication::SetupStereoRenderTargets()
+{
+ if ( !m_pHMD )
+ return false;
+
+ m_pHMD->GetRecommendedRenderTargetSize( &m_nRenderWidth, &m_nRenderHeight );
+
+ CreateFrameBuffer( m_nRenderWidth, m_nRenderHeight, leftEyeDesc );
+ CreateFrameBuffer( m_nRenderWidth, m_nRenderHeight, rightEyeDesc );
+
+ return true;
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CMainApplication::SetupCompanionWindow()
+{
+ if ( !m_pHMD )
+ return;
+
+ std::vector<VertexDataWindow> vVerts;
+
+ // left eye verts
+ vVerts.push_back( VertexDataWindow( Vector2(-1, -1), Vector2(0, 1)) );
+ vVerts.push_back( VertexDataWindow( Vector2(0, -1), Vector2(1, 1)) );
+ vVerts.push_back( VertexDataWindow( Vector2(-1, 1), Vector2(0, 0)) );
+ vVerts.push_back( VertexDataWindow( Vector2(0, 1), Vector2(1, 0)) );
+
+ // right eye verts
+ vVerts.push_back( VertexDataWindow( Vector2(0, -1), Vector2(0, 1)) );
+ vVerts.push_back( VertexDataWindow( Vector2(1, -1), Vector2(1, 1)) );
+ vVerts.push_back( VertexDataWindow( Vector2(0, 1), Vector2(0, 0)) );
+ vVerts.push_back( VertexDataWindow( Vector2(1, 1), Vector2(1, 0)) );
+
+ GLushort vIndices[] = { 0, 1, 3, 0, 3, 2, 4, 5, 7, 4, 7, 6 };
+ m_uiCompanionWindowIndexSize = _countof(vIndices);
+
+ glGenVertexArrays( 1, &m_unCompanionWindowVAO );
+ glBindVertexArray( m_unCompanionWindowVAO );
+
+ glGenBuffers( 1, &m_glCompanionWindowIDVertBuffer );
+ glBindBuffer( GL_ARRAY_BUFFER, m_glCompanionWindowIDVertBuffer );
+ glBufferData( GL_ARRAY_BUFFER, vVerts.size()*sizeof(VertexDataWindow), &vVerts[0], GL_STATIC_DRAW );
+
+ glGenBuffers( 1, &m_glCompanionWindowIDIndexBuffer );
+ glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, m_glCompanionWindowIDIndexBuffer );
+ glBufferData( GL_ELEMENT_ARRAY_BUFFER, m_uiCompanionWindowIndexSize*sizeof(GLushort), &vIndices[0], GL_STATIC_DRAW );
+
+ glEnableVertexAttribArray( 0 );
+ glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(VertexDataWindow), (void *)offsetof( VertexDataWindow, position ) );
+
+ glEnableVertexAttribArray( 1 );
+ glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(VertexDataWindow), (void *)offsetof( VertexDataWindow, texCoord ) );
+
+ glBindVertexArray( 0 );
+
+ glDisableVertexAttribArray(0);
+ glDisableVertexAttribArray(1);
+
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CMainApplication::RenderStereoTargets()
+{
+ glClearColor( 0.0f, 0.0f, 0.0f, 1.0f );
+ glEnable( GL_MULTISAMPLE );
+
+ // Left Eye
+ glBindFramebuffer( GL_FRAMEBUFFER, leftEyeDesc.m_nRenderFramebufferId );
+ glViewport(0, 0, m_nRenderWidth, m_nRenderHeight );
+ RenderScene( vr::Eye_Left );
+ glBindFramebuffer( GL_FRAMEBUFFER, 0 );
+
+ glDisable( GL_MULTISAMPLE );
+
+ glBindFramebuffer(GL_READ_FRAMEBUFFER, leftEyeDesc.m_nRenderFramebufferId);
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, leftEyeDesc.m_nResolveFramebufferId );
+
+ glBlitFramebuffer( 0, 0, m_nRenderWidth, m_nRenderHeight, 0, 0, m_nRenderWidth, m_nRenderHeight,
+ GL_COLOR_BUFFER_BIT,
+ GL_LINEAR );
+
+ glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0 );
+
+ glEnable( GL_MULTISAMPLE );
+
+ // Right Eye
+ glBindFramebuffer( GL_FRAMEBUFFER, rightEyeDesc.m_nRenderFramebufferId );
+ glViewport(0, 0, m_nRenderWidth, m_nRenderHeight );
+ RenderScene( vr::Eye_Right );
+ glBindFramebuffer( GL_FRAMEBUFFER, 0 );
+
+ glDisable( GL_MULTISAMPLE );
+
+ glBindFramebuffer(GL_READ_FRAMEBUFFER, rightEyeDesc.m_nRenderFramebufferId );
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, rightEyeDesc.m_nResolveFramebufferId );
+
+ glBlitFramebuffer( 0, 0, m_nRenderWidth, m_nRenderHeight, 0, 0, m_nRenderWidth, m_nRenderHeight,
+ GL_COLOR_BUFFER_BIT,
+ GL_LINEAR );
+
+ glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0 );
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose: Renders a scene with respect to nEye.
+//-----------------------------------------------------------------------------
+void CMainApplication::RenderScene( vr::Hmd_Eye nEye )
+{
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+ glEnable(GL_DEPTH_TEST);
+
+ if( m_bShowCubes )
+ {
+ glUseProgram( m_unSceneProgramID );
+ glUniformMatrix4fv( m_nSceneMatrixLocation, 1, GL_FALSE, GetCurrentViewProjectionMatrix( nEye ).get() );
+ glBindVertexArray( m_unSceneVAO );
+ glBindTexture( GL_TEXTURE_2D, m_iTexture );
+ glDrawArrays( GL_TRIANGLES, 0, m_uiVertcount );
+ glBindVertexArray( 0 );
+ }
+
+ bool bIsInputAvailable = m_pHMD->IsInputAvailable();
+
+ if( bIsInputAvailable )
+ {
+ // draw the controller axis lines
+ glUseProgram( m_unControllerTransformProgramID );
+ glUniformMatrix4fv( m_nControllerMatrixLocation, 1, GL_FALSE, GetCurrentViewProjectionMatrix( nEye ).get() );
+ glBindVertexArray( m_unControllerVAO );
+ glDrawArrays( GL_LINES, 0, m_uiControllerVertcount );
+ glBindVertexArray( 0 );
+ }
+
+ // ----- Render Model rendering -----
+ glUseProgram( m_unRenderModelProgramID );
+
+ for ( EHand eHand = Left; eHand <= Right; ((int&)eHand)++ )
+ {
+ if ( !m_rHand[eHand].m_bShowController || !m_rHand[eHand].m_pRenderModel )
+ continue;
+
+ const Matrix4 & matDeviceToTracking = m_rHand[eHand].m_rmat4Pose;
+ Matrix4 matMVP = GetCurrentViewProjectionMatrix( nEye ) * matDeviceToTracking;
+ glUniformMatrix4fv( m_nRenderModelMatrixLocation, 1, GL_FALSE, matMVP.get() );
+
+ m_rHand[eHand].m_pRenderModel->Draw();
+ }
+
+ glUseProgram( 0 );
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CMainApplication::RenderCompanionWindow()
+{
+ glDisable(GL_DEPTH_TEST);
+ glViewport( 0, 0, m_nCompanionWindowWidth, m_nCompanionWindowHeight );
+
+ glBindVertexArray( m_unCompanionWindowVAO );
+ glUseProgram( m_unCompanionWindowProgramID );
+
+ // render left eye (first half of index array )
+ glBindTexture(GL_TEXTURE_2D, leftEyeDesc.m_nResolveTextureId );
+ 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 );
+ glDrawElements( GL_TRIANGLES, m_uiCompanionWindowIndexSize/2, GL_UNSIGNED_SHORT, 0 );
+
+ // render right eye (second half of index array )
+ glBindTexture(GL_TEXTURE_2D, rightEyeDesc.m_nResolveTextureId );
+ 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 );
+ glDrawElements( GL_TRIANGLES, m_uiCompanionWindowIndexSize/2, GL_UNSIGNED_SHORT, (const void *)(uintptr_t)(m_uiCompanionWindowIndexSize) );
+
+ glBindVertexArray( 0 );
+ glUseProgram( 0 );
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose: Gets a Matrix Projection Eye with respect to nEye.
+//-----------------------------------------------------------------------------
+Matrix4 CMainApplication::GetHMDMatrixProjectionEye( vr::Hmd_Eye nEye )
+{
+ if ( !m_pHMD )
+ return Matrix4();
+
+ vr::HmdMatrix44_t mat = m_pHMD->GetProjectionMatrix( nEye, m_fNearClip, m_fFarClip );
+
+ return Matrix4(
+ mat.m[0][0], mat.m[1][0], mat.m[2][0], mat.m[3][0],
+ mat.m[0][1], mat.m[1][1], mat.m[2][1], mat.m[3][1],
+ mat.m[0][2], mat.m[1][2], mat.m[2][2], mat.m[3][2],
+ mat.m[0][3], mat.m[1][3], mat.m[2][3], mat.m[3][3]
+ );
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose: Gets an HMDMatrixPoseEye with respect to nEye.
+//-----------------------------------------------------------------------------
+Matrix4 CMainApplication::GetHMDMatrixPoseEye( vr::Hmd_Eye nEye )
+{
+ if ( !m_pHMD )
+ return Matrix4();
+
+ vr::HmdMatrix34_t matEyeRight = m_pHMD->GetEyeToHeadTransform( nEye );
+ Matrix4 matrixObj(
+ matEyeRight.m[0][0], matEyeRight.m[1][0], matEyeRight.m[2][0], 0.0,
+ matEyeRight.m[0][1], matEyeRight.m[1][1], matEyeRight.m[2][1], 0.0,
+ matEyeRight.m[0][2], matEyeRight.m[1][2], matEyeRight.m[2][2], 0.0,
+ matEyeRight.m[0][3], matEyeRight.m[1][3], matEyeRight.m[2][3], 1.0f
+ );
+
+ return matrixObj.invert();
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose: Gets a Current View Projection Matrix with respect to nEye,
+// which may be an Eye_Left or an Eye_Right.
+//-----------------------------------------------------------------------------
+Matrix4 CMainApplication::GetCurrentViewProjectionMatrix( vr::Hmd_Eye nEye )
+{
+ Matrix4 matMVP;
+ //glm::mat4 pp(m_mat4HMDPose.get());
+ if( nEye == vr::Eye_Left )
+ {
+ matMVP = m_mat4ProjectionLeft * m_mat4eyePosLeft * m_mat4HMDPose;
+ }
+ else if( nEye == vr::Eye_Right )
+ {
+ matMVP = m_mat4ProjectionRight * m_mat4eyePosRight * m_mat4HMDPose;
+ }
+
+ return matMVP;
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CMainApplication::UpdateHMDMatrixPose()
+{
+ if ( !m_pHMD )
+ return;
+
+ vr::VRCompositor()->WaitGetPoses(m_rTrackedDevicePose, vr::k_unMaxTrackedDeviceCount, NULL, 0 );
+
+ m_iValidPoseCount = 0;
+ m_strPoseClasses = "";
+ for ( int nDevice = 0; nDevice < vr::k_unMaxTrackedDeviceCount; ++nDevice )
+ {
+ if ( m_rTrackedDevicePose[nDevice].bPoseIsValid )
+ {
+ m_iValidPoseCount++;
+ m_rmat4DevicePose[nDevice] = ConvertSteamVRMatrixToMatrix4( m_rTrackedDevicePose[nDevice].mDeviceToAbsoluteTracking );
+ if (m_rDevClassChar[nDevice]==0)
+ {
+ 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;
+ }
+ }
+ m_strPoseClasses += m_rDevClassChar[nDevice];
+ }
+ }
+
+ if ( m_rTrackedDevicePose[vr::k_unTrackedDeviceIndex_Hmd].bPoseIsValid )
+ {
+ m_mat4HMDPose = m_rmat4DevicePose[vr::k_unTrackedDeviceIndex_Hmd];
+ m_mat4HMDPose.invert();
+ }
+}
+
+
+//-----------------------------------------------------------------------------
+// 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
+//-----------------------------------------------------------------------------
+Matrix4 CMainApplication::ConvertSteamVRMatrixToMatrix4( const vr::HmdMatrix34_t &matPose )
+{
+ Matrix4 matrixObj(
+ matPose.m[0][0], matPose.m[1][0], matPose.m[2][0], 0.0,
+ matPose.m[0][1], matPose.m[1][1], matPose.m[2][1], 0.0,
+ matPose.m[0][2], matPose.m[1][2], matPose.m[2][2], 0.0,
+ matPose.m[0][3], matPose.m[1][3], matPose.m[2][3], 1.0f
+ );
+ return matrixObj;
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose: Create/destroy GL Render Models
+//-----------------------------------------------------------------------------
+CGLRenderModel::CGLRenderModel( const std::string & sRenderModelName )
+ : m_sModelName( sRenderModelName )
+{
+ m_glIndexBuffer = 0;
+ m_glVertArray = 0;
+ m_glVertBuffer = 0;
+ m_glTexture = 0;
+}
+
+
+CGLRenderModel::~CGLRenderModel()
+{
+ Cleanup();
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose: Allocates and populates the GL resources for a render model
+//-----------------------------------------------------------------------------
+bool CGLRenderModel::BInit( const vr::RenderModel_t & vrModel, const vr::RenderModel_TextureMap_t & vrDiffuseTexture )
+{
+ // create and bind a VAO to hold state for this model
+ glGenVertexArrays( 1, &m_glVertArray );
+ glBindVertexArray( m_glVertArray );
+
+ // Populate a vertex buffer
+ glGenBuffers( 1, &m_glVertBuffer );
+ glBindBuffer( GL_ARRAY_BUFFER, m_glVertBuffer );
+ glBufferData( GL_ARRAY_BUFFER, sizeof( vr::RenderModel_Vertex_t ) * vrModel.unVertexCount, vrModel.rVertexData, GL_STATIC_DRAW );
+
+ // Identify the components in the vertex buffer
+ glEnableVertexAttribArray( 0 );
+ glVertexAttribPointer( 0, 3, GL_FLOAT, GL_FALSE, sizeof( vr::RenderModel_Vertex_t ), (void *)offsetof( vr::RenderModel_Vertex_t, vPosition ) );
+ glEnableVertexAttribArray( 1 );
+ glVertexAttribPointer( 1, 3, GL_FLOAT, GL_FALSE, sizeof( vr::RenderModel_Vertex_t ), (void *)offsetof( vr::RenderModel_Vertex_t, vNormal ) );
+ glEnableVertexAttribArray( 2 );
+ glVertexAttribPointer( 2, 2, GL_FLOAT, GL_FALSE, sizeof( vr::RenderModel_Vertex_t ), (void *)offsetof( vr::RenderModel_Vertex_t, rfTextureCoord ) );
+
+ // Create and populate the index buffer
+ glGenBuffers( 1, &m_glIndexBuffer );
+ glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, m_glIndexBuffer );
+ glBufferData( GL_ELEMENT_ARRAY_BUFFER, sizeof( uint16_t ) * vrModel.unTriangleCount * 3, vrModel.rIndexData, GL_STATIC_DRAW );
+
+ glBindVertexArray( 0 );
+
+ // create and populate the texture
+ glGenTextures(1, &m_glTexture );
+ glBindTexture( GL_TEXTURE_2D, m_glTexture );
+
+ glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, vrDiffuseTexture.unWidth, vrDiffuseTexture.unHeight,
+ 0, GL_RGBA, GL_UNSIGNED_BYTE, vrDiffuseTexture.rubTextureMapData );
+
+ // If this renders black ask McJohn what's wrong.
+ 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 );
+
+ glBindTexture( GL_TEXTURE_2D, 0 );
+
+ m_unVertexCount = vrModel.unTriangleCount * 3;
+
+ return true;
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose: Frees the GL resources for a render model
+//-----------------------------------------------------------------------------
+void CGLRenderModel::Cleanup()
+{
+ if( m_glVertBuffer )
+ {
+ glDeleteBuffers(1, &m_glIndexBuffer);
+ glDeleteVertexArrays( 1, &m_glVertArray );
+ glDeleteBuffers(1, &m_glVertBuffer);
+ m_glIndexBuffer = 0;
+ m_glVertArray = 0;
+ m_glVertBuffer = 0;
+ }
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose: Draws the render model
+//-----------------------------------------------------------------------------
+void CGLRenderModel::Draw()
+{
+ glBindVertexArray( m_glVertArray );
+
+ glActiveTexture( GL_TEXTURE0 );
+ glBindTexture( GL_TEXTURE_2D, m_glTexture );
+
+ glDrawElements( GL_TRIANGLES, m_unVertexCount, GL_UNSIGNED_SHORT, 0 );
+
+ glBindVertexArray( 0 );
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+int main(int argc, char *argv[])
+{
+ CMainApplication *pMainApplication = new CMainApplication( argc, argv );
+
+ if (!pMainApplication->BInit())
+ {
+ pMainApplication->Shutdown();
+ return 1;
+ }
+
+ pMainApplication->RunMainLoop();
+
+ pMainApplication->Shutdown();
+
+ return 0;
+}