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-rw-r--r--src/main.cpp365
1 files changed, 291 insertions, 74 deletions
diff --git a/src/main.cpp b/src/main.cpp
index dd130c4..f140c41 100644
--- a/src/main.cpp
+++ b/src/main.cpp
@@ -34,6 +34,7 @@
#include <SDL.h>
#include <GL/glew.h>
#include <SDL_opengl.h>
+#include <SOIL/SOIL.h>
#include <GL/glu.h>
#include <openvr.h>
#define GLX_GLXEXT_PROTOTYPES
@@ -192,11 +193,15 @@ private: // OpenGL bookkeeping
float m_fFarClip;
GLuint m_iTexture;
+ GLuint m_arrow_texture_id;
unsigned int m_uiVertcount;
+ unsigned int m_arrow_vert_count;
GLuint m_glSceneVertBuffer;
+ GLuint m_arrow_vert_buffer;
GLuint m_unSceneVAO;
+ GLuint m_arrow_vao;
GLuint m_unCompanionWindowVAO;
GLuint m_glCompanionWindowIDVertBuffer;
GLuint m_glCompanionWindowIDIndexBuffer;
@@ -216,6 +221,9 @@ private: // OpenGL bookkeeping
glm::mat4 m_mat4ProjectionLeft;
glm::mat4 m_mat4ProjectionRight;
+ glm::vec3 hmd_pos = glm::vec3(0.0f, 0.0f, 0.0f);
+ glm::vec3 hmd_reset_pos = glm::vec3(0.0f, 0.0f, 0.0f);
+
struct VertexDataScene
{
glm::vec3 position;
@@ -270,6 +278,10 @@ private: // X compositor
Pixmap src_window_pixmap;
GLXFBConfig *configs;
GLXPixmap glxpixmap;
+
+ // Additional resources for the window manager
+ SDL_Surface *arrow_surface = nullptr;
+ glm::vec3 cursor_pos = glm::vec3(0.0f, 0.0f, 0.0f);
};
@@ -561,6 +573,8 @@ bool CMainApplication::BInit()
return false;
}
+ // Capture mouse inside window
+ SDL_SetRelativeMouseMode(SDL_TRUE);
m_strDriver = "No Driver";
m_strDisplay = "No Display";
@@ -579,10 +593,11 @@ bool CMainApplication::BInit()
m_fScale = 1.0f;
m_fScaleSpacing = 2.0f;
- m_fNearClip = 0.1f;
+ m_fNearClip = 0.01f;
m_fFarClip = 30.0f;
m_iTexture = 0;
+ m_arrow_texture_id = 0;
m_uiVertcount = 0;
// m_MillisecondsTimer.start(1, this);
@@ -765,6 +780,8 @@ void CMainApplication::Shutdown()
SDL_Quit();
if (x_display) {
+ if(arrow_surface)
+ SDL_FreeSurface(arrow_surface);
glXReleaseTexImageEXT(x_display, glxpixmap, GLX_FRONT_EXT);
glXDestroyPixmap(x_display, glxpixmap);
XFree(configs);
@@ -798,6 +815,36 @@ bool CMainApplication::HandleInput()
{
m_bShowCubes = !m_bShowCubes;
}
+ } else if (sdlEvent.type == SDL_MOUSEMOTION) {
+ //printf("event x: %d\n", sdlEvent.motion.xrel);
+ float cursor_speed = 0.001f;
+ cursor_pos.x -= ((float)sdlEvent.motion.xrel * cursor_speed);
+ cursor_pos.y -= ((float)sdlEvent.motion.yrel * cursor_speed);
+ cursor_pos = glm::clamp(cursor_pos, glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(1.0f, 1.0f, 0.0f));
+ } else if(sdlEvent.type == SDL_MOUSEBUTTONDOWN) {
+ printf("send fake event!\n");
+ XEvent fake_event;
+ memset(&fake_event, 0, sizeof(fake_event));
+ fake_event.type = ButtonPress;
+ fake_event.xbutton.button = Button1;
+ fake_event.xbutton.root = DefaultRootWindow(x_display);
+ fake_event.xbutton.window = src_window_id;
+ fake_event.xbutton.x_root = 0;
+ fake_event.xbutton.y_root = 0;
+ fake_event.xbutton.x = cursor_pos.x * 1920;
+ fake_event.xbutton.y = cursor_pos.y * 1080;
+ fake_event.xbutton.state = Button1Mask;
+ fake_event.xbutton.subwindow = src_window_id;
+ // TODO: Find subwindow at cursor position with XQueryPoitner
+ if(XSendEvent(x_display, src_window_id, True, 0xfff, &fake_event) == 0)
+ printf("failed to send fake event button down!\n");
+ XFlush(x_display);
+
+ fake_event.type = ButtonRelease;
+ fake_event.xbutton.state = Button1Mask;
+ if(XSendEvent(x_display, src_window_id, True, 0xfff, &fake_event) == 0)
+ printf("failed to send fake event button up!\n");
+ XFlush(x_display);
}
}
@@ -826,7 +873,9 @@ bool CMainApplication::HandleInput()
m_bShowCubes = !GetDigitalActionState( m_actionHideCubes );
if(GetDigitalActionState( m_actionHideCubes )) {
- printf("reset position!\n");
+ //printf("reset position!\n");
+ hmd_reset_pos = hmd_pos;
+ //printf("pos, %f, %f, %f\n", m_mat4HMDPose[0][2], m_mat4HMDPose[1][2], m_mat4HMDPose[2][2]);
//m_resetPos = m_mat4HMDPose;
}
@@ -1198,6 +1247,39 @@ bool CMainApplication::CreateAllShaders()
//-----------------------------------------------------------------------------
bool CMainApplication::SetupTexturemaps()
{
+ GLfloat fLargest;
+
+ //m_arrow_texture_id = SOIL_load_OGL_texture("images/arrow.png", SOIL_LOAD_AUTO, SOIL_CREATE_NEW_ID, SOIL_FLAG_MIPMAPS);
+ int width;
+ int height;
+ unsigned char *image_data = SOIL_load_image("images/arrow.png", &width, &height, nullptr, SOIL_LOAD_RGBA);
+ if(!image_data) {
+ printf("Failed to load images/arrow.png, error: %s\n", SOIL_last_result());
+ return false;
+ }
+
+ glGenTextures(1, &m_arrow_texture_id );
+ glBindTexture( GL_TEXTURE_2D, m_arrow_texture_id );
+
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, image_data);
+ SOIL_free_image_data(image_data);
+
+ glGenerateMipmap(GL_TEXTURE_2D);
+
+ glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
+ glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
+ glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
+ glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR );
+ glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
+
+ glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &fLargest);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, fLargest);
+
+ glBindTexture( GL_TEXTURE_2D, 0 );
+
const int pixmap_config[] = {
GLX_BIND_TO_TEXTURE_RGBA_EXT, True,
GLX_DRAWABLE_TYPE, GLX_PIXMAP_BIT,
@@ -1211,7 +1293,8 @@ bool CMainApplication::SetupTexturemaps()
const int pixmap_attribs[] = {
GLX_TEXTURE_TARGET_EXT, GLX_TEXTURE_2D_EXT,
GLX_TEXTURE_FORMAT_EXT, GLX_TEXTURE_FORMAT_RGB_EXT,
- None
+ //GLX_MIPMAP_TEXTURE_EXT, True,
+ None, None, None
};
int c;
@@ -1240,23 +1323,26 @@ bool CMainApplication::SetupTexturemaps()
glGenTextures(1, &m_iTexture );
glBindTexture( GL_TEXTURE_2D, m_iTexture );
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+
glXBindTexImageEXT(x_display, glxpixmap, GLX_FRONT_EXT, NULL);
+ //glGenerateTextureMipmapEXT(glxpixmap, GL_TEXTURE_2D);
//glGenerateMipmap(GL_TEXTURE_2D);
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
- glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR/*GL_LINEAR_MIPMAP_LINEAR*/ );
+ glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);//GL_LINEAR_MIPMAP_LINEAR );
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
- GLfloat fLargest;
glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &fLargest);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, fLargest);
glBindTexture( GL_TEXTURE_2D, 0 );
- return ( m_iTexture != 0 );
+ return ( m_iTexture != 0 && m_arrow_texture_id != 0 );
}
@@ -1269,7 +1355,7 @@ void CMainApplication::SetupScene()
return;
std::vector<float> vertdataarray;
-
+#if 0
glm::mat4 matScale =glm::scale(glm::identity<glm::mat4>(), glm::vec3(m_fScale, m_fScale, m_fScale));
glm::mat4 matTransform = glm::translate(glm::identity<glm::mat4>(),
glm::vec3(
@@ -1294,14 +1380,13 @@ void CMainApplication::SetupScene()
mat = mat * glm::translate(glm::identity<glm::mat4>(), glm::vec3(0, -((float)m_iSceneVolumeHeight) * m_fScaleSpacing, m_fScaleSpacing ));
}
-#if 0
+#else
glm::mat4 matScale = glm::identity<glm::mat4>();
matScale = glm::scale(matScale, glm::vec3(m_fScale, m_fScale, m_fScale));
glm::mat4 matTransform = glm::identity<glm::mat4>();
- // matTransform.translate(
- // -( (float)m_fScale ) * 2.f,
- // -( (float)m_fScale) * 2.f,
- // -( (float)m_fScale) * 1.0f);
+ matTransform = glm::translate(glm::identity<glm::mat4>(),
+ hmd_reset_pos + glm::vec3(-m_fScale*0.5f, -m_fScale*0.5f, 0.5f)
+ );
glm::mat4 mat = matScale * matTransform;
AddCubeToScene( mat, vertdataarray );
@@ -1329,6 +1414,57 @@ void CMainApplication::SetupScene()
glDisableVertexAttribArray(0);
glDisableVertexAttribArray(1);
+
+
+ // Arrow
+ glm::mat4 matScaleArrow = glm::identity<glm::mat4>();
+ matScaleArrow = glm::scale(matScaleArrow, glm::vec3(m_fScale, m_fScale, m_fScale));
+ glm::mat4 matTransformArrow = glm::identity<glm::mat4>();
+ matTransformArrow = glm::translate(glm::identity<glm::mat4>(),
+ hmd_reset_pos + glm::vec3(-m_fScale*0.5f, -m_fScale*0.5f, 0.499f)
+ );
+
+ glm::mat4 matArrow = matScaleArrow * matTransformArrow;
+ std::vector<float> arrow_data;
+ float arrow_scale = 0.02f;
+ glm::vec4 v1 = matArrow * glm::vec4(0.0f, 0.0f, 0.0f, 1.0f);
+ glm::vec4 v2 = matArrow * glm::vec4(arrow_scale, 0.0f, 0.0f, 1.0f);
+ glm::vec4 v3 = matArrow * glm::vec4(0.0f, arrow_scale, 0.0f, 1.0f);
+ glm::vec4 v4 = matArrow * glm::vec4(0.0f, arrow_scale, 0.0f, 1.0f);
+ glm::vec4 v5 = matArrow * glm::vec4(arrow_scale, arrow_scale, 0.0f, 1.0f);
+ glm::vec4 v6 = matArrow * glm::vec4(arrow_scale, 0.0f, 0.0f, 1.0f);
+ AddCubeVertex(v1.x, v1.y, v1.z, 1.0f, 1.0f, arrow_data);
+ AddCubeVertex(v2.x, v2.y, v2.z, 0.0f, 1.0f, arrow_data);
+ AddCubeVertex(v3.x, v3.y, v3.z, 1.0f, 0.0f, arrow_data);
+
+ AddCubeVertex(v4.x, v4.y, v4.z, 1.0f, 0.0f, arrow_data);
+ AddCubeVertex(v5.x, v5.y, v5.z, 0.0f, 0.0f, arrow_data);
+ AddCubeVertex(v6.x, v6.y, v6.z, 0.0f, 1.0f, arrow_data);
+
+ m_arrow_vert_count = arrow_data.size()/5;
+
+
+ glGenVertexArrays( 1, &m_arrow_vao );
+ glBindVertexArray( m_arrow_vao );
+
+ glGenBuffers( 1, &m_arrow_vert_buffer );
+ glBindBuffer( GL_ARRAY_BUFFER, m_arrow_vert_buffer );
+ glBufferData( GL_ARRAY_BUFFER, sizeof(float) * arrow_data.size(), &arrow_data[0], GL_STATIC_DRAW);
+
+ GLsizei stride_arrow = sizeof(VertexDataScene);
+ uintptr_t offset_arrow = 0;
+
+ glEnableVertexAttribArray( 0 );
+ glVertexAttribPointer( 0, 3, GL_FLOAT, GL_FALSE, stride_arrow , (const void *)offset_arrow);
+
+ offset_arrow += sizeof(glm::vec3);
+ glEnableVertexAttribArray( 1 );
+ glVertexAttribPointer( 1, 2, GL_FLOAT, GL_FALSE, stride_arrow, (const void *)offset_arrow);
+
+ glBindVertexArray( 0 );
+ glDisableVertexAttribArray(0);
+ glDisableVertexAttribArray(1);
+
}
@@ -1361,46 +1497,49 @@ void CMainApplication::AddCubeToScene( const glm::mat4 &mat, std::vector<float>
glm::vec4 G = mat * glm::vec4( 1, 1, 1, 1 );
glm::vec4 H = mat * glm::vec4( 0, 1, 1, 1 );
- //triangles instead of quads
- AddCubeVertex( E.x, E.y, E.z, 0, 1, vertdata ); //Front
- AddCubeVertex( F.x, F.y, F.z, 1, 1, vertdata );
- AddCubeVertex( G.x, G.y, G.z, 1, 0, vertdata );
- AddCubeVertex( G.x, G.y, G.z, 1, 0, vertdata );
- AddCubeVertex( H.x, H.y, H.z, 0, 0, vertdata );
- AddCubeVertex( E.x, E.y, E.z, 0, 1, vertdata );
+ // //triangles instead of quads
+ // AddCubeVertex( E.x, E.y, E.z, 0, 1, vertdata ); //Front
+ // AddCubeVertex( F.x, F.y, F.z, 1, 1, vertdata );
+ // AddCubeVertex( G.x, G.y, G.z, 1, 0, vertdata );
+ // AddCubeVertex( G.x, G.y, G.z, 1, 0, vertdata );
+ // AddCubeVertex( H.x, H.y, H.z, 0, 0, vertdata );
+ // AddCubeVertex( E.x, E.y, E.z, 0, 1, vertdata );
- AddCubeVertex( B.x, B.y, B.z, 0, 1, vertdata ); //Back
- AddCubeVertex( A.x, A.y, A.z, 1, 1, vertdata );
- AddCubeVertex( D.x, D.y, D.z, 1, 0, vertdata );
- AddCubeVertex( D.x, D.y, D.z, 1, 0, vertdata );
- AddCubeVertex( C.x, C.y, C.z, 0, 0, vertdata );
- AddCubeVertex( B.x, B.y, B.z, 0, 1, vertdata );
+ // AddCubeVertex( B.x, B.y, B.z, 0, 1, vertdata ); //Back
+ // AddCubeVertex( A.x, A.y, A.z, 1, 1, vertdata );
+ // AddCubeVertex( D.x, D.y, D.z, 1, 0, vertdata );
+ // AddCubeVertex( D.x, D.y, D.z, 1, 0, vertdata );
+ // AddCubeVertex( C.x, C.y, C.z, 0, 0, vertdata );
+ // AddCubeVertex( B.x, B.y, B.z, 0, 1, vertdata );
#if 0
long columns = 32;
long rows = 32;
- double angle_x = 3.14;
+ double angle_x = 1.0;
double angle_y = 3.14;
double radius = 1.0;
double radius_depth = 1.0;
+ double radius_height = 1.0;
for(long row = 0; row < rows-1; ++row) {
for(long column = 0; column < columns-1; ++column) {
- double z1 = sin((double)column / (double)columns * angle_x);
- double z2 = sin((double)(column + 1) / (double)columns * angle_x);
+ double offset_angle = angle_x*0.5;
+
+ double z1 = sin(offset_angle + (double)column / (double)columns * angle_x) * radius;
+ double z2 = sin(offset_angle + (double)(column + 1) / (double)columns * angle_x) * radius;
double z3 = z1;
double z4 = z3;
double z5 = z2;
double z6 = z2;
- double x1 = -cos((double)column / (double)columns * angle_x) ;
- double x2 = -cos((double)(column + 1) / (double)columns * angle_x);
+ double x1 = -cos(offset_angle + (double)column / (double)columns * angle_x) * radius;
+ double x2 = -cos(offset_angle + (double)(column + 1) / (double)columns * angle_x) * radius;
double x3 = x1;
double x4 = x3;
double x5 = x2;
double x6 = x2;
-
+#if 0
double y1 = cos((double)row / (double)rows * angle_y) * radius;
double y2 = y1;
double y3 = cos((double)(row + 1) / (double)rows * angle_y) * radius;
@@ -1422,6 +1561,15 @@ void CMainApplication::AddCubeToScene( const glm::mat4 &mat, std::vector<float>
x4 *= sin((double)(row + 1) / (double)rows * angle_y) * radius_depth;
x5 *= sin((double)(row + 1) / (double)rows * angle_y) * radius_depth;
x6 *= sin((double)row / (double)rows * angle_y) * radius_depth;
+#else
+ double y1 = ((double)row / (double)rows) * radius_height;
+ double y2 = y1;
+ double y3 = ((double)(row + 1) / (double)rows) * radius_height;
+
+ double y4 = y3;
+ double y5 = y3;
+ double y6 = y1;
+#endif
glm::vec4 v1 = mat * glm::vec4(x1, y1, z1, 1.0);
glm::vec4 v2 = mat * glm::vec4(x2, y2, z2, 1.0);
@@ -1430,44 +1578,82 @@ void CMainApplication::AddCubeToScene( const glm::mat4 &mat, std::vector<float>
glm::vec4 v5 = mat * glm::vec4(x5, y5, z5, 1.0);
glm::vec4 v6 = mat * glm::vec4(x6, y6, z6, 1.0);
- AddCubeVertex(v1.x, v1.y, v1.z, 1.0 - (double)column / (double)columns, (double)row / (double)rows, vertdata);
- AddCubeVertex(v2.x, v2.y, v2.z, 1.0 - (double)(column + 1) / (double)columns, (double)row / (double)rows, vertdata);
- AddCubeVertex(v3.x, v3.y, v3.z, 1.0 - (double)column / (double)columns, (double)(row + 1) / (double)rows, vertdata);
+ AddCubeVertex(v1.x, v1.y, v1.z, 1.0 - (double)column / (double)columns, 1.0 - (double)row / (double)rows, vertdata);
+ AddCubeVertex(v2.x, v2.y, v2.z, 1.0 - (double)(column + 1) / (double)columns, 1.0 - (double)row / (double)rows, vertdata);
+ AddCubeVertex(v3.x, v3.y, v3.z, 1.0 - (double)column / (double)columns, 1.0 - (double)(row + 1) / (double)rows, vertdata);
- AddCubeVertex(v4.x, v4.y, v4.z, 1.0 - (double)column / (double)columns, (double)(row + 1) / (double)rows, vertdata);
- AddCubeVertex(v5.x, v5.y, v5.z, 1.0 - (double)(column + 1) / (double)columns, (double)(row + 1) / (double)rows, vertdata);
- AddCubeVertex(v6.x, v6.y, v6.z, 1.0 - (double)(column + 1) / (double)columns, (double)row / (double)rows, vertdata);
+ AddCubeVertex(v4.x, v4.y, v4.z, 1.0 - (double)column / (double)columns, 1.0 - (double)(row + 1) / (double)rows, vertdata);
+ AddCubeVertex(v5.x, v5.y, v5.z, 1.0 - (double)(column + 1) / (double)columns, 1.0 - (double)(row + 1) / (double)rows, vertdata);
+ AddCubeVertex(v6.x, v6.y, v6.z, 1.0 - (double)(column + 1) / (double)columns, 1.0 - (double)row / (double)rows, vertdata);
}
}
#endif
+
+ int columns = 32;
+ int rows = 32;
+ float scale_x = 1.0f;
+ float scale_y = 1.0f;
+
+ for(int row = 0; row < rows - 1; ++row) {
+ for(int column = 0; column < columns - 1; ++column) {
+ float x1 = ((float)column / (float)columns) * scale_x;
+ float x2 = ((float)(column + 1) / (float)columns) * scale_x;
+ float x3 = x1;
+ float x4 = x3;
+ float x5 = x2;
+ float x6 = x2;
+
+ float y1 = ((float)row / (float)rows) * scale_y;
+ float y2 = y1;
+ float y3 = ((float)(row + 1) / (float)rows) * scale_y;
+ float y4 = y3;
+ float y5 = y3;
+ float y6 = y1;
+
+ glm::vec4 v1 = mat * glm::vec4(x1, y1, 0.0f, 1.0);
+ glm::vec4 v2 = mat * glm::vec4(x2, y2, 0.0f, 1.0);
+ glm::vec4 v3 = mat * glm::vec4(x3, y3, 0.0f, 1.0);
+ glm::vec4 v4 = mat * glm::vec4(x4, y4, 0.0f, 1.0);
+ glm::vec4 v5 = mat * glm::vec4(x5, y5, 0.0f, 1.0);
+ glm::vec4 v6 = mat * glm::vec4(x6, y6, 0.0f, 1.0);
+
+ AddCubeVertex(v1.x, v1.y, v1.z, 1.0 - (float)column / (float)columns, 1.0 - (float)row / (float)rows, vertdata);
+ AddCubeVertex(v2.x, v2.y, v2.z, 1.0 - (float)(column + 1) / (float)columns, 1.0 - (float)row / (float)rows, vertdata);
+ AddCubeVertex(v3.x, v3.y, v3.z, 1.0 - (float)column / (float)columns, 1.0 - (float)(row + 1) / (float)rows, vertdata);
+
+ AddCubeVertex(v4.x, v4.y, v4.z, 1.0 - (float)column / (float)columns, 1.0 - (float)(row + 1) / (float)rows, vertdata);
+ AddCubeVertex(v5.x, v5.y, v5.z, 1.0 - (float)(column + 1) / (float)columns, 1.0 - (float)(row + 1) / (float)rows, vertdata);
+ AddCubeVertex(v6.x, v6.y, v6.z, 1.0 - (float)(column + 1) / (float)columns, 1.0 - (float)row / (float)rows, vertdata);
+ }
+ }
- AddCubeVertex( H.x, H.y, H.z, 0, 1, vertdata ); //Top
- AddCubeVertex( G.x, G.y, G.z, 1, 1, vertdata );
- AddCubeVertex( C.x, C.y, C.z, 1, 0, vertdata );
- AddCubeVertex( C.x, C.y, C.z, 1, 0, vertdata );
- AddCubeVertex( D.x, D.y, D.z, 0, 0, vertdata );
- AddCubeVertex( H.x, H.y, H.z, 0, 1, vertdata );
+ // AddCubeVertex( H.x, H.y, H.z, 0, 1, vertdata ); //Top
+ // AddCubeVertex( G.x, G.y, G.z, 1, 1, vertdata );
+ // AddCubeVertex( C.x, C.y, C.z, 1, 0, vertdata );
+ // AddCubeVertex( C.x, C.y, C.z, 1, 0, vertdata );
+ // AddCubeVertex( D.x, D.y, D.z, 0, 0, vertdata );
+ // AddCubeVertex( H.x, H.y, H.z, 0, 1, vertdata );
- AddCubeVertex( A.x, A.y, A.z, 0, 1, vertdata ); //Bottom
- AddCubeVertex( B.x, B.y, B.z, 1, 1, vertdata );
- AddCubeVertex( F.x, F.y, F.z, 1, 0, vertdata );
- AddCubeVertex( F.x, F.y, F.z, 1, 0, vertdata );
- AddCubeVertex( E.x, E.y, E.z, 0, 0, vertdata );
- AddCubeVertex( A.x, A.y, A.z, 0, 1, vertdata );
+ // AddCubeVertex( A.x, A.y, A.z, 0, 1, vertdata ); //Bottom
+ // AddCubeVertex( B.x, B.y, B.z, 1, 1, vertdata );
+ // AddCubeVertex( F.x, F.y, F.z, 1, 0, vertdata );
+ // AddCubeVertex( F.x, F.y, F.z, 1, 0, vertdata );
+ // AddCubeVertex( E.x, E.y, E.z, 0, 0, vertdata );
+ // AddCubeVertex( A.x, A.y, A.z, 0, 1, vertdata );
- AddCubeVertex( A.x, A.y, A.z, 0, 1, vertdata ); //Left
- AddCubeVertex( E.x, E.y, E.z, 1, 1, vertdata );
- AddCubeVertex( H.x, H.y, H.z, 1, 0, vertdata );
- AddCubeVertex( H.x, H.y, H.z, 1, 0, vertdata );
- AddCubeVertex( D.x, D.y, D.z, 0, 0, vertdata );
- AddCubeVertex( A.x, A.y, A.z, 0, 1, vertdata );
-
- AddCubeVertex( F.x, F.y, F.z, 0, 1, vertdata ); //Right
- AddCubeVertex( B.x, B.y, B.z, 1, 1, vertdata );
- AddCubeVertex( C.x, C.y, C.z, 1, 0, vertdata );
- AddCubeVertex( C.x, C.y, C.z, 1, 0, vertdata );
- AddCubeVertex( G.x, G.y, G.z, 0, 0, vertdata );
- AddCubeVertex( F.x, F.y, F.z, 0, 1, vertdata );
+ // AddCubeVertex( A.x, A.y, A.z, 0, 1, vertdata ); //Left
+ // AddCubeVertex( E.x, E.y, E.z, 1, 1, vertdata );
+ // AddCubeVertex( H.x, H.y, H.z, 1, 0, vertdata );
+ // AddCubeVertex( H.x, H.y, H.z, 1, 0, vertdata );
+ // AddCubeVertex( D.x, D.y, D.z, 0, 0, vertdata );
+ // AddCubeVertex( A.x, A.y, A.z, 0, 1, vertdata );
+
+ // AddCubeVertex( F.x, F.y, F.z, 0, 1, vertdata ); //Right
+ // AddCubeVertex( B.x, B.y, B.z, 1, 1, vertdata );
+ // AddCubeVertex( C.x, C.y, C.z, 1, 0, vertdata );
+ // AddCubeVertex( C.x, C.y, C.z, 1, 0, vertdata );
+ // AddCubeVertex( G.x, G.y, G.z, 0, 0, vertdata );
+ // AddCubeVertex( F.x, F.y, F.z, 0, 1, vertdata );
}
@@ -1695,7 +1881,24 @@ void CMainApplication::RenderStereoTargets()
{
glClearColor( 0.0f, 0.0f, 0.0f, 1.0f );
glEnable( GL_MULTISAMPLE );
+ //TODO: Fix this
+#if 0
+ glBindTexture( GL_TEXTURE_2D, m_iTexture );
+
+ glXBindTexImageEXT(x_display, glxpixmap, GLX_FRONT_EXT, NULL);
+ //glGenerateTextureMipmapEXT(glxpixmap, GL_TEXTURE_2D);
+
+ glGenerateMipmap(GL_TEXTURE_2D);
+
+ glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
+ glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
+ glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
+ glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR );
+ GLfloat fLargest;
+ glGetFloatv( GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &fLargest );
+ glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, fLargest );
+#endif
// Left Eye
glBindFramebuffer( GL_FRAMEBUFFER, leftEyeDesc.m_nRenderFramebufferId );
glViewport(0, 0, m_nRenderWidth, m_nRenderHeight );
@@ -1733,6 +1936,8 @@ void CMainApplication::RenderStereoTargets()
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0 );
+
+ //glBindTexture(GL_TEXTURE_2D, 0);
}
@@ -1754,6 +1959,15 @@ void CMainApplication::RenderScene( vr::Hmd_Eye nEye )
glBindVertexArray( 0 );
}
+ glUseProgram( m_unSceneProgramID );
+ glm::mat4 arrow_mat = GetCurrentViewProjectionMatrix( nEye );
+ arrow_mat = glm::translate(arrow_mat, cursor_pos);
+ glUniformMatrix4fv( m_nSceneMatrixLocation, 1, GL_FALSE, glm::value_ptr(arrow_mat));
+ glBindVertexArray( m_arrow_vao );
+ glBindTexture( GL_TEXTURE_2D, m_arrow_texture_id );
+ glDrawArrays( GL_TRIANGLES, 0, m_arrow_vert_count );
+ glBindVertexArray( 0 );
+
bool bIsInputAvailable = m_pHMD->IsInputAvailable();
if( bIsInputAvailable )
@@ -1868,11 +2082,11 @@ glm::mat4 CMainApplication::GetCurrentViewProjectionMatrix( vr::Hmd_Eye nEye )
//memcpy(&m_mat4HMDPose[0], &pp[0], sizeof(pp));
if( nEye == vr::Eye_Left )
{
- matMVP = m_mat4ProjectionLeft * m_mat4eyePosLeft * m_mat4HMDPose;
+ matMVP = m_mat4ProjectionLeft * m_mat4eyePosLeft * glm::translate(m_mat4HMDPose, hmd_reset_pos);
}
else if( nEye == vr::Eye_Right )
{
- matMVP = m_mat4ProjectionRight * m_mat4eyePosRight * m_mat4HMDPose;
+ matMVP = m_mat4ProjectionRight * m_mat4eyePosRight * glm::translate(m_mat4HMDPose, hmd_reset_pos);
}
return matMVP;
@@ -1897,17 +2111,20 @@ void CMainApplication::UpdateHMDMatrixPose()
{
m_iValidPoseCount++;
m_rmat4DevicePose[nDevice] = ConvertSteamVRMatrixToMatrix4( m_rTrackedDevicePose[nDevice].mDeviceToAbsoluteTracking );
- if (m_rDevClassChar[nDevice]==0)
+ switch (m_pHMD->GetTrackedDeviceClass(nDevice))
{
- switch (m_pHMD->GetTrackedDeviceClass(nDevice))
- {
- case vr::TrackedDeviceClass_Controller: m_rDevClassChar[nDevice] = 'C'; break;
- case vr::TrackedDeviceClass_HMD: m_rDevClassChar[nDevice] = 'H'; break;
- case vr::TrackedDeviceClass_Invalid: m_rDevClassChar[nDevice] = 'I'; break;
- case vr::TrackedDeviceClass_GenericTracker: m_rDevClassChar[nDevice] = 'G'; break;
- case vr::TrackedDeviceClass_TrackingReference: m_rDevClassChar[nDevice] = 'T'; break;
- default: m_rDevClassChar[nDevice] = '?'; break;
- }
+ case vr::TrackedDeviceClass_Controller: m_rDevClassChar[nDevice] = 'C'; break;
+ case vr::TrackedDeviceClass_HMD:
+ //printf("pos: %f, %f, %f\n", m_rTrackedDevicePose[nDevice].mDeviceToAbsoluteTracking.m[0][3], m_rTrackedDevicePose[nDevice].mDeviceToAbsoluteTracking.m[1][3], m_rTrackedDevicePose[nDevice].mDeviceToAbsoluteTracking.m[2][3]);
+ hmd_pos.x = m_rTrackedDevicePose[nDevice].mDeviceToAbsoluteTracking.m[0][3];
+ hmd_pos.y = m_rTrackedDevicePose[nDevice].mDeviceToAbsoluteTracking.m[1][3];
+ hmd_pos.z = m_rTrackedDevicePose[nDevice].mDeviceToAbsoluteTracking.m[2][3];
+ m_rDevClassChar[nDevice] = 'H';
+ break;
+ case vr::TrackedDeviceClass_Invalid: m_rDevClassChar[nDevice] = 'I'; break;
+ case vr::TrackedDeviceClass_GenericTracker: m_rDevClassChar[nDevice] = 'G'; break;
+ case vr::TrackedDeviceClass_TrackingReference: m_rDevClassChar[nDevice] = 'T'; break;
+ default: m_rDevClassChar[nDevice] = '?'; break;
}
m_strPoseClasses += m_rDevClassChar[nDevice];
}