From f0e6ea4e8a816d018dc5af760fa68a6951cf0f6a Mon Sep 17 00:00:00 2001 From: dec05eba Date: Thu, 16 Jul 2020 17:34:11 +0200 Subject: Remove unused code (controller rendering from hellovr_opengl valve example) --- src/main.cpp | 341 ----------------------------------------------------------- 1 file changed, 341 deletions(-) (limited to 'src') diff --git a/src/main.cpp b/src/main.cpp index ea375e6..95db46d 100644 --- a/src/main.cpp +++ b/src/main.cpp @@ -126,8 +126,6 @@ public: void AddCubeToScene( const glm::mat4 &mat, std::vector &vertdata ); void AddCubeVertex( float fl0, float fl1, float fl2, float fl3, float fl4, std::vector &vertdata ); - void RenderControllerAxes(); - bool SetupStereoRenderTargets(); void SetupCompanionWindow(); void SetupCameras(); @@ -158,24 +156,6 @@ private: vr::IVRSystem *m_pHMD; vr::TrackedDevicePose_t m_rTrackedDevicePose[ vr::k_unMaxTrackedDeviceCount ]; glm::mat4 m_rmat4DevicePose[ vr::k_unMaxTrackedDeviceCount ]; - - struct ControllerInfo_t - { - vr::VRInputValueHandle_t m_source = vr::k_ulInvalidInputValueHandle; - vr::VRActionHandle_t m_actionPose = vr::k_ulInvalidActionHandle; - vr::VRActionHandle_t m_actionHaptic = vr::k_ulInvalidActionHandle; - glm::mat4 m_rmat4Pose; - CGLRenderModel *m_pRenderModel = nullptr; - std::string m_sRenderModelName; - bool m_bShowController; - }; - - enum EHand - { - Left = 0, - Right = 1, - }; - ControllerInfo_t m_rHand[2]; private: // SDL bookkeeping SDL_Window *m_pCompanionWindow; @@ -248,8 +228,6 @@ private: // OpenGL bookkeeping GLuint m_unSceneProgramID; GLuint m_unCompanionWindowProgramID; - GLuint m_unControllerTransformProgramID; - GLuint m_unRenderModelProgramID; GLint m_nSceneMatrixLocation; GLint m_nSceneTextureOffsetXLocation; @@ -258,8 +236,6 @@ private: // OpenGL bookkeeping GLint m_nArrowSizeLocation = -1; GLint m_myTextureLocation = -1; GLint m_arrowTextureLocation = -1; - GLint m_nControllerMatrixLocation; - GLint m_nRenderModelMatrixLocation; struct FramebufferDesc { @@ -277,8 +253,6 @@ private: // OpenGL bookkeeping uint32_t m_nRenderWidth; uint32_t m_nRenderHeight; - std::vector< CGLRenderModel * > m_vecRenderModels; - vr::VRActionHandle_t m_actionHideCubes = vr::k_ulInvalidActionHandle; vr::VRActionHandle_t m_actionHideThisController = vr::k_ulInvalidActionHandle; vr::VRActionHandle_t m_actionTriggerHaptic = vr::k_ulInvalidActionHandle; @@ -442,8 +416,6 @@ CMainApplication::CMainApplication( int argc, char *argv[] ) , m_nCompanionWindowHeight( 600 ) , m_unSceneProgramID( 0 ) , m_unCompanionWindowProgramID( 0 ) - , m_unControllerTransformProgramID( 0 ) - , m_unRenderModelProgramID( 0 ) , m_pHMD( NULL ) , m_bDebugOpenGL( false ) , m_bVerbose( false ) @@ -457,8 +429,6 @@ CMainApplication::CMainApplication( int argc, char *argv[] ) , m_nSceneTextureOffsetXLocation( -1 ) , m_nSceneTextureScaleXLocation( -1 ) , m_nCursorLocation( -1 ) - , m_nControllerMatrixLocation( -1 ) - , m_nRenderModelMatrixLocation( -1 ) , m_iTrackedControllerCount( 0 ) , m_iTrackedControllerCount_Last( -1 ) , m_iValidPoseCount( 0 ) @@ -779,14 +749,6 @@ bool CMainApplication::BInit() vr::VRInput()->GetActionSetHandle( "/actions/demo", &m_actionsetDemo ); - vr::VRInput()->GetActionHandle( "/actions/demo/out/Haptic_Left", &m_rHand[Left].m_actionHaptic ); - vr::VRInput()->GetInputSourceHandle( "/user/hand/left", &m_rHand[Left].m_source ); - vr::VRInput()->GetActionHandle( "/actions/demo/in/Hand_Left", &m_rHand[Left].m_actionPose ); - - vr::VRInput()->GetActionHandle( "/actions/demo/out/Haptic_Right", &m_rHand[Right].m_actionHaptic ); - vr::VRInput()->GetInputSourceHandle( "/user/hand/right", &m_rHand[Right].m_source ); - vr::VRInput()->GetActionHandle( "/actions/demo/in/Hand_Right", &m_rHand[Right].m_actionPose ); - return true; } @@ -904,12 +866,6 @@ void CMainApplication::Shutdown() vr::VR_Shutdown(); m_pHMD = NULL; } - - for( std::vector< CGLRenderModel * >::iterator i = m_vecRenderModels.begin(); i != m_vecRenderModels.end(); i++ ) - { - delete (*i); - } - m_vecRenderModels.clear(); if( m_pContext ) { @@ -924,14 +880,6 @@ void CMainApplication::Shutdown() { glDeleteProgram( m_unSceneProgramID ); } - if ( m_unControllerTransformProgramID ) - { - glDeleteProgram( m_unControllerTransformProgramID ); - } - if ( m_unRenderModelProgramID ) - { - glDeleteProgram( m_unRenderModelProgramID ); - } if ( m_unCompanionWindowProgramID ) { glDeleteProgram( m_unCompanionWindowProgramID ); @@ -1089,19 +1037,6 @@ bool CMainApplication::HandleInput() hmd_pos = current_pos; } - vr::VRInputValueHandle_t ulHapticDevice; - if ( GetDigitalActionRisingEdge( m_actionTriggerHaptic, &ulHapticDevice ) ) - { - if ( ulHapticDevice == m_rHand[Left].m_source ) - { - vr::VRInput()->TriggerHapticVibrationAction( m_rHand[Left].m_actionHaptic, 0, 1, 4.f, 1.0f, vr::k_ulInvalidInputValueHandle ); - } - if ( ulHapticDevice == m_rHand[Right].m_source ) - { - vr::VRInput()->TriggerHapticVibrationAction( m_rHand[Right].m_actionHaptic, 0, 1, 4.f, 1.0f, vr::k_ulInvalidInputValueHandle ); - } - } - vr::InputAnalogActionData_t analogData; if ( vr::VRInput()->GetAnalogActionData( m_actionAnalongInput, &analogData, sizeof( analogData ), vr::k_ulInvalidInputValueHandle ) == vr::VRInputError_None && analogData.bActive ) { @@ -1109,48 +1044,6 @@ bool CMainApplication::HandleInput() m_vAnalogValue[1] = analogData.y; } - m_rHand[Left].m_bShowController = true; - m_rHand[Right].m_bShowController = true; - - vr::VRInputValueHandle_t ulHideDevice; - if ( GetDigitalActionState( m_actionHideThisController, &ulHideDevice ) ) - { - if ( ulHideDevice == m_rHand[Left].m_source ) - { - m_rHand[Left].m_bShowController = false; - } - if ( ulHideDevice == m_rHand[Right].m_source ) - { - m_rHand[Right].m_bShowController = false; - } - } - - for ( EHand eHand = Left; eHand <= Right; ((int&)eHand)++ ) - { - vr::InputPoseActionData_t poseData; - if ( vr::VRInput()->GetPoseActionDataForNextFrame( m_rHand[eHand].m_actionPose, vr::TrackingUniverseStanding, &poseData, sizeof( poseData ), vr::k_ulInvalidInputValueHandle ) != vr::VRInputError_None - || !poseData.bActive || !poseData.pose.bPoseIsValid ) - { - m_rHand[eHand].m_bShowController = false; - } - else - { - m_rHand[eHand].m_rmat4Pose = ConvertSteamVRMatrixToMatrix4( poseData.pose.mDeviceToAbsoluteTracking ); - - vr::InputOriginInfo_t originInfo; - if ( vr::VRInput()->GetOriginTrackedDeviceInfo( poseData.activeOrigin, &originInfo, sizeof( originInfo ) ) == vr::VRInputError_None - && originInfo.trackedDeviceIndex != vr::k_unTrackedDeviceIndexInvalid ) - { - std::string sRenderModelName = GetTrackedDeviceString( originInfo.trackedDeviceIndex, vr::Prop_RenderModelName_String ); - if ( sRenderModelName != m_rHand[eHand].m_sRenderModelName ) - { - m_rHand[eHand].m_pRenderModel = FindOrLoadRenderModel( sRenderModelName.c_str() ); - m_rHand[eHand].m_sRenderModelName = sRenderModelName; - } - } - } - } - return bRet; } @@ -1211,7 +1104,6 @@ void CMainApplication::RenderFrame() // for now as fast as possible if ( m_pHMD ) { - //RenderControllerAxes(); RenderStereoTargets(); RenderCompanionWindow(); @@ -1458,71 +1350,6 @@ bool CMainApplication::CreateAllShaders() return false; } - m_unControllerTransformProgramID = CompileGLShader( - "Controller", - - // vertex shader - "#version 410\n" - "uniform mat4 matrix;\n" - "layout(location = 0) in vec4 position;\n" - "layout(location = 1) in vec3 v3ColorIn;\n" - "out vec4 v4Color;\n" - "void main()\n" - "{\n" - " v4Color.xyz = v3ColorIn; v4Color.a = 1.0;\n" - " gl_Position = matrix * position;\n" - "}\n", - - // fragment shader - "#version 410\n" - "in vec4 v4Color;\n" - "out vec4 outputColor;\n" - "void main()\n" - "{\n" - " outputColor = v4Color;\n" - "}\n" - ); - m_nControllerMatrixLocation = glGetUniformLocation( m_unControllerTransformProgramID, "matrix" ); - if( m_nControllerMatrixLocation == -1 ) - { - dprintf( "Unable to find matrix uniform in controller shader\n" ); - return false; - } - - m_unRenderModelProgramID = CompileGLShader( - "render model", - - // vertex shader - "#version 410\n" - "uniform mat4 matrix;\n" - "layout(location = 0) in vec4 position;\n" - "layout(location = 1) in vec3 v3NormalIn;\n" - "layout(location = 2) in vec2 v2TexCoordsIn;\n" - "out vec2 v2TexCoord;\n" - "void main()\n" - "{\n" - " v2TexCoord = v2TexCoordsIn;\n" - " gl_Position = matrix * vec4(position.xyz, 1);\n" - "}\n", - - //fragment shader - "#version 410 core\n" - "uniform sampler2D diffuse;\n" - "in vec2 v2TexCoord;\n" - "out vec4 outputColor;\n" - "void main()\n" - "{\n" - " outputColor = texture( diffuse, v2TexCoord);\n" - "}\n" - - ); - m_nRenderModelMatrixLocation = glGetUniformLocation( m_unRenderModelProgramID, "matrix" ); - if( m_nRenderModelMatrixLocation == -1 ) - { - dprintf( "Unable to find matrix uniform in render model shader\n" ); - return false; - } - m_unCompanionWindowProgramID = CompileGLShader( "CompanionWindow", @@ -1550,8 +1377,6 @@ bool CMainApplication::CreateAllShaders() ); return m_unSceneProgramID != 0 - && m_unControllerTransformProgramID != 0 - && m_unRenderModelProgramID != 0 && m_unCompanionWindowProgramID != 0; } @@ -1811,101 +1636,6 @@ void CMainApplication::AddCubeToScene( const glm::mat4 &mat, std::vector glUseProgram( 0 ); } - -//----------------------------------------------------------------------------- -// Purpose: Draw all of the controllers as X/Y/Z lines -//----------------------------------------------------------------------------- -void CMainApplication::RenderControllerAxes() -{ - // Don't attempt to update controllers if input is not available - if( !m_pHMD->IsInputAvailable() ) - return; - - std::vector vertdataarray; - - m_uiControllerVertcount = 0; - m_iTrackedControllerCount = 0; - - for ( EHand eHand = Left; eHand <= Right; ((int&)eHand)++ ) - { - if ( !m_rHand[eHand].m_bShowController ) - continue; - - const glm::mat4 & mat = m_rHand[eHand].m_rmat4Pose; - - glm::vec4 center = mat * glm::vec4( 0, 0, 0, 1 ); - - for ( int i = 0; i < 3; ++i ) - { - glm::vec3 color( 0, 0, 0 ); - glm::vec4 point( 0, 0, 0, 1 ); - point[i] += 0.05f; // offset in X, Y, Z - color[i] = 1.0; // R, G, B - point = mat * point; - vertdataarray.push_back( center.x ); - vertdataarray.push_back( center.y ); - vertdataarray.push_back( center.z ); - - vertdataarray.push_back( color.x ); - vertdataarray.push_back( color.y ); - vertdataarray.push_back( color.z ); - - vertdataarray.push_back( point.x ); - vertdataarray.push_back( point.y ); - vertdataarray.push_back( point.z ); - - vertdataarray.push_back( color.x ); - vertdataarray.push_back( color.y ); - vertdataarray.push_back( color.z ); - - m_uiControllerVertcount += 2; - } - - glm::vec4 start = mat * glm::vec4( 0, 0, -0.02f, 1 ); - glm::vec4 end = mat * glm::vec4( 0, 0, -39.f, 1 ); - glm::vec3 color( .92f, .92f, .71f ); - - vertdataarray.push_back( start.x );vertdataarray.push_back( start.y );vertdataarray.push_back( start.z ); - vertdataarray.push_back( color.x );vertdataarray.push_back( color.y );vertdataarray.push_back( color.z ); - - vertdataarray.push_back( end.x );vertdataarray.push_back( end.y );vertdataarray.push_back( end.z ); - vertdataarray.push_back( color.x );vertdataarray.push_back( color.y );vertdataarray.push_back( color.z ); - m_uiControllerVertcount += 2; - } - - // Setup the VAO the first time through. - if ( m_unControllerVAO == 0 ) - { - glGenVertexArrays( 1, &m_unControllerVAO ); - glBindVertexArray( m_unControllerVAO ); - - glGenBuffers( 1, &m_glControllerVertBuffer ); - glBindBuffer( GL_ARRAY_BUFFER, m_glControllerVertBuffer ); - - GLuint stride = 2 * 3 * sizeof( float ); - uintptr_t offset = 0; - - glEnableVertexAttribArray( 0 ); - glVertexAttribPointer( 0, 3, GL_FLOAT, GL_FALSE, stride, (const void *)offset); - - offset += sizeof( glm::vec3 ); - glEnableVertexAttribArray( 1 ); - glVertexAttribPointer( 1, 3, GL_FLOAT, GL_FALSE, stride, (const void *)offset); - - glBindVertexArray( 0 ); - } - - glBindBuffer( GL_ARRAY_BUFFER, m_glControllerVertBuffer ); - - // set vertex data if we have some - if( vertdataarray.size() > 0 ) - { - //$ TODO: Use glBufferSubData for this... - glBufferData( GL_ARRAY_BUFFER, sizeof(float) * vertdataarray.size(), &vertdataarray[0], GL_STREAM_DRAW ); - } -} - - //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- @@ -2332,77 +2062,6 @@ void CMainApplication::UpdateHMDMatrixPose() } } - -//----------------------------------------------------------------------------- -// Purpose: Finds a render model we've already loaded or loads a new one -//----------------------------------------------------------------------------- -CGLRenderModel *CMainApplication::FindOrLoadRenderModel( const char *pchRenderModelName ) -{ - CGLRenderModel *pRenderModel = NULL; - for( std::vector< CGLRenderModel * >::iterator i = m_vecRenderModels.begin(); i != m_vecRenderModels.end(); i++ ) - { - if( !strcmp( (*i)->GetName().c_str(), pchRenderModelName ) ) - { - pRenderModel = *i; - break; - } - } - - // load the model if we didn't find one - if( !pRenderModel ) - { - vr::RenderModel_t *pModel; - vr::EVRRenderModelError error; - while ( 1 ) - { - error = vr::VRRenderModels()->LoadRenderModel_Async( pchRenderModelName, &pModel ); - if ( error != vr::VRRenderModelError_Loading ) - break; - - ThreadSleep( 1 ); - } - - if ( error != vr::VRRenderModelError_None ) - { - dprintf( "Unable to load render model %s - %s\n", pchRenderModelName, vr::VRRenderModels()->GetRenderModelErrorNameFromEnum( error ) ); - return NULL; // move on to the next tracked device - } - - vr::RenderModel_TextureMap_t *pTexture; - while ( 1 ) - { - error = vr::VRRenderModels()->LoadTexture_Async( pModel->diffuseTextureId, &pTexture ); - if ( error != vr::VRRenderModelError_Loading ) - break; - - ThreadSleep( 1 ); - } - - if ( error != vr::VRRenderModelError_None ) - { - dprintf( "Unable to load render texture id:%d for render model %s\n", pModel->diffuseTextureId, pchRenderModelName ); - vr::VRRenderModels()->FreeRenderModel( pModel ); - return NULL; // move on to the next tracked device - } - - pRenderModel = new CGLRenderModel( pchRenderModelName ); - if ( !pRenderModel->BInit( *pModel, *pTexture ) ) - { - dprintf( "Unable to create GL model from render model %s\n", pchRenderModelName ); - delete pRenderModel; - pRenderModel = NULL; - } - else - { - m_vecRenderModels.push_back( pRenderModel ); - } - vr::VRRenderModels()->FreeRenderModel( pModel ); - vr::VRRenderModels()->FreeTexture( pTexture ); - } - return pRenderModel; -} - - //----------------------------------------------------------------------------- // Purpose: Converts a SteamVR matrix to our local matrix class //----------------------------------------------------------------------------- -- cgit v1.2.3