//========= 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 extern "C" { #include "../include/window_texture.h" } #include #include #include #include #include #define GLX_GLXEXT_PROTOTYPES #include #include #include #include #include #include #include #include #include #include #include #include #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; static const float half_pi = 1.5707963267948f; //----------------------------------------------------------------------------- // 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(); void ResetRotation(); void SetupScene(); 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(); void RenderStereoTargets(); void RenderCompanionWindow(); void RenderScene( vr::Hmd_Eye nEye ); glm::mat4 GetHMDMatrixProjectionEye( vr::Hmd_Eye nEye ); glm::mat4 GetHMDMatrixPoseEye( vr::Hmd_Eye nEye ); glm::mat4 GetCurrentViewProjectionMatrix( vr::Hmd_Eye nEye ); void UpdateHMDMatrixPose(); glm::mat4 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 ]; 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; 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_bResetRotation; glm::vec2 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; 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; glm::mat4 m_mat4HMDPose; glm::mat4 m_mat4eyePosLeft; glm::mat4 m_mat4eyePosRight; glm::mat4 m_mat4ProjectionCenter; glm::mat4 m_mat4ProjectionLeft; glm::mat4 m_mat4ProjectionRight; glm::vec3 current_pos = glm::vec3(0.0f, 0.0f, 0.0f); glm::vec3 hmd_pos = glm::vec3(0.0f, 0.0f, 0.0f); glm::quat hmd_rot = glm::quat(0.0f, 0.0f, 0.0f, 1.0f); glm::quat m_reset_rotation = glm::quat(0.0f, 0.0f, 0.0f, 0.0f); struct VertexDataScene { glm::vec3 position; glm::vec2 texCoord; }; struct VertexDataWindow { glm::vec2 position; glm::vec2 texCoord; VertexDataWindow( const glm::vec2 & pos, const glm::vec2 tex ) : position(pos), texCoord(tex) { } }; GLuint m_unSceneProgramID; GLuint m_unCompanionWindowProgramID; GLuint m_unControllerTransformProgramID; GLuint m_unRenderModelProgramID; GLint m_nSceneMatrixLocation; GLint m_nSceneTextureOffsetXLocation; GLint m_nSceneTextureScaleXLocation; GLint m_nCursorLocation; 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 = None; WindowTexture window_texture; int mouse_x; int mouse_y; int window_width; int window_height; Uint32 window_resize_time; bool window_resized; GLint pixmap_texture_width = 0; GLint pixmap_texture_height = 0; enum class ViewMode { LEFT_RIGHT, RIGHT_LEFT, PLANE }; bool sphere_projection = true; bool cylinder_projection = true; double zoom = 0.0; ViewMode view_mode = ViewMode::PLANE; bool stretch = true; }; //--------------------------------------------------------------------------------------------------------------------- // 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 ); } static void usage() { fprintf(stderr, "usage: vr-video-player [--flat] [--left-right|--right-left|--plane] [--stretch|--no-stretch] [--zoom zoom-level] \n"); exit(1); } //----------------------------------------------------------------------------- // Purpose: Constructor //----------------------------------------------------------------------------- CMainApplication::CMainApplication( int argc, char *argv[] ) : m_pCompanionWindow(NULL) , m_pContext(NULL) , m_nCompanionWindowWidth( 800 ) , m_nCompanionWindowHeight( 600 ) , 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_nSceneTextureOffsetXLocation( -1 ) , m_nSceneTextureScaleXLocation( -1 ) , m_nCursorLocation( -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_bResetRotation( false ) { for(int i = 1; i < argc; ++i) { if(strcmp(argv[i], "--flat") == 0) { sphere_projection = false; } else if(strcmp(argv[i], "--zoom") == 0 && i < argc - 1) { zoom = atof(argv[i + 1]); ++i; } else if(strcmp(argv[i], "--left-right") == 0) { view_mode = ViewMode::LEFT_RIGHT; } else if(strcmp(argv[i], "--right-left") == 0) { view_mode = ViewMode::RIGHT_LEFT; } else if(strcmp(argv[i], "--plane") == 0) { view_mode = ViewMode::PLANE; cylinder_projection = true; } else if(strcmp(argv[i], "--stretch") == 0) { stretch = true; } else if(strcmp(argv[i], "--no-stretch") == 0) { stretch = false; } else if(argv[i][0] == '-') { fprintf(stderr, "Invalid flag: %s\n", argv[i]); usage(); } else { if (strncmp(argv[i], "window:", 7) == 0) { printf("window"); argv[i] += 7; // "window:".length } src_window_id = strtol(argv[i], nullptr, 0); } } if(src_window_id == None) { fprintf(stderr, "Missing required window_id flag\n"); usage(); } if(!sphere_projection && fabs(zoom) <= 0.00001) { zoom = 1.0; } printf("src window id: %ld, zoom: %f\n", src_window_id, zoom); #if 0 for( int i = 1; i < argc; i++ ) { if( !strcmp( argv[i], "-gldebug" ) ) { m_bDebugOpenGL = true; } else if( !strcmp( argv[i], "-verbose" ) ) { m_bVerbose = true; } else if( !strcmp( argv[i], "-novblank" ) ) { m_bVblank = false; } else if( !strcmp( argv[i], "-noglfinishhack" ) ) { m_bGlFinishHack = false; } else if( !strcmp( argv[i], "-noprintf" ) ) { g_bPrintf = false; } else if ( !strcmp( argv[i], "-cubevolume" ) && ( argc > i + 1 ) && ( *argv[ i + 1 ] != '-' ) ) { m_iSceneVolumeInit = atoi( argv[ i + 1 ] ); i++; } } #endif // other initialization tasks are done in BInit memset(m_rDevClassChar, 0, sizeof(m_rDevClassChar)); }; //----------------------------------------------------------------------------- // 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; } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- bool CMainApplication::BInit() { x_display = XOpenDisplay(nullptr); if (!x_display) { printf("Failed to open x display\n"); return false; } XWindowAttributes xwa; if(!XGetWindowAttributes(x_display, src_window_id, &xwa)) { fprintf(stderr, "Error: Invalid window id: %lud\n", src_window_id); return false; } window_width = xwa.width; window_height = xwa.height; window_resize_time = SDL_GetTicks(); window_resized = false; XSelectInput(x_display, src_window_id, StructureNotifyMask); if ( SDL_Init( SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_JOYSTICK ) < 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, 3 ); SDL_GL_SetAttribute( SDL_GL_CONTEXT_MINOR_VERSION, 2 ); //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 = 0.01f; m_fFarClip = 30.0f; 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)); //printf("cwd: %s\n", cwd); //dirname(cwd); char action_manifest_path[PATH_MAX]; realpath("config/hellovr_actions.json", action_manifest_path); if(access(action_manifest_path, F_OK) == -1) { strcpy(action_manifest_path, "/usr/share/vr-video-player/hellovr_actions.json"); if(access(action_manifest_path, F_OK) == -1) { fprintf(stderr, "Unable to find hellovr_action.json!\n"); exit(1); } } fprintf(stderr, "Using config file: %s\n", action_manifest_path); vr::VRInput()->SetActionManifestPath(action_manifest_path); 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(window_texture_init(&window_texture, x_display, src_window_id) != 0) return false; pixmap_texture_width = 0; pixmap_texture_height = 0; glBindTexture(GL_TEXTURE_2D, window_texture_get_opengl_texture_id(&window_texture)); glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &pixmap_texture_width); glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_HEIGHT, &pixmap_texture_height); glBindTexture(GL_TEXTURE_2D, 0); glGenVertexArrays( 1, &m_unSceneVAO ); glGenBuffers( 1, &m_glSceneVertBuffer ); 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 ); } } window_texture_deinit(&window_texture); if( m_pCompanionWindow ) { SDL_DestroyWindow(m_pCompanionWindow); m_pCompanionWindow = NULL; } SDL_Quit(); if (x_display) 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_w ) { m_bResetRotation = true; } } } XEvent xev; if (XCheckTypedWindowEvent(x_display, src_window_id, ConfigureNotify, &xev) && xev.xconfigure.window == src_window_id) { // Window resize if(xev.xconfigure.width != window_width || xev.xconfigure.height != window_height) { window_width = xev.xconfigure.width; window_height = xev.xconfigure.height; window_resize_time = SDL_GetTicks(); window_resized = true; } } Window dummyW; int dummyI; unsigned int dummyU; XQueryPointer(x_display, src_window_id, &dummyW, &dummyW, &dummyI, &dummyI, &mouse_x, &mouse_y, &dummyU); Uint32 time_now = SDL_GetTicks(); const int window_resize_timeout = 500; /* 0.5 seconds */ if(window_resized && time_now - window_resize_time >= window_resize_timeout) { window_resized = false; window_texture_on_resize(&window_texture); glBindTexture(GL_TEXTURE_2D, window_texture_get_opengl_texture_id(&window_texture)); glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &pixmap_texture_width); glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_HEIGHT, &pixmap_texture_height); glBindTexture(GL_TEXTURE_2D, 0); SetupScene(); } // 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 ); if(GetDigitalActionState( m_actionHideCubes ) || m_bResetRotation) { printf("reset rotation!\n"); //printf("pos, %f, %f, %f\n", m_mat4HMDPose[0][2], m_mat4HMDPose[1][2], m_mat4HMDPose[2][2]); // m_resetPos = m_mat4HMDPose; hmd_pos = current_pos; m_bResetRotation = false; m_reset_rotation = glm::inverse(hmd_rot); } 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 ); SDL_Joystick *controller = SDL_JoystickOpen(0); if (!controller) fprintf(stderr, "Could not open gamecontroller: %s\n", SDL_GetError()); while ( !bQuit ) { bQuit = HandleInput(); RenderFrame(); } if (controller) SDL_JoystickClose(controller); 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: resets rotation & position of the screen //----------------------------------------------------------------------------- void CMainApplication::ResetRotation() { m_bResetRotation = true; } //----------------------------------------------------------------------------- // 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" "uniform float texture_offset_x;\n" "uniform float texture_scale_x;\n" "uniform vec2 cursor_location;\n" "layout(location = 0) in vec4 position;\n" "layout(location = 1) in vec2 v2UVcoordsIn;\n" "layout(location = 2) in vec3 v3NormalIn;\n" "out vec2 v2CursorLocation;\n" "out vec2 v2UVcoords;\n" "void main()\n" "{\n" " v2UVcoords = vec2(1.0 - v2UVcoordsIn.x, v2UVcoordsIn.y) * vec2(texture_scale_x, 1.0) + vec2(texture_offset_x, 0.0);\n" " vec4 inverse_pos = vec4(position.x, position.y, -position.z, position.w);\n" " v2CursorLocation = cursor_location;\n" " gl_Position = matrix * inverse_pos;\n" "}\n", // Fragment Shader "#version 410 core\n" "uniform sampler2D mytexture;\n" "in vec2 v2UVcoords;\n" "in vec2 v2CursorLocation;\n" "out vec4 outputColor;\n" "void main()\n" "{\n" " vec4 col = texture(mytexture, v2UVcoords);\n" " if (distance(v2CursorLocation, v2UVcoords) < 0.005) col = vec4(1, 1, 0, 1);\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_nSceneTextureOffsetXLocation = glGetUniformLocation( m_unSceneProgramID, "texture_offset_x" ); if( m_nSceneTextureOffsetXLocation == -1 ) { dprintf( "Unable to find texture_offset_x uniform in scene shader\n" ); return false; } m_nSceneTextureScaleXLocation = glGetUniformLocation( m_unSceneProgramID, "texture_scale_x" ); if( m_nSceneTextureScaleXLocation == -1 ) { dprintf( "Unable to find texture_scale_x uniform in scene shader\n" ); return false; } m_nCursorLocation = glGetUniformLocation( m_unSceneProgramID, "cursor_location" ); if( m_nCursorLocation == -1 ) { dprintf( "Unable to find cursor_location 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: create a sea of cubes //----------------------------------------------------------------------------- void CMainApplication::SetupScene() { if ( !m_pHMD ) return; std::vector vertdataarray; #if 0 glm::mat4 matScale =glm::scale(glm::mat4(1.0f), glm::vec3(m_fScale, m_fScale, m_fScale)); glm::mat4 matTransform = glm::translate(glm::mat4(1.0f), glm::vec3( -( (float)m_iSceneVolumeWidth * m_fScaleSpacing ) / 2.f, -( (float)m_iSceneVolumeHeight * m_fScaleSpacing ) / 2.f, -( (float)m_iSceneVolumeDepth * m_fScaleSpacing ) / 2.f) ); glm::mat4 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 * glm::translate(glm::mat4(1.0f), glm::vec3(m_fScaleSpacing, 0, 0 )); } mat = mat * glm::translate(glm::mat4(1.0f), glm::vec3(-((float)m_iSceneVolumeWidth) * m_fScaleSpacing, m_fScaleSpacing, 0 )); } mat = mat * glm::translate(glm::mat4(1.0f), glm::vec3(0, -((float)m_iSceneVolumeHeight) * m_fScaleSpacing, m_fScaleSpacing )); } #else glm::mat4 matScale = glm::mat4(1.0f); matScale = glm::scale(matScale, glm::vec3(m_fScale, m_fScale, m_fScale)); glm::mat4 matTransform = glm::mat4(1.0f); /* matTransform = glm::translate(glm::mat4(1.0f), glm::vec3(-m_fScale*0.5f, -m_fScale*0.5f, 0.5f) ); */ glm::mat4 mat = matScale * matTransform; AddCubeToScene( mat, vertdataarray ); #endif m_uiVertcount = vertdataarray.size()/5; glBindVertexArray( m_unSceneVAO ); 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(glm::vec3); glEnableVertexAttribArray( 1 ); glVertexAttribPointer( 1, 2, GL_FLOAT, GL_FALSE, stride, (const void *)offset); glBindVertexArray( 0 ); glDisableVertexAttribArray(0); glDisableVertexAttribArray(1); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CMainApplication::AddCubeVertex( float x, float y, float z, float u, float v, std::vector &vertdata ) { vertdata.push_back( x ); vertdata.push_back( y ); vertdata.push_back( z ); vertdata.push_back( u ); vertdata.push_back( v ); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CMainApplication::AddCubeToScene( const glm::mat4 &mat, std::vector &vertdata ) { // glm::mat4 mat( outermat.data() ); glm::vec4 A = mat * glm::vec4( 0, 0, 0, 1 ); glm::vec4 B = mat * glm::vec4( 1, 0, 0, 1 ); glm::vec4 C = mat * glm::vec4( 1, 1, 0, 1 ); glm::vec4 D = mat * glm::vec4( 0, 1, 0, 1 ); glm::vec4 E = mat * glm::vec4( 0, 0, 1, 1 ); glm::vec4 F = mat * glm::vec4( 1, 0, 1, 1 ); glm::vec4 G = mat * glm::vec4( 1, 1, 1, 1 ); glm::vec4 H = mat * glm::vec4( 0, 1, 1, 1 ); double width_ratio = ((double)pixmap_texture_width * 0.5) / (double)pixmap_texture_height; if(sphere_projection) { long columns = 32; long rows = 32; double angle_x = 3.14; double angle_y = 3.14; double radius_depth = 1.0; double radius_height = 0.5; double radius = 0.5 * width_ratio; for(long row = 0; row < rows; ++row) { for(long column = 0; column < columns; ++column) { double offset_angle = 0.0;//angle_x*0.5; double y_sin1 = sin((double)row / (double)rows * 3.14); double y_sin2 = sin((double)(row + 1) / (double)rows * 3.14); 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; z1 *= y_sin1; z2 *= y_sin1; z3 *= y_sin2; z4 *= y_sin2; z5 *= y_sin2; z6 *= y_sin1; 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; x1 *= y_sin1; x2 *= y_sin1; x3 *= y_sin2; x4 *= y_sin2; x5 *= y_sin2; x6 *= y_sin1; #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; 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; #else double y1 = cos((double)row / (double)rows * 3.14) * radius_height; double y2 = y1; double y3 = cos((double)(row + 1) / (double)rows * 3.14) * radius_height; double y4 = y3; double y5 = y3; double y6 = y1; #endif glm::vec4 v1 = mat * glm::vec4(x1, y1, z1 + zoom, 1.0); glm::vec4 v2 = mat * glm::vec4(x2, y2, z2 + zoom, 1.0); glm::vec4 v3 = mat * glm::vec4(x3, y3, z3 + zoom, 1.0); glm::vec4 v4 = mat * glm::vec4(x4, y4, z4 + zoom, 1.0); glm::vec4 v5 = mat * glm::vec4(x5, y5, z5 + zoom, 1.0); glm::vec4 v6 = mat * glm::vec4(x6, y6, z6 + zoom, 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); } } } else if (cylinder_projection) { long columns = 64; double angle_start = -0.8; double angle_end = 0.8; double radius = 4.5; double height = radius; double angle_len = angle_end - angle_start; for(long column = 0; column < columns; ++column) { double t1 = ((double)column / (double)columns); double t2 = (((double)column + 1) / (double)columns); double x1 = sin(angle_start + t1 * angle_len) * radius; double y1 = cos(angle_start + t1 * angle_len) * radius; double x2 = sin(angle_start + t2 * angle_len) * radius; double y2 = cos(angle_start + t2 * angle_len) * radius; // 2 n // 1 /| / | m // | / | / | / | // |/ 2 n/ | // 1 m AddCubeVertex(x1, height / 2, zoom + y1, 1 - t1, 0, vertdata); AddCubeVertex(x2, height / 2, zoom + y2, 1 - t2, 0, vertdata); AddCubeVertex(x1, -height / 2, zoom + y1, 1 - t1, 1, vertdata); AddCubeVertex(x1, -height / 2, zoom + y1, 1 - t1, 1, vertdata); AddCubeVertex(x2, height / 2, zoom + y2, 1 - t2, 0, vertdata); AddCubeVertex(x2, -height / 2, zoom + y2, 1 - t2, 1, vertdata); } } else { double width = (stretch ? 1.0 : 0.5) * width_ratio; double height = 0.5; AddCubeVertex(-width, height, zoom, 1.0, 0.0, vertdata); AddCubeVertex(width, height, zoom, 0.0, 0.0, vertdata); AddCubeVertex(-width, -height, zoom, 1.0, 1.0, vertdata); AddCubeVertex(-width, -height, zoom, 1.0, 1.0, vertdata); AddCubeVertex(width, -height, zoom, 0.0, 1.0, vertdata); AddCubeVertex(width, height, zoom, 0.0, 0.0, vertdata); } } //----------------------------------------------------------------------------- // 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: //----------------------------------------------------------------------------- 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 vVerts; // left eye verts vVerts.push_back( VertexDataWindow( glm::vec2(-1, -1), glm::vec2(0, 1)) ); vVerts.push_back( VertexDataWindow( glm::vec2(0, -1), glm::vec2(1, 1)) ); vVerts.push_back( VertexDataWindow( glm::vec2(-1, 1), glm::vec2(0, 0)) ); vVerts.push_back( VertexDataWindow( glm::vec2(0, 1), glm::vec2(1, 0)) ); // right eye verts vVerts.push_back( VertexDataWindow( glm::vec2(0, -1), glm::vec2(0, 1)) ); vVerts.push_back( VertexDataWindow( glm::vec2(1, -1), glm::vec2(1, 1)) ); vVerts.push_back( VertexDataWindow( glm::vec2(0, 1), glm::vec2(0, 0)) ); vVerts.push_back( VertexDataWindow( glm::vec2(1, 1), glm::vec2(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 ); //glBindTexture(GL_TEXTURE_2D, 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); glUseProgram( m_unSceneProgramID ); glUniformMatrix4fv( m_nSceneMatrixLocation, 1, GL_FALSE, glm::value_ptr(GetCurrentViewProjectionMatrix( nEye ))); float m[2]; m[0] = mouse_x / (float)window_width; m[1] = mouse_y / (float)window_height; glUniform2fv(m_nCursorLocation, 1, &m[0]); if( nEye == vr::Eye_Left ) { float offset = 0.0f; float scale = 0.5f; if(view_mode == ViewMode::RIGHT_LEFT) { offset = 0.5f; } else if(view_mode == ViewMode::PLANE) { offset = 0.0f; scale = 1.0f; } glUniform1fv(m_nSceneTextureOffsetXLocation, 1, &offset); glUniform1fv(m_nSceneTextureScaleXLocation, 1, &scale); } else if( nEye == vr::Eye_Right ) { float offset = 0.5f; float scale = 0.5f; if (view_mode == ViewMode::RIGHT_LEFT) { offset = 0.0f; } else if (view_mode == ViewMode::PLANE) { offset = 0.0f; scale = 1.0f; } glUniform1fv(m_nSceneTextureOffsetXLocation, 1, &offset); glUniform1fv(m_nSceneTextureScaleXLocation, 1, &scale); } glBindVertexArray( m_unSceneVAO ); glBindTexture( GL_TEXTURE_2D, window_texture_get_opengl_texture_id(&window_texture) ); glDrawArrays( GL_TRIANGLES, 0, m_uiVertcount ); glBindVertexArray( 0 ); #if 0 bool bIsInputAvailable = m_pHMD->IsInputAvailable(); if( bIsInputAvailable ) { // draw the controller axis lines glUseProgram( m_unControllerTransformProgramID ); glUniformMatrix4fv( m_nControllerMatrixLocation, 1, GL_FALSE, glm::value_ptr(GetCurrentViewProjectionMatrix( nEye ))); 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 glm::mat4 & matDeviceToTracking = m_rHand[eHand].m_rmat4Pose; glm::mat4 matMVP = GetCurrentViewProjectionMatrix( nEye ) * matDeviceToTracking; glUniformMatrix4fv( m_nRenderModelMatrixLocation, 1, GL_FALSE, glm::value_ptr(matMVP)); m_rHand[eHand].m_pRenderModel->Draw(); } #endif 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. //----------------------------------------------------------------------------- glm::mat4 CMainApplication::GetHMDMatrixProjectionEye( vr::Hmd_Eye nEye ) { if ( !m_pHMD ) return glm::mat4(1.0f); vr::HmdMatrix44_t mat = m_pHMD->GetProjectionMatrix( nEye, m_fNearClip, m_fFarClip ); return glm::mat4( 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. //----------------------------------------------------------------------------- glm::mat4 CMainApplication::GetHMDMatrixPoseEye( vr::Hmd_Eye nEye ) { if ( !m_pHMD ) return glm::mat4(1.0f); vr::HmdMatrix34_t matEyeRight = m_pHMD->GetEyeToHeadTransform( nEye ); glm::mat4 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 glm::inverse(matrixObj); } //----------------------------------------------------------------------------- // Purpose: Gets a Current View Projection Matrix with respect to nEye, // which may be an Eye_Left or an Eye_Right. //----------------------------------------------------------------------------- glm::mat4 CMainApplication::GetCurrentViewProjectionMatrix( vr::Hmd_Eye nEye ) { glm::mat4 matMVP; //glm::mat4 pp; //memcpy(&pp[0], m_mat4HMDPose.get(), sizeof(m_mat4HMDPose)); //memcpy(&m_mat4HMDPose[0], &pp[0], sizeof(pp)); glm::mat4 hmd_pose = m_mat4HMDPose; hmd_pose = glm::translate(hmd_pose, hmd_pos); hmd_pose = hmd_pose * mat4_cast(m_reset_rotation); if( nEye == vr::Eye_Left ) { matMVP = m_mat4ProjectionLeft * m_mat4eyePosLeft * hmd_pose; } else if( nEye == vr::Eye_Right ) { matMVP = m_mat4ProjectionRight * m_mat4eyePosRight * hmd_pose; } 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 ); switch (m_pHMD->GetTrackedDeviceClass(nDevice)) { 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]); current_pos.x = m_rTrackedDevicePose[nDevice].mDeviceToAbsoluteTracking.m[0][3]; current_pos.y = m_rTrackedDevicePose[nDevice].mDeviceToAbsoluteTracking.m[1][3]; current_pos.z = m_rTrackedDevicePose[nDevice].mDeviceToAbsoluteTracking.m[2][3]; glm::mat4 *mat = (glm::mat4*)&m_rTrackedDevicePose[nDevice].mDeviceToAbsoluteTracking; hmd_rot = glm::quat_cast(*mat); 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 = glm::inverse(m_rmat4DevicePose[vr::k_unTrackedDeviceIndex_Hmd]); } } //----------------------------------------------------------------------------- // 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 //----------------------------------------------------------------------------- glm::mat4 CMainApplication::ConvertSteamVRMatrixToMatrix4( const vr::HmdMatrix34_t &matPose ) { glm::mat4 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 ); } CMainApplication *pMainApplication; void reset_position(int signum) { printf("ok\n"); pMainApplication->ResetRotation(); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- int main(int argc, char *argv[]) { pMainApplication = new CMainApplication( argc, argv ); signal(SIGUSR1, reset_position); signal(SIGUSR2, reset_position); if (!pMainApplication->BInit()) { pMainApplication->Shutdown(); return 1; } pMainApplication->RunMainLoop(); pMainApplication->Shutdown(); return 0; }