04-27-2014 05:03 AM
#include <Windows.h>
#include <GL/glew.h>
#define GLFW_EXPOSE_NATIVE_WIN32
#define GLFW_EXPOSE_NATIVE_WGL
#include <GLFW/glfw3.h>
#include <GLFW/glfw3native.h>
#include <stdlib.h>
#include <stdio.h>
#include <math.h>
#include <OVR_CAPI.h>
#include <OVR_CAPI_GL.h>
#include <OVR.h>
// =============================================================================
static void ErrorCallback(int p_Error, const char* p_Description)
{
fputs(p_Description, stderr);
}
// =============================================================================
static void KeyCallback(GLFWwindow* p_Window, int p_Key, int p_Scancode, int p_Action, int p_Mods)
{
if (p_Key == GLFW_KEY_ESCAPE && p_Action == GLFW_PRESS)
glfwSetWindowShouldClose(p_Window, GL_TRUE);
}
// =============================================================================
static void RenderCube(float p_Size)
{
const float l_SizeDiv2 = p_Size*0.5f;
// A cube...
glBegin(GL_QUADS);
glNormal3f( 0.0f, 0.0f, 1.0f);
glVertex3f( l_SizeDiv2, l_SizeDiv2, l_SizeDiv2);
glVertex3f(-l_SizeDiv2, l_SizeDiv2, l_SizeDiv2);
glVertex3f(-l_SizeDiv2,-l_SizeDiv2, l_SizeDiv2);
glVertex3f( l_SizeDiv2,-l_SizeDiv2, l_SizeDiv2);
glEnd();
glBegin(GL_QUADS);
glNormal3f( 0.0f, 0.0f,-1.0f);
glVertex3f(-l_SizeDiv2,-l_SizeDiv2,-l_SizeDiv2);
glVertex3f(-l_SizeDiv2, l_SizeDiv2,-l_SizeDiv2);
glVertex3f( l_SizeDiv2, l_SizeDiv2,-l_SizeDiv2);
glVertex3f( l_SizeDiv2,-l_SizeDiv2,-l_SizeDiv2);
glEnd();
glBegin(GL_QUADS);
glNormal3f( 0.0f, 1.0f, 0.0f);
glVertex3f( l_SizeDiv2, l_SizeDiv2, l_SizeDiv2);
glVertex3f( l_SizeDiv2, l_SizeDiv2,-l_SizeDiv2);
glVertex3f(-l_SizeDiv2, l_SizeDiv2,-l_SizeDiv2);
glVertex3f(-l_SizeDiv2, l_SizeDiv2, l_SizeDiv2);
glEnd();
glBegin(GL_QUADS);
glNormal3f( 0.0f,-1.0f, 0.0f);
glVertex3f(-l_SizeDiv2,-l_SizeDiv2,-l_SizeDiv2);
glVertex3f( l_SizeDiv2,-l_SizeDiv2,-l_SizeDiv2);
glVertex3f( l_SizeDiv2,-l_SizeDiv2, l_SizeDiv2);
glVertex3f(-l_SizeDiv2,-l_SizeDiv2, l_SizeDiv2);
glEnd();
glBegin(GL_QUADS);
glNormal3f( 1.0f, 0.0f, 0.0f);
glVertex3f( l_SizeDiv2, l_SizeDiv2, l_SizeDiv2);
glVertex3f( l_SizeDiv2,-l_SizeDiv2, l_SizeDiv2);
glVertex3f( l_SizeDiv2,-l_SizeDiv2,-l_SizeDiv2);
glVertex3f( l_SizeDiv2, l_SizeDiv2,-l_SizeDiv2);
glEnd();
glBegin(GL_QUADS);
glNormal3f(-1.0f, 0.0f, 0.0f);
glVertex3f(-l_SizeDiv2,-l_SizeDiv2,-l_SizeDiv2);
glVertex3f(-l_SizeDiv2,-l_SizeDiv2, l_SizeDiv2);
glVertex3f(-l_SizeDiv2, l_SizeDiv2, l_SizeDiv2);
glVertex3f(-l_SizeDiv2, l_SizeDiv2,-l_SizeDiv2);
glEnd();
}
// ============================================================================
static void SetOpenGLState(void)
{
// Some state...
glEnable(GL_CULL_FACE);
glEnable(GL_LIGHTING);
glDisable(GL_TEXTURE_2D);
glEnable(GL_DEPTH_TEST);
glShadeModel(GL_SMOOTH);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
// Some (stationary) lights...
GLfloat l_Light0Position[] = { 5.0f, 6.0f, 3.0f, 0.0f };
GLfloat l_Light0Diffuse[] = { 1.0f, 0.8f, 0.6f, 1.0f };
glLightfv(GL_LIGHT0, GL_POSITION, l_Light0Position);
glLightfv(GL_LIGHT0, GL_DIFFUSE, l_Light0Diffuse);
glEnable(GL_LIGHT0);
GLfloat l_Light1Position[] = { -5.0f, -6.0f, 5.0f, 0.0f };
GLfloat l_Light1Diffuse[] = { 0.6f, 0.8f, 1.0f, 1.0f };
glLightfv(GL_LIGHT1, GL_POSITION, l_Light1Position);
glLightfv(GL_LIGHT1, GL_DIFFUSE, l_Light1Diffuse);
glEnable(GL_LIGHT1);
// Material...
GLfloat l_MaterialSpecular[] = { 0.3f, 0.3f, 0.3f, 1.0f };
GLfloat l_MaterialShininess[] = { 10.0f };
glMaterialfv(GL_FRONT, GL_SPECULAR, l_MaterialSpecular);
glMaterialfv(GL_FRONT, GL_SHININESS, l_MaterialShininess);
}
// =============================================================================
int main(void)
{
// Initialize LibOVR...
ovr_Initialize();
ovrHmd l_Hmd = ovrHmd_Create(0);
if (!l_Hmd) l_Hmd = ovrHmd_CreateDebug(ovrHmd_DK1);
ovrHmdDesc l_HmdDesc;
ovrHmd_GetDesc(l_Hmd, &l_HmdDesc);
ovrHmd_StartSensor(l_Hmd, ovrHmdCap_Orientation, 0);
GLFWwindow* l_Window;
glfwSetErrorCallback(ErrorCallback);
if (!glfwInit()) exit(EXIT_FAILURE);
ovrSizei l_ClientSize;
l_ClientSize.w = l_HmdDesc.Resolution.w; // 1280 for DK1...
l_ClientSize.h = l_HmdDesc.Resolution.h; // 800 for DK1...
// Create a fullscreen window with the Oculus Rift resolution...
l_Window = glfwCreateWindow(l_ClientSize.w, l_ClientSize.h, "GLFW Oculus Rift Test", glfwGetPrimaryMonitor(), NULL);
if (!l_Window)
{
glfwTerminate();
exit(EXIT_FAILURE);
}
// Print the OpenGL version we are using...
int l_Major = glfwGetWindowAttrib(l_Window, GLFW_CONTEXT_VERSION_MAJOR);
int l_Minor = glfwGetWindowAttrib(l_Window, GLFW_CONTEXT_VERSION_MINOR);
printf("OpenGL: %d.%d\n", l_Major, l_Minor);
// Make the context current for this window...
glfwMakeContextCurrent(l_Window);
// Create some lights, materials, etc...
SetOpenGLState();
// Don't forget to initialize Glew...
glewInit();
// We will do some offscreen rendering, setup FBO...
ovrSizei l_TextureSizeLeft = ovrHmd_GetFovTextureSize(l_Hmd, ovrEye_Left, l_HmdDesc.DefaultEyeFov[0], 1.0f);
ovrSizei l_TextureSizeRight = ovrHmd_GetFovTextureSize(l_Hmd, ovrEye_Right, l_HmdDesc.DefaultEyeFov[1], 1.0f);
ovrSizei l_TextureSize;
l_TextureSize.w = l_TextureSizeLeft.w + l_TextureSizeRight.w;
l_TextureSize.h = (l_TextureSizeLeft.h>l_TextureSizeRight.h ? l_TextureSizeLeft.h : l_TextureSizeRight.h);
// Create FBO...
GLuint l_FBOId;
glGenFramebuffers(1, &l_FBOId);
glBindFramebuffer(GL_FRAMEBUFFER, l_FBOId);
// The texture we're going to render to...
GLuint l_TextureId;
glGenTextures(1, &l_TextureId);
// "Bind" the newly created texture : all future texture functions will modify this texture...
glBindTexture(GL_TEXTURE_2D, l_TextureId);
// Give an empty image to OpenGL (the last "0")
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, l_TextureSize.w, l_TextureSize.h, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
// Linear filtering...
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
// Create Depth Buffer...
GLuint l_DepthBufferId;
glGenRenderbuffers(1, &l_DepthBufferId);
glBindRenderbuffer(GL_RENDERBUFFER, l_DepthBufferId);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, l_TextureSize.w, l_TextureSize.h);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, l_DepthBufferId);
// Set the texture as our colour attachment #0...
glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, l_TextureId, 0);
// Set the list of draw buffers...
GLenum l_GLDrawBuffers[1] = { GL_COLOR_ATTACHMENT0 };
glDrawBuffers(1, l_GLDrawBuffers); // "1" is the size of DrawBuffers
// Unbind...
glBindRenderbuffer(GL_RENDERBUFFER, 0);
glBindTexture(GL_TEXTURE_2D, 0);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
// Oculus Rift eye configurations...
ovrEyeDesc l_Eyes[2];
l_Eyes[0].Eye = ovrEye_Left;
l_Eyes[1].Eye = ovrEye_Right;
l_Eyes[0].Fov = l_HmdDesc.DefaultEyeFov[0];
l_Eyes[1].Fov = l_HmdDesc.DefaultEyeFov[1];
l_Eyes[0].TextureSize.w = l_TextureSize.w;
l_Eyes[0].TextureSize.h = l_TextureSize.h;
l_Eyes[1].TextureSize.w = l_TextureSize.w;
l_Eyes[1].TextureSize.h = l_TextureSize.h;
l_Eyes[0].RenderViewport.Pos.x = 0;
l_Eyes[0].RenderViewport.Pos.y = 0;
l_Eyes[1].RenderViewport.Pos.x = (l_TextureSize.w+1)/2;
l_Eyes[1].RenderViewport.Pos.y = 0;
l_Eyes[0].RenderViewport.Size.w = l_TextureSize.w/2;
l_Eyes[0].RenderViewport.Size.h = l_TextureSize.h;
l_Eyes[1].RenderViewport.Size.w = l_Eyes[0].RenderViewport.Size.w;
l_Eyes[1].RenderViewport.Size.h = l_Eyes[0].RenderViewport.Size.h;
ovrGLConfig l_Cfg;
l_Cfg.OGL.Header.API = ovrRenderAPI_OpenGL;
l_Cfg.OGL.Header.Multisample = 0;
l_Cfg.OGL.Header.RTSize.w = l_ClientSize.w;
l_Cfg.OGL.Header.RTSize.h = l_ClientSize.h;
l_Cfg.OGL.WglContext = glfwGetWGLContext(l_Window);
l_Cfg.OGL.Window = glfwGetWin32Window(l_Window);
l_Cfg.OGL.GdiDc = GetDC(l_Cfg.OGL.Window);
int l_RenderCaps = 0;
int l_DistortionCaps = ovrDistortion_Chromatic | ovrDistortion_TimeWarp;
ovrEyeRenderDesc l_EyeRenderDesc[2];
ovrHmd_ConfigureRendering(l_Hmd, &l_Cfg.Config, l_RenderCaps, l_DistortionCaps, l_Eyes, l_EyeRenderDesc);
ovrGLTexture l_EyeTexture[2];
l_EyeTexture[0].OGL.Header.API = ovrRenderAPI_OpenGL;
l_EyeTexture[0].OGL.Header.TextureSize.w = l_TextureSize.w;
l_EyeTexture[0].OGL.Header.TextureSize.h = l_TextureSize.h;
l_EyeTexture[0].OGL.Header.RenderViewport = l_Eyes[0].RenderViewport;
l_EyeTexture[0].OGL.TexId = l_TextureId;
// Right eye uses the same texture, but a different rendering viewport...
l_EyeTexture[1] = l_EyeTexture[0];
l_EyeTexture[1].OGL.Header.RenderViewport = l_Eyes[1].RenderViewport;
glfwSetKeyCallback(l_Window, KeyCallback);
GLfloat l_SpinX;
GLfloat l_SpinY;
while (!glfwWindowShouldClose(l_Window))
{
l_SpinX = (GLfloat) fmod(glfwGetTime()*17.0, 360.0);
l_SpinY = (GLfloat) fmod(glfwGetTime()*23.0, 360.0);
ovrFrameTiming m_HmdFrameTiming = ovrHmd_BeginFrame(l_Hmd, 0);
// Bind the FBO...
glBindFramebuffer(GL_FRAMEBUFFER, l_FBOId);
// Clear...
glClearColor(0.2f, 0.3f, 0.4f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
for (int l_EyeIndex=0; l_EyeIndex<ovrEye_Count; l_EyeIndex++)
{
ovrEyeType l_Eye = l_HmdDesc.EyeRenderOrder[l_EyeIndex];
ovrPosef l_EyePose = ovrHmd_BeginEyeRender(l_Hmd, l_Eye);
glViewport(l_EyeRenderDesc[l_Eye].Desc.RenderViewport.Pos.x, // StartX
l_EyeRenderDesc[l_Eye].Desc.RenderViewport.Pos.y, // StartY
l_EyeRenderDesc[l_Eye].Desc.RenderViewport.Size.w, // Width
l_EyeRenderDesc[l_Eye].Desc.RenderViewport.Size.h // Height
);
// Get Projection and ModelView matrici from the device...
OVR::Matrix4f l_ProjectionMatrix = ovrMatrix4f_Projection(
l_EyeRenderDesc[l_Eye].Desc.Fov, 0.3f, 100.0f, true);
OVR::Quatf l_Orientation = OVR::Quatf(l_EyePose.Orientation);
OVR::Matrix4f l_ModelViewMatrix = OVR::Matrix4f(l_Orientation.Inverted());
// Pass matrici on to OpenGL...
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glMultMatrixf(&(l_ProjectionMatrix.Transposed().M[0][0]));
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
// Translate for specific eye based on IPD...
glTranslatef(l_EyeRenderDesc[l_Eye].ViewAdjust.x,
l_EyeRenderDesc[l_Eye].ViewAdjust.y,
l_EyeRenderDesc[l_Eye].ViewAdjust.z);
// Multiply with orientation retrieved from sensor...
glMultMatrixf(&(l_ModelViewMatrix.Transposed().M[0][0]));
// Move back a bit to show scene in front of us...
glTranslatef(0.0f, 0.0f, -3.0f);
// Make the cube spin...
glRotatef(l_SpinX, 1.0f, 0.0f, 0.0f);
glRotatef(l_SpinY, 0.0f, 1.0f, 0.0f);
// Render...
RenderCube(1.0f);
ovrHmd_EndEyeRender(l_Hmd, l_Eye, l_EyePose, &l_EyeTexture[l_Eye].Texture);
}
// Unbind the FBO, back to normal drawing...
glBindFramebuffer(GL_FRAMEBUFFER, 0);
// Oculus wants CW orientations, avoid the problem by turning of culling...
glDisable(GL_CULL_FACE);
glDisable(GL_DEPTH_TEST);
ovrHmd_EndFrame(l_Hmd);
// Restore state after Oculus did it's work (-sigh-)...
glEnable(GL_CULL_FACE);
glEnable(GL_DEPTH_TEST);
glClearDepth(1);
glUseProgramObjectARB(0);
glfwPollEvents();
}
glfwDestroyWindow(l_Window);
glfwTerminate();
ovrHmd_Destroy(l_Hmd);
ovr_Shutdown();
exit(EXIT_SUCCESS);
}
04-27-2014 12:22 PM
float ipd = abs(l_EyeRenderDesc[l_Eye].ViewAdjust.x * 2);
static const float SIZE = ipd * 5;
static float A[6][3] = {
{ 0, 0, SIZE },
{ 0, SIZE, 0 },
{ SIZE, 0, 0 },
{ 0, 0, -SIZE },
{ 0, -SIZE, 0 },
{ -SIZE, 0, 0 },
};
for (int i = 0; i < 6; ++i) {
glPushMatrix();
// Move back a bit to show scene in front of us...
glTranslatef(A[i][0], A[i][1], A[i][2]);
// Make the cube spin...
glRotatef(l_SpinX, 1.0f, 0.0f, 0.0f);
glRotatef(l_SpinY, 0.0f, 1.0f, 0.0f);
// Render...
RenderCube(ipd);
glPopMatrix();
}
...
glEnable(GL_COLOR_MATERIAL);
...
glColor3f(1, 0, 0);
glBegin(GL_QUADS);
...
... and a different color for each face
04-28-2014 01:11 AM
You're using an odd mix of new OpenGL and deprecated code, but that's understandable considering the overhead of putting shaders and vertex buffers, index buffers and vertex arrays.
making the cube smaller and moving it closer to the user, so that the per-eye view offset is more apparent.
04-29-2014 03:41 AM
[...]
GLuint l_DepthBufferId;
glGenRenderbuffers(1, &l_DepthBufferId);
glBindRenderbuffer(GL_RENDERBUFFER, l_DepthBufferId);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, l_TextureSize.w, l_TextureSize.h);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, l_DepthBufferId);
// Set the texture as our colour attachment #0...
/*
Access Violation here!!!
*/
glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, l_TextureId, 0);
/*
End Access Violation
*/
// Set the list of draw buffers...
GLenum l_GLDrawBuffers[1] = { GL_COLOR_ATTACHMENT0 };
glDrawBuffers(1, l_GLDrawBuffers); // "1" is the size of DrawBuffers
[...]
04-29-2014 06:20 AM
// Don't forget to initialize Glew...
glewInit();
// Don't forget to initialize Glew...
GLenum l_Result = glewInit();
if (l_Result!=GLEW_OK)
{
printf("glewInit() error.\n");
exit(EXIT_FAILURE);
}
04-29-2014 08:25 AM
04-29-2014 09:37 AM
04-29-2014 11:08 AM
04-29-2014 11:55 AM
#include <Windows.h>
#include <GL/glew.h>
#define GLFW_EXPOSE_NATIVE_WIN32
#define GLFW_EXPOSE_NATIVE_WGL
#include <GLFW/glfw3.h>
#include <GLFW/glfw3native.h>
#include <stdlib.h>
#include <stdio.h>
#include <math.h>
#include <OVR_CAPI.h>
#include <OVR_CAPI_GL.h>
#include <OVR.h>
const bool l_FullScreen = true;
ovrHmd l_Hmd;
ovrHmdDesc l_HmdDesc;
ovrEyeDesc l_Eyes[2];
ovrGLConfig l_Cfg;
// =============================================================================
static void ErrorCallback(int p_Error, const char* p_Description)
{
fputs(p_Description, stderr);
}
// =============================================================================
static void KeyCallback(GLFWwindow* p_Window, int p_Key, int p_Scancode, int p_Action, int p_Mods)
{
if (p_Key == GLFW_KEY_ESCAPE && p_Action == GLFW_PRESS)
glfwSetWindowShouldClose(p_Window, GL_TRUE);
}
// =============================================================================
static void WindowSizeCallback(GLFWwindow* p_Window, int p_Width, int p_Height)
{
l_Cfg.OGL.Header.RTSize.w = p_Width;
l_Cfg.OGL.Header.RTSize.h = p_Height;
int l_RenderCaps = 0;
int l_DistortionCaps = ovrDistortion_Chromatic | ovrDistortion_TimeWarp;
ovrEyeRenderDesc l_EyeRenderDesc[2];
ovrHmd_ConfigureRendering(l_Hmd, &l_Cfg.Config, l_RenderCaps, l_DistortionCaps, l_Eyes, l_EyeRenderDesc);
}
// =============================================================================
static void RenderCube(float p_Size)
{
const float l_SizeDiv2 = p_Size*0.5f;
// A cube...
glBegin(GL_QUADS);
glNormal3f( 0.0f, 0.0f, 1.0f);
glVertex3f( l_SizeDiv2, l_SizeDiv2, l_SizeDiv2);
glVertex3f(-l_SizeDiv2, l_SizeDiv2, l_SizeDiv2);
glVertex3f(-l_SizeDiv2,-l_SizeDiv2, l_SizeDiv2);
glVertex3f( l_SizeDiv2,-l_SizeDiv2, l_SizeDiv2);
glEnd();
glBegin(GL_QUADS);
glNormal3f( 0.0f, 0.0f,-1.0f);
glVertex3f(-l_SizeDiv2,-l_SizeDiv2,-l_SizeDiv2);
glVertex3f(-l_SizeDiv2, l_SizeDiv2,-l_SizeDiv2);
glVertex3f( l_SizeDiv2, l_SizeDiv2,-l_SizeDiv2);
glVertex3f( l_SizeDiv2,-l_SizeDiv2,-l_SizeDiv2);
glEnd();
glBegin(GL_QUADS);
glNormal3f( 0.0f, 1.0f, 0.0f);
glVertex3f( l_SizeDiv2, l_SizeDiv2, l_SizeDiv2);
glVertex3f( l_SizeDiv2, l_SizeDiv2,-l_SizeDiv2);
glVertex3f(-l_SizeDiv2, l_SizeDiv2,-l_SizeDiv2);
glVertex3f(-l_SizeDiv2, l_SizeDiv2, l_SizeDiv2);
glEnd();
glBegin(GL_QUADS);
glNormal3f( 0.0f,-1.0f, 0.0f);
glVertex3f(-l_SizeDiv2,-l_SizeDiv2,-l_SizeDiv2);
glVertex3f( l_SizeDiv2,-l_SizeDiv2,-l_SizeDiv2);
glVertex3f( l_SizeDiv2,-l_SizeDiv2, l_SizeDiv2);
glVertex3f(-l_SizeDiv2,-l_SizeDiv2, l_SizeDiv2);
glEnd();
glBegin(GL_QUADS);
glNormal3f( 1.0f, 0.0f, 0.0f);
glVertex3f( l_SizeDiv2, l_SizeDiv2, l_SizeDiv2);
glVertex3f( l_SizeDiv2,-l_SizeDiv2, l_SizeDiv2);
glVertex3f( l_SizeDiv2,-l_SizeDiv2,-l_SizeDiv2);
glVertex3f( l_SizeDiv2, l_SizeDiv2,-l_SizeDiv2);
glEnd();
glBegin(GL_QUADS);
glNormal3f(-1.0f, 0.0f, 0.0f);
glVertex3f(-l_SizeDiv2,-l_SizeDiv2,-l_SizeDiv2);
glVertex3f(-l_SizeDiv2,-l_SizeDiv2, l_SizeDiv2);
glVertex3f(-l_SizeDiv2, l_SizeDiv2, l_SizeDiv2);
glVertex3f(-l_SizeDiv2, l_SizeDiv2,-l_SizeDiv2);
glEnd();
}
// ============================================================================
static void SetOpenGLState(void)
{
// Some state...
glEnable(GL_CULL_FACE);
glEnable(GL_LIGHTING);
glDisable(GL_TEXTURE_2D);
glEnable(GL_DEPTH_TEST);
glShadeModel(GL_SMOOTH);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
// Some (stationary) lights...
GLfloat l_Light0Position[] = { 5.0f, 6.0f, 3.0f, 0.0f };
GLfloat l_Light0Diffuse[] = { 1.0f, 0.8f, 0.6f, 1.0f };
glLightfv(GL_LIGHT0, GL_POSITION, l_Light0Position);
glLightfv(GL_LIGHT0, GL_DIFFUSE, l_Light0Diffuse);
glEnable(GL_LIGHT0);
GLfloat l_Light1Position[] = { -5.0f, -6.0f, 5.0f, 0.0f };
GLfloat l_Light1Diffuse[] = { 0.6f, 0.8f, 1.0f, 1.0f };
glLightfv(GL_LIGHT1, GL_POSITION, l_Light1Position);
glLightfv(GL_LIGHT1, GL_DIFFUSE, l_Light1Diffuse);
glEnable(GL_LIGHT1);
// Material...
GLfloat l_MaterialSpecular[] = { 0.3f, 0.3f, 0.3f, 1.0f };
GLfloat l_MaterialShininess[] = { 10.0f };
glMaterialfv(GL_FRONT, GL_SPECULAR, l_MaterialSpecular);
glMaterialfv(GL_FRONT, GL_SHININESS, l_MaterialShininess);
}
// =============================================================================
int main(void)
{
// Initialize LibOVR...
ovr_Initialize();
l_Hmd = ovrHmd_Create(0);
if (!l_Hmd) l_Hmd = ovrHmd_CreateDebug(ovrHmd_DK1);
ovrHmd_GetDesc(l_Hmd, &l_HmdDesc);
ovrHmd_StartSensor(l_Hmd, ovrHmdCap_Orientation, 0);
GLFWwindow* l_Window;
glfwSetErrorCallback(ErrorCallback);
if (!glfwInit()) exit(EXIT_FAILURE);
ovrSizei l_ClientSize;
if (l_FullScreen)
{
l_ClientSize.w = l_HmdDesc.Resolution.w; // 1280 for DK1...
l_ClientSize.h = l_HmdDesc.Resolution.h; // 800 for DK1...
// Create a fullscreen window with the Oculus Rift resolution...
l_Window = glfwCreateWindow(l_ClientSize.w, l_ClientSize.h, "GLFW Oculus Rift Test", glfwGetPrimaryMonitor(), NULL);
}
else
{
l_ClientSize.w = 640;
l_ClientSize.h = 480;
// Create a window with the size of your likings...
l_Window = glfwCreateWindow(l_ClientSize.w, l_ClientSize.h, "GLFW Oculus Rift Test", NULL, NULL);
}
if (!l_Window)
{
glfwTerminate();
exit(EXIT_FAILURE);
}
// Print the OpenGL version we are using...
int l_Major = glfwGetWindowAttrib(l_Window, GLFW_CONTEXT_VERSION_MAJOR);
int l_Minor = glfwGetWindowAttrib(l_Window, GLFW_CONTEXT_VERSION_MINOR);
printf("OpenGL: %d.%d\n", l_Major, l_Minor);
// Make the context current for this window...
glfwMakeContextCurrent(l_Window);
// Create some lights, materials, etc...
SetOpenGLState();
// Don't forget to initialize Glew...
GLenum l_Result = glewInit();
if (l_Result!=GLEW_OK)
{
printf("glewInit() error.\n");
exit(EXIT_FAILURE);
}
// We will do some offscreen rendering, setup FBO...
ovrSizei l_TextureSizeLeft = ovrHmd_GetFovTextureSize(l_Hmd, ovrEye_Left, l_HmdDesc.DefaultEyeFov[0], 1.0f);
ovrSizei l_TextureSizeRight = ovrHmd_GetFovTextureSize(l_Hmd, ovrEye_Right, l_HmdDesc.DefaultEyeFov[1], 1.0f);
ovrSizei l_TextureSize;
l_TextureSize.w = l_TextureSizeLeft.w + l_TextureSizeRight.w;
l_TextureSize.h = (l_TextureSizeLeft.h>l_TextureSizeRight.h ? l_TextureSizeLeft.h : l_TextureSizeRight.h);
// Create FBO...
GLuint l_FBOId;
glGenFramebuffers(1, &l_FBOId);
glBindFramebuffer(GL_FRAMEBUFFER, l_FBOId);
// The texture we're going to render to...
GLuint l_TextureId;
glGenTextures(1, &l_TextureId);
// "Bind" the newly created texture : all future texture functions will modify this texture...
glBindTexture(GL_TEXTURE_2D, l_TextureId);
// Give an empty image to OpenGL (the last "0")
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, l_TextureSize.w, l_TextureSize.h, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
// Linear filtering...
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
// Create Depth Buffer...
GLuint l_DepthBufferId;
glGenRenderbuffers(1, &l_DepthBufferId);
glBindRenderbuffer(GL_RENDERBUFFER, l_DepthBufferId);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, l_TextureSize.w, l_TextureSize.h);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, l_DepthBufferId);
// Set the texture as our colour attachment #0...
glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, l_TextureId, 0);
// Set the list of draw buffers...
GLenum l_GLDrawBuffers[1] = { GL_COLOR_ATTACHMENT0 };
glDrawBuffers(1, l_GLDrawBuffers); // "1" is the size of DrawBuffers
// Unbind...
glBindRenderbuffer(GL_RENDERBUFFER, 0);
glBindTexture(GL_TEXTURE_2D, 0);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
// Oculus Rift eye configurations...
l_Eyes[0].Eye = ovrEye_Left;
l_Eyes[1].Eye = ovrEye_Right;
l_Eyes[0].Fov = l_HmdDesc.DefaultEyeFov[0];
l_Eyes[1].Fov = l_HmdDesc.DefaultEyeFov[1];
l_Eyes[0].TextureSize.w = l_TextureSize.w;
l_Eyes[0].TextureSize.h = l_TextureSize.h;
l_Eyes[1].TextureSize.w = l_TextureSize.w;
l_Eyes[1].TextureSize.h = l_TextureSize.h;
l_Eyes[0].RenderViewport.Pos.x = 0;
l_Eyes[0].RenderViewport.Pos.y = 0;
l_Eyes[1].RenderViewport.Pos.x = (l_TextureSize.w+1)/2;
l_Eyes[1].RenderViewport.Pos.y = 0;
l_Eyes[0].RenderViewport.Size.w = l_TextureSize.w/2;
l_Eyes[0].RenderViewport.Size.h = l_TextureSize.h;
l_Eyes[1].RenderViewport.Size.w = l_Eyes[0].RenderViewport.Size.w;
l_Eyes[1].RenderViewport.Size.h = l_Eyes[0].RenderViewport.Size.h;
l_Cfg.OGL.Header.API = ovrRenderAPI_OpenGL;
l_Cfg.OGL.Header.Multisample = 0;
l_Cfg.OGL.Header.RTSize.w = l_ClientSize.w;
l_Cfg.OGL.Header.RTSize.h = l_ClientSize.h;
l_Cfg.OGL.WglContext = glfwGetWGLContext(l_Window);
l_Cfg.OGL.Window = glfwGetWin32Window(l_Window);
l_Cfg.OGL.GdiDc = GetDC(l_Cfg.OGL.Window);
int l_RenderCaps = 0;
int l_DistortionCaps = ovrDistortion_Chromatic | ovrDistortion_TimeWarp;
ovrEyeRenderDesc l_EyeRenderDesc[2];
ovrHmd_ConfigureRendering(l_Hmd, &l_Cfg.Config, l_RenderCaps, l_DistortionCaps, l_Eyes, l_EyeRenderDesc);
ovrGLTexture l_EyeTexture[2];
l_EyeTexture[0].OGL.Header.API = ovrRenderAPI_OpenGL;
l_EyeTexture[0].OGL.Header.TextureSize.w = l_TextureSize.w;
l_EyeTexture[0].OGL.Header.TextureSize.h = l_TextureSize.h;
l_EyeTexture[0].OGL.Header.RenderViewport = l_Eyes[0].RenderViewport;
l_EyeTexture[0].OGL.TexId = l_TextureId;
// Right eye uses the same texture, but a different rendering viewport...
l_EyeTexture[1] = l_EyeTexture[0];
l_EyeTexture[1].OGL.Header.RenderViewport = l_Eyes[1].RenderViewport;
glfwSetKeyCallback(l_Window, KeyCallback);
glfwSetWindowSizeCallback(l_Window, WindowSizeCallback);
GLfloat l_SpinX;
GLfloat l_SpinY;
while (!glfwWindowShouldClose(l_Window))
{
l_SpinX = (GLfloat) fmod(glfwGetTime()*17.0, 360.0);
l_SpinY = (GLfloat) fmod(glfwGetTime()*23.0, 360.0);
ovrFrameTiming m_HmdFrameTiming = ovrHmd_BeginFrame(l_Hmd, 0);
// Bind the FBO...
glBindFramebuffer(GL_FRAMEBUFFER, l_FBOId);
// Clear...
glClearColor(0.2f, 0.3f, 0.4f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
for (int l_EyeIndex=0; l_EyeIndex<ovrEye_Count; l_EyeIndex++)
{
ovrEyeType l_Eye = l_HmdDesc.EyeRenderOrder[l_EyeIndex];
ovrPosef l_EyePose = ovrHmd_BeginEyeRender(l_Hmd, l_Eye);
glViewport(l_EyeRenderDesc[l_Eye].Desc.RenderViewport.Pos.x, // StartX
l_EyeRenderDesc[l_Eye].Desc.RenderViewport.Pos.y, // StartY
l_EyeRenderDesc[l_Eye].Desc.RenderViewport.Size.w, // Width
l_EyeRenderDesc[l_Eye].Desc.RenderViewport.Size.h // Height
);
// Get Projection and ModelView matrici from the device...
OVR::Matrix4f l_ProjectionMatrix = ovrMatrix4f_Projection(
l_EyeRenderDesc[l_Eye].Desc.Fov, 0.3f, 100.0f, true);
OVR::Quatf l_Orientation = OVR::Quatf(l_EyePose.Orientation);
OVR::Matrix4f l_ModelViewMatrix = OVR::Matrix4f(l_Orientation.Inverted());
// Pass matrici on to OpenGL...
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glMultMatrixf(&(l_ProjectionMatrix.Transposed().M[0][0]));
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
// Translate for specific eye based on IPD...
glTranslatef(l_EyeRenderDesc[l_Eye].ViewAdjust.x,
l_EyeRenderDesc[l_Eye].ViewAdjust.y,
l_EyeRenderDesc[l_Eye].ViewAdjust.z);
// Multiply with orientation retrieved from sensor...
glMultMatrixf(&(l_ModelViewMatrix.Transposed().M[0][0]));
// Move back a bit to show scene in front of us...
glTranslatef(0.0f, 0.0f, -0.5f);
// Make the cube spin...
glRotatef(l_SpinX, 1.0f, 0.0f, 0.0f);
glRotatef(l_SpinY, 0.0f, 1.0f, 0.0f);
// Render...
RenderCube(0.2f);
ovrHmd_EndEyeRender(l_Hmd, l_Eye, l_EyePose, &l_EyeTexture[l_Eye].Texture);
}
// Unbind the FBO, back to normal drawing...
glBindFramebuffer(GL_FRAMEBUFFER, 0);
// Oculus wants CW orientations, avoid the problem by turning of culling...
glDisable(GL_CULL_FACE);
glDisable(GL_DEPTH_TEST);
ovrHmd_EndFrame(l_Hmd);
// Restore state after Oculus did its work (-sigh-)...
glEnable(GL_CULL_FACE);
glEnable(GL_DEPTH_TEST);
glClearDepth(1);
glUseProgramObjectARB(0);
glfwPollEvents();
}
glfwDestroyWindow(l_Window);
glfwTerminate();
ovrHmd_Destroy(l_Hmd);
ovr_Shutdown();
exit(EXIT_SUCCESS);
}
04-29-2014 12:12 PM