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https://github.com/HifiExperiments/overte.git
synced 2025-08-04 06:13:09 +02:00
Most of the way towards basic Oculus support.
This commit is contained in:
parent
67a7692f9d
commit
5b6b28664f
1 changed files with 263 additions and 123 deletions
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@ -174,7 +174,9 @@ int menuOn = 1; // Whether to show onscreen menu
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ChatEntry chatEntry; // chat entry field
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bool chatEntryOn = false; // Whether to show the chat entry
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bool oculusOn = false; // Whether to configure the display for the Oculus Rift
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GLuint oculusTextureID = 0; // The texture to which we render for Oculus distortion
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GLuint oculusProgramID = 0; // The GLSL program containing the distortion shader
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//
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// Serial USB Variables
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@ -688,6 +690,252 @@ void renderViewFrustum(ViewFrustum& viewFrustum) {
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glEnable(GL_LIGHTING);
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}
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// displays a single side (left, right, or combined for non-Oculus)
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void displaySide(Camera& whichCamera) {
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glPushMatrix();
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if (::starsOn) {
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// should be the first rendering pass - w/o depth buffer / lighting
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// finally render the starfield
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stars.render(whichCamera.getFieldOfView(), aspectRatio, whichCamera.getNearClip());
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}
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glEnable(GL_LIGHTING);
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glEnable(GL_DEPTH_TEST);
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// draw a red sphere
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float sphereRadius = 0.25f;
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glColor3f(1,0,0);
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glPushMatrix();
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glutSolidSphere( sphereRadius, 15, 15 );
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glPopMatrix();
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//draw a grid ground plane....
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drawGroundPlaneGrid( 5.0f, 9 );
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// Draw voxels
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if ( showingVoxels )
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{
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voxels.render();
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}
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// Render avatars of other agents
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AgentList* agentList = AgentList::getInstance();
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agentList->lock();
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for (AgentList::iterator agent = agentList->begin(); agent != agentList->end(); agent++) {
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if (agent->getLinkedData() != NULL && agent->getType() == AGENT_TYPE_AVATAR) {
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Avatar *avatar = (Avatar *)agent->getLinkedData();
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avatar->render(0);
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}
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}
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agentList->unlock();
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// Render the world box
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if (!::lookingInMirror && ::statsOn) { render_world_box(); }
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// brad's frustum for debugging
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if (::frustumOn) renderViewFrustum(::viewFrustum);
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//Render my own avatar
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myAvatar.render(::lookingInMirror);
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glPopMatrix();
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}
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const char* DISTORTION_FRAGMENT_SHADER =
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"#version 120\n"
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"uniform sampler2D texture;"
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"uniform vec2 lensCenter;"
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"uniform vec2 screenCenter;"
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"uniform vec2 scale;"
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"uniform vec2 scaleIn;"
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"uniform vec4 hmdWarpParam;"
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"vec2 hmdWarp(vec2 in01) {"
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" vec2 theta = (in01 - lensCenter) * scaleIn;"
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" float rSq = theta.x * theta.x + theta.y * theta.y;"
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" vec2 theta1 = theta * (hmdWarpParam.x + hmdWarpParam.y * rSq + "
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" hmdWarpParam.z * rSq * rSq + hmdWarpParam.w * rSq * rSq * rSq);"
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" return lensCenter + scale * theta1;"
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"}"
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"void main(void) {"
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" vec2 tc = hmdWarp(gl_TexCoord[0].st);"
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" vec2 below = step(screenCenter.st + vec2(-0.25, -0.5), tc.st);"
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" vec2 above = vec2(1.0, 1.0) - step(screenCenter.st + vec2(0.25, 0.5), tc.st);"
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" gl_FragColor = mix(vec4(0.0, 0.0, 0.0, 1.0), texture2D(texture, tc), "
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" above.s * above.t * below.s * below.t);"
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"}";
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int textureLocation;
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int lensCenterLocation;
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int screenCenterLocation;
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int scaleLocation;
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int scaleInLocation;
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int hmdWarpParamLocation;
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// renders both sides into a texture, then renders the texture to the display with distortion
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void displayOculus(Camera& whichCamera) {
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// render the left eye view to the left side of the screen
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glViewport(0, 0, WIDTH/2, HEIGHT);
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displaySide(whichCamera);
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// and the right eye to the right side
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glViewport(WIDTH/2, 0, WIDTH/2, HEIGHT);
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displaySide(whichCamera);
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// restore our normal viewport
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glViewport(0, 0, WIDTH, HEIGHT);
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if (::oculusTextureID == 0) {
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glGenTextures(1, &::oculusTextureID);
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glBindTexture(GL_TEXTURE_2D, ::oculusTextureID);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, WIDTH, HEIGHT, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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GLuint shaderID = glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB);
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glShaderSourceARB(shaderID, 1, &DISTORTION_FRAGMENT_SHADER, 0);
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glCompileShaderARB(shaderID);
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::oculusProgramID = glCreateProgramObjectARB();
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glAttachObjectARB(::oculusProgramID, shaderID);
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glLinkProgramARB(::oculusProgramID);
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textureLocation = glGetUniformLocationARB(::oculusProgramID, "texture");
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lensCenterLocation = glGetUniformLocationARB(::oculusProgramID, "lensCenter");
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screenCenterLocation = glGetUniformLocationARB(::oculusProgramID, "screenCenter");
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scaleLocation = glGetUniformLocationARB(::oculusProgramID, "scale");
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scaleInLocation = glGetUniformLocationARB(::oculusProgramID, "scaleIn");
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hmdWarpParamLocation = glGetUniformLocationARB(::oculusProgramID, "hmdWarpParam");
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} else {
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glBindTexture(GL_TEXTURE_2D, ::oculusTextureID);
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}
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glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, WIDTH, HEIGHT);
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glPopMatrix();
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glMatrixMode(GL_PROJECTION);
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glPushMatrix();
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glLoadIdentity();
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gluOrtho2D(0, WIDTH, 0, HEIGHT);
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glDisable(GL_DEPTH_TEST);
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glDisable(GL_LIGHTING);
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glEnable(GL_TEXTURE_2D);
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glUseProgramObjectARB(::oculusProgramID);
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glUniform1fARB(textureLocation, 0);
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glUniform2fARB(lensCenterLocation, 0.25, 0.5);
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glUniform2fARB(screenCenterLocation, 0.25, 0.5);
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glUniform2fARB(scaleLocation, 0.25, 0.5);
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glUniform2fARB(scaleInLocation, 4, 2);
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glUniform4fARB(hmdWarpParamLocation, 1.0, 0.22, 0.24, 0);
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glColor3f(1, 0, 1);
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glBegin(GL_QUADS);
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glTexCoord2f(0, 0);
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glVertex2f(0, 0);
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glTexCoord2f(0.5, 0);
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glVertex2f(WIDTH/2, 0);
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glTexCoord2f(0.5, 1);
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glVertex2f(WIDTH/2, HEIGHT);
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glTexCoord2f(0, 1);
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glVertex2f(0, HEIGHT);
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glEnd();
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glUniform2fARB(lensCenterLocation, 0.75, 0.5);
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glUniform2fARB(screenCenterLocation, 0.75, 0.5);
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glBegin(GL_QUADS);
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glTexCoord2f(0.5, 0);
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glVertex2f(WIDTH/2, 0);
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glTexCoord2f(1, 0);
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glVertex2f(WIDTH, 0);
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glTexCoord2f(1, 1);
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glVertex2f(WIDTH, HEIGHT);
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glTexCoord2f(0.5, 1);
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glVertex2f(WIDTH/2, HEIGHT);
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glEnd();
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glDisable(GL_TEXTURE_2D);
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glUseProgramObjectARB(0);
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glPopMatrix();
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}
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void displayOverlay() {
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// Render 2D overlay: I/O level bar graphs and text
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glMatrixMode(GL_PROJECTION);
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glPushMatrix();
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glLoadIdentity();
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gluOrtho2D(0, WIDTH, HEIGHT, 0);
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glDisable(GL_DEPTH_TEST);
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glDisable(GL_LIGHTING);
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#ifndef _WIN32
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audio.render(WIDTH, HEIGHT);
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audioScope.render();
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#endif
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if (displayHeadMouse && !::lookingInMirror && statsOn) {
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// Display small target box at center or head mouse target that can also be used to measure LOD
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glColor3f(1.0, 1.0, 1.0);
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glDisable(GL_LINE_SMOOTH);
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const int PIXEL_BOX = 20;
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glBegin(GL_LINE_STRIP);
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glVertex2f(headMouseX - PIXEL_BOX/2, headMouseY - PIXEL_BOX/2);
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glVertex2f(headMouseX + PIXEL_BOX/2, headMouseY - PIXEL_BOX/2);
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glVertex2f(headMouseX + PIXEL_BOX/2, headMouseY + PIXEL_BOX/2);
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glVertex2f(headMouseX - PIXEL_BOX/2, headMouseY + PIXEL_BOX/2);
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glVertex2f(headMouseX - PIXEL_BOX/2, headMouseY - PIXEL_BOX/2);
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glEnd();
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glEnable(GL_LINE_SMOOTH);
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}
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// Show detected levels from the serial I/O ADC channel sensors
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if (displayLevels) serialPort.renderLevels(WIDTH,HEIGHT);
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// Display stats and log text onscreen
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glLineWidth(1.0f);
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glPointSize(1.0f);
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if (::statsOn) { displayStats(); }
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if (::logOn) { logger.render(WIDTH, HEIGHT); }
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// Show menu
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if (::menuOn) {
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glLineWidth(1.0f);
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glPointSize(1.0f);
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menu.render(WIDTH,HEIGHT);
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}
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// Show chat entry field
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if (::chatEntryOn) {
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chatEntry.render(WIDTH, HEIGHT);
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}
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// Stats at upper right of screen about who domain server is telling us about
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glPointSize(1.0f);
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char agents[100];
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AgentList* agentList = AgentList::getInstance();
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int totalAvatars = 0, totalServers = 0;
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for (AgentList::iterator agent = agentList->begin(); agent != agentList->end(); agent++) {
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agent->getType() == AGENT_TYPE_AVATAR ? totalAvatars++ : totalServers++;
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}
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sprintf(agents, "Servers: %d, Avatars: %d\n", totalServers, totalAvatars);
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drawtext(WIDTH-150,20, 0.10, 0, 1.0, 0, agents, 1, 0, 0);
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if (::paintOn) {
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char paintMessage[100];
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sprintf(paintMessage,"Painting (%.3f,%.3f,%.3f/%.3f/%d,%d,%d)",
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::paintingVoxel.x,::paintingVoxel.y,::paintingVoxel.z,::paintingVoxel.s,
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(unsigned int)::paintingVoxel.red,(unsigned int)::paintingVoxel.green,(unsigned int)::paintingVoxel.blue);
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drawtext(WIDTH-350,50, 0.10, 0, 1.0, 0, paintMessage, 1, 1, 0);
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}
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glPopMatrix();
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}
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void display(void)
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{
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@ -846,131 +1094,17 @@ void display(void)
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glRotatef ( whichCamera.getYaw(), 0, 1, 0 );
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glTranslatef( -whichCamera.getPosition().x, -whichCamera.getPosition().y, -whichCamera.getPosition().z );
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if (::starsOn) {
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// should be the first rendering pass - w/o depth buffer / lighting
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// finally render the starfield
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stars.render(whichCamera.getFieldOfView(), aspectRatio, whichCamera.getNearClip());
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if (::oculusOn) {
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displayOculus(whichCamera);
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} else {
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displaySide(whichCamera);
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glPopMatrix();
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displayOverlay();
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}
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glEnable(GL_LIGHTING);
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glEnable(GL_DEPTH_TEST);
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// draw a red sphere
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float sphereRadius = 0.25f;
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glColor3f(1,0,0);
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glPushMatrix();
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glutSolidSphere( sphereRadius, 15, 15 );
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glPopMatrix();
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//draw a grid ground plane....
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drawGroundPlaneGrid( 5.0f, 9 );
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// Draw voxels
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if ( showingVoxels )
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{
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voxels.render();
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}
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// Render avatars of other agents
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AgentList* agentList = AgentList::getInstance();
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agentList->lock();
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for (AgentList::iterator agent = agentList->begin(); agent != agentList->end(); agent++) {
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if (agent->getLinkedData() != NULL && agent->getType() == AGENT_TYPE_AVATAR) {
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Avatar *avatar = (Avatar *)agent->getLinkedData();
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avatar->render(0);
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}
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}
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agentList->unlock();
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// Render the world box
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if (!::lookingInMirror && ::statsOn) { render_world_box(); }
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// brad's frustum for debugging
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if (::frustumOn) renderViewFrustum(::viewFrustum);
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//Render my own avatar
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myAvatar.render(::lookingInMirror);
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}
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glPopMatrix();
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// Render 2D overlay: I/O level bar graphs and text
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glMatrixMode(GL_PROJECTION);
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glPushMatrix();
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glLoadIdentity();
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gluOrtho2D(0, WIDTH, HEIGHT, 0);
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glDisable(GL_DEPTH_TEST);
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glDisable(GL_LIGHTING);
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#ifndef _WIN32
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audio.render(WIDTH, HEIGHT);
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audioScope.render();
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#endif
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if (displayHeadMouse && !::lookingInMirror && statsOn) {
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// Display small target box at center or head mouse target that can also be used to measure LOD
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glColor3f(1.0, 1.0, 1.0);
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glDisable(GL_LINE_SMOOTH);
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const int PIXEL_BOX = 20;
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glBegin(GL_LINE_STRIP);
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glVertex2f(headMouseX - PIXEL_BOX/2, headMouseY - PIXEL_BOX/2);
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glVertex2f(headMouseX + PIXEL_BOX/2, headMouseY - PIXEL_BOX/2);
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glVertex2f(headMouseX + PIXEL_BOX/2, headMouseY + PIXEL_BOX/2);
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glVertex2f(headMouseX - PIXEL_BOX/2, headMouseY + PIXEL_BOX/2);
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glVertex2f(headMouseX - PIXEL_BOX/2, headMouseY - PIXEL_BOX/2);
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glEnd();
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glEnable(GL_LINE_SMOOTH);
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}
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// Show detected levels from the serial I/O ADC channel sensors
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if (displayLevels) serialPort.renderLevels(WIDTH,HEIGHT);
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// Display stats and log text onscreen
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glLineWidth(1.0f);
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glPointSize(1.0f);
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if (::statsOn) { displayStats(); }
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if (::logOn) { logger.render(WIDTH, HEIGHT); }
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// Show menu
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if (::menuOn) {
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glLineWidth(1.0f);
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glPointSize(1.0f);
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menu.render(WIDTH,HEIGHT);
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}
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// Show chat entry field
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if (::chatEntryOn) {
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chatEntry.render(WIDTH, HEIGHT);
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}
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// Stats at upper right of screen about who domain server is telling us about
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glPointSize(1.0f);
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char agents[100];
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AgentList* agentList = AgentList::getInstance();
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int totalAvatars = 0, totalServers = 0;
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for (AgentList::iterator agent = agentList->begin(); agent != agentList->end(); agent++) {
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agent->getType() == AGENT_TYPE_AVATAR ? totalAvatars++ : totalServers++;
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}
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sprintf(agents, "Servers: %d, Avatars: %d\n", totalServers, totalAvatars);
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drawtext(WIDTH-150,20, 0.10, 0, 1.0, 0, agents, 1, 0, 0);
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if (::paintOn) {
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char paintMessage[100];
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sprintf(paintMessage,"Painting (%.3f,%.3f,%.3f/%.3f/%d,%d,%d)",
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::paintingVoxel.x,::paintingVoxel.y,::paintingVoxel.z,::paintingVoxel.s,
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(unsigned int)::paintingVoxel.red,(unsigned int)::paintingVoxel.green,(unsigned int)::paintingVoxel.blue);
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drawtext(WIDTH-350,50, 0.10, 0, 1.0, 0, paintMessage, 1, 1, 0);
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}
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glPopMatrix();
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glutSwapBuffers();
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frameCount++;
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@ -1040,6 +1174,10 @@ int setStars(int state) {
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return setValue(state, &::starsOn);
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}
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int setOculus(int state) {
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return setValue(state, &::oculusOn);
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}
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int setStats(int state) {
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return setValue(state, &::statsOn);
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}
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@ -1162,6 +1300,7 @@ void initMenu() {
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menuColumnRender = menu.addColumn("Render");
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menuColumnRender->addRow("Voxels (V)", setVoxels);
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menuColumnRender->addRow("Stars (*)", setStars);
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menuColumnRender->addRow("Oculus (o)", setOculus);
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// Tools
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menuColumnTools = menu.addColumn("Tools");
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@ -1353,6 +1492,7 @@ void key(unsigned char k, int x, int y)
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if (k == 'F') ::frustumOn = !::frustumOn; // toggle view frustum debugging
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if (k == 'C') ::cameraFrustum = !::cameraFrustum; // toggle which frustum to look at
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if (k == 'O' || k == 'G') setFrustumOffset(MENU_ROW_PICKED); // toggle view frustum offset debugging
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if (k == 'o') ::oculusOn = !::oculusOn;
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if (k == '[') ::viewFrustumOffsetYaw -= 0.5;
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if (k == ']') ::viewFrustumOffsetYaw += 0.5;
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