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-rw-r--r--include/main_application.h256
1 files changed, 256 insertions, 0 deletions
diff --git a/include/main_application.h b/include/main_application.h
new file mode 100644
index 0000000..3cc7091
--- /dev/null
+++ b/include/main_application.h
@@ -0,0 +1,256 @@
+#include <GL/glew.h>
+#include <SDL.h>
+#include <SDL_opengl.h>
+#include <openvr.h>
+#define GLX_GLXEXT_PROTOTYPES
+#include <GL/glx.h>
+#include <GL/glxext.h>
+#include <glm/glm.hpp>
+#include <glm/gtc/matrix_transform.hpp>
+#include <glm/gtc/type_ptr.hpp>
+#include <X11/XKBlib.h>
+#include <X11/Xlib.h>
+#include <X11/extensions/Xfixes.h>
+
+#include <stdio.h>
+#include <string>
+#include <cstdlib>
+#include <vector>
+
+#include <unistd.h>
+#include <signal.h>
+#include <libgen.h>
+
+#include <iostream>
+#include <fstream>
+#include <sstream>
+
+#include "window_texture.h"
+
+class CMainApplication
+{
+public:
+ CMainApplication( int argc, char *argv[] );
+ virtual ~CMainApplication();
+
+ bool BInit();
+ bool BInitGL();
+ bool BInitCompositor();
+
+ void Shutdown();
+
+ void RunMainLoop();
+ bool HandleInput();
+ void zoom_in();
+ void zoom_out();
+ void ProcessVREvent( const vr::VREvent_t & event );
+ void RenderFrame();
+
+ void ResetRotation();
+ void MoveCursor(float x, float y);
+ void MouseButton(int button, bool down);
+
+ void SetupScene();
+ void CreateProjectionSurface(const glm::mat4 &mat, std::vector<float> &vertdata, std::vector<GLushort> &indices);
+
+ 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();
+
+ bool SetCursorFromX11CursorImage(XFixesCursorImage *x11_cursor_image);
+ // Get focused window or None
+ Window get_focused_window();
+
+private:
+ bool m_bDebugOpenGL;
+ bool m_bVerbose;
+ bool m_bPerf;
+ bool m_bVblank;
+ bool m_bGlFinishHack;
+
+ vr::IVRSystem *m_pHMD;
+ vr::TrackedDevicePose_t m_rTrackedDevicePose[ vr::k_unMaxTrackedDeviceCount ];
+ glm::mat4 m_rmat4DevicePose[ vr::k_unMaxTrackedDeviceCount ];
+
+ // SDL bookkeeping
+
+ SDL_Window *m_pCompanionWindow;
+ uint32_t m_nCompanionWindowWidth;
+ uint32_t m_nCompanionWindowHeight;
+
+ SDL_GLContext m_pContext;
+
+ // 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;
+ GLushort m_nbIndices;
+
+ GLuint m_glSceneVertBuffer;
+ GLuint m_glSceneIndexBuffer;
+ 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;
+
+ GLint m_nSceneMatrixLocation;
+ GLint m_nSceneTextureOffsetXLocation;
+ GLint m_nSceneTextureScaleXLocation;
+ GLint m_nCursorLocation;
+ GLint m_nArrowSizeLocation = -1;
+ GLint m_myTextureLocation = -1;
+ GLint m_arrowTextureLocation = -1;
+
+ 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;
+
+ 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;
+
+ // X compositor
+
+ Display *x_display = nullptr;
+ Atom net_active_window_atom;
+ Window src_window_id = None;
+ WindowTexture window_texture;
+ bool follow_focused = false;
+ bool focused_window_changed = true;
+ bool focused_window_set = false;
+
+ int mouse_x;
+ int mouse_y;
+ int window_width;
+ int window_height;
+ Uint32 window_resize_time;
+ bool window_resized = false;
+
+ bool zoom_resize = false;
+
+ int x_fixes_event_base;
+ int x_fixes_error_base;
+
+ GLint pixmap_texture_width = 0;
+ GLint pixmap_texture_height = 0;
+
+ enum class ViewMode {
+ LEFT_RIGHT,
+ RIGHT_LEFT,
+ PLANE,
+ SPHERE360,
+ SPHERE360N
+ };
+
+ enum class ProjectionMode {
+ SPHERE,
+ FLAT,
+ CYLINDER, /* aka plane */
+ SPHERE360,
+ SPHERE360N
+ };
+
+ ProjectionMode projection_mode = ProjectionMode::SPHERE;
+ double zoom = 0.0;
+ float cursor_scale = 2.0f;
+ ViewMode view_mode = ViewMode::LEFT_RIGHT;
+ bool stretch = true;
+ bool cursor_wrap = true;
+ bool free_camera = false;
+ bool reduce_flicker = false;
+ double reduce_flicker_counter = 0.0;
+
+ GLuint arrow_image_texture_id = 0;
+ int arrow_image_width = 1;
+ int arrow_image_height = 1;
+ int cursor_offset_x = 0;
+ int cursor_offset_y = 0;
+
+ float cursor_scale_uniform[2];
+ double arrow_ratio;
+ bool cursor_image_set = false;
+};