/** Draw a object at the location and orientation of the tracked vrpn object */
void drawObject(const int objectIndex, float viewMat[16])
{
	const char *vrpnObject = global_argv[objectIndex];
	const float scaleFactor = .5;
	
	float pos[4], orient[16];
	vrpn_get(vrpnObject, NULL, pos, orient);
	float modelMat[16],translate[16],scale[16];
	mat4f_scale_new(scale, scaleFactor, scaleFactor, scaleFactor);
	mat4f_translateVec_new(translate, pos);
	mat4f_mult_mat4f_many(modelMat, translate, orient, scale, NULL);

	float modelview[16];
	mat4f_mult_mat4f_new(modelview, viewMat, modelMat); // modelview = view * model

	/* Send the modelview matrix to the vertex program. */
	glUniformMatrix4fv(kuhl_get_uniform("ModelView"),
	                   1, // number of 4x4 float matrices
	                   0, // transpose
	                   modelview); // value

	glUniform1i(kuhl_get_uniform("renderStyle"), 2);

	kuhl_errorcheck();
	kuhl_geometry_draw(modelgeom); /* Draw the model */
	kuhl_errorcheck();

	/* Transparency of labels may not appear right because we aren't
	 * sorting them by depth. */
	float labelScale[16];
	mat4f_scale_new(labelScale, 1, 1/labelAspectRatio[objectIndex-1], 1);
	mat4f_mult_mat4f_new(modelview, modelview, labelScale);
	glUniformMatrix4fv(kuhl_get_uniform("ModelView"), 1, 0, modelview);
	glUniform1i(kuhl_get_uniform("renderStyle"), 1);
	kuhl_geometry_texture(&quad, label[objectIndex-1], "tex", 1);
	kuhl_geometry_draw(&quad);

#if 0
	printf("%s is at\n", vrpnObject);
	vec3f_print(pos);
	mat4f_print(orient);
#endif
}
Beispiel #2
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/** Get view and projection matrices appropriate for the Oculus HMD */
static void viewmat_get_hmd_oculus(float viewmatrix[16], float projmatrix[16], int viewportID)
{
#ifndef MISSING_OVR
	/* Oculus recommends the order that we should render eyes. We
	 * assume that smaller viewportIDs are rendered first. So, we need
	 * to map the viewportIDs to the specific Oculus HMD eye. The
	 * "eye" variable will be set to either ovrEye_Left (if we are
	 * rendering the left eye) or ovrEye_Right (if we are rendering
	 * the right eye). */
	ovrEyeType eye = hmd->EyeRenderOrder[viewportID];

	/* Oculus doesn't provide us with easy access to the view
	 * frustum information. We get the projection matrix directly
	 * from libovr. */
	ovrMatrix4f ovrpersp = ovrMatrix4f_Projection(hmd->DefaultEyeFov[eye], 0.5, 500, 1);
	mat4f_setRow(projmatrix, &(ovrpersp.M[0][0]), 0);
	mat4f_setRow(projmatrix, &(ovrpersp.M[1][0]), 1);
	mat4f_setRow(projmatrix, &(ovrpersp.M[2][0]), 2);
	mat4f_setRow(projmatrix, &(ovrpersp.M[3][0]), 3);
	
	float offsetMat[16], rotMat[16], posMat[16], initPosMat[16];
	mat4f_identity(offsetMat);  // Viewpoint offset (IPD, etc);
	mat4f_identity(rotMat);     // tracking system rotation
	mat4f_identity(posMat);     // tracking system position
	mat4f_identity(initPosMat); // camera starting location
	
	/* Construct posMat and rotMat matrices which indicate the
	 * position and orientation of the HMD. */
	if(viewmat_vrpn_obj) // get position from VRPN
	{
		/* Get the offset for the left and right eyes from
		 * Oculus. If you are using a separate tracking system, you
		 * may also want to apply an offset here between the tracked
		 * point and the eye location. */
		mat4f_translate_new(offsetMat,
		                    eye_rdesc[eye].HmdToEyeViewOffset.x, // left & right IPD offset
		                    eye_rdesc[eye].HmdToEyeViewOffset.y, // vertical offset
		                    eye_rdesc[eye].HmdToEyeViewOffset.z); // forward/back offset

		float pos[3] = { 0,0,0 };
		vrpn_get(viewmat_vrpn_obj, NULL, pos, rotMat);
		mat4f_translate_new(posMat, -pos[0], -pos[1], -pos[2]); // position
		viewmat_fix_rotation(rotMat);
	}
	else // get position from Oculus tracker
	{
		pose[eye] = ovrHmd_GetHmdPosePerEye(hmd, eye);
		mat4f_translate_new(posMat,                           // position (includes IPD offset)
		                    -pose[eye].Position.x,
		                    -pose[eye].Position.y,
		                    -pose[eye].Position.z);
		mat4f_rotateQuat_new(rotMat,                          // rotation
		                     pose[eye].Orientation.x,
		                     pose[eye].Orientation.y,
		                     pose[eye].Orientation.z,
		                     pose[eye].Orientation.w);

		// Starting point:
		
		// Translate the world based on the initial camera position
		// specified in viewmat_init(). You may choose to initialize the
		// camera position with y=1.5 meters to approximate a normal
		// standing eyeheight.
		float initPosVec[3];
		vec3f_scalarMult_new(initPosVec, oculus_initialPos, -1.0f);
		mat4f_translateVec_new(initPosMat, initPosVec);
		// TODO: Could also get eyeheight via ovrHmd_GetFloat(hmd, OVR_KEY_EYE_HEIGHT, 1.65)
	}
	mat4f_transpose(rotMat); /* orientation sensor rotates camera, not world */

	// viewmatrix = offsetMat * rotMat *  posMat * initposmat
	mat4f_mult_mat4f_new(viewmatrix, offsetMat, rotMat); // offset is identity if we are using Oculus tracker
	mat4f_mult_mat4f_new(viewmatrix, viewmatrix, posMat);
	mat4f_mult_mat4f_new(viewmatrix, viewmatrix, initPosMat);

	if(0)
	{
		printf("ViewportID=%d; eye=%s\n", viewportID, eye == ovrEye_Left ? "left" : "right");
		printf("Eye offset according to OVR (only used if VRPN is used): ");
		mat4f_print(offsetMat);
		printf("Rotation sensing (from OVR or VRPN): ");
		mat4f_print(rotMat);
		printf("Position tracking (from OVR or VRPN): ");
		mat4f_print(posMat);
		printf("Initial position (from set in viewmat_init()): ");
		mat4f_print(initPosMat);
		printf("Final view matrix: ");
		mat4f_print(viewmatrix);
	}
#else
	/* We shouldn't ever get here, but we'll generate a generic view
	 * and projection matrix just in case... */
	mat4f_lookat_new(viewmatrix,
	                 0,1.55,0,
	                 0,1.55,-1,
	                 0,1,0);
	mat4f_perspective_new(projmatrix, 50, 1, 0.5, 500);
#endif
}