Files
rust-openvr/examples/opengl.rs

162 lines
5.2 KiB
Rust

extern crate openvr;
extern crate nalgebra;
#[macro_use]
extern crate glium;
#[derive(Copy, Clone)]
struct Vertex {
position: [f32; 3],
normal: [f32; 3],
texcoord: [f32; 2]
}
implement_vertex!(Vertex, position, normal, texcoord);
pub fn main() {
{
// init vr system
let system = match openvr::init() {
Ok(ivr) => ivr,
Err(err) => {
println!("Failed to create IVR subsystem {:?}", err);
return;
}
};
// init compositor subsystem
/*let comp = match openvr::compositor() {
Ok(ext) => ext,
Err(err) => {
println!("Failed to create IVRCompositor subsystem {:?}", err);
return;
}
};*/
// init render model subsystem
let models = match openvr::render_models() {
Ok(ext) => ext,
Err(err) => {
println!("Failed to create IVRRenderModels subsystem {:?}", err);
return;
}
};
// create glium window and context
use glium::{DisplayBuild, Surface};
let display = glium::glutin::WindowBuilder::new()
.with_depth_buffer(24)
.build_glium()
.unwrap();
// prepare shader
let vertex_shader_src = r#"
#version 140
in vec3 position;
in vec3 normal;
in vec2 texcoord;
out vec3 v_normal;
out vec2 v_texcoord;
uniform mat4 matrix;
void main() {
v_normal = normal;
v_texcoord = texcoord;
gl_Position = matrix * vec4(position, 1.0);
}
"#;
let fragment_shader_src = r#"
#version 140
uniform sampler2D diffuse;
in vec3 v_normal;
in vec2 v_texcoord;
out vec4 color;
void main() {
color = texture(diffuse, v_texcoord);
}
"#;
let program = glium::Program::from_source(&display, vertex_shader_src, fragment_shader_src, None).unwrap();
// load controller models
let controller = models.load(String::from("vr_controller_vive_1_5")).unwrap_or_else(|err| {
openvr::shutdown(); panic!("controller render model not found: {:?}", err) });
let mut controller_vertices: Vec<Vertex> = Vec::new();
let mut controller_indices: Vec<u16> = Vec::new();
for vertex in controller.vertex_iter() {
controller_vertices.push(Vertex {
position: [vertex.vPosition.v[0] as f32, vertex.vPosition.v[1] as f32, vertex.vPosition.v[2] as f32],
normal: [vertex.vNormal.v[0] as f32, vertex.vNormal.v[1] as f32, vertex.vNormal.v[2] as f32],
texcoord: [vertex.rfTextureCoord[0] as f32, vertex.rfTextureCoord[1] as f32],
});
}
for index in controller.index_iter() {
controller_indices.push(*index);
}
let controller_vertex_buffer = glium::VertexBuffer::new(&display, &controller_vertices).unwrap();
let controller_index_buffer = glium::IndexBuffer::new(&display, glium::index::PrimitiveType::TrianglesList, &controller_indices).unwrap();
let controller_texture_response = controller.load_texture().unwrap();
let dimension = (controller_texture_response.dimension().0 as u32, controller_texture_response.dimension().1 as u32);
let image = glium::texture::RawImage2d::from_raw_rgba(controller_texture_response.to_vec(), dimension);
let controller_texture = glium::texture::Texture2d::new(&display, image).unwrap();
'render: loop {
// this is important to make sure frames are synced correctly
//let _ = comp.wait_get_poses();
// render 2d display output
let mut target = display.draw();
target.clear_color_and_depth((0.0, 0.0, 1.0, 1.0), 1.0);
let uniforms = uniform! {
matrix: [
[5.0, 0.0, 0.0, 0.0],
[0.0, 5.0, 0.0, 0.0],
[0.0, 0.0, 5.0, 0.0],
[0.0 , 0.0, 0.0, 1.0f32],
],
diffuse: &controller_texture
};
let params = glium::DrawParameters {
depth: glium::Depth {
test: glium::draw_parameters::DepthTest::IfLess,
write: true,
.. Default::default()
},
backface_culling: glium::draw_parameters::BackfaceCullingMode::CullCounterClockwise,
.. Default::default()
};
target.draw(&controller_vertex_buffer, &controller_index_buffer, &program, &uniforms, &params).unwrap();
// render hmd eye outputs
// finish all rendering
target.finish().unwrap();
// submit to hmd
// handle window events
for ev in display.poll_events() {
match ev {
glium::glutin::Event::Closed => break 'render, // the window has been closed by the user
_ => ()
}
}
}
}
// free openvr
openvr::shutdown();
}