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-rw-r--r--headtrack_stereo_demo/src/main.cpp181
1 files changed, 181 insertions, 0 deletions
diff --git a/headtrack_stereo_demo/src/main.cpp b/headtrack_stereo_demo/src/main.cpp
new file mode 100644
index 0000000..40e726f
--- /dev/null
+++ b/headtrack_stereo_demo/src/main.cpp
@@ -0,0 +1,181 @@
+#include <wiimote.h>
+#include <GL/glew.h>
+#include <GL/glut.h>
+
+#define _USE_MATH_DEFINES
+#include <math.h>
+#include <stdio.h>
+#include <string.h>
+
+#include "typedefs.h"
+#include "glutcallbacks.h"
+#include "textfile.h"
+
+//Global variables
+GameState_t g_GameState;
+
+void InitGL(void)
+{
+ GLfloat l_f4LightPos[] = {0.0, 1.0, 1.0, 0.0},
+ l_f4GlobalAmbient[] = {0.3, 0.3, 0.3, 1.0};
+ //init OpenGL
+ glLightfv(GL_LIGHT0, GL_POSITION, l_f4LightPos);
+ glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0);
+ glLightModelfv(GL_LIGHT_MODEL_AMBIENT, l_f4GlobalAmbient);
+ glEnable(GL_LIGHTING);
+ glEnable(GL_LIGHT0);
+
+ glEnable(GL_DEPTH_TEST);
+ glEnable(GL_COLOR_MATERIAL);
+ glColorMaterial(GL_FRONT, GL_AMBIENT_AND_DIFFUSE);
+
+ glClearColor(1.0, 1.0, 1.0, 1.0);
+ glClearDepth(1000.0);
+ glDisable(GL_DITHER);
+ glShadeModel(GL_SMOOTH);
+ //glEnable(GL_NORMALIZE); //why??
+ glEnable(GL_CULL_FACE);
+
+}
+
+bool InitWiiMotes()
+{
+ g_GameState.m_pTrackingWiimote = new wiimote();
+
+ g_GameState.m_pTrackingWiimote->ChangedCallback = NULL; //no callbacks, we just poll...
+ g_GameState.m_pTrackingWiimote->CallbackTriggerFlags = NO_CHANGE;
+
+ /*printf("connecting:\n");
+ while(!g_Wiimote.Connect(wiimote::FIRST_AVAILABLE))
+ {
+ Sleep(1000);
+ printf(".");
+ }
+
+ printf("connected\n");*/
+
+ if (g_GameState.m_pTrackingWiimote->Connect(wiimote::FIRST_AVAILABLE))
+ {
+ g_GameState.m_pTrackingWiimote->SetLEDs(0x0f);
+
+ g_GameState.m_pTrackingWiimote->SetReportType(wiimote::IN_BUTTONS_ACCEL_IR_EXT); // IR dots
+ /*g_GameState.m_pTrackingWiimote->SetRumble(true);
+ Sleep(500);
+ g_GameState.m_pTrackingWiimote->SetRumble(false); */
+
+ return true;
+ }
+ else
+ {
+ return false;
+ }
+}
+
+bool LoadGreyScaleShader()
+{
+ char *vs_text = NULL,*fs_text = NULL;
+ GLuint vs = glCreateShader(GL_VERTEX_SHADER),
+ fs = glCreateShader(GL_FRAGMENT_SHADER);
+
+ vs_text = textFileRead("shaders\\greyscale.vert");
+ if (vs_text == NULL)
+ {
+ return false;
+ }
+ fs_text = textFileRead("shaders\\greyscale.frag");
+ if (fs_text == NULL)
+ {
+ free(vs_text);
+ return false;
+ }
+
+ glShaderSource(vs, 1, (const char**)&vs_text,NULL);
+ glShaderSource(fs, 1, (const char**)&fs_text,NULL);
+
+ free(vs_text);
+ free(fs_text);
+
+ glCompileShader(vs);
+ glCompileShader(fs);
+
+ g_GameState.m_GreyScaleShaderProgram = glCreateProgram();
+ glAttachShader(g_GameState.m_GreyScaleShaderProgram,fs);
+ glAttachShader(g_GameState.m_GreyScaleShaderProgram,vs);
+
+ glLinkProgram(g_GameState.m_GreyScaleShaderProgram);
+
+ return true;
+}
+
+int main(int argc, char **argv)
+{
+ //init the GL Utility Toolkit
+ glutInit(&argc, argv);
+ glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE | GLUT_DEPTH);
+ glutCreateWindow("HeadTrackDemo");
+
+ //register GLUT callback routines
+ glutDisplayFunc(Display);
+ glutIdleFunc(Idle);
+ glutReshapeFunc(Reshape);
+ glutKeyboardFunc(Keyboard);
+
+ //init openGL state variables
+ InitGL();
+
+ //init the GL Extension Wrangler library
+ glewInit();
+
+ //check for OpenGL 2.0 support
+ if (!glewIsSupported("GL_VERSION_2_0"))
+ {
+ printf("Your graphics hardware/software does not support OpenGL 2.0\n");
+ exit(1);
+ }
+
+ //try to load the grayscale shader
+ if (!LoadGreyScaleShader())
+ {
+ printf("Failed to load vertex/fragment shader.\n");
+ exit(1);
+ }
+
+ // initialise the stereo vision parameters
+ g_GameState.m_FrustumParms.m_dEyeDistMM = 70.0; //7 cm
+ g_GameState.m_FrustumParms.m_dDefHeadDistMM = 1000.0; //100 cm
+ g_GameState.m_FrustumParms.m_dHeadTrackLedDist = 205.0;
+ g_GameState.m_FrustumParms.m_dRadPerCameraPixel = (41.0*(M_PI/180.0))/1024.0;
+ g_GameState.m_FrustumParms.m_dCameraXCenter = 1024.0/2.0;
+ g_GameState.m_FrustumParms.m_dCameraYCenter = 768.0/2.0;
+ g_GameState.m_FrustumParms.m_dYAngleCorrection = 0.0; //to be initialised correctly
+ g_GameState.m_FrustumParms.m_dScreenHeightWorld = 20.0;
+ g_GameState.m_FrustumParms.m_dCameraYOffset = 130.0;
+ g_GameState.m_FrustumParms.m_dScreenHeightMM = 210.0;
+ g_GameState.m_FrustumParms.m_dScreenAspect = 4.0/3.0;
+ //g_GameState.m_FrustumParms.m_dCameraYOffset = 205.0;
+ //g_GameState.m_FrustumParms.m_dScreenHeightMM = 320.0;
+ //g_GameState.m_FrustumParms.m_dScreenAspect = 16.0/10.0;
+
+ g_GameState.m_bHeadTrackingEnabled = false;
+ g_GameState.m_bStereoEnabled = false;
+
+ InitWiiMotes();
+
+ glutFullScreen();
+
+ //action!!
+ glutMainLoop();
+
+ return 0;
+}
+
+////initialise the parameters needed for perspective correction when head tracking
+ //g_HeadTrackParms.m_dHeadTrackLedDist = 205.0;
+ //g_HeadTrackParms.m_dRadPerCameraPixel = (41.0*(M_PI/180.0))/1024.0;
+ //g_HeadTrackParms.m_dCameraXCenter = 1024.0/2.0;
+ //g_HeadTrackParms.m_dCameraYCenter = 768.0/2.0;
+ //g_HeadTrackParms.m_dYAngleCorrection = 0.0; //to be initialised correctly
+ //g_HeadTrackParms.m_dCameraYOffset = 205.0;
+ //g_HeadTrackParms.m_dScreenHeightMM = 320.0;
+ //g_HeadTrackParms.m_dScreenAspect = 16.0/10.0;
+ //g_HeadTrackParms.m_dScreenHeightWorld = 20.0; \ No newline at end of file