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path: root/headtrack_stereo_demo/src/main.cpp
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#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_f4Light0Diffuse[] = {0.7, 0.7, 0.7, 1.0},
          l_f4LightPos[]      = {1.0, 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);
  glLightfv(GL_LIGHT0, GL_AMBIENT_AND_DIFFUSE, l_f4Light0Diffuse);
  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);
  //glMateriali(GL_FRONT, GL_SHININESS, 128);

  /*glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);
  glMateriali(GL_FRONT_AND_BACK, GL_SHININESS, 128);
  float f4Em[]  = {0.0, 0.0, 0.0, 1.0},
        f4Spec[] = {1.0, 1.0, 1.0, 1.0} ;
  glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, f4Em);
  glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, f4Spec);
  glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, 128);*/

  glClearColor(1.0, 1.0, 1.0, 1.0);
  glClearDepth(1000.0);
  glDisable(GL_DITHER);
  glShadeModel(GL_SMOOTH);
  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");
  int retries = 10;
  while(!g_GameState.m_pTrackingWiimote->Connect(wiimote::FIRST_AVAILABLE) && retries > 10)
  {
    Sleep(100);
    printf(".");
    retries--;
  }
  
  if (g_GameState.m_pTrackingWiimote->IsConnected())
  {
    printf("connected\n");

    g_GameState.m_pTrackingWiimote->SetLEDs(0x0f);
    
    g_GameState.m_pTrackingWiimote->SetReportType(wiimote::IN_BUTTONS_ACCEL_IR);	 //    IR dots
    g_GameState.m_pTrackingWiimote->SetRumble(true);  
    Sleep(500);
    g_GameState.m_pTrackingWiimote->SetRumble(false);

    return true;
  }
  else
  {
    return false;
  }
}

void printShaderInfoLog(GLuint obj)
{
    int infologLength = 0;
    int charsWritten  = 0;
    char *infoLog;

	glGetShaderiv(obj, GL_INFO_LOG_LENGTH,&infologLength);

    if (infologLength > 0)
    {
        infoLog = (char *)malloc(infologLength);
        glGetShaderInfoLog(obj, infologLength, &charsWritten, infoLog);
		printf("%s\n",infoLog);
        free(infoLog);
    }
}

void printProgramInfoLog(GLuint obj)
{
    int infologLength = 0;
    int charsWritten  = 0;
    char *infoLog;

	glGetProgramiv(obj, GL_INFO_LOG_LENGTH,&infologLength);

    if (infologLength > 0)
    {
        infoLog = (char *)malloc(infologLength);
        glGetProgramInfoLog(obj, infologLength, &charsWritten, infoLog);
		printf("%s\n",infoLog);
        free(infoLog);
    }
}

bool LoadGreyScaleShader()
{
  GLint l_bStatus;
  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);
  printShaderInfoLog(vs);
  glGetShaderiv(vs, GL_COMPILE_STATUS, &l_bStatus);
  if (l_bStatus == GL_FALSE)
  {
    return false;
  }

	glCompileShader(fs);
  printShaderInfoLog(fs);
  glGetShaderiv(fs, GL_COMPILE_STATUS, &l_bStatus);
  if (l_bStatus == GL_FALSE)
  {
    return false;
  }
	
  g_GameState.m_GreyScaleShaderProgram = glCreateProgram();
	glAttachShader(g_GameState.m_GreyScaleShaderProgram,fs);
	glAttachShader(g_GameState.m_GreyScaleShaderProgram,vs);

	glLinkProgram(g_GameState.m_GreyScaleShaderProgram);
  printProgramInfoLog(g_GameState.m_GreyScaleShaderProgram);
  glGetProgramiv(g_GameState.m_GreyScaleShaderProgram, GL_LINK_STATUS, &l_bStatus);
  if (l_bStatus == GL_FALSE)
  {    
    return false;
  }

  g_GameState.m_GSConvScaleLoc = glGetUniformLocation(g_GameState.m_GreyScaleShaderProgram, "g_ConversionWeights");



  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_GSConvScale[0] = 0.299;
  g_GameState.m_GSConvScale[1] = 0.587;
  g_GameState.m_GSConvScale[2] = 0.114;
  /*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();
  

  //glUseProgram(g_GameState.m_GreyScaleShaderProgram);


  //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;