hellovr_opengl_main.cpp 96.4 KB
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/*This code is based on openvr, which uses the 3-clause BSD license*/
/*https://github.com/ValveSoftware/openvr/blob/master/LICENSE*/
//========= Copyright Valve Corporaion ============//
/*This license is compatible with Apache 2.0*/

/*This code is therefore licensed under Apache 2.0*/
/*
 # Copyright 2016-2018 The NOMAD Developers Group
 #
 # Licensed under the Apache License, Version 2.0 (the "License");
 # you may not use this file except in compliance with the License.
 # You may obtain a copy of the License at
 #
 #     http://www.apache.org/licenses/LICENSE-2.0
 #
 # Unless required by applicable law or agreed to in writing, software
 # distributed under the License is distributed on an "AS IS" BASIS,
 # WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
 # See the License for the specific language governing permissions and
 # limitations under the License.
*/

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#define NOMINMAX
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//#define NOSAVINGSCREENSHOTS


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#define _CRTDBG_MAP_ALLOC
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#include <stdlib.h>
#include <crtdbg.h>
#define DEBUG_NEW new(_NORMAL_BLOCK, __FILE__, __LINE__)
#define new DEBUG_NEW
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#include <vector>
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#include <SDL.h>
#include <GL/glew.h>
#include <SDL_opengl.h>
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//#include <SDL_ttf.h>
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#include <gl/glu.h>
#include <stdio.h>
#include <string>
#include <cstdlib>
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#include <algorithm>
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#include <winsock2.h>

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#include <openvr.h>

#include "shared/lodepng.h"
#include "shared/Matrices.h"
#include "shared/pathtools.h"

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#include "rply/rply.h"
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#include "LoadPNG.h"
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#include "NOMADVRLib/ConfigFile.h"
#include "NOMADVRLib/atoms.hpp"
#include "NOMADVRLib/atomsGL.h"

#include "NOMADVRLib/TessShaders.h"
#include "NOMADVRLib/UnitCellShaders.h"
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#include "NOMADVRLib/IsoShaders.h"
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#include "NOMADVRLib/TexturedShaders.h"
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#include "NOMADVRLib/CompileGLShader.h"
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#include "NOMADVRLib/polyhedron.h"

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#include "NOMADVRLib/IsosurfacesGL.h"
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#define TESSSUB 16
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//TTF_Font* font;

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//#define LOCALTEST

/*#ifdef LOCALTEST
#define PATH "Y:\\v2t\\datasets\\mpcdf_CO2_CaO\\cubes-bigger\\IsosurfacesFixed\\"
#else
#define PATH "data\\CO2-CaO-B\\"
//#define PATH "C:\\Users\\mobile\\Desktop\\openvrDemos\\win64\\data\\CO2-CaO-B\\"
#endif
*/
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#define ZLAYERS transparencyquality
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#define MAXGPU 300

//shown on https://www.vbw-bayern.de/vbw/Aktionsfelder/Innovation-F-T/Forschung-und-Technologie/Zukunft-digital-Big-Data.jsp

#define GRID 1
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#define NUMLODS 1


#define NUMPLY (TIMESTEPS * ISOS)

class CGLRenderModel
{
public:
	CGLRenderModel( const std::string & sRenderModelName );
	~CGLRenderModel();

	bool BInit( const vr::RenderModel_t & vrModel, const vr::RenderModel_TextureMap_t & vrDiffuseTexture );
	void Cleanup();
	void Draw();
	const std::string & GetName() const { return m_sModelName; }

private:
	GLuint m_glVertBuffer;
	GLuint m_glIndexBuffer;
	GLuint m_glVertArray;
	GLuint m_glTexture;
	GLsizei m_unVertexCount;
	std::string m_sModelName;
};

static bool g_bPrintf = true;

//-----------------------------------------------------------------------------
// Purpose:
//------------------------------------------------------------------------------
class CMainApplication
{
public:
	CMainApplication(int argc, char *argv[]);
	virtual ~CMainApplication();

	bool BInit();
	bool BInitGL();
	bool BInitCompositor();

	void SetupRenderModels();

	void Shutdown();

	void RunMainLoop();
	bool HandleInput();
	void ProcessVREvent(const vr::VREvent_t & event);
	void RenderFrame();
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	void HapticFeedback();
	void HapticFeedback(int device);

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	bool SetupTexturemaps();
	bool SetupDepthPeeling();

	void SetupScene();
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	void SetupIsosurfaces();
	void SetupAtoms();
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	void SetupUnitCell();
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	void SetupMarker();
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	void SetupInfoCube();
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	void DrawControllers();

	bool SetupStereoRenderTargets();
	void SetupDistortion();
	void SetupCameras();

	void RenderStereoTargets();
	void RenderDistortion();
	void RenderScene(vr::Hmd_Eye nEye);
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	void RenderAtoms(const vr::Hmd_Eye &nEye);
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	void RenderAtomsUnitCell(const vr::Hmd_Eye &nEye, int p[3]);
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	void RenderInfo(const vr::Hmd_Eye &nEye);
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	void RenderUnitCell(const vr::Hmd_Eye &nEye);
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	//Vector3 GetDisplacement(int p[3]);
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	Matrix4 GetHMDMatrixProjectionEye(vr::Hmd_Eye nEye);
	Matrix4 GetHMDMatrixPoseEye(vr::Hmd_Eye nEye);
	Matrix4 GetCurrentViewProjectionMatrix(vr::Hmd_Eye nEye);
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	Matrix4 GetCurrentViewMatrix( vr::Hmd_Eye nEye );
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	void UpdateHMDMatrixPose();

	Matrix4 ConvertSteamVRMatrixToMatrix4(const vr::HmdMatrix34_t &matPose);

	bool CreateAllShaders();

	void SetupRenderModelForTrackedDevice(vr::TrackedDeviceIndex_t unTrackedDeviceIndex);
	CGLRenderModel *FindOrLoadRenderModel(const char *pchRenderModelName);
	void RenderAllTrackedRenderModels(vr::Hmd_Eye nEye);
private:
	bool m_bDebugOpenGL;
	bool m_bVerbose;
	bool m_bPerf;
	bool m_bVblank;
	bool m_bGlFinishHack;

	vr::IVRSystem *m_pHMD;
	vr::IVRRenderModels *m_pRenderModels;
	std::string m_strDriver;
	std::string m_strDisplay;
	vr::TrackedDevicePose_t m_rTrackedDevicePose[vr::k_unMaxTrackedDeviceCount];
	Matrix4 m_rmat4DevicePose[vr::k_unMaxTrackedDeviceCount];
	bool m_rbShowTrackedDevice[vr::k_unMaxTrackedDeviceCount];

	std::vector<float> **vertdataarray; //[LOD][PLY]
#ifndef INDICESGL32
	std::vector<short> **vertindicesarray;//[LOD][PLY]
#else
	std::vector<GLuint> **vertindicesarray;//[LOD][PLY]
#endif
private: // SDL bookkeeping
	SDL_Window *m_pWindow;
	uint32_t m_nWindowWidth;
	uint32_t m_nWindowHeight;

	SDL_GLContext m_pContext;

	void PaintGrid(const vr::Hmd_Eye &nEye, const int iso);
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	bool PaintBox();

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private: // OpenGL bookkeeping
	int m_iTrackedControllerCount;
	int m_iTrackedControllerCount_Last;
	int m_iValidPoseCount;
	int m_iValidPoseCount_Last;
	bool m_bShowCubes;
	bool buttonPressed[2][vr::k_unMaxTrackedDeviceCount]; //grip, application menu
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	bool AtomsButtonPressed[2];
	bool showAtoms;
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	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

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	void SaveScreenshot (char *name);

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	GLuint *m_iTexture; //[3+ZLAYERS+1] // white, depth1, depth2, color[ZLAYERS], atomtexture
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	SDL_Texture **axisTextures; //[6]
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	GLuint peelingFramebuffer;
	unsigned int **m_uiVertcount;// [LODS][NUMPLY];

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	//for isos
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	GLuint **m_glSceneVertBuffer; // [LODS][NUMPLY];
	GLuint **m_unSceneVAO; //[LODS][NUMPLY];
	GLuint **m_unSceneVAOIndices; //[LODS][NUMPLY];
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	//for atoms
	GLuint *m_glAtomVertBuffer; // [TIMESTEPS];
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	GLuint *m_unAtomVAO; //[3]; //atoms, cloned atoms, bonds
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	GLuint BondIndices;
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	//for unit cells
	GLuint m_glUnitCellVertBuffer; // primitive, possibly non-primitive in further. Deformed cube
	GLuint m_glUnitCellIndexBuffer; // 
	GLuint m_unUnitCellVAO; //
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	//for markers
	GLuint m_glMarkerVertBuffer;
	GLuint m_unMarkerVAO;
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	//for infocube
	GLuint m_unInfoVertBuffer;
	GLuint m_unInfoVAO;
	GLuint m_unInfoIndexBuffer;

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	int currentset;
	float elapsedtime;
	static const float videospeed;
	int currentiso;
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	int firstdevice, seconddevice;
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	GLuint m_unLensVAO;
	GLuint m_glIDVertBuffer;
	GLuint m_glIDIndexBuffer;
	unsigned int m_uiIndexSize;

	GLuint m_glControllerVertBuffer;
	GLuint m_unControllerVAO;
	unsigned int m_uiControllerVertcount;

	Matrix4 m_mat4HMDPose;
	Matrix4 m_mat4eyePosLeft;
	Matrix4 m_mat4eyePosRight;

	Matrix4 m_mat4ProjectionCenter;
	Matrix4 m_mat4ProjectionLeft;
	Matrix4 m_mat4ProjectionRight;

	Vector3 UserPosition;

	struct VertexDataScene
	{
		Vector3 position;
		Vector2 texCoord;
	};

	struct VertexDataLens
	{
		Vector2 position;
		Vector2 texCoordRed;
		Vector2 texCoordGreen;
		Vector2 texCoordBlue;
	};

	GLuint m_unSceneProgramID;
	GLuint m_unLensProgramID;
	GLuint m_unControllerTransformProgramID;
	GLuint m_unRenderModelProgramID;
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	GLuint m_unAtomsProgramID;
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	GLuint m_unUnitCellProgramID;
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	GLuint m_unBlendingProgramID;
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	GLuint m_unMarkerProgramID;
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	GLint m_nSceneMatrixLocation;
	GLint m_nBlendingIntLocation;
	GLint m_nControllerMatrixLocation;
	GLint m_nRenderModelMatrixLocation;
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	GLint m_nAtomMatrixLocation;
	GLint m_nAtomMVLocation;
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	GLint m_nUnitCellMatrixLocation, m_nUnitCellColourLocation;
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	GLint m_nMarkerMatrixLocation;
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	GLint m_nTotalatomsLocation;
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	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 );
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	void CleanDepthTexture();
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	uint32_t m_nRenderWidth;
	uint32_t m_nRenderHeight;

	std::vector< CGLRenderModel * > m_vecRenderModels;
	CGLRenderModel *m_rTrackedDeviceToRenderModel[ vr::k_unMaxTrackedDeviceCount ];

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	char *pixels, *pixels2; //for saving screenshots to disk
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	int framecounter;
	bool savetodisk;
};

const float CMainApplication::videospeed = 0.01f;


//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void dprintf( const char *fmt, ... )
{
	va_list args;
	char buffer[ 2048 ];

	va_start( args, fmt );
	vsprintf_s( buffer, fmt, args );
	va_end( args );

	if ( g_bPrintf )
		printf( "%s", buffer );

	OutputDebugStringA( buffer );
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	if (strncmp(buffer, "PoseCount", 9) && strncmp (buffer, "Device", 6))
		SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_WARNING, "Warning", buffer, 0);
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}

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//pure windows, no sdl
void eprintf( const char *fmt, ... )
{
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	static int numerrors=0;
	numerrors++;
	if (numerrors==25) {
		MessageBoxA(0, "Max messages reached, no further reporting", "Warning", 0);
	}
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	if (numerrors>25) {
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		return;
	}
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	va_list args;
	char buffer[ 2048 ];

	va_start( args, fmt );
	vsprintf_s( buffer, fmt, args );
	va_end( args );

	if ( g_bPrintf )
		printf( "%s", buffer );

	MessageBoxA(0, buffer, "Warning", 0);
}

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//-----------------------------------------------------------------------------
// Purpose: Constructor
//-----------------------------------------------------------------------------
CMainApplication::CMainApplication(int argc, char *argv[])
	: m_pWindow(NULL)
	, m_pContext(NULL)
	, m_nWindowWidth(1920)
	, m_nWindowHeight(1080)
	, m_unSceneProgramID(0)
	, m_unLensProgramID(0)
	, m_unControllerTransformProgramID(0)
	, m_unRenderModelProgramID(0)
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	, m_unAtomsProgramID(0)
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	, m_unUnitCellProgramID(0)
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	, m_pHMD(NULL)
	, m_pRenderModels(NULL)
	, m_bDebugOpenGL(false)
	, m_bVerbose(false)
	, m_bPerf(false)
	, m_bVblank(false)
	, m_bGlFinishHack(true)
	, m_glControllerVertBuffer(0)
	, m_unControllerVAO(0)
	, m_unLensVAO(0)
	, m_unSceneVAO(0)
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	, m_unSceneVAOIndices(0)
	, m_unAtomVAO(0)
	, m_glAtomVertBuffer(0)
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	, m_glUnitCellVertBuffer(-1)
	, m_glUnitCellIndexBuffer(-1)
	, m_unUnitCellVAO(0)
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	, m_nSceneMatrixLocation(-1)
	, m_nBlendingIntLocation(-1)
	, m_nControllerMatrixLocation(-1)
	, m_nRenderModelMatrixLocation(-1)
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	, m_nAtomMatrixLocation(-1)
	, m_nAtomMVLocation(-1)
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	, m_nUnitCellMatrixLocation(-1)
	, m_nUnitCellColourLocation(-1)
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	, m_iTrackedControllerCount(0)
	, m_iTrackedControllerCount_Last(-1)
	, m_iValidPoseCount(0)
	, m_iValidPoseCount_Last(-1)
	, m_iSceneVolumeInit(20)
	, m_strPoseClasses("")
	, m_bShowCubes(true)
	, currentset(0)
	, elapsedtime(videospeed*float(SDL_GetTicks()))
	, currentiso(ISOS)
	, firstdevice(-1)
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	, seconddevice(-1)
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	, m_iTexture(0)
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	, axisTextures(0)
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	, peelingFramebuffer(0)
	, m_uiVertcount(0)
	, m_glSceneVertBuffer(0)
	//, UserPosition(Vector3(-101.0f * 0.15f*0.5f*GRID + 12.5f, -15.0f, -101.0f * 0.15f*0.5f*GRID + 101.0f * 0.15f*0.25f))
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	, UserPosition(Vector3(-userpos[0] /** 0.04f*/, -userpos[1] /** 0.04f*/, -userpos[2] /** 0.04f*/))
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	, vertdataarray(0)
	, vertindicesarray(0)
	, pixels(0)
	, framecounter(0)
	, savetodisk(false)
{
	for (int j=0;j<2;j++)
		for (int i = 0; i < vr::k_unMaxTrackedDeviceCount; i++) {
			buttonPressed[j][i] = false;
		}
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	showAtoms=true;
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	for( int i = 1; i < argc; i++ )
	{
		if( !stricmp( argv[i], "-gldebug" ) )
		{
			m_bDebugOpenGL = true;
		}
		else if( !stricmp( argv[i], "-verbose" ) )
		{
			m_bVerbose = true;
		}
		else if( !stricmp( argv[i], "-novblank" ) )
		{
			m_bVblank = false;
		}
		else if( !stricmp( argv[i], "-noglfinishhack" ) )
		{
			m_bGlFinishHack = false;
		}
		else if( !stricmp( argv[i], "-noprintf" ) )
		{
			g_bPrintf = false;
		}
		else if ( !stricmp( argv[i], "-cubevolume" ) && ( argc > i + 1 ) && ( *argv[ i + 1 ] != '-' ) )
		{
			m_iSceneVolumeInit = atoi( argv[ i + 1 ] );
			i++;
		}
	}
	// other initialization tasks are done in BInit
	memset(m_rDevClassChar, 0, sizeof(m_rDevClassChar));
};


//-----------------------------------------------------------------------------
// Purpose: Destructor
//-----------------------------------------------------------------------------
CMainApplication::~CMainApplication()
{
	// work is done in Shutdown
	dprintf( "Shutdown" );
}


//-----------------------------------------------------------------------------
// Purpose: Helper to get a string from a tracked device property and turn it
//			into a std::string
//-----------------------------------------------------------------------------
std::string GetTrackedDeviceString( vr::IVRSystem *pHmd, vr::TrackedDeviceIndex_t unDevice, vr::TrackedDeviceProperty prop, vr::TrackedPropertyError *peError = NULL )
{
	uint32_t unRequiredBufferLen = pHmd->GetStringTrackedDeviceProperty( unDevice, prop, NULL, 0, peError );
	if( unRequiredBufferLen == 0 )
		return "";

	char *pchBuffer = new char[ unRequiredBufferLen ];
	unRequiredBufferLen = pHmd->GetStringTrackedDeviceProperty( unDevice, prop, pchBuffer, unRequiredBufferLen, peError );
	std::string sResult = pchBuffer;
	delete [] pchBuffer;
	return sResult;
}


//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CMainApplication::BInit()
{


	if ( SDL_Init( SDL_INIT_VIDEO | SDL_INIT_TIMER ) < 0 )
	{
		printf("%s - SDL could not initialize! SDL Error: %s\n", __FUNCTION__, SDL_GetError());
		return false;
	}

	// Loading the SteamVR Runtime
	vr::EVRInitError eError = vr::VRInitError_None;
	m_pHMD = vr::VR_Init( &eError, vr::VRApplication_Scene );

	if ( eError != vr::VRInitError_None )
	{
		m_pHMD = NULL;
		char buf[1024];
		sprintf_s( buf, sizeof( buf ), "Unable to init VR runtime: %s", vr::VR_GetVRInitErrorAsEnglishDescription( eError ) );
		SDL_ShowSimpleMessageBox( SDL_MESSAGEBOX_ERROR, "VR_Init Failed", buf, NULL );
		return false;
	}


	m_pRenderModels = (vr::IVRRenderModels *)vr::VR_GetGenericInterface( vr::IVRRenderModels_Version, &eError );
	if( !m_pRenderModels )
	{
		m_pHMD = NULL;
		vr::VR_Shutdown();

		char buf[1024];
		sprintf_s( buf, sizeof( buf ), "Unable to get render model interface: %s", vr::VR_GetVRInitErrorAsEnglishDescription( eError ) );
		SDL_ShowSimpleMessageBox( SDL_MESSAGEBOX_ERROR, "VR_Init Failed", buf, NULL );
		return false;
	}

	int nWindowPosX = 0;
	int nWindowPosY = 0;
	m_nWindowWidth = 1920;
	m_nWindowHeight = 1080;
	Uint32 unWindowFlags = SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN /*| SDL_WINDOW_FULLSCREEN_DESKTOP*/; //rgh: interferes with mode change to 100Hz refresh

	SDL_GL_SetAttribute( SDL_GL_CONTEXT_MAJOR_VERSION, 4 );
	SDL_GL_SetAttribute( SDL_GL_CONTEXT_MINOR_VERSION, 1 );
	//SDL_GL_SetAttribute( SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_COMPATIBILITY );
	SDL_GL_SetAttribute( SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE );

	SDL_GL_SetAttribute( SDL_GL_MULTISAMPLEBUFFERS, 0 );
	SDL_GL_SetAttribute( SDL_GL_MULTISAMPLESAMPLES, 0 );
	if( m_bDebugOpenGL )
		SDL_GL_SetAttribute( SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_DEBUG_FLAG );

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	m_pWindow = SDL_CreateWindow( "NOMAD OpenVR", nWindowPosX, nWindowPosY, m_nWindowWidth, m_nWindowHeight, unWindowFlags );
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	if (m_pWindow == NULL)
	{
		printf( "%s - Window could not be created! SDL Error: %s\n", __FUNCTION__, SDL_GetError() );
		return false;
	}

	m_pContext = SDL_GL_CreateContext(m_pWindow);
	if (m_pContext == NULL)
	{
		printf( "%s - OpenGL context could not be created! SDL Error: %s\n", __FUNCTION__, SDL_GetError() );
		return false;
	}

	glewExperimental = GL_TRUE;
	GLenum nGlewError = glewInit();
	if (nGlewError != GLEW_OK)
	{
		printf( "%s - Error initializing GLEW! %s\n", __FUNCTION__, glewGetErrorString( nGlewError ) );
		return false;
	}
	glGetError(); // to clear the error caused deep in GLEW

	if ( SDL_GL_SetSwapInterval( m_bVblank ? 1 : 0 ) < 0 )
	{
		printf( "%s - Warning: Unable to set VSync! SDL Error: %s\n", __FUNCTION__, SDL_GetError() );
		return false;
	}


	m_strDriver = "No Driver";
	m_strDisplay = "No Display";

	m_strDriver = GetTrackedDeviceString( m_pHMD, vr::k_unTrackedDeviceIndex_Hmd, vr::Prop_TrackingSystemName_String );
	m_strDisplay = GetTrackedDeviceString( m_pHMD, vr::k_unTrackedDeviceIndex_Hmd, vr::Prop_SerialNumber_String );

	std::string strWindowTitle = "Geophysics OpenVR - " + m_strDriver + " " + m_strDisplay;
	SDL_SetWindowTitle( m_pWindow, strWindowTitle.c_str() );
	
	// cube array
 	m_iSceneVolumeWidth = m_iSceneVolumeInit;
 	m_iSceneVolumeHeight = m_iSceneVolumeInit;
 	m_iSceneVolumeDepth = m_iSceneVolumeInit;
 		
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	//m_fScale = 0.04f; //0.15f; //rgh: original too big for room
	m_fScale=scaling;
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 	m_fScaleSpacing = 4.0f;
 
 
// 		m_MillisecondsTimer.start(1, this);
// 		m_SecondsTimer.start(1000, this);
	
	if (!BInitGL())
	{
		printf("%s - Unable to initialize OpenGL!\n", __FUNCTION__);
		return false;
	}

	if (!BInitCompositor())
	{
		printf("%s - Failed to initialize VR Compositor!\n", __FUNCTION__);
		return false;
	}

	return true;
}


//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void APIENTRY DebugCallback(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const char* message, const void* userParam)
{
	dprintf( "GL Error: %s\n", message );
}


//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CMainApplication::BInitGL()
{
	if( m_bDebugOpenGL )
	{
		glDebugMessageCallback(DebugCallback, nullptr);
		glDebugMessageControl( GL_DONT_CARE, GL_DONT_CARE, GL_DONT_CARE, 0, nullptr, GL_TRUE );
		glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS);
	}

	if( !CreateAllShaders() )
		return false;

673 674
	GLenum e;

675
	SetupTexturemaps();
676 677 678
	e=glGetError();
	if (e!=GL_NO_ERROR)
		eprintf ("gl error %d, %s %d", e, __FILE__, __LINE__);
679
	SetupScene();
680 681 682
	e=glGetError();
	if (e!=GL_NO_ERROR)
		eprintf ("gl error %d, %s %d", e, __FILE__, __LINE__);
683
	SetupCameras();
684 685 686
	e=glGetError();
	if (e!=GL_NO_ERROR)
		eprintf ("gl error %d, %s %d", e, __FILE__, __LINE__);
687
	SetupStereoRenderTargets();
688 689 690
	e=glGetError();
	if (e!=GL_NO_ERROR)
		eprintf ("gl error %d, %s %d", e, __FILE__, __LINE__);
691
	SetupDistortion();
692 693 694
	e=glGetError();
	if (e!=GL_NO_ERROR)
		eprintf ("gl error %d, %s %d", e, __FILE__, __LINE__);
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	SetupDepthPeeling();

	SetupRenderModels();

	return true;
}


//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CMainApplication::BInitCompositor()
{
	vr::EVRInitError peError = vr::VRInitError_None;

	if ( !vr::VRCompositor() )
	{
		printf( "Compositor initialization failed. See log file for details\n" );
		return false;
	}

	return true;
}


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void deleteVaos (GLuint *** vaos, int numlods, int numply)
{
if( *vaos != 0 )
{
	for (int i = 0; i < numlods; i++) {
		glDeleteVertexArrays(numply, (*vaos)[i]);
		delete[] (*vaos)[i];
	}
	delete[] (*vaos);
	*vaos = 0;
}
}

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//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CMainApplication::Shutdown()
{
	if( m_pHMD )
	{
		vr::VR_Shutdown();
		m_pHMD = NULL;
	}

	for( std::vector< CGLRenderModel * >::iterator i = m_vecRenderModels.begin(); i != m_vecRenderModels.end(); i++ )
	{
		delete (*i);
	}
	m_vecRenderModels.clear();
	
	if (vertdataarray) {
		for (int i = 0; i < NUMLODS; i++)
			if (vertdataarray[i])
				delete[] vertdataarray[i];
		delete[]vertdataarray;
		vertdataarray = 0;
	}
	if (vertindicesarray){
		for (int i = 0; i < NUMLODS; i++)
			if (vertindicesarray[i])
				delete[] vertindicesarray[i];
		delete[] vertindicesarray;
		vertindicesarray = 0;
	}
	if (m_pContext)
	{
		glDebugMessageControl(GL_DONT_CARE, GL_DONT_CARE, GL_DONT_CARE, 0, nullptr, GL_FALSE);
		glDebugMessageCallback(nullptr, nullptr);
		if (m_glSceneVertBuffer) {
			for (int i = 0; i < NUMLODS; i++) {
				glDeleteBuffers(NUMPLY, m_glSceneVertBuffer[i]);
				delete[] (m_glSceneVertBuffer[i]);
			}
			delete[] m_glSceneVertBuffer;
			m_glSceneVertBuffer = nullptr;
		}
		glDeleteBuffers(1, &m_glIDVertBuffer);
		glDeleteBuffers(1, &m_glIDIndexBuffer);

		if ( m_unSceneProgramID )
		{
			glDeleteProgram( m_unSceneProgramID );
		}
		if ( m_unControllerTransformProgramID )
		{
			glDeleteProgram( m_unControllerTransformProgramID );
		}
		if ( m_unRenderModelProgramID )
		{
			glDeleteProgram( m_unRenderModelProgramID );
		}
		if ( m_unLensProgramID )
		{
			glDeleteProgram( m_unLensProgramID );
		}
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		if ( m_unAtomsProgramID )
		{
			glDeleteProgram( m_unAtomsProgramID );
		}
799 800
		if (m_unUnitCellProgramID)
			glDeleteProgram(m_unUnitCellProgramID);
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		glDeleteRenderbuffers( 1, &leftEyeDesc.m_nDepthBufferId );
		glDeleteTextures( 1, &leftEyeDesc.m_nRenderTextureId );
		glDeleteFramebuffers( 1, &leftEyeDesc.m_nRenderFramebufferId );
		glDeleteTextures( 1, &leftEyeDesc.m_nResolveTextureId );
		glDeleteFramebuffers( 1, &leftEyeDesc.m_nResolveFramebufferId );

		glDeleteRenderbuffers( 1, &rightEyeDesc.m_nDepthBufferId );
		glDeleteTextures( 1, &rightEyeDesc.m_nRenderTextureId );
		glDeleteFramebuffers( 1, &rightEyeDesc.m_nRenderFramebufferId );
		glDeleteTextures( 1, &rightEyeDesc.m_nResolveTextureId );
		glDeleteFramebuffers( 1, &rightEyeDesc.m_nResolveFramebufferId );

		if( m_unLensVAO != 0 )
		{
			glDeleteVertexArrays( 1, &m_unLensVAO );
		}
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		deleteVaos(&m_unSceneVAO, NUMLODS, NUMPLY);
		if( m_unAtomVAO != 0 )
820
		{
821
			glDeleteVertexArrays(1, m_unAtomVAO);
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			delete[] m_unAtomVAO;
			m_unAtomVAO = 0;
		}		
		if (m_glAtomVertBuffer!=0)
		{
827
			glDeleteBuffers(1, m_glAtomVertBuffer);
828 829 830 831
			delete[] m_glAtomVertBuffer;
			m_glAtomVertBuffer=0;
		}

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		if (m_unUnitCellVAO!=0) {
			glDeleteVertexArrays(1, &m_unUnitCellVAO);
		}
		if (m_glUnitCellVertBuffer!=-1) {
			glDeleteBuffers(1, &m_glUnitCellVertBuffer);
			m_glUnitCellVertBuffer=-1;
		}

		if (m_glUnitCellIndexBuffer!=-1) {
			glDeleteBuffers(1, &m_glUnitCellIndexBuffer);
			m_glUnitCellIndexBuffer=-1;
843
		}
844

845 846 847 848
		if( m_unControllerVAO != 0 )
		{
			glDeleteVertexArrays( 1, &m_unControllerVAO );
		}
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		if (m_unSceneVAOIndices!=0)
		{
			for (int i=0;i<NUMLODS;i++) {
				glDeleteBuffers(NUMPLY, m_unSceneVAOIndices[i]);
				delete[] m_unSceneVAOIndices[i];
			}
			delete[] m_unSceneVAOIndices;
		}
857
		if (m_iTexture != 0) {
858
			glDeleteTextures(3+ZLAYERS+1, m_iTexture);
859 860 861 862
			delete[] m_iTexture;
			m_iTexture = 0;

		}
863 864 865
		if (axisTextures !=0) {
			delete[] axisTextures;
		}
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		if (peelingFramebuffer!=0)
			glDeleteFramebuffers(1, &peelingFramebuffer);
	}

	if( m_pWindow )
	{
		SDL_DestroyWindow(m_pWindow);
		m_pWindow = NULL;
	}

876 877 878 879 880 881
	if (m_uiVertcount!=0) {
		for (int i=0;i<NUMLODS;i++) {
			delete[] m_uiVertcount[i];
		}
		delete[] m_uiVertcount;
	}
882

883
	if (numAtoms!=0) {
884
		for (int i=0;i<getAtomTimesteps();i++) {
885 886 887 888 889 890 891 892 893
			delete[] atoms[i];
		}
		delete[] atoms;
		delete[] numAtoms;
		numAtoms=0;
		atoms=0;
	}
	if (pixels !=0)
		delete [] pixels;
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	SDL_Quit();
}

//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CMainApplication::HandleInput()
{
	SDL_Event sdlEvent;
	bool bRet = false;

905
	float speed = 0.02f*movementspeed;
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	while (SDL_PollEvent(&sdlEvent) != 0)
	{
		if (sdlEvent.type == SDL_QUIT)
		{
			bRet = true;
		}
		else if (sdlEvent.type == SDL_KEYDOWN)
		{// q is too near 1, disable
			if (sdlEvent.key.keysym.sym == SDLK_ESCAPE
				/*|| sdlEvent.key.keysym.sym == SDLK_q*/)
			{
				bRet = true;
			}
			if (sdlEvent.key.keysym.sym == SDLK_c)
			{
				m_bShowCubes = !m_bShowCubes;
			} else if (sdlEvent.key.keysym.sym == SDLK_s)
			{
				savetodisk = !savetodisk;
			}
			//rgh: add keyboard navigation here
			if (sdlEvent.key.keysym.sym == SDLK_1) {
				currentset++;
930
				if (currentset >= TIMESTEPS)
931 932 933 934 935
					currentset = 0;
			}
			if (sdlEvent.key.keysym.sym == SDLK_2) {
				currentset--;
				if (currentset < 0)
936
					currentset = TIMESTEPS -1;
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			}
			if (sdlEvent.key.keysym.sym == SDLK_0) {
				currentiso++;
				if (currentiso > ISOS)
					currentiso = 0;
			}
			if (sdlEvent.key.keysym.sym == SDLK_a) {
				Matrix4 tmp = m_mat4HMDPose;
				UserPosition += tmp.invert()*Vector3(0, 0, speed);
				//UserPosition.x += speed;
			}
			if (sdlEvent.key.keysym.sym == SDLK_y) {
				//UserPosition.x -= speed;
				Matrix4 tmp = m_mat4HMDPose;
				UserPosition -= tmp.invert()*Vector3(0, 0, speed);
			}
			if (sdlEvent.key.keysym.sym == SDLK_o) {
				UserPosition[2] -= 0.1f;
				dprintf("%f %f\n", UserPosition[0], UserPosition[2]);
			}
			if (sdlEvent.key.keysym.sym == SDLK_p) {
				UserPosition[2] += 0.1f;
				dprintf("%f %f\n", UserPosition[0], UserPosition[2]);
			}
		}
	}

	// Process SteamVR events
	vr::VREvent_t event;
	while (m_pHMD->PollNextEvent(&event, sizeof(event)))
	{
		ProcessVREvent(event);
	}

	// Process SteamVR controller state
	for (vr::TrackedDeviceIndex_t unDevice = 0; unDevice < vr::k_unMaxTrackedDeviceCount; unDevice++)
	{
		vr::VRControllerState_t state;
		if (m_pHMD->GetControllerState(unDevice, &state))
		{
977 978 979
			//this hides the controllers when buttons are pressed. Why?! -> 
			//rgh: the name of the variable seems to make it so :o) Possibly so that a different model can be used with the correct deformation
			//m_rbShowTrackedDevice[unDevice] = state.ulButtonPressed == 0;
980

981 982 983 984
			if (!buttonPressed[1][unDevice] && 
				(state.ulButtonTouched&vr::ButtonMaskFromId(vr::k_EButton_ApplicationMenu) ||
				state.ulButtonPressed&vr::ButtonMaskFromId(vr::k_EButton_ApplicationMenu))
				) {
985 986 987
				buttonPressed[1][unDevice] = true;
				if (firstdevice == -1)
					firstdevice = unDevice;
988
				else if(unDevice !=firstdevice && seconddevice==-1)
989
					seconddevice=unDevice;
990 991 992 993 994

				if (firstdevice==unDevice)
					savetodisk = !savetodisk;
				else
					showAtoms= !showAtoms;
995
			}
996 997 998 999
			else if (buttonPressed[1][unDevice] && 
				0 == (state.ulButtonTouched&vr::ButtonMaskFromId(vr::k_EButton_ApplicationMenu)) &&
				0 == (state.ulButtonPressed&vr::ButtonMaskFromId(vr::k_EButton_ApplicationMenu))
				)
1000 1001 1002 1003
			{
				buttonPressed[1][unDevice] = false;
			}

1004
			
1005 1006 1007 1008 1009
			if (!buttonPressed[0][unDevice] && 
					(state.ulButtonTouched&vr::ButtonMaskFromId(vr::k_EButton_Grip) || 
					 state.ulButtonPressed&vr::ButtonMaskFromId(vr::k_EButton_Grip) 
					)
				)
1010 1011 1012 1013
			{
				buttonPressed[0][unDevice] = true;
				if (firstdevice == -1)
					firstdevice = unDevice;
1014
				else if(unDevice !=firstdevice && seconddevice==-1)
1015 1016
					seconddevice=unDevice;

1017 1018 1019
				if (unDevice == firstdevice) {
					currentset--;
					if (currentset < 0)
1020
						currentset = TIMESTEPS - 1;
1021 1022 1023 1024 1025
				} else {
					currentiso++;
					if (currentiso > ISOS)
						currentiso = 0;
				}
1026 1027 1028 1029
			} else if (buttonPressed[0][unDevice] && (
				(state.ulButtonTouched&vr::ButtonMaskFromId(vr::k_EButton_Grip)) == 0 &&
				(state.ulButtonPressed&vr::ButtonMaskFromId(vr::k_EButton_Grip)) == 0
				))
1030 1031 1032 1033 1034 1035
				buttonPressed[0][unDevice] = false;

			if (state.rAxis[1].x >0.1)
			{
				if (firstdevice == -1)
					firstdevice = unDevice;
1036 1037
				else if (unDevice !=firstdevice && seconddevice==-1)
					seconddevice=unDevice;
1038
				if (unDevice == firstdevice) {
1039 1040 1041 1042 1043 1044 1045 1046 1047 1048
					if (gazenavigation) {
						Matrix4 tmp = m_mat4HMDPose;
						UserPosition += tmp.invert()*Vector3(0, 0, speed);
					} else {
						//vr::VRControllerState_t cs;
						//vr::TrackedDevicePose_t dp;
						//m_pHMD->GetControllerStateWithPose( vr::TrackingUniverseStanding, firstdevice, &cs, &dp );
						const Matrix4 tmp = m_rmat4DevicePose[firstdevice];
						UserPosition += tmp*Vector3(0, 0, speed);	
					}
1049 1050
				}
				else {
1051 1052
					float newtime = videospeed*float(SDL_GetTicks());
					if (newtime-elapsedtime > 1.0f/animationspeed) {
1053 1054
						elapsedtime = newtime;
						currentset++;
1055
						if (currentset >= TIMESTEPS)
1056 1057 1058 1059 1060 1061 1062 1063 1064 1065 1066 1067 1068 1069 1070 1071 1072 1073 1074 1075 1076 1077 1078 1079
							currentset = 0;
					}
				}
			}
		}
	}

	return bRet;
}

//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CMainApplication::RunMainLoop()
{
	bool bQuit = false;

	SDL_StartTextInput();
	SDL_ShowCursor( SDL_DISABLE );

	while ( !bQuit )
	{
		bQuit = HandleInput();
		RenderFrame();
1080
		HapticFeedback();
1081 1082 1083 1084 1085 1086 1087 1088 1089 1090 1091 1092 1093 1094 1095 1096 1097 1098 1099 1100 1101 1102 1103 1104 1105 1106 1107 1108 1109 1110 1111 1112 1113 1114 1115 1116 1117 1118 1119 1120 1121 1122 1123 1124 1125 1126 1127 1128
	}

	SDL_StopTextInput();
}


//-----------------------------------------------------------------------------
// Purpose: Processes a single VR event
//-----------------------------------------------------------------------------
void CMainApplication::ProcessVREvent( const vr::VREvent_t & event )
{
	switch (event.eventType)
	{
		case vr::VREvent_TrackedDeviceActivated:
			{
				SetupRenderModelForTrackedDevice(event.trackedDeviceIndex);
				dprintf("Device %u attached. Setting up render model.\n", event.trackedDeviceIndex);
			}
		break;
		case vr::VREvent_TrackedDeviceDeactivated:
			{
				dprintf("Device %u detached.\n", event.trackedDeviceIndex);
			}
		break;
		case vr::VREvent_TrackedDeviceUpdated:
			{
				dprintf("Device %u updated.\n", event.trackedDeviceIndex);
			}
		break;
		/*
		case vr::VREvent_ButtonTouch:
			{
				buttonPressed = true;
			}
		break;
		case vr::VREvent_ButtonUntouch:
		{
			buttonPressed = false;
		}
		break;*/
		/*case vr::VREvent_ButtonPress:
			{
				m_bShowCubes = ~m_bShowCubes;
			}*/
	}
}


1129
void CMainApplication::HapticFeedback(){
1130 1131 1132 1133
	if (hapticFeedback) {
		HapticFeedback(firstdevice);
		HapticFeedback(seconddevice);
	}
1134 1135 1136 1137 1138 1139
}
//-----------------------------------------------------------------------------
// Purpose: Haptic feedback if controller near an atom
//-----------------------------------------------------------------------------
void CMainApplication::HapticFeedback(int device)
{
1140 1141
	if (!numAtoms)
		return;
1142 1143 1144 1145 1146
	if (device!=-1) {
		vr::VRControllerState_t cs;
		vr::TrackedDevicePose_t dp;
		m_pHMD->GetControllerStateWithPose( vr::TrackingUniverseStanding, device, &cs, &dp );
		if (dp.bPoseIsValid) {
1147 1148 1149 1150 1151
			int mycurrentset;
			if (fixedAtoms)
				mycurrentset=0;
			else
				mycurrentset=currentset;
1152 1153
			vr::HmdMatrix34_t mat=dp.mDeviceToAbsoluteTracking;
			Vector3 controllerPos(mat.m[0][3], mat.m[1][3],mat.m[2][3]);
1154
			int atomsInTimestep;
1155
			if (mycurrentset==0)
1156 1157
				atomsInTimestep=numAtoms[0];
			else
1158
				atomsInTimestep=numAtoms[mycurrentset]-numAtoms[mycurrentset-1];
1159
			for (int i=0;i<atomsInTimestep;i++) {
1160
				float atomr=atomRadius(static_cast<int>(atoms[mycurrentset][i*4+3]));
1161 1162

				//Vector3 posatom(atoms[currentset][i*4+0], atoms[currentset][i*4+1], atoms[currentset][i*4+2]);
1163
				Vector3 posatom(atoms[mycurrentset][i*4+0], atoms[mycurrentset][i*4+2], atoms[mycurrentset][i*4+1]); //y/z flipped
1164 1165 1166 1167 1168 1169 1170 1171 1172 1173 1174 1175 1176 1177 1178 1179 1180 1181 1182
				int p[3];
				for (p[0]=0;p[0]<std::max(1,repetitions[0]);(p[0])++)
					for (p[1]=0;p[1]<std::max(1,repetitions[1]);(p[1])++)
						for (p[2]=0;p[2]<std::max(1,repetitions[2]);(p[2])++) {
							float delta[3];
							::GetDisplacement(p, delta);
							Vector3 iPos(delta[0], delta[1], delta[2]);

							Vector3 up(-UserPosition.x, -UserPosition.y, UserPosition.z);
							Vector3 pos=posatom-up+iPos;
							pos=Vector3 (pos.x, pos.y, -pos.z);
							float l=(pos - controllerPos).length();
							if (l<atomr*atomScaling) {
								m_pHMD->TriggerHapticPulse(device, 0, 3000);
								return;
							}
						}
			}
			//now cloned atoms
1183
			if (mycurrentset==0 && clonedAtoms) {
1184
				Vector3 up(-UserPosition.x, -UserPosition.y, UserPosition.z);
1185
				for (int i=0;i<numClonedAtoms;i++) {
1186 1187
					float atomr=atomRadius(static_cast<int>(clonedAtoms[mycurrentset][i*4+3]));
					Vector3 posatom(clonedAtoms[mycurrentset][i*4+0], clonedAtoms[mycurrentset][i*4+2], clonedAtoms[mycurrentset][i*4+1]);
1188 1189 1190 1191 1192 1193 1194
					Vector3 pos=posatom-up;
					pos.z=-pos.z;
					float l=(pos - controllerPos).length();
					if (l<atomr*atomScaling) {
						m_pHMD->TriggerHapticPulse(device, 0, 3000);
						return;
					}
1195
				}
1196
					
1197
			}
1198 1199 1200
		} // pose is valid
			
		
1201 1202 1203
	}
}

1204 1205 1206 1207 1208
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CMainApplication::RenderFrame()
{
1209
	int e;
1210 1211 1212 1213 1214 1215 1216 1217 1218
	// for now as fast as possible
	if ( m_pHMD )
	{
		DrawControllers();
		RenderStereoTargets();
		RenderDistortion();

		vr::Texture_t leftEyeTexture = {(void*)leftEyeDesc.m_nResolveTextureId, vr::API_OpenGL, vr::ColorSpace_Gamma };
		vr::VRCompositor()->Submit(vr::Eye_Left, &leftEyeTexture );
1219 1220 1221 1222 1223 1224 1225
		if ((e = glGetError()) != GL_NO_ERROR) {//error messages 
			//after 19/02/2017, the SDK gives an 1282 error (possibly because this version is no longer supported
			//One error is created for each eye, but later passes work well
			//Discarding the error for now; an update of the code to the latest SDK should fix the issue completely.
			//dprintf("Gl error after VRCompositor()->Submit leftEyeTexture: %d, %s\n", e, gluErrorString(e));
		}

1226 1227
		vr::Texture_t rightEyeTexture = {(void*)rightEyeDesc.m_nResolveTextureId, vr::API_OpenGL, vr::ColorSpace_Gamma };
		vr::VRCompositor()->Submit(vr::Eye_Right, &rightEyeTexture );
1228 1229 1230 1231 1232 1233 1234
		if ((e = glGetError()) != GL_NO_ERROR) {//error messages 
			//after 19/02/2017, the SDK gives an 1282 error (possibly because this version is no longer supported
			//One error is created for each eye, but later passes work well
			//Discarding the error for now; an update of the code to the latest SDK should fix the issue completely.
			//dprintf("Gl error after VRCompositor()->Submit rightEyeTexture: %d, %s\n", e, gluErrorString(e));
		}

1235 1236 1237 1238 1239 1240 1241 1242 1243 1244 1245 1246 1247 1248 1249 1250 1251 1252 1253 1254 1255 1256 1257 1258 1259 1260 1261 1262 1263 1264 1265 1266 1267 1268 1269 1270 1271 1272 1273 1274 1275 1276 1277 1278 1279 1280 1281 1282 1283 1284 1285 1286
	}

	if ( m_bVblank && m_bGlFinishHack )
	{
		//$ HACKHACK. From gpuview profiling, it looks like there is a bug where two renders and a present
		// happen right before and after the vsync causing all kinds of jittering issues. This glFinish()
		// appears to clear that up. Temporary fix while I try to get nvidia to investigate this problem.
		// 1/29/2014 mikesart
		glFinish();
	}

	// SwapWindow
	{
		SDL_GL_SwapWindow( m_pWindow );
	}

	// Clear
	{
		// We want to make sure the glFinish waits for the entire present to complete, not just the submission
		// of the command. So, we do a clear here right here so the glFinish will wait fully for the swap.
		glClearColor(BACKGROUND[0], BACKGROUND[1], BACKGROUND[2], 1);
		glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
	}

	// Flush and wait for swap.
	if ( m_bVblank )
	{
		glFlush();
		glFinish();
	}

	// Spew out the controller and pose count whenever they change.
	if ( m_iTrackedControllerCount != m_iTrackedControllerCount_Last || m_iValidPoseCount != m_iValidPoseCount_Last )
	{
		m_iValidPoseCount_Last = m_iValidPoseCount;
		m_iTrackedControllerCount_Last = m_iTrackedControllerCount;
		
		dprintf( "PoseCount:%d(%s) Controllers:%d\n", m_iValidPoseCount, m_strPoseClasses.c_str(), m_iTrackedControllerCount );
	}

	UpdateHMDMatrixPose();
}





//-----------------------------------------------------------------------------
// Purpose: Creates all the shaders used by HelloVR SDL
//-----------------------------------------------------------------------------
bool CMainApplication::CreateAllShaders()
{
1287
	if (GL_NO_ERROR!=PrepareISOTransShader (&m_unSceneProgramID, &m_nSceneMatrixLocation, &m_unBlendingProgramID))
1288
	{
1289
		dprintf( "Error Preparing Transparency shader\n" );
1290 1291 1292 1293 1294 1295 1296
		return false;
	}
	/*m_nBlendingIntLocation = glGetUniformLocation(m_unSceneProgramID, "blending");
	if (m_nBlendingIntLocation == -1)
	{
		dprintf("Unable to find blending uniform in scene shader\n");
		return false;
1297
	}*/ 
1298 1299 1300 1301 1302 1303 1304 1305 1306 1307 1308 1309 1310 1311 1312 1313 1314 1315 1316 1317 1318 1319 1320 1321 1322 1323 1324 1325 1326 1327 1328 1329
	m_unControllerTransformProgramID = CompileGLShader(
		"Controller",

		// vertex shader
		"#version 410\n"
		"uniform mat4 matrix;\n"
		"layout(location = 0) in vec4 position;\n"
		"layout(location = 1) in vec3 v3ColorIn;\n"
		"out vec4 v4Color;\n"
		"void main()\n"
		"{\n"
		"	v4Color.xyz = v3ColorIn; v4Color.a = 1.0;\n"
		"	gl_Position = matrix * position;\n"
		"}\n",

		// fragment shader
		"#version 410\n"
		"in vec4 v4Color;\n"
		"out vec4 outputColor;\n"
		"void main()\n"
		"{\n"
		"   outputColor = v4Color;\n"
		"}\n"
		);
	m_nControllerMatrixLocation = glGetUniformLocation( m_unControllerTransformProgramID, "matrix" );
	if( m_nControllerMatrixLocation == -1 )
	{
		dprintf( "Unable to find matrix uniform in controller shader\n" );
		return false;
	}

	m_unRenderModelProgramID = CompileGLShader( 
1330 1331 1332
		TexturedShaders[SHADERNAME],
		TexturedShaders[SHADERVERTEX],
		TexturedShaders[SHADERFRAGMENT]
1333 1334 1335 1336 1337 1338 1339
		);
	m_nRenderModelMatrixLocation = glGetUniformLocation( m_unRenderModelProgramID, "matrix" );
	if( m_nRenderModelMatrixLocation == -1 )
	{
		dprintf( "Unable to find matrix uniform in render model shader\n" );
		return false;
	}
1340

1341
	if (!PrepareUnitCellAtomShader (&m_unAtomsProgramID, &m_unUnitCellProgramID, &m_unMarkerProgramID,
1342
		&m_nAtomMatrixLocation, &m_nUnitCellMatrixLocation,  &m_nUnitCellColourLocation, &m_nMarkerMatrixLocation, &m_nTotalatomsLocation))
1343
		return false;
1344 1345


1346 1347 1348 1349 1350 1351 1352 1353 1354 1355 1356 1357 1358 1359 1360 1361 1362 1363 1364 1365 1366 1367 1368 1369 1370 1371 1372 1373 1374 1375 1376 1377 1378 1379 1380 1381 1382 1383 1384 1385 1386 1387 1388 1389 1390 1391 1392 1393 1394 1395 1396 1397 1398 1399 1400 1401 1402 1403 1404 1405 1406
	m_unLensProgramID = CompileGLShader(
		"Distortion",

		// vertex shader
		"#version 410 core\n"
		"layout(location = 0) in vec4 position;\n"
		"layout(location = 1) in vec2 v2UVredIn;\n"
		"layout(location = 2) in vec2 v2UVGreenIn;\n"
		"layout(location = 3) in vec2 v2UVblueIn;\n"
		"noperspective  out vec2 v2UVred;\n"
		"noperspective  out vec2 v2UVgreen;\n"
		"noperspective  out vec2 v2UVblue;\n"
		"void main()\n"
		"{\n"
		"	v2UVred = v2UVredIn;\n"
		"	v2UVgreen = v2UVGreenIn;\n"
		"	v2UVblue = v2UVblueIn;\n"
		"	gl_Position = position;\n"
		"}\n",

		// fragment shader
		"#version 410 core\n"
		"uniform sampler2D mytexture;\n"

		"noperspective  in vec2 v2UVred;\n"
		"noperspective  in vec2 v2UVgreen;\n"
		"noperspective  in vec2 v2UVblue;\n"

		"out vec4 outputColor;\n"

		"void main()\n"
		"{\n"
		"	float fBoundsCheck = ( (dot( vec2( lessThan( v2UVgreen.xy, vec2(0.05, 0.05)) ), vec2(1.0, 1.0))+dot( vec2( greaterThan( v2UVgreen.xy, vec2( 0.95, 0.95)) ), vec2(1.0, 1.0))) );\n"
		"	if( fBoundsCheck > 1.0 )\n"
		"	{ outputColor = vec4( 0, 0, 0, 1.0 ); }\n"
		"	else\n"
		"	{\n"
		"		float red = texture(mytexture, v2UVred).x;\n"
		"		float green = texture(mytexture, v2UVgreen).y;\n"
		"		float blue = texture(mytexture, v2UVblue).z;\n"
		"		outputColor = vec4( red, green, blue, 1.0  ); }\n"
		"}\n"
		);


	return m_unSceneProgramID != 0 
		&& m_unControllerTransformProgramID != 0
		&& m_unRenderModelProgramID != 0
		&& m_unLensProgramID != 0;
}


//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CMainApplication::SetupTexturemaps()
{

	//rgh: textures:	[0] White texture for textureless meshes
	//					[1,2] Depth texture for depth peeling ping pong (needs to be initialized after SetupStereoRenderTargets)
	//					[3..ZLAYERS+2] Colour textures for transparency
1407
	//sdl_textures: 6	[0..5] a b c alpha beta gamma text for axis labels
1408
	//also initializes information textures
1409 1410 1411
	//std::string sExecutableDirectory = Path_StripFilename(Path_GetExecutablePath());
	//std::string strFullPath = Path_MakeAbsolute("../cube_texture.png", sExecutableDirectory);

1412 1413
	m_iTexture = new GLuint[3+ZLAYERS+1]; // white, depth1, depth2, color[ZLAYERS], atomtexture
	glGenTextures(3+ZLAYERS+1, m_iTexture);
1414 1415 1416 1417 1418 1419 1420 1421 1422 1423

	//white
	unsigned char data2[4] = { 255, 255, 255, 255 }; //white texture for non-textured meshes
	glBindTexture(GL_TEXTURE_2D, m_iTexture[0]);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
	glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, data2);

1424 1425 1426 1427
	GLenum e;
	if ((e = glGetError()) != GL_NO_ERROR)
		dprintf("opengl error %d, SetupTextureMaps 1\n", e);

1428
	e=atomTexture( m_iTexture[3+ZLAYERS]);
1429

1430 1431 1432
	glBindTexture( GL_TEXTURE_2D, 0 );

	if ((e = glGetError()) != GL_NO_ERROR)
1433
		dprintf("opengl error %d, SetupTextureMaps 2\n", e);
1434

1435 1436 1437 1438 1439 1440 1441 1442 1443 1444 1445 1446 1447
	//sdl text http://stackoverflow.com/questions/5289447/using-sdl-ttf-with-opengl/5289823#5289823
	//http://stackoverflow.com/questions/28880562/rendering-text-with-sdl2-and-opengl
	//FIXME TODO
	/*int size=10;
	=TTF_OpenFont("", size);
	axisTextures=new SDL_Texture*[6];

	const wchar_t axis[6]={'a', 'b', 'c', '\u03B1', '\u03B2', '\u03B3'};
	for (int i=0;i<6;i++) {
		axisTextures[i]=TTF_RenderUTF8_Blended();
	}
	*/

1448 1449 1450 1451
	for (int i=0;i<info.size();i++) {
		info[i].tex=LoadPNG(info[i].filename);
	}

1452 1453 1454 1455 1456
	return ( m_iTexture != 0 && e==GL_NO_ERROR);
}

bool CMainApplication::SetupDepthPeeling()
{
1457 1458 1459 1460
	bool e;
	e=::SetupDepthPeeling(m_nRenderWidth, m_nRenderHeight, ZLAYERS, m_iTexture+1, &peelingFramebuffer);
	if (!e)
		dprintf("Errir setting up DepthPeeling\n");
1461

1462
	return (e);
1463 1464 1465
}

//-----------------------------------------------------------------------------
1466
// Purpose: Load the scene into OpenGL
1467 1468
//-----------------------------------------------------------------------------
void CMainApplication::SetupScene()
1469 1470 1471
{
	SetupIsosurfaces();
	SetupAtoms();
1472 1473
	//delete[] clonedAtoms; //required for haptic feedback
	//clonedAtoms=0;
1474
	SetupUnitCell();
1475
	SetupMarker();
1476 1477 1478 1479 1480 1481 1482 1483 1484
	SetupInfoCube();
}

void CMainApplication::SetupInfoCube()
{
GLenum e;
e=::SetupInfoCube(&m_unInfoVAO, &m_unInfoVertBuffer, &m_unInfoIndexBuffer);
if (e!=GL_NO_ERROR)
	eprintf ("Error in SetupInfoCube()");
1485 1486 1487 1488 1489 1490
}

void CMainApplication::SetupMarker()
{
GLenum e;