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@DavidYKay
Last active September 22, 2018 21:06
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Hello World using OpenVR and LWJGL in Kotlin. Ported from C++ example: https://gist.github.com/DavidYKay/b01fc8cf1bc682671e0ad6000b8e7c5a
import glm_.vec4.Vec4
import org.lwjgl.BufferUtils
import org.lwjgl.glfw.GLFW.GLFW_KEY_ESCAPE
import org.lwjgl.glfw.GLFW.*
import org.lwjgl.glfw.GLFWErrorCallback
import org.lwjgl.glfw.GLFWKeyCallbackI
import org.lwjgl.glfw.GLFWVidMode
import org.lwjgl.opengl.GL14.GL_DEPTH_COMPONENT24
import org.lwjgl.opengl.GL30.*
import org.lwjgl.openvr.*
import org.lwjgl.openvr.VR.*
import org.lwjgl.openvr.VRCompositor.VRCompositor_PostPresentHandoff
import org.lwjgl.openvr.VRCompositor.VRCompositor_Submit
import org.lwjgl.openvr.VRSystem.VRSystem_GetRecommendedRenderTargetSize
import org.lwjgl.openvr.VRSystem.VRSystem_GetStringTrackedDeviceProperty
import org.lwjgl.system.MemoryStack.stackPush
import java.lang.System.exit
import java.nio.ByteBuffer
import java.nio.IntBuffer
import org.lwjgl.opengl.EXTFramebufferObject
import org.lwjgl.opengl.EXTFramebufferObject.*
import org.lwjgl.opengl.GL
import org.lwjgl.opengl.GL11
import org.lwjgl.opengl.GL42.glTexStorage2D
import org.lwjgl.opengl.GL45.glCreateTextures
import org.lwjgl.system.MemoryUtil
import java.nio.ByteOrder
val EXIT_FAILURE = 1
val EXIT_SUCCESS = 0
fun checkFramebufferStatus(name: String) {
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
when (glCheckFramebufferStatus(GL_FRAMEBUFFER)) {
GL_FRAMEBUFFER_UNDEFINED -> println("UNDEFINED")
GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT -> println("INCOMPLETE_ATTACHMENT")
GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT -> println("INCOMPLETE_MISSING_ATTACHMENT")
GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER -> println("INCOMPLETE_DRAW_BUFFER")
GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER -> println("INCOMPLETE_READ_BUFFER")
GL_FRAMEBUFFER_UNSUPPORTED -> println("UNSUPPORTED")
GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE -> println("INCOMPLETE_MULTISAMPLE")
}
throw RuntimeException("$name is incomplete")
} else {
println("$name is complete")
}
}
fun getTrackedDeviceString(unDevice: Int, prop: Int): String {
stackPush().use {
val peError: IntBuffer = it.mallocInt(1)
if (OpenVR.VRSystem != null) {
println("GetStringTrackedDeviceProperty: " + OpenVR.VRSystem!!.GetStringTrackedDeviceProperty)
println("GetRecommendedRenderTargetSize: " + OpenVR.VRSystem!!.GetRecommendedRenderTargetSize)
} else {
throw RuntimeException("Error: OpenVR.VRSystem was null.")
}
// val unRequiredBufferLen = k_unMaxPropertyStringSize
val unRequiredBufferLen = VRSystem_GetStringTrackedDeviceProperty(unDevice, prop, null, null)
if (unRequiredBufferLen == 0)
return ""
val stringBuffer: ByteBuffer = it.malloc(unRequiredBufferLen)
VRSystem.VRSystem_GetStringTrackedDeviceProperty(unDevice, prop, stringBuffer, peError)
return MemoryUtil.memUTF8(stringBuffer, unRequiredBufferLen - 1)
}
}
class MyErrorCallback : GLFWErrorCallback() {
override fun invoke(error: Int, description: Long) {
val desc = getDescription(description)
println("GLFW Error code: $error description: $desc")
}
}
class MyKeyCallback : GLFWKeyCallbackI {
override fun invoke(window: Long, key: Int, scancode: Int, action: Int, mods: Int) {
if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
glfwSetWindowShouldClose(window, true)
}
}
class Eye(vrApp: HelloVr.OpenVRApplication, color: Vec4) {
val bounds: VRTextureBounds
val texture: Int
init {
bounds = VRTextureBounds.create()
bounds.set(0f, 0f, 1.0f, 1.0f)
// FBO
val buffer = ByteBuffer.allocateDirect(1 * 4).order(ByteOrder.nativeOrder()).asIntBuffer()
EXTFramebufferObject.glGenFramebuffersEXT(buffer)
val fbo = buffer.get()
// Bind FBO
EXTFramebufferObject.glBindFramebufferEXT(EXTFramebufferObject.GL_FRAMEBUFFER_EXT, fbo)
// Texture
val texBuffer = BufferUtils.createIntBuffer(1)
glCreateTextures(GL_TEXTURE_2D, texBuffer)
texture = texBuffer[0]
GL11.glBindTexture(GL11.GL_TEXTURE_2D, texture)
glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, vrApp.recWidth, vrApp.recHeight)
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, texture, 0)
// Depth Buffer
val depthFormat = GL_DEPTH_COMPONENT24
val depthRenderBufferID = glGenRenderbuffersEXT()
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, depthFormat, 512, 512);
// Attach Depth
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, depthRenderBufferID);
glViewport(0, 0, vrApp.recWidth, vrApp.recHeight)
glClearColor(color[0], color[1], color[2], color[3])
glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT)
checkFramebufferStatus("left eye")
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
when (glCheckFramebufferStatus(GL_FRAMEBUFFER)) {
GL_FRAMEBUFFER_UNDEFINED -> println("UNDEFINED")
GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT -> println("INCOMPLETE_ATTACHMENT")
GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT -> println("INCOMPLETE_MISSING_ATTACHMENT")
GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER -> println("INCOMPLETE_DRAW_BUFFER")
GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER -> println("INCOMPLETE_READ_BUFFER")
GL_FRAMEBUFFER_UNSUPPORTED -> println("UNSUPPORTED")
GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE -> println("INCOMPLETE_MULTISAMPLE")
}
throw RuntimeException("left rt incomplete")
}
}
}
class HelloVr {
// Override for vidmode printing
// std::ostream& operator<<(std::ostream& str, const GLFWvidmode& vidmode) {
// str << "\n{ // GLFWvidmode \n"
// str << "\twidth = " << vidmode.width <<'\n'
// str << "\theight = " << vidmode.height <<'\n'
// str << "\tredBits = " << vidmode.redBits<<'\n'
// str << "\tgreenBits = "<< vidmode.greenBits<<'\n'
// str << "\tblueBits = "<< vidmode.blueBits<<'\n'
// str << "\trefreshRate = "<<vidmode.refreshRate<<'\n'
// str << "\n}\n" << std::endl
//
// return str
// }
class OpenVRApplication {
var hmd: Int = 0
val recWidth: Int
get() {
return widthBuffer[0]
}
val recHeight: Int
get() {
return heightBuffer[0]
}
private var widthBuffer = BufferUtils.createIntBuffer(1)
private var heightBuffer = BufferUtils.createIntBuffer(1)
init {
if (!hmdIsPresent()) { throw RuntimeException("Error : HMD not detected on the system") }
if (!VR_IsRuntimeInstalled()) {
throw RuntimeException("Error : OpenVR Runtime not detected on the system")
}
stackPush().use {
val err = it.mallocInt(1)
println("initializing VR")
hmd = VR_InitInternal(err, EVRApplicationType_VRApplication_Scene)
if (err[0] != EVRInitError_VRInitError_None) {
handleVRError(err[0])
} else {
println("initialized VR")
}
val token = VR_GetInitToken()
OpenVR.create(token)
println(getTrackedDeviceString(VR.k_unTrackedDeviceIndex_Hmd, ETrackedDeviceProperty_Prop_TrackingSystemName_String))
println(getTrackedDeviceString(VR.k_unTrackedDeviceIndex_Hmd, ETrackedDeviceProperty_Prop_SerialNumber_String))
// if (!vr::VRCompositor()) { throw RuntimeException("Unable to initialize VR compositor!\n ") }
println("getting recommended render size")
VRSystem_GetRecommendedRenderTargetSize(widthBuffer, heightBuffer)
println("Initialized HMD with suggested render target size : $recWidth x $recHeight")
}
}
/// returns if the system believes there is an HMD present without initializing all of OpenVR
fun hmdIsPresent(): Boolean {
return VR_IsHmdPresent()
}
fun cleanup() {
if (hmd != 0) {
VR_ShutdownInternal()
}
}
fun makeTexture(handle: Long, textureType: Int, colorSpace: Int): Texture {
val buffer = BufferUtils.createByteBuffer(Texture.SIZEOF)
val t = org.lwjgl.openvr.Texture(buffer)
t.set(handle, textureType, colorSpace)
t.eType(ETextureType_TextureType_OpenGL)
t.eColorSpace(colorSpace)
return t
}
fun submitFramesOpenGL(leftEye: Eye, rightEye: Eye, linear: Boolean = false) {
if (hmd == 0) {
throw RuntimeException("Error : presenting frames when VR system handle is null")
}
stackPush().use { stack ->
val trackedDevicePose: TrackedDevicePose.Buffer = TrackedDevicePose.Buffer(stack.malloc(VR.k_unMaxTrackedDeviceCount * TrackedDevicePose.SIZEOF))
val renderDevicePose: TrackedDevicePose.Buffer = TrackedDevicePose.Buffer(stack.malloc(VR.k_unMaxTrackedDeviceCount * TrackedDevicePose.SIZEOF))
VRCompositor.VRCompositor_WaitGetPoses(trackedDevicePose, renderDevicePose)
///\todo the documentation on this is completely unclear. I have no idea which one is correct...
/// seems to imply that we always want Gamma in opengl because linear is for framebuffers that have been
/// processed by DXGI...
val colorSpace: Int = if (linear) {
EColorSpace_ColorSpace_Linear
} else {
EColorSpace_ColorSpace_Gamma
}
val leftEyeTexture = makeTexture(leftEye.texture.toLong(), ETextureType_TextureType_OpenGL, colorSpace)
val rightEyeTexture = makeTexture(rightEye.texture.toLong(), ETextureType_TextureType_OpenGL, colorSpace)
VRCompositor_Submit(EVREye_Eye_Left, leftEyeTexture, leftEye.bounds, EVRSubmitFlags_Submit_Default)
VRCompositor_Submit(EVREye_Eye_Right, rightEyeTexture, rightEye.bounds, EVRSubmitFlags_Submit_Default)
}
VRCompositor_PostPresentHandoff()
}
fun handleVRError(err: Int) {
throw RuntimeException(VR_GetVRInitErrorAsEnglishDescription(err))
}
}
fun printModes(modes: GLFWVidMode.Buffer?) {
if (modes != null) {
println("Got Video modes!")
for (i in 0..modes.count() - 1) {
println(modes[i])
}
} else {
println("Failed to get video modes")
}
}
fun main() {
try {
glfwSetErrorCallback(MyErrorCallback())
if (!glfwInit()) {
exit(EXIT_FAILURE)
}
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4)
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 5)
val vrApp = OpenVRApplication()
val window = glfwCreateWindow(vrApp.recWidth, vrApp.recHeight, "Hello GLFW", 0, 0)
if (window == 0L) {
glfwTerminate()
exit(EXIT_FAILURE)
}
stackPush().use { stack ->
val modes = glfwGetVideoModes(glfwGetPrimaryMonitor())
// printModes(modes)
glfwSetKeyCallback(window, MyKeyCallback())
glfwMakeContextCurrent(window)
glfwSwapInterval(0)
GL.createCapabilities()
glClearColor(0.0f, 0.0f, 1.0f, 1.0f)
val leftEye = Eye(vrApp, Vec4(1,0,0,0))
val rightEye = Eye(vrApp,Vec4(0,1,0,0))
glBindFramebuffer(GL_FRAMEBUFFER, 0)
glClearColor(0.0f, 0.0f, 1.0f, 1.0f)
val width: IntBuffer = stack.mallocInt(1)
val height: IntBuffer = stack.mallocInt(1)
while (!glfwWindowShouldClose(window)) {
glfwGetFramebufferSize(window, width, height)
glViewport(0, 0, width[0], height[0])
glClear(GL_COLOR_BUFFER_BIT)
vrApp.submitFramesOpenGL(leftEye, rightEye)
glfwSwapBuffers(window)
glfwPollEvents()
}
}
VR_ShutdownInternal() ///\todo if I don't include this here, and just let the destructor handle shutting down VR, the process never terminates correctly, and breaks VR until I reboot.
glfwDestroyWindow(window)
glfwTerminate()
} catch (err: Exception) {
System.err.println(err)
exit(EXIT_FAILURE)
}
println("End")
exit(EXIT_SUCCESS)
}
companion object {
// Entry point for the application
@JvmStatic
fun main(args: Array<String>) {
HelloVr().main()
}
}
}
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