465 lines
11 KiB
C
465 lines
11 KiB
C
/*
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* Written By:
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* Michael Laforest < para >
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* Email: < thepara (--AT--) g m a i l [--DOT--] com >
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*
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* Copyright 2006-2007
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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* $Header$
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*/
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#include <wiiuse.h>
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#include <SDL.h> /* for SDL_Init, SDL_Quit */
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#include <SDL_error.h> /* for SDL_GetError */
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#include <SDL_events.h> /* for SDL_Event, SDL_PollEvent, etc */
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#include <SDL_video.h> /* for SDL_GL_SetAttribute, etc */
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#ifndef WIIUSE_MAC
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#include <GL/gl.h> /* for glVertex3f, GLfloat, etc */
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#include <GL/glu.h> /* for gluLookAt, gluOrtho2D, etc */
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#include <GL/glut.h> /* for glutSolidTeapot */
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#else
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/* Mac doesn't use the same folders for OpenGL/GLUT includes */
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#include <OpenGL/gl.h> /* for glVertex3f, GLfloat, etc */
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#include <OpenGL/glu.h> /* for gluLookAt, gluOrtho2D, etc */
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#include <GLUT/GLUT.h> /* for glutSolidTeapot */
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#endif
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#ifndef WIIUSE_WIN32
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#include <sys/time.h> /* for timeval, gettimeofday */
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#include <time.h> /* for time */
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#include <unistd.h> /* for usleep */
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#else
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#include <windows.h>
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#endif
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#include <stdio.h> /* for printf */
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#define PI 3.14159265358979323846
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#define PI_DIV_180 0.017453292519943296
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#define deg PI_DIV_180
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#define MAX_WIIMOTES 2
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GLint width = 1024, height = 768;
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GLfloat backColor[4] = {1.0, 1.0, 1.0, 1.0};
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wiimote** wiimotes = NULL;
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int last_dots[4][2] = {{0}};
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int xcoord = 0;
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int ycoord = 0;
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#ifdef WIN32
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DWORD last_render;
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#else
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struct timeval last_render;
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int last_sec = 0;
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int fps = 0;
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#endif
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enum render_mode_t {
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IR = 1,
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TEAPOT
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};
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enum render_mode_t render_mode = IR;
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/* light information */
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struct light_t {
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GLfloat position[4];
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GLfloat spotDirection[3];
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GLfloat ambient[4];
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GLfloat diffuse[4];
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GLfloat specular[4];
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GLfloat spotCutoff;
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GLfloat spotExponent;
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GLfloat spotAttenuation[3]; /* [0] = constant, [1] = linear, [2] = quadratic */
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};
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struct light_t light = {
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{ 1.0, 1.0, -2.0, 1.0 },
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{ -1.0, -1.0, 2.0 },
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{ 0.0, 0.0, 0.0, 1.0 },
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{ 1.0, 1.0, 1.0, 1.0 },
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{ 1.0, 1.0, 1.0, 1.0 },
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180.0, 0.0,
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{ 1.0, 0.0, 0.0 }
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};
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/* material information */
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struct material_t {
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GLfloat ambient[4];
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GLfloat diffuse[4];
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GLfloat specular[4];
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GLfloat emission[4];
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GLfloat shininess;
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};
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struct material_t red_plastic = {
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{ 0.3, 0.0, 0.0, 1.0 },
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{ 0.3, 0.0, 0.0, 1.0 },
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{ 0.8, 0.6, 0.6, 1.0 },
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{ 0.0, 0.0, 0.0, 1.0 },
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32.0
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};
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void handle_event(struct wiimote_t* wm);
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void display();
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void update_light(GLenum l, struct light_t* lptr);
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void set_material(struct material_t* mptr);
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void resize_window(GLint new_width, GLint new_height);
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void handle_event(struct wiimote_t* wm) {
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if (IS_JUST_PRESSED(wm, WIIMOTE_BUTTON_PLUS)) {
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wiiuse_motion_sensing(wm, 1);
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}
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if (IS_JUST_PRESSED(wm, WIIMOTE_BUTTON_MINUS)) {
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wiiuse_motion_sensing(wm, 0);
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}
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if (IS_JUST_PRESSED(wm, WIIMOTE_BUTTON_UP)) {
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wiiuse_set_ir(wm, 1);
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}
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if (IS_JUST_PRESSED(wm, WIIMOTE_BUTTON_DOWN)) {
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wiiuse_set_ir(wm, 0);
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}
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if (IS_JUST_PRESSED(wm, WIIMOTE_BUTTON_B)) {
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wiiuse_toggle_rumble(wm);
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}
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if (IS_JUST_PRESSED(wm, WIIMOTE_BUTTON_ONE)) {
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int level;
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WIIUSE_GET_IR_SENSITIVITY(wm, &level);
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wiiuse_set_ir_sensitivity(wm, level + 1);
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}
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if (IS_JUST_PRESSED(wm, WIIMOTE_BUTTON_TWO)) {
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int level;
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WIIUSE_GET_IR_SENSITIVITY(wm, &level);
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wiiuse_set_ir_sensitivity(wm, level - 1);
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}
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#if 0
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if (IS_JUST_PRESSED(wm, WIIMOTE_BUTTON_A)) {
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if (render_mode == IR) {
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render_mode = TEAPOT;
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} else {
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render_mode = IR;
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}
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resize_window(width, height);
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}
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#endif
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}
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#define DRAW_TRIANGLE(x, y, z, s) do { \
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glVertex3f(x, y-s, z); \
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glVertex3f(x+s, y+s, z); \
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glVertex3f(x-s, y+s, z); \
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} while (0)
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int can_render() {
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/* quick fps limit to ~60fps -- not too fancy, could be better */
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#ifdef WIN32
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if (GetTickCount() < (last_render + 16)) {
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return 0;
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}
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last_render = GetTickCount();
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return 1;
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#else
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struct timeval now;
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long elapsed_usec = 0;
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gettimeofday(&now, NULL);
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if (now.tv_usec > 1000000) {
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now.tv_usec -= 1000000;
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++now.tv_sec;
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}
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if (now.tv_sec > last_render.tv_sec) {
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elapsed_usec = ((now.tv_sec - last_render.tv_sec) * 1000000);
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}
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if (now.tv_usec > last_render.tv_usec) {
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elapsed_usec += now.tv_usec - last_render.tv_usec;
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} else {
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elapsed_usec += last_render.tv_usec - now.tv_usec;
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}
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if (time(NULL) > last_sec) {
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printf("fps: %i\n", fps);
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fps = 0;
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last_sec = time(NULL);
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}
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if (elapsed_usec < 16000) {
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return 0;
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}
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last_render = now;
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++fps;
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return 1;
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#endif
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}
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void display() {
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int i, wm;
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float size = 5;
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if (!can_render()) {
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return;
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}
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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if (render_mode == IR) {
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/* draw the IR stuff */
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glDisable(GL_LIGHTING);
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glBegin(GL_TRIANGLES);
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/* green center */
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glColor3f(0.0, 1.0, 0.0);
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DRAW_TRIANGLE(width / 2, height / 2, 0, size);
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glEnd();
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for (wm = 0; wm < MAX_WIIMOTES; ++wm) {
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glBegin(GL_TRIANGLES);
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/* red ir */
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glColor3f(1.0, 0.0, 0.0);
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for (i = 0; i < 4; ++i) {
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if (wiimotes[wm]->ir.dot[i].visible) {
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DRAW_TRIANGLE(wiimotes[wm]->ir.dot[i].rx, wiimotes[wm]->ir.dot[i].ry, 0, size);
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}
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}
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/* yellow corrected ir */
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glColor3f(1.0, 1.0, 0.0);
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for (i = 0; i < 4; ++i) {
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if (wiimotes[wm]->ir.dot[i].visible) {
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DRAW_TRIANGLE(wiimotes[wm]->ir.dot[i].x, wiimotes[wm]->ir.dot[i].y, 0, size);
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}
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}
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/* blue cursor */
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glColor3f(0.0, 0.0, 1.0);
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DRAW_TRIANGLE(wiimotes[wm]->ir.x, wiimotes[wm]->ir.y - size, 0, size);
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glEnd();
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}
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} else {
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/* draw the teapot */
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gluLookAt(0.0, 0.0, -5.0,
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0.0, 0.0, 0.0,
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0.0, 1.0, 0.0);
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glEnable(GL_LIGHTING);
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glEnable(GL_LIGHT0);
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update_light(GL_LIGHT0, &light);
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set_material(&red_plastic);
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glRotatef(wiimotes[0]->orient.roll, 0.0f, 0.0f, 1.0f);
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glRotatef(wiimotes[0]->orient.pitch, 1.0f, 0.0f, 0.0f);
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glutSolidTeapot(1);
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}
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SDL_GL_SwapBuffers();
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}
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void update_light(GLenum l, struct light_t* lptr) {
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glLightfv(l, GL_POSITION, lptr->position);
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glLightfv(l, GL_DIFFUSE, lptr->diffuse);
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glLightfv(l, GL_SPECULAR, lptr->specular);
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glLightfv(l, GL_AMBIENT, lptr->ambient);
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glLightfv(l, GL_SPOT_DIRECTION, lptr->spotDirection);
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glLightf(l, GL_SPOT_CUTOFF, lptr->spotCutoff);
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glLightf(l, GL_SPOT_EXPONENT, lptr->spotExponent);
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glLightf(l, GL_CONSTANT_ATTENUATION, lptr->spotAttenuation[0]);
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glLightf(l, GL_LINEAR_ATTENUATION, lptr->spotAttenuation[1]);
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glLightf(l, GL_QUADRATIC_ATTENUATION, lptr->spotAttenuation[2]);
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}
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void set_material(struct material_t* mptr) {
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glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, mptr->ambient);
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glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mptr->diffuse);
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glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, mptr->specular);
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glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, mptr->shininess);
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glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, mptr->emission);
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}
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void resize_window(GLint new_width, GLint new_height) {
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int wm;
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width = new_width;
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height = new_height;
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if (new_height == 0) {
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new_height = 1;
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}
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SDL_SetVideoMode(width, height, 16, SDL_RESIZABLE | SDL_OPENGL);
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glViewport(0, 0, new_width, new_height);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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if (render_mode == IR) {
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gluOrtho2D(0, width, height, 0);
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} else {
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gluPerspective(60.0f, (float)new_width / (float)new_height, 0.1f, 100.0f);
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}
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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width = new_width;
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height = new_height;
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for (wm = 0; wm < MAX_WIIMOTES; ++wm) {
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wiiuse_set_ir_vres(wiimotes[wm], width, height);
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}
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}
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#ifndef WIN32
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int main(int argc, char** argv) {
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#else
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int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow) {
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#endif
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int found, connected;
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int wm;
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/* printf("wiiuse version = %s\n", wiiuse_version()); */
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wiimotes = wiiuse_init(MAX_WIIMOTES);
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found = wiiuse_find(wiimotes, MAX_WIIMOTES, 5);
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if (!found) {
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return 0;
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}
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connected = wiiuse_connect(wiimotes, MAX_WIIMOTES);
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if (connected) {
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printf("Connected to %i wiimotes (of %i found).\n", connected, found);
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} else {
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printf("Failed to connect to any wiimote.\n");
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return 0;
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}
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wiiuse_set_leds(wiimotes[0], WIIMOTE_LED_1 | WIIMOTE_LED_4);
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wiiuse_set_leds(wiimotes[1], WIIMOTE_LED_2 | WIIMOTE_LED_4);
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wiiuse_rumble(wiimotes[0], 1);
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#ifndef WIN32
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usleep(200000);
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#else
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Sleep(200);
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#endif
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wiiuse_rumble(wiimotes[0], 0);
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/* enable IR and motion sensing for all wiimotes */
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for (wm = 0; wm < MAX_WIIMOTES; ++wm) {
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wiiuse_motion_sensing(wiimotes[wm], 1);
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wiiuse_set_ir(wiimotes[wm], 1);
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}
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if (SDL_Init(SDL_INIT_VIDEO) < 0) {
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printf("Failed to initialize SDL: %s\n", SDL_GetError());
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return 0;
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}
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SDL_WM_SetCaption("wiiuse SDL IR Example", "wiiuse SDL IR Example");
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SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
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SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 16);
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/* set window size */
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width = wiimotes[0]->ir.vres[0];
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height = wiimotes[0]->ir.vres[1];
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SDL_SetVideoMode(width, height, 16, SDL_RESIZABLE | SDL_OPENGL);
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for (wm = 0; wm < MAX_WIIMOTES; ++wm) {
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wiiuse_set_ir_vres(wiimotes[wm], width, height);
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}
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/* set OpenGL stuff */
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_LIGHTING);
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glEnable(GL_NORMALIZE);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glDepthFunc(GL_LEQUAL);
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glClearColor(0, 0, 0, 0);
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/* set the size of the window */
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resize_window(width, height);
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display();
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#ifdef WIN32
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last_render = GetTickCount();
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#endif
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while (1) {
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SDL_Event event;
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if (SDL_PollEvent(&event)) {
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switch (event.type) {
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case SDL_VIDEORESIZE: {
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/* resize the window */
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resize_window(event.resize.w, event.resize.h);
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break;
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}
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case SDL_QUIT: {
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/* shutdown */
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SDL_Quit();
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wiiuse_cleanup(wiimotes, MAX_WIIMOTES);
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return 0;
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}
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default: {
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}
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}
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}
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if (wiiuse_poll(wiimotes, MAX_WIIMOTES)) {
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/*
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* This happens if something happened on any wiimote.
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* So go through each one and check if anything happened.
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*/
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int i = 0;
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for (; i < MAX_WIIMOTES; ++i) {
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switch (wiimotes[i]->event) {
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case WIIUSE_EVENT:
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/* a generic event occurred */
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handle_event(wiimotes[i]);
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break;
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default:
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break;
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}
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}
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}
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display();
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}
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}
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