-
Notifications
You must be signed in to change notification settings - Fork 0
/
main.odin
949 lines (738 loc) · 40.8 KB
/
main.odin
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
///////////////////////////////////////////////////////////////////////////////////////////////////
//
// Simple Oculus Rift SDK example using OpenGL and GLFW.
//
// Features full HMD head tracking and Touch controller tracking.
//
// Parts should be familiar to you if you have read the PC SDK Developer Guide
// at https://developer.oculus.com/documentation/pcsdk/latest/concepts/book-dg/
//
// Based in parts on OculusTinyRooms(GL).
//
// Note: Written in a sequential manner to make it easy to follow along,
// which means, for the most part, that everything is contained in
// a sequential order in main(). Related sections are separated by
// a //---------------------------------------------------------//
//
// Note: Uses GLFW for window and OpenGL context creation
//
//
//
// Source statistics:
//
//
///////////////////////////////////////////////////////////////////////////////////////////////////
import "core:strings.odin"
import "core:math.odin"
import "core:fmt.odin"
import "core:os.odin"
import "shared:odin-glfw/glfw.odin"
import "shared:odin-gl/gl.odin"
import "shared:odin-fbx/fbx.odin"
import "rift.odin"
import "utils.odin"
vec2 :: struct {
x, y: f32,
};
vec3 :: struct {
x, y, z: f32,
};
qmul :: proc(q1, q2: rift.ovrQuatf) -> rift.ovrQuatf {
q: rift.ovrQuatf;
q.x = (q1.w * q2.x) + (q1.x * q2.w) + (q1.y * q2.z) - (q1.z * q2.y);
q.y = (q1.w * q2.y) - (q1.x * q2.z) + (q1.y * q2.w) + (q1.z * q2.x);
q.z = (q1.w * q2.z) + (q1.x * q2.y) - (q1.y * q2.x) + (q1.z * q2.w);
q.w = (q1.w * q2.w) - (q1.x * q2.x) - (q1.y * q2.y) - (q1.z * q2.z);
return q;
}
get_uniform_location :: proc(program: u32, name: string) -> i32 {
return gl.GetUniformLocation(program, &name[0]);
}
draw_model :: proc(program: u32, vao: u32, texture: u32, num_vertices: u32, d, p: rift.ovrVector3f, q: rift.ovrQuatf) {
gl.UseProgram(program);
gl.BindVertexArray(vao);
gl.BindTexture(gl.TEXTURE_2D, texture);
gl.Uniform1i(get_uniform_location(program, "apply_texture\x00"), texture != 0 ? 1 : 0);
gl.Uniform3f(get_uniform_location(program, "d_model\x00"), d.x, d.y, d.z);
gl.Uniform3f(get_uniform_location(program, "p_model\x00"), p.x, p.y, p.z);
gl.Uniform4f(get_uniform_location(program, "q_model\x00"), q.x, q.y, q.z, q.w);
gl.DrawArrays(gl.TRIANGLES, 0, i32(num_vertices));
}
draw_model2 :: proc(program: u32, vao: u32, texture: u32, num_elements: u32, d, p: rift.ovrVector3f, q: rift.ovrQuatf) {
gl.UseProgram(program);
gl.BindVertexArray(vao);
gl.BindTexture(gl.TEXTURE_2D, texture);
gl.Uniform1i(get_uniform_location(program, "apply_texture\x00"), texture != 0 ? 1 : 0);
gl.Uniform3f(get_uniform_location(program, "d_model\x00"), d.x, d.y, d.z);
gl.Uniform3f(get_uniform_location(program, "p_model\x00"), p.x, p.y, p.z);
gl.Uniform4f(get_uniform_location(program, "q_model\x00"), q.x, q.y, q.z, q.w);
gl.DrawElements(gl.TRIANGLES, i32(num_elements), gl.UNSIGNED_INT, nil);
}
Vec3 :: struct #ordered {
x, y, z: f32,
};
Vertex :: struct #ordered {
position, normal: Vec3,
};
Model :: struct {
vertices: []Vertex,
num_vertices: int,
num_triangles: int,
bbox: [6]f32 = [6]f32{1.0e9, -1.0e9, 1.0e9, -1.0e9, 1.09e9, -1.0e9},
vao: u32,
vbo: u32,
};
model_init_and_upload :: proc(using model: ^Model) {
gl.CreateBuffers(1, &vbo);
gl.NamedBufferData(vbo, size_of(Vertex)*num_vertices, &vertices[0], gl.STATIC_DRAW);
gl.CreateVertexArrays(1, &vao);
gl.VertexArrayVertexBuffer(vao, 0, vbo, 0, size_of(Vertex));
gl.EnableVertexArrayAttrib(vao, 0);
gl.EnableVertexArrayAttrib(vao, 1);
gl.VertexArrayAttribFormat(vao, 0, 3, gl.FLOAT, gl.FALSE, 0);
gl.VertexArrayAttribFormat(vao, 1, 3, gl.FLOAT, gl.FALSE, 12);
gl.VertexArrayAttribBinding(vao, 0, 0);
gl.VertexArrayAttribBinding(vao, 1, 0);
}
main :: proc() {
using rift;
//-------------------------------------------------------------------------------------------//
// See https://developer.oculus.com/documentation/pcsdk/latest/concepts/dg-sensor/#dg_sensor
// Initialize OVR, GLFW and OpengL
if !OVR_SUCCESS(ovr_Initialize(nil)) {
print_last_rift_error();
return;
}
defer ovr_Shutdown();
fmt.fprintln(os.stderr, "Succeeded initializing OVR");
session : ovrSession;
luid : ovrGraphicsLuid;
if !OVR_SUCCESS(ovr_Create(&session, &luid)) {
print_last_rift_error();
return;
}
defer ovr_Destroy(session);
fmt.fprintln(os.stderr, "Succeeded creating VR session");
//-------------------------------------------------------------------------------------------//
error_callback :: proc(error: i32, desc: ^u8) #cc_c {
fmt.printf("Error code %d:\n %s\n", error, strings.to_odin_string(desc));
}
glfw.SetErrorCallback(error_callback);
if glfw.Init() == 0 {
return;
}
defer glfw.Terminate();
fmt.fprintln(os.stderr, "Succeeded initializing GLFW");
//glfw.WindowHint(glfw.SAMPLES, 4);
glfw.WindowHint(glfw.CONTEXT_VERSION_MAJOR, 4);
glfw.WindowHint(glfw.CONTEXT_VERSION_MINOR, 5);
glfw.WindowHint(glfw.OPENGL_PROFILE, glfw.OPENGL_CORE_PROFILE);
title := "Rift minimal example (Odin)\x00";
resx, resy : i32 = 1600, 900;
window := glfw.CreateWindow(resx, resy, &title[0], nil, nil);
if window == nil {
return;
}
fmt.fprintln(os.stderr, "Succeeded creating GLFW window");
glfw.MakeContextCurrent(window);
glfw.SwapInterval(0);
// Load OpenGL function pointers using glfw.GetProcAddress
set_proc_address :: proc(p: rawptr, name: string) {
(cast(^rawptr)p)^ = rawptr(glfw.GetProcAddress(&name[0]));
}
gl.load_up_to(4, 5, set_proc_address);
fmt.fprintln(os.stderr, "Loaded OpenGL function pointers");
load_part :: proc(part: ^fbx.Geometry) -> Model {
using model: Model;
vertices = make([]Vertex, len(part.indices));
for index, j in part.indices {
i := int(index < 0 ? -1*index - 1 : index);
x, y, z := part.vertices[3*i+0], part.vertices[3*i+1], part.vertices[3*i+2];
nx, ny, nz := part.normals[3*j+0], part.normals[3*j+1], part.normals[3*j+2];
bbox[0] = min(bbox[0], f32(x));
bbox[1] = max(bbox[1], f32(x));
bbox[2] = min(bbox[2], f32(y));
bbox[3] = max(bbox[3], f32(y));
bbox[4] = min(bbox[4], f32(z));
bbox[5] = max(bbox[5], f32(z));
vertices[j] = Vertex{Vec3{f32(x), f32(y), f32(z)}, Vec3{f32(nx), f32(ny), f32(nz)}};
}
fmt.println(bbox);
num_vertices = len(vertices);
num_triangles = num_vertices/3;
model_init_and_upload(&model);
return model;
}
fbx_right := fbx.load_fbx("models/rightController.FBX");
fbx_left := fbx.load_fbx("models/leftController.FBX");
model := fbx.create_model_from_fbx(&fbx_right);
model2 := fbx.create_model_from_fbx(&fbx_left);
models := make([]Model, len(model.parts));
models2 := make([]Model, len(model2.parts));
/*
rightController::Model
menuButton::Model
confimButton::Model
cancelButton::Model
stick::Model
grip::Model
trigger::Model
*/
for _, i in model.parts {
models[i] = load_part(&model.parts[i]);
fmt.printf("%.6f %.6f %.6f\n", model.parts[i].local_translation[0], model.parts[i].local_translation[1],model.parts[i].local_translation[2]);
}
for _, i in model2.parts {
models2[i] = load_part(&model2.parts[i]);
fmt.printf("%.6f %.6f %.6f\n", model2.parts[i].local_translation[0], model2.parts[i].local_translation[1],model2.parts[i].local_translation[2]);
}
//-------------------------------------------------------------------------------------------//
// https://developer.oculus.com/documentation/pcsdk/latest/concepts/dg-render/#dg-render-initialize
// Get general headset description.
// Used in particular for getting headset FOV parameters
hmd_desc := ovr_GetHmdDesc(session);
// Setup texture swap chains. One texture chain per eye, and each chain has 3 textures.
// Each eye can in general have different FOV values, and different texture sizes.
// These textures are handled internally by the Oculus SDK.
eye_texture_sizes: [2]ovrSizei;
texture_swap_chains: [2]ovrTextureSwapChain;
for eye in 0...1 {
eye_texture_sizes[eye] = ovr_GetFovTextureSize(session, ovrEyeType(eye), hmd_desc.MaxEyeFov[eye], 1.0);
desc := ovrTextureSwapChainDesc{
ovrTextureType.ovrTexture_2D,
ovrTextureFormat.OVR_FORMAT_R8G8B8A8_UNORM_SRGB,
1,
eye_texture_sizes[eye].w,
eye_texture_sizes[eye].h,
1,
1,
ovrFalse,
u32(ovrTextureMiscFlags.ovrTextureMisc_None),
u32(ovrTextureBindFlags.ovrTextureBind_None)
};
if (!OVR_SUCCESS(ovr_CreateTextureSwapChainGL(session, &desc, &texture_swap_chains[eye]))) {
print_last_rift_error();
return;
}
length: i32;
ovr_GetTextureSwapChainLength(session, texture_swap_chains[eye], &length);
for i in 0..length {
chain_tex_id: u32;
if (!OVR_SUCCESS(ovr_GetTextureSwapChainBufferGL(session, texture_swap_chains[eye], i, &chain_tex_id))) {
print_last_rift_error();
return;
}
gl.BindTexture(gl.TEXTURE_2D, chain_tex_id);
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
}
}
defer ovr_DestroyTextureSwapChain(session, texture_swap_chains[0]);
defer ovr_DestroyTextureSwapChain(session, texture_swap_chains[1]);
fmt.fprintln(os.stderr, "Created texture swap chains for both eyes");
//-------------------------------------------------------------------------------------------//
// Set up a "mirror texture" that is used to mirror what's rendered in the headset to the default framebuffer
// This is a done using a simple blit at the end of the rendering loop.
// This is a configured as a simple frame buffer with no depth info.
// This texture is handled internally by the Oculus SDK.
//
// @Note: An alternative to this is to do a separate monoscopic rendering pass that is displayed in the main window
mirror_texture_ovr: ovrMirrorTexture;
mirror_desc := ovrMirrorTextureDesc{ovrTextureFormat.OVR_FORMAT_R8G8B8A8_UNORM_SRGB, resx, resy, u32(ovrTextureMiscFlags.ovrTextureMisc_None), 0};
if (!OVR_SUCCESS(ovr_CreateMirrorTextureGL(session, &mirror_desc, &mirror_texture_ovr))) {
print_last_rift_error();
return;
}
defer ovr_DestroyMirrorTexture(session, mirror_texture_ovr);
fmt.fprintln(os.stderr, "Created and configured mirror texture");
mirror_texture_gl: u32;
if (!OVR_SUCCESS(ovr_GetMirrorTextureBufferGL(session, mirror_texture_ovr, &mirror_texture_gl))) {
print_last_rift_error();
return;
}
mirror_fbo: u32;
gl.GenFramebuffers(1, &mirror_fbo);
gl.BindFramebuffer(gl.READ_FRAMEBUFFER, mirror_fbo);
gl.FramebufferTexture2D(gl.READ_FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, mirror_texture_gl, 0);
gl.FramebufferRenderbuffer(gl.READ_FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, 0);
gl.BindFramebuffer(gl.READ_FRAMEBUFFER, 0);
defer gl.DeleteFramebuffers(1, &mirror_fbo);
fmt.fprintln(os.stderr, "Configured mirror texture framebuffer");
//-------------------------------------------------------------------------------------------//
// We use a single framebuffer to render to for both eyes,
// but we bind different eye texture to it depending on which
// buffer in the chain is used and which eye we are current rendering
eye_fbo: u32;
gl.GenFramebuffers(1, &eye_fbo);
defer gl.DeleteFramebuffers(1, &eye_fbo);
fmt.fprintln(os.stderr, "Configured per-eye framebuffers");
// We use one texture per eye as a depth buffer.
// Depth buffers can be handled manually or as a separate texture chain (?)
depth_textures: [2]u32;
gl.GenTextures(2, &depth_textures[0]);
defer gl.DeleteTextures(2, &depth_textures[0]);
for eye in 0...1 {
gl.BindTexture(gl.TEXTURE_2D, depth_textures[eye]);
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
gl.TexImage2D(gl.TEXTURE_2D, 0, gl.DEPTH_COMPONENT24, eye_texture_sizes[eye].w, eye_texture_sizes[eye].h, 0, gl.DEPTH_COMPONENT, gl.UNSIGNED_INT, nil);
}
fmt.fprintln(os.stderr, "Created per-eye depth buffers");
//-------------------------------------------------------------------------------------------//
// See: https://developer.oculus.com/documentation/pcsdk/latest/concepts/dg-render/#dg-render-layers
// Oculus' SDK support "layers", which are like individual windows in an operating system.
// Usually there is one "3D" layer that is the usual render, then there can be additional
// layers on top of that to represent UI elements, floating text, etc.
// Most of the information in the layer stay constant, so we keep it outside the render
// loop for now.
layer := ovrLayerEyeFov {
Header = ovrLayerHeader {
Type = ovrLayerType.ovrLayerType_EyeFov,
Flags = u32(ovrLayerFlags.ovrLayerFlag_TextureOriginAtBottomLeft)
},
ColorTexture = [2]ovrTextureSwapChain {
texture_swap_chains[0],
texture_swap_chains[1]
},
Viewport = [2]ovrRecti{
ovrRecti{
Pos = ovrVector2i{0, 0},
Size = ovrSizei{eye_texture_sizes[0].w, eye_texture_sizes[0].h}
},
ovrRecti{
Pos = ovrVector2i{0, 0},
Size = ovrSizei{eye_texture_sizes[1].w, eye_texture_sizes[1].h}
},
},
Fov = [2]ovrFovPort{
hmd_desc.MaxEyeFov[0],
hmd_desc.MaxEyeFov[1]
},
// RenderPose and SensorSampleTime set in render loop, so set to default values
RenderPose = [2]ovrPosef{
ovrPosef{
ovrQuatf{0.0, 0.0, 0.0, 1.0},
ovrVector3f{0.0, 0.0, 0.0},
},
ovrPosef{
ovrQuatf{0.0, 0.0, 0.0, 1.0},
ovrVector3f{0.0, 0.0, 0.0},
},
},
SensorSampleTime = f64(0.0),
};
// Used to get the current Eye poses in the render loop, as long as the Fov stays unchanged.
// The eye offsets are used to construct view matrices for each eye.
// See: https://developer.oculus.com/documentation/pcsdk/latest/concepts/dg-render/#dg-render-frame
eye_render_desc := [2]ovrEyeRenderDesc{
ovr_GetRenderDesc(session, ovrEyeType.ovrEye_Left, hmd_desc.MaxEyeFov[0]),
ovr_GetRenderDesc(session, ovrEyeType.ovrEye_Right, hmd_desc.MaxEyeFov[1])
};
hmd_to_eye_pose := [2]ovrPosef{ eye_render_desc[0].HmdToEyePose, eye_render_desc[1].HmdToEyePose };
fmt.fprintln(os.stderr, "Set up default layer, render descriptions and offsets to each eye.");
// Load shaders from files
program, success := gl.load_shaders("shaders/vertex_shader.vs", "shaders/fragment_shader.fs");
if !success {
fmt.fprintln(os.stderr, "Could not load shaders. Exiting.");
return;
}
defer gl.DeleteProgram(program);
model_left, status_left := utils.read_obj("models/Oculus_Left.obj");
model_right, status_right := utils.read_obj("models/Oculus_Right.obj");
//if true do return;
//num_vertices_controllers: [2]u32 = [2]u32{u32(len(v1)), u32(len(v2))};
load_model :: proc(using model: ^utils.Model) {
gl.GenVertexArrays(1, &vao);
gl.BindVertexArray(vao);
gl.GenBuffers(3, &vbos[0]);
gl.GenBuffers(1, &ebo);
gl.BindBuffer(gl.ARRAY_BUFFER, vbos[0]);
gl.BufferData(gl.ARRAY_BUFFER, size_of(positions[0])*len(positions), &positions[0], gl.STATIC_DRAW);
gl.VertexAttribPointer(0, 3, gl.FLOAT, gl.FALSE, 0, nil);
gl.EnableVertexAttribArray(0);
gl.BindBuffer(gl.ARRAY_BUFFER, vbos[1]);
gl.BufferData(gl.ARRAY_BUFFER, size_of(normals[0])*len(normals), &normals[0], gl.STATIC_DRAW);
gl.VertexAttribPointer(1, 3, gl.FLOAT, gl.FALSE, 0, nil);
gl.EnableVertexAttribArray(1);
gl.BindBuffer(gl.ARRAY_BUFFER, vbos[2]);
gl.BufferData(gl.ARRAY_BUFFER, size_of(uvs[0])*len(uvs), &uvs[0], gl.STATIC_DRAW);
gl.VertexAttribPointer(2, 2, gl.FLOAT, gl.FALSE, 0, nil);
gl.EnableVertexAttribArray(2);
gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, ebo);
gl.BufferData(gl.ELEMENT_ARRAY_BUFFER, size_of(indices[0])*len(indices), &indices[0], gl.STATIC_DRAW);
fmt.println(size_of(positions[0])*len(positions), size_of(normals[0])*len(normals), size_of(uvs[0])*len(uvs), size_of(indices[0])*len(indices));
}
unload_model :: proc(using model: ^utils.Model) {
gl.DeleteVertexArrays(1, &vao);
gl.DeleteBuffers(3, &vbos[0]);
gl.DeleteBuffers(1, &ebo);
}
load_model(&model_left);
load_model(&model_right);
defer {
unload_model(&model_left);
unload_model(&model_right);
}
// Setup room vao, vbo and vertex attribs, and upload
vao_room: u32;
gl.GenVertexArrays(1, &vao_room);
gl.BindVertexArray(vao_room);
half_side: f32 = 30.0;
floor_height: f32 = -2.0; // @TODO: use actual floor/sitting height instead of 2 meters..
roof_height: f32 = 3.0;
cubeVertices:= [8*3]vec3 {
vec3{-half_side, roof_height, -half_side},
vec3{ half_side, roof_height, -half_side},
vec3{-half_side, roof_height, half_side},
vec3{ half_side, roof_height, half_side},
vec3{-half_side, floor_height, -half_side},
vec3{ half_side, floor_height, -half_side},
vec3{-half_side, floor_height, half_side},
vec3{ half_side, floor_height, half_side},
};
cubeIndices := [14]i32 {
0, 1, 2, 3, 7, 1, 5, 4, 7, 6, 2, 4, 0, 1
};
dot :: proc(a, b: vec3) -> f32 { return a.x*b.x + a.y*b.y + a.z*b.z; };
norm :: proc(v: vec3) -> vec3 {
mag := math.sqrt(dot(v,v));
return vec3{v.x/mag, v.y/mag, v.z/mag};
}
cross :: proc(a, b: vec3) -> vec3 {
return vec3{a.y*b.z - a.z*b.y,
a.z*b.x - a.x*b.z,
a.x*b.y - a.y*b.x};
};
normal_triangle :: proc(a, b, c: vec3) -> vec3 {
v1 := vec3{b.x - a.x, b.y - a.y, b.z - a.z};
v2 := vec3{c.x - a.x, c.y - a.y, c.z - a.z};
return norm(cross(v1, v2));
}
num_indices_room :: 14;
num_triangles_room :: num_indices_room - 2; // since it is a triangle strip of N indices, there are N-2 triangles
num_vertices_room :: 3*num_triangles_room; // needed by glDrawArrays
pos_data_room: [num_vertices_room]vec3;
normal_data_room: [num_vertices_room]vec3;
uv_data_room: [num_vertices_room]vec2;
for i in 0..num_triangles_room {
pos_data_room[3*i+0] = cubeVertices[cubeIndices[i + 0 + (i % 2)]];;
pos_data_room[3*i+1] = cubeVertices[cubeIndices[i + 1 - (i % 2)]];;
pos_data_room[3*i+2] = cubeVertices[cubeIndices[i + 2]];;
// vertices are in clockwise winding order, so the (outward) normal is just the normalized cross product
normal := normal_triangle(pos_data_room[3*i+0], pos_data_room[3*i+1], pos_data_room[3*i+2]);
normal_data_room[3*i+0] = normal;
normal_data_room[3*i+1] = normal;
normal_data_room[3*i+2] = normal;
if abs(normal.x) > 0.5 {
uv_data_room[3*i+0] = vec2{pos_data_room[3*i+0].y, pos_data_room[3*i+0].z};
uv_data_room[3*i+1] = vec2{pos_data_room[3*i+1].y, pos_data_room[3*i+1].z};
uv_data_room[3*i+2] = vec2{pos_data_room[3*i+2].y, pos_data_room[3*i+2].z};
} else if abs(normal.y) > 0.5 {
uv_data_room[3*i+0] = vec2{pos_data_room[3*i+0].x, pos_data_room[3*i+0].z};
uv_data_room[3*i+1] = vec2{pos_data_room[3*i+1].x, pos_data_room[3*i+1].z};
uv_data_room[3*i+2] = vec2{pos_data_room[3*i+2].x, pos_data_room[3*i+2].z};
} else if abs(normal.z) > 0.5 {
uv_data_room[3*i+0] = vec2{pos_data_room[3*i+0].x, pos_data_room[3*i+0].y};
uv_data_room[3*i+1] = vec2{pos_data_room[3*i+1].x, pos_data_room[3*i+1].y};
uv_data_room[3*i+2] = vec2{pos_data_room[3*i+2].x, pos_data_room[3*i+2].y};
}
}
vbo_pos_room: u32;
gl.GenBuffers(1, &vbo_pos_room);
gl.BindBuffer(gl.ARRAY_BUFFER, vbo_pos_room);
gl.BufferData(gl.ARRAY_BUFFER, size_of(pos_data_room), &pos_data_room[0], gl.STATIC_DRAW);
gl.EnableVertexAttribArray(0);
gl.VertexAttribPointer(0, 3, gl.FLOAT, gl.FALSE, 0, nil);
vbo_normal_room: u32;
gl.GenBuffers(1, &vbo_normal_room);
gl.BindBuffer(gl.ARRAY_BUFFER, vbo_normal_room);
gl.BufferData(gl.ARRAY_BUFFER, size_of(normal_data_room), &normal_data_room[0], gl.STATIC_DRAW);
gl.EnableVertexAttribArray(1);
gl.VertexAttribPointer(1, 3, gl.FLOAT, gl.FALSE, 0, nil);
vbo_uv_room: u32;
gl.GenBuffers(1, &vbo_uv_room);
gl.BindBuffer(gl.ARRAY_BUFFER, vbo_uv_room);
gl.BufferData(gl.ARRAY_BUFFER, size_of(uv_data_room), &uv_data_room[0], gl.STATIC_DRAW);
gl.EnableVertexAttribArray(2);
gl.VertexAttribPointer(2, 2, gl.FLOAT, gl.FALSE, 0, nil);
defer {
gl.DeleteBuffers(1, &vbo_pos_room);
gl.DeleteBuffers(1, &vbo_normal_room);
gl.DeleteBuffers(1, &vbo_uv_room);
gl.DeleteVertexArrays(1, &vao_room);
}
vao_coordinates: u32;
gl.GenVertexArrays(1, &vao_coordinates);
gl.BindVertexArray(vao_coordinates);
vertices_coordinates := [...]f32 {-1.0, 0.0, 0.0,
1.0, 0.0, 0.0,
0.0, -1.0, 0.0,
0.0, 1.0, 0.0,
0.0, 0.0, -1.0,
0.0, 0.0, 1.0
};
vbo_lines: u32;
gl.GenBuffers(1, &vbo_lines);
gl.BindBuffer(gl.ARRAY_BUFFER, vbo_lines);
gl.BufferData(gl.ARRAY_BUFFER, size_of(vertices_coordinates), &vertices_coordinates[0], gl.STATIC_DRAW);
gl.EnableVertexAttribArray(0);
gl.VertexAttribPointer(0, 3, gl.FLOAT, gl.FALSE, 0, nil);
//-------------------------------------------------------------------------------------------//
// Enable SRGB and depth test and set background color
gl.Enable(gl.DEPTH_TEST);
gl.Enable(gl.FRAMEBUFFER_SRGB);
gl.ClearColor(0.2, 0.3, 0.4, 1.0);
fmt.println("num models:", len(models));
uniforms := gl.get_uniforms_from_program(program);
defer for uniform, name in uniforms do free(uniform.name);
for uniform, name in uniforms {
fmt.println(name, uniform);
}
hmd_to_eye_pose[0].Position.x = -0.001;
hmd_to_eye_pose[1].Position.x = 0.001;
frame_index: i64 = 0;
for glfw.WindowShouldClose(window) == 0 {
glfw.PollEvents();
glfw.calculate_frame_timings(window);
// See: https://developer.oculus.com/documentation/pcsdk/latest/concepts/dg-sensor/#dg-sensor-head-tracking
// Get the predicted head pose for the current frame
ovr_GetEyePoses(session, frame_index, ovrTrue, &hmd_to_eye_pose[0], &layer.RenderPose[0], &layer.SensorSampleTime);
// Get controller tracking state (i.e. position and orientation)
ts := ovr_GetTrackingState(session, 0, 1);
// Get controller input state (i.e. buttons)
is: ovrInputState;
ovr_GetInputState(session, ovrControllerType.ovrControllerType_Touch, &is);
p_left := ts.HandPoses[0].ThePose.Position;
p_right := ts.HandPoses[1].ThePose.Position;
// @NOTE: add pre-orientation to model quaternion, swaps y and z components of offsets and negates the new y component.
q_reorient1 := ovrQuatf{0.0, math.sin(math.to_radians(180.0/2)), 0.0, math.cos(math.to_radians(180.0/2))};
q_reorient2 := ovrQuatf{math.sin(math.to_radians(-90.0/2)), 0.0, 0.0, math.cos(math.to_radians(-90.0/2))};
q_reorient := qmul(q_reorient1, q_reorient2);
q_left := qmul(ts.HandPoses[0].ThePose.Orientation, q_reorient);
q_right := qmul(ts.HandPoses[1].ThePose.Orientation, q_reorient);
AA : i32 = 2;
for key in glfw.KEY_1...glfw.KEY_9 {
if glfw.GetKey(window, i32(key)) == glfw.PRESS {
AA = i32(key) - glfw.KEY_1 + 1;
}
}
// Upload uniforms that are the same per-eye
gl.Uniform1f(get_uniform_location(program, "time\x00"), f32(glfw.GetTime()));
gl.Uniform1i(get_uniform_location(program, "AA\x00"), AA);
// Main rendering section.
// We need to render the scene twice, once for each eye.
for eye in 0...1 {
// Grab the current available color buffer texture from the texture swap chain.
current_index: i32;
ovr_GetTextureSwapChainCurrentIndex(session, texture_swap_chains[eye], ¤t_index);
current_texture_id: u32;
ovr_GetTextureSwapChainBufferGL(session, texture_swap_chains[eye], current_index, ¤t_texture_id);
// Set up the framebuffer, using the current eye texture and depth texture for this eye.
gl.BindFramebuffer(gl.FRAMEBUFFER, eye_fbo);
gl.FramebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, current_texture_id, 0);
gl.FramebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_2D, depth_textures[eye], 0);
// Setup render
gl.Viewport(0, 0, eye_texture_sizes[eye].w, eye_texture_sizes[eye].h);
gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
// Upload this eye's perspective projection matrix
P := ovrMatrix4f_Projection(hmd_desc.MaxEyeFov[eye], 0.2, 1000.0, u32(ovrProjectionModifier.ovrProjection_None));
gl.UniformMatrix4fv(get_uniform_location(program, "P\x00"), 1, gl.TRUE, &P.M[0][0]);
// Upload headset position and orientation as uniforms.
// The camera is rotated and translated according to these in the shader
p_hmd := layer.RenderPose[1-eye].Position;
q_hmd := layer.RenderPose[1-eye].Orientation;
gl.Uniform3fv(get_uniform_location(program, "p_hmd\x00"), 1, &p_hmd.x);
gl.Uniform4fv(get_uniform_location(program, "q_hmd\x00"), 1, &q_hmd.x);
d := f32(40.0);
light_positions := [...]f32 { -d, d, d, d, d, d, -d, -d, d, d, -d, d };
l := f32(300.0);
light_colors := [...]f32 { l, l, l, l, l, l, l, l, l, l, l, l };
gl.Uniform3f(get_uniform_location(program, "albedo"), 0.0, 0.0, 0.0);
gl.Uniform1f(get_uniform_location(program, "metallic"), 0.3);
gl.Uniform1f(get_uniform_location(program, "roughness"), 0.5);
gl.Uniform1f(get_uniform_location(program, "ao"), 1.0);
gl.Uniform3fv(get_uniform_location(program, "lightPositions\x00"), 4, &light_positions[0]);
gl.Uniform3fv(get_uniform_location(program, "lightColors\x00"), 4, &light_colors[0]);
gl.Uniform3f(get_uniform_location(program, "camPos"), p_hmd.x, p_hmd.y, p_hmd.z);
// @NOTE: The same shader is used to draw both the room (which is shaded based on position)
// and the controllers (which are shaded based on uv's and a texture),
// by setting the "apply_texture" uniform to 0 (no texture) or 1 (using texture)
// Draw the "room" first, which doesn't use any textures, but are shaded
// based on the pixel's position/coverage relative to global gridlines
// Room
draw_model(program, vao_room,
0, num_vertices_room,
ovrVector3f{0.0, 0.0, 0.0},
ovrVector3f{0.0, 0.0, 0.0}, ovrQuatf{0.0, 0.0, 0.0, 1.0});
// Left controller
/*
draw_model2(program, model_left.vao,
1, cast(u32)len(model_left.indices),
ovrVector3f{0, 0 ,0},
p_left, q_left);
*/
draw_coordinates_at :: proc(vao_coordinates, program: u32, p, d: ovrVector3f, q: ovrQuatf, c: ovrVector3f, o, n: int) {
gl.UseProgram(program);
gl.BindVertexArray(vao_coordinates);
gl.Uniform1i(get_uniform_location(program, "apply_texture\x00"), 2);
gl.Uniform3f(get_uniform_location(program, "coordinate_color\x00"), c.x, c.y, c.z);
gl.Uniform3f(get_uniform_location(program, "d_model\x00"), d.x, d.y, d.z);
gl.Uniform3f(get_uniform_location(program, "p_model\x00"), p.x, p.y, p.z);
gl.Uniform4f(get_uniform_location(program, "q_model\x00"), q.x, q.y, q.z, q.w);
gl.DrawArraysInstanced(gl.TRIANGLE_STRIP, 0, 18, 3);
}
draw_coordinates_at :: proc(vao_coordinates, program: u32, p, d: ovrVector3f, q,q2: ovrQuatf, c: ovrVector3f, o, n: int) {
gl.UseProgram(program);
gl.BindVertexArray(vao_coordinates);
gl.Uniform1i(get_uniform_location(program, "apply_texture\x00"), 2);
gl.Uniform3f(get_uniform_location(program, "coordinate_color\x00"), c.x, c.y, c.z);
gl.Uniform3f(get_uniform_location(program, "d_model\x00"), d.x, d.y, d.z);
gl.Uniform3f(get_uniform_location(program, "p_model\x00"), p.x, p.y, p.z);
gl.Uniform4f(get_uniform_location(program, "q_model\x00"), q.x, q.y, q.z, q.w);
gl.Uniform4f(get_uniform_location(program, "q_pre\x00"), q2.x, q2.y, q2.z, q2.w);
gl.DrawArraysInstanced(gl.TRIANGLE_STRIP, 0, 18, 3);
}
draw_coordinates_at(vao_coordinates, program, p_right, ovrVector3f{0.0, 0.0, 0.0}, q_right, ovrVector3f{0.0, 0.0, 0.0}, 0, 6);
gl.UseProgram(program);
gl.Uniform1i(get_uniform_location(program, "apply_texture\x00"), 1);
draw_controller_part :: proc(program: u32, vao: u32, num_vertices: i32, d_pivot, d_model, p_model: ovrVector3f, q_pivot, q_model: ovrQuatf) {
gl.Uniform3fv(get_uniform_location(program, "d_pivot\x00"), 1, &d_pivot.x);
gl.Uniform4fv(get_uniform_location(program, "q_pivot\x00"), 1, &q_pivot.x);
gl.Uniform3fv(get_uniform_location(program, "p_model\x00"), 1, &p_model.x);
gl.Uniform4fv(get_uniform_location(program, "q_model\x00"), 1, &q_model.x);
gl.Uniform3fv(get_uniform_location(program, "d_model\x00"), 1, &d_model.x);
gl.BindVertexArray(vao);
gl.DrawArrays(gl.TRIANGLES, 0, num_vertices);
}
{
// Menu
draw_controller_part(program, models[1].vao, cast(i32)models[1].num_vertices, ovrVector3f{}, ovrVector3f{}, p_right, ovrQuatf{}, q_right);
draw_controller_part(program, models2[2].vao, cast(i32)models2[2].num_vertices, ovrVector3f{}, ovrVector3f{}, p_left, ovrQuatf{}, q_left);
}
{
// B
dp := ovrVector3f{0.008937141 - (0.009135387), 0.005691095 - (0.005499177), -0.001804241 - (-0.000116555)};
draw_controller_part(program, models[2].vao, cast(i32)models[2].num_vertices, ovrVector3f{}, is.Buttons&0x00000001 == 0 ? ovrVector3f{} : dp, p_right, ovrQuatf{}, q_right);
draw_controller_part(program, models2[3].vao, cast(i32)models2[3].num_vertices, ovrVector3f{}, is.Buttons&0x00000100 == 0 ? ovrVector3f{} : dp, p_left, ovrQuatf{}, q_left);
}
{
// A
dp := ovrVector3f{0.001718102 - (0.00191709), -0.007191364 - (-0.007383698), -0.002603772 - (-0.0009119599)};
draw_controller_part(program, models[3].vao, cast(i32)models[3].num_vertices, ovrVector3f{}, is.Buttons&0x00000002 == 0 ? ovrVector3f{} : dp, p_right, ovrQuatf{}, q_right);
draw_controller_part(program, models2[4].vao, cast(i32)models2[4].num_vertices, ovrVector3f{}, is.Buttons&0x00000200 == 0 ? ovrVector3f{} : dp, p_left, ovrQuatf{}, q_left);
}
{
// stick
{
dx := is.Thumbstick[1].x;
dy := is.Thumbstick[1].y;
dr := math.sqrt(dx*dx + dy*dy + 1.0e-9);
a := 15.0*math.PI/180.0 * (dr/1.0);
q := ovrQuatf{dy/dr*math.sin(a/2), -dx/dr*math.sin(a/2), 0.0*math.sin(a/2), math.cos(a/2)};
d := ovrVector3f{-0.01063739, -0.004980708, -0.00941856};
draw_controller_part(program, models[4].vao, cast(i32)models[4].num_vertices, d, ovrVector3f{}, p_right, q, q_right);
}
{
dx := is.Thumbstick[0].x;
dy := is.Thumbstick[0].y;
dr := math.sqrt(dx*dx + dy*dy + 1.0e-9);
a := 15.0*math.PI/180.0 * (dr/1.0);
q := ovrQuatf{dy/dr*math.sin(a/2), -dx/dr*math.sin(a/2), 0.0*math.sin(a/2), math.cos(a/2)};
d := ovrVector3f{0.01063739, -0.004980708, -0.00941856};
draw_controller_part(program, models2[1].vao, cast(i32)models2[1].num_vertices, d, ovrVector3f{}, p_left, q, q_left);
}
}
{
// Grip
{
// Extract pivot axis from UP quaternion
x, y, z, w : f32= 0.04835906, 0.5594535, 0.8149385, 0.1433468;
sinangle := math.sqrt(1.0 - w*w);
ax, ay, az := x/sinangle, y/sinangle, z/sinangle;
// interpolate angle between 0 and the difference in angle between the UP and DOWN quaternions
aa := is.HandTrigger[1]*0.0156846; // 2*0.0156846 == 2*arccos(0.1278072) - 2*arccos(0.1433468)
qq := ovrQuatf{ax*math.sin(aa), ay*math.sin(aa), az*math.sin(aa), math.cos(aa)}; // factor 1/2 cancels
// Interpolate position
p1 := ovrVector3f{-0.01307428, 0.02563973, -0.02742721}; // Up position, y and z swapped due to 90 degree rotation, new y negated
p2 := ovrVector3f{-0.01826144, 0.02345688, -0.02513915}; // Down position, y and z swapped due to 90 degree rotation, new y negated
p := ovrVector3f{p1.x + (p2.x-p1.x)*is.HandTrigger[1], p1.y + (p2.y-p1.y)*is.HandTrigger[1],p1.z + (p2.z-p1.z)*is.HandTrigger[1]};
d := ovrVector3f{-0.0045*is.HandTrigger[1], -0.0005*is.HandTrigger[1], 0.0015*is.HandTrigger[1]};
draw_controller_part(program, models[5].vao, cast(i32)models[5].num_vertices, p, d, p_right, qq, q_right);
}
{
// Extract pivot axis from UP quaternion
x, y, z, w : f32= 0.04835906, 0.5594535, 0.8149385, 0.1433468;
sinangle := math.sqrt(1.0 - w*w);
ax, ay, az := x/sinangle, y/sinangle, z/sinangle;
// interpolate angle between 0 and the difference in angle between the UP and DOWN quaternions
aa := -is.HandTrigger[0]*0.0156846; // 2*0.0156846 == 2*arccos(0.1278072) - 2*arccos(0.1433468)
qq := ovrQuatf{ax*math.sin(aa), ay*math.sin(aa), az*math.sin(aa), math.cos(aa)}; // factor 1/2 cancels
// Interpolate position
p1 := ovrVector3f{0.01307428, 0.02563973, -0.02742721}; // Up position, y and z swapped due to 90 degree rotation, new y negated
p2 := ovrVector3f{0.01826144, 0.02345688, -0.02513915}; // Down position, y and z swapped due to 90 degree rotation, new y negated
p := ovrVector3f{p1.x + (p2.x-p1.x)*is.HandTrigger[1], p1.y + (p2.y-p1.y)*is.HandTrigger[1],p1.z + (p2.z-p1.z)*is.HandTrigger[1]};
d := ovrVector3f{0.0045*is.HandTrigger[0], -0.0005*is.HandTrigger[0], 0.0015*is.HandTrigger[0]};
draw_controller_part(program, models2[5].vao, cast(i32)models2[5].num_vertices, p, d, p_left, qq, q_left);
}
}
{
{
// Trigger
x, y, z, w : f32= -0.6180527, 0.02941076, -0.05015482, 0.7839837;
cosangle := w;
sinangle := math.sqrt(1.0 - cosangle*cosangle);
aa := -is.IndexTrigger[1]*0.173899;
ax, ay, az := x/sinangle, y/sinangle, z/sinangle;
hmd_to_eye_pose[0].Position.x *= math.pow(0.9, aa);
hmd_to_eye_pose[1].Position.x *= math.pow(0.9, aa);
qq := ovrQuatf{ax*math.sin(aa), ay*math.sin(aa), az*math.sin(aa), math.cos(aa)};
p := ovrVector3f{0.001420307, -0.02186586, -0.005496453};
draw_controller_part(program, models[6].vao, cast(i32)models[6].num_vertices, p, ovrVector3f{}, p_right, qq, q_right);
}
{
// Trigger
x, y, z, w : f32= -0.6180527, 0.02941076, -0.05015482, 0.7839837;
cosangle := w;
sinangle := math.sqrt(1.0 - cosangle*cosangle);
aa := -is.IndexTrigger[0]*0.173899;
ax, ay, az := x/sinangle, y/sinangle, z/sinangle;
hmd_to_eye_pose[0].Position.x *= math.pow(1.0/0.9, aa);
hmd_to_eye_pose[1].Position.x *= math.pow(1.0/0.9, aa);
qq := ovrQuatf{ax*math.sin(aa), ay*math.sin(aa), az*math.sin(aa), math.cos(aa)};
p := ovrVector3f{0.001420307, -0.02186586, -0.005496453};
draw_controller_part(program, models2[6].vao, cast(i32)models2[6].num_vertices, p, ovrVector3f{}, p_left, qq, q_left);
}
}
draw_controller_part(program, models[0].vao, cast(i32)models[0].num_vertices, ovrVector3f{}, ovrVector3f{}, p_right, ovrQuatf{}, q_right);
draw_controller_part(program, models2[0].vao, cast(i32)models2[0].num_vertices, ovrVector3f{}, ovrVector3f{}, p_left, ovrQuatf{}, q_left);
// Commit the render
ovr_CommitTextureSwapChain(session, texture_swap_chains[eye]);
}
// Submit the layer(s), currently a single layer
layer_header: ^ovrLayerHeader = &layer.Header;
if (!OVR_SUCCESS(ovr_SubmitFrame(session, frame_index, nil, &layer_header, 1))) {
print_last_rift_error();
return;
}
// Blit mirror texture to back buffer
// @NOTE: Alternatively do an additional monoscopic rendering to the main window
gl.BindFramebuffer(gl.READ_FRAMEBUFFER, mirror_fbo);
gl.BindFramebuffer(gl.DRAW_FRAMEBUFFER, 0);
gl.BlitFramebuffer(0, resy, resx, 0, 0, 0, resx, resy, gl.COLOR_BUFFER_BIT, gl.NEAREST);
gl.BindFramebuffer(gl.FRAMEBUFFER, 0);
// Done
glfw.SwapBuffers(window);
frame_index += 1;
}
}
// Error reporting helpers:
print_last_rift_error :: proc() {
using rift;
errorInfo: ovrErrorInfo;
ovr_GetLastErrorInfo(&errorInfo);
fmt.fprintf(os.stderr, "Error %d, %s\n", errorInfo.Result, strings.to_odin_string(cast(^u8)&errorInfo.ErrorString[0]));
}