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// Hyperbolic Rogue -- VR support
// Copyright (C) 2020-2020 Zeno Rogue, see 'hyper.cpp' for details
/** \file vr.cpp
* \ brief VR support
*/
# include "hyper.h"
namespace hr {
EX namespace vrhr {
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# if !CAP_VR
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# if HDR
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inline bool active ( ) { return false ; }
inline bool rendering ( ) { return false ; }
inline bool rendering_eye ( ) { return false ; }
# endif
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# endif
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# if CAP_VR
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/** VR is active */
EX bool active ( ) { return state ; }
/** called in drawqueue to see if we should switch to vrhr::render() */
EX bool should_render ( ) { return state = = 1 ; }
/** currently rendering a VR-aware screen */
EX bool rendering ( ) { return state = = 2 | | state = = 4 ; }
/** currently rendering a VR eye */
EX bool rendering_eye ( ) { return state = = 2 ; }
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# if HDR
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enum class eHeadset { none , rotation_only , reference , holonomy , model_viewing , holonomy_z } ;
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enum class eEyes { none , equidistant , truesim } ;
enum class eCompScreen { none , reference , single , eyes } ;
# endif
EX eHeadset hsm = eHeadset : : reference ;
EX eEyes eyes = eEyes : : equidistant ;
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EX eCompScreen cscr = eCompScreen : : eyes ;
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EX bool controllers_on_desktop = true ;
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EX cell * forward_cell ;
EX ld vraim_x , vraim_y , vrgo_x , vrgo_y ;
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EX ld pointer_length = 1 ;
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vector < pair < string , string > > headset_desc = {
{ " none " , " Ignore the headset movement and rotation. " } ,
{ " rotation only " , " Ignore the headset movement but do not ignore its rotation. " } ,
{ " reference " , " The reference point in the real world corresponds to the reference point in VR. When you move your head in a loop, you return to where you started. " } ,
{ " holonomy " , " Headsets movements in the real world are translated to the same movements in VR. Since the geometry is different, when you move your head in a loop, you usually don't return "
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" to where you started. " } ,
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{ " view model " , " Fix a 3D projection of the non-Euclidean world, and see it from many viewpoints. " } ,
{ " holonomy Z " , " in 2D geometries rendered in 3D, like holonomy, but keep the correct altitude and vertical direction. " } ,
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} ;
vector < pair < string , string > > eyes_desc = {
{ " none " , " Both eyes see the same image. " } ,
{ " equidistant " , " Render the image so that the perceived direction and distance is correct. " } ,
{ " true vision " , " Simulate the actual binocular vision in the non-Euclidean space. Hyperbolic spaces look smaller than they are (stretched Klein model), spherical spaces look weird, "
" nonisotropic spaces are incomprehensible. " } , /* not implemented */
} ;
/* not implemented */
vector < pair < string , string > > comp_desc = {
{ " none " , " Do not display anything on the computer screen. " } ,
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{ " reference " , " Display the standard HyperRogue view from the reference point. " } ,
{ " single " , " Display a a single monocular image from the headset. " } ,
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{ " eyes " , " Display a copy of the VR display. " } ,
} ;
struct vr_rendermodel {
string name ;
GLuint texture_id ;
vector < glhr : : textured_vertex > vertices ;
} ;
struct vr_framebuffer {
bool ok ;
GLuint m_nDepthBufferId ;
GLuint m_nRenderTextureId ;
GLuint m_nRenderFramebufferId ;
GLuint m_nResolveTextureId ;
GLuint m_nResolveFramebufferId ;
vr_framebuffer ( int x , int y ) ;
~ vr_framebuffer ( ) ;
} ;
vr_framebuffer : : vr_framebuffer ( int xsize , int ysize ) {
resetbuffer rb ;
glGenFramebuffers ( 1 , & m_nRenderFramebufferId ) ;
glBindFramebuffer ( GL_FRAMEBUFFER , m_nRenderFramebufferId ) ;
glGenRenderbuffers ( 1 , & m_nDepthBufferId ) ;
glBindRenderbuffer ( GL_RENDERBUFFER , m_nDepthBufferId ) ;
glRenderbufferStorageMultisample ( GL_RENDERBUFFER , 4 , GL_DEPTH24_STENCIL8 , xsize , ysize ) ;
glFramebufferRenderbuffer ( GL_FRAMEBUFFER , GL_DEPTH_ATTACHMENT , GL_RENDERBUFFER , m_nDepthBufferId ) ;
glFramebufferRenderbuffer ( GL_FRAMEBUFFER , GL_STENCIL_ATTACHMENT , GL_RENDERBUFFER , m_nDepthBufferId ) ;
glGenTextures ( 1 , & m_nRenderTextureId ) ;
glBindTexture ( GL_TEXTURE_2D_MULTISAMPLE , m_nRenderTextureId ) ;
glTexImage2DMultisample ( GL_TEXTURE_2D_MULTISAMPLE , 4 , GL_RGBA8 , xsize , ysize , true ) ;
glFramebufferTexture2D ( GL_FRAMEBUFFER , GL_COLOR_ATTACHMENT0 , GL_TEXTURE_2D_MULTISAMPLE , m_nRenderTextureId , 0 ) ;
glGenFramebuffers ( 1 , & m_nResolveFramebufferId ) ;
glBindFramebuffer ( GL_FRAMEBUFFER , m_nResolveFramebufferId ) ;
glGenTextures ( 1 , & m_nResolveTextureId ) ;
glBindTexture ( GL_TEXTURE_2D , m_nResolveTextureId ) ;
glTexParameteri ( GL_TEXTURE_2D , GL_TEXTURE_MIN_FILTER , GL_LINEAR ) ;
glTexParameteri ( GL_TEXTURE_2D , GL_TEXTURE_MAX_LEVEL , 0 ) ;
glTexImage2D ( GL_TEXTURE_2D , 0 , GL_RGBA8 , xsize , ysize , 0 , GL_RGBA , GL_UNSIGNED_BYTE , nullptr ) ;
glFramebufferTexture2D ( GL_FRAMEBUFFER , GL_COLOR_ATTACHMENT0 , GL_TEXTURE_2D , m_nResolveTextureId , 0 ) ;
// check FBO status
GLenum status = glCheckFramebufferStatus ( GL_FRAMEBUFFER ) ;
ok = status = = GL_FRAMEBUFFER_COMPLETE ;
rb . reset ( ) ;
}
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EX transmatrix eyeproj , eyeshift ;
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vr_framebuffer : : ~ vr_framebuffer ( ) {
glDeleteRenderbuffers ( 1 , & m_nDepthBufferId ) ;
glDeleteTextures ( 1 , & m_nRenderTextureId ) ;
glDeleteFramebuffers ( 1 , & m_nRenderFramebufferId ) ;
glDeleteTextures ( 1 , & m_nResolveTextureId ) ;
glDeleteFramebuffers ( 1 , & m_nResolveFramebufferId ) ;
}
struct controller_data {
int x , y , clicked ;
} ;
struct vrdata_t {
vr : : IVRSystem * vr ;
uint32_t xsize , ysize ;
vr_framebuffer * eyes [ 2 ] ;
transmatrix proj [ 2 ] ;
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transmatrix iproj [ 2 ] ; /* inverse of proj */
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transmatrix eyepos [ 2 ] ;
vr : : TrackedDevicePose_t poses [ vr : : k_unMaxTrackedDeviceCount ] ;
transmatrix pose_matrix [ vr : : k_unMaxTrackedDeviceCount ] ;
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transmatrix last_pose_matrix [ vr : : k_unMaxTrackedDeviceCount ] ;
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vector < vr_rendermodel * > models ;
vr_rendermodel * device_models [ vr : : k_unMaxTrackedDeviceCount ] ;
controller_data cdata [ vr : : k_unMaxTrackedDeviceCount ] ;
} ;
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/** 0,1 == eyes, 2 == headset */
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EX transmatrix hmd_mv_for [ 3 ] ;
EX transmatrix hmd_pre_for [ 3 ] ;
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vrdata_t vrdata ;
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/** how far is the object pointed to */
EX ld pointer_distance ;
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/** should we try to access VR */
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EX bool enabled = false ;
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/** we tried to access VR but failed */
EX bool failed ;
/** VR error message */
EX string error_msg ;
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/** 0 = not loaded, 1 = loaded but not currently rendering, 2 = currently rendering the VR screen, 3 = currently rendering the reference computer screen, 4 = currently rendering the single computer screen */
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EX int state = 0 ;
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# if HDR
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// use E4 when working with real-world matrices to ensure that inverses, multiplications, etc. are computed correctly
# define E4 dynamicval<eGeometry> g(geometry, gCubeTiling)
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# endif
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# define IN_E4(x) [&]{ E4; return x; }()
std : : string GetTrackedDeviceString ( vr : : TrackedDeviceIndex_t unDevice , vr : : TrackedDeviceProperty prop , vr : : TrackedPropertyError * peError = NULL ) {
uint32_t unRequiredBufferLen = vr : : VRSystem ( ) - > GetStringTrackedDeviceProperty ( unDevice , prop , NULL , 0 , peError ) ;
if ( unRequiredBufferLen = = 0 ) return " " ;
char * pchBuffer = new char [ unRequiredBufferLen ] ;
unRequiredBufferLen = vr : : VRSystem ( ) - > GetStringTrackedDeviceProperty ( unDevice , prop , pchBuffer , unRequiredBufferLen , peError ) ;
std : : string sResult = pchBuffer ;
delete [ ] pchBuffer ;
return sResult ;
}
transmatrix vr_to_hr ( vr : : HmdMatrix44_t mat ) {
transmatrix T ;
for ( int i = 0 ; i < 4 ; i + + )
for ( int j = 0 ; j < 4 ; j + + )
T [ i ] [ j ] = mat . m [ i ] [ j ] ;
return T ;
}
transmatrix vr_to_hr ( vr : : HmdMatrix34_t mat ) {
transmatrix T ;
for ( int i = 0 ; i < 3 ; i + + )
for ( int j = 0 ; j < 4 ; j + + )
T [ i ] [ j ] = mat . m [ i ] [ j ] ;
T [ 3 ] [ 0 ] = 0 ;
T [ 3 ] [ 1 ] = 0 ;
T [ 3 ] [ 2 ] = 0 ;
T [ 3 ] [ 3 ] = 1 ;
return T ;
}
string device_class_name ( vr : : ETrackedDeviceClass v ) {
if ( v = = vr : : TrackedDeviceClass_Controller )
return " controller " ;
if ( v = = vr : : TrackedDeviceClass_HMD )
return " HMD " ;
if ( v = = vr : : TrackedDeviceClass_Invalid )
return " invalid " ;
if ( v = = vr : : TrackedDeviceClass_GenericTracker )
return " tracker " ;
if ( v = = vr : : TrackedDeviceClass_TrackingReference )
return " reference " ;
return " unknown " ;
}
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EX bool first = true ;
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EX transmatrix hmd_at_ui = Id ;
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EX transmatrix hmd_at = Id ;
EX transmatrix hmd_ref_at = Id ;
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EX transmatrix hmd_mvp , hmd_pre , hmd_mv ;
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EX transmatrix sm ;
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EX int ui_xmin , ui_ymin , ui_xmax , ui_ymax ;
EX reaction_t change_ui_bounds ;
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# if HDR
struct frustum_info {
transmatrix pre ;
transmatrix nlp ;
bool screen ;
transmatrix proj ;
} ;
# endif
EX vector < frustum_info > frusta ;
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EX void set_ui_bounds ( ) {
ui_xmin = 0 ;
ui_ymin = 0 ;
ui_xmax = current_display - > xsize ;
ui_ymax = current_display - > ysize ;
if ( change_ui_bounds )
change_ui_bounds ( ) ;
}
EX void size_and_draw_ui_box ( ) {
if ( ! vrhr : : active ( ) ) return ;
if ( ! vrhr : : in_menu ( ) ) return ;
vrhr : : set_ui_bounds ( ) ;
color_t col = 0x000000C0 ;
current_display - > next_shader_flags = 0 ;
dynamicval < eModel > m ( pmodel , mdPixel ) ;
vrhr : : in_vr_ui ( [ & ] {
glhr : : color2 ( col ) ;
glhr : : set_depthtest ( false ) ;
vector < glvertex > vs ;
vs . emplace_back ( glhr : : makevertex ( ui_xmin , ui_ymin , 0 ) ) ;
vs . emplace_back ( glhr : : makevertex ( ui_xmax , ui_ymin , 0 ) ) ;
vs . emplace_back ( glhr : : makevertex ( ui_xmax , ui_ymax , 0 ) ) ;
vs . emplace_back ( glhr : : makevertex ( ui_xmin , ui_ymin , 0 ) ) ;
vs . emplace_back ( glhr : : makevertex ( ui_xmin , ui_ymax , 0 ) ) ;
vs . emplace_back ( glhr : : makevertex ( ui_xmax , ui_ymax , 0 ) ) ;
glhr : : current_vertices = NULL ;
glhr : : vertices ( vs ) ;
glDrawArrays ( GL_TRIANGLES , 0 , 6 ) ;
} ) ;
}
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vr_rendermodel * get_render_model ( string name ) {
for ( auto & m : vrdata . models )
if ( m - > name = = name )
return m ;
println ( hlog , " trying to load model " , name ) ;
vr : : RenderModel_t * pModel ;
vr : : EVRRenderModelError error ;
while ( 1 ) {
error = vr : : VRRenderModels ( ) - > LoadRenderModel_Async ( name . c_str ( ) , & pModel ) ;
if ( error ! = vr : : VRRenderModelError_Loading ) break ;
usleep ( 1000 ) ;
}
if ( error ! = vr : : VRRenderModelError_None ) {
println ( hlog , " Unable to load render model %s - %s \n " , name , vr : : VRRenderModels ( ) - > GetRenderModelErrorNameFromEnum ( error ) ) ;
return NULL ;
}
vr : : RenderModel_TextureMap_t * pTexture ;
while ( 1 ) {
error = vr : : VRRenderModels ( ) - > LoadTexture_Async ( pModel - > diffuseTextureId , & pTexture ) ;
if ( error ! = vr : : VRRenderModelError_Loading ) break ;
usleep ( 1000 ) ;
}
if ( error ! = vr : : VRRenderModelError_None ) {
println ( hlog , " Unable to load render texture id:%d for render model %s \n " , pModel - > diffuseTextureId , name ) ;
vr : : VRRenderModels ( ) - > FreeRenderModel ( pModel ) ;
return NULL ; // move on to the next tracked device
}
auto md = new vr_rendermodel ;
vrdata . models . emplace_back ( md ) ;
md - > name = name ;
int cnt = pModel - > unTriangleCount * 3 ;
for ( int i = 0 ; i < cnt ; i + + ) {
glhr : : textured_vertex tv ;
int id = pModel - > rIndexData [ i ] ;
for ( int j = 0 ; j < 3 ; j + + )
tv . coords [ j ] = pModel - > rVertexData [ id ] . vPosition . v [ j ] ;
tv . coords [ 3 ] = 1 ;
for ( int j = 0 ; j < 2 ; j + + )
tv . texture [ j ] = pModel - > rVertexData [ id ] . rfTextureCoord [ j ] ;
md - > vertices . push_back ( tv ) ;
}
glGenTextures ( 1 , & md - > texture_id ) ;
glBindTexture ( GL_TEXTURE_2D , md - > texture_id ) ;
glTexImage2D ( GL_TEXTURE_2D , 0 , GL_RGBA , pTexture - > unWidth , pTexture - > unHeight ,
0 , GL_RGBA , GL_UNSIGNED_BYTE , pTexture - > rubTextureMapData ) ;
glGenerateMipmap ( GL_TEXTURE_2D ) ;
glTexParameteri ( GL_TEXTURE_2D , GL_TEXTURE_WRAP_S , GL_CLAMP_TO_EDGE ) ;
glTexParameteri ( GL_TEXTURE_2D , GL_TEXTURE_WRAP_T , GL_CLAMP_TO_EDGE ) ;
glTexParameteri ( GL_TEXTURE_2D , GL_TEXTURE_MAG_FILTER , GL_LINEAR ) ;
glTexParameteri ( GL_TEXTURE_2D , GL_TEXTURE_MIN_FILTER , GL_LINEAR_MIPMAP_LINEAR ) ;
GLfloat fLargest ;
glGetFloatv ( GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT , & fLargest ) ;
glTexParameterf ( GL_TEXTURE_2D , GL_TEXTURE_MAX_ANISOTROPY_EXT , fLargest ) ;
glBindTexture ( GL_TEXTURE_2D , 0 ) ;
println ( hlog , " model loaded successfully " ) ;
return md ;
}
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EX bool need_poses = true ;
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void track_poses ( ) {
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E4 ;
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if ( ! need_poses ) return ;
need_poses = false ;
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vr : : VRCompositor ( ) - > WaitGetPoses ( vrdata . poses , vr : : k_unMaxTrackedDeviceCount , NULL , 0 ) ;
// println(hlog, "poses received");
for ( int i = 0 ; i < ( int ) vr : : k_unMaxTrackedDeviceCount ; i + + ) {
auto & p = vrdata . poses [ i ] ;
vrdata . device_models [ i ] = nullptr ;
if ( ! p . bPoseIsValid )
continue ;
transmatrix T = vr_to_hr ( p . mDeviceToAbsoluteTracking ) * sm ;
// println(hlog, "found ", device_class_name(vrdata.vr->GetTrackedDeviceClass(i)), " at ", T);
vrdata . pose_matrix [ i ] = T ;
if ( i = = vr : : k_unTrackedDeviceIndex_Hmd ) {
hmd_at = inverse ( T ) ;
if ( first ) hmd_ref_at = hmd_at , first = false ;
}
auto & cd = vrdata . cdata [ i ] ;
cd . x = cd . y = 0 ;
if ( vrdata . vr - > GetTrackedDeviceClass ( i ) = = vr : : TrackedDeviceClass_Controller ) {
string mname = GetTrackedDeviceString ( i , vr : : Prop_RenderModelName_String ) ;
vrdata . device_models [ i ] = get_render_model ( mname ) ;
/*
cd . last = cd . cur ;
bool ok = vrdata . vr - > GetControllerState ( i , & cd . cur , sizeof ( state ) ) ;
if ( ok ) {
println ( hlog , " pressed = " , color_t ( cd . cur . ulButtonPressed ) , " touched = " , color_t ( cd . cur . ulButtonTouched ) , " on " , i ) ;
for ( int i = 0 ; i < 5 ; i + + )
if ( cd . cur . rAxis [ i ] . x | | cd . cur . rAxis [ i ] . y )
println ( hlog , " axis " , i , " = " , tie ( cd . cur . rAxis [ i ] . x , cd . cur . rAxis [ i ] . y ) ) ;
}
*/
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if ( which_pointer = = i ) {
if ( in_menu ( ) ) {
hyperpoint h1 = sm * hmd_at_ui * vrdata . pose_matrix [ i ] * sm * C0 ;
hyperpoint h2 = sm * hmd_at_ui * vrdata . pose_matrix [ i ] * sm * point31 ( 0 , 0 , - 0.01 ) ;
ld p = ilerp ( h1 [ 2 ] , h2 [ 2 ] , - ui_depth ) ;
hyperpoint pxo = lerp ( h1 , h2 , p ) ;
hyperpoint px = pxo ;
px [ 0 ] / = ui_size * ui_size_unit ;
px [ 1 ] / = - ui_size * ui_size_unit ;
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px [ 0 ] + = ( ui_xmin + ui_xmax ) / 2 ;
px [ 1 ] + = ( ui_ymin + ui_ymax ) / 2 ;
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targeting_menu = px [ 0 ] > = 0 & & px [ 1 ] > = 0 & & px [ 0 ] < = vid . xres & & px [ 1 ] < = vid . yres ;
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if ( targeting_menu ) {
mousex = px [ 0 ] ;
mousey = px [ 1 ] ;
pointer_distance = hdist ( pxo , h1 ) ;
}
}
else targeting_menu = false ;
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}
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if ( hdist ( vrdata . pose_matrix [ i ] * C0 , vrdata . last_pose_matrix [ i ] * C0 ) > .05 ) {
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vrdata . last_pose_matrix [ i ] = vrdata . pose_matrix [ i ] ;
mousing = true ;
which_pointer = i ;
println ( hlog , " setting which_pointer to " , i ) ;
}
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}
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}
if ( ! in_menu ( ) ) hmd_at_ui = hmd_at ;
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}
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EX bool targeting_menu ;
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EX void send_click ( ) {
holdmouse = false ;
fix_mouseh ( ) ;
println ( hlog , " sending a click, getcstat = " , getcstat , " in menu = " , in_menu ( ) ) ;
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if ( in_menu ( ) & & targeting_menu )
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handlekey ( getcstat , getcstat ) ;
else
handlekey ( ' - ' , ' - ' ) ;
}
EX void send_release ( ) {
holdmouse = false ;
fix_mouseh ( ) ;
println ( hlog , " sending a release " ) ;
handlekey ( PSEUDOKEY_RELEASE , PSEUDOKEY_RELEASE ) ;
}
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EX void vr_control ( ) {
if ( ! enabled | | ! vid . usingGL ) {
if ( state ) shutdown_vr ( ) ;
return ;
}
if ( enabled & & vid . usingGL & & ! state & & ! failed ) {
start_vr ( ) ;
}
if ( state = = 1 ) {
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track_actions ( ) ;
need_poses = true ;
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}
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static bool last_vr_clicked = false ;
shiftmul = getcshift ;
if ( which_pointer ) mousemoved = true ;
if ( vr_clicked & & last_vr_clicked & & holdmouse ) send_click ( ) ;
mousepressed = vr_clicked ;
if ( vr_clicked & & ! last_vr_clicked & & vid . quickmouse ) send_click ( ) ;
if ( vr_clicked & & ! last_vr_clicked & & ! vid . quickmouse )
actonrelease = true ;
if ( ! vr_clicked & & last_vr_clicked & & ! vid . quickmouse & & actonrelease ) {
send_click ( ) ;
actonrelease = false ;
}
else if ( ! vr_clicked & & last_vr_clicked ) {
send_release ( ) ;
}
if ( mousepressed & & inslider ) {
send_click ( ) ;
}
last_vr_clicked = vr_clicked ;
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}
EX void be_33 ( transmatrix & T ) {
for ( int i = 0 ; i < 3 ; i + + ) T [ i ] [ 3 ] = T [ 3 ] [ i ] = 0 ;
T [ 3 ] [ 3 ] = 1 ;
}
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eShiftMethod smVR ( ) {
if ( gproduct ) return smProduct ;
if ( ! nisot : : geodesic_movement ) return smLie ;
if ( nonisotropic | | stretch : : in ( ) ) return smGeodesic ;
return smIsotropic ;
}
EX void apply_movement ( const transmatrix & rel , eShiftMethod sm ) {
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hyperpoint h0 = IN_E4 ( inverse ( rel ) * C0 ) ;
hyperpoint h = h0 ;
for ( int i = 0 ; i < 3 ; i + + ) h [ i ] / = - absolute_unit_in_meters ;
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shift_view ( h , sm ) ;
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transmatrix Rot = rel ;
be_33 ( Rot ) ;
rotate_view ( Rot ) ;
}
EX void vr_shift ( ) {
if ( first ) return ;
rug : : using_rugview urv ;
if ( GDIM = = 2 ) return ;
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auto hsm1 = hsm ;
if ( hsm1 = = eHeadset : : holonomy_z & & ! embedded_plane ) hsm1 = eHeadset : : holonomy ;
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if ( hsm1 = = eHeadset : : holonomy ) {
apply_movement ( IN_E4 ( hmd_at * inverse ( hmd_ref_at ) ) , smVR ( ) ) ;
hmd_ref_at = hmd_at ;
playermoved = false ;
if ( ! rug : : rugged ) optimizeview ( ) ;
}
if ( hsm1 = = eHeadset : : holonomy_z ) {
apply_movement ( IN_E4 ( hmd_at * inverse ( hmd_ref_at ) ) , smEmbedded ) ;
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hmd_ref_at = hmd_at ;
playermoved = false ;
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bool below = cgi . WALL < cgi . FLOOR ;
if ( vid . fixed_yz ) {
transmatrix spin_T ;
ld eye_level ;
if ( 1 ) {
dynamicval < eGeometry > g ( geometry , gCubeTiling ) ;
spin_T = vrhr : : hmd_at ;
spin_T = vrhr : : sm * inverse ( spin_T ) ;
eye_level = - spin_T [ 1 ] [ 3 ] / vrhr : : absolute_unit_in_meters ;
vrhr : : be_33 ( spin_T ) ;
}
// auto shift = vrhr::sm * (inverse(hmd_at) * C0 - inverse(hmd_ref_at) * C0);
hyperpoint h = tC0 ( view_inverse ( actual_view_transform * View ) ) ;
auto lcur = cgi . emb - > get_logical_z ( h ) ;
auto lnew = cgi . FLOOR + ( below ? - 1 : 1 ) * eye_level ;
println ( hlog , " lcur = " , lcur , " lnew = " , lnew , " below = " , below ) ;
if ( 1 ) {
hyperpoint p = Hypc ;
p [ 1 ] = lcur - lnew ;
p = hmd_ref_at * p ;
if ( below ) p = - 1 * p ;
shift_view ( p , smVR ( ) ) ;
}
}
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if ( ! rug : : rugged ) optimizeview ( ) ;
}
}
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EX ld absolute_unit_in_meters = 3 ;
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/** what point and cell is the controller number id pointing to */
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EX eModel pmodel_3d_version ( ) {
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if ( pmodel = = mdGeodesic ) return mdEquidistant ;
if ( pmodel = = mdPerspective ) return nonisotropic ? mdHorocyclic : mdEquidistant ;
return pmodel ;
}
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/** convert model coordinates to controller-relative coordinates */
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EX transmatrix model_to_controller ( int id ) {
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return inverse ( sm * hmd_at * vrdata . pose_matrix [ id ] * sm ) * hmd_mv ;
}
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EX hyperpoint model_location ( shiftpoint h , bool & bad ) {
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if ( eyes = = eEyes : : truesim ) {
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hyperpoint eye_at [ 2 ] , tangent [ 2 ] ;
bad = false ;
for ( int i = 0 ; i < 2 ; i + + ) {
shiftpoint h1 = h ;
h1 . h = hmd_pre_for [ i ] * h1 . h ;
eModel md = pmodel_3d_version ( ) ;
hyperpoint hscr ;
apply_other_model ( h1 , hscr , md ) ;
E4 ;
hscr [ 3 ] = 1 ;
eye_at [ i ] = vrdata . eyepos [ i ] * C0 ;
tangent [ i ] = vrdata . eyepos [ i ] * sm * hmd_mv_for [ i ] * ( hscr - C0 ) ;
}
// eye_at[0] + tangent[0] * a == eye_at[1] + tangent[1] * b
// (in coordinates 0,2; in nonisotropic geometries, [1] may be different)
E4 ;
auto t10 = tangent [ 1 ] [ 0 ] ;
auto t12 = tangent [ 1 ] [ 2 ] ;
auto t00 = tangent [ 0 ] [ 0 ] ;
auto t02 = tangent [ 0 ] [ 2 ] ;
ld a = ( t10 * eye_at [ 0 ] [ 2 ] - t12 * eye_at [ 0 ] [ 0 ] - t10 * eye_at [ 1 ] [ 2 ] + t12 * eye_at [ 1 ] [ 0 ] ) / ( t00 * t12 - t02 * t10 ) ;
ld b = ( t00 * eye_at [ 1 ] [ 2 ] - t02 * eye_at [ 1 ] [ 0 ] - t00 * eye_at [ 0 ] [ 2 ] + t02 * eye_at [ 0 ] [ 0 ] ) / ( t10 * t02 - t12 * t00 ) ;
hyperpoint hit0 = eye_at [ 0 ] + tangent [ 0 ] * a ;
hyperpoint hit1 = eye_at [ 1 ] + tangent [ 1 ] * b ;
// we should have hit0 == hit1, except coordinate [1]
return ( hit0 + hit1 ) / 2 ;
}
else {
hyperpoint hscr ;
h . h = hmd_pre_for [ 2 ] * h . h ;
eModel md = pmodel_3d_version ( ) ;
apply_other_model ( h , hscr , md ) ;
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bad = in_vr_sphere & & get_side ( hscr ) = = ( sphere_flipped ? - 1 : 1 ) ;
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hscr [ 3 ] = 1 ;
return hscr ;
}
}
ld vr_distance ( const shiftpoint & h , int id , ld & dist ) {
bool bad ;
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hyperpoint hscr = model_location ( h , bad ) ;
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if ( bad ) return 1e5 ;
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bool flat = WDIM = = 2 ;
E4 ; hyperpoint hc = model_to_controller ( id ) * hscr ;
if ( flat ) {
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if ( hc [ 2 ] > 0.1 ) return 1e6 ; /* behind */
dist = - hc [ 2 ] ;
return sqhypot_d ( 2 , hc ) ;
}
else {
hc [ 2 ] + = dist ;
return sqhypot_d ( 3 , hc ) ;
}
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}
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EX hyperpoint vr_direction ;
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EX void compute_vr_direction ( int id ) {
E4 ;
transmatrix T = ( hsm = = eHeadset : : none ? hmd_at : hmd_ref_at ) * vrdata . pose_matrix [ id ] * sm ;
vrhr : : be_33 ( T ) ;
vr_direction = T * point31 ( 0 , 0 , - 0.01 ) ;
}
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EX void compute_point ( int id , shiftpoint & res , cell * & c , ld & dist ) {
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if ( WDIM = = 3 ) {
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compute_vr_direction ( id ) ;
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movedir md = vectodir ( vr_direction ) ;
cellwalker xc = cwt + md . d + wstep ;
forward_cell = xc . at ;
}
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dist = pointer_length ;
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gen_mv ( ) ;
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set_vr_sphere ( ) ;
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c = nullptr ;
ld best = 1e9 ;
shiftmatrix T ;
// needed so that applymodel gives the VR coordinates
dynamicval < int > dvs ( vrhr : : state , 2 ) ;
for ( auto p : current_display - > all_drawn_copies ) {
for ( auto & V : p . second ) {
shiftpoint h = V * pointable ( ) ;
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ld d = vr_distance ( h , id , dist ) ;
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if ( d < best ) best = d , c = p . first , T = V ;
}
}
auto rel = pointable ( ) ;
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T = minimize_point_value ( T , [ & ] ( const shiftmatrix & T1 ) { return vr_distance ( T1 * rel , id , dist ) ; } ) ;
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res = T * rel ;
}
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EX bool vr_clicked ;
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void move_according_to ( vr : : ETrackedControllerRole role , bool last , bool cur ) {
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if ( cur ) vr_clicked = true ;
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int id = vr : : VRSystem ( ) - > GetTrackedDeviceIndexForControllerRole ( role ) ;
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if ( ( last | | cur ) & & id > = 0 & & id < int ( vr : : k_unMaxTrackedDeviceCount ) ) {
println ( hlog , " click setting which_pointer to " , id ) ;
which_pointer = id ;
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}
}
struct digital_action_data {
string action_name ;
vr : : VRActionHandle_t handle ;
bool last , curr ;
function < void ( bool , bool ) > act ;
bool_reaction_t when ;
digital_action_data ( string s , bool_reaction_t when , function < void ( bool , bool ) > f ) : when ( when ) { action_name = s ; act = f ; handle = vr : : k_ulInvalidActionHandle ; }
} ;
struct analog_action_data {
string action_name ;
vr : : VRActionHandle_t handle ;
ld x , y ;
function < void ( ld , ld ) > act ;
analog_action_data ( string s , function < void ( ld , ld ) > f ) { action_name = s ; act = f ; handle = vr : : k_ulInvalidActionHandle ; }
} ;
struct set_data {
string set_name ;
int prio ;
vr : : VRActionHandle_t handle ;
bool_reaction_t when ;
set_data ( string s , int p , bool_reaction_t w ) { set_name = s ; prio = p ; when = w ; handle = vr : : k_ulInvalidActionHandle ; }
} ;
vector < digital_action_data > dads = {
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digital_action_data ( " /actions/general/in/ClickLeft " , [ ] { return true ; } , [ ] ( bool last , bool curr ) {
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move_according_to ( vr : : TrackedControllerRole_LeftHand , last , curr ) ;
} ) ,
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digital_action_data ( " /actions/general/in/ClickRight " , [ ] { return true ; } , [ ] ( bool last , bool curr ) {
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move_according_to ( vr : : TrackedControllerRole_RightHand , last , curr ) ;
} ) ,
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digital_action_data ( " /actions/game/in/Drop " , [ ] { return ( cmode & & sm : : NORMAL ) ; } , [ ] ( bool last , bool curr ) {
if ( curr & & ! last ) dialog : : queue_key ( ' g ' ) ;
} ) ,
digital_action_data ( " /actions/game/in/Skip turn " , [ ] { return ( cmode & & sm : : NORMAL ) ; } , [ ] ( bool last , bool curr ) {
if ( curr & & ! last ) dialog : : queue_key ( ' s ' ) ;
} ) ,
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digital_action_data ( " /actions/general/in/Menu " , [ ] { return true ; } , [ ] ( bool last , bool curr ) {
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if ( curr & & ! last ) {
always_show_hud = ! always_show_hud ;
hmd_at_ui = hmd_at ;
}
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} ) ,
digital_action_data ( " /actions/general/in/SetReference " , [ ] { return true ; } , [ ] ( bool last , bool curr ) {
if ( curr & & ! last ) hmd_ref_at = hmd_at ;
} )
} ;
vector < analog_action_data > aads = {
analog_action_data ( " /actions/general/in/MoveCamera " , [ ] ( ld x , ld y ) {
vrgo_x = x ;
vrgo_y = y ;
} ) ,
analog_action_data ( " /actions/general/in/RotateCamera " , [ ] ( ld x , ld y ) {
vraim_x = x ;
vraim_y = y ;
} ) ,
} ;
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EX bool always_show_hud = false ;
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EX bool in_actual_menu ( ) { return ( cmode & sm : : VR_MENU ) | | ! ( cmode & ( sm : : NORMAL | sm : : DRAW ) ) ; }
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EX bool in_menu ( ) { return always_show_hud | | in_actual_menu ( ) ; }
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vector < set_data > sads = {
set_data ( " /actions/game " , 20 , [ ] { return cmode & sm : : NORMAL ; } ) ,
set_data ( " /actions/general " , 10 , [ ] { return true ; } )
} ;
void init_input ( ) {
const auto & vi = vr : : VRInput ( ) ;
string cwd ;
char cwdbuf [ PATH_MAX ] ;
if ( getcwd ( cwdbuf , sizeof ( cwdbuf ) ) ! = NULL ) {
cwd = cwdbuf ;
println ( hlog , " Found cwd: " , cwd ) ;
if ( cwd . back ( ) = = ' / ' | | cwd . back ( ) = = ' \\ ' ) ;
else cwd + = ( ISWINDOWS ? ' \\ ' : ' / ' ) ;
cwd + = " hypervr_actions.json " ;
}
vi - > SetActionManifestPath ( cwd . c_str ( ) ) ;
for ( auto & sad : sads )
vi - > GetActionSetHandle ( sad . set_name . c_str ( ) , & sad . handle ) ;
for ( auto & dad : dads )
vi - > GetActionHandle ( dad . action_name . c_str ( ) , & dad . handle ) ;
for ( auto & aad : aads )
vi - > GetActionHandle ( aad . action_name . c_str ( ) , & aad . handle ) ;
}
EX void track_actions ( ) {
for ( auto & cd : vrdata . cdata )
cd . clicked = false ;
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vr_clicked = false ;
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forward_cell = nullptr ;
vector < vr : : VRActiveActionSet_t > sets ;
for ( auto & sad : sads ) if ( sad . when ( ) ) {
sets . emplace_back ( ) ;
auto & s = sets . back ( ) ;
s . ulActionSet = sad . handle ;
s . ulRestrictedToDevice = vr : : k_ulInvalidInputValueHandle ;
s . ulSecondaryActionSet = vr : : k_ulInvalidInputValueHandle ;
s . nPriority = sad . prio ;
}
if ( isize ( sets ) )
vr : : VRInput ( ) - > UpdateActionState ( & sets [ 0 ] , sizeof ( vr : : VRActiveActionSet_t ) , isize ( sets ) ) ;
for ( auto & dad : dads ) {
if ( ! dad . when ( ) ) continue ;
vr : : InputDigitalActionData_t actionData ;
vr : : VRInput ( ) - > GetDigitalActionData ( dad . handle , & actionData , sizeof ( actionData ) , vr : : k_ulInvalidInputValueHandle ) ;
dad . last = dad . curr ;
dad . curr = actionData . bState ;
dad . act ( dad . last , dad . curr ) ;
}
for ( auto & aad : aads ) {
vr : : InputAnalogActionData_t actionData ;
vr : : VRInput ( ) - > GetAnalogActionData ( aad . handle , & actionData , sizeof ( actionData ) , vr : : k_ulInvalidInputValueHandle ) ;
aad . x = actionData . x ;
aad . y = actionData . y ;
aad . act ( aad . x , aad . y ) ;
}
}
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EX void get_eyes ( ) {
for ( int a = 0 ; a < 2 ; a + + ) {
auto eye = vr : : EVREye ( a ) ;
E4 ;
vrdata . proj [ a ] =
vr_to_hr ( vrdata . vr - > GetProjectionMatrix ( eye , 0.01 , 300 ) ) ;
vrdata . iproj [ a ] = MirrorZ * inverse ( vrdata . proj [ a ] ) ;
// println(hlog, "projection = ", vrdata.proj[a]);
vrdata . eyepos [ a ] =
vr_to_hr ( vrdata . vr - > GetEyeToHeadTransform ( eye ) ) ;
// println(hlog, "eye-to-head = ", vrdata.eyepos[a]);
}
}
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EX void start_vr ( ) {
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if ( true ) { sm = Id ; sm [ 1 ] [ 1 ] = sm [ 2 ] [ 2 ] = - 1 ; }
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vr : : EVRInitError eError = vr : : VRInitError_None ;
vrdata . vr = vr : : VR_Init ( & eError , vr : : VRApplication_Scene ) ;
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for ( auto & m : vrdata . last_pose_matrix ) m = Id ;
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if ( eError ! = vr : : VRInitError_None ) {
error_msg = vr : : VR_GetVRInitErrorAsEnglishDescription ( eError ) ;
println ( hlog , " Unable to init VR: " , error_msg ) ;
failed = true ;
return ;
}
else println ( hlog , " VR initialized successfully " ) ;
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apply_screen_settings ( ) ;
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string driver = GetTrackedDeviceString ( vr : : k_unTrackedDeviceIndex_Hmd , vr : : Prop_TrackingSystemName_String ) ;
string display = GetTrackedDeviceString ( vr : : k_unTrackedDeviceIndex_Hmd , vr : : Prop_SerialNumber_String ) ;
println ( hlog , " HyperRogue VR: driver= " , driver , " display= " , display ) ;
if ( ! vr : : VRCompositor ( ) ) {
println ( hlog , " Compositor initialization failed. See log file for details \n " ) ;
exit ( 1 ) ;
}
init_input ( ) ;
vrdata . vr - > GetRecommendedRenderTargetSize ( & vrdata . xsize , & vrdata . ysize ) ;
println ( hlog , " recommended size: " , int ( vrdata . xsize ) , " x " , int ( vrdata . ysize ) ) ;
for ( int a = 0 ; a < 2 ; a + + ) {
vrdata . eyes [ a ] = new vr_framebuffer ( vrdata . xsize , vrdata . ysize ) ;
println ( hlog , " eye " , a , " : " , vrdata . eyes [ a ] - > ok ? " OK " : " Error " ) ;
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}
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get_eyes ( ) ;
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//CreateFrameBuffer( m_nRenderWidth, m_nRenderHeight, leftEyeDesc );
//CreateFrameBuffer( m_nRenderWidth, m_nRenderHeight, rightEyeDesc );
state = 1 ;
}
EX void shutdown_vr ( ) {
vr : : VR_Shutdown ( ) ;
vrdata . vr = nullptr ;
for ( auto & e : vrdata . eyes ) {
delete e ;
e = nullptr ;
}
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for ( auto & m : vrdata . models ) {
if ( m ) delete m ;
}
vrdata . models . clear ( ) ;
for ( auto & m : vrdata . device_models ) m = nullptr ;
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state = 0 ;
}
EX void clear ( ) {
if ( ! state ) return ;
resetbuffer rb ;
for ( int i = 0 ; i < 2 ; i + + ) {
auto & ey = vrdata . eyes [ i ] ;
glBindFramebuffer ( GL_FRAMEBUFFER , ey - > m_nRenderFramebufferId ) ;
glViewport ( 0 , 0 , vrdata . xsize , vrdata . ysize ) ;
glhr : : set_depthtest ( false ) ;
glhr : : set_depthtest ( true ) ;
glhr : : set_depthwrite ( false ) ;
glhr : : set_depthwrite ( true ) ;
glClear ( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ) ;
}
rb . reset ( ) ;
current_display - > set_viewport ( 0 ) ;
}
EX ld ui_depth = 1.5 ;
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EX ld ui_size = 2 ;
# if HDR
const ld ui_size_unit = 0.001 ;
# endif
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struct vr_eye_settings {
dynamicval < int > vx , vy ;
dynamicval < ld > xmin , ymin , xmax , ymax ;
vr_eye_settings ( ) :
vx ( vid . xres , vrdata . xsize ) ,
vy ( vid . yres , vrdata . ysize ) ,
xmin ( current_display - > xmin , 0 ) ,
ymin ( current_display - > ymin , 0 ) ,
xmax ( current_display - > xmax , 1 ) ,
ymax ( current_display - > ymax , 1 )
{ }
void use ( int i ) {
glBindFramebuffer ( GL_FRAMEBUFFER , vrdata . eyes [ i ] - > m_nRenderFramebufferId ) ;
glViewport ( 0 , 0 , vrdata . xsize , vrdata . ysize ) ;
calcparam ( ) ;
}
} ;
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EX void in_vr_ui ( reaction_t what ) {
resetbuffer rb ;
if ( ! state ) return ;
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int ui_xmed = ( ui_xmin + ui_xmax ) / 2 ;
int ui_ymed = ( ui_ymin + ui_ymax ) / 2 ;
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state = 2 ;
for ( int i = 0 ; i < 2 ; i + + ) {
E4 ;
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vr_eye_settings ey ;
ey . use ( i ) ;
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glhr : : set_depthtest ( false ) ;
hmd_mvp = Id ;
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hmd_mvp = xpush ( - ui_xmed ) * ypush ( - ui_ymed ) * hmd_mvp ;
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transmatrix Sca = Id ;
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Sca [ 0 ] [ 0 ] * = ui_size * ui_size_unit ;
Sca [ 1 ] [ 1 ] * = - ui_size * ui_size_unit ;
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Sca [ 2 ] [ 2 ] * = 0 ;
hmd_mvp = Sca * hmd_mvp ;
hmd_mvp = zpush ( - ui_depth ) * hmd_mvp ;
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hmd_mvp = sm * hmd_at * inverse ( hmd_at_ui ) * sm * hmd_mvp ;
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hmd_mvp = vrdata . proj [ i ] * inverse ( vrdata . eyepos [ i ] ) * hmd_mvp ;
reset_projection ( ) ;
current_display - > set_all ( 0 , 0 ) ;
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current_display - > xcenter = 0 ;
current_display - > ycenter = 0 ;
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what ( ) ;
}
state = 1 ;
rb . reset ( ) ;
calcparam ( ) ;
current_display - > set_viewport ( 0 ) ;
calcparam ( ) ;
reset_projection ( ) ;
current_display - > set_all ( 0 , 0 ) ;
glhr : : set_modelview ( glhr : : translate ( - current_display - > xcenter , - current_display - > ycenter , 0 ) ) ;
what ( ) ;
}
EX void draw_eyes ( ) {
state = 1 ;
for ( int i = 0 ; i < 2 ; i + + ) {
resetbuffer rb ;
auto & ey = vrdata . eyes [ i ] ;
glBindFramebuffer ( GL_READ_FRAMEBUFFER , ey - > m_nRenderFramebufferId ) ;
glBindFramebuffer ( GL_DRAW_FRAMEBUFFER , ey - > m_nResolveFramebufferId ) ;
glBlitFramebuffer ( 0 , 0 , vrdata . xsize , vrdata . ysize , 0 , 0 , vrdata . xsize , vrdata . ysize , GL_COLOR_BUFFER_BIT , GL_LINEAR ) ;
rb . reset ( ) ;
current_display - > next_shader_flags = GF_TEXTURE ;
dynamicval < eModel > m ( pmodel , mdPixel ) ;
current_display - > set_all ( 0 , 0 ) ;
glBindTexture ( GL_TEXTURE_2D , ey - > m_nResolveTextureId ) ;
glhr : : id_modelview ( ) ;
glhr : : set_depthtest ( false ) ;
glhr : : color2 ( 0xFFFFFFFF ) ;
vector < glhr : : textured_vertex > tvx ;
for ( int a = 0 ; a < 6 ; a + + ) {
int dx [ 6 ] = { 0 , 1 , 1 , 0 , 0 , 1 } ;
int dy [ 6 ] = { 0 , 0 , 1 , 0 , 1 , 1 } ;
glhr : : textured_vertex tx ;
tx . coords [ 2 ] = 0 ;
tx . coords [ 3 ] = 1 ;
tx . coords [ 0 ] = ( dx [ a ] + i ) * current_display - > xsize / 2 - current_display - > xcenter ;
tx . coords [ 1 ] = ( 1 - dy [ a ] ) * current_display - > ysize - current_display - > ycenter ;
tx . texture [ 0 ] = dx [ a ] ;
tx . texture [ 1 ] = dy [ a ] ;
tvx . push_back ( tx ) ;
}
glhr : : prepare ( tvx ) ;
glDrawArrays ( GL_TRIANGLES , 0 , 6 ) ;
}
}
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EX void gen_mv ( ) {
transmatrix mu ;
bool pers = in_perspective ( ) ;
ld sca = pers ? absolute_unit_in_meters : pconf . vr_scale_factor ;
for ( int i = 0 ; i < 4 ; i + + )
for ( int j = 0 ; j < 4 ; j + + )
mu [ i ] [ j ] = i ! = j ? 0 : i = = 3 ? 1 : sca ;
if ( ! pers ) mu [ 1 ] [ 1 ] * = pconf . stretch ;
hmd_mv = Id ;
if ( 1 ) {
E4 ;
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if ( nisot : : local_perspective_used ) {
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be_33 ( NLP ) ;
hmd_mv = NLP * hmd_mv ;
}
hmd_mv = sm * hmd_mv ;
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if ( pconf . vr_angle ) hmd_mv = cspin ( 1 , 2 , - pconf . vr_angle * degree ) * hmd_mv ;
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if ( pconf . vr_zshift ) hmd_mv = euclidean_translate ( 0 , 0 , - pconf . vr_zshift ) * hmd_mv ;
hmd_mv = mu * hmd_mv ;
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if ( GDIM = = 2 | | hsm = = eHeadset : : model_viewing ) {
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hmd_mv = sm * hmd_at * inverse ( hmd_ref_at ) * sm * hmd_mv ;
}
}
}
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EX shiftmatrix master_cview ;
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EX void render ( ) {
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track_poses ( ) ;
get_eyes ( ) ;
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resetbuffer rb ;
state = 2 ;
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vrhr : : frusta . clear ( ) ;
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// cscr = lshiftclick ? eCompScreen::eyes : eCompScreen::single;
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for ( int i = 0 ; i < 3 ; i + + ) {
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if ( 1 ) {
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make_actual_view ( ) ;
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master_cview = cview ( ) ;
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/* unfortunately we need to backup everything that could change by shift_view... */
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dynamicval < transmatrix > tN ( NLP , NLP ) ;
dynamicval < transmatrix > tV ( View , View ) ;
dynamicval < transmatrix > tC ( current_display - > which_copy , current_display - > which_copy ) ;
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dynamicval < transmatrix > trt ( current_display - > radar_transform ) ;
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/* changed in intra */
dynamicval < ld > tcs ( camera_speed ) ;
dynamicval < ld > tcl ( anims : : cycle_length ) ;
dynamicval < ld > tau ( vrhr : : absolute_unit_in_meters ) ;
dynamicval < ld > tel ( walking : : eye_level ) ;
dynamicval < int > tfd ( walking : : floor_dir ) ;
dynamicval < cell * > tof ( walking : : on_floor_of ) ;
int id = intra : : current ;
cell * co = centerover ;
finalizer fin ( [ & ] {
if ( intra : : current ! = id ) {
println ( hlog , " rendering via portal " ) ;
intra : : switch_to ( id ) ;
centerover = co ;
}
} ) ;
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if ( hsm = = eHeadset : : rotation_only ) {
transmatrix T = hmd_at ;
be_33 ( T ) ;
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apply_movement ( T , smVR ( ) ) ;
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}
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else if ( GDIM = = 3 & & hsm = = eHeadset : : reference ) {
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apply_movement ( IN_E4 ( hmd_at * inverse ( hmd_ref_at ) ) , smVR ( ) ) ;
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}
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if ( eyes = = eEyes : : truesim & & i ! = 2 ) {
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apply_movement ( IN_E4 ( inverse ( vrdata . eyepos [ i ] ) ) , smVR ( ) ) ;
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}
make_actual_view ( ) ;
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hmd_pre = hmd_pre_for [ i ] = cview ( ) . T * inverse ( master_cview . T ) ;
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current_display - > radar_transform = trt . backup * inverse ( hmd_pre ) ;
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if ( i < 2 )
frusta . push_back ( frustum_info { hmd_pre , NLP , false , vrdata . proj [ i ] } ) ;
else
frusta . push_back ( frustum_info { hmd_pre , NLP , true , Id } ) ;
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if ( 1 ) {
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gen_mv ( ) ;
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E4 ;
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if ( eyes = = eEyes : : equidistant & & i ! = 2 ) {
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eyeshift = vrdata . eyepos [ i ] ;
hmd_mv = inverse ( eyeshift ) * hmd_mv ;
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}
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else eyeshift = Id ;
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hmd_mv_for [ i ] = hmd_mv ;
if ( i ! = 2 ) {
hmd_mvp = vrdata . proj [ i ] * hmd_mv ;
eyeproj = vrdata . iproj [ i ] ;
}
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}
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if ( i ! = 2 ) {
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vr_eye_settings ey ;
ey . use ( i ) ;
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glhr : : set_depthtest ( false ) ;
glhr : : set_depthtest ( true ) ;
glhr : : set_depthwrite ( false ) ;
glhr : : set_depthwrite ( true ) ;
// glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
calcparam ( ) ;
drawqueue ( ) ;
}
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if ( i = = 2 ) {
rb . reset ( ) ;
calcparam ( ) ;
current_display - > set_viewport ( 0 ) ;
calcparam ( ) ;
current_display - > next_shader_flags = 0 ;
current_display - > set_all ( 0 , 0 ) ;
if ( cscr = = eCompScreen : : single ) {
state = 4 ;
drawqueue ( ) ;
}
}
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}
}
if ( cscr = = eCompScreen : : reference ) {
state = 3 ;
drawqueue ( ) ;
}
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if ( cscr = = eCompScreen : : eyes & & ! controllers_on_desktop ) draw_eyes ( ) ;
render_controllers ( ) ;
if ( cscr = = eCompScreen : : eyes & & controllers_on_desktop ) draw_eyes ( ) ;
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state = 1 ;
}
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EX void show_vr_demos ( ) {
cmode = sm : : SIDE | sm : : MAYDARK ;
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gamescreen ( ) ;
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dialog : : init ( XLAT ( " VR demos " ) ) ;
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dialog : : addInfo ( XLAT ( " warning: these will restart your game! " ) ) ;
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dialog : : addBreak ( 100 ) ;
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dialog : : addItem ( XLAT ( " standard HyperRogue but in VR " ) , ' a ' ) ;
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dialog : : add_action ( [ ] {
if ( rug : : rugged ) rug : : close ( ) ;
hmd_ref_at = hmd_at ;
stop_game ( ) ;
set_geometry ( gNormal ) ;
if ( GDIM = = 3 ) geom3 : : switch_fpp ( ) ;
specialland = laIce ;
set_variation ( eVariation : : bitruncated ) ;
pmodel = mdDisk ;
pconf . alpha = 1 ;
pconf . vr_scale_factor = 1 ;
pconf . vr_angle = 0 ;
pconf . vr_zshift = 0 ;
hsm = eHeadset : : model_viewing ;
eyes = eEyes : : equidistant ;
start_game ( ) ;
popScreenAll ( ) ;
} ) ;
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dialog : : addItem ( XLAT ( " HyperRogue FPP " ) , ' b ' ) ;
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dialog : : add_action ( [ ] {
if ( rug : : rugged ) rug : : close ( ) ;
hmd_ref_at = hmd_at ;
stop_game ( ) ;
pmodel = mdDisk ;
set_geometry ( gNormal ) ;
if ( GDIM = = 2 ) geom3 : : switch_fpp ( ) ;
specialland = laIce ;
set_variation ( eVariation : : bitruncated ) ;
pconf . alpha = 1 ;
pconf . vr_scale_factor = 1 ;
pconf . vr_angle = 0 ;
pconf . vr_zshift = 0 ;
hsm = eHeadset : : reference ;
eyes = eEyes : : equidistant ;
start_game ( ) ;
popScreenAll ( ) ;
} ) ;
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# if CAP_RUG
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dialog : : addItem ( XLAT ( " Hypersian Rug " ) , ' c ' ) ;
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dialog : : add_action ( [ ] {
if ( rug : : rugged ) rug : : close ( ) ;
hmd_ref_at = hmd_at ;
stop_game ( ) ;
set_geometry ( gNormal ) ;
if ( GDIM = = 3 ) geom3 : : switch_fpp ( ) ;
specialland = laIce ;
set_variation ( eVariation : : bitruncated ) ;
pmodel = mdDisk ;
pconf . alpha = 1 ;
pconf . vr_scale_factor = 1 ;
pconf . vr_angle = 0 ;
pconf . vr_zshift = 0 ;
hsm = eHeadset : : model_viewing ;
rug : : modelscale = 0.5 ;
eyes = eEyes : : equidistant ;
start_game ( ) ;
rug : : init ( ) ;
popScreenAll ( ) ;
} ) ;
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# endif
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dialog : : addItem ( XLAT ( " sphere from the inside " ) , ' d ' ) ;
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dialog : : add_action ( [ ] {
if ( rug : : rugged ) rug : : close ( ) ;
hmd_ref_at = hmd_at ;
stop_game ( ) ;
set_geometry ( gSphere ) ;
if ( GDIM = = 3 ) geom3 : : switch_fpp ( ) ;
specialland = laHalloween ;
set_variation ( eVariation : : bitruncated ) ;
pmodel = mdDisk ;
pconf . alpha = 0 ;
pconf . vr_scale_factor = 2 ;
pconf . vr_angle = 0 ;
pconf . vr_zshift = 0 ;
hsm = eHeadset : : model_viewing ;
eyes = eEyes : : equidistant ;
start_game ( ) ;
popScreenAll ( ) ;
} ) ;
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dialog : : addItem ( XLAT ( " sphere from the outside " ) , ' e ' ) ;
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dialog : : add_action ( [ ] {
if ( rug : : rugged ) rug : : close ( ) ;
hmd_ref_at = hmd_at ;
stop_game ( ) ;
set_geometry ( gSphere ) ;
if ( GDIM = = 3 ) geom3 : : switch_fpp ( ) ;
specialland = laHalloween ;
set_variation ( eVariation : : bitruncated ) ;
pmodel = mdDisk ;
pconf . alpha = 2 ;
pconf . vr_scale_factor = 0.5 ;
pconf . vr_angle = 0 ;
pconf . vr_zshift = 0 ;
hsm = eHeadset : : model_viewing ;
eyes = eEyes : : equidistant ;
start_game ( ) ;
popScreenAll ( ) ;
} ) ;
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dialog : : addItem ( XLAT ( " Thurston racing " ) , ' f ' ) ;
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dialog : : add_action ( [ ] {
if ( rug : : rugged ) rug : : close ( ) ;
hmd_ref_at = hmd_at ;
hsm = eHeadset : : reference ;
eyes = eEyes : : equidistant ;
popScreenAll ( ) ;
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pushScreen ( racing : : thurston_racing ) ;
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} ) ;
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dialog : : addItem ( XLAT ( " raytracing in H3 " ) , ' g ' ) ;
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dialog : : add_action ( [ ] {
if ( rug : : rugged ) rug : : close ( ) ;
hmd_ref_at = hmd_at ;
hsm = eHeadset : : holonomy ;
eyes = eEyes : : truesim ;
stop_game ( ) ;
specialland = laEmerald ;
set_geometry ( gSpace534 ) ;
check_cgi ( ) ;
cgi . require_basics ( ) ;
cgi . require_shapes ( ) ;
fieldpattern : : field_from_current ( ) ;
set_geometry ( gFieldQuotient ) ;
int p = 2 ;
for ( ; ; p + + ) { currfp . Prime = p ; currfp . force_hash = 0x72414D0C ; if ( ! currfp . solve ( ) ) break ; }
start_game ( ) ;
popScreenAll ( ) ;
} ) ;
dialog : : addBreak ( 100 ) ;
dialog : : addBack ( ) ;
dialog : : display ( ) ;
}
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EX void enable_button ( ) {
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dialog : : addBoolItem ( XLAT ( " VR enabled " ) , enabled , ' o ' ) ;
dialog : : add_action ( [ ] {
enabled = ! enabled ;
} ) ;
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if ( ! enabled )
dialog : : addBreak ( 100 ) ;
else if ( failed )
dialog : : addInfo ( XLAT ( " error: " ) + error_msg , 0xC00000 ) ;
else
dialog : : addInfo ( XLAT ( " VR initialized correctly " ) , 0x00C000 ) ;
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}
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EX void reference_button ( ) {
if ( enabled & & among ( hsm , eHeadset : : reference , eHeadset : : model_viewing ) ) {
E4 ;
hyperpoint h = hmd_at * inverse ( hmd_ref_at ) * C0 ;
dialog : : addSelItem ( XLAT ( " reset the reference point " ) , state ? fts ( hypot_d ( 3 , h ) ) + " m " : " " , ' r ' ) ;
dialog : : add_action ( [ ] { hmd_ref_at = hmd_at ; } ) ;
}
else dialog : : addBreak ( 100 ) ;
}
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EX void show_vr_settings ( ) {
cmode = sm : : SIDE | sm : : MAYDARK ;
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gamescreen ( ) ;
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dialog : : init ( XLAT ( " VR settings " ) ) ;
dialog : : addItem ( XLAT ( " VR demos " ) , ' D ' ) ;
dialog : : add_action_push ( show_vr_demos ) ;
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enable_button ( ) ;
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dialog : : addBreak ( 100 ) ;
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add_edit ( hsm ) ;
if ( enabled & & GDIM = = 2 & & among ( hsm , eHeadset : : holonomy , eHeadset : : reference ) )
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dialog : : addInfo ( XLAT ( " (this setting is for 3D geometries only, use 'model viewing' instead) " ) ) ;
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add_edit ( eyes ) ;
add_edit ( cscr ) ;
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dialog : : addSelItem ( XLAT ( " absolute unit in meters " ) , fts ( absolute_unit_in_meters ) , ' a ' ) ;
dialog : : add_action ( [ ] {
dialog : : editNumber ( absolute_unit_in_meters , .01 , 100 , 0.1 , 1 , XLAT ( " absolute unit in meters " ) ,
XLAT (
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" The size of the absolute unit of the non-Euclidean geometry in meters. "
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" This affects the headset movement and binocular vision. \n \n "
" In spherical geometry, the absolute unit is the radius of the sphere. "
" The smaller the absolute unit, the stronger the non-Euclidean effects. \n \n "
" Elements of the HyperRogue world have fixed size in terms of absolute units, "
" so reducing the absolute unit makes them smaller. "
" If you are playing in the Euclidean mode, this feature just scales everything "
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" (e.g., in the cube tiling, the 'absolute unit' is just the edge of the cube). "
" Only perspective projections are affected, other models use the 'VR scale' setting "
" from the Projections menu. "
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) ) ;
dialog : : scaleLog ( ) ;
} ) ;
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dialog : : addSelItem ( XLAT ( " projection " ) , current_proj_name ( ) , ' M ' ) ;
dialog : : add_action_push ( models : : model_menu ) ;
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reference_button ( ) ;
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dialog : : addSelItem ( XLAT ( " pointer length " ) , fts ( pointer_length ) + " m " , ' p ' ) ;
dialog : : add_action ( [ ] {
dialog : : editNumber ( pointer_length , 0 , 2 , 0.1 , 1 , XLAT ( " pointer length " ) ,
XLAT (
" If the pointer length is 0.5m, the object pointed to is 0.5 meter from the controller. "
" This is used in situations where the controller is used as a 3D mouse, e.g., "
" the drawing tool in three-dimensional geometries. When pointing at two-dimensional surfaces, "
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" this is not relevant (the pointer is as long as needed to hit the surface). "
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) ) ;
} ) ;
dialog : : addSelItem ( XLAT ( " UI size " ) , fts ( ui_size ) + " mm " , ' u ' ) ;
dialog : : add_action ( [ ] {
dialog : : editNumber ( ui_size , 0 , 10 , 0.1 , 2 , XLAT ( " UI size " ) ,
XLAT (
" How big is a pixel of the user interface (HUD and menus). The user interface is as big as the window on the desktop. "
) ) ;
} ) ;
dialog : : addSelItem ( XLAT ( " UI depth " ) , fts ( ui_depth ) + " m " , ' U ' ) ;
dialog : : add_action ( [ ] {
dialog : : editNumber ( ui_depth , 0 , 2 , 0.1 , 1 , XLAT ( " UI depth " ) ,
XLAT (
" How far to show the user interface (HUD and menus). "
) ) ;
} ) ;
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dialog : : addBack ( ) ;
dialog : : display ( ) ;
}
# if CAP_COMMANDLINE
int readArgs ( ) {
using namespace arg ;
if ( 0 ) ;
else if ( argis ( " -vr-enabled " ) ) {
PHASEFROM ( 2 ) ;
shift ( ) ; enabled = argi ( ) ;
}
else if ( argis ( " -vr-absunit " ) ) {
PHASEFROM ( 2 ) ;
shift_arg_formula ( absolute_unit_in_meters ) ;
}
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else if ( argis ( " -vr-scale " ) ) {
PHASEFROM ( 2 ) ;
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shift_arg_formula ( pconf . vr_scale_factor ) ;
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}
else if ( argis ( " -vr-z " ) ) {
PHASEFROM ( 2 ) ;
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shift_arg_formula ( pconf . vr_zshift ) ;
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}
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else if ( argis ( " -vr-pl " ) ) {
PHASEFROM ( 2 ) ;
shift_arg_formula ( pointer_length ) ;
}
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else if ( argis ( " -vr-angle " ) ) {
PHASEFROM ( 2 ) ;
shift_arg_formula ( pconf . vr_angle ) ;
}
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else if ( argis ( " -d:vr " ) ) {
PHASEFROM ( 2 ) ; launch_dialog ( show_vr_settings ) ;
}
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else if ( argis ( " -d:vrd " ) ) {
PHASEFROM ( 2 ) ; launch_dialog ( show_vr_demos ) ;
}
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else if ( argis ( " -vr-mode " ) ) {
PHASEFROM ( 2 ) ;
shift ( ) ; hsm = ( eHeadset ) argi ( ) ;
shift ( ) ; eyes = ( eEyes ) argi ( ) ;
shift ( ) ; cscr = ( eCompScreen ) argi ( ) ;
}
else return 1 ;
return 0 ;
}
auto hooka = addHook ( hooks_args , 100 , readArgs ) ;
# endif
# if CAP_CONFIG
void addconfig ( ) {
addsaver ( enabled , " vr-enabled " ) ;
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param_f ( absolute_unit_in_meters , " vr-abs-unit " ) ;
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param_f ( pconf . vr_scale_factor , " vr_scale " ) ;
param_f ( pconf . vr_zshift , " vr_zshift " ) ;
param_f ( pconf . vr_angle , " vr_angle " ) ;
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auto & rrconf = vid . rug_config ;
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param_f ( rrconf . vr_scale_factor , " rug_vr_scale " ) ;
param_f ( rrconf . vr_zshift , " rug_vr_shift " ) ;
param_f ( rrconf . vr_angle , " rug_vr_angle " ) ;
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param_f ( vrhr : : pointer_length , " vr_pointer_length " ) ;
param_f ( vrhr : : ui_depth , " vr_ui_depth " ) ;
param_f ( vrhr : : ui_size , " vr_ui_size " ) ;
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param_enum ( vrhr : : hsm , " vr_headset_mode " , " vr_headset_mode " , vrhr : : hsm )
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- > editable ( headset_desc , " VR headset movement " , ' h ' ) ;
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param_enum ( vrhr : : eyes , " vr_eyes_mode " , " vr_eyes_mode " , vrhr : : eyes )
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- > editable ( eyes_desc , " VR binocular vision " , ' b ' ) ;
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param_enum ( vrhr : : cscr , " vr_screen_mode " , " vr_screen_mode " , vrhr : : cscr )
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- > editable ( comp_desc , " VR computer screen " , ' c ' ) ;
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}
auto hookc = addHook ( hooks_configfile , 100 , addconfig ) ;
# endif
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EX bool rec ;
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EX void render_controllers ( ) {
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if ( ! state ) return ;
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dynamicval < bool > rc ( rec , true ) ;
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for ( int i = 0 ; i < ( int ) vr : : k_unMaxTrackedDeviceCount ; i + + )
if ( vrdata . device_models [ i ] ) {
resetbuffer rb ;
state = 2 ;
dynamicval < eModel > m ( pmodel , mdPerspective ) ;
dynamicval < ld > ms ( sightranges [ geometry ] , 100 ) ;
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for ( int e = 0 ; e < 3 ; e + + ) {
if ( e < 2 ) {
vr_eye_settings ey ;
ey . use ( e ) ;
}
else {
state = 1 ;
rb . reset ( ) ;
calcparam ( ) ;
current_display - > set_viewport ( 0 ) ;
calcparam ( ) ;
reset_projection ( ) ;
current_display - > set_all ( 0 , 0 ) ;
if ( cscr ! = eCompScreen : : single | | ! controllers_on_desktop ) goto next_model ;
state = 4 ;
}
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E4 ;
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hmd_mvp = sm * hmd_at * vrdata . pose_matrix [ i ] * sm * Id ;
if ( e < 2 )
hmd_mvp = vrdata . proj [ e ] * inverse ( vrdata . eyepos [ e ] ) * hmd_mvp ;
else
hmd_mv = hmd_mvp ;
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hmd_pre = Id ;
reset_projection ( ) ;
current_display - > next_shader_flags = GF_TEXTURE ;
current_display - > set_all ( 0 , 0 ) ;
glhr : : set_depthtest ( false ) ;
glhr : : set_depthtest ( true ) ;
glhr : : set_depthwrite ( false ) ;
glhr : : set_depthwrite ( true ) ;
glClear ( GL_DEPTH_BUFFER_BIT ) ;
glhr : : id_modelview ( ) ;
glhr : : color2 ( 0xFFFFFFFF ) ;
prepare ( vrdata . device_models [ i ] - > vertices ) ;
glBindTexture ( GL_TEXTURE_2D , vrdata . device_models [ i ] - > texture_id ) ;
glDrawArrays ( GL_TRIANGLES , 0 , isize ( vrdata . device_models [ i ] - > vertices ) ) ;
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if ( i = = which_pointer ) {
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current_display - > next_shader_flags = 0 ;
current_display - > set_all ( 0 , 0 ) ;
vector < glvertex > vex ;
vex . push_back ( glhr : : makevertex ( 0.01 , 0 , 0 ) ) ;
vex . push_back ( glhr : : makevertex ( - 0.01 , 0 , 0 ) ) ;
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vex . push_back ( glhr : : makevertex ( 0 , 0 , - pointer_distance ) ) ;
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glhr : : current_vertices = nullptr ;
glhr : : vertices ( vex ) ;
glhr : : color2 ( 0xC0FFC0C0 ) ;
glDrawArrays ( GL_TRIANGLES , 0 , 3 ) ;
}
}
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next_model : ;
}
}
EX void submit ( ) {
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if ( ! state ) return ;
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for ( int i = 0 ; i < 2 ; i + + ) {
auto eye = vr : : EVREye ( i ) ;
auto & ey = vrdata . eyes [ i ] ;
resetbuffer rb ;
glBindFramebuffer ( GL_READ_FRAMEBUFFER , ey - > m_nRenderFramebufferId ) ;
glBindFramebuffer ( GL_DRAW_FRAMEBUFFER , ey - > m_nResolveFramebufferId ) ;
glBlitFramebuffer ( 0 , 0 , vrdata . xsize , vrdata . ysize , 0 , 0 , vrdata . xsize , vrdata . ysize , GL_COLOR_BUFFER_BIT , GL_LINEAR ) ;
rb . reset ( ) ;
vr : : Texture_t texture = { ( void * ) ( uintptr_t ) ey - > m_nResolveTextureId , vr : : TextureType_OpenGL , vr : : ColorSpace_Gamma } ;
vr : : VRCompositor ( ) - > Submit ( eye , & texture ) ;
}
}
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EX void handoff ( ) {
if ( ! state ) return ;
vr : : VRCompositor ( ) - > PostPresentHandoff ( ) ;
}
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# endif
EX }
}