hyperrogue/vr.cpp

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2020-11-19 17:20:06 +00:00
// 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 {
#if CAP_VR
#if HDR
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enum class eHeadset { none, rotation_only, reference, holonomy, model_viewing };
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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;
EX eCompScreen cscr = eCompScreen::single;
EX cell *forward_cell;
EX ld vraim_x, vraim_y, vrgo_x, vrgo_y;
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."},
{"view model", "Fix a 3D projection of the non-Euclidean world, and see it from many viewpoints."}
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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."},
{"reference", "Display the view from the reference point."},
{"single", "(not implemented)"}, // "Display a single monocular image."},
{"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;
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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 ];
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 ];
};
vrdata_t vrdata;
/** 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;
/** 0 = not loaded, 1 = loaded but not currently rendering, 2 = currently rendering the VR screen, 3 = currently rendering the computer screen */
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 = 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;
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;
}
#if HDR
struct click {
int x, y, clicked;
};
#endif
EX vector<click> get_hits() {
vector<click> res;
for(auto h: vrhr::vrdata.cdata)
if(h.x || h.y)
res.emplace_back(click{h.x, h.y, h.clicked});
return res;
}
void track_all() {
track_actions();
E4;
// println(hlog, "tracking");
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));
}
*/
hyperpoint h1 = sm * hmd_at * vrdata.pose_matrix[i] * sm * C0;
hyperpoint h2 = sm * hmd_at * vrdata.pose_matrix[i] * sm * point31(0, 0, -0.01);
ld p = ilerp(h1[2], h2[2], -ui_depth);
hyperpoint px = lerp(h1, h2, p);
px[0] /= ui_size;
px[1] /= -ui_size;
px[0] += current_display->xsize/2;
px[1] += current_display->ysize/2;
cd.x = px[0];
cd.y = px[1];
if(hdist(vrdata.pose_matrix[i] * C0, vrdata.last_pose_matrix[i] * C0) > .05) {
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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}
}
}
EX void vr_control() {
if(!enabled || !vid.usingGL) {
if(state) shutdown_vr();
return;
}
if(enabled && vid.usingGL && !state && !failed) {
start_vr();
}
if(state == 1) {
track_all();
}
}
EX void be_33(transmatrix& T) {
for(int i=0; i<3; i++) T[i][3] = T[3][i] = 0;
T[3][3] = 1;
}
EX void apply_movement(const transmatrix& rel) {
hyperpoint h0 = IN_E4(inverse(rel) * C0);
hyperpoint h = h0;
for(int i=0; i<3; i++) h[i] /= -absolute_unit_in_meters;
shift_view(h);
transmatrix Rot = rel;
be_33(Rot);
rotate_view(Rot);
}
EX void vr_shift() {
if(first) return;
rug::using_rugview urv;
if(GDIM == 2) return;
if(hsm == eHeadset::holonomy) {
apply_movement(IN_E4(hmd_at * inverse(hmd_ref_at)));
hmd_ref_at = hmd_at;
playermoved = false;
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 */
ld vr_distance(shiftpoint h, int id) {
hyperpoint hscr;
applymodel(h, hscr);
E4; hscr[3] = 1;
hyperpoint hc = inverse(sm * hmd_at * vrdata.pose_matrix[id] * sm) * hmd_mv * hscr;
if(hc[2] > 0.1) return 1e6; /* behind */
return sqhypot_d(2, hc);
}
EX void compute_point(int id, shiftpoint& res, cell*& c) {
println(hlog, "computing point");
gen_mv();
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();
ld d = vr_distance(h, id);
if(d < best) best = d, c = p.first, T = V;
}
}
auto rel = pointable();
T = minimize_point_value(T, [&] (const shiftmatrix& T1) { return vr_distance(T1*rel, id); });
res = T * rel;
}
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void move_according_to(vr::ETrackedControllerRole role, bool last, bool cur) {
if(!last && !cur) return;
int id = vr::VRSystem()->GetTrackedDeviceIndexForControllerRole(role);
if(id >= 0 && id < int(vr::k_unMaxTrackedDeviceCount)) {
hyperpoint h;
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if(in_perspective_v()) {
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E4;
transmatrix T = (hsm == eHeadset::none ? hmd_at : hmd_ref_at) * vrdata.pose_matrix[id] * sm;
vrhr::be_33(T);
h = T * point31(0, 0, -0.01);
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if(last && !cur)
movevrdir(h);
else {
movedir md = vectodir(h);
cellwalker xc = cwt + md.d + wstep;
forward_cell = xc.at;
}
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}
else {
compute_point(id, mouseh, forward_cell);
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if(forward_cell && last && !cur) {
calcMousedest();
if(!canmove) movepcto(mousedest), remission(); else movepcto(mousedest);
forward_cell = nullptr;
}
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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 = {
digital_action_data("/actions/menu/in/SelectLeft", [] { return !(cmode && sm::NORMAL); }, [] (bool last, bool curr) {
if(curr && !last) {
int id = vr::VRSystem()->GetTrackedDeviceIndexForControllerRole( vr::TrackedControllerRole_LeftHand);
if(id >= 0 && id < int(vr::k_unMaxTrackedDeviceCount))
vrdata.cdata[id].clicked = true;
}
}),
digital_action_data("/actions/menu/in/SelectRight", [] { return !(cmode && sm::NORMAL); }, [] (bool last, bool curr) {
if(curr && !last) {
int id = vr::VRSystem()->GetTrackedDeviceIndexForControllerRole( vr::TrackedControllerRole_RightHand);
if(id >= 0 && id < int(vr::k_unMaxTrackedDeviceCount))
vrdata.cdata[id].clicked = true;
}
}),
digital_action_data("/actions/menu/in/Exit", [] { return !(cmode && sm::NORMAL); }, [] (bool last, bool curr) {
if(curr && !last) dialog::queue_key(PSEUDOKEY_EXIT);
}),
digital_action_data("/actions/game/in/MoveLeft", [] { return (cmode && sm::NORMAL); }, [] (bool last, bool curr) {
move_according_to(vr::TrackedControllerRole_LeftHand, last, curr);
}),
digital_action_data("/actions/game/in/MoveRight", [] { return (cmode && sm::NORMAL); }, [] (bool last, bool curr) {
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/game/in/EnterMenu", [] { return (cmode && sm::NORMAL); }, [] (bool last, bool curr) {
if(curr && !last) dialog::queue_key(PSEUDOKEY_MENU);
}),
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;
}),
};
vector<set_data> sads = {
set_data("/actions/menu", 20, [] { return !(cmode & sm::NORMAL); }),
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;
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);
}
}
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 );
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");
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++) {
auto eye = vr::EVREye(a);
vrdata.eyes[a] = new vr_framebuffer(vrdata.xsize, vrdata.ysize);
println(hlog, "eye ", a, " : ", vrdata.eyes[a]->ok ? "OK" : "Error");
vrdata.proj[a] =
vr_to_hr(vrdata.vr->GetProjectionMatrix(eye, 0.01, 300));
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vrdata.iproj[a] = MirrorZ * inverse(vrdata.proj[a]);
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println(hlog, "projection = ", vrdata.proj[a]);
vrdata.eyepos[a] =
vr_to_hr(vrdata.vr->GetEyeToHeadTransform(eye));
println(hlog, "eye-to-head = ", vrdata.eyepos[a]);
}
//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;
}
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;
EX ld ui_size = 0.004;
EX void in_vr_ui(reaction_t what) {
resetbuffer rb;
if(!state) return;
int xsi = current_display->xsize;
int ysi = current_display->ysize;
state = 2;
for(int i=0; i<2; i++) {
dynamicval<int> vx(vid.xres, vrdata.xsize);
dynamicval<int> vy(vid.yres, vrdata.ysize);
E4;
auto& ey = vrdata.eyes[i];
glBindFramebuffer( GL_FRAMEBUFFER, ey->m_nRenderFramebufferId );
glViewport(0, 0, vrdata.xsize, vrdata.ysize );
calcparam();
glhr::set_depthtest(false);
hmd_mvp = Id;
hmd_mvp = xpush(-xsi/2) * ypush(-ysi/2) * hmd_mvp;
transmatrix Sca = Id;
Sca[0][0] *= ui_size;
Sca[1][1] *= -ui_size;
Sca[2][2] *= 0;
hmd_mvp = Sca * hmd_mvp;
hmd_mvp = zpush(-ui_depth) * hmd_mvp;
hmd_mvp = vrdata.proj[i] * inverse(vrdata.eyepos[i]) * hmd_mvp;
reset_projection();
current_display->set_all(0, 0);
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;
bool nlpu = nisot::local_perspective_used();
if(1) {
E4;
if(nlpu) {
be_33(NLP);
hmd_mv = NLP * hmd_mv;
}
hmd_mv = sm * hmd_mv;
if(pconf.vr_zshift) hmd_mv = euclidean_translate(0, 0, -pconf.vr_zshift) * hmd_mv;
hmd_mv = mu * hmd_mv;
if(hsm == eHeadset::model_viewing) {
hmd_mv = sm * hmd_at * inverse(hmd_ref_at) * sm * hmd_mv;
}
}
}
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EX void render() {
resetbuffer rb;
state = 2;
// eyes = lshiftclick ? eEyes::truesim : eEyes::equidistant;
// cscr = lshiftclick ? eCompScreen::eyes : eCompScreen::single;
for(int i=0; i<2; i++) {
dynamicval<int> vx(vid.xres, vrdata.xsize);
dynamicval<int> vy(vid.yres, vrdata.ysize);
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);
calcparam();
if(1) {
make_actual_view();
shiftmatrix Tv = cview();
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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);
if(hsm == eHeadset::rotation_only) {
transmatrix T = hmd_at;
be_33(T);
apply_movement(T);
}
else if(hsm == eHeadset::reference) {
apply_movement(IN_E4(hmd_at * inverse(hmd_ref_at)));
}
if(eyes == eEyes::truesim) {
apply_movement(IN_E4(inverse(vrdata.eyepos[i])));
}
make_actual_view();
hmd_pre = cview().T * inverse(Tv.T);
// inverse_shift(Tv, cview());
// View * inverse(Tv.T);
// inverse(inverse_shift(cview(), Tv));
if(1) {
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gen_mv();
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E4;
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if(eyes == eEyes::equidistant) {
hmd_mv = inverse(vrdata.eyepos[i]) * hmd_mv;
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}
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hmd_mvp = vrdata.proj[i] * hmd_mv;
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}
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eyeproj = vrdata.iproj[i];
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drawqueue();
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}
}
rb.reset();
calcparam();
current_display->set_viewport(0);
calcparam();
current_display->next_shader_flags = 0;
current_display->set_all(0, 0);
if(cscr == eCompScreen::eyes) draw_eyes();
if(cscr == eCompScreen::single) {
/* todo */
state = 3;
drawqueue();
}
if(cscr == eCompScreen::reference) {
state = 3;
drawqueue();
}
state = 1;
}
template<class T>
void show_choice(string name, T& value, char key, vector<pair<string, string>> options) {
dialog::addSelItem(XLAT(name), XLAT(options[int(value)].first), key);
dialog::add_action_push([&value, name, options] {
dialog::init(XLAT(name));
dialog::addBreak(100);
int q = isize(options);
for(int i=0; i<q; i++) {
dialog::addBoolItem(XLAT(options[i].first), int(value) == i, 'a'+i);
dialog::add_action([&value, i] { value = T(i); popScreen(); });
dialog::addBreak(100);
dialog::addHelp(XLAT(options[i].second));
dialog::addBreak(100);
}
dialog::addBreak(100);
dialog::addBack();
dialog::display();
});
}
EX void show_vr_settings() {
cmode = sm::SIDE | sm::MAYDARK;
gamescreen(0);
dialog::init(XLAT("VR settings"));
dialog::addBoolItem_action(XLAT("VR enabled"), enabled, 'o');
if(!enabled)
dialog::addBreak(100);
else if(failed)
dialog::addInfo(XLAT("error: ") + error_msg, 0xC00000);
else
dialog::addInfo(XLAT("VR initialized correctly"), 0x00C000);
dialog::addBreak(100);
show_choice("headset movement", hsm, 'h', headset_desc);
show_choice("binocular vision", eyes, 'b', eyes_desc);
show_choice("computer screen", cscr, 'c', comp_desc);
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(
"The size of the absolute unit of the non-Euclidean geometry correspond in meters. "
"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 "
"(e.g., in the cube tiling, the 'absolute unit' is just the edge of the cube)."
));
dialog::scaleLog();
});
if(hsm == eHeadset::reference) {
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);
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);
shift_arg_formula(pconf.vr_scale_factor);
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}
else if(argis("-vr-z")) {
PHASEFROM(2);
shift_arg_formula(pconf.vr_zshift);
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}
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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);
}
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");
addparam(absolute_unit_in_meters, "vr-abs-unit");
}
auto hookc = addHook(hooks_configfile, 100, addconfig);
#endif
EX void submit() {
if(!state) return;
for(int i=0; i<(int)vr::k_unMaxTrackedDeviceCount; i++)
if(vrdata.device_models[i]) {
resetbuffer rb;
if(!state) return;
state = 2;
dynamicval<eModel> m(pmodel, mdPerspective);
dynamicval<ld> ms(sightranges[geometry], 100);
for(int e=0; e<2; e++) {
dynamicval<int> vx(vid.xres, vrdata.xsize);
dynamicval<int> vy(vid.yres, vrdata.ysize);
E4;
auto& ey = vrdata.eyes[e];
glBindFramebuffer( GL_FRAMEBUFFER, ey->m_nRenderFramebufferId );
glViewport(0, 0, vrdata.xsize, vrdata.ysize );
calcparam();
hmd_mvp = vrdata.proj[e] * inverse(vrdata.eyepos[e]) * sm * hmd_at * vrdata.pose_matrix[i] * sm * Id;
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));
if(1) {
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));
vex.push_back(glhr::makevertex(0, 0, -10));
glhr::current_vertices = nullptr;
glhr::vertices(vex);
glhr::color2(0xC0FFC0C0);
glDrawArrays(GL_TRIANGLES, 0, 3);
}
}
state = 1;
rb.reset();
calcparam();
current_display->set_viewport(0);
calcparam();
reset_projection();
current_display->set_all(0, 0);
}
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 );
}
}
#endif
EX }
}