// 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 inline bool active() { return false; } inline bool rendering() { return false; } inline bool rendering_eye() { return false; } #endif #endif #if CAP_VR /** 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; } #if HDR enum class eHeadset { none, rotation_only, reference, holonomy, model_viewing, holonomy_z }; 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::eyes; EX bool controllers_on_desktop = true; EX cell *forward_cell; EX ld vraim_x, vraim_y, vrgo_x, vrgo_y; EX ld pointer_length = 1; vector > 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 " "to where you started."}, {"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."}, }; vector > 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 > comp_desc = { {"none", "Do not display anything on the computer screen."}, {"reference", "Display the standard HyperRogue view from the reference point."}, {"single", "Display a a single monocular image from the headset."}, {"eyes", "Display a copy of the VR display."}, }; struct vr_rendermodel { string name; GLuint texture_id; vector 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(); } EX transmatrix eyeproj, eyeshift; 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]; transmatrix iproj[2]; /* inverse of proj */ transmatrix eyepos[2]; vr::TrackedDevicePose_t poses[ vr::k_unMaxTrackedDeviceCount ]; transmatrix pose_matrix[vr::k_unMaxTrackedDeviceCount ]; transmatrix last_pose_matrix[ vr::k_unMaxTrackedDeviceCount ]; vector models; vr_rendermodel* device_models[ vr::k_unMaxTrackedDeviceCount ]; controller_data cdata [ vr::k_unMaxTrackedDeviceCount ]; }; /** 0,1 == eyes, 2 == headset */ EX transmatrix hmd_mv_for[3]; EX transmatrix hmd_pre_for[3]; vrdata_t vrdata; /** how far is the object pointed to */ EX ld pointer_distance; /** should we try to access VR */ EX bool enabled = false; /** 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 reference computer screen, 4 = currently rendering the single computer screen */ EX int state = 0; #if HDR // use E4 when working with real-world matrices to ensure that inverses, multiplications, etc. are computed correctly #define E4 dynamicval g(geometry, gCubeTiling) #endif #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"; } EX bool first = true; EX transmatrix hmd_at_ui = Id; EX transmatrix hmd_at = Id; EX transmatrix hmd_ref_at = Id; EX transmatrix hmd_mvp, hmd_pre, hmd_mv; EX transmatrix sm; EX int ui_xmin, ui_ymin, ui_xmax, ui_ymax; EX reaction_t change_ui_bounds; #if HDR struct frustum_info { transmatrix pre; transmatrix nlp; bool screen; transmatrix proj; }; #endif EX vector frusta; 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 m(pmodel, mdPixel); vrhr::in_vr_ui([&] { glhr::color2(col); glhr::set_depthtest(false); vector 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); }); } 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; irIndexData[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; } EX bool need_poses = true; void track_poses() { E4; if(!need_poses) return; need_poses = false; 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)); } */ 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; px[0] += (ui_xmin+ui_xmax) / 2; px[1] += (ui_ymin+ui_ymax) / 2; targeting_menu = px[0] >= 0 && px[1] >= 0 && px[0] <= vid.xres && px[1] <= vid.yres; if(targeting_menu) { mousex = px[0]; mousey = px[1]; pointer_distance = hdist(pxo, h1); } } else targeting_menu = false; } 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); } } } if(!in_menu()) hmd_at_ui = hmd_at; } EX bool targeting_menu; EX void send_click() { holdmouse = false; fix_mouseh(); println(hlog, "sending a click, getcstat = ", getcstat, " in menu = ", in_menu()); if(in_menu() && targeting_menu) handlekey(getcstat, getcstat); else handlekey('-', '-'); } EX void send_release() { holdmouse = false; fix_mouseh(); println(hlog, "sending a release"); handlekey(PSEUDOKEY_RELEASE, PSEUDOKEY_RELEASE); } 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_actions(); need_poses = true; } 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; } EX void be_33(transmatrix& T) { for(int i=0; i<3; i++) T[i][3] = T[3][i] = 0; T[3][3] = 1; } 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) { 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, sm); transmatrix Rot = rel; be_33(Rot); rotate_view(Rot); } EX void vr_shift() { if(first) return; rug::using_rugview urv; if(GDIM == 2) return; auto hsm1 = hsm; if(hsm1 == eHeadset::holonomy_z && !embedded_plane) hsm1 = eHeadset::holonomy; 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); hmd_ref_at = hmd_at; playermoved = false; bool below = cgi.WALL < cgi.FLOOR; if(vid.fixed_yz) { transmatrix spin_T; ld eye_level; if(1) { dynamicval 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()); } } if(!rug::rugged) optimizeview(); } } EX ld absolute_unit_in_meters = 3; /** what point and cell is the controller number id pointing to */ EX eModel pmodel_3d_version() { if(pmodel == mdGeodesic) return mdEquidistant; if(pmodel == mdPerspective) return nonisotropic ? mdHorocyclic : mdEquidistant; return pmodel; } /** convert model coordinates to controller-relative coordinates */ EX transmatrix model_to_controller(int id) { return inverse(sm * hmd_at * vrdata.pose_matrix[id] * sm) * hmd_mv; } EX hyperpoint model_location(shiftpoint h, bool& bad) { if(eyes == eEyes::truesim) { 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); bad = in_vr_sphere && get_side(hscr) == (sphere_flipped ? -1 : 1); hscr[3] = 1; return hscr; } } ld vr_distance(const shiftpoint& h, int id, ld& dist) { bool bad; hyperpoint hscr = model_location(h, bad); if(bad) return 1e5; bool flat = WDIM == 2; E4; hyperpoint hc = model_to_controller(id) * hscr; if(flat) { 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); } } EX hyperpoint vr_direction; 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); } EX void compute_point(int id, shiftpoint& res, cell*& c, ld& dist) { if(WDIM == 3) { compute_vr_direction(id); movedir md = vectodir(vr_direction); cellwalker xc = cwt + md.d + wstep; forward_cell = xc.at; } dist = pointer_length; gen_mv(); set_vr_sphere(); c = nullptr; ld best = 1e9; shiftmatrix T; // needed so that applymodel gives the VR coordinates dynamicval 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, dist); 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, dist); }); res = T * rel; } EX bool vr_clicked; void move_according_to(vr::ETrackedControllerRole role, bool last, bool cur) { if(cur) vr_clicked = true; int id = vr::VRSystem()->GetTrackedDeviceIndexForControllerRole(role); if((last || cur) && id >= 0 && id < int(vr::k_unMaxTrackedDeviceCount)) { println(hlog, "click setting which_pointer to ", id); which_pointer = id; } } struct digital_action_data { string action_name; vr::VRActionHandle_t handle; bool last, curr; function act; bool_reaction_t when; digital_action_data(string s, bool_reaction_t when, function 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 act; analog_action_data(string s, function 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 dads = { digital_action_data("/actions/general/in/ClickLeft", [] { return true; }, [] (bool last, bool curr) { move_according_to(vr::TrackedControllerRole_LeftHand, last, curr); }), digital_action_data("/actions/general/in/ClickRight", [] { return true; }, [] (bool last, bool curr) { move_according_to(vr::TrackedControllerRole_RightHand, last, curr); }), 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'); }), digital_action_data("/actions/general/in/Menu", [] { return true; }, [] (bool last, bool curr) { if(curr && !last) { always_show_hud = !always_show_hud; hmd_at_ui = hmd_at; } }), digital_action_data("/actions/general/in/SetReference", [] { return true; }, [] (bool last, bool curr) { if(curr && !last) hmd_ref_at = hmd_at; }) }; vector 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; }), }; EX bool always_show_hud = false; EX bool in_actual_menu() { return (cmode & sm::VR_MENU) || !(cmode & (sm::NORMAL | sm::DRAW)); } EX bool in_menu() { return always_show_hud || in_actual_menu(); } vector 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; vr_clicked = false; forward_cell = nullptr; vector 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 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]); } } EX void start_vr() { if(true) { sm = Id; sm[1][1] = sm[2][2] = -1; } vr::EVRInitError eError = vr::VRInitError_None; vrdata.vr = vr::VR_Init( &eError, vr::VRApplication_Scene ); for(auto& m: vrdata.last_pose_matrix) m = Id; 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"); apply_screen_settings(); 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"); } get_eyes(); //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; } for(auto& m: vrdata.models) { if(m) delete m; } vrdata.models.clear(); for(auto& m: vrdata.device_models) m = 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 = 2; #if HDR const ld ui_size_unit = 0.001; #endif struct vr_eye_settings { dynamicval vx, vy; dynamicval 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(); } }; EX void in_vr_ui(reaction_t what) { resetbuffer rb; if(!state) return; int ui_xmed = (ui_xmin + ui_xmax) / 2; int ui_ymed = (ui_ymin + ui_ymax) / 2; state = 2; for(int i=0; i<2; i++) { E4; vr_eye_settings ey; ey.use(i); glhr::set_depthtest(false); hmd_mvp = Id; hmd_mvp = xpush(-ui_xmed) * ypush(-ui_ymed) * hmd_mvp; transmatrix Sca = Id; Sca[0][0] *= ui_size * ui_size_unit; Sca[1][1] *= -ui_size * ui_size_unit; Sca[2][2] *= 0; hmd_mvp = Sca * hmd_mvp; hmd_mvp = zpush(-ui_depth) * hmd_mvp; hmd_mvp = sm * hmd_at * inverse(hmd_at_ui) * sm * hmd_mvp; hmd_mvp = vrdata.proj[i] * inverse(vrdata.eyepos[i]) * hmd_mvp; reset_projection(); current_display->set_all(0, 0); current_display->xcenter = 0; current_display->ycenter = 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 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 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); } } 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; if(nisot::local_perspective_used) { be_33(NLP); hmd_mv = NLP * hmd_mv; } hmd_mv = sm * hmd_mv; if(pconf.vr_angle) hmd_mv = cspin(1, 2, -pconf.vr_angle * degree) * hmd_mv; if(pconf.vr_zshift) hmd_mv = euclidean_translate(0, 0, -pconf.vr_zshift) * hmd_mv; hmd_mv = mu * hmd_mv; if(GDIM == 2 || hsm == eHeadset::model_viewing) { hmd_mv = sm * hmd_at * inverse(hmd_ref_at) * sm * hmd_mv; } } } EX shiftmatrix master_cview; EX void render() { track_poses(); get_eyes(); resetbuffer rb; state = 2; vrhr::frusta.clear(); // cscr = lshiftclick ? eCompScreen::eyes : eCompScreen::single; for(int i=0; i<3; i++) { if(1) { make_actual_view(); master_cview = cview(); /* unfortunately we need to backup everything that could change by shift_view... */ dynamicval tN(NLP, NLP); dynamicval tV(View, View); dynamicval tC(current_display->which_copy, current_display->which_copy); dynamicval trt(current_display->radar_transform); dynamicval tcs(intra::scale); // just in case dynamicval tfd(walking::floor_dir); dynamicval 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; } }); if(hsm == eHeadset::rotation_only) { transmatrix T = hmd_at; be_33(T); apply_movement(T, smVR()); } else if(GDIM == 3 && hsm == eHeadset::reference) { apply_movement(IN_E4(hmd_at * inverse(hmd_ref_at)), smVR()); } if(eyes == eEyes::truesim && i != 2) { apply_movement(IN_E4(inverse(vrdata.eyepos[i])), smVR()); } make_actual_view(); hmd_pre = hmd_pre_for[i] = cview().T * inverse(master_cview.T); current_display->radar_transform = trt.backup * inverse(hmd_pre); 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}); if(1) { gen_mv(); E4; if(eyes == eEyes::equidistant && i != 2) { eyeshift = vrdata.eyepos[i]; hmd_mv = inverse(eyeshift) * hmd_mv; } else eyeshift = Id; hmd_mv_for[i] = hmd_mv; if(i != 2) { hmd_mvp = vrdata.proj[i] * hmd_mv; eyeproj = vrdata.iproj[i]; } } if(i != 2) { vr_eye_settings ey; ey.use(i); 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(); } 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(); } } } } if(cscr == eCompScreen::reference) { state = 3; drawqueue(); } if(cscr == eCompScreen::eyes && !controllers_on_desktop) draw_eyes(); render_controllers(); if(cscr == eCompScreen::eyes && controllers_on_desktop) draw_eyes(); state = 1; } EX void show_vr_demos() { cmode = sm::SIDE | sm::MAYDARK; gamescreen(); dialog::init(XLAT("VR demos")); dialog::addInfo(XLAT("warning: these will restart your game!")); dialog::addBreak(100); dialog::addItem(XLAT("standard HyperRogue but in VR"), 'a'); dialog::add_action([] { if(rug::rugged) rug::close(); hmd_ref_at = hmd_at; stop_game(); set_geometry(gNormal); specialland = laIce; set_variation(eVariation::bitruncated); start_game(); if(GDIM == 3) invoke_embed(geom3::seNone); 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; popScreenAll(); }); dialog::addItem(XLAT("HyperRogue FPP"), 'b'); dialog::add_action([] { if(rug::rugged) rug::close(); hmd_ref_at = hmd_at; stop_game(); pmodel = mdDisk; set_geometry(gNormal); specialland = laIce; set_variation(eVariation::bitruncated); start_game(); invoke_embed(geom3::seDefault); pconf.alpha = 1; pconf.vr_scale_factor = 1; pconf.vr_angle = 0; pconf.vr_zshift = 0; hsm = eHeadset::reference; eyes = eEyes::equidistant; popScreenAll(); }); #if CAP_RUG dialog::addItem(XLAT("Hypersian Rug"), 'c'); dialog::add_action([] { if(rug::rugged) rug::close(); hmd_ref_at = hmd_at; stop_game(); set_geometry(gNormal); specialland = laIce; set_variation(eVariation::bitruncated); start_game(); if(GDIM == 3) invoke_embed(geom3::seNone); 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; rug::init(); popScreenAll(); }); #endif dialog::addItem(XLAT("sphere from the inside"), 'd'); dialog::add_action([] { if(rug::rugged) rug::close(); hmd_ref_at = hmd_at; stop_game(); set_geometry(gSphere); specialland = laHalloween; set_variation(eVariation::bitruncated); start_game(); if(GDIM == 3) invoke_embed(geom3::seNone); 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; popScreenAll(); }); dialog::addItem(XLAT("sphere from the outside"), 'e'); dialog::add_action([] { if(rug::rugged) rug::close(); hmd_ref_at = hmd_at; stop_game(); set_geometry(gSphere); specialland = laHalloween; set_variation(eVariation::bitruncated); start_game(); if(GDIM == 3) invoke_embed(geom3::seNone); 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; popScreenAll(); }); dialog::addItem(XLAT("Thurston racing"), 'f'); dialog::add_action([] { if(rug::rugged) rug::close(); hmd_ref_at = hmd_at; hsm = eHeadset::reference; eyes = eEyes::equidistant; popScreenAll(); pushScreen(racing::thurston_racing); }); dialog::addItem(XLAT("raytracing in H3"), 'g'); 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(); } EX void enable_button() { dialog::addBoolItem(XLAT("VR enabled"), enabled, 'o'); dialog::add_action([] { enabled = !enabled; }); if(!enabled) dialog::addBreak(100); else if(failed) dialog::addInfo(XLAT("error: ") + error_msg, 0xC00000); else dialog::addInfo(XLAT("VR initialized correctly"), 0x00C000); } 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); } EX void show_vr_settings() { cmode = sm::SIDE | sm::MAYDARK; gamescreen(); dialog::init(XLAT("VR settings")); dialog::addItem(XLAT("VR demos"), 'D'); dialog::add_action_push(show_vr_demos); enable_button(); dialog::addBreak(100); add_edit(hsm); if(enabled && GDIM == 2 && among(hsm, eHeadset::holonomy, eHeadset::reference)) dialog::addInfo(XLAT("(this setting is for 3D geometries only, use 'model viewing' instead)")); add_edit(eyes); add_edit(cscr); 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 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). " "Only perspective projections are affected, other models use the 'VR scale' setting " "from the Projections menu." )); dialog::scaleLog(); }); dialog::addSelItem(XLAT("projection"), current_proj_name(), 'M'); dialog::add_action_push(models::model_menu); reference_button(); 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, " "this is not relevant (the pointer is as long as needed to hit the surface)." )); }); 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)." )); }); 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); } else if(argis("-vr-scale")) { PHASEFROM(2); shift_arg_formula(pconf.vr_scale_factor); } else if(argis("-vr-z")) { PHASEFROM(2); shift_arg_formula(pconf.vr_zshift); } else if(argis("-vr-pl")) { PHASEFROM(2); shift_arg_formula(pointer_length); } else if(argis("-vr-angle")) { PHASEFROM(2); shift_arg_formula(pconf.vr_angle); } else if(argis("-d:vr")) { PHASEFROM(2); launch_dialog(show_vr_settings); } else if(argis("-d:vrd")) { PHASEFROM(2); launch_dialog(show_vr_demos); } 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"); param_f(absolute_unit_in_meters, "vr-abs-unit"); param_f(pconf.vr_scale_factor, "vr_scale"); param_f(pconf.vr_zshift, "vr_zshift"); param_f(pconf.vr_angle, "vr_angle"); auto& rrconf = vid.rug_config; 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"); param_f(vrhr::pointer_length, "vr_pointer_length"); param_f(vrhr::ui_depth, "vr_ui_depth"); param_f(vrhr::ui_size, "vr_ui_size"); param_enum(vrhr::hsm, "vr_headset_mode", "vr_headset_mode", vrhr::hsm) ->editable(headset_desc, "VR headset movement", 'h'); param_enum(vrhr::eyes, "vr_eyes_mode", "vr_eyes_mode", vrhr::eyes) ->editable(eyes_desc, "VR binocular vision", 'b'); param_enum(vrhr::cscr, "vr_screen_mode", "vr_screen_mode", vrhr::cscr) ->editable(comp_desc, "VR computer screen", 'c'); } auto hookc = addHook(hooks_configfile, 100, addconfig); #endif EX bool rec; EX void render_controllers() { if(!state) return; dynamicval rc(rec, true); for(int i=0; i<(int)vr::k_unMaxTrackedDeviceCount; i++) if(vrdata.device_models[i]) { resetbuffer rb; state = 2; dynamicval m(pmodel, mdPerspective); dynamicval ms(sightranges[geometry], 100); 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; } E4; 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; 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(i == which_pointer) { current_display->next_shader_flags = 0; current_display->set_all(0, 0); vector 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, -pointer_distance)); glhr::current_vertices = nullptr; glhr::vertices(vex); glhr::color2(0xC0FFC0C0); glDrawArrays(GL_TRIANGLES, 0, 3); } } next_model: ; } } EX void submit() { if(!state) return; 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 ); } } EX void handoff() { if(!state) return; vr::VRCompositor()->PostPresentHandoff(); } #endif EX } }