// 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 inline bool active() { return false; } inline bool rendering() { return false; } inline bool rendering_eye() { return false; } #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 }; 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 > 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."} }; 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; 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 */ transmatrix hmd_mv_for[3], 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 = Id; EX transmatrix hmd_ref_at = Id; EX transmatrix hmd_mvp, hmd_pre, hmd_mv; 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; 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; } 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)); } */ if(in_menu() && which_pointer == i) { 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 pxo = lerp(h1, h2, p); hyperpoint px = pxo; px[0] /= ui_size; px[1] /= -ui_size; px[0] += current_display->xsize/2; px[1] += current_display->ysize/2; mousex = px[0]; mousey = px[1]; pointer_distance = hdist(pxo, h1); } 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); } } } } EX void send_click() { holdmouse = false; fix_mouseh(); println(hlog, "sending a click, getcstat = ", getcstat, " in menu = ", in_menu()); if(in_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_all(); } static bool last_vr_clicked = false; shiftmul = getcshift; if(which_pointer) mousemoved = true; println(hlog, tie(which_pointer, vr_clicked)); 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; } 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(); } } EX ld absolute_unit_in_meters = 3; /** what point and cell is the controller number id pointing to */ eModel pmodel_3d_version() { if(pmodel == mdGeodesic) return mdEquidistant; if(pmodel == mdPerspective) return nonisotropic ? mdHorocyclic : mdEquidistant; return pmodel; } ld vr_distance(shiftpoint h, int id, ld& dist) { hyperpoint hscr; h.h = hmd_pre_for[2] * h.h; eModel md = pmodel_3d_version(); apply_other_model(h, hscr, md); 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 */ dist = -hc[2]; return sqhypot_d(2, hc); } EX hyperpoint vr_direction; EX void compute_point(int id, shiftpoint& res, cell*& c, ld& dist) { if(WDIM == 3) { 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); movedir md = vectodir(vr_direction); cellwalker xc = cwt + md.d + wstep; forward_cell = xc.at; return; } gen_mv(); 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; }), 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::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 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"); 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)); 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]); } //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 vx(vid.xres, vrdata.xsize); dynamicval 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 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; 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; } } } EX void render() { resetbuffer rb; state = 2; // eyes = lshiftclick ? eEyes::truesim : eEyes::equidistant; // cscr = lshiftclick ? eCompScreen::eyes : eCompScreen::single; for(int i=0; i<3; i++) { if(1) { make_actual_view(); shiftmatrix Tv = cview(); dynamicval tN(NLP, NLP); dynamicval tV(View, View); dynamicval 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 && i != 2) { apply_movement(IN_E4(inverse(vrdata.eyepos[i]))); } make_actual_view(); hmd_pre = hmd_pre_for[i] = cview().T * inverse(Tv.T); // inverse_shift(Tv, cview()); // View * inverse(Tv.T); // inverse(inverse_shift(cview(), Tv)); if(1) { gen_mv(); E4; if(eyes == eEyes::equidistant && i != 2) { hmd_mv = inverse(vrdata.eyepos[i]) * hmd_mv; } hmd_mv_for[i] = hmd_mv; if(i != 2) { hmd_mvp = vrdata.proj[i] * hmd_mv; eyeproj = vrdata.iproj[i]; } } if(i != 2) { dynamicval vx(vid.xres, vrdata.xsize); dynamicval 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(); 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::eyes) draw_eyes(); if(cscr == eCompScreen::reference) { state = 3; drawqueue(); } state = 1; } template void show_choice(string name, T& value, char key, vector> 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 m(pmodel, mdPerspective); dynamicval ms(sightranges[geometry], 100); for(int e=0; e<2; e++) { dynamicval vx(vid.xres, vrdata.xsize); dynamicval 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(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); } } 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 } }