More progress

- Fixed normal stereo rendering
- Beginnings of vr overlay code
This commit is contained in:
James Urquhart 2016-05-07 22:33:54 +01:00
parent b15be28f38
commit 9e5eda9a08
6 changed files with 693 additions and 256 deletions

View file

@ -16,17 +16,21 @@
#include "gfx/D3D9/gfxD3D9TextureObject.h"
#include "gfx/D3D9/gfxD3D9EnumTranslate.h"
/*
#ifdef TORQUE_OPENGL
#include "gfx/gl/gfxGLDevice.h"
#include "gfx/gl/gfxGLTextureObject.h"
#include "gfx/gl/gfxGLEnumTranslate.h"
*/
#endif
namespace OpenVRUtil
{
/// Convert an OVR sensor's rotation to a Torque 3D matrix
void convertRotation(const F32 inRotMat[4][4], MatrixF& outRotation)
{
void convertTransformFromOVR(const MatrixF &inRotTMat, MatrixF& outRotation)
{
Point4F col0; inRotTMat.getColumn(0, &col0);
Point4F col1; inRotTMat.getColumn(1, &col1);
Point4F col2; inRotTMat.getColumn(2, &col2);
Point4F col3; inRotTMat.getColumn(3, &col3);
// Set rotation. We need to convert from sensor coordinates to
// Torque coordinates. The sensor matrix is stored row-major.
// The conversion is:
@ -35,15 +39,158 @@ namespace OpenVRUtil
// a b c a b c a -c b
// d e f --> -g -h -i --> -g i -h
// g h i d e f d -f e
outRotation.setColumn(0, Point4F( inRotMat[0][0], -inRotMat[2][0], inRotMat[1][0], 0.0f));
outRotation.setColumn(1, Point4F(-inRotMat[0][2], inRotMat[2][2], -inRotMat[1][2], 0.0f));
outRotation.setColumn(2, Point4F( inRotMat[0][1], -inRotMat[2][1], inRotMat[1][1], 0.0f));
outRotation.setPosition(Point3F::Zero);
outRotation.setColumn(0, Point4F( col0.x, -col2.x, col1.x, 0.0f));
outRotation.setColumn(1, Point4F(-col0.z, col2.z, -col1.z, 0.0f));
outRotation.setColumn(2, Point4F( col0.y, -col2.y, col1.y, 0.0f));
outRotation.setColumn(3, Point4F(-col3.x, col3.z, -col3.y, 1.0f));
}
void convertTransformToOVR(const MatrixF& inRotation, MatrixF& outRotation)
{
Point4F col0; inRotation.getColumn(0, &col0);
Point4F col1; inRotation.getColumn(1, &col1);
Point4F col2; inRotation.getColumn(2, &col2);
Point4F col3; inRotation.getColumn(3, &col3);
// This is basically a reverse of what is in convertTransformFromOVR
outRotation.setColumn(0, Point4F(col0.x, col2.x, -col1.x, 0.0f));
outRotation.setColumn(1, Point4F(col0.z, col2.z, -col1.z, 0.0f));
outRotation.setColumn(2, Point4F(-col0.y, -col2.y, col1.y, 0.0f));
outRotation.setColumn(3, Point4F(-col3.x, -col3.z, col3.y, 1.0f));
}
MatrixF convertSteamVRAffineMatrixToMatrixFPlain(const vr::HmdMatrix34_t &mat)
{
MatrixF outMat(1);
outMat.setColumn(0, Point4F(mat.m[0][0], mat.m[1][0], mat.m[2][0], 0.0));
outMat.setColumn(1, Point4F(mat.m[0][1], mat.m[1][1], mat.m[2][1], 0.0));
outMat.setColumn(2, Point4F(mat.m[0][2], mat.m[1][2], mat.m[2][2], 0.0));
outMat.setColumn(3, Point4F(mat.m[0][3], mat.m[1][3], mat.m[2][3], 1.0f)); // pos
return outMat;
}
void convertMatrixFPlainToSteamVRAffineMatrix(const MatrixF &inMat, vr::HmdMatrix34_t &outMat)
{
Point4F row0; inMat.getRow(0, &row0);
Point4F row1; inMat.getRow(1, &row1);
Point4F row2; inMat.getRow(2, &row2);
outMat.m[0][0] = row0.x;
outMat.m[0][1] = row0.y;
outMat.m[0][2] = row0.z;
outMat.m[0][3] = row0.w;
outMat.m[1][0] = row1.x;
outMat.m[1][1] = row1.y;
outMat.m[1][2] = row1.z;
outMat.m[1][3] = row1.w;
outMat.m[2][0] = row2.x;
outMat.m[2][1] = row2.y;
outMat.m[2][2] = row2.z;
outMat.m[2][3] = row2.w;
}
vr::VRTextureBounds_t TorqueRectToBounds(const RectI &rect, const Point2I &widthHeight)
{
vr::VRTextureBounds_t bounds;
F32 xRatio = 1.0 / (F32)widthHeight.x;
F32 yRatio = 1.0 / (F32)widthHeight.y;
bounds.uMin = rect.point.x * xRatio;
bounds.vMin = rect.point.y * yRatio;
bounds.uMax = (rect.point.x + rect.extent.x) * xRatio;
bounds.vMax = (rect.point.y + rect.extent.y) * yRatio;
return bounds;
}
}
//------------------------------------------------------------
DECLARE_SCOPE(OpenVR);
IMPLEMENT_SCOPE(OpenVR, OpenVRProvider, , "");
ConsoleDoc(
"@class OpenVRProvider\n"
"@brief This class is the interface between TorqueScript and OpenVR.\n\n"
"@ingroup OpenVR\n"
);
// Enum impls
ImplementEnumType(OpenVROverlayInputMethod,
"Types of input supported by VR Overlays. .\n\n"
"@ingroup OpenVR")
{ vr::VROverlayInputMethod_None, "None" },
{ vr::VROverlayInputMethod_Mouse, "Mouse" },
EndImplementEnumType;
ImplementEnumType(OpenVROverlayTransformType,
"Allows the caller to figure out which overlay transform getter to call. .\n\n"
"@ingroup OpenVR")
{ vr::VROverlayTransform_Absolute, "Absolute" },
{ vr::VROverlayTransform_TrackedDeviceRelative, "TrackedDeviceRelative" },
{ vr::VROverlayTransform_SystemOverlay, "SystemOverlay" },
{ vr::VROverlayTransform_TrackedComponent, "TrackedComponent" },
EndImplementEnumType;
ImplementEnumType(OpenVRGamepadTextInputMode,
"Types of input supported by VR Overlays. .\n\n"
"@ingroup OpenVR")
{ vr::k_EGamepadTextInputModeNormal, "Normal", },
{ vr::k_EGamepadTextInputModePassword, "Password", },
{ vr::k_EGamepadTextInputModeSubmit, "Submit" },
EndImplementEnumType;
ImplementEnumType(OpenVRGamepadTextInputLineMode,
"Types of input supported by VR Overlays. .\n\n"
"@ingroup OpenVR")
{ vr::k_EGamepadTextInputLineModeSingleLine, "SingleLine" },
{ vr::k_EGamepadTextInputLineModeMultipleLines, "MultipleLines" },
EndImplementEnumType;
ImplementEnumType(OpenVRTrackingResult,
". .\n\n"
"@ingroup OpenVR")
{ vr::TrackingResult_Uninitialized, "None" },
{ vr::TrackingResult_Calibrating_InProgress, "Calibrating_InProgress" },
{ vr::TrackingResult_Calibrating_OutOfRange, "Calibrating_OutOfRange" },
{ vr::TrackingResult_Running_OK, "Running_Ok" },
{ vr::TrackingResult_Running_OutOfRange, "Running_OutOfRange" },
EndImplementEnumType;
ImplementEnumType(OpenVRTrackingUniverseOrigin,
"Identifies which style of tracking origin the application wants to use for the poses it is requesting. .\n\n"
"@ingroup OpenVR")
{ vr::TrackingUniverseSeated, "Seated" },
{ vr::TrackingUniverseStanding, "Standing" },
{ vr::TrackingUniverseRawAndUncalibrated, "RawAndUncalibrated" },
EndImplementEnumType;
ImplementEnumType(OpenVROverlayDirection,
"Directions for changing focus between overlays with the gamepad. .\n\n"
"@ingroup OpenVR")
{ vr::OverlayDirection_Up, "Up" },
{ vr::OverlayDirection_Down, "Down" },
{ vr::OverlayDirection_Left, "Left" },
{ vr::OverlayDirection_Right, "Right" },
EndImplementEnumType;
ImplementEnumType(OpenVRState,
"Status of the overall system or tracked objects. .\n\n"
"@ingroup OpenVR")
{ vr::VRState_Undefined, "Undefined" },
{ vr::VRState_Off, "Off" },
{ vr::VRState_Searching, "Searching" },
{ vr::VRState_Searching_Alert, "Searching_Alert" },
{ vr::VRState_Ready, "Ready" },
{ vr::VRState_Ready_Alert, "Ready_Alert" },
{ vr::VRState_NotReady, "NotReady" },
EndImplementEnumType;
//------------------------------------------------------------
U32 OpenVRProvider::OVR_SENSORROT[vr::k_unMaxTrackedDeviceCount] = { 0 };
@ -74,18 +221,6 @@ static String GetTrackedDeviceString(vr::IVRSystem *pHmd, vr::TrackedDeviceIndex
return sResult;
}
static MatrixF ConvertSteamVRAffineMatrixToMatrixFPlain(const vr::HmdMatrix34_t &mat)
{
MatrixF outMat(1);
outMat.setColumn(0, Point4F(mat.m[0][0], mat.m[1][0], mat.m[2][0], 0.0));
outMat.setColumn(1, Point4F(mat.m[0][1], mat.m[1][1], mat.m[2][1], 0.0));
outMat.setColumn(2, Point4F(mat.m[0][2], mat.m[1][2], mat.m[2][2], 0.0));
outMat.setColumn(3, Point4F(mat.m[0][3], mat.m[1][3], mat.m[2][3], 1.0f)); // pos
return outMat;
}
MODULE_BEGIN(OpenVRProvider)
MODULE_INIT_AFTER(InputEventManager)
@ -105,184 +240,60 @@ MODULE_SHUTDOWN
MODULE_END;
bool OpenVRRenderState::setupRenderTargets(U32 mode)
bool OpenVRRenderState::setupRenderTargets(GFXDevice::GFXDeviceRenderStyles mode)
{
if (!mHMD)
return false;
if (mRenderMode == mode)
return true;
mRenderMode = mode;
if (mode == GFXDevice::RS_Standard)
{
reset(mHMD);
return true;
}
U32 sizeX, sizeY;
Point2I newRTSize;
mHMD->GetRecommendedRenderTargetSize(&sizeX, &sizeY);
mEyeViewport[0] = RectI(Point2I(0, 0), Point2I(sizeX, sizeY));
mEyeViewport[1] = RectI(Point2I(0, 0), Point2I(sizeX, sizeY));
if (mode == GFXDevice::RS_StereoSeparate)
{
mEyeViewport[0] = RectI(Point2I(0, 0), Point2I(sizeX, sizeY));
mEyeViewport[1] = RectI(Point2I(0, 0), Point2I(sizeX, sizeY));
newRTSize.x = sizeX;
newRTSize.y = sizeY;
newRTSize.x = sizeX;
newRTSize.y = sizeY;
}
else
{
mEyeViewport[0] = RectI(Point2I(0, 0), Point2I(sizeX, sizeY));
mEyeViewport[1] = RectI(Point2I(sizeX, 0), Point2I(sizeX, sizeY));
newRTSize.x = sizeX * 2;
newRTSize.y = sizeY;
}
GFXTexHandle stereoTexture;
stereoTexture.set(newRTSize.x, newRTSize.y, GFXFormatR8G8B8A8, &VRTextureProfile, "OpenVR Stereo RT Color");
mStereoRenderTextures[0] = mStereoRenderTextures[1] = stereoTexture;
mStereoRenderTexture = stereoTexture;
GFXTexHandle stereoDepthTexture;
stereoDepthTexture.set(newRTSize.x, newRTSize.y, GFXFormatD24S8, &VRDepthProfile, "OpenVR Depth");
mStereoDepthTextures[0] = mStereoDepthTextures[1] = stereoDepthTexture;
mStereoDepthTexture = stereoDepthTexture;
mStereoRT = GFX->allocRenderToTextureTarget();
mStereoRT->attachTexture(GFXTextureTarget::Color0, stereoTexture);
mStereoRT->attachTexture(GFXTextureTarget::DepthStencil, stereoDepthTexture);
mEyeRT[0] = mEyeRT[1] = mStereoRT;
mOutputEyeTextures[0].init(newRTSize.x, newRTSize.y, GFXFormatR8G8B8A8, &VRTextureProfile, "OpenVR Stereo RT Color OUTPUT");
mOutputEyeTextures[1].init(newRTSize.x, newRTSize.y, GFXFormatR8G8B8A8, &VRTextureProfile, "OpenVR Stereo RT Color OUTPUT");
mOutputEyeTextures.init(newRTSize.x, newRTSize.y, GFXFormatR8G8B8A8, &VRTextureProfile, "OpenVR Stereo RT Color OUTPUT");
return true;
}
void OpenVRRenderState::setupDistortion()
{
if (!mHMD)
return;
U16 m_iLensGridSegmentCountH = 43;
U16 m_iLensGridSegmentCountV = 43;
float w = (float)(1.0 / float(m_iLensGridSegmentCountH - 1));
float h = (float)(1.0 / float(m_iLensGridSegmentCountV - 1));
float u, v = 0;
Vector<GFXVertexPTTT> vVerts(0);
GFXVertexPTTT *vert;
vVerts.reserve((m_iLensGridSegmentCountV * m_iLensGridSegmentCountH) * 2);
mDistortionVerts.set(GFX, (m_iLensGridSegmentCountV * m_iLensGridSegmentCountH) * 2, GFXBufferTypeStatic);
vert = mDistortionVerts.lock();
//left eye distortion verts
float Xoffset = -1;
for (int y = 0; y < m_iLensGridSegmentCountV; y++)
{
for (int x = 0; x < m_iLensGridSegmentCountH; x++)
{
u = x*w; v = 1 - y*h;
vert->point = Point3F(Xoffset + u, -1 + 2 * y*h, 0.0f);
vr::DistortionCoordinates_t dc0 = mHMD->ComputeDistortion(vr::Eye_Left, u, v);
vert->texCoord1 = Point2F(dc0.rfRed[0], 1 - dc0.rfRed[1]); // r
vert->texCoord2 = Point2F(dc0.rfGreen[0], 1 - dc0.rfGreen[1]); // g
vert->texCoord3 = Point2F(dc0.rfBlue[0], 1 - dc0.rfBlue[1]); // b
vert++;
}
}
//right eye distortion verts
Xoffset = 0;
for (int y = 0; y < m_iLensGridSegmentCountV; y++)
{
for (int x = 0; x < m_iLensGridSegmentCountH; x++)
{
u = x*w; v = 1 - y*h;
vert->point = Point3F(Xoffset + u, -1 + 2 * y*h, 0.0f);
vr::DistortionCoordinates_t dc0 = mHMD->ComputeDistortion(vr::Eye_Right, u, v);
vert->texCoord1 = Point2F(dc0.rfRed[0], 1 - dc0.rfRed[1]);
vert->texCoord2 = Point2F(dc0.rfGreen[0], 1 - dc0.rfGreen[1]);
vert->texCoord3 = Point2F(dc0.rfBlue[0], 1 - dc0.rfBlue[1]);
vert++;
}
}
mDistortionVerts.unlock();
mDistortionInds.set(GFX, m_iLensGridSegmentCountV * m_iLensGridSegmentCountH * 6 * 2, 0, GFXBufferTypeStatic);
GFXPrimitive *prim;
U16 *index;
mDistortionInds.lock(&index, &prim);
U16 a, b, c, d;
U16 offset = 0;
for (U16 y = 0; y < m_iLensGridSegmentCountV - 1; y++)
{
for (U16 x = 0; x < m_iLensGridSegmentCountH - 1; x++)
{
a = m_iLensGridSegmentCountH*y + x + offset;
b = m_iLensGridSegmentCountH*y + x + 1 + offset;
c = (y + 1)*m_iLensGridSegmentCountH + x + 1 + offset;
d = (y + 1)*m_iLensGridSegmentCountH + x + offset;
*index++ = a;
*index++ = b;
*index++ = c;
*index++ = a;
*index++ = c;
*index++ = d;
}
}
offset = (m_iLensGridSegmentCountH)*(m_iLensGridSegmentCountV);
for (U16 y = 0; y < m_iLensGridSegmentCountV - 1; y++)
{
for (U16 x = 0; x < m_iLensGridSegmentCountH - 1; x++)
{
a = m_iLensGridSegmentCountH*y + x + offset;
b = m_iLensGridSegmentCountH*y + x + 1 + offset;
c = (y + 1)*m_iLensGridSegmentCountH + x + 1 + offset;
d = (y + 1)*m_iLensGridSegmentCountH + x + offset;
*index++ = a;
*index++ = b;
*index++ = c;
*index++ = a;
*index++ = c;
*index++ = d;
}
}
mDistortionInds.unlock();
}
void OpenVRRenderState::renderDistortion(U32 eye)
{
// Updates distortion for an eye (this should only be the case for backend APIS where image should be predistorted)
/*
glDisable(GL_DEPTH_TEST);
glViewport( 0, 0, m_nWindowWidth, m_nWindowHeight );
glBindVertexArray( m_unLensVAO );
glUseProgram( m_unLensProgramID );
//render left lens (first half of index array )
glBindTexture(GL_TEXTURE_2D, leftEyeDesc.m_nResolveTextureId );
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 );
glDrawElements( GL_TRIANGLES, m_uiIndexSize/2, GL_UNSIGNED_SHORT, 0 );
//render right lens (second half of index array )
glBindTexture(GL_TEXTURE_2D, rightEyeDesc.m_nResolveTextureId );
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 );
glDrawElements( GL_TRIANGLES, m_uiIndexSize/2, GL_UNSIGNED_SHORT, (const void *)(m_uiIndexSize) );
glBindVertexArray( 0 );
glUseProgram( 0 );
*/
}
void OpenVRRenderState::renderPreview()
{
@ -293,26 +304,21 @@ void OpenVRRenderState::reset(vr::IVRSystem* hmd)
mHMD = hmd;
mStereoRT = NULL;
mEyeRT[0] = mEyeRT[1] = NULL;
mStereoRenderTextures[0] = mStereoRenderTextures[1] = NULL;
mStereoDepthTextures[0] = mStereoDepthTextures[1] = NULL;
mStereoRenderTexture = NULL;
mStereoDepthTexture = NULL;
mDistortionVerts = NULL;
mDistortionInds = NULL;
mOutputEyeTextures[0].clear();
mOutputEyeTextures[1].clear();
mOutputEyeTextures.clear();
if (!mHMD)
return;
vr::HmdMatrix34_t mat = mHMD->GetEyeToHeadTransform(vr::Eye_Left);
mEyePose[0] = ConvertSteamVRAffineMatrixToMatrixFPlain(mat);
mEyePose[0] = OpenVRUtil::convertSteamVRAffineMatrixToMatrixFPlain(mat);
mEyePose[0].inverse();
mat = mHMD->GetEyeToHeadTransform(vr::Eye_Right);
mEyePose[1] = ConvertSteamVRAffineMatrixToMatrixFPlain(mat);
mEyePose[1] = OpenVRUtil::convertSteamVRAffineMatrixToMatrixFPlain(mat);
mEyePose[1].inverse();
mHMD->GetProjectionRaw(vr::Eye_Left, &mEyeFov[0].leftTan, &mEyeFov[0].rightTan, &mEyeFov[0].upTan, &mEyeFov[0].downTan);
@ -336,6 +342,8 @@ OpenVRProvider::OpenVRProvider() :
GFXDevice::getDeviceEventSignal().notify(this, &OpenVRProvider::_handleDeviceEvent);
INPUTMGR->registerDevice(this);
dMemset(&mLUID, '\0', sizeof(mLUID));
mTrackingSpace = vr::TrackingUniverseSeated;
}
OpenVRProvider::~OpenVRProvider()
@ -345,7 +353,16 @@ OpenVRProvider::~OpenVRProvider()
void OpenVRProvider::staticInit()
{
// TODO: Add console vars
// Overlay flags
Con::setIntVariable("$OpenVR::OverlayFlags_None", 1 << (U32)vr::VROverlayFlags_None);
Con::setIntVariable("$OpenVR::OverlayFlags_Curved", 1 << (U32)vr::VROverlayFlags_Curved);
Con::setIntVariable("$OpenVR::OverlayFlags_RGSS4X", 1 << (U32)vr::VROverlayFlags_RGSS4X);
Con::setIntVariable("$OpenVR::OverlayFlags_NoDashboardTab", 1 << (U32)vr::VROverlayFlags_NoDashboardTab);
Con::setIntVariable("$OpenVR::OverlayFlags_AcceptsGamepadEvents", 1 << (U32)vr::VROverlayFlags_AcceptsGamepadEvents);
Con::setIntVariable("$OpenVR::OverlayFlags_ShowGamepadFocus", 1 << (U32)vr::VROverlayFlags_ShowGamepadFocus);
Con::setIntVariable("$OpenVR::OverlayFlags_SendVRScrollEvents", 1 << (U32)vr::VROverlayFlags_SendVRScrollEvents);
Con::setIntVariable("$OpenVR::OverlayFlags_SendVRTouchpadEvents", 1 << (U32)vr::VROverlayFlags_SendVRTouchpadEvents);
Con::setIntVariable("$OpenVR::OverlayFlags_ShowTouchPadScrollWheel", 1 << (U32)vr::VROverlayFlags_ShowTouchPadScrollWheel);
}
bool OpenVRProvider::enable()
@ -558,34 +575,11 @@ void OpenVRTransformToRotPos(MatrixF mat, QuatF &outRot, Point3F &outPos)
{
// Directly set the rotation and position from the eye transforms
MatrixF torqueMat(1);
F32 inRotMat[4][4];
Point4F col0; mat.getColumn(0, &col0);
Point4F col1; mat.getColumn(1, &col1);
Point4F col2; mat.getColumn(2, &col2);
Point4F col3; mat.getColumn(3, &col3);
inRotMat[0][0] = col0.x;
inRotMat[0][1] = col0.y;
inRotMat[0][2] = col0.z;
inRotMat[0][3] = col0.w;
inRotMat[1][0] = col1.x;
inRotMat[1][1] = col1.y;
inRotMat[1][2] = col1.z;
inRotMat[1][3] = col1.w;
inRotMat[2][0] = col2.x;
inRotMat[2][1] = col2.y;
inRotMat[2][2] = col2.z;
inRotMat[2][3] = col2.w;
inRotMat[3][0] = col3.x;
inRotMat[3][1] = col3.y;
inRotMat[3][2] = col3.z;
inRotMat[3][3] = col3.w;
OpenVRUtil::convertRotation(inRotMat, torqueMat);
OpenVRUtil::convertTransformFromOVR(mat, torqueMat);
Point3F pos = torqueMat.getPosition();
outRot = QuatF(torqueMat);
outPos = Point3F(-pos.x, pos.z, -pos.y);
outPos = pos;// Point3F(-pos.x, pos.z, -pos.y);
}
void OpenVRProvider::getFrameEyePose(IDevicePose *pose, U32 eye) const
@ -639,8 +633,8 @@ void OpenVRProvider::getStereoViewports(RectI *out) const
void OpenVRProvider::getStereoTargets(GFXTextureTarget **out) const
{
out[0] = mHMDRenderState.mEyeRT[0];
out[1] = mHMDRenderState.mEyeRT[1];
out[0] = mHMDRenderState.mStereoRT;
out[1] = mHMDRenderState.mStereoRT;
}
void OpenVRProvider::setDrawCanvas(GuiCanvas *canvas)
@ -655,11 +649,16 @@ void OpenVRProvider::setDrawCanvas(GuiCanvas *canvas)
if (mDrawCanvas != canvas || mHMDRenderState.mHMD == NULL)
{
mHMDRenderState.setupRenderTargets(0);
mHMDRenderState.setupRenderTargets(GFXDevice::RS_Standard);
}
mDrawCanvas = canvas;
}
void OpenVRProvider::setDrawMode(GFXDevice::GFXDeviceRenderStyles style)
{
mHMDRenderState.setupRenderTargets(style);
}
void OpenVRProvider::setCurrentConnection(GameConnection *connection)
{
mGameConnection = connection;
@ -672,7 +671,7 @@ GameConnection* OpenVRProvider::getCurrentConnection()
GFXTexHandle OpenVRProvider::getPreviewTexture()
{
return mHMDRenderState.mStereoRenderTextures[0]; // TODO: render distortion preview
return mHMDRenderState.mStereoRenderTexture; // TODO: render distortion preview
}
void OpenVRProvider::onStartFrame()
@ -694,31 +693,87 @@ void OpenVRProvider::onEyeRendered(U32 index)
return;
vr::EVRCompositorError err = vr::VRCompositorError_None;
vr::VRTextureBounds_t bounds;
U32 textureIdxToSubmit = index;
GFXTexHandle eyeTex = mHMDRenderState.mOutputEyeTextures[index].getTextureHandle();
mHMDRenderState.mEyeRT[0]->resolveTo(eyeTex);
mHMDRenderState.mOutputEyeTextures[index].advance();
GFXTexHandle eyeTex = mHMDRenderState.mOutputEyeTextures.getTextureHandle();
if (mHMDRenderState.mRenderMode == GFXDevice::RS_StereoSeparate)
{
mHMDRenderState.mStereoRT->resolveTo(eyeTex);
mHMDRenderState.mOutputEyeTextures.advance();
}
else
{
// assuming side-by-side, so the right eye will be next
if (index == 1)
{
mHMDRenderState.mStereoRT->resolveTo(eyeTex);
mHMDRenderState.mOutputEyeTextures.advance();
}
else
{
return;
}
}
if (GFX->getAdapterType() == Direct3D11)
{
GFXFormat fmt1 = eyeTex->getFormat();
vr::Texture_t eyeTexture = { (void*)static_cast<GFXD3D11TextureObject*>(eyeTex.getPointer())->get2DTex(), vr::API_DirectX, vr::ColorSpace_Gamma };
err = vr::VRCompositor()->Submit((vr::EVREye)(vr::Eye_Left + index), &eyeTexture);
vr::Texture_t eyeTexture;
if (mHMDRenderState.mRenderMode == GFXDevice::RS_StereoSeparate)
{
// whatever eye we are on
eyeTexture = { (void*)static_cast<GFXD3D11TextureObject*>(eyeTex.getPointer())->get2DTex(), vr::API_DirectX, vr::ColorSpace_Gamma };
bounds = OpenVRUtil::TorqueRectToBounds(mHMDRenderState.mEyeViewport[index], mHMDRenderState.mStereoRenderTexture.getWidthHeight());
err = vr::VRCompositor()->Submit((vr::EVREye)(vr::Eye_Left + index), &eyeTexture, &bounds);
}
else
{
// left & right at the same time
eyeTexture = { (void*)static_cast<GFXD3D11TextureObject*>(eyeTex.getPointer())->get2DTex(), vr::API_DirectX, vr::ColorSpace_Gamma };
bounds = OpenVRUtil::TorqueRectToBounds(mHMDRenderState.mEyeViewport[0], mHMDRenderState.mStereoRenderTexture.getWidthHeight());
err = vr::VRCompositor()->Submit((vr::EVREye)(vr::Eye_Left), &eyeTexture, &bounds);
bounds = OpenVRUtil::TorqueRectToBounds(mHMDRenderState.mEyeViewport[1], mHMDRenderState.mStereoRenderTexture.getWidthHeight());
err = vr::VRCompositor()->Submit((vr::EVREye)(vr::Eye_Right), &eyeTexture, &bounds);
}
}
else if (GFX->getAdapterType() == Direct3D9)
{
//vr::Texture_t eyeTexture = { (void*)static_cast<GFXD3D9TextureObject*>(mHMDRenderState.mStereoRenderTextures[index].getPointer())->get2DTex(), vr::API_DirectX, vr::ColorSpace_Gamma };
//err = vr::VRCompositor()->Submit((vr::EVREye)(vr::Eye_Left + index), &eyeTexture);
}
#ifdef TORQUE_OPENGL
else if (GFX->getAdapterType() == OpenGL)
{/*
vr::Texture_t eyeTexture = { (void*)static_cast<GFXGLTextureObject*>(mHMDRenderState.mStereoRenderTextures[index].getPointer())->getHandle(), vr::API_OpenGL, vr::ColorSpace_Gamma };
vr::VRCompositor()->Submit((vr::EVREye)(vr::Eye_Left + index), &eyeTexture);*/
{
vr::Texture_t eyeTexture;
if (mHMDRenderState.mRenderMode == GFXDevice::RS_StereoSeparate)
{
// whatever eye we are on
eyeTexture = { (void*)static_cast<GFXGLTextureObject*>(eyeTex.getPointer())->getHandle(), vr::API_OpenGL, vr::ColorSpace_Gamma };
bounds = OpenVRUtil::TorqueRectToBounds(mHMDRenderState.mEyeViewport[index], mHMDRenderState.mStereoRenderTexture.getWidthHeight());
err = vr::VRCompositor()->Submit((vr::EVREye)(vr::Eye_Left + index), &eyeTexture, &bounds);
}
else
{
// left & right at the same time
eyeTexture = { (void*)static_cast<GFXGLTextureObject*>(eyeTex.getPointer())->getHandle(), vr::API_OpenGL, vr::ColorSpace_Gamma };
bounds = OpenVRUtil::TorqueRectToBounds(mHMDRenderState.mEyeViewport[0], mHMDRenderState.mStereoRenderTexture.getWidthHeight());
err = vr::VRCompositor()->Submit((vr::EVREye)(vr::Eye_Left), &eyeTexture, &bounds);
bounds = OpenVRUtil::TorqueRectToBounds(mHMDRenderState.mEyeViewport[1], mHMDRenderState.mStereoRenderTexture.getWidthHeight());
err = vr::VRCompositor()->Submit((vr::EVREye)(vr::Eye_Right), &eyeTexture, &bounds);
}
}
#endif
AssertFatal(err == vr::VRCompositorError_None, "VR compositor error!");
}
void OpenVRProvider::setRoomTracking(bool room)
{
vr::IVRCompositor* compositor = vr::VRCompositor();
mTrackingSpace = room ? vr::TrackingUniverseStanding : vr::TrackingUniverseSeated;
if (compositor) compositor->SetTrackingSpace(mTrackingSpace);
}
bool OpenVRProvider::_handleDeviceEvent(GFXDevice::GFXDeviceEventType evt)
{
if (!ManagedSingleton<OpenVRProvider>::instanceOrNull())
@ -770,9 +825,8 @@ bool OpenVRProvider::_handleDeviceEvent(GFXDevice::GFXDeviceEventType evt)
S32 OpenVRProvider::getDisplayDeviceId() const
{
return -1;
#ifdef TORQUE_OS_WIN32
if (GFX->getAdapterType() == Direct3D11)
#if defined(TORQUE_OS_WIN64) || defined(TORQUE_OS_WIN32)
if (GFX && GFX->getAdapterType() == Direct3D11)
{
Vector<GFXAdapter*> adapterList;
GFXD3D11Device::enumerateAdapters(adapterList);
@ -818,7 +872,17 @@ void OpenVRProvider::updateTrackedPoses()
if (!mHMD)
return;
vr::VRCompositor()->WaitGetPoses(mTrackedDevicePose, vr::k_unMaxTrackedDeviceCount, NULL, 0);
vr::IVRCompositor* compositor = vr::VRCompositor();
if (!compositor)
return;
if (compositor->GetTrackingSpace() != mTrackingSpace)
{
compositor->SetTrackingSpace(mTrackingSpace);
}
compositor->WaitGetPoses(mTrackedDevicePose, vr::k_unMaxTrackedDeviceCount, NULL, 0);
mValidPoseCount = 0;
@ -828,7 +892,7 @@ void OpenVRProvider::updateTrackedPoses()
if (mTrackedDevicePose[nDevice].bPoseIsValid)
{
mValidPoseCount++;
MatrixF mat = ConvertSteamVRAffineMatrixToMatrixFPlain(mTrackedDevicePose[nDevice].mDeviceToAbsoluteTracking);
MatrixF mat = OpenVRUtil::convertSteamVRAffineMatrixToMatrixFPlain(mTrackedDevicePose[nDevice].mDeviceToAbsoluteTracking);
mat.inverse();
if (nDevice == vr::k_unTrackedDeviceIndex_Hmd)
@ -925,7 +989,43 @@ void OpenVRProvider::resetSensors()
}
}
DefineEngineFunction(isOpenVRDeviceActive, bool, (), ,
OpenVROverlay *OpenVRProvider::getGamepadFocusOverlay()
{
return NULL;
}
void OpenVRProvider::setOverlayNeighbour(vr::EOverlayDirection dir, OpenVROverlay *overlay)
{
}
bool OpenVRProvider::isDashboardVisible()
{
return false;
}
void OpenVRProvider::showDashboard(const char *overlayToShow)
{
}
vr::TrackedDeviceIndex_t OpenVRProvider::getPrimaryDashboardDevice()
{
return -1;
}
void OpenVRProvider::setKeyboardTransformAbsolute(const MatrixF &xfm)
{
// mTrackingSpace
}
void OpenVRProvider::setKeyboardPositionForOverlay(OpenVROverlay *overlay, const RectI &rect)
{
}
DefineEngineStaticMethod(OpenVR, isDeviceActive, bool, (), ,
"@brief Used to determine if the OpenVR input device is active\n\n"
"The OpenVR device is considered active when the library has been "
@ -940,11 +1040,11 @@ DefineEngineFunction(isOpenVRDeviceActive, bool, (), ,
return false;
}
return OCULUSVRDEV->getActive();
return OPENVR->getActive();
}
DefineEngineFunction(OpenVRSetEnabled, bool, (bool value), ,
DefineEngineStaticMethod(OpenVR, setEnabled, bool, (bool value), ,
"@brief Used to determine if the OpenVR input device is active\n\n"
"The OpenVR device is considered active when the library has been "
@ -959,12 +1059,11 @@ DefineEngineFunction(OpenVRSetEnabled, bool, (bool value), ,
return false;
}
return value ? ManagedSingleton<OpenVRProvider>::instance()->enable() : ManagedSingleton<OpenVRProvider>::instance()->disable();
return value ? OPENVR->enable() : OPENVR->disable();
}
DefineEngineFunction(setOpenVRHMDAsGameConnectionDisplayDevice, bool, (GameConnection* conn), ,
DefineEngineStaticMethod(OpenVR, setHMDAsGameConnectionDisplayDevice, bool, (GameConnection* conn), ,
"@brief Sets the first HMD to be a GameConnection's display device\n\n"
"@param conn The GameConnection to set.\n"
"@return True if the GameConnection display device was set.\n"
@ -982,12 +1081,12 @@ DefineEngineFunction(setOpenVRHMDAsGameConnectionDisplayDevice, bool, (GameConne
return false;
}
conn->setDisplayDevice(ManagedSingleton<OpenVRProvider>::instance());
conn->setDisplayDevice(OPENVR);
return true;
}
DefineEngineFunction(OpenVRGetDisplayDeviceId, S32, (), ,
DefineEngineStaticMethod(OpenVR, getDisplayDeviceId, S32, (), ,
"@brief MacOS display ID.\n\n"
"@param index The HMD index.\n"
"@return The ID of the HMD display device, if any.\n"
@ -998,10 +1097,10 @@ DefineEngineFunction(OpenVRGetDisplayDeviceId, S32, (), ,
return -1;
}
return ManagedSingleton<OpenVRProvider>::instance()->getDisplayDeviceId();
return OPENVR->getDisplayDeviceId();
}
DefineEngineFunction(OpenVRResetSensors, void, (), ,
DefineEngineStaticMethod(OpenVR, resetSensors, void, (), ,
"@brief Resets all Oculus VR sensors.\n\n"
"This resets all sensor orientations such that their 'normal' rotation "
"is defined when this function is called. This defines an HMD's forwards "
@ -1013,5 +1112,7 @@ DefineEngineFunction(OpenVRResetSensors, void, (), ,
return;
}
ManagedSingleton<OpenVRProvider>::instance()->resetSensors();
OPENVR->resetSensors();
}
// Overlay stuff