Torque3D/Engine/source/platform/input/oculusVR/oculusVRHMDDevice.cpp
2015-05-08 11:55:54 +01:00

623 lines
19 KiB
C++

//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "platform/input/oculusVR/oculusVRHMDDevice.h"
#include "platform/input/oculusVR/oculusVRDevice.h"
#include "platform/input/oculusVR/oculusVRSensorDevice.h"
#include "postFx/postEffectCommon.h"
#include "gui/core/guiCanvas.h"
#include "platform/input/oculusVR/oculusVRUtil.h"
#include "gfx/D3D9/gfxD3D9Device.h"
// Use D3D9 for win32
#ifdef TORQUE_OS_WIN
#define OVR_D3D_VERSION 9
#include "OVR_CAPI_D3D.h"
#define OCULUS_USE_D3D
#else
#include "OVR_CAPI_GL.h"
#define OCULUS_USE_GL
#endif
extern GFXTextureObject *gLastStereoTexture;
OculusVRHMDDevice::OculusVRHMDDevice() :
mWindowSize(1280,800)
{
mIsValid = false;
mDevice = NULL;
mSupportedDistortionCaps = 0;
mCurrentDistortionCaps = 0;
mCurrentCaps = 0;
mSupportedCaps = 0;
mVsync = true;
mTimewarp = true;
mRenderConfigurationDirty = true;
mCurrentPixelDensity = OculusVRDevice::smDesiredPixelDensity;
mDesiredRenderingMode = GFXDevice::RS_StereoSideBySide;
mRTFormat = GFXFormatR8G8B8A8;
mDrawCanvas = NULL;
mFrameReady = false;
mConnection = NULL;
mSensor = NULL;
mActionCodeIndex = 0;
}
OculusVRHMDDevice::~OculusVRHMDDevice()
{
cleanUp();
}
void OculusVRHMDDevice::cleanUp()
{
onDeviceDestroy();
if (mSensor)
{
delete mSensor;
mSensor = NULL;
}
if(mDevice)
{
ovrHmd_Destroy(mDevice);
mDevice = NULL;
}
mIsValid = false;
}
void OculusVRHMDDevice::set(ovrHmd hmd, U32 actionCodeIndex)
{
cleanUp();
mIsValid = false;
mRenderConfigurationDirty = true;
mDevice = hmd;
mSupportedCaps = hmd->HmdCaps;
mCurrentCaps = mSupportedCaps & (ovrHmdCap_DynamicPrediction | ovrHmdCap_LowPersistence | (!mVsync ? ovrHmdCap_NoVSync : 0));
mSupportedDistortionCaps = hmd->DistortionCaps;
mCurrentDistortionCaps = mSupportedDistortionCaps & (ovrDistortionCap_TimeWarp | ovrDistortionCap_Vignette | ovrDistortionCap_Overdrive);
mTimewarp = mSupportedDistortionCaps & ovrDistortionCap_TimeWarp;
// DeviceInfo
mProductName = hmd->ProductName;
mManufacturer = hmd->Manufacturer;
mVersion = hmd->FirmwareMajor;
mDisplayDeviceName = hmd->DisplayDeviceName;
mDisplayId = hmd->DisplayId;
mDesktopPosition.x = hmd->WindowsPos.x;
mDesktopPosition.y = hmd->WindowsPos.y;
mResolution.x = hmd->Resolution.w;
mResolution.y = hmd->Resolution.h;
mProfileInterpupillaryDistance = ovrHmd_GetFloat(hmd, OVR_KEY_IPD, OVR_DEFAULT_IPD);
mLensSeparation = ovrHmd_GetFloat(hmd, "LensSeparation", 0);
ovrHmd_GetFloatArray(hmd, "ScreenSize", &mScreenSize.x, 2);
dMemcpy(mCurrentFovPorts, mDevice->DefaultEyeFov, sizeof(mDevice->DefaultEyeFov));
for (U32 i=0; i<2; i++)
{
mCurrentFovPorts[i].UpTan = mDevice->DefaultEyeFov[i].UpTan;
mCurrentFovPorts[i].DownTan = mDevice->DefaultEyeFov[i].DownTan;
mCurrentFovPorts[i].LeftTan = mDevice->DefaultEyeFov[i].LeftTan;
mCurrentFovPorts[i].RightTan = mDevice->DefaultEyeFov[i].RightTan;
}
if (mDevice->HmdCaps & ovrHmdCap_ExtendDesktop)
{
mWindowSize = Point2I(mDevice->Resolution.w, mDevice->Resolution.h);
}
else
{
mWindowSize = Point2I(1100, 618);
}
mActionCodeIndex = actionCodeIndex;
mIsValid = true;
mSensor = new OculusVRSensorDevice();
mSensor->set(mDevice, mActionCodeIndex);
updateCaps();
}
void OculusVRHMDDevice::setIPD(F32 ipd)
{
mInterpupillaryDistance = ipd;
}
void OculusVRHMDDevice::setOptimalDisplaySize(GuiCanvas *canvas)
{
if (!mDevice)
return;
PlatformWindow *window = canvas->getPlatformWindow();
GFXTarget *target = window->getGFXTarget();
if (target && target->getSize() != mWindowSize)
{
GFXVideoMode newMode;
newMode.antialiasLevel = 0;
newMode.bitDepth = 32;
newMode.fullScreen = false;
newMode.refreshRate = 75;
newMode.resolution = mWindowSize;
newMode.wideScreen = false;
window->setVideoMode(newMode);
//AssertFatal(window->getClientExtent().x == mWindowSize[0] && window->getClientExtent().y == mWindowSize[1], "Window didn't resize to correct dimensions");
}
// Need to move window over to the rift side of the desktop
if (mDevice->HmdCaps & ovrHmdCap_ExtendDesktop && !OculusVRDevice::smWindowDebug)
{
#ifndef OCULUS_WINDOW_DEBUG
window->setPosition(getDesktopPosition());
#endif
}
}
bool OculusVRHMDDevice::isDisplayingWarning()
{
if (!mIsValid || !mDevice)
return false;
ovrHSWDisplayState displayState;
ovrHmd_GetHSWDisplayState(mDevice, &displayState);
return displayState.Displayed;
}
void OculusVRHMDDevice::dismissWarning()
{
if (!mIsValid || !mDevice)
return;
ovrHmd_DismissHSWDisplay(mDevice);
}
bool OculusVRHMDDevice::setupTargets()
{
ovrFovPort eyeFov[2] = {mDevice->DefaultEyeFov[0], mDevice->DefaultEyeFov[1]};
mRecomendedEyeTargetSize[0] = ovrHmd_GetFovTextureSize(mDevice, ovrEye_Left, eyeFov[0], mCurrentPixelDensity);
mRecomendedEyeTargetSize[1] = ovrHmd_GetFovTextureSize(mDevice, ovrEye_Right, eyeFov[1], mCurrentPixelDensity);
// Calculate render target size
if (mDesiredRenderingMode == GFXDevice::RS_StereoSideBySide)
{
// Setup a single texture, side-by-side viewports
Point2I rtSize(
mRecomendedEyeTargetSize[0].w + mRecomendedEyeTargetSize[1].w,
mRecomendedEyeTargetSize[0].h > mRecomendedEyeTargetSize[1].h ? mRecomendedEyeTargetSize[0].h : mRecomendedEyeTargetSize[1].h
);
GFXFormat targetFormat = GFX->getActiveRenderTarget()->getFormat();
mRTFormat = targetFormat;
rtSize = generateRenderTarget(mStereoRT, mStereoTexture, mStereoDepthTexture, rtSize);
// Left
mEyeRenderSize[0] = rtSize;
mEyeRT[0] = mStereoRT;
mEyeTexture[0] = mStereoTexture;
mEyeViewport[0] = RectI(Point2I(0,0), Point2I((mRecomendedEyeTargetSize[0].w+1)/2, mRecomendedEyeTargetSize[0].h));
// Right
mEyeRenderSize[1] = rtSize;
mEyeRT[1] = mStereoRT;
mEyeTexture[1] = mStereoTexture;
mEyeViewport[1] = RectI(Point2I((mRecomendedEyeTargetSize[0].w+1)/2,0), Point2I((mRecomendedEyeTargetSize[1].w+1)/2, mRecomendedEyeTargetSize[1].h));
gLastStereoTexture = mEyeTexture[0];
}
else
{
// No rendering, abort!
return false;
}
return true;
}
String OculusVRHMDDevice::dumpMetrics()
{
StringBuilder sb;
EulerF rot = mSensor->getEulerRotation();
Point3F pos = mSensor->getPosition();
FovPort eyeFov[2];
this->getFovPorts(eyeFov);
mSensor->getPositionTrackingAvailable();
F32 ipd = this->getIPD();
U32 lastStatus = mSensor->getLastTrackingStatus();
sb.format(" | OVR Sensor %i | rot: %f %f %f, pos: %f %f %f, FOV (%f %f %f %f, %f %f %f %f), IPD %f, Track:%s%s, Disort:%s%s%s",
mActionCodeIndex,
rot.x, rot.y, rot.z,
pos.x, pos.y, pos.z,
eyeFov[0].upTan, eyeFov[0].downTan, eyeFov[0].leftTan, eyeFov[0].rightTan, eyeFov[1].upTan, eyeFov[1].downTan, eyeFov[1].leftTan, eyeFov[1].rightTan,
getIPD(),
lastStatus & ovrStatus_OrientationTracked ? " ORIENT" : "",
lastStatus & ovrStatus_PositionTracked ? " POS" : "",
mCurrentDistortionCaps & ovrDistortionCap_TimeWarp ? " TIMEWARP" : "",
mCurrentDistortionCaps & ovrDistortionCap_Vignette ? " VIGNETTE" : "",
mCurrentDistortionCaps & ovrDistortionCap_Overdrive ? " OVERDRIVE" : "");
return sb.data();
}
void OculusVRHMDDevice::updateRenderInfo()
{
// Check console values first
if (mCurrentPixelDensity != OculusVRDevice::smDesiredPixelDensity)
{
mRenderConfigurationDirty = true;
mCurrentPixelDensity = OculusVRDevice::smDesiredPixelDensity;
}
if (!mIsValid || !mDevice || !mRenderConfigurationDirty)
return;
if (!mDrawCanvas)
return;
PlatformWindow *window = mDrawCanvas->getPlatformWindow();
ovrFovPort eyeFov[2] = {mDevice->DefaultEyeFov[0], mDevice->DefaultEyeFov[1]};
// Update window size if it's incorrect
Point2I backbufferSize = mDrawCanvas->getBounds().extent;
// Reset
ovrHmd_ConfigureRendering(mDevice, NULL, 0, NULL, NULL);
#ifdef OCULUS_USE_D3D
// Generate render target textures
GFXD3D9Device *d3d9GFX = dynamic_cast<GFXD3D9Device*>(GFX);
if (d3d9GFX)
{
ovrD3D9Config cfg;
cfg.D3D9.Header.API = ovrRenderAPI_D3D9;
cfg.D3D9.Header.Multisample = 0;
cfg.D3D9.Header.BackBufferSize = OVR::Sizei(backbufferSize.x, backbufferSize.y);
cfg.D3D9.pDevice = d3d9GFX->getDevice();
cfg.D3D9.pDevice->GetSwapChain(0, &cfg.D3D9.pSwapChain);
// Finally setup!
if (!setupTargets())
{
onDeviceDestroy();
return;
}
ovrHmd_AttachToWindow(mDevice, window->getPlatformDrawable(), NULL, NULL);
if (!ovrHmd_ConfigureRendering( mDevice, &cfg.Config, mCurrentDistortionCaps, eyeFov, mEyeRenderDesc ))
{
Con::errorf("Couldn't configure oculus rendering!");
return;
}
}
#endif
#ifdef OCULUS_USE_GL
// Generate render target textures
GFXGLDevice *glGFX = dynamic_cast<GFXGLDevice*>(GFX);
if (glGFX)
{
ovrGLConfig cfg;
cfg.OGL.Header.API = ovrRenderAPI_OpenGL;
cfg.OGL.Header.Multisample = 0;
cfg.OGL.Header.BackBufferSize = OVR::Sizei(backbufferSize.x, backbufferSize.y);
#ifdef WIN32
cfg.OGL.Window = GetActiveWindow();//window->getPlatformDrawable();
cfg.OGL.DC = wglGetCurrentDC();
#else
cfg.OGL.Disp = NULL;
#endif
// Finally setup!
if (!setupTargets())
{
onDeviceDestroy();
return;
}
ovrHmd_AttachToWindow(mDevice, window->getPlatformDrawable(), NULL, NULL);
if (!ovrHmd_ConfigureRendering( mDevice, &cfg.Config, mCurrentDistortionCaps, eyeFov, mEyeRenderDesc ))
{
Con::errorf("Couldn't configure oculus rendering!");
return;
}
}
#endif
mRenderConfigurationDirty = false;
}
Point2I OculusVRHMDDevice::generateRenderTarget(GFXTextureTargetRef &target, GFXTexHandle &texture, GFXTexHandle &depth, Point2I desiredSize)
{
// Texture size that we already have might be big enough.
Point2I newRTSize;
bool newRT = false;
if (!target.getPointer())
{
target = GFX->allocRenderToTextureTarget();
newRTSize = desiredSize;
newRT = true;
}
else
{
Point2I currentSize = target->getSize();
newRTSize = currentSize;
}
// %50 linear growth each time is a nice balance between being too greedy
// for a 2D surface and too slow to prevent fragmentation.
while ( newRTSize.x < desiredSize.x )
{
newRTSize.x += newRTSize.x/2;
}
while ( newRTSize.y < desiredSize.y )
{
newRTSize.y += newRTSize.y/2;
}
// Put some sane limits on it. 4k x 4k is fine for most modern video cards.
// Nobody should be messing around with surfaces smaller than 4k pixels these days.
newRTSize.setMin(Point2I(4096, 4096));
newRTSize.setMax(Point2I(64, 64));
// Stereo RT needs to be the same size as the recommended RT
if ( newRT || texture.getWidthHeight() != newRTSize )
{
texture.set( newRTSize.x, newRTSize.y, mRTFormat, &VRTextureProfile, avar( "%s() - (line %d)", __FUNCTION__, __LINE__ ) );
target->attachTexture( GFXTextureTarget::Color0, texture );
Con::printf("generateRenderTarget generated %x", texture.getPointer());
}
if ( depth.getWidthHeight() != newRTSize )
{
depth.set( newRTSize.x, newRTSize.y, GFXFormatD24S8, &VRDepthProfile, avar( "%s() - (line %d)", __FUNCTION__, __LINE__ ) );
target->attachTexture( GFXTextureTarget::DepthStencil, depth );
Con::printf("generateRenderTarget generated depth %x", depth.getPointer());
}
return newRTSize;
}
void OculusVRHMDDevice::clearRenderTargets()
{
mStereoRT = NULL;
mEyeRT[0] = NULL;
mEyeRT[1] = NULL;
}
void OculusVRHMDDevice::updateCaps()
{
if (!mIsValid || !mDevice)
return;
U32 oldDistortionCaps = mCurrentDistortionCaps;
// Distortion
if (mTimewarp)
{
mCurrentDistortionCaps |= ovrDistortionCap_TimeWarp;
}
else
{
mCurrentDistortionCaps &= ~ovrDistortionCap_TimeWarp;
}
if (oldDistortionCaps != mCurrentDistortionCaps)
{
mRenderConfigurationDirty = true;
}
// Device
if (!mVsync)
{
mCurrentCaps |= ovrHmdCap_NoVSync;
}
else
{
mCurrentCaps &= ~ovrHmdCap_NoVSync;
}
ovrHmd_SetEnabledCaps(mDevice, mCurrentCaps);
}
static bool sInFrame = false; // protects against recursive onStartFrame calls
void OculusVRHMDDevice::onStartFrame()
{
if (!mIsValid || !mDevice || !mDrawCanvas || sInFrame || mFrameReady)
return;
sInFrame = true;
#ifndef OCULUS_DEBUG_FRAME
ovrHmd_BeginFrame(mDevice, 0);
#endif
ovrVector3f hmdToEyeViewOffset[2] = { mEyeRenderDesc[0].HmdToEyeViewOffset, mEyeRenderDesc[1].HmdToEyeViewOffset };
ovrHmd_GetEyePoses(mDevice, 0, hmdToEyeViewOffset, mCurrentEyePoses, &mLastTrackingState);
for (U32 i=0; i<2; i++)
{
mCurrentEyePoses[i].Position.x *= OculusVRDevice::smPositionTrackingScale;
mCurrentEyePoses[i].Position.y *= OculusVRDevice::smPositionTrackingScale;
mCurrentEyePoses[i].Position.z *= OculusVRDevice::smPositionTrackingScale;
}
sInFrame = false;
mFrameReady = true;
}
void OculusVRHMDDevice::onEndFrame()
{
if (!mIsValid || !mDevice || !mDrawCanvas || sInFrame || !mFrameReady)
return;
Point2I eyeSize;
GFXTarget *windowTarget = mDrawCanvas->getPlatformWindow()->getGFXTarget();
#ifndef OCULUS_DEBUG_FRAME
#ifdef OCULUS_USE_D3D
GFXD3D9Device *d3d9GFX = dynamic_cast<GFXD3D9Device*>(GFX);
if (d3d9GFX && mEyeRT[0].getPointer())
{
// Left
ovrD3D9Texture eyeTextures[2];
eyeSize = mEyeTexture[0].getWidthHeight();
eyeTextures[0].D3D9.Header.API = ovrRenderAPI_D3D9;
eyeTextures[0].D3D9.Header.RenderViewport.Pos.x = mEyeViewport[0].point.x;
eyeTextures[0].D3D9.Header.RenderViewport.Pos.y = mEyeViewport[0].point.y;
eyeTextures[0].D3D9.Header.RenderViewport.Size.w = mEyeViewport[0].extent.x;
eyeTextures[0].D3D9.Header.RenderViewport.Size.h = mEyeViewport[0].extent.y;
eyeTextures[0].D3D9.Header.TextureSize.w = eyeSize.x;
eyeTextures[0].D3D9.Header.TextureSize.h = eyeSize.y;
eyeTextures[0].D3D9.pTexture = mEyeRT[0].getPointer() ? static_cast<GFXD3D9TextureObject*>(mEyeTexture[0].getPointer())->get2DTex() : NULL;
// Right
eyeSize = mEyeTexture[1].getWidthHeight();
eyeTextures[1].D3D9.Header.API = ovrRenderAPI_D3D9;
eyeTextures[1].D3D9.Header.RenderViewport.Pos.x = mEyeViewport[1].point.x;
eyeTextures[1].D3D9.Header.RenderViewport.Pos.y = mEyeViewport[1].point.y;
eyeTextures[1].D3D9.Header.RenderViewport.Size.w = mEyeViewport[1].extent.x;
eyeTextures[1].D3D9.Header.RenderViewport.Size.h = mEyeViewport[1].extent.y;
eyeTextures[1].D3D9.Header.TextureSize.w = eyeSize.x;
eyeTextures[1].D3D9.Header.TextureSize.h = eyeSize.y;
eyeTextures[1].D3D9.pTexture = mEyeRT[0].getPointer() ? static_cast<GFXD3D9TextureObject*>(mEyeTexture[1].getPointer())->get2DTex() : NULL;
// Submit!
GFX->disableShaders();
GFX->setActiveRenderTarget(windowTarget);
GFX->clear(GFXClearZBuffer | GFXClearStencil | GFXClearTarget, ColorI(255,0,0), 1.0f, 0);
ovrHmd_EndFrame(mDevice, mCurrentEyePoses, (ovrTexture*)(&eyeTextures[0]));
}
#endif
#ifdef OCULUS_USE_GL
GFXGLDevice *glGFX = dynamic_cast<GFXGLDevice*>(GFX);
if (glGFX && mEyeRT[0].getPointer())
{
// Left
ovrGLTexture eyeTextures[2];
eyeSize = mEyeTexture[0].getWidthHeight();
eyeTextures[0].OGL.Header.API = ovrRenderAPI_GL;
eyeTextures[0].OGL.Header.RenderViewport.Pos.x = mEyeViewport[0].point.x;
eyeTextures[0].OGL.Header.RenderViewport.Pos.y = mEyeViewport[0].point.y;
eyeTextures[0].OGL.Header.RenderViewport.Size.w = mEyeViewport[0].extent.x;
eyeTextures[0].OGL.Header.RenderViewport.Size.h = mEyeViewport[0].extent.y;
eyeTextures[0].OGL.Header.TextureSize.w = eyeSize.x;
eyeTextures[0].OGL.Header.TextureSize.h = eyeSize.y;
eyeTextures[0].OGL.TexId = mEyeRT[0].getPointer() ? static_cast<GFXGLTextureObject*>(mEyeTexture[0].getPointer())->getHandle() : 0;
// Right
eyeSize = mEyeTexture[1].getWidthHeight();
eyeTextures[1].OGL.Header.API = ovrRenderAPI_GL;
eyeTextures[1].OGL.Header.RenderViewport.Pos.x = mEyeViewport[1].point.x;
eyeTextures[1].OGL.Header.RenderViewport.Pos.y = mEyeViewport[1].point.y;
eyeTextures[1].OGL.Header.RenderViewport.Size.w = mEyeViewport[1].extent.x;
eyeTextures[1].OGL.Header.RenderViewport.Size.h = mEyeViewport[1].extent.y;
eyeTextures[1].OGL.Header.TextureSize.w = eyeSize.x;
eyeTextures[1].OGL.Header.TextureSize.h = eyeSize.y;
eyeTextures[0].OGL.TexId = mEyeRT[1].getPointer() ? static_cast<GFXGLTextureObject*>(mEyeTexture[1].getPointer())->getHandle() : 0;
// Submit!
GFX->disableShaders();
GFX->setActiveRenderTarget(windowTarget);
GFX->clear(GFXClearZBuffer | GFXClearStencil | GFXClearTarget, ColorI(255,0,0), 1.0f, 0);
ovrHmd_EndFrame(mDevice, mCurrentEyePoses, (ovrTexture*)(&eyeTextures[0]));
}
#endif
#endif
mFrameReady = false;
}
void OculusVRHMDDevice::getFrameEyePose(DisplayPose *outPose, U32 eyeId) const
{
// Directly set the rotation and position from the eye transforms
ovrPosef pose = mCurrentEyePoses[eyeId];
OVR::Quatf orientation = pose.Orientation;
const OVR::Vector3f position = pose.Position;
EulerF rotEuler;
OculusVRUtil::convertRotation(orientation, rotEuler);
outPose->orientation = rotEuler;
outPose->position = Point3F(-position.x, position.z, -position.y);
}
void OculusVRHMDDevice::onDeviceDestroy()
{
if (!mIsValid || !mDevice)
return;
if (mStereoRT.getPointer())
{
mStereoRT->zombify();
}
if (mEyeRT[1].getPointer() && mEyeRT[1] != mStereoRT)
{
mEyeRT[0]->zombify();
mEyeRT[1]->zombify();
}
mStereoRT = NULL;
mStereoTexture = NULL;
mStereoDepthTexture = NULL;
mEyeTexture[0] = NULL;
mEyeDepthTexture[0] = NULL;
mEyeTexture[1] = NULL;
mEyeDepthTexture[1] = NULL;
mEyeRT[0] = NULL;
mEyeRT[1] = NULL;
mRenderConfigurationDirty = true;
ovrHmd_ConfigureRendering(mDevice, NULL, 0, NULL, NULL);
}