mirror of
https://github.com/Armored-Dragon/overte.git
synced 2025-03-11 16:13:16 +01:00
Hand laser rendering support in HMD plugins.
This commit is contained in:
parent
0ddee876c3
commit
9640727f51
15 changed files with 399 additions and 52 deletions
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@ -105,3 +105,13 @@ QString HMDScriptingInterface::preferredAudioInput() const {
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QString HMDScriptingInterface::preferredAudioOutput() const {
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return qApp->getActiveDisplayPlugin()->getPreferredAudioOutDevice();
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}
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bool HMDScriptingInterface::setHandLasers(int hands, bool enabled, const glm::vec4& color, const glm::vec3& direction) const {
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return qApp->getActiveDisplayPlugin()->setHandLaser(hands,
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enabled ? DisplayPlugin::HandLaserMode::Overlay : DisplayPlugin::HandLaserMode::None,
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color, direction);
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}
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void HMDScriptingInterface::disableHandLasers(int hands) const {
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qApp->getActiveDisplayPlugin()->setHandLaser(hands, DisplayPlugin::HandLaserMode::None);
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}
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@ -36,6 +36,8 @@ public:
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Q_INVOKABLE glm::vec2 overlayToSpherical(const glm::vec2 & overlayPos) const;
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Q_INVOKABLE QString preferredAudioInput() const;
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Q_INVOKABLE QString preferredAudioOutput() const;
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Q_INVOKABLE bool setHandLasers(int hands, bool enabled, const glm::vec4& color, const glm::vec3& direction) const;
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Q_INVOKABLE void disableHandLasers(int hands) const;
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public:
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HMDScriptingInterface();
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@ -213,9 +213,10 @@ OpenGLDisplayPlugin::OpenGLDisplayPlugin() {
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}
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void OpenGLDisplayPlugin::cleanupForSceneTexture(const gpu::TexturePointer& sceneTexture) {
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Lock lock(_mutex);
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Q_ASSERT(_sceneTextureToFrameIndexMap.contains(sceneTexture));
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_sceneTextureToFrameIndexMap.remove(sceneTexture);
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withRenderThreadLock([&] {
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Q_ASSERT(_sceneTextureToFrameIndexMap.contains(sceneTexture));
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_sceneTextureToFrameIndexMap.remove(sceneTexture);
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});
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}
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@ -394,10 +395,9 @@ void OpenGLDisplayPlugin::submitSceneTexture(uint32_t frameIndex, const gpu::Tex
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return;
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}
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{
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Lock lock(_mutex);
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withRenderThreadLock([&] {
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_sceneTextureToFrameIndexMap[sceneTexture] = frameIndex;
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}
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});
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// Submit it to the presentation thread via escrow
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_sceneTextureEscrow.submit(sceneTexture);
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@ -431,11 +431,12 @@ void OpenGLDisplayPlugin::updateTextures() {
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}
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void OpenGLDisplayPlugin::updateFrameData() {
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Lock lock(_mutex);
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auto previousFrameIndex = _currentPresentFrameIndex;
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_currentPresentFrameIndex = _sceneTextureToFrameIndexMap[_currentSceneTexture];
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auto skippedCount = (_currentPresentFrameIndex - previousFrameIndex) - 1;
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_droppedFrameRate.increment(skippedCount);
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withPresentThreadLock([&] {
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auto previousFrameIndex = _currentPresentFrameIndex;
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_currentPresentFrameIndex = _sceneTextureToFrameIndexMap[_currentSceneTexture];
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auto skippedCount = (_currentPresentFrameIndex - previousFrameIndex) - 1;
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_droppedFrameRate.increment(skippedCount);
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});
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}
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void OpenGLDisplayPlugin::compositeOverlay() {
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@ -492,14 +493,14 @@ void OpenGLDisplayPlugin::compositeLayers() {
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}
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_compositeFramebuffer->Bound(Framebuffer::Target::Draw, [&] {
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Context::Viewport(targetRenderSize.x, targetRenderSize.y);
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Context::Clear().DepthBuffer();
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glBindTexture(GL_TEXTURE_2D, getSceneTextureId());
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compositeScene();
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auto sceneTextureId = getSceneTextureId();
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auto overlayTextureId = getOverlayTextureId();
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glBindTexture(GL_TEXTURE_2D, sceneTextureId);
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compositeScene();
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if (overlayTextureId) {
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glBindTexture(GL_TEXTURE_2D, overlayTextureId);
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Context::Enable(Capability::Blend);
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Context::BlendFunc(BlendFunction::SrcAlpha, BlendFunction::OneMinusSrcAlpha);
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compositeOverlay();
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auto compositorHelper = DependencyManager::get<CompositorHelper>();
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@ -507,10 +508,14 @@ void OpenGLDisplayPlugin::compositeLayers() {
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auto& cursorManager = Cursor::Manager::instance();
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const auto& cursorData = _cursorsData[cursorManager.getCursor()->getIcon()];
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glBindTexture(GL_TEXTURE_2D, cursorData.texture);
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, overlayTextureId);
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compositePointer();
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glBindTexture(GL_TEXTURE_2D, 0);
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glActiveTexture(GL_TEXTURE0);
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}
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glBindTexture(GL_TEXTURE_2D, 0);
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glDisable(GL_BLEND);
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Context::Disable(Capability::Blend);
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}
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});
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}
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@ -549,7 +554,11 @@ float OpenGLDisplayPlugin::newFramePresentRate() const {
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}
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float OpenGLDisplayPlugin::droppedFrameRate() const {
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return _droppedFrameRate.rate();
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float result;
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withRenderThreadLock([&] {
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result = _droppedFrameRate.rate();
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});
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return result;
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}
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float OpenGLDisplayPlugin::presentRate() const {
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@ -664,3 +673,11 @@ void OpenGLDisplayPlugin::useProgram(const ProgramPtr& program) {
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_activeProgram = program;
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}
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}
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void OpenGLDisplayPlugin::assertIsRenderThread() const {
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Q_ASSERT(QThread::currentThread() != _presentThread);
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}
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void OpenGLDisplayPlugin::assertIsPresentThread() const {
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Q_ASSERT(QThread::currentThread() == _presentThread);
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}
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@ -109,7 +109,6 @@ protected:
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int32_t _alphaUniform { -1 };
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ShapeWrapperPtr _plane;
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mutable Mutex _mutex;
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RateCounter<> _droppedFrameRate;
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RateCounter<> _newFrameRate;
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RateCounter<> _presentRate;
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@ -135,7 +134,27 @@ protected:
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BasicFramebufferWrapperPtr _compositeFramebuffer;
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bool _lockCurrentTexture { false };
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void assertIsRenderThread() const;
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void assertIsPresentThread() const;
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template<typename F>
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void withPresentThreadLock(F f) const {
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assertIsPresentThread();
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Lock lock(_presentMutex);
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f();
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}
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template<typename F>
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void withRenderThreadLock(F f) const {
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assertIsRenderThread();
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Lock lock(_presentMutex);
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f();
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}
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private:
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// Any resource shared by the main thread and the presntaion thread must
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// be serialized through this mutex
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mutable Mutex _presentMutex;
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ProgramPtr _activeProgram;
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};
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@ -9,6 +9,7 @@
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#include <memory>
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/gtx/intersect.hpp>
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#include <QtCore/QLoggingCategory>
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#include <QtWidgets/QApplication>
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@ -37,7 +38,6 @@ QRect HmdDisplayPlugin::getRecommendedOverlayRect() const {
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return CompositorHelper::VIRTUAL_SCREEN_RECOMMENDED_OVERLAY_RECT;
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}
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bool HmdDisplayPlugin::internalActivate() {
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_monoPreview = _container->getBoolSetting("monoPreview", DEFAULT_MONO_VIEW);
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@ -197,14 +197,43 @@ static ProgramPtr getReprojectionProgram() {
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#endif
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static const char * LASER_VS = R"VS(#version 410 core
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uniform mat4 mvp = mat4(1);
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in vec3 Position;
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out vec3 vPosition;
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void main() {
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gl_Position = mvp * vec4(Position, 1);
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vPosition = Position;
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}
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)VS";
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static const char * LASER_FS = R"FS(#version 410 core
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uniform vec4 color = vec4(1.0, 1.0, 1.0, 1.0);
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in vec3 vPosition;
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out vec4 FragColor;
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void main() {
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FragColor = color;
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}
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)FS";
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void HmdDisplayPlugin::customizeContext() {
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Parent::customizeContext();
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// Only enable mirroring if we know vsync is disabled
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enableVsync(false);
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_enablePreview = !isVsyncEnabled();
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_sphereSection = loadSphereSection(_program, CompositorHelper::VIRTUAL_UI_TARGET_FOV.y, CompositorHelper::VIRTUAL_UI_ASPECT_RATIO);
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compileProgram(_laserProgram, LASER_VS, LASER_FS);
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_laserGeometry = loadLaser(_laserProgram);
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compileProgram(_reprojectionProgram, REPROJECTION_VS, REPROJECTION_FS);
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using namespace oglplus;
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REPROJECTION_MATRIX_LOCATION = Uniform<glm::mat3>(*_reprojectionProgram, "reprojection").Location();
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INVERSE_PROJECTION_MATRIX_LOCATION = Uniform<glm::mat4>(*_reprojectionProgram, "inverseProjections").Location();
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@ -215,6 +244,8 @@ void HmdDisplayPlugin::uncustomizeContext() {
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_sphereSection.reset();
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_compositeFramebuffer.reset();
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_reprojectionProgram.reset();
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_laserProgram.reset();
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_laserGeometry.reset();
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Parent::uncustomizeContext();
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}
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@ -285,6 +316,8 @@ void HmdDisplayPlugin::compositePointer() {
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Uniform<glm::mat4>(*_program, _mvpUniform).Set(mvp);
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_plane->Draw();
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});
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compositeLasers();
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}
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void HmdDisplayPlugin::internalPresent() {
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@ -343,22 +376,122 @@ void HmdDisplayPlugin::setEyeRenderPose(uint32_t frameIndex, Eye eye, const glm:
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void HmdDisplayPlugin::updateFrameData() {
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// Check if we have old frame data to discard
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{
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Lock lock(_mutex);
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withPresentThreadLock([&] {
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auto itr = _frameInfos.find(_currentPresentFrameIndex);
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if (itr != _frameInfos.end()) {
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_frameInfos.erase(itr);
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}
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}
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});
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Parent::updateFrameData();
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{
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Lock lock(_mutex);
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withPresentThreadLock([&] {
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_currentPresentFrameInfo = _frameInfos[_currentPresentFrameIndex];
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}
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});
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}
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glm::mat4 HmdDisplayPlugin::getHeadPose() const {
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return _currentRenderFrameInfo.renderPose;
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}
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bool HmdDisplayPlugin::setHandLaser(uint32_t hands, HandLaserMode mode, const vec4& color, const vec3& direction) {
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HandLaserInfo info;
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info.mode = mode;
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info.color = color;
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info.direction = direction;
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withRenderThreadLock([&] {
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if (hands & Hand::LeftHand) {
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_handLasers[0] = info;
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}
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if (hands & Hand::RightHand) {
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_handLasers[1] = info;
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}
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});
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// FIXME defer to a child class plugin to determine if hand lasers are actually
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return true;
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}
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static float calculateRayUiCollisionDistance(const glm::mat4& headPose, const glm::vec3& position, const glm::vec3& direction) {
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auto relativePosition4 = glm::inverse(headPose) * vec4(position, 1);
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auto relativePosition = vec3(relativePosition4) / relativePosition4.w;
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auto relativeDirection = glm::inverse(glm::quat_cast(headPose)) * direction;
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if (glm::abs(glm::length2(relativeDirection) - 1.0f) > EPSILON) {
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relativeDirection = glm::normalize(relativeDirection);
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}
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float uiRadius = 1.0f;
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float instersectionDistance;
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if (!glm::intersectRaySphere(relativePosition, relativeDirection, vec3(0), uiRadius * uiRadius, instersectionDistance)) {
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return -1;
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}
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return instersectionDistance;
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}
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void HmdDisplayPlugin::compositeLasers() {
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std::array<HandLaserInfo, 2> handLasers;
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std::array<mat4, 2> renderHandPoses;
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withPresentThreadLock([&] {
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handLasers = _handLasers;
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renderHandPoses = _handPoses;
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});
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// If neither hand laser is activated, exit
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if (!handLasers[0].valid() && !handLasers[1].valid()) {
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return;
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}
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static const glm::mat4 identity;
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if (renderHandPoses[0] == identity && renderHandPoses[1] == identity) {
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return;
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}
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// Render hand lasers
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using namespace oglplus;
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useProgram(_laserProgram);
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_laserGeometry->Use();
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std::array<mat4, 2> handLaserModelMatrices;
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for (int i = 0; i < 2; ++i) {
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if (renderHandPoses[i] == identity) {
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continue;
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}
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const auto& handLaser = handLasers[i];
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if (!handLaser.valid()) {
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continue;
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}
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const auto& laserDirection = handLaser.direction;
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auto model = renderHandPoses[i];
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auto castDirection = glm::quat_cast(model) * laserDirection;
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// Find the intersection of the laser with he UI and use it to scale the model matrix
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float distance = calculateRayUiCollisionDistance(_currentPresentFrameInfo.presentPose, vec3(renderHandPoses[i][3]), castDirection);
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if (distance < 0) {
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continue;
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}
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// Make sure we rotate to match the desired laser direction
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if (laserDirection != Vectors::UNIT_NEG_Z) {
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auto rotation = glm::rotation(Vectors::UNIT_NEG_Z, laserDirection);
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model = model * glm::mat4_cast(rotation);
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}
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model = glm::scale(model, vec3(distance));
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handLaserModelMatrices[i] = model;
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}
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for_each_eye([&](Eye eye) {
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eyeViewport(eye);
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auto eyePose = _currentPresentFrameInfo.presentPose * getEyeToHeadTransform(eye);
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auto view = glm::inverse(eyePose);
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const auto& projection = _eyeProjections[eye];
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for (int i = 0; i < 2; ++i) {
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if (handLaserModelMatrices[i] == identity) {
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continue;
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}
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Uniform<glm::mat4>(*_laserProgram, "mvp").Set(projection * view * handLaserModelMatrices[i]);
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Uniform<glm::vec4>(*_laserProgram, "color").Set(handLasers[i].color);
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_laserGeometry->Draw();
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// TODO render some kind of visual indicator at the intersection point with the UI.
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}
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});
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}
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@ -30,7 +30,7 @@ public:
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virtual glm::mat4 getHeadPose() const override;
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bool setHandLaser(uint32_t hands, HandLaserMode mode, const vec4& color, const vec3& direction) override;
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protected:
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virtual void hmdPresent() = 0;
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@ -47,6 +47,22 @@ protected:
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void uncustomizeContext() override;
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void updateFrameData() override;
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void compositeLasers();
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struct HandLaserInfo {
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HandLaserMode mode { HandLaserMode::None };
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vec4 color { 1.0f };
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vec3 direction { 0, 0, -1 };
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// Is this hand laser info suitable for drawing?
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bool valid() const {
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return (mode != HandLaserMode::None && color.a > 0.0f && direction != vec3());
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}
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};
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std::array<HandLaserInfo, 2> _handLasers;
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std::array<glm::mat4, 2> _handPoses;
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std::array<glm::mat4, 2> _eyeOffsets;
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std::array<glm::mat4, 2> _eyeProjections;
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std::array<glm::mat4, 2> _eyeInverseProjections;
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@ -75,5 +91,7 @@ private:
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bool _enableReprojection { true };
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ShapeWrapperPtr _sphereSection;
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ProgramPtr _reprojectionProgram;
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ProgramPtr _laserProgram;
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ShapeWrapperPtr _laserGeometry;
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};
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@ -45,9 +45,11 @@ in vec2 vTexCoord;
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out vec4 FragColor;
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void main() {
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FragColor = texture(sampler, vTexCoord);
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FragColor.a *= alpha;
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if (FragColor.a <= 0.0) {
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discard;
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}
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}
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)FS";
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@ -359,6 +361,94 @@ ShapeWrapperPtr loadSphereSection(ProgramPtr program, float fov, float aspect, i
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);
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}
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namespace oglplus {
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namespace shapes {
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class Laser : public DrawingInstructionWriter, public DrawMode {
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public:
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using IndexArray = std::vector<GLuint>;
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using PosArray = std::vector<float>;
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/// The type of the index container returned by Indices()
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// vertex positions
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PosArray _pos_data;
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IndexArray _idx_data;
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unsigned int _prim_count { 0 };
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public:
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Laser() {
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int vertices = 2;
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_pos_data.resize(vertices * 3);
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_pos_data[0] = 0;
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_pos_data[1] = 0;
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_pos_data[2] = 0;
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_pos_data[3] = 0;
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_pos_data[4] = 0;
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_pos_data[5] = -1;
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_idx_data.push_back(0);
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_idx_data.push_back(1);
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_prim_count = 1;
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}
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/// Returns the winding direction of faces
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FaceOrientation FaceWinding(void) const {
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return FaceOrientation::CCW;
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}
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/// Queries the bounding sphere coordinates and dimensions
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template <typename T>
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void BoundingSphere(Sphere<T>& bounding_sphere) const {
|
||||
bounding_sphere = Sphere<T>(0, 0, -0.5, 0.5);
|
||||
}
|
||||
|
||||
typedef GLuint(Laser::*VertexAttribFunc)(std::vector<GLfloat>&) const;
|
||||
|
||||
/// Makes the vertex positions and returns the number of values per vertex
|
||||
template <typename T>
|
||||
GLuint Positions(std::vector<T>& dest) const {
|
||||
dest.clear();
|
||||
dest.insert(dest.begin(), _pos_data.begin(), _pos_data.end());
|
||||
return 3;
|
||||
}
|
||||
|
||||
typedef VertexAttribsInfo<
|
||||
Laser,
|
||||
std::tuple<VertexPositionsTag>
|
||||
> VertexAttribs;
|
||||
|
||||
|
||||
/// Returns element indices that are used with the drawing instructions
|
||||
const IndexArray & Indices(Default = Default()) const {
|
||||
return _idx_data;
|
||||
}
|
||||
|
||||
/// Returns the instructions for rendering of faces
|
||||
DrawingInstructions Instructions(PrimitiveType primitive) const {
|
||||
DrawingInstructions instr = MakeInstructions();
|
||||
DrawOperation operation;
|
||||
operation.method = DrawOperation::Method::DrawElements;
|
||||
operation.mode = primitive;
|
||||
operation.first = 0;
|
||||
operation.count = _prim_count * 3;
|
||||
operation.restart_index = DrawOperation::NoRestartIndex();
|
||||
operation.phase = 0;
|
||||
AddInstruction(instr, operation);
|
||||
return instr;
|
||||
}
|
||||
|
||||
/// Returns the instructions for rendering of faces
|
||||
DrawingInstructions Instructions(Default = Default()) const {
|
||||
return Instructions(PrimitiveType::Lines);
|
||||
}
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
ShapeWrapperPtr loadLaser(const ProgramPtr& program) {
|
||||
return std::make_shared<shapes::ShapeWrapper>(shapes::ShapeWrapper("Position", shapes::Laser(), *program));
|
||||
}
|
||||
|
||||
void TextureRecycler::setSize(const uvec2& size) {
|
||||
if (size == _size) {
|
||||
return;
|
||||
|
|
|
@ -64,8 +64,9 @@ ProgramPtr loadCubemapShader();
|
|||
void compileProgram(ProgramPtr & result, const std::string& vs, const std::string& fs);
|
||||
ShapeWrapperPtr loadSkybox(ProgramPtr program);
|
||||
ShapeWrapperPtr loadPlane(ProgramPtr program, float aspect = 1.0f);
|
||||
ShapeWrapperPtr loadSphereSection(ProgramPtr program, float fov = PI / 3.0f * 2.0f, float aspect = 16.0f / 9.0f, int slices = 32, int stacks = 32);
|
||||
|
||||
ShapeWrapperPtr loadSphereSection(ProgramPtr program, float fov = PI / 3.0f * 2.0f, float aspect = 16.0f / 9.0f, int slices = 128, int stacks = 128);
|
||||
ShapeWrapperPtr loadLaser(const ProgramPtr& program);
|
||||
|
||||
|
||||
// A basic wrapper for constructing a framebuffer with a renderbuffer
|
||||
// for the depth attachment and an undefined type for the color attachement
|
||||
|
|
|
@ -168,6 +168,26 @@ public:
|
|||
|
||||
static const QString& MENU_PATH();
|
||||
|
||||
enum Hand {
|
||||
LeftHand = 0x01,
|
||||
RightHand = 0x02,
|
||||
};
|
||||
|
||||
enum class HandLaserMode {
|
||||
None, // Render no hand lasers
|
||||
Overlay, // Render hand lasers only if they intersect with the UI layer, and stop at the UI layer
|
||||
};
|
||||
|
||||
virtual bool setHandLaser(
|
||||
uint32_t hands, // Bits from the Hand enum
|
||||
HandLaserMode mode, // Mode in which to render
|
||||
const vec4& color = vec4(1), // The color of the rendered laser
|
||||
const vec3& direction = vec3(0, 0, -1) // The direction in which to render the hand lasers
|
||||
) {
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
signals:
|
||||
void recommendedFramebufferSizeChanged(const QSize & size);
|
||||
// Indicates that this display plugin is no longer valid for use.
|
||||
|
|
|
@ -24,8 +24,9 @@ bool OculusBaseDisplayPlugin::beginFrameRender(uint32_t frameIndex) {
|
|||
auto trackingState = ovr_GetTrackingState(_session, _currentRenderFrameInfo.predictedDisplayTime, ovrTrue);
|
||||
_currentRenderFrameInfo.renderPose = toGlm(trackingState.HeadPose.ThePose);
|
||||
_currentRenderFrameInfo.presentPose = _currentRenderFrameInfo.renderPose;
|
||||
Lock lock(_mutex);
|
||||
_frameInfos[frameIndex] = _currentRenderFrameInfo;
|
||||
withRenderThreadLock([&] {
|
||||
_frameInfos[frameIndex] = _currentRenderFrameInfo;
|
||||
});
|
||||
return true;
|
||||
}
|
||||
|
||||
|
|
|
@ -45,8 +45,9 @@ bool OculusLegacyDisplayPlugin::beginFrameRender(uint32_t frameIndex) {
|
|||
_currentRenderFrameInfo.predictedDisplayTime = _currentRenderFrameInfo.sensorSampleTime = ovr_GetTimeInSeconds();
|
||||
_trackingState = ovrHmd_GetTrackingState(_hmd, _currentRenderFrameInfo.predictedDisplayTime);
|
||||
_currentRenderFrameInfo.rawRenderPose = _currentRenderFrameInfo.renderPose = toGlm(_trackingState.HeadPose.ThePose);
|
||||
Lock lock(_mutex);
|
||||
_frameInfos[frameIndex] = _currentRenderFrameInfo;
|
||||
withRenderThreadLock([&]{
|
||||
_frameInfos[frameIndex] = _currentRenderFrameInfo;
|
||||
})
|
||||
return true;
|
||||
}
|
||||
|
||||
|
|
|
@ -29,11 +29,13 @@ Q_DECLARE_LOGGING_CATEGORY(displayplugins)
|
|||
const QString OpenVrDisplayPlugin::NAME("OpenVR (Vive)");
|
||||
const QString StandingHMDSensorMode = "Standing HMD Sensor Mode"; // this probably shouldn't be hardcoded here
|
||||
|
||||
static vr::IVRCompositor* _compositor{ nullptr };
|
||||
static vr::IVRCompositor* _compositor { nullptr };
|
||||
vr::TrackedDevicePose_t _trackedDevicePose[vr::k_unMaxTrackedDeviceCount];
|
||||
|
||||
mat4 _trackedDevicePoseMat4[vr::k_unMaxTrackedDeviceCount];
|
||||
vec3 _trackedDeviceLinearVelocities[vr::k_unMaxTrackedDeviceCount];
|
||||
vec3 _trackedDeviceAngularVelocities[vr::k_unMaxTrackedDeviceCount];
|
||||
|
||||
static mat4 _sensorResetMat;
|
||||
static std::array<vr::Hmd_Eye, 2> VR_EYES { { vr::Eye_Left, vr::Eye_Right } };
|
||||
bool _openVrDisplayActive { false };
|
||||
|
@ -59,16 +61,14 @@ bool OpenVrDisplayPlugin::internalActivate() {
|
|||
// left + right eyes
|
||||
_renderTargetSize.x *= 2;
|
||||
|
||||
{
|
||||
Lock lock(_poseMutex);
|
||||
withRenderThreadLock([&] {
|
||||
openvr_for_each_eye([&](vr::Hmd_Eye eye) {
|
||||
_eyeOffsets[eye] = toGlm(_system->GetEyeToHeadTransform(eye));
|
||||
_eyeProjections[eye] = toGlm(_system->GetProjectionMatrix(eye, DEFAULT_NEAR_CLIP, DEFAULT_FAR_CLIP, vr::API_OpenGL));
|
||||
});
|
||||
// FIXME Calculate the proper combined projection by using GetProjectionRaw values from both eyes
|
||||
_cullingProjection = _eyeProjections[0];
|
||||
|
||||
}
|
||||
});
|
||||
|
||||
_compositor = vr::VRCompositor();
|
||||
Q_ASSERT(_compositor);
|
||||
|
@ -113,7 +113,7 @@ void OpenVrDisplayPlugin::internalDeactivate() {
|
|||
void OpenVrDisplayPlugin::customizeContext() {
|
||||
// Display plugins in DLLs must initialize glew locally
|
||||
static std::once_flag once;
|
||||
std::call_once(once, []{
|
||||
std::call_once(once, [] {
|
||||
glewExperimental = true;
|
||||
GLenum err = glewInit();
|
||||
glGetError(); // clear the potential error from glewExperimental
|
||||
|
@ -123,9 +123,10 @@ void OpenVrDisplayPlugin::customizeContext() {
|
|||
}
|
||||
|
||||
void OpenVrDisplayPlugin::resetSensors() {
|
||||
Lock lock(_poseMutex);
|
||||
glm::mat4 m = toGlm(_trackedDevicePose[0].mDeviceToAbsoluteTracking);
|
||||
_sensorResetMat = glm::inverse(cancelOutRollAndPitch(m));
|
||||
withRenderThreadLock([&] {
|
||||
glm::mat4 m = toGlm(_trackedDevicePose[0].mDeviceToAbsoluteTracking);
|
||||
_sensorResetMat = glm::inverse(cancelOutRollAndPitch(m));
|
||||
});
|
||||
}
|
||||
|
||||
|
||||
|
@ -150,6 +151,24 @@ bool OpenVrDisplayPlugin::beginFrameRender(uint32_t frameIndex) {
|
|||
|
||||
_system->GetDeviceToAbsoluteTrackingPose(vr::TrackingUniverseStanding, _currentRenderFrameInfo.predictedDisplayTime, _trackedDevicePose, vr::k_unMaxTrackedDeviceCount);
|
||||
|
||||
|
||||
vr::TrackedDeviceIndex_t handIndices[2] { vr::k_unTrackedDeviceIndexInvalid, vr::k_unTrackedDeviceIndexInvalid };
|
||||
{
|
||||
vr::TrackedDeviceIndex_t controllerIndices[2] ;
|
||||
auto trackedCount = _system->GetSortedTrackedDeviceIndicesOfClass(vr::TrackedDeviceClass_Controller, controllerIndices, 2);
|
||||
// Find the left and right hand controllers, if they exist
|
||||
for (uint32_t i = 0; i < std::min<uint32_t>(trackedCount, 2); ++i) {
|
||||
if (_trackedDevicePose[i].bPoseIsValid) {
|
||||
auto role = _system->GetControllerRoleForTrackedDeviceIndex(controllerIndices[i]);
|
||||
if (vr::TrackedControllerRole_LeftHand == role) {
|
||||
handIndices[0] = controllerIndices[i];
|
||||
} else if (vr::TrackedControllerRole_RightHand == role) {
|
||||
handIndices[1] = controllerIndices[i];
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// copy and process predictedTrackedDevicePoses
|
||||
for (int i = 0; i < vr::k_unMaxTrackedDeviceCount; i++) {
|
||||
_trackedDevicePoseMat4[i] = _sensorResetMat * toGlm(_trackedDevicePose[i].mDeviceToAbsoluteTracking);
|
||||
|
@ -159,18 +178,27 @@ bool OpenVrDisplayPlugin::beginFrameRender(uint32_t frameIndex) {
|
|||
_currentRenderFrameInfo.rawRenderPose = toGlm(_trackedDevicePose[vr::k_unTrackedDeviceIndex_Hmd].mDeviceToAbsoluteTracking);
|
||||
_currentRenderFrameInfo.renderPose = _trackedDevicePoseMat4[vr::k_unTrackedDeviceIndex_Hmd];
|
||||
|
||||
Lock lock(_mutex);
|
||||
_frameInfos[frameIndex] = _currentRenderFrameInfo;
|
||||
bool keyboardVisible = isOpenVrKeyboardShown();
|
||||
withRenderThreadLock([&] {
|
||||
// Make controller poses available to the presentation thread
|
||||
for (int i = 0; i < 2; ++i) {
|
||||
if (keyboardVisible || handIndices[i] == vr::k_unTrackedDeviceIndexInvalid) {
|
||||
_handPoses[i] = glm::mat4();
|
||||
} else {
|
||||
_handPoses[i] = _sensorResetMat * toGlm(_trackedDevicePose[handIndices[i]].mDeviceToAbsoluteTracking);
|
||||
}
|
||||
}
|
||||
_frameInfos[frameIndex] = _currentRenderFrameInfo;
|
||||
});
|
||||
return true;
|
||||
}
|
||||
|
||||
void OpenVrDisplayPlugin::hmdPresent() {
|
||||
|
||||
PROFILE_RANGE_EX(__FUNCTION__, 0xff00ff00, (uint64_t)_currentPresentFrameIndex)
|
||||
|
||||
// Flip y-axis since GL UV coords are backwards.
|
||||
static vr::VRTextureBounds_t leftBounds{ 0, 0, 0.5f, 1 };
|
||||
static vr::VRTextureBounds_t rightBounds{ 0.5f, 0, 1, 1 };
|
||||
static vr::VRTextureBounds_t leftBounds { 0, 0, 0.5f, 1 };
|
||||
static vr::VRTextureBounds_t rightBounds { 0.5f, 0, 1, 1 };
|
||||
|
||||
vr::Texture_t texture { (void*)oglplus::GetName(_compositeFramebuffer->color), vr::API_OpenGL, vr::ColorSpace_Auto };
|
||||
|
||||
|
@ -191,6 +219,10 @@ bool OpenVrDisplayPlugin::isHmdMounted() const {
|
|||
}
|
||||
|
||||
void OpenVrDisplayPlugin::updatePresentPose() {
|
||||
mat4 sensorResetMat;
|
||||
withPresentThreadLock([&] {
|
||||
sensorResetMat = _sensorResetMat;
|
||||
});
|
||||
{
|
||||
float fSecondsSinceLastVsync;
|
||||
_system->GetTimeSinceLastVsync(&fSecondsSinceLastVsync, nullptr);
|
||||
|
@ -202,9 +234,8 @@ void OpenVrDisplayPlugin::updatePresentPose() {
|
|||
_system->GetDeviceToAbsoluteTrackingPose(vr::TrackingUniverseStanding, fPredictedSecondsFromNow, &pose, 1);
|
||||
_currentPresentFrameInfo.rawPresentPose = toGlm(pose.mDeviceToAbsoluteTracking);
|
||||
}
|
||||
_currentPresentFrameInfo.presentPose = _sensorResetMat * _currentPresentFrameInfo.rawPresentPose;
|
||||
_currentPresentFrameInfo.presentPose = sensorResetMat * _currentPresentFrameInfo.rawPresentPose;
|
||||
mat3 renderRotation(_currentPresentFrameInfo.rawRenderPose);
|
||||
mat3 presentRotation(_currentPresentFrameInfo.rawPresentPose);
|
||||
_currentPresentFrameInfo.presentReprojection = glm::mat3(glm::inverse(renderRotation) * presentRotation);
|
||||
}
|
||||
|
||||
|
|
|
@ -43,5 +43,4 @@ private:
|
|||
vr::IVRSystem* _system { nullptr };
|
||||
std::atomic<vr::EDeviceActivityLevel> _hmdActivityLevel { vr::k_EDeviceActivityLevel_Unknown };
|
||||
static const QString NAME;
|
||||
mutable Mutex _poseMutex;
|
||||
};
|
||||
|
|
|
@ -208,6 +208,10 @@ void disableOpenVrKeyboard() {
|
|||
QObject::disconnect(_focusConnection);
|
||||
}
|
||||
|
||||
bool isOpenVrKeyboardShown() {
|
||||
return _keyboardShown;
|
||||
}
|
||||
|
||||
|
||||
void handleOpenVrEvents() {
|
||||
if (!activeHmd) {
|
||||
|
|
|
@ -20,6 +20,7 @@ void handleOpenVrEvents();
|
|||
bool openVrQuitRequested();
|
||||
void enableOpenVrKeyboard();
|
||||
void disableOpenVrKeyboard();
|
||||
bool isOpenVrKeyboardShown();
|
||||
|
||||
|
||||
template<typename F>
|
||||
|
|
Loading…
Reference in a new issue