// // Created by Bradley Austin Davis on 2014/04/13. // Copyright 2015 High Fidelity, Inc. // // Distributed under the Apache License, Version 2.0. // See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html // #include "OculusBaseDisplayPlugin.h" #include #include #include #include #include "OculusHelpers.h" void OculusBaseDisplayPlugin::resetSensors() { ovr_RecenterTrackingOrigin(_session); _currentRenderFrameInfo.renderPose = glm::mat4(); // identity } bool OculusBaseDisplayPlugin::beginFrameRender(uint32_t frameIndex) { _currentRenderFrameInfo = FrameInfo(); _currentRenderFrameInfo.sensorSampleTime = ovr_GetTimeInSeconds(); _currentRenderFrameInfo.predictedDisplayTime = ovr_GetPredictedDisplayTime(_session, frameIndex); auto trackingState = ovr_GetTrackingState(_session, _currentRenderFrameInfo.predictedDisplayTime, ovrTrue); _currentRenderFrameInfo.renderPose = toGlm(trackingState.HeadPose.ThePose); _currentRenderFrameInfo.presentPose = _currentRenderFrameInfo.renderPose; std::array handPoses; // Make controller poses available to the presentation thread ovr_for_each_hand([&](ovrHandType hand) { static const auto REQUIRED_HAND_STATUS = ovrStatus_OrientationTracked & ovrStatus_PositionTracked; if (REQUIRED_HAND_STATUS != (trackingState.HandStatusFlags[hand] & REQUIRED_HAND_STATUS)) { return; } auto correctedPose = ovrControllerPoseToHandPose(hand, trackingState.HandPoses[hand]); static const glm::quat HAND_TO_LASER_ROTATION = glm::rotation(Vectors::UNIT_Z, Vectors::UNIT_NEG_Y); handPoses[hand] = glm::translate(glm::mat4(), correctedPose.translation) * glm::mat4_cast(correctedPose.rotation * HAND_TO_LASER_ROTATION); }); withNonPresentThreadLock([&] { _uiModelTransform = DependencyManager::get()->getModelTransform(); _handPoses = handPoses; _frameInfos[frameIndex] = _currentRenderFrameInfo; }); return Parent::beginFrameRender(frameIndex); } bool OculusBaseDisplayPlugin::isSupported() const { return oculusAvailable(); } // DLL based display plugins MUST initialize GLEW inside the DLL code. void OculusBaseDisplayPlugin::customizeContext() { glewExperimental = true; GLenum err = glewInit(); glGetError(); // clear the potential error from glewExperimental Parent::customizeContext(); } void OculusBaseDisplayPlugin::uncustomizeContext() { Parent::uncustomizeContext(); } bool OculusBaseDisplayPlugin::internalActivate() { _session = acquireOculusSession(); if (!_session) { return false; } _hmdDesc = ovr_GetHmdDesc(_session); glm::uvec2 eyeSizes[2]; _viewScaleDesc.HmdSpaceToWorldScaleInMeters = 1.0f; _ipd = 0; ovr_for_each_eye([&](ovrEyeType eye) { _eyeFovs[eye] = _hmdDesc.DefaultEyeFov[eye]; ovrEyeRenderDesc& erd = _eyeRenderDescs[eye] = ovr_GetRenderDesc(_session, eye, _eyeFovs[eye]); ovrMatrix4f ovrPerspectiveProjection = ovrMatrix4f_Projection(erd.Fov, DEFAULT_NEAR_CLIP, DEFAULT_FAR_CLIP, ovrProjection_ClipRangeOpenGL); _eyeProjections[eye] = toGlm(ovrPerspectiveProjection); _eyeOffsets[eye] = glm::translate(mat4(), toGlm(erd.HmdToEyeOffset)); eyeSizes[eye] = toGlm(ovr_GetFovTextureSize(_session, eye, erd.Fov, 1.0f)); _viewScaleDesc.HmdToEyeOffset[eye] = erd.HmdToEyeOffset; _ipd += glm::abs(glm::length(toGlm(erd.HmdToEyeOffset))); }); auto combinedFov = _eyeFovs[0]; combinedFov.LeftTan = combinedFov.RightTan = std::max(combinedFov.LeftTan, combinedFov.RightTan); _cullingProjection = toGlm(ovrMatrix4f_Projection(combinedFov, DEFAULT_NEAR_CLIP, DEFAULT_FAR_CLIP, ovrProjection_ClipRangeOpenGL)); _renderTargetSize = uvec2( eyeSizes[0].x + eyeSizes[1].x, std::max(eyeSizes[0].y, eyeSizes[1].y)); memset(&_sceneLayer, 0, sizeof(ovrLayerEyeFov)); _sceneLayer.Header.Type = ovrLayerType_EyeFov; _sceneLayer.Header.Flags = ovrLayerFlag_TextureOriginAtBottomLeft; ovr_for_each_eye([&](ovrEyeType eye) { ovrFovPort & fov = _sceneLayer.Fov[eye] = _eyeRenderDescs[eye].Fov; ovrSizei & size = _sceneLayer.Viewport[eye].Size = ovr_GetFovTextureSize(_session, eye, fov, 1.0f); _sceneLayer.Viewport[eye].Pos = { eye == ovrEye_Left ? 0 : size.w, 0 }; }); // This must come after the initialization, so that the values calculated // above are available during the customizeContext call (when not running // in threaded present mode) return Parent::internalActivate(); } void OculusBaseDisplayPlugin::internalDeactivate() { Parent::internalDeactivate(); releaseOculusSession(); _session = nullptr; } void OculusBaseDisplayPlugin::updatePresentPose() { //mat4 sensorResetMat; //_currentPresentFrameInfo.sensorSampleTime = ovr_GetTimeInSeconds(); //_currentPresentFrameInfo.predictedDisplayTime = ovr_GetPredictedDisplayTime(_session, _currentFrame->frameIndex); //auto trackingState = ovr_GetTrackingState(_session, _currentRenderFrameInfo.predictedDisplayTime, ovrFalse); //_currentPresentFrameInfo.presentPose = toGlm(trackingState.HeadPose.ThePose); _currentPresentFrameInfo.presentPose = _currentPresentFrameInfo.renderPose; } OculusBaseDisplayPlugin::~OculusBaseDisplayPlugin() { qDebug() << "Destroying OculusBaseDisplayPlugin"; }