overte-HifiExperiments/plugins/openvr/src/OpenVrDisplayPlugin.cpp
2016-08-12 22:28:22 -07:00

303 lines
11 KiB
C++

//
// Created by Bradley Austin Davis on 2015/05/12
// 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 "OpenVrDisplayPlugin.h"
#include <memory>
#include <QMainWindow>
#include <QLoggingCategory>
#include <QGLWidget>
#include <QEvent>
#include <QResizeEvent>
#include <GLMHelpers.h>
#include <gl/GlWindow.h>
#include <gpu/Frame.h>
#include <gpu/gl/GLBackend.h>
#include <controllers/Pose.h>
#include <PerfStat.h>
#include <ui-plugins/PluginContainer.h>
#include <ViewFrustum.h>
#include <display-plugins/CompositorHelper.h>
#include <shared/NsightHelpers.h>
#include "OpenVrHelpers.h"
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 };
PoseData _nextRenderPoseData;
PoseData _nextSimPoseData;
static mat4 _sensorResetMat;
static std::array<vr::Hmd_Eye, 2> VR_EYES { { vr::Eye_Left, vr::Eye_Right } };
bool _openVrDisplayActive { false };
bool OpenVrDisplayPlugin::isSupported() const {
return openVrSupported();
}
void OpenVrDisplayPlugin::init() {
Plugin::init();
_lastGoodHMDPose.m[0][0] = 1.0f;
_lastGoodHMDPose.m[0][1] = 0.0f;
_lastGoodHMDPose.m[0][2] = 0.0f;
_lastGoodHMDPose.m[0][3] = 0.0f;
_lastGoodHMDPose.m[1][0] = 0.0f;
_lastGoodHMDPose.m[1][1] = 1.0f;
_lastGoodHMDPose.m[1][2] = 0.0f;
_lastGoodHMDPose.m[1][3] = 1.8f;
_lastGoodHMDPose.m[2][0] = 0.0f;
_lastGoodHMDPose.m[2][1] = 0.0f;
_lastGoodHMDPose.m[2][2] = 1.0f;
_lastGoodHMDPose.m[2][3] = 0.0f;
emit deviceConnected(getName());
}
bool OpenVrDisplayPlugin::internalActivate() {
_openVrDisplayActive = true;
_container->setIsOptionChecked(StandingHMDSensorMode, true);
if (!_system) {
_system = acquireOpenVrSystem();
}
if (!_system) {
qWarning() << "Failed to initialize OpenVR";
return false;
}
_system->GetRecommendedRenderTargetSize(&_renderTargetSize.x, &_renderTargetSize.y);
// Recommended render target size is per-eye, so double the X size for
// left + right eyes
_renderTargetSize.x *= 2;
withNonPresentThreadLock([&] {
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);
// enable async time warp
// _compositor->ForceInterleavedReprojectionOn(true);
// set up default sensor space such that the UI overlay will align with the front of the room.
auto chaperone = vr::VRChaperone();
if (chaperone) {
float const UI_RADIUS = 1.0f;
float const UI_HEIGHT = 1.6f;
float const UI_Z_OFFSET = 0.5;
float xSize, zSize;
chaperone->GetPlayAreaSize(&xSize, &zSize);
glm::vec3 uiPos(0.0f, UI_HEIGHT, UI_RADIUS - (0.5f * zSize) - UI_Z_OFFSET);
_sensorResetMat = glm::inverse(createMatFromQuatAndPos(glm::quat(), uiPos));
} else {
#if DEV_BUILD
qDebug() << "OpenVR: error could not get chaperone pointer";
#endif
}
return Parent::internalActivate();
}
void OpenVrDisplayPlugin::internalDeactivate() {
Parent::internalDeactivate();
_openVrDisplayActive = false;
_container->setIsOptionChecked(StandingHMDSensorMode, false);
if (_system) {
// Invalidate poses. It's fine if someone else sets these shared values, but we're about to stop updating them, and
// we don't want ViveControllerManager to consider old values to be valid.
releaseOpenVrSystem();
_system = nullptr;
}
_compositor = nullptr;
}
void OpenVrDisplayPlugin::customizeContext() {
// Display plugins in DLLs must initialize glew locally
static std::once_flag once;
std::call_once(once, [] {
glewExperimental = true;
GLenum err = glewInit();
glGetError(); // clear the potential error from glewExperimental
});
Parent::customizeContext();
}
void OpenVrDisplayPlugin::resetSensors() {
glm::mat4 m;
withNonPresentThreadLock([&] {
m = toGlm(_nextSimPoseData.vrPoses[0].mDeviceToAbsoluteTracking);
});
_sensorResetMat = glm::inverse(cancelOutRollAndPitch(m));
}
static bool isBadPose(vr::HmdMatrix34_t* mat) {
if (mat->m[1][3] < -0.2f) {
return true;
}
return false;
}
bool OpenVrDisplayPlugin::beginFrameRender(uint32_t frameIndex) {
handleOpenVrEvents();
if (openVrQuitRequested()) {
QMetaObject::invokeMethod(qApp, "quit");
return false;
}
_currentRenderFrameInfo = FrameInfo();
withNonPresentThreadLock([&] {
_currentRenderFrameInfo.renderPose = _nextSimPoseData.poses[vr::k_unTrackedDeviceIndex_Hmd];
});
// HACK: when interface is launched and steam vr is NOT running, openvr will return bad HMD poses for a few frames
// To workaround this, filter out any hmd poses that are obviously bad, i.e. beneath the floor.
if (isBadPose(&_nextSimPoseData.vrPoses[vr::k_unTrackedDeviceIndex_Hmd].mDeviceToAbsoluteTracking)) {
qDebug() << "WARNING: ignoring bad hmd pose from openvr";
// use the last known good HMD pose
_nextSimPoseData.vrPoses[vr::k_unTrackedDeviceIndex_Hmd].mDeviceToAbsoluteTracking = _lastGoodHMDPose;
} else {
_lastGoodHMDPose = _nextSimPoseData.vrPoses[vr::k_unTrackedDeviceIndex_Hmd].mDeviceToAbsoluteTracking;
}
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 (_nextSimPoseData.vrPoses[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];
}
}
}
}
_currentRenderFrameInfo.renderPose = _nextSimPoseData.poses[vr::k_unTrackedDeviceIndex_Hmd];
bool keyboardVisible = isOpenVrKeyboardShown();
std::array<mat4, 2> handPoses;
if (!keyboardVisible) {
for (int i = 0; i < 2; ++i) {
if (handIndices[i] == vr::k_unTrackedDeviceIndexInvalid) {
continue;
}
auto deviceIndex = handIndices[i];
const mat4& mat = _nextSimPoseData.poses[deviceIndex];
const vec3& linearVelocity = _nextSimPoseData.linearVelocities[deviceIndex];
const vec3& angularVelocity = _nextSimPoseData.angularVelocities[deviceIndex];
auto correctedPose = openVrControllerPoseToHandPose(i == 0, mat, linearVelocity, angularVelocity);
static const glm::quat HAND_TO_LASER_ROTATION = glm::rotation(Vectors::UNIT_Z, Vectors::UNIT_NEG_Y);
handPoses[i] = glm::translate(glm::mat4(), correctedPose.translation) * glm::mat4_cast(correctedPose.rotation * HAND_TO_LASER_ROTATION);
}
}
withNonPresentThreadLock([&] {
_uiModelTransform = DependencyManager::get<CompositorHelper>()->getModelTransform();
// Make controller poses available to the presentation thread
_handPoses = handPoses;
_frameInfos[frameIndex] = _currentRenderFrameInfo;
});
return Parent::beginFrameRender(frameIndex);
}
void OpenVrDisplayPlugin::hmdPresent() {
PROFILE_RANGE_EX(__FUNCTION__, 0xff00ff00, (uint64_t)_currentFrame->frameIndex)
// 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 };
auto glTexId = getGLBackend()->getTextureID(_compositeTexture, false);
vr::Texture_t vrTexture{ (void*)glTexId, vr::API_OpenGL, vr::ColorSpace_Auto };
_compositor->Submit(vr::Eye_Left, &vrTexture, &leftBounds);
_compositor->Submit(vr::Eye_Right, &vrTexture, &rightBounds);
}
void OpenVrDisplayPlugin::postPreview() {
// Clear
{
// We want to make sure the glFinish waits for the entire present to complete, not just the submission
// of the command. So, we do a clear here right here so the glFinish will wait fully for the swap.
glClearColor(0, 0, 0, 1);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glFlush();
}
// Flush and wait for swap.
PROFILE_RANGE_EX(__FUNCTION__, 0xff00ff00, (uint64_t)_currentFrame->frameIndex)
PoseData nextRender;
nextRender.frameIndex = presentCount();
vr::VRCompositor()->WaitGetPoses(nextRender.vrPoses, vr::k_unMaxTrackedDeviceCount, nullptr, 0);
glm::mat4 resetMat;
withPresentThreadLock([&] {
resetMat = _sensorResetMat;
});
nextRender.update(resetMat);
withPresentThreadLock([&] {
_nextSimPoseData = nextRender;
});
_nextRenderPoseData = nextRender;
_hmdActivityLevel = vr::k_EDeviceActivityLevel_UserInteraction; // _system->GetTrackedDeviceActivityLevel(vr::k_unTrackedDeviceIndex_Hmd);
}
bool OpenVrDisplayPlugin::isHmdMounted() const {
return _hmdActivityLevel == vr::k_EDeviceActivityLevel_UserInteraction;
}
void OpenVrDisplayPlugin::updatePresentPose() {
_currentPresentFrameInfo.presentPose = _nextRenderPoseData.poses[vr::k_unTrackedDeviceIndex_Hmd];
//_currentPresentFrameInfo.presentPose = _currentPresentFrameInfo.renderPose;
}
bool OpenVrDisplayPlugin::suppressKeyboard() {
if (isOpenVrKeyboardShown()) {
return false;
}
if (!_keyboardSupressionCount.fetch_add(1)) {
disableOpenVrKeyboard();
}
return true;
}
void OpenVrDisplayPlugin::unsuppressKeyboard() {
if (_keyboardSupressionCount == 0) {
qWarning() << "Attempted to unsuppress a keyboard that was not suppressed";
return;
}
if (1 == _keyboardSupressionCount.fetch_sub(1)) {
enableOpenVrKeyboard(_container);
}
}
bool OpenVrDisplayPlugin::isKeyboardVisible() {
return isOpenVrKeyboardShown();
}