overte-HifiExperiments/plugins/oculusLegacy/src/OculusLegacyDisplayPlugin.cpp
2015-11-21 11:53:16 -08:00

239 lines
7.5 KiB
C++

//
// 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 "OculusLegacyDisplayPlugin.h"
#include <memory>
#include <QtWidgets/QMainWindow>
#include <QtOpenGL/QGLWidget>
#include <GLMHelpers.h>
#include <gl/GlWindow.h>
#include <QEvent>
#include <QtGui/QResizeEvent>
#include <QtGui/QOpenGLContext>
#include <QtGui/QGuiApplication>
#include <QtGui/QScreen>
#include <PerfStat.h>
#include <gl/OglplusHelpers.h>
#include <ViewFrustum.h>
#include "plugins/PluginContainer.h"
#include "OculusHelpers.h"
using namespace oglplus;
const QString OculusLegacyDisplayPlugin::NAME("Oculus Rift (0.5)");
const QString & OculusLegacyDisplayPlugin::getName() const {
return NAME;
}
OculusLegacyDisplayPlugin::OculusLegacyDisplayPlugin() {
}
uvec2 OculusLegacyDisplayPlugin::getRecommendedRenderSize() const {
return _desiredFramebufferSize;
}
void OculusLegacyDisplayPlugin::preRender() {
ovrHmd_GetEyePoses(_hmd, _frameIndex, _eyeOffsets, _eyePoses, &_trackingState);
ovrHmd_BeginFrame(_hmd, _frameIndex);
WindowOpenGLDisplayPlugin::preRender();
}
glm::mat4 OculusLegacyDisplayPlugin::getProjection(Eye eye, const glm::mat4& baseProjection) const {
return _eyeProjections[eye];
}
void OculusLegacyDisplayPlugin::resetSensors() {
ovrHmd_RecenterPose(_hmd);
}
glm::mat4 OculusLegacyDisplayPlugin::getEyeToHeadTransform(Eye eye) const {
return toGlm(_eyePoses[eye]);
}
// Should NOT be used for rendering as this will mess up timewarp. Use the getModelview() method above for
// any use of head poses for rendering, ensuring you use the correct eye
glm::mat4 OculusLegacyDisplayPlugin::getHeadPose() const {
return toGlm(_trackingState.HeadPose.ThePose);
}
bool OculusLegacyDisplayPlugin::isSupported() const {
if (!ovr_Initialize(nullptr)) {
return false;
}
bool result = false;
if (ovrHmd_Detect() > 0) {
result = true;
}
auto hmd = ovrHmd_Create(0);
if (hmd) {
QPoint targetPosition{ hmd->WindowsPos.x, hmd->WindowsPos.y };
auto screens = qApp->screens();
for(int i = 0; i < screens.size(); ++i) {
auto screen = screens[i];
QPoint position = screen->geometry().topLeft();
if (position == targetPosition) {
_hmdScreen = i;
break;
}
}
}
ovr_Shutdown();
return result;
}
void OculusLegacyDisplayPlugin::activate() {
if (!(ovr_Initialize(nullptr))) {
Q_ASSERT(false);
qFatal("Failed to Initialize SDK");
}
_hswDismissed = false;
_hmd = ovrHmd_Create(0);
if (!_hmd) {
qFatal("Failed to acquire HMD");
}
glm::uvec2 eyeSizes[2];
ovr_for_each_eye([&](ovrEyeType eye) {
_eyeFovs[eye] = _hmd->MaxEyeFov[eye];
ovrEyeRenderDesc erd = _eyeRenderDescs[eye] = ovrHmd_GetRenderDesc(_hmd, eye, _eyeFovs[eye]);
ovrMatrix4f ovrPerspectiveProjection =
ovrMatrix4f_Projection(erd.Fov, DEFAULT_NEAR_CLIP, DEFAULT_FAR_CLIP, ovrProjection_RightHanded);
_eyeProjections[eye] = toGlm(ovrPerspectiveProjection);
ovrPerspectiveProjection =
ovrMatrix4f_Projection(erd.Fov, 0.001f, 10.0f, ovrProjection_RightHanded);
_compositeEyeProjections[eye] = toGlm(ovrPerspectiveProjection);
_eyeOffsets[eye] = erd.HmdToEyeViewOffset;
eyeSizes[eye] = toGlm(ovrHmd_GetFovTextureSize(_hmd, eye, erd.Fov, 1.0f));
});
ovrFovPort combined = _eyeFovs[Left];
combined.LeftTan = std::max(_eyeFovs[Left].LeftTan, _eyeFovs[Right].LeftTan);
combined.RightTan = std::max(_eyeFovs[Left].RightTan, _eyeFovs[Right].RightTan);
ovrMatrix4f ovrPerspectiveProjection =
ovrMatrix4f_Projection(combined, DEFAULT_NEAR_CLIP, DEFAULT_FAR_CLIP, ovrProjection_RightHanded);
_eyeProjections[Mono] = toGlm(ovrPerspectiveProjection);
_desiredFramebufferSize = uvec2(
eyeSizes[0].x + eyeSizes[1].x,
std::max(eyeSizes[0].y, eyeSizes[1].y));
_frameIndex = 0;
if (!ovrHmd_ConfigureTracking(_hmd,
ovrTrackingCap_Orientation | ovrTrackingCap_Position | ovrTrackingCap_MagYawCorrection, 0)) {
qFatal("Could not attach to sensor device");
}
WindowOpenGLDisplayPlugin::activate();
int screen = getHmdScreen();
if (screen != -1) {
_container->setFullscreen(qApp->screens()[screen]);
}
_window->installEventFilter(this);
_window->makeCurrent();
ovrGLConfig config; memset(&config, 0, sizeof(ovrRenderAPIConfig));
auto& header = config.Config.Header;
header.API = ovrRenderAPI_OpenGL;
header.BackBufferSize = _hmd->Resolution;
header.Multisample = 1;
int distortionCaps = 0
| ovrDistortionCap_TimeWarp
;
memset(_eyeTextures, 0, sizeof(ovrTexture) * 2);
ovr_for_each_eye([&](ovrEyeType eye) {
auto& header = _eyeTextures[eye].Header;
header.API = ovrRenderAPI_OpenGL;
header.TextureSize = { (int)_desiredFramebufferSize.x, (int)_desiredFramebufferSize.y };
header.RenderViewport.Size = header.TextureSize;
header.RenderViewport.Size.w /= 2;
if (eye == ovrEye_Right) {
header.RenderViewport.Pos.x = header.RenderViewport.Size.w;
}
});
#ifndef NDEBUG
ovrBool result =
#endif
ovrHmd_ConfigureRendering(_hmd, &config.Config, distortionCaps, _eyeFovs, _eyeRenderDescs);
assert(result);
}
void OculusLegacyDisplayPlugin::deactivate() {
_window->removeEventFilter(this);
WindowOpenGLDisplayPlugin::deactivate();
QScreen* riftScreen = nullptr;
if (_hmdScreen >= 0) {
riftScreen = qApp->screens()[_hmdScreen];
}
_container->unsetFullscreen(riftScreen);
ovrHmd_Destroy(_hmd);
_hmd = nullptr;
ovr_Shutdown();
}
// DLL based display plugins MUST initialize GLEW inside the DLL code.
void OculusLegacyDisplayPlugin::customizeContext() {
glewExperimental = true;
glewInit();
glGetError();
WindowOpenGLDisplayPlugin::customizeContext();
}
void OculusLegacyDisplayPlugin::preDisplay() {
_window->makeCurrent();
}
void OculusLegacyDisplayPlugin::display(GLuint finalTexture, const glm::uvec2& sceneSize) {
++_frameIndex;
ovr_for_each_eye([&](ovrEyeType eye) {
reinterpret_cast<ovrGLTexture&>(_eyeTextures[eye]).OGL.TexId = finalTexture;
});
ovrHmd_EndFrame(_hmd, _eyePoses, _eyeTextures);
}
// Pass input events on to the application
bool OculusLegacyDisplayPlugin::eventFilter(QObject* receiver, QEvent* event) {
if (!_hswDismissed && (event->type() == QEvent::KeyPress)) {
static ovrHSWDisplayState hswState;
ovrHmd_GetHSWDisplayState(_hmd, &hswState);
if (hswState.Displayed) {
ovrHmd_DismissHSWDisplay(_hmd);
} else {
_hswDismissed = true;
}
}
return WindowOpenGLDisplayPlugin::eventFilter(receiver, event);
}
// FIXME mirroring tot he main window is diffucult on OSX because it requires that we
// trigger a swap, which causes the client to wait for the v-sync of the main screen running
// at 60 Hz. This would introduce judder. Perhaps we can push mirroring to a separate
// thread
// FIXME If we move to the 'batch rendering on a different thread' we can possibly do this.
// however, we need to make sure it doesn't block the event handling.
void OculusLegacyDisplayPlugin::finishFrame() {
_window->doneCurrent();
};
int OculusLegacyDisplayPlugin::getHmdScreen() const {
return _hmdScreen;
}