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https://github.com/overte-org/overte.git
synced 2025-04-08 05:52:38 +02:00
Fixed CMake for oculus. Gave Oculus its own camera for minimum latency.
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parent
ea2d75addc
commit
67c5281205
6 changed files with 57 additions and 33 deletions
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@ -42,14 +42,11 @@ else (LIBOVR_LIBRARIES AND LIBOVR_INCLUDE_DIRS)
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if (UDEV_LIBRARY AND XINERAMA_LIBRARY AND OVR_LIBRARY)
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set(LIBOVR_LIBRARIES "${OVR_LIBRARY};${UDEV_LIBRARY};${XINERAMA_LIBRARY}" CACHE INTERNAL "Oculus libraries")
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endif (UDEV_LIBRARY AND XINERAMA_LIBRARY AND OVR_LIBRARY)
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elseif (WIN32)
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if (CMAKE_BUILD_TYPE MATCHES DEBUG)
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set(WINDOWS_LIBOVR_NAME "libovrd.lib")
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else()
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set(WINDOWS_LIBOVR_NAME "libovr.lib")
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endif()
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elseif (WIN32)
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find_library(LIBOVR_RELEASE_LIBRARIES "Lib/Win32/libovr.lib" HINTS ${LIBOVR_SEARCH_DIRS})
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find_library(LIBOVR_DEBUG_LIBRARIES "Lib/Win32/libovrd.lib" HINTS ${LIBOVR_SEARCH_DIRS})
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find_library(LIBOVR_LIBRARIES "Lib/Win32/${WINDOWS_LIBOVR_NAME}" HINTS ${LIBOVR_SEARCH_DIRS})
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set(LIBOVR_LIBRARIES "${LIBOVR_RELEASE_LIBRARIES} ${LIBOVR_DEBUG_LIBRARIES}")
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endif ()
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if (LIBOVR_INCLUDE_DIRS AND LIBOVR_LIBRARIES)
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@ -183,7 +183,11 @@ if (LIBOVR_FOUND AND NOT DISABLE_LIBOVR)
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set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -isystem ${LIBOVR_INCLUDE_DIRS}")
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endif ()
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target_link_libraries(${TARGET_NAME} "${LIBOVR_LIBRARIES}")
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if (WIN32)
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target_link_libraries(${TARGET_NAME} optimized "${LIBOVR_RELEASE_LIBRARIES}" debug "${LIBOVR_DEBUG_LIBRARIES}")
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else()
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target_link_libraries(${TARGET_NAME} "${LIBOVR_LIBRARIES}")
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endif()
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endif (LIBOVR_FOUND AND NOT DISABLE_LIBOVR)
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# and with PrioVR library
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@ -49,7 +49,6 @@ void main()
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float timewarpMixFactor = color.a;
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mat4 mixedEyeRot = EyeRotationStart * mat4(1.0 - timewarpMixFactor) + EyeRotationEnd * mat4(timewarpMixFactor);
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oTexCoord0 = TimewarpTexCoord(texCoord0, mixedEyeRot);
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oTexCoord1 = TimewarpTexCoord(texCoord1, mixedEyeRot);
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oTexCoord2 = TimewarpTexCoord(texCoord2, mixedEyeRot);
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@ -3136,9 +3136,7 @@ void Application::resetSensors() {
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_faceshift.reset();
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_visage.reset();
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if (OculusManager::isConnected()) {
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OculusManager::reset();
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}
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OculusManager::reset();
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_prioVR.reset();
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@ -45,9 +45,11 @@ GLuint OculusManager::_vertices[ovrEye_Count] = { 0, 0 };
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GLuint OculusManager::_indices[ovrEye_Count] = { 0, 0 };
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GLsizei OculusManager::_meshSize[ovrEye_Count] = { 0, 0 };
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ovrFrameTiming OculusManager::_hmdFrameTiming;
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ovrRecti OculusManager::_eyeRenderViewport[ovrEye_Count];
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unsigned int OculusManager::_frameIndex = 0;
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bool OculusManager::_frameTimingActive = false;
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bool OculusManager::_programInitialized = false;
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Camera* OculusManager::_camera = NULL;
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#endif
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@ -66,19 +68,25 @@ void OculusManager::connect() {
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//Get texture size
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ovrSizei recommendedTex0Size = ovrHmd_GetFovTextureSize(_ovrHmd, ovrEye_Left,
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_ovrHmdDesc.DefaultEyeFov[0], 1.0f);
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_eyeFov[0], 1.0f);
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ovrSizei recommendedTex1Size = ovrHmd_GetFovTextureSize(_ovrHmd, ovrEye_Right,
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_ovrHmdDesc.DefaultEyeFov[1], 1.0f);
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_eyeFov[1], 1.0f);
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_renderTargetSize.w = recommendedTex0Size.w + recommendedTex1Size.w;
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_renderTargetSize.h = recommendedTex0Size.h;
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if (_renderTargetSize.h < recommendedTex1Size.h) {
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_renderTargetSize.h = recommendedTex1Size.h;
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}
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_renderTargetSize.w = Application::getInstance()->getGLWidget()->width();
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_renderTargetSize.h = Application::getInstance()->getGLWidget()->height();
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ovrHmd_StartSensor(_ovrHmd, ovrSensorCap_Orientation | ovrSensorCap_YawCorrection |
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ovrSensorCap_Position,
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ovrSensorCap_Orientation);
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if (!_camera) {
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_camera = new Camera;
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}
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if (!_programInitialized) {
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// Shader program
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@ -146,18 +154,17 @@ void OculusManager::generateDistortionMesh() {
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eyeDesc[0] = ovrHmd_GetRenderDesc(_ovrHmd, ovrEye_Left, _eyeFov[0]);
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eyeDesc[1] = ovrHmd_GetRenderDesc(_ovrHmd, ovrEye_Right, _eyeFov[1]);
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ovrRecti eyeRenderViewport[ovrEye_Count];
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eyeRenderViewport[0].Pos = Vector2i(0, 0);
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eyeRenderViewport[0].Size = Sizei(_renderTargetSize.w / 2, _renderTargetSize.h);
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eyeRenderViewport[1].Pos = Vector2i((_renderTargetSize.w + 1) / 2, 0);
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eyeRenderViewport[1].Size = eyeRenderViewport[0].Size;
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_eyeRenderViewport[0].Pos = Vector2i(0, 0);
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_eyeRenderViewport[0].Size = Sizei(_renderTargetSize.w / 2, _renderTargetSize.h);
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_eyeRenderViewport[1].Pos = Vector2i((_renderTargetSize.w + 1) / 2, 0);
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_eyeRenderViewport[1].Size = _eyeRenderViewport[0].Size;
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for (int eyeNum = 0; eyeNum < ovrEye_Count; eyeNum++) {
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// Allocate and generate distortion mesh vertices
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ovrDistortionMesh meshData;
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ovrHmd_CreateDistortionMesh(_ovrHmd, eyeDesc[eyeNum].Eye, eyeDesc[eyeNum].Fov, _ovrHmdDesc.DistortionCaps, &meshData);
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ovrHmd_GetRenderScaleAndOffset(eyeDesc[eyeNum].Fov, _renderTargetSize, eyeRenderViewport[eyeNum],
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ovrHmd_GetRenderScaleAndOffset(eyeDesc[eyeNum].Fov, _renderTargetSize, _eyeRenderViewport[eyeNum],
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_UVScaleOffset[eyeNum]);
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// Parse the vertex data and create a render ready vertex buffer
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@ -235,9 +242,9 @@ void OculusManager::endFrameTiming() {
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void OculusManager::configureCamera(Camera& camera, int screenWidth, int screenHeight) {
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#ifdef HAVE_LIBOVR
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ovrSizei recommendedTex0Size = ovrHmd_GetFovTextureSize(_ovrHmd, ovrEye_Left,
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_ovrHmdDesc.DefaultEyeFov[0], 1.0f);
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_eyeFov[0], 1.0f);
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ovrSizei recommendedTex1Size = ovrHmd_GetFovTextureSize(_ovrHmd, ovrEye_Right,
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_ovrHmdDesc.DefaultEyeFov[1], 1.0f);
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_eyeFov[1], 1.0f);
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float width = recommendedTex0Size.w + recommendedTex1Size.w;
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float height = recommendedTex0Size.h;
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@ -273,37 +280,55 @@ void OculusManager::display(Camera& whichCamera) {
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ovrPosef eyeRenderPose[ovrEye_Count];
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_camera->setTightness(0.0f); // In first person, camera follows (untweaked) head exactly without delay
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_camera->setTargetPosition(whichCamera.getPosition());
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if (!Menu::getInstance()->isOptionChecked(MenuOption::AllowOculusCameraModeChange) || whichCamera.getMode() == CAMERA_MODE_FIRST_PERSON) {
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_camera->setDistance(0.0f);
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}
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_camera->setUpShift(0.0f);
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_camera->setTightness(0.0f); // Cam
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glMatrixMode(GL_PROJECTION);
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glPushMatrix();
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix();
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eyeRenderPose[0] = ovrHmd_GetEyePose(_ovrHmd, ovrEye_Left);
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eyeRenderPose[1] = ovrHmd_GetEyePose(_ovrHmd, ovrEye_Right);
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glm::quat orientation;
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for (int eyeIndex = 0; eyeIndex < ovrEye_Count; eyeIndex++) {
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ovrEyeType eye = _ovrHmdDesc.EyeRenderOrder[eyeIndex];
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//Set the camera rotation for this eye
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eyeRenderPose[eye] = ovrHmd_GetEyePose(_ovrHmd, eye);
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orientation.x = eyeRenderPose[eye].Orientation.x;
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orientation.y = eyeRenderPose[eye].Orientation.y;
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orientation.z = eyeRenderPose[eye].Orientation.z;
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orientation.w = eyeRenderPose[eye].Orientation.w;
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_camera->setTargetRotation(orientation);
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_camera->update(1.0f / Application::getInstance()->getFps());
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Matrix4f proj = ovrMatrix4f_Projection(eyeDesc[eye].Fov, whichCamera.getNearClip(), whichCamera.getFarClip(), true);
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proj.Transpose();
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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glLoadMatrixf((GLfloat *)proj.M);
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printf("%d %d\n", _renderTargetSize.w, _renderTargetSize.h);
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glViewport(eyeDesc[eye].DistortedViewport.Pos.x, eyeDesc[eye].DistortedViewport.Pos.y,
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eyeDesc[eye].DistortedViewport.Size.w, eyeDesc[eye].DistortedViewport.Size.h);
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glViewport(_eyeRenderViewport[eye].Pos.x, _eyeRenderViewport[eye].Pos.y,
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_eyeRenderViewport[eye].Size.w, _eyeRenderViewport[eye].Size.h);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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glTranslatef(eyeDesc[eye].ViewAdjust.x, eyeDesc[eye].ViewAdjust.y, eyeDesc[eye].ViewAdjust.z);
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Application::getInstance()->displaySide(whichCamera);
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Application::getInstance()->displaySide(*_camera);
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if (displayOverlays) {
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applicationOverlay.displayOverlayTextureOculus(whichCamera);
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applicationOverlay.displayOverlayTextureOculus(*_camera);
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}
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}
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@ -399,6 +424,7 @@ void OculusManager::getEulerAngles(float& yaw, float& pitch, float& roll) {
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ovrPosef pose = ss.Predicted.Pose;
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Quatf orientation = Quatf(pose.Orientation);
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orientation.GetEulerAngles<Axis_Y, Axis_X, Axis_Z, Rotate_CCW, Handed_R>(&yaw, &pitch, &roll);
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printf("%f %f %f\n", yaw, pitch, roll);
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}
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#endif
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}
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@ -73,21 +73,21 @@ private:
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static bool _isConnected;
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#ifdef HAVE_LIBOVR
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static ovrHmd _ovrHmd;
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static ovrHmdDesc _ovrHmdDesc;
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static ovrFovPort _eyeFov[ovrEye_Count];
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static ovrSizei _renderTargetSize;
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static ovrVector2f _UVScaleOffset[ovrEye_Count][2];
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static GLuint _vbo[ovrEye_Count];
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static GLuint _indicesVbo[ovrEye_Count];
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static GLuint _vertices[ovrEye_Count];
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static GLuint _indices[ovrEye_Count];
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static GLsizei _meshSize[ovrEye_Count];
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static ovrFrameTiming _hmdFrameTiming;
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static ovrRecti _eyeRenderViewport[ovrEye_Count];
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static unsigned int _frameIndex;
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static bool _frameTimingActive;
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static bool _programInitialized;
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static Camera* _camera;
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#endif
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};
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