overte/interface/src/devices/OculusManager.cpp

565 lines
21 KiB
C++

//
// OculusManager.cpp
// interface/src/devices
//
// Created by Stephen Birarda on 5/9/13.
// Refactored by Ben Arnold on 6/30/2014
// Copyright 2012 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 "InterfaceConfig.h"
#include "OculusManager.h"
#include <QOpenGLFramebufferObject>
#include <glm/glm.hpp>
#include <UserActivityLogger.h>
#include "Application.h"
#ifdef HAVE_LIBOVR
using namespace OVR;
ProgramObject OculusManager::_program;
int OculusManager::_textureLocation;
int OculusManager::_eyeToSourceUVScaleLocation;
int OculusManager::_eyeToSourceUVOffsetLocation;
int OculusManager::_eyeRotationStartLocation;
int OculusManager::_eyeRotationEndLocation;
int OculusManager::_positionAttributeLocation;
int OculusManager::_colorAttributeLocation;
int OculusManager::_texCoord0AttributeLocation;
int OculusManager::_texCoord1AttributeLocation;
int OculusManager::_texCoord2AttributeLocation;
bool OculusManager::_isConnected = false;
ovrHmd OculusManager::_ovrHmd;
ovrHmdDesc OculusManager::_ovrHmdDesc;
ovrFovPort OculusManager::_eyeFov[ovrEye_Count];
ovrEyeRenderDesc OculusManager::_eyeRenderDesc[ovrEye_Count];
ovrSizei OculusManager::_renderTargetSize;
ovrVector2f OculusManager::_UVScaleOffset[ovrEye_Count][2];
GLuint OculusManager::_vertices[ovrEye_Count] = { 0, 0 };
GLuint OculusManager::_indices[ovrEye_Count] = { 0, 0 };
GLsizei OculusManager::_meshSize[ovrEye_Count] = { 0, 0 };
ovrFrameTiming OculusManager::_hmdFrameTiming;
ovrRecti OculusManager::_eyeRenderViewport[ovrEye_Count];
unsigned int OculusManager::_frameIndex = 0;
bool OculusManager::_frameTimingActive = false;
bool OculusManager::_programInitialized = false;
Camera* OculusManager::_camera = NULL;
int OculusManager::_activeEyeIndex = -1;
#endif
glm::vec3 OculusManager::_leftEyePosition = glm::vec3();
glm::vec3 OculusManager::_rightEyePosition = glm::vec3();
void OculusManager::connect() {
#ifdef HAVE_LIBOVR
ovr_Initialize();
_ovrHmd = ovrHmd_Create(0);
if (_ovrHmd) {
if (!_isConnected) {
UserActivityLogger::getInstance().connectedDevice("hmd", "oculus");
}
_isConnected = true;
#if defined(__APPLE__) || defined(_WIN32)
_eyeFov[0] = _ovrHmd->DefaultEyeFov[0];
_eyeFov[1] = _ovrHmd->DefaultEyeFov[1];
#else
ovrHmd_GetDesc(_ovrHmd, &_ovrHmdDesc);
_eyeFov[0] = _ovrHmdDesc.DefaultEyeFov[0];
_eyeFov[1] = _ovrHmdDesc.DefaultEyeFov[1];
#endif
//Get texture size
ovrSizei recommendedTex0Size = ovrHmd_GetFovTextureSize(_ovrHmd, ovrEye_Left,
_eyeFov[0], 1.0f);
ovrSizei recommendedTex1Size = ovrHmd_GetFovTextureSize(_ovrHmd, ovrEye_Right,
_eyeFov[1], 1.0f);
_renderTargetSize.w = recommendedTex0Size.w + recommendedTex1Size.w;
_renderTargetSize.h = recommendedTex0Size.h;
if (_renderTargetSize.h < recommendedTex1Size.h) {
_renderTargetSize.h = recommendedTex1Size.h;
}
_eyeRenderDesc[0] = ovrHmd_GetRenderDesc(_ovrHmd, ovrEye_Left, _eyeFov[0]);
_eyeRenderDesc[1] = ovrHmd_GetRenderDesc(_ovrHmd, ovrEye_Right, _eyeFov[1]);
#if defined(__APPLE__) || defined(_WIN32)
ovrHmd_SetEnabledCaps(_ovrHmd, ovrHmdCap_LowPersistence);
#else
ovrHmd_SetEnabledCaps(_ovrHmd, ovrHmdCap_LowPersistence | ovrHmdCap_LatencyTest);
#endif
#if defined(__APPLE__) || defined(_WIN32)
ovrHmd_ConfigureTracking(_ovrHmd, ovrTrackingCap_Orientation | ovrTrackingCap_Position |
ovrTrackingCap_MagYawCorrection,
ovrTrackingCap_Orientation);
#else
ovrHmd_StartSensor(_ovrHmd, ovrSensorCap_Orientation | ovrSensorCap_YawCorrection |
ovrSensorCap_Position,
ovrSensorCap_Orientation);
#endif
if (!_camera) {
_camera = new Camera;
}
if (!_programInitialized) {
// Shader program
_programInitialized = true;
_program.addShaderFromSourceFile(QGLShader::Vertex, Application::resourcesPath() + "shaders/oculus.vert");
_program.addShaderFromSourceFile(QGLShader::Fragment, Application::resourcesPath() + "shaders/oculus.frag");
_program.link();
// Uniforms
_textureLocation = _program.uniformLocation("texture");
_eyeToSourceUVScaleLocation = _program.uniformLocation("EyeToSourceUVScale");
_eyeToSourceUVOffsetLocation = _program.uniformLocation("EyeToSourceUVOffset");
_eyeRotationStartLocation = _program.uniformLocation("EyeRotationStart");
_eyeRotationEndLocation = _program.uniformLocation("EyeRotationEnd");
// Attributes
_positionAttributeLocation = _program.attributeLocation("position");
_colorAttributeLocation = _program.attributeLocation("color");
_texCoord0AttributeLocation = _program.attributeLocation("texCoord0");
_texCoord1AttributeLocation = _program.attributeLocation("texCoord1");
_texCoord2AttributeLocation = _program.attributeLocation("texCoord2");
}
//Generate the distortion VBOs
generateDistortionMesh();
} else {
_isConnected = false;
// we're definitely not in "VR mode" so tell the menu that
Menu::getInstance()->getActionForOption(MenuOption::EnableVRMode)->setChecked(false);
ovrHmd_Destroy(_ovrHmd);
ovr_Shutdown();
}
#endif
}
//Disconnects and deallocates the OR
void OculusManager::disconnect() {
#ifdef HAVE_LIBOVR
if (_isConnected) {
_isConnected = false;
ovrHmd_Destroy(_ovrHmd);
ovr_Shutdown();
//Free the distortion mesh data
for (int i = 0; i < ovrEye_Count; i++) {
if (_vertices[i] != 0) {
glDeleteBuffers(1, &(_vertices[i]));
_vertices[i] = 0;
}
if (_indices[i] != 0) {
glDeleteBuffers(1, &(_indices[i]));
_indices[i] = 0;
}
}
}
#endif
}
#ifdef HAVE_LIBOVR
void OculusManager::generateDistortionMesh() {
//Check if we already have the distortion mesh
if (_vertices[0] != 0) {
printf("WARNING: Tried to generate Oculus distortion mesh twice without freeing the VBOs.");
return;
}
//Viewport for the render target for each eye
_eyeRenderViewport[0].Pos = Vector2i(0, 0);
_eyeRenderViewport[0].Size = Sizei(_renderTargetSize.w / 2, _renderTargetSize.h);
_eyeRenderViewport[1].Pos = Vector2i((_renderTargetSize.w + 1) / 2, 0);
_eyeRenderViewport[1].Size = _eyeRenderViewport[0].Size;
for (int eyeNum = 0; eyeNum < ovrEye_Count; eyeNum++) {
// Allocate and generate distortion mesh vertices
ovrDistortionMesh meshData;
ovrHmd_CreateDistortionMesh(_ovrHmd, _eyeRenderDesc[eyeNum].Eye, _eyeRenderDesc[eyeNum].Fov, _ovrHmdDesc.DistortionCaps, &meshData);
ovrHmd_GetRenderScaleAndOffset(_eyeRenderDesc[eyeNum].Fov, _renderTargetSize, _eyeRenderViewport[eyeNum],
_UVScaleOffset[eyeNum]);
// Parse the vertex data and create a render ready vertex buffer
DistortionVertex* pVBVerts = (DistortionVertex*)OVR_ALLOC(sizeof(DistortionVertex) * meshData.VertexCount);
_meshSize[eyeNum] = meshData.IndexCount;
// Convert the oculus vertex data to the DistortionVertex format.
DistortionVertex* v = pVBVerts;
ovrDistortionVertex* ov = meshData.pVertexData;
for (unsigned int vertNum = 0; vertNum < meshData.VertexCount; vertNum++) {
#if defined(__APPLE__) || defined(_WIN32)
v->pos.x = ov->ScreenPosNDC.x;
v->pos.y = ov->ScreenPosNDC.y;
v->texR.x = ov->TanEyeAnglesR.x;
v->texR.y = ov->TanEyeAnglesR.y;
v->texG.x = ov->TanEyeAnglesG.x;
v->texG.y = ov->TanEyeAnglesG.y;
v->texB.x = ov->TanEyeAnglesB.x;
v->texB.y = ov->TanEyeAnglesB.y;
#else
v->pos.x = ov->Pos.x;
v->pos.y = ov->Pos.y;
v->texR.x = ov->TexR.x;
v->texR.y = ov->TexR.y;
v->texG.x = ov->TexG.x;
v->texG.y = ov->TexG.y;
v->texB.x = ov->TexB.x;
v->texB.y = ov->TexB.y;
#endif
v->color.r = v->color.g = v->color.b = (GLubyte)(ov->VignetteFactor * 255.99f);
v->color.a = (GLubyte)(ov->TimeWarpFactor * 255.99f);
v++;
ov++;
}
//vertices
glGenBuffers(1, &(_vertices[eyeNum]));
glBindBuffer(GL_ARRAY_BUFFER, _vertices[eyeNum]);
glBufferData(GL_ARRAY_BUFFER, sizeof(DistortionVertex) * meshData.VertexCount, pVBVerts, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
//indices
glGenBuffers(1, &(_indices[eyeNum]));
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _indices[eyeNum]);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(unsigned short) * meshData.IndexCount, meshData.pIndexData, GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
//Now that we have the VBOs we can get rid of the mesh data
OVR_FREE(pVBVerts);
ovrHmd_DestroyDistortionMesh(&meshData);
}
}
#endif
bool OculusManager::isConnected() {
#ifdef HAVE_LIBOVR
return _isConnected && Menu::getInstance()->isOptionChecked(MenuOption::EnableVRMode);
#else
return false;
#endif
}
//Begins the frame timing for oculus prediction purposes
void OculusManager::beginFrameTiming() {
#ifdef HAVE_LIBOVR
if (_frameTimingActive) {
printf("WARNING: Called OculusManager::beginFrameTiming() twice in a row, need to call OculusManager::endFrameTiming().");
}
_hmdFrameTiming = ovrHmd_BeginFrameTiming(_ovrHmd, _frameIndex);
_frameTimingActive = true;
#endif
}
//Ends frame timing
void OculusManager::endFrameTiming() {
#ifdef HAVE_LIBOVR
ovrHmd_EndFrameTiming(_ovrHmd);
_frameIndex++;
_frameTimingActive = false;
#endif
}
//Sets the camera FoV and aspect ratio
void OculusManager::configureCamera(Camera& camera, int screenWidth, int screenHeight) {
#ifdef HAVE_LIBOVR
camera.setAspectRatio(_renderTargetSize.w / _renderTargetSize.h);
camera.setFieldOfView(atan(_eyeFov[0].UpTan) * DEGREES_PER_RADIAN * 2.0f);
#endif
}
//Displays everything for the oculus, frame timing must be active
void OculusManager::display(const glm::quat &bodyOrientation, const glm::vec3 &position, Camera& whichCamera) {
#ifdef HAVE_LIBOVR
//beginFrameTiming must be called before display
if (!_frameTimingActive) {
printf("WARNING: Called OculusManager::display() without calling OculusManager::beginFrameTiming() first.");
return;
}
ApplicationOverlay& applicationOverlay = Application::getInstance()->getApplicationOverlay();
// We only need to render the overlays to a texture once, then we just render the texture on the hemisphere
// PrioVR will only work if renderOverlay is called, calibration is connected to Application::renderingOverlay()
applicationOverlay.renderOverlay(true);
//Bind our framebuffer object. If we are rendering the glow effect, we let the glow effect shader take care of it
if (Menu::getInstance()->isOptionChecked(MenuOption::EnableGlowEffect)) {
Application::getInstance()->getGlowEffect()->prepare();
} else {
Application::getInstance()->getTextureCache()->getPrimaryFramebufferObject()->bind();
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}
ovrPosef eyeRenderPose[ovrEye_Count];
_camera->setTightness(0.0f); // In first person, camera follows (untweaked) head exactly without delay
_camera->setDistance(0.0f);
_camera->setUpShift(0.0f);
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glm::quat orientation;
glm::vec3 trackerPosition;
#if defined(__APPLE__) || defined(_WIN32)
ovrTrackingState ts = ovrHmd_GetTrackingState(_ovrHmd, ovr_GetTimeInSeconds());
ovrVector3f ovrHeadPosition = ts.HeadPose.ThePose.Position;
trackerPosition = glm::vec3(ovrHeadPosition.x, ovrHeadPosition.y, ovrHeadPosition.z);
trackerPosition = bodyOrientation * trackerPosition;
#endif
//Render each eye into an fbo
for (int eyeIndex = 0; eyeIndex < ovrEye_Count; eyeIndex++) {
_activeEyeIndex = eyeIndex;
#if defined(__APPLE__) || defined(_WIN32)
ovrEyeType eye = _ovrHmd->EyeRenderOrder[eyeIndex];
#else
ovrEyeType eye = _ovrHmdDesc.EyeRenderOrder[eyeIndex];
#endif
//Set the camera rotation for this eye
eyeRenderPose[eye] = ovrHmd_GetEyePose(_ovrHmd, eye);
orientation.x = eyeRenderPose[eye].Orientation.x;
orientation.y = eyeRenderPose[eye].Orientation.y;
orientation.z = eyeRenderPose[eye].Orientation.z;
orientation.w = eyeRenderPose[eye].Orientation.w;
_camera->setTargetRotation(bodyOrientation * orientation);
_camera->setTargetPosition(position + trackerPosition);
// Store the latest left and right eye render locations for things that need to know
glm::vec3 thisEyePosition = position + trackerPosition +
(bodyOrientation * glm::quat(orientation.x, orientation.y, orientation.z, orientation.w) *
glm::vec3(_eyeRenderDesc[eye].ViewAdjust.x, _eyeRenderDesc[eye].ViewAdjust.y, _eyeRenderDesc[eye].ViewAdjust.z));
if (eyeIndex == 0) {
_leftEyePosition = thisEyePosition;
} else {
_rightEyePosition = thisEyePosition;
}
_camera->update(1.0f / Application::getInstance()->getFps());
Matrix4f proj = ovrMatrix4f_Projection(_eyeRenderDesc[eye].Fov, whichCamera.getNearClip(), whichCamera.getFarClip(), true);
proj.Transpose();
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glLoadMatrixf((GLfloat *)proj.M);
glViewport(_eyeRenderViewport[eye].Pos.x, _eyeRenderViewport[eye].Pos.y,
_eyeRenderViewport[eye].Size.w, _eyeRenderViewport[eye].Size.h);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(_eyeRenderDesc[eye].ViewAdjust.x, _eyeRenderDesc[eye].ViewAdjust.y, _eyeRenderDesc[eye].ViewAdjust.z);
Application::getInstance()->displaySide(*_camera);
applicationOverlay.displayOverlayTextureOculus(*_camera);
_activeEyeIndex = -1;
}
//Wait till time-warp to reduce latency
ovr_WaitTillTime(_hmdFrameTiming.TimewarpPointSeconds);
glPopMatrix();
//Full texture viewport for glow effect
glViewport(0, 0, _renderTargetSize.w, _renderTargetSize.h);
//Bind the output texture from the glow shader. If glow effect is disabled, we just grab the texture
if (Menu::getInstance()->isOptionChecked(MenuOption::EnableGlowEffect)) {
QOpenGLFramebufferObject* fbo = Application::getInstance()->getGlowEffect()->render(true);
glBindTexture(GL_TEXTURE_2D, fbo->texture());
} else {
Application::getInstance()->getTextureCache()->getPrimaryFramebufferObject()->release();
glBindTexture(GL_TEXTURE_2D, Application::getInstance()->getTextureCache()->getPrimaryFramebufferObject()->texture());
}
// restore our normal viewport
glViewport(0, 0, Application::getInstance()->getGLWidget()->getDeviceWidth(),
Application::getInstance()->getGLWidget()->getDeviceHeight());
glMatrixMode(GL_PROJECTION);
glPopMatrix();
//Renders the distorted mesh onto the screen
renderDistortionMesh(eyeRenderPose);
glBindTexture(GL_TEXTURE_2D, 0);
// Update camera for use by rest of Interface.
whichCamera.setTargetPosition((_leftEyePosition + _rightEyePosition) / 2.f);
whichCamera.setTargetRotation(_camera->getTargetRotation());
#endif
}
#ifdef HAVE_LIBOVR
void OculusManager::renderDistortionMesh(ovrPosef eyeRenderPose[ovrEye_Count]) {
glLoadIdentity();
gluOrtho2D(0, Application::getInstance()->getGLWidget()->getDeviceWidth(), 0,
Application::getInstance()->getGLWidget()->getDeviceHeight());
glDisable(GL_DEPTH_TEST);
glDisable(GL_BLEND);
_program.bind();
_program.setUniformValue(_textureLocation, 0);
_program.enableAttributeArray(_positionAttributeLocation);
_program.enableAttributeArray(_colorAttributeLocation);
_program.enableAttributeArray(_texCoord0AttributeLocation);
_program.enableAttributeArray(_texCoord1AttributeLocation);
_program.enableAttributeArray(_texCoord2AttributeLocation);
//Render the distortion meshes for each eye
for (int eyeNum = 0; eyeNum < ovrEye_Count; eyeNum++) {
GLfloat uvScale[2] = { _UVScaleOffset[eyeNum][0].x, _UVScaleOffset[eyeNum][0].y };
_program.setUniformValueArray(_eyeToSourceUVScaleLocation, uvScale, 1, 2);
GLfloat uvOffset[2] = { _UVScaleOffset[eyeNum][1].x, _UVScaleOffset[eyeNum][1].y };
_program.setUniformValueArray(_eyeToSourceUVOffsetLocation, uvOffset, 1, 2);
ovrMatrix4f timeWarpMatrices[2];
Matrix4f transposeMatrices[2];
//Grabs the timewarp matrices to be used in the shader
ovrHmd_GetEyeTimewarpMatrices(_ovrHmd, (ovrEyeType)eyeNum, eyeRenderPose[eyeNum], timeWarpMatrices);
transposeMatrices[0] = Matrix4f(timeWarpMatrices[0]);
transposeMatrices[1] = Matrix4f(timeWarpMatrices[1]);
//Have to transpose the matrices before using them
transposeMatrices[0].Transpose();
transposeMatrices[1].Transpose();
glUniformMatrix4fv(_eyeRotationStartLocation, 1, GL_FALSE, (GLfloat *)transposeMatrices[0].M);
glUniformMatrix4fv(_eyeRotationEndLocation, 1, GL_FALSE, (GLfloat *)transposeMatrices[1].M);
glBindBuffer(GL_ARRAY_BUFFER, _vertices[eyeNum]);
//Set vertex attribute pointers
glVertexAttribPointer(_positionAttributeLocation, 2, GL_FLOAT, GL_FALSE, sizeof(DistortionVertex), (void *)0);
glVertexAttribPointer(_texCoord0AttributeLocation, 2, GL_FLOAT, GL_FALSE, sizeof(DistortionVertex), (void *)8);
glVertexAttribPointer(_texCoord1AttributeLocation, 2, GL_FLOAT, GL_FALSE, sizeof(DistortionVertex), (void *)16);
glVertexAttribPointer(_texCoord2AttributeLocation, 2, GL_FLOAT, GL_FALSE, sizeof(DistortionVertex), (void *)24);
glVertexAttribPointer(_colorAttributeLocation, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(DistortionVertex), (void *)32);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _indices[eyeNum]);
glDrawElements(GL_TRIANGLES, _meshSize[eyeNum], GL_UNSIGNED_SHORT, 0);
}
_program.disableAttributeArray(_positionAttributeLocation);
_program.disableAttributeArray(_colorAttributeLocation);
_program.disableAttributeArray(_texCoord0AttributeLocation);
_program.disableAttributeArray(_texCoord1AttributeLocation);
_program.disableAttributeArray(_texCoord2AttributeLocation);
glEnable(GL_BLEND);
glEnable(GL_DEPTH_TEST);
_program.release();
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
#endif
//Tries to reconnect to the sensors
void OculusManager::reset() {
#ifdef HAVE_LIBOVR
if (_isConnected) {
ovrHmd_RecenterPose(_ovrHmd);
}
#endif
}
//Gets the current predicted angles from the oculus sensors
void OculusManager::getEulerAngles(float& yaw, float& pitch, float& roll) {
#ifdef HAVE_LIBOVR
#if defined(__APPLE__) || defined(_WIN32)
ovrTrackingState ts = ovrHmd_GetTrackingState(_ovrHmd, ovr_GetTimeInSeconds());
#else
ovrSensorState ss = ovrHmd_GetSensorState(_ovrHmd, _hmdFrameTiming.ScanoutMidpointSeconds);
#endif
#if defined(__APPLE__) || defined(_WIN32)
if (ts.StatusFlags & (ovrStatus_OrientationTracked | ovrStatus_PositionTracked)) {
#else
if (ss.StatusFlags & (ovrStatus_OrientationTracked | ovrStatus_PositionTracked)) {
#endif
#if defined(__APPLE__) || defined(_WIN32)
ovrPosef headPose = ts.HeadPose.ThePose;
#else
ovrPosef headPose = ss.Predicted.Pose;
#endif
Quatf orientation = Quatf(headPose.Orientation);
orientation.GetEulerAngles<Axis_Y, Axis_X, Axis_Z, Rotate_CCW, Handed_R>(&yaw, &pitch, &roll);
} else {
yaw = 0.0f;
pitch = 0.0f;
roll = 0.0f;
}
#else
yaw = 0.0f;
pitch = 0.0f;
roll = 0.0f;
#endif
}
glm::vec3 OculusManager::getRelativePosition() {
#if (defined(__APPLE__) || defined(_WIN32)) && HAVE_LIBOVR
ovrTrackingState trackingState = ovrHmd_GetTrackingState(_ovrHmd, ovr_GetTimeInSeconds());
ovrVector3f headPosition = trackingState.HeadPose.ThePose.Position;
return glm::vec3(headPosition.x, headPosition.y, headPosition.z);
#else
// no positional tracking in Linux yet
return glm::vec3(0.0f, 0.0f, 0.0f);
#endif
}
//Used to set the size of the glow framebuffers
QSize OculusManager::getRenderTargetSize() {
#ifdef HAVE_LIBOVR
QSize rv;
rv.setWidth(_renderTargetSize.w);
rv.setHeight(_renderTargetSize.h);
return rv;
#else
return QSize(100, 100);
#endif
}
void OculusManager::overrideOffAxisFrustum(float& left, float& right, float& bottom, float& top, float& nearVal,
float& farVal, glm::vec4& nearClipPlane, glm::vec4& farClipPlane) {
#ifdef HAVE_LIBOVR
if (_activeEyeIndex != -1) {
const ovrFovPort& port = _eyeFov[_activeEyeIndex];
right = nearVal * port.RightTan;
left = -nearVal * port.LeftTan;
top = nearVal * port.UpTan;
bottom = -nearVal * port.DownTan;
}
#endif
}