From 619281de649df38e382bfb2d376f16d01a065c18 Mon Sep 17 00:00:00 2001 From: Rachael Alexanderson Date: Sun, 28 May 2017 07:12:41 -0400 Subject: [PATCH] Revert "Merge commit 'refs/pull/336/head' of https://github.com/coelckers/gzdoom" This reverts commit a05c38fefd43c879926c0114f21f7aa4b906a4f1, reversing changes made to 0fb1a0604cf1dc0b04231fb3e23a93241f80c7ef. --- .gitignore | 1 - CMakeLists.txt | 2 - src/CMakeLists.txt | 25 -- src/gl/data/gl_matrix.h | 2 +- src/gl/renderer/gl_renderbuffers.cpp | 8 +- src/gl/renderer/gl_renderbuffers.h | 1 - src/gl/stereo3d/LSMatrix.h | 162 -------- src/gl/stereo3d/gl_openvr.cpp | 477 ------------------------ src/gl/stereo3d/gl_openvr.h | 110 ------ src/gl/stereo3d/gl_stereo_cvars.cpp | 18 +- src/gl/stereo3d/scoped_view_shifter.cpp | 2 +- src/gl/stereo3d/scoped_view_shifter.h | 2 +- wadsrc/static/language.enu | 1 - wadsrc/static/menudef.txt | 1 - 14 files changed, 10 insertions(+), 802 deletions(-) delete mode 100644 src/gl/stereo3d/LSMatrix.h delete mode 100644 src/gl/stereo3d/gl_openvr.cpp delete mode 100644 src/gl/stereo3d/gl_openvr.h diff --git a/.gitignore b/.gitignore index 9f2fd2cb0..a001e38de 100644 --- a/.gitignore +++ b/.gitignore @@ -50,4 +50,3 @@ /llvm /src/r_drawersasm.obj /src/r_drawersasm.o -/build_cmake diff --git a/CMakeLists.txt b/CMakeLists.txt index f32d0a43c..277fec59c 100644 --- a/CMakeLists.txt +++ b/CMakeLists.txt @@ -300,8 +300,6 @@ endif() set( LZMA_INCLUDE_DIR "${CMAKE_CURRENT_SOURCE_DIR}/lzma/C" ) -option( GZDOOM_USE_OPENVR "Support OpenVR API for virtual reality head mounted displays" OFF ) - if( NOT CMAKE_CROSSCOMPILING ) if( NOT CROSS_EXPORTS ) set( CROSS_EXPORTS "" ) diff --git a/src/CMakeLists.txt b/src/CMakeLists.txt index 17cd911e2..387d6855f 100644 --- a/src/CMakeLists.txt +++ b/src/CMakeLists.txt @@ -473,29 +473,6 @@ if( NOT DYN_FLUIDSYNTH ) endif() endif() -if (GZDOOM_USE_OPENVR) - find_path(OPENVR_SDK_PATH - NAMES - headers/openvr.h - PATHS - C:/Users/cmbruns/git/openvr - ) - find_path(OPENVR_INCLUDE_DIRECTORY - NAMES - openvr.h - PATHS - ${OPENVR_SDK_PATH}/headers - ) - include_directories("${OPENVR_INCLUDE_DIRECTORY}") - find_library(OPENVR_LIBRARY - NAMES openvr_api - # TODO: Generalize for Mac and Linux and 64-bit Windows - PATHS "${OPENVR_SDK_PATH}/lib/win32/" - ) - list(APPEND ZDOOM_LIBS ${OPENVR_LIBRARY}) - add_definitions("-DUSE_OPENVR") -endif() - # Start defining source files for ZDoom set( PLAT_WIN32_SOURCES sound/mididevices/music_win_mididevice.cpp @@ -828,7 +805,6 @@ set( FASTMATH_SOURCES gl/scene/gl_vertex.cpp gl/scene/gl_spritelight.cpp gl/dynlights/gl_dynlight1.cpp - gl/dynlights/gl_dynlight1.cpp gl/system/gl_load.c gl/models/gl_models.cpp ) @@ -1030,7 +1006,6 @@ set (PCH_SOURCES gl/stereo3d/gl_stereo_leftright.cpp gl/stereo3d/scoped_view_shifter.cpp gl/stereo3d/gl_anaglyph.cpp - gl/stereo3d/gl_openvr.cpp gl/stereo3d/gl_quadstereo.cpp gl/stereo3d/gl_sidebyside3d.cpp gl/stereo3d/gl_interleaved3d.cpp diff --git a/src/gl/data/gl_matrix.h b/src/gl/data/gl_matrix.h index 12ef2f12b..3ec1f5ff4 100644 --- a/src/gl/data/gl_matrix.h +++ b/src/gl/data/gl_matrix.h @@ -62,7 +62,7 @@ class VSMatrix { void perspective(FLOATTYPE fov, FLOATTYPE ratio, FLOATTYPE nearp, FLOATTYPE farp); void ortho(FLOATTYPE left, FLOATTYPE right, FLOATTYPE bottom, FLOATTYPE top, FLOATTYPE nearp=-1.0f, FLOATTYPE farp=1.0f); void frustum(FLOATTYPE left, FLOATTYPE right, FLOATTYPE bottom, FLOATTYPE top, FLOATTYPE nearp, FLOATTYPE farp); - void copy(FLOATTYPE * pDest) const + void copy(FLOATTYPE * pDest) { memcpy(pDest, mMatrix, 16 * sizeof(FLOATTYPE)); } diff --git a/src/gl/renderer/gl_renderbuffers.cpp b/src/gl/renderer/gl_renderbuffers.cpp index e298b313b..74dc36e72 100644 --- a/src/gl/renderer/gl_renderbuffers.cpp +++ b/src/gl/renderer/gl_renderbuffers.cpp @@ -458,8 +458,7 @@ void FGLRenderBuffers::CreateEyeBuffers(int eye) while (mEyeFBs.Size() <= unsigned(eye)) { - // GL_RGBA16F, GL_RGBA16, GL_RGBA32F all do not work with OpenVR and HTC Vive - GLuint texture = Create2DTexture("EyeTexture", GL_RGBA12, mWidth, mHeight); + GLuint texture = Create2DTexture("EyeTexture", GL_RGBA16F, mWidth, mHeight); mEyeTextures.Push(texture); mEyeFBs.Push(CreateFrameBuffer("EyeFB", texture)); } @@ -486,7 +485,6 @@ GLuint FGLRenderBuffers::Create2DTexture(const FString &name, GLuint format, int switch (format) { case GL_RGBA8: dataformat = GL_RGBA; datatype = GL_UNSIGNED_BYTE; break; - case GL_RGBA12: dataformat = GL_RGBA; datatype = GL_UNSIGNED_SHORT; break; case GL_RGBA16: dataformat = GL_RGBA; datatype = GL_UNSIGNED_SHORT; break; case GL_RGBA16F: dataformat = GL_RGBA; datatype = GL_FLOAT; break; case GL_RGBA32F: dataformat = GL_RGBA; datatype = GL_FLOAT; break; @@ -742,10 +740,6 @@ void FGLRenderBuffers::BindEyeFB(int eye, bool readBuffer) glBindFramebuffer(readBuffer ? GL_READ_FRAMEBUFFER : GL_FRAMEBUFFER, mEyeFBs[eye]); } -GLuint FGLRenderBuffers::GetEyeTextureGLHandle(int eye) const { // Needed for OpenVR API - return mEyeTextures[eye]; -} - //========================================================================== // // Shadow map texture and frame buffers diff --git a/src/gl/renderer/gl_renderbuffers.h b/src/gl/renderer/gl_renderbuffers.h index 1e539d48f..41202b499 100644 --- a/src/gl/renderer/gl_renderbuffers.h +++ b/src/gl/renderer/gl_renderbuffers.h @@ -50,7 +50,6 @@ public: void BlitToEyeTexture(int eye); void BindEyeTexture(int eye, int texunit); void BindEyeFB(int eye, bool readBuffer = false); - GLuint GetEyeTextureGLHandle(int eye) const; // Needed for OpenVR API void BindShadowMapFB(); void BindShadowMapTexture(int index); diff --git a/src/gl/stereo3d/LSMatrix.h b/src/gl/stereo3d/LSMatrix.h deleted file mode 100644 index a0e401838..000000000 --- a/src/gl/stereo3d/LSMatrix.h +++ /dev/null @@ -1,162 +0,0 @@ -/* -** LSMatrix.h -** less-simple matrix class -** -**--------------------------------------------------------------------------- -** Copyright 2016 Christopher Bruns -** All rights reserved. -** -** Redistribution and use in source and binary forms, with or without -** modification, are permitted provided that the following conditions -** are met: -** -** 1. Redistributions of source code must retain the above copyright -** notice, this list of conditions and the following disclaimer. -** 2. Redistributions in binary form must reproduce the above copyright -** notice, this list of conditions and the following disclaimer in the -** documentation and/or other materials provided with the distribution. -** 3. The name of the author may not be used to endorse or promote products -** derived from this software without specific prior written permission. -** -** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR -** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES -** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. -** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, -** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT -** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, -** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY -** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT -** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF -** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. -**--------------------------------------------------------------------------- -** -** -*/ - - -#ifndef VR_LS_MATRIX_H_ -#define VR_LS_MATRIX_H_ - -#include "gl/data/gl_matrix.h" -#include "openvr.h" - -namespace vr { - HmdMatrix34_t; -} - -class LSVec3 -{ -public: - LSVec3(FLOATTYPE x, FLOATTYPE y, FLOATTYPE z, FLOATTYPE w=1.0f) - : x(mVec[0]), y(mVec[1]), z(mVec[2]), w(mVec[3]) - { - mVec[0] = x; - mVec[1] = y; - mVec[2] = z; - mVec[3] = w; - } - - LSVec3(const LSVec3& rhs) - : x(mVec[0]), y(mVec[1]), z(mVec[2]), w(mVec[3]) - { - *this = rhs; - } - - LSVec3& operator=(const LSVec3& rhs) { - LSVec3& lhs = *this; - for (int i = 0; i < 4; ++i) - lhs[i] = rhs[i]; - return *this; - } - - const FLOATTYPE& operator[](int i) const {return mVec[i];} - FLOATTYPE& operator[](int i) { return mVec[i]; } - - LSVec3 operator-(const LSVec3& rhs) const { - const LSVec3& lhs = *this; - LSVec3 result = *this; - for (int i = 0; i < 4; ++i) - result[i] -= rhs[i]; - return result; - } - - FLOATTYPE mVec[4]; - FLOATTYPE& x; - FLOATTYPE& y; - FLOATTYPE& z; - FLOATTYPE& w; -}; - -LSVec3 operator*(FLOATTYPE s, const LSVec3& rhs) { - LSVec3 result = rhs; - for (int i = 0; i < 4; ++i) - result[i] *= s; - return result; -} - -class LSMatrix44 : public VSMatrix -{ -public: - LSMatrix44() - { - loadIdentity(); - } - - LSMatrix44(const vr::HmdMatrix34_t& m) { - loadIdentity(); - for (int i = 0; i < 3; ++i) { - for (int j = 0; j < 4; ++j) { - (*this)[i][j] = m.m[i][j]; - } - } - } - - LSMatrix44(const VSMatrix& m) { - m.copy(mMatrix); - } - - // overload bracket operator to return one row of the matrix, so you can invoke, say, m[2][3] - FLOATTYPE* operator[](int i) {return &mMatrix[i*4];} - const FLOATTYPE* operator[](int i) const { return &mMatrix[i * 4]; } - - LSMatrix44 operator*(const VSMatrix& rhs) const { - LSMatrix44 result(*this); - result.multMatrix(rhs); - return result; - } - - LSVec3 operator*(const LSVec3& rhs) const { - const LSMatrix44& lhs = *this; - LSVec3 result(0, 0, 0, 0); - for (int i = 0; i < 4; ++i) { - for (int j = 0; j < 4; ++j) { - result[i] += lhs[i][j] * rhs[j]; - } - } - return result; - } - - LSMatrix44 getWithoutTranslation() const { - LSMatrix44 m = *this; - // Remove translation component - m[3][3] = 1.0f; - m[3][2] = m[3][1] = m[3][0] = 0.0f; - m[2][3] = m[1][3] = m[0][3] = 0.0f; - return m; - } - - LSMatrix44 transpose() const { - LSMatrix44 result; - for (int i = 0; i < 3; ++i) { - for (int j = 0; j < 4; ++j) { - result[i][j] = (*this)[j][i]; - } - } - return result; - } - -}; - -#endif // VR_LS_MATRIX_H_ - - diff --git a/src/gl/stereo3d/gl_openvr.cpp b/src/gl/stereo3d/gl_openvr.cpp deleted file mode 100644 index bd0aecdc9..000000000 --- a/src/gl/stereo3d/gl_openvr.cpp +++ /dev/null @@ -1,477 +0,0 @@ -/* -** gl_openvr.cpp -** Stereoscopic virtual reality mode for the HTC Vive headset -** -**--------------------------------------------------------------------------- -** Copyright 2016 Christopher Bruns -** All rights reserved. -** -** Redistribution and use in source and binary forms, with or without -** modification, are permitted provided that the following conditions -** are met: -** -** 1. Redistributions of source code must retain the above copyright -** notice, this list of conditions and the following disclaimer. -** 2. Redistributions in binary form must reproduce the above copyright -** notice, this list of conditions and the following disclaimer in the -** documentation and/or other materials provided with the distribution. -** 3. The name of the author may not be used to endorse or promote products -** derived from this software without specific prior written permission. -** -** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR -** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES -** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. -** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, -** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT -** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, -** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY -** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT -** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF -** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. -**--------------------------------------------------------------------------- -** -*/ - -#ifdef USE_OPENVR - -#include "gl_openvr.h" -#include "openvr.h" -#include -#include "gl/system/gl_system.h" -#include "doomtype.h" // Printf -#include "d_player.h" -#include "g_game.h" // G_Add... -#include "p_local.h" // P_TryMove -#include "r_utility.h" // viewpitch -#include "gl/renderer/gl_renderer.h" -#include "gl/renderer/gl_renderbuffers.h" -#include "g_levellocals.h" // pixelstretch -#include "math/cmath.h" -#include "c_cvars.h" -#include "LSMatrix.h" - -// For conversion between real-world and doom units -#define VERTICAL_DOOM_UNITS_PER_METER 27.0f - -EXTERN_CVAR(Int, screenblocks); - -using namespace vr; - -// feature toggles, for testing and debugging -static const bool doTrackHmdYaw = true; -static const bool doTrackHmdPitch = true; -static const bool doTrackHmdRoll = true; -static const bool doLateScheduledRotationTracking = true; -static const bool doStereoscopicViewpointOffset = true; -static const bool doRenderToDesktop = true; // mirroring to the desktop is very helpful for debugging -static const bool doRenderToHmd = true; -static const bool doTrackHmdVerticalPosition = false; // todo: -static const bool doTrackHmdHorizontalPostion = false; // todo: -static const bool doTrackVrControllerPosition = false; // todo: - -namespace s3d -{ - -/* static */ -const Stereo3DMode& OpenVRMode::getInstance() -{ - static OpenVRMode instance; - if (! instance.hmdWasFound) - return MonoView::getInstance(); - return instance; -} - -static HmdVector3d_t eulerAnglesFromQuat(HmdQuaternion_t quat) { - double q0 = quat.w; - // permute axes to make "Y" up/yaw - double q2 = quat.x; - double q3 = quat.y; - double q1 = quat.z; - - // http://stackoverflow.com/questions/18433801/converting-a-3x3-matrix-to-euler-tait-bryan-angles-pitch-yaw-roll - double roll = atan2(2 * (q0*q1 + q2*q3), 1 - 2 * (q1*q1 + q2*q2)); - double pitch = asin(2 * (q0*q2 - q3*q1)); - double yaw = atan2(2 * (q0*q3 + q1*q2), 1 - 2 * (q2*q2 + q3*q3)); - - return HmdVector3d_t{ yaw, pitch, roll }; -} - -static HmdQuaternion_t quatFromMatrix(HmdMatrix34_t matrix) { - HmdQuaternion_t q; - typedef float f34[3][4]; - f34& a = matrix.m; - // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/ - float trace = a[0][0] + a[1][1] + a[2][2]; // I removed + 1.0f; see discussion with Ethan - if (trace > 0) {// I changed M_EPSILON to 0 - float s = 0.5f / sqrtf(trace + 1.0f); - q.w = 0.25f / s; - q.x = (a[2][1] - a[1][2]) * s; - q.y = (a[0][2] - a[2][0]) * s; - q.z = (a[1][0] - a[0][1]) * s; - } - else { - if (a[0][0] > a[1][1] && a[0][0] > a[2][2]) { - float s = 2.0f * sqrtf(1.0f + a[0][0] - a[1][1] - a[2][2]); - q.w = (a[2][1] - a[1][2]) / s; - q.x = 0.25f * s; - q.y = (a[0][1] + a[1][0]) / s; - q.z = (a[0][2] + a[2][0]) / s; - } - else if (a[1][1] > a[2][2]) { - float s = 2.0f * sqrtf(1.0f + a[1][1] - a[0][0] - a[2][2]); - q.w = (a[0][2] - a[2][0]) / s; - q.x = (a[0][1] + a[1][0]) / s; - q.y = 0.25f * s; - q.z = (a[1][2] + a[2][1]) / s; - } - else { - float s = 2.0f * sqrtf(1.0f + a[2][2] - a[0][0] - a[1][1]); - q.w = (a[1][0] - a[0][1]) / s; - q.x = (a[0][2] + a[2][0]) / s; - q.y = (a[1][2] + a[2][1]) / s; - q.z = 0.25f * s; - } - } - - return q; -} - -static HmdVector3d_t eulerAnglesFromMatrix(HmdMatrix34_t mat) { - return eulerAnglesFromQuat(quatFromMatrix(mat)); -} - -OpenVREyePose::OpenVREyePose(int eye) - : ShiftedEyePose( 0.0f ) - , eye(eye) - , eyeTexture(nullptr) - , verticalDoomUnitsPerMeter(VERTICAL_DOOM_UNITS_PER_METER) - , currentPose(nullptr) -{ -} - - -/* virtual */ -OpenVREyePose::~OpenVREyePose() -{ - dispose(); -} - -static void vSMatrixFromHmdMatrix34(VSMatrix& m1, const vr::HmdMatrix34_t& m2) -{ - float tmp[16]; - for (int i = 0; i < 3; ++i) { - for (int j = 0; j < 4; ++j) { - tmp[4 * i + j] = m2.m[i][j]; - } - } - int i = 3; - for (int j = 0; j < 4; ++j) { - tmp[4 * i + j] = 0; - } - tmp[15] = 1; - m1.loadMatrix(&tmp[0]); -} - - -/* virtual */ -void OpenVREyePose::GetViewShift(FLOATTYPE yaw, FLOATTYPE outViewShift[3]) const -{ - outViewShift[0] = outViewShift[1] = outViewShift[2] = 0; - - if (currentPose == nullptr) - return; - const vr::TrackedDevicePose_t& hmd = *currentPose; - if (! hmd.bDeviceIsConnected) - return; - if (! hmd.bPoseIsValid) - return; - - if (! doStereoscopicViewpointOffset) - return; - - const vr::HmdMatrix34_t& hmdPose = hmd.mDeviceToAbsoluteTracking; - - // Pitch and Roll are identical between OpenVR and Doom worlds. - // But yaw can differ, depending on starting state, and controller movement. - float doomYawDegrees = yaw; - float openVrYawDegrees = RAD2DEG(-eulerAnglesFromMatrix(hmdPose).v[0]); - float deltaYawDegrees = doomYawDegrees - openVrYawDegrees; - while (deltaYawDegrees > 180) - deltaYawDegrees -= 360; - while (deltaYawDegrees < -180) - deltaYawDegrees += 360; - - // extract rotation component from hmd transform - LSMatrix44 openvr_X_hmd(hmdPose); - LSMatrix44 hmdRot = openvr_X_hmd.getWithoutTranslation(); // .transpose(); - - /// In these eye methods, just get local inter-eye stereoscopic shift, not full position shift /// - - // compute local eye shift - LSMatrix44 eyeShift2; - eyeShift2.loadIdentity(); - eyeShift2 = eyeShift2 * eyeToHeadTransform; // eye to head - eyeShift2 = eyeShift2 * hmdRot; // head to openvr - - LSVec3 eye_EyePos = LSVec3(0, 0, 0); // eye position in eye frame - LSVec3 hmd_EyePos = LSMatrix44(eyeToHeadTransform) * eye_EyePos; - LSVec3 hmd_HmdPos = LSVec3(0, 0, 0); // hmd position in hmd frame - LSVec3 openvr_EyePos = openvr_X_hmd * hmd_EyePos; - LSVec3 openvr_HmdPos = openvr_X_hmd * hmd_HmdPos; - LSVec3 hmd_OtherEyePos = LSMatrix44(otherEyeToHeadTransform) * eye_EyePos; - LSVec3 openvr_OtherEyePos = openvr_X_hmd * hmd_OtherEyePos; - LSVec3 openvr_EyeOffset = openvr_EyePos - openvr_HmdPos; - - VSMatrix doomInOpenVR = VSMatrix(); - doomInOpenVR.loadIdentity(); - // permute axes - float permute[] = { // Convert from OpenVR to Doom axis convention, including mirror inversion - -1, 0, 0, 0, // X-right in OpenVR -> X-left in Doom - 0, 0, 1, 0, // Z-backward in OpenVR -> Y-backward in Doom - 0, 1, 0, 0, // Y-up in OpenVR -> Z-up in Doom - 0, 0, 0, 1}; - doomInOpenVR.multMatrix(permute); - doomInOpenVR.scale(verticalDoomUnitsPerMeter, verticalDoomUnitsPerMeter, verticalDoomUnitsPerMeter); // Doom units are not meters - doomInOpenVR.scale(level.info->pixelstretch, level.info->pixelstretch, 1.0); // Doom universe is scaled by 1990s pixel aspect ratio - doomInOpenVR.rotate(deltaYawDegrees, 0, 0, 1); - - LSVec3 doom_EyeOffset = LSMatrix44(doomInOpenVR) * openvr_EyeOffset; - outViewShift[0] = doom_EyeOffset[0]; - outViewShift[1] = doom_EyeOffset[1]; - outViewShift[2] = doom_EyeOffset[2]; -} - -/* virtual */ -VSMatrix OpenVREyePose::GetProjection(FLOATTYPE fov, FLOATTYPE aspectRatio, FLOATTYPE fovRatio) const -{ - // Ignore those arguments and get the projection from the SDK - VSMatrix vs1 = ShiftedEyePose::GetProjection(fov, aspectRatio, fovRatio); - return projectionMatrix; -} - -void OpenVREyePose::initialize(vr::IVRSystem& vrsystem) -{ - float zNear = 5.0; - float zFar = 65536.0; - vr::HmdMatrix44_t projection = vrsystem.GetProjectionMatrix( - vr::EVREye(eye), zNear, zFar); - vr::HmdMatrix44_t proj_transpose; - for (int i = 0; i < 4; ++i) { - for (int j = 0; j < 4; ++j) { - proj_transpose.m[i][j] = projection.m[j][i]; - } - } - projectionMatrix.loadIdentity(); - projectionMatrix.multMatrix(&proj_transpose.m[0][0]); - - vr::HmdMatrix34_t eyeToHead = vrsystem.GetEyeToHeadTransform(vr::EVREye(eye)); - vSMatrixFromHmdMatrix34(eyeToHeadTransform, eyeToHead); - vr::HmdMatrix34_t otherEyeToHead = vrsystem.GetEyeToHeadTransform(eye == Eye_Left ? Eye_Right : Eye_Left); - vSMatrixFromHmdMatrix34(otherEyeToHeadTransform, otherEyeToHead); - - if (eyeTexture == nullptr) - eyeTexture = new vr::Texture_t(); - eyeTexture->handle = nullptr; // TODO: populate this at resolve time - eyeTexture->eType = vr::TextureType_OpenGL; - eyeTexture->eColorSpace = vr::ColorSpace_Linear; -} - -void OpenVREyePose::dispose() -{ - if (eyeTexture) { - delete eyeTexture; - eyeTexture = nullptr; - } -} - -bool OpenVREyePose::submitFrame() const -{ - if (eyeTexture == nullptr) - return false; - if (vr::VRCompositor() == nullptr) - return false; - eyeTexture->handle = (void *)GLRenderer->mBuffers->GetEyeTextureGLHandle((int)eye); - vr::VRCompositor()->Submit(vr::EVREye(eye), eyeTexture); - return true; -} - - -OpenVRMode::OpenVRMode() - : vrSystem(nullptr) - , leftEyeView(vr::Eye_Left) - , rightEyeView(vr::Eye_Right) - , hmdWasFound(false) - , sceneWidth(0), sceneHeight(0) -{ - eye_ptrs.Push(&leftEyeView); // default behavior to Mono non-stereo rendering - - EVRInitError eError; - if (VR_IsHmdPresent()) - { - vrSystem = VR_Init(&eError, VRApplication_Scene); - if (eError != vr::VRInitError_None) { - std::string errMsg = VR_GetVRInitErrorAsEnglishDescription(eError); - vrSystem = nullptr; - return; - // TODO: report error - } - vrSystem->GetRecommendedRenderTargetSize(&sceneWidth, &sceneHeight); - - // OK - leftEyeView.initialize(*vrSystem); - rightEyeView.initialize(*vrSystem); - - if (!vr::VRCompositor()) - return; - - eye_ptrs.Push(&rightEyeView); // NOW we render to two eyes - hmdWasFound = true; - } -} - -/* virtual */ -// AdjustViewports() is called from within FLGRenderer::SetOutputViewport(...) -void OpenVRMode::AdjustViewports() const -{ - // Draw the 3D scene into the entire framebuffer - GLRenderer->mSceneViewport.width = sceneWidth; - GLRenderer->mSceneViewport.height = sceneHeight; - GLRenderer->mSceneViewport.left = 0; - GLRenderer->mSceneViewport.top = 0; - - GLRenderer->mScreenViewport.width = sceneWidth; - GLRenderer->mScreenViewport.height = sceneHeight; -} - -/* virtual */ -void OpenVRMode::Present() const { - // TODO: For performance, don't render to the desktop screen here - if (doRenderToDesktop) { - GLRenderer->mBuffers->BindOutputFB(); - GLRenderer->ClearBorders(); - - // Compute screen regions to use for left and right eye views - int leftWidth = GLRenderer->mOutputLetterbox.width / 2; - int rightWidth = GLRenderer->mOutputLetterbox.width - leftWidth; - GL_IRECT leftHalfScreen = GLRenderer->mOutputLetterbox; - leftHalfScreen.width = leftWidth; - GL_IRECT rightHalfScreen = GLRenderer->mOutputLetterbox; - rightHalfScreen.width = rightWidth; - rightHalfScreen.left += leftWidth; - - GLRenderer->mBuffers->BindEyeTexture(0, 0); - GLRenderer->DrawPresentTexture(leftHalfScreen, true); - GLRenderer->mBuffers->BindEyeTexture(1, 0); - GLRenderer->DrawPresentTexture(rightHalfScreen, true); - } - - if (doRenderToHmd) - { - leftEyeView.submitFrame(); - rightEyeView.submitFrame(); - } -} - -static int mAngleFromRadians(double radians) -{ - double m = std::round(65535.0 * radians / (2.0 * M_PI)); - return int(m); -} - -void OpenVRMode::updateHmdPose( - double hmdYawRadians, - double hmdPitchRadians, - double hmdRollRadians) const -{ - double hmdyaw = hmdYawRadians; - double hmdpitch = hmdPitchRadians; - double hmdroll = hmdRollRadians; - - double dYaw = 0; - if (doTrackHmdYaw) { - // Set HMD angle game state parameters for NEXT frame - static double previousYaw = 0; - static bool havePreviousYaw = false; - if (!havePreviousYaw) { - previousYaw = hmdyaw; - havePreviousYaw = true; - } - dYaw = hmdyaw - previousYaw; - G_AddViewAngle(mAngleFromRadians(-dYaw)); - previousYaw = hmdyaw; - } - - /* */ - // Pitch - if (doTrackHmdPitch) { - double hmdPitchInDoom = -atan(tan(hmdpitch) / level.info->pixelstretch); - double viewPitchInDoom = GLRenderer->mAngles.Pitch.Radians(); - double dPitch = hmdPitchInDoom - viewPitchInDoom; - G_AddViewPitch(mAngleFromRadians(-dPitch)); - } - - // Roll can be local, because it doesn't affect gameplay. - if (doTrackHmdRoll) - GLRenderer->mAngles.Roll = RAD2DEG(-hmdroll); - - // Late-schedule update to renderer angles directly, too - if (doLateScheduledRotationTracking) { - if (doTrackHmdPitch) - GLRenderer->mAngles.Pitch = RAD2DEG(-hmdpitch); - if (doTrackHmdYaw) - GLRenderer->mAngles.Yaw += RAD2DEG(dYaw); // "plus" is the correct direction - } -} - -/* virtual */ -void OpenVRMode::SetUp() const -{ - super::SetUp(); - - cachedScreenBlocks = screenblocks; - screenblocks = 12; // always be full-screen during 3D scene render - - if (vr::VRCompositor() == nullptr) - return; - - static vr::TrackedDevicePose_t poses[vr::k_unMaxTrackedDeviceCount]; - vr::VRCompositor()->WaitGetPoses( - poses, vr::k_unMaxTrackedDeviceCount, // current pose - nullptr, 0 // future pose? - ); - - TrackedDevicePose_t& hmdPose0 = poses[vr::k_unTrackedDeviceIndex_Hmd]; - - if (hmdPose0.bPoseIsValid) { - const vr::HmdMatrix34_t& hmdPose = hmdPose0.mDeviceToAbsoluteTracking; - HmdVector3d_t eulerAngles = eulerAnglesFromMatrix(hmdPose); - // Printf("%.1f %.1f %.1f\n", eulerAngles.v[0], eulerAngles.v[1], eulerAngles.v[2]); - updateHmdPose(eulerAngles.v[0], eulerAngles.v[1], eulerAngles.v[2]); - leftEyeView.setCurrentHmdPose(&hmdPose0); - rightEyeView.setCurrentHmdPose(&hmdPose0); - // TODO: position tracking - } -} - -/* virtual */ -void OpenVRMode::TearDown() const -{ - screenblocks = cachedScreenBlocks; - super::TearDown(); -} - -/* virtual */ -OpenVRMode::~OpenVRMode() -{ - if (vrSystem != nullptr) { - VR_Shutdown(); - vrSystem = nullptr; - leftEyeView.dispose(); - rightEyeView.dispose(); - } -} - -} /* namespace s3d */ - -#endif - diff --git a/src/gl/stereo3d/gl_openvr.h b/src/gl/stereo3d/gl_openvr.h deleted file mode 100644 index 9fc905207..000000000 --- a/src/gl/stereo3d/gl_openvr.h +++ /dev/null @@ -1,110 +0,0 @@ -/* -** gl_openvr.h -** Stereoscopic virtual reality mode for the HTC Vive headset -** -**--------------------------------------------------------------------------- -** Copyright 2016 Christopher Bruns -** All rights reserved. -** -** Redistribution and use in source and binary forms, with or without -** modification, are permitted provided that the following conditions -** are met: -** -** 1. Redistributions of source code must retain the above copyright -** notice, this list of conditions and the following disclaimer. -** 2. Redistributions in binary form must reproduce the above copyright -** notice, this list of conditions and the following disclaimer in the -** documentation and/or other materials provided with the distribution. -** 3. The name of the author may not be used to endorse or promote products -** derived from this software without specific prior written permission. -** -** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR -** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES -** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. -** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, -** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT -** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, -** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY -** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT -** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF -** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. -**--------------------------------------------------------------------------- -** -** -*/ - -#ifndef GL_OPENVR_H_ -#define GL_OPENVR_H_ - -#include "gl_stereo3d.h" -#include "gl_stereo_leftright.h" - -// forward declaration from openvr.h -namespace vr { - class IVRSystem; - struct HmdMatrix44_t; - struct Texture_t; - struct TrackedDevicePose_t; -} - -/* stereoscopic 3D API */ -namespace s3d { - -class OpenVREyePose : public ShiftedEyePose -{ -public: - OpenVREyePose(int eye); - virtual ~OpenVREyePose() override; - virtual VSMatrix GetProjection(FLOATTYPE fov, FLOATTYPE aspectRatio, FLOATTYPE fovRatio) const override; - virtual void GetViewShift(float yaw, float outViewShift[3]) const override; - - void initialize(vr::IVRSystem& vrsystem); - void dispose(); - void setCurrentHmdPose(const vr::TrackedDevicePose_t * pose) const {currentPose = pose;} - bool submitFrame() const; - -protected: - VSMatrix projectionMatrix; - VSMatrix eyeToHeadTransform; - VSMatrix otherEyeToHeadTransform; - vr::Texture_t* eyeTexture; - int eye; - - // TODO: adjust doomUnitsPerMeter according to player height - float verticalDoomUnitsPerMeter; - - mutable const vr::TrackedDevicePose_t * currentPose; -}; - -class OpenVRMode : public Stereo3DMode -{ -public: - static const Stereo3DMode& getInstance(); // Might return Mono mode, if no HMD available - - virtual ~OpenVRMode() override; - virtual void SetUp() const override; // called immediately before rendering a scene frame - virtual void TearDown() const override; // called immediately after rendering a scene frame - virtual void Present() const override; - virtual void AdjustViewports() const override; - -protected: - OpenVRMode(); - // void updateDoomViewDirection() const; - void updateHmdPose(double hmdYawRadians, double hmdPitchRadians, double hmdRollRadians) const; - - OpenVREyePose leftEyeView; - OpenVREyePose rightEyeView; - - vr::IVRSystem* vrSystem; - mutable int cachedScreenBlocks; - -private: - typedef Stereo3DMode super; - bool hmdWasFound; - uint32_t sceneWidth, sceneHeight; -}; - -} /* namespace st3d */ - - -#endif /* GL_OPENVR_H_ */ diff --git a/src/gl/stereo3d/gl_stereo_cvars.cpp b/src/gl/stereo3d/gl_stereo_cvars.cpp index 7c87290e4..201e33590 100644 --- a/src/gl/stereo3d/gl_stereo_cvars.cpp +++ b/src/gl/stereo3d/gl_stereo_cvars.cpp @@ -25,12 +25,10 @@ ** */ -#include "gl_stereo3d.h" -#include "gl_stereo_leftright.h" -#include "gl_anaglyph.h" -#include "gl_openvr.h" -#include "gl_quadstereo.h" -#include "gl_sidebyside3d.h" +#include "gl/stereo3d/gl_stereo3d.h" +#include "gl/stereo3d/gl_stereo_leftright.h" +#include "gl/stereo3d/gl_anaglyph.h" +#include "gl/stereo3d/gl_quadstereo.h" #include "gl/stereo3d/gl_sidebyside3d.h" #include "gl/stereo3d/gl_interleaved3d.h" #include "gl/system/gl_cvars.h" @@ -103,12 +101,8 @@ const Stereo3DMode& Stereo3DMode::getCurrentMode() // TODO: 8: Oculus Rift case 9: setCurrentMode(AmberBlue::getInstance(vr_ipd)); - break; -#ifdef USE_OPENVR - case 10: - setCurrentMode(OpenVRMode::getInstance()); - break; -#endif + break; + // TODO: 10: HTC Vive/OpenVR case 11: setCurrentMode(TopBottom3D::getInstance(vr_ipd)); break; diff --git a/src/gl/stereo3d/scoped_view_shifter.cpp b/src/gl/stereo3d/scoped_view_shifter.cpp index 5aa1ed08d..ac2b89a27 100644 --- a/src/gl/stereo3d/scoped_view_shifter.cpp +++ b/src/gl/stereo3d/scoped_view_shifter.cpp @@ -31,7 +31,7 @@ namespace s3d { -ScopedViewShifter::ScopedViewShifter(float dxyz[3]) // in doom units +ScopedViewShifter::ScopedViewShifter(float dxyz[3]) // in meters { // save original values cachedView = r_viewpoint.Pos; diff --git a/src/gl/stereo3d/scoped_view_shifter.h b/src/gl/stereo3d/scoped_view_shifter.h index 1306adec1..bac7f2dac 100644 --- a/src/gl/stereo3d/scoped_view_shifter.h +++ b/src/gl/stereo3d/scoped_view_shifter.h @@ -40,7 +40,7 @@ namespace s3d { class ScopedViewShifter { public: - ScopedViewShifter(float dxyz[3]); // in doom units + ScopedViewShifter(float dxyz[3]); // in meters ~ScopedViewShifter(); private: diff --git a/wadsrc/static/language.enu b/wadsrc/static/language.enu index 4ab1de2ba..41a804ed2 100644 --- a/wadsrc/static/language.enu +++ b/wadsrc/static/language.enu @@ -2787,7 +2787,6 @@ OPTVAL_ROWINTERLEAVED = "Row Interleaved"; OPTVAL_COLUMNINTERLEAVED = "Column Interleaved"; OPTVAL_CHECKERBOARD = "Checkerboard"; OPTVAL_QUADBUFFERED = "Quad-buffered"; -OPTVAL_OPENVR = "OpenVR-Vive"; OPTVAL_UNCHARTED2 = "Uncharted 2"; OPTVAL_HEJLDAWSON = "Hejl Dawson"; OPTVAL_REINHARD = "Reinhard"; diff --git a/wadsrc/static/menudef.txt b/wadsrc/static/menudef.txt index 4666a0176..bb7c03b7a 100644 --- a/wadsrc/static/menudef.txt +++ b/wadsrc/static/menudef.txt @@ -2097,7 +2097,6 @@ OptionValue VRMode 5, "$OPTVAL_LEFTEYE" 6, "$OPTVAL_RIGHTEYE" 7, "$OPTVAL_QUADBUFFERED" - 10, "$OPTVAL_OPENVR" } OptionMenu "GLTextureGLOptions"