mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-10 14:51:46 +00:00
Initial OpenVR mode.
Second attempt: clean up commit, and avoid messing with HDR framebuffer format.
This commit is contained in:
parent
9435a09f1e
commit
a49afd5bfc
11 changed files with 809 additions and 9 deletions
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@ -300,6 +300,8 @@ endif()
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set( LZMA_INCLUDE_DIR "${CMAKE_CURRENT_SOURCE_DIR}/lzma/C" )
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option( GZDOOM_USE_OPENVR "Support OpenVR API for virtual reality head mounted displays" OFF )
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if( NOT CMAKE_CROSSCOMPILING )
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if( NOT CROSS_EXPORTS )
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set( CROSS_EXPORTS "" )
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@ -473,6 +473,31 @@ if( NOT DYN_FLUIDSYNTH )
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endif()
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endif()
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if (GZDOOM_USE_OPENVR)
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find_path(OPENVR_SDK_PATH
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NAMES
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headers/openvr.h
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HINTS
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ENV OPENVR_DIR ENV PROGRAMFILES ENV HOME ENV USERPROFILE
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PATH_SUFFIXES
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openvr git/openvr
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)
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find_path(OPENVR_INCLUDE_DIRECTORY
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NAMES
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openvr.h
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HINTS
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${OPENVR_SDK_PATH}/headers
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)
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include_directories("${OPENVR_INCLUDE_DIRECTORY}")
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find_library(OPENVR_LIBRARY
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NAMES openvr_api
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# TODO: Generalize for Mac and Linux and 64-bit Windows
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HINTS "${OPENVR_SDK_PATH}/lib/win32/"
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)
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list(APPEND ZDOOM_LIBS ${OPENVR_LIBRARY})
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add_definitions("-DUSE_OPENVR")
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endif()
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# Start defining source files for ZDoom
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set( PLAT_WIN32_SOURCES
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sound/mididevices/music_win_mididevice.cpp
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@ -1006,6 +1031,7 @@ set (PCH_SOURCES
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gl/stereo3d/gl_stereo_leftright.cpp
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gl/stereo3d/scoped_view_shifter.cpp
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gl/stereo3d/gl_anaglyph.cpp
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gl/stereo3d/gl_openvr.cpp
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gl/stereo3d/gl_quadstereo.cpp
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gl/stereo3d/gl_sidebyside3d.cpp
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gl/stereo3d/gl_interleaved3d.cpp
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@ -62,7 +62,7 @@ class VSMatrix {
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void perspective(FLOATTYPE fov, FLOATTYPE ratio, FLOATTYPE nearp, FLOATTYPE farp);
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void ortho(FLOATTYPE left, FLOATTYPE right, FLOATTYPE bottom, FLOATTYPE top, FLOATTYPE nearp=-1.0f, FLOATTYPE farp=1.0f);
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void frustum(FLOATTYPE left, FLOATTYPE right, FLOATTYPE bottom, FLOATTYPE top, FLOATTYPE nearp, FLOATTYPE farp);
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void copy(FLOATTYPE * pDest)
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void copy(FLOATTYPE * pDest) const
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{
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memcpy(pDest, mMatrix, 16 * sizeof(FLOATTYPE));
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}
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162
src/gl/stereo3d/LSMatrix.h
Normal file
162
src/gl/stereo3d/LSMatrix.h
Normal file
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@ -0,0 +1,162 @@
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/*
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** LSMatrix.h
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** less-simple matrix class
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**
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**---------------------------------------------------------------------------
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** Copyright 2016 Christopher Bruns
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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**
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*/
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#ifndef VR_LS_MATRIX_H_
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#define VR_LS_MATRIX_H_
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#include "gl/data/gl_matrix.h"
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#include "openvr.h"
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namespace vr {
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HmdMatrix34_t;
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}
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class LSVec3
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{
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public:
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LSVec3(FLOATTYPE x, FLOATTYPE y, FLOATTYPE z, FLOATTYPE w=1.0f)
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: x(mVec[0]), y(mVec[1]), z(mVec[2]), w(mVec[3])
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{
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mVec[0] = x;
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mVec[1] = y;
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mVec[2] = z;
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mVec[3] = w;
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}
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LSVec3(const LSVec3& rhs)
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: x(mVec[0]), y(mVec[1]), z(mVec[2]), w(mVec[3])
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{
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*this = rhs;
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}
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LSVec3& operator=(const LSVec3& rhs) {
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LSVec3& lhs = *this;
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for (int i = 0; i < 4; ++i)
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lhs[i] = rhs[i];
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return *this;
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}
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const FLOATTYPE& operator[](int i) const {return mVec[i];}
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FLOATTYPE& operator[](int i) { return mVec[i]; }
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LSVec3 operator-(const LSVec3& rhs) const {
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const LSVec3& lhs = *this;
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LSVec3 result = *this;
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for (int i = 0; i < 4; ++i)
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result[i] -= rhs[i];
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return result;
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}
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FLOATTYPE mVec[4];
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FLOATTYPE& x;
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FLOATTYPE& y;
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FLOATTYPE& z;
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FLOATTYPE& w;
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};
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LSVec3 operator*(FLOATTYPE s, const LSVec3& rhs) {
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LSVec3 result = rhs;
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for (int i = 0; i < 4; ++i)
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result[i] *= s;
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return result;
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}
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class LSMatrix44 : public VSMatrix
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{
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public:
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LSMatrix44()
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{
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loadIdentity();
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}
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LSMatrix44(const vr::HmdMatrix34_t& m) {
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loadIdentity();
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for (int i = 0; i < 3; ++i) {
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for (int j = 0; j < 4; ++j) {
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(*this)[i][j] = m.m[i][j];
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}
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}
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}
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LSMatrix44(const VSMatrix& m) {
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m.copy(mMatrix);
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}
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// overload bracket operator to return one row of the matrix, so you can invoke, say, m[2][3]
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FLOATTYPE* operator[](int i) {return &mMatrix[i*4];}
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const FLOATTYPE* operator[](int i) const { return &mMatrix[i * 4]; }
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LSMatrix44 operator*(const VSMatrix& rhs) const {
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LSMatrix44 result(*this);
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result.multMatrix(rhs);
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return result;
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}
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LSVec3 operator*(const LSVec3& rhs) const {
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const LSMatrix44& lhs = *this;
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LSVec3 result(0, 0, 0, 0);
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for (int i = 0; i < 4; ++i) {
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for (int j = 0; j < 4; ++j) {
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result[i] += lhs[i][j] * rhs[j];
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}
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}
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return result;
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}
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LSMatrix44 getWithoutTranslation() const {
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LSMatrix44 m = *this;
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// Remove translation component
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m[3][3] = 1.0f;
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m[3][2] = m[3][1] = m[3][0] = 0.0f;
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m[2][3] = m[1][3] = m[0][3] = 0.0f;
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return m;
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}
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LSMatrix44 transpose() const {
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LSMatrix44 result;
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for (int i = 0; i < 3; ++i) {
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for (int j = 0; j < 4; ++j) {
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result[i][j] = (*this)[j][i];
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}
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}
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return result;
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}
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};
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#endif // VR_LS_MATRIX_H_
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492
src/gl/stereo3d/gl_openvr.cpp
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492
src/gl/stereo3d/gl_openvr.cpp
Normal file
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@ -0,0 +1,492 @@
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/*
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** gl_openvr.cpp
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** Stereoscopic virtual reality mode for the HTC Vive headset
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**
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**---------------------------------------------------------------------------
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** Copyright 2016 Christopher Bruns
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
|
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#ifdef USE_OPENVR
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#include "gl_openvr.h"
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#include "openvr.h"
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#include <string>
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#include "gl/system/gl_system.h"
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#include "doomtype.h" // Printf
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#include "d_player.h"
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#include "g_game.h" // G_Add...
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#include "p_local.h" // P_TryMove
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#include "r_utility.h" // viewpitch
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#include "gl/renderer/gl_renderer.h"
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#include "gl/renderer/gl_renderbuffers.h"
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#include "g_levellocals.h" // pixelstretch
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#include "math/cmath.h"
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#include "c_cvars.h"
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#include "LSMatrix.h"
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// For conversion between real-world and doom units
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#define VERTICAL_DOOM_UNITS_PER_METER 27.0f
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EXTERN_CVAR(Int, screenblocks);
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using namespace vr;
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// feature toggles, for testing and debugging
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static const bool doTrackHmdYaw = true;
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static const bool doTrackHmdPitch = true;
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static const bool doTrackHmdRoll = true;
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static const bool doLateScheduledRotationTracking = true;
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static const bool doStereoscopicViewpointOffset = true;
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static const bool doRenderToDesktop = true; // mirroring to the desktop is very helpful for debugging
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static const bool doRenderToHmd = true;
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static const bool doTrackHmdVerticalPosition = false; // todo:
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static const bool doTrackHmdHorizontalPostion = false; // todo:
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static const bool doTrackVrControllerPosition = false; // todo:
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namespace s3d
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{
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/* static */
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const Stereo3DMode& OpenVRMode::getInstance()
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{
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static OpenVRMode instance;
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if (! instance.hmdWasFound)
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return MonoView::getInstance();
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return instance;
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}
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static HmdVector3d_t eulerAnglesFromQuat(HmdQuaternion_t quat) {
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double q0 = quat.w;
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// permute axes to make "Y" up/yaw
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double q2 = quat.x;
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double q3 = quat.y;
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double q1 = quat.z;
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// http://stackoverflow.com/questions/18433801/converting-a-3x3-matrix-to-euler-tait-bryan-angles-pitch-yaw-roll
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double roll = atan2(2 * (q0*q1 + q2*q3), 1 - 2 * (q1*q1 + q2*q2));
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double pitch = asin(2 * (q0*q2 - q3*q1));
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double yaw = atan2(2 * (q0*q3 + q1*q2), 1 - 2 * (q2*q2 + q3*q3));
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return HmdVector3d_t{ yaw, pitch, roll };
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}
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static HmdQuaternion_t quatFromMatrix(HmdMatrix34_t matrix) {
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HmdQuaternion_t q;
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typedef float f34[3][4];
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f34& a = matrix.m;
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// http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/
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float trace = a[0][0] + a[1][1] + a[2][2]; // I removed + 1.0f; see discussion with Ethan
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if (trace > 0) {// I changed M_EPSILON to 0
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float s = 0.5f / sqrtf(trace + 1.0f);
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q.w = 0.25f / s;
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q.x = (a[2][1] - a[1][2]) * s;
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q.y = (a[0][2] - a[2][0]) * s;
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q.z = (a[1][0] - a[0][1]) * s;
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}
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else {
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if (a[0][0] > a[1][1] && a[0][0] > a[2][2]) {
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float s = 2.0f * sqrtf(1.0f + a[0][0] - a[1][1] - a[2][2]);
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q.w = (a[2][1] - a[1][2]) / s;
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q.x = 0.25f * s;
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q.y = (a[0][1] + a[1][0]) / s;
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q.z = (a[0][2] + a[2][0]) / s;
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}
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else if (a[1][1] > a[2][2]) {
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float s = 2.0f * sqrtf(1.0f + a[1][1] - a[0][0] - a[2][2]);
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q.w = (a[0][2] - a[2][0]) / s;
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q.x = (a[0][1] + a[1][0]) / s;
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q.y = 0.25f * s;
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q.z = (a[1][2] + a[2][1]) / s;
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}
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else {
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float s = 2.0f * sqrtf(1.0f + a[2][2] - a[0][0] - a[1][1]);
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q.w = (a[1][0] - a[0][1]) / s;
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q.x = (a[0][2] + a[2][0]) / s;
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q.y = (a[1][2] + a[2][1]) / s;
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q.z = 0.25f * s;
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}
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}
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return q;
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}
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static HmdVector3d_t eulerAnglesFromMatrix(HmdMatrix34_t mat) {
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return eulerAnglesFromQuat(quatFromMatrix(mat));
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}
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OpenVREyePose::OpenVREyePose(int eye)
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: ShiftedEyePose( 0.0f )
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, eye(eye)
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, eyeTexture(nullptr)
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, verticalDoomUnitsPerMeter(VERTICAL_DOOM_UNITS_PER_METER)
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, currentPose(nullptr)
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{
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}
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/* virtual */
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OpenVREyePose::~OpenVREyePose()
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{
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dispose();
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}
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static void vSMatrixFromHmdMatrix34(VSMatrix& m1, const vr::HmdMatrix34_t& m2)
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{
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float tmp[16];
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for (int i = 0; i < 3; ++i) {
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for (int j = 0; j < 4; ++j) {
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tmp[4 * i + j] = m2.m[i][j];
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}
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}
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int i = 3;
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for (int j = 0; j < 4; ++j) {
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tmp[4 * i + j] = 0;
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}
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tmp[15] = 1;
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m1.loadMatrix(&tmp[0]);
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}
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/* virtual */
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void OpenVREyePose::GetViewShift(FLOATTYPE yaw, FLOATTYPE outViewShift[3]) const
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{
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outViewShift[0] = outViewShift[1] = outViewShift[2] = 0;
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if (currentPose == nullptr)
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return;
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const vr::TrackedDevicePose_t& hmd = *currentPose;
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if (! hmd.bDeviceIsConnected)
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return;
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if (! hmd.bPoseIsValid)
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return;
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if (! doStereoscopicViewpointOffset)
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return;
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const vr::HmdMatrix34_t& hmdPose = hmd.mDeviceToAbsoluteTracking;
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// Pitch and Roll are identical between OpenVR and Doom worlds.
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// But yaw can differ, depending on starting state, and controller movement.
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float doomYawDegrees = yaw;
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float openVrYawDegrees = RAD2DEG(-eulerAnglesFromMatrix(hmdPose).v[0]);
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float deltaYawDegrees = doomYawDegrees - openVrYawDegrees;
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while (deltaYawDegrees > 180)
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deltaYawDegrees -= 360;
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while (deltaYawDegrees < -180)
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deltaYawDegrees += 360;
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// extract rotation component from hmd transform
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LSMatrix44 openvr_X_hmd(hmdPose);
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LSMatrix44 hmdRot = openvr_X_hmd.getWithoutTranslation(); // .transpose();
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/// In these eye methods, just get local inter-eye stereoscopic shift, not full position shift ///
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// compute local eye shift
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LSMatrix44 eyeShift2;
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eyeShift2.loadIdentity();
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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;
|
||||
// Copy HDR framebuffer into 24-bit RGB texture
|
||||
GLRenderer->mBuffers->BindEyeFB(eye, true);
|
||||
if (eyeTexture->handle == nullptr) {
|
||||
GLuint handle;
|
||||
glGenTextures(1, &handle);
|
||||
eyeTexture->handle = (void *)handle;
|
||||
glBindTexture(GL_TEXTURE_2D, handle);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8, GLRenderer->mSceneViewport.width,
|
||||
GLRenderer->mSceneViewport.height, 0, GL_RGB, GL_UNSIGNED_BYTE, nullptr);
|
||||
}
|
||||
glBindTexture(GL_TEXTURE_2D, (GLuint)eyeTexture->handle);
|
||||
glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8, 0, 0,
|
||||
GLRenderer->mSceneViewport.width,
|
||||
GLRenderer->mSceneViewport.height, 0);
|
||||
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
|
||||
|
110
src/gl/stereo3d/gl_openvr.h
Normal file
110
src/gl/stereo3d/gl_openvr.h
Normal file
|
@ -0,0 +1,110 @@
|
|||
/*
|
||||
** 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_ */
|
|
@ -25,10 +25,12 @@
|
|||
**
|
||||
*/
|
||||
|
||||
#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.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_sidebyside3d.h"
|
||||
#include "gl/stereo3d/gl_interleaved3d.h"
|
||||
#include "gl/system/gl_cvars.h"
|
||||
|
@ -102,7 +104,11 @@ const Stereo3DMode& Stereo3DMode::getCurrentMode()
|
|||
case 9:
|
||||
setCurrentMode(AmberBlue::getInstance(vr_ipd));
|
||||
break;
|
||||
// TODO: 10: HTC Vive/OpenVR
|
||||
#ifdef USE_OPENVR
|
||||
case 10:
|
||||
setCurrentMode(OpenVRMode::getInstance());
|
||||
break;
|
||||
#endif
|
||||
case 11:
|
||||
setCurrentMode(TopBottom3D::getInstance(vr_ipd));
|
||||
break;
|
||||
|
|
|
@ -31,7 +31,7 @@
|
|||
|
||||
namespace s3d {
|
||||
|
||||
ScopedViewShifter::ScopedViewShifter(float dxyz[3]) // in meters
|
||||
ScopedViewShifter::ScopedViewShifter(float dxyz[3]) // in doom units
|
||||
{
|
||||
// save original values
|
||||
cachedView = r_viewpoint.Pos;
|
||||
|
|
|
@ -40,7 +40,7 @@ namespace s3d {
|
|||
class ScopedViewShifter
|
||||
{
|
||||
public:
|
||||
ScopedViewShifter(float dxyz[3]); // in meters
|
||||
ScopedViewShifter(float dxyz[3]); // in doom units
|
||||
~ScopedViewShifter();
|
||||
|
||||
private:
|
||||
|
|
|
@ -2786,6 +2786,7 @@ 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";
|
||||
|
|
|
@ -2097,6 +2097,7 @@ OptionValue VRMode
|
|||
5, "$OPTVAL_LEFTEYE"
|
||||
6, "$OPTVAL_RIGHTEYE"
|
||||
7, "$OPTVAL_QUADBUFFERED"
|
||||
10, "$OPTVAL_OPENVR"
|
||||
}
|
||||
|
||||
OptionMenu "GLTextureGLOptions"
|
||||
|
|
Loading…
Reference in a new issue