Create initial rotation-tracking-only implementation of OpenVR mode for VR headsets.

This commit is contained in:
Christopher Bruns 2017-05-27 19:42:49 -04:00
parent 9435a09f1e
commit c1bacdbf92
14 changed files with 803 additions and 10 deletions

1
.gitignore vendored
View file

@ -50,3 +50,4 @@
/llvm
/src/r_drawersasm.obj
/src/r_drawersasm.o
/build_cmake

View file

@ -300,6 +300,8 @@ 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 "" )

View file

@ -473,6 +473,29 @@ 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
@ -805,6 +828,7 @@ 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
)
@ -1006,6 +1030,7 @@ 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

View file

@ -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)
void copy(FLOATTYPE * pDest) const
{
memcpy(pDest, mMatrix, 16 * sizeof(FLOATTYPE));
}

View file

@ -458,7 +458,8 @@ void FGLRenderBuffers::CreateEyeBuffers(int eye)
while (mEyeFBs.Size() <= unsigned(eye))
{
GLuint texture = Create2DTexture("EyeTexture", GL_RGBA16F, mWidth, mHeight);
// GL_RGBA16F, GL_RGBA16, GL_RGBA32F all do not work with OpenVR and HTC Vive
GLuint texture = Create2DTexture("EyeTexture", GL_RGBA12, mWidth, mHeight);
mEyeTextures.Push(texture);
mEyeFBs.Push(CreateFrameBuffer("EyeFB", texture));
}
@ -485,6 +486,7 @@ 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;
@ -740,6 +742,10 @@ 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

View file

@ -48,6 +48,7 @@ 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);

162
src/gl/stereo3d/LSMatrix.h Normal file
View file

@ -0,0 +1,162 @@
/*
** 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_

View file

@ -0,0 +1,477 @@
/*
** 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 <string>
#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(vr::EVREye 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(
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(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(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

111
src/gl/stereo3d/gl_openvr.h Normal file
View file

@ -0,0 +1,111 @@
/*
** 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;
enum EVREye;
}
/* stereoscopic 3D API */
namespace s3d {
class OpenVREyePose : public ShiftedEyePose
{
public:
OpenVREyePose(vr::EVREye 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;
vr::EVREye 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_ */

View file

@ -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"
@ -101,8 +103,12 @@ const Stereo3DMode& Stereo3DMode::getCurrentMode()
// TODO: 8: Oculus Rift
case 9:
setCurrentMode(AmberBlue::getInstance(vr_ipd));
break;
// TODO: 10: HTC Vive/OpenVR
break;
#ifdef USE_OPENVR
case 10:
setCurrentMode(OpenVRMode::getInstance());
break;
#endif
case 11:
setCurrentMode(TopBottom3D::getInstance(vr_ipd));
break;

View file

@ -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;

View file

@ -40,7 +40,7 @@ namespace s3d {
class ScopedViewShifter
{
public:
ScopedViewShifter(float dxyz[3]); // in meters
ScopedViewShifter(float dxyz[3]); // in doom units
~ScopedViewShifter();
private:

View file

@ -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";

View file

@ -2097,6 +2097,7 @@ OptionValue VRMode
5, "$OPTVAL_LEFTEYE"
6, "$OPTVAL_RIGHTEYE"
7, "$OPTVAL_QUADBUFFERED"
10, "$OPTVAL_OPENVR"
}
OptionMenu "GLTextureGLOptions"