Files
panopainter/src/hmd.cpp

226 lines
8.4 KiB
C++

#include "pch.h"
#include "hmd.h"
#include "log.h"
#include <array>
std::map<ViveController::kButton, ViveController::kButtonMask> ViveController::m_mask {
{ ViveController::kButton::Trigger, ViveController::kButtonMask::TriggerBit },
{ ViveController::kButton::Pad, ViveController::kButtonMask::PadBit },
{ ViveController::kButton::Menu, ViveController::kButtonMask::MenuBit },
{ ViveController::kButton::Grip, ViveController::kButtonMask::GripBit },
{ ViveController::kButton::A, ViveController::kButtonMask::ButtonA },
};
bool Vive::Initialize()
{
vr::EVRInitError error;
m_hmd = vr::VR_Init(&error, vr::EVRApplicationType::VRApplication_Scene);
if (error != vr::EVRInitError::VRInitError_None)
return false;
if (!(m_comp = vr::VRCompositor()))
return false;
m_settings = vr::VRSettings();
m_hmd->GetRecommendedRenderTargetSize(&m_eye_width, &m_eye_height);
App::I->render_task([&]{
for (int eye = 0; eye < 2; ++eye)
{
m_eyes[eye].create(m_eye_width, m_eye_height);
m_eyes[eye].bindFramebuffer();
m_eyes[eye].clear({ 1, 0, 0, 1 });
m_eyes[eye].unbindFramebuffer();
}
});
vr::CVRSettingHelper s(m_settings);
float timeout = s.GetFloat(vr::k_pch_Power_Section, vr::k_pch_Power_TurnOffScreensTimeout_Float);
s.SetFloat(vr::k_pch_Power_Section, vr::k_pch_Power_TurnOffScreensTimeout_Float, 0.5);
// init buttons state
for (auto& c : m_controllers)
{
c.m_buttons.fill(false);
c.m_analog_buttons.fill(false);
}
return true;
}
void Vive::Terminate()
{
vr::VR_Shutdown();
for (int eye = 0; eye < 2; ++eye)
m_eyes[eye].destroy();
}
void Vive::Update()
{
if (!(m_hmd && m_comp))
return;
vr::TrackedDevicePose_t poses[vr::k_unMaxTrackedDeviceCount];
m_comp->WaitGetPoses(poses, vr::k_unMaxTrackedDeviceCount, NULL, 0);
auto& current_pose = poses[vr::k_unTrackedDeviceIndex_Hmd];
for (int eye = 0; eye < 2; ++eye)
{
// Get view and projection matrices
vr::HmdMatrix44_t p = m_hmd->GetProjectionMatrix((vr::EVREye)eye, 0.2f, 1000.f);
float data_eye_proj[16] = {
p.m[0][0], p.m[1][0], p.m[2][0], p.m[3][0],
p.m[0][1], p.m[1][1], p.m[2][1], p.m[3][1],
p.m[0][2], p.m[1][2], p.m[2][2], p.m[3][2],
p.m[0][3], p.m[1][3], p.m[2][3], p.m[3][3],
};
vr::HmdMatrix34_t e = m_hmd->GetEyeToHeadTransform((vr::EVREye)eye);
float data_eye_pose[16] = {
e.m[0][0], e.m[1][0], e.m[2][0], 0,
e.m[0][1], e.m[1][1], e.m[2][1], 0,
e.m[0][2], e.m[1][2], e.m[2][2], 0,
e.m[0][3], e.m[1][3], e.m[2][3], 1,
};
vr::HmdMatrix34_t h = current_pose.mDeviceToAbsoluteTracking;
float data_hmd_pose[16] = {
h.m[0][0], h.m[1][0], h.m[2][0], 0,
h.m[0][1], h.m[1][1], h.m[2][1], 0,
h.m[0][2], h.m[1][2], h.m[2][2], 0,
// 0, 0, 0, 1, // rotation only
h.m[0][3], h.m[1][3], h.m[2][3], 1,
};
if (current_pose.bPoseIsValid && !m_position_valid)
{
m_initial_position = { h.m[0][3], h.m[1][3], h.m[2][3] };
m_position_valid = true;
}
auto mat_proj = glm::make_mat4(data_eye_proj);
auto mat_pose = glm::inverse(glm::make_mat4(data_hmd_pose));
auto mat_eye = glm::inverse(glm::make_mat4(data_eye_pose));
m_proj[eye] = mat_proj;
m_view[eye] = mat_eye * mat_pose/* * glm::translate(m_initial_position)*/;
m_pose = glm::make_mat4(data_hmd_pose);
// invalidate controller state
for (auto& c : m_controllers)
c.m_valid = false;
int controller_index = 0;
for (int id = 0; id < vr::k_unMaxTrackedDeviceCount; id++)
{
// device not tracking
if (!poses[id].bPoseIsValid)
continue;
switch (m_hmd->GetTrackedDeviceClass(id))
{
case vr::TrackedDeviceClass_HMD:
m_active = (m_hmd->GetTrackedDeviceActivityLevel(id) == vr::k_EDeviceActivityLevel_UserInteraction);
break;
case vr::TrackedDeviceClass_Controller:
{
m_controllers[controller_index].m_valid = true;
m_hmd->GetControllerState(id, &m_controllers[controller_index].m_state, sizeof(vr::VRControllerState_t));
m_controllers[controller_index].m_mat = /*glm::translate(-m_initial_position) * */Pose2Mat(poses[id].mDeviceToAbsoluteTracking);
auto pressed_mask = m_controllers[controller_index].m_state.ulButtonPressed;
for (uint8_t bi = 0; bi < (uint8_t)ViveController::kButton::COUNT; bi++)
{
auto b = (ViveController::kButton)bi;
glm::vec2 force = { m_controllers[controller_index].m_state.rAxis[(int)b].x,
m_controllers[controller_index].m_state.rAxis[(int)b].y };
if (glm::compMax(glm::abs(force)) > 0.01f && !m_controllers[controller_index].m_analog_buttons[bi])
{
m_controllers[controller_index].m_analog_buttons[bi] = true;
if (on_analog_button)
on_analog_button(m_controllers[controller_index], b, ViveController::kAction::Press, force);
}
if (glm::compMax(glm::abs(force)) <= 0.01f && m_controllers[controller_index].m_analog_buttons[bi])
{
m_controllers[controller_index].m_analog_buttons[bi] = false;
if (on_analog_button)
on_analog_button(m_controllers[controller_index], b, ViveController::kAction::Release, force);
}
bool b_pressed = pressed_mask & (uint64_t)m_controllers[controller_index].m_mask[b];
if (b_pressed == true && !m_controllers[controller_index].m_buttons[bi])
{
m_controllers[controller_index].m_buttons[bi] = true;
if (on_button)
on_button(m_controllers[controller_index], b, ViveController::kAction::Press, force);
}
if (b_pressed == false && m_controllers[controller_index].m_buttons[bi])
{
m_controllers[controller_index].m_buttons[bi] = false;
if (on_button)
on_button(m_controllers[controller_index], b, ViveController::kAction::Release, force);
}
}
controller_index++;
}
default:
break;
}
}
}
}
void Vive::Draw()
{
if (!Valid())
return;
for (int eye = 0; eye < 2; ++eye)
{
m_eyes[eye].bindFramebuffer();
m_eyes[eye].clear();
glViewport(0, 0, m_eyes[eye].getWidth(), m_eyes[eye].getHeight());
if (on_draw)
on_draw(m_proj[eye], m_view[eye], m_pose);
m_eyes[eye].unbindFramebuffer();
}
vr::Texture_t eyeTexture0 = { (void*)m_eyes[0].getTextureID(), vr::ETextureType::TextureType_OpenGL, vr::ColorSpace_Linear };
if (auto err = m_comp->Submit(vr::EVREye::Eye_Left, &eyeTexture0) != vr::EVRCompositorError::VRCompositorError_None)
{
LOG("Compositor error %d", err);
comp_attempts++;
return;
}
vr::Texture_t eyeTexture1 = { (void*)m_eyes[1].getTextureID(), vr::ETextureType::TextureType_OpenGL, vr::ColorSpace_Linear };
if (auto err = m_comp->Submit(vr::EVREye::Eye_Right, &eyeTexture1) != vr::EVRCompositorError::VRCompositorError_None)
{
LOG("Compositor error %d", err);
comp_attempts++;
return;
}
comp_attempts = 0;
//glFlush();
}
bool Vive::Valid()
{
return m_hmd && m_comp && comp_attempts < 10;
}
glm::mat4 Vive::Pose2Mat(vr::HmdMatrix34_t const& m)
{
float data[16] = {
m.m[0][0], m.m[1][0], m.m[2][0], 0,
m.m[0][1], m.m[1][1], m.m[2][1], 0,
m.m[0][2], m.m[1][2], m.m[2][2], 0,
m.m[0][3], m.m[1][3], m.m[2][3], 1,
};
return glm::make_mat4(data);
}