mirror of
https://github.com/TES3MP/openmw-tes3mp.git
synced 2025-01-23 18:53:51 +00:00
359 lines
12 KiB
C++
359 lines
12 KiB
C++
#include "vrsession.hpp"
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#include "vrgui.hpp"
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#include "vrenvironment.hpp"
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#include "vrinputmanager.hpp"
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#include "openxrmanager.hpp"
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#include "openxrswapchain.hpp"
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#include "../mwinput/inputmanagerimp.hpp"
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#include "../mwbase/environment.hpp"
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#include "../mwbase/statemanager.hpp"
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#include <components/debug/debuglog.hpp>
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#include <components/sdlutil/sdlgraphicswindow.hpp>
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#include <components/misc/stringops.hpp>
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#include <components/misc/constants.hpp>
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#include <osg/Camera>
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#include <algorithm>
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#include <vector>
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#include <array>
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#include <iostream>
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#include <time.h>
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#include <thread>
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#include <chrono>
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#ifdef max
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#undef max
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#endif
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#ifdef min
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#undef min
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#endif
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namespace MWVR
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{
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static void swapConvention(osg::Vec3& v3)
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{
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float y = v3.y();
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float z = v3.z();
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v3.y() = z;
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v3.z() = -y;
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}
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static void swapConvention(osg::Quat& q)
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{
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float y = q.y();
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float z = q.z();
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q.y() = z;
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q.z() = -y;
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}
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VRSession::VRSession()
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{
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mHandDirectedMovement = Settings::Manager::getBool("hand directed movement", "VR");
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}
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VRSession::~VRSession()
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{
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}
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osg::Matrix VRSession::projectionMatrix(FramePhase phase, Side side)
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{
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assert(((int)side) < 2);
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auto fov = predictedPoses(VRSession::FramePhase::Update).view[(int)side].fov;
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float near_ = Settings::Manager::getFloat("near clip", "Camera");
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float far_ = Settings::Manager::getFloat("viewing distance", "Camera");
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return fov.perspectiveMatrix(near_, far_);
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}
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void VRSession::processChangedSettings(const std::set<std::pair<std::string, std::string>>& changed)
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{
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for (Settings::CategorySettingVector::const_iterator it = changed.begin(); it != changed.end(); ++it)
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{
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if (it->first == "VR" && it->second == "hand directed movement")
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{
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mHandDirectedMovement = Settings::Manager::getBool("hand directed movement", "VR");
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}
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}
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}
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void VRSession::beginFrame()
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{
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// Viewer traversals are sometimes entered without first updating the input manager.
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if (getFrame(FramePhase::Update) == nullptr)
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{
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beginPhase(FramePhase::Update);
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}
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}
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void VRSession::endFrame()
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{
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// Make sure we don't continue until the render thread has moved the frame to its next phase.
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std::unique_lock<std::mutex> lock(mMutex);
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while (getFrame(FramePhase::Update))
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{
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mCondition.wait(lock);
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}
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}
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osg::Matrix VRSession::viewMatrix(osg::Vec3 position, osg::Quat orientation)
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{
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position = position * Constants::UnitsPerMeter;
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swapConvention(position);
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swapConvention(orientation);
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osg::Matrix viewMatrix;
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viewMatrix.setTrans(-position);
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viewMatrix.postMultRotate(orientation.conj());
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return viewMatrix;
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}
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osg::Matrix VRSession::viewMatrix(FramePhase phase, Side side, bool offset, bool glConvention)
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{
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if (offset)
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{
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MWVR::Pose pose = predictedPoses(phase).view[(int)side].pose;
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auto position = pose.position * Constants::UnitsPerMeter;
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auto orientation = pose.orientation;
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if (glConvention)
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{
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swapConvention(position);
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swapConvention(orientation);
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}
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osg::Matrix viewMatrix;
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viewMatrix.setTrans(-position);
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viewMatrix.postMultRotate(orientation.conj());
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return viewMatrix;
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}
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else
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{
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MWVR::Pose pose = predictedPoses(phase).eye[(int)side];
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osg::Vec3 position = pose.position * Constants::UnitsPerMeter;
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osg::Quat orientation = pose.orientation;
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osg::Vec3 forward = orientation * osg::Vec3(0, 1, 0);
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osg::Vec3 up = orientation * osg::Vec3(0, 0, 1);
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if (glConvention)
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{
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swapConvention(position);
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swapConvention(orientation);
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swapConvention(forward);
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swapConvention(up);
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}
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osg::Matrix viewMatrix;
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viewMatrix.makeLookAt(position, position + forward, up);
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return viewMatrix;
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}
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}
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void VRSession::swapBuffers(osg::GraphicsContext* gc, VRViewer& viewer)
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{
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auto* xr = Environment::get().getManager();
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auto* frameMeta = getFrame(FramePhase::Draw).get();
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if (frameMeta->mShouldSyncFrameLoop)
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{
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if (frameMeta->mShouldRender)
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{
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viewer.blit(gc);
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gc->swapBuffersImplementation();
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std::array<CompositionLayerProjectionView, 2> layerStack{};
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layerStack[(int)Side::LEFT_SIDE].subImage = viewer.subImage(Side::LEFT_SIDE);
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layerStack[(int)Side::RIGHT_SIDE].subImage = viewer.subImage(Side::RIGHT_SIDE);
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layerStack[(int)Side::LEFT_SIDE].pose = frameMeta->mPredictedPoses.eye[(int)Side::LEFT_SIDE] / mPlayerScale;
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layerStack[(int)Side::RIGHT_SIDE].pose = frameMeta->mPredictedPoses.eye[(int)Side::RIGHT_SIDE] / mPlayerScale;
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layerStack[(int)Side::LEFT_SIDE].fov = frameMeta->mPredictedPoses.view[(int)Side::LEFT_SIDE].fov;
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layerStack[(int)Side::RIGHT_SIDE].fov = frameMeta->mPredictedPoses.view[(int)Side::RIGHT_SIDE].fov;
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xr->endFrame(frameMeta->mFrameInfo, &layerStack);
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}
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else
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{
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gc->swapBuffersImplementation();
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xr->endFrame(frameMeta->mFrameInfo, nullptr);
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}
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xr->xrResourceReleased();
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}
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{
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std::unique_lock<std::mutex> lock(mMutex);
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mLastRenderedFrame = frameMeta->mFrameNo;
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getFrame(FramePhase::Draw) = nullptr;
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}
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mCondition.notify_all();
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}
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void VRSession::beginPhase(FramePhase phase)
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{
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{
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// TODO: Use a queue system
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std::unique_lock<std::mutex> lock(mMutex);
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while (getFrame(phase))
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{
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Log(Debug::Verbose) << "Warning: beginPhase called with a frame already in the target phase";
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mCondition.wait(lock);
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}
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}
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auto& frame = getFrame(phase);
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if (phase == FramePhase::Update)
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{
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prepareFrame();
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}
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else
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{
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std::unique_lock<std::mutex> lock(mMutex);
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frame = std::move(getFrame(FramePhase::Update));
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}
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mCondition.notify_all();
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if (phase == FramePhase::Draw && frame->mShouldSyncFrameLoop)
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{
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Environment::get().getManager()->beginFrame();
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}
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}
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std::unique_ptr<VRSession::VRFrameMeta>& VRSession::getFrame(FramePhase phase)
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{
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if ((unsigned int)phase >= mFrame.size())
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throw std::logic_error("Invalid frame phase");
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return mFrame[(int)phase];
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}
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void VRSession::prepareFrame()
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{
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mFrames++;
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auto* xr = Environment::get().getManager();
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xr->handleEvents();
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auto& frame = getFrame(FramePhase::Update);
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frame.reset(new VRFrameMeta);
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frame->mFrameNo = mFrames;
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frame->mShouldSyncFrameLoop = xr->appShouldSyncFrameLoop();
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frame->mShouldRender = xr->appShouldRender();
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if (frame->mShouldSyncFrameLoop)
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{
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frame->mFrameInfo = xr->waitFrame();
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frame->mShouldRender |= frame->mFrameInfo.runtimeRequestsRender;
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xr->xrResourceAcquired();
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if (frame->mShouldRender)
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{
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frame->mPredictedDisplayTime = frame->mFrameInfo.runtimePredictedDisplayTime;
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PoseSet predictedPoses{};
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xr->enablePredictions();
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predictedPoses.head = xr->getPredictedHeadPose(frame->mPredictedDisplayTime, ReferenceSpace::STAGE) * mPlayerScale;
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auto hmdViews = xr->getPredictedViews(frame->mPredictedDisplayTime, ReferenceSpace::VIEW);
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predictedPoses.view[(int)Side::LEFT_SIDE].pose = hmdViews[(int)Side::LEFT_SIDE].pose * mPlayerScale * Constants::UnitsPerMeter;
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predictedPoses.view[(int)Side::RIGHT_SIDE].pose = hmdViews[(int)Side::RIGHT_SIDE].pose * mPlayerScale * Constants::UnitsPerMeter;
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predictedPoses.view[(int)Side::LEFT_SIDE].fov = hmdViews[(int)Side::LEFT_SIDE].fov;
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predictedPoses.view[(int)Side::RIGHT_SIDE].fov = hmdViews[(int)Side::RIGHT_SIDE].fov;
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auto stageViews = xr->getPredictedViews(frame->mPredictedDisplayTime, ReferenceSpace::STAGE);
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predictedPoses.eye[(int)Side::LEFT_SIDE] = stageViews[(int)Side::LEFT_SIDE].pose * mPlayerScale;
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predictedPoses.eye[(int)Side::RIGHT_SIDE] = stageViews[(int)Side::RIGHT_SIDE].pose * mPlayerScale;
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auto* input = Environment::get().getInputManager();
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if (input)
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{
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predictedPoses.hands[(int)Side::LEFT_SIDE] = input->getLimbPose(frame->mPredictedDisplayTime, TrackedLimb::LEFT_HAND) * mPlayerScale;
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predictedPoses.hands[(int)Side::RIGHT_SIDE] = input->getLimbPose(frame->mPredictedDisplayTime, TrackedLimb::RIGHT_HAND) * mPlayerScale;
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}
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xr->disablePredictions();
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frame->mPredictedPoses = predictedPoses;
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}
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}
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}
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const PoseSet& VRSession::predictedPoses(FramePhase phase)
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{
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auto& frame = getFrame(phase);
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// TODO: Manage execution order properly instead of this hack
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if (phase == FramePhase::Update && !frame)
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beginPhase(FramePhase::Update);
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if (!frame)
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throw std::logic_error("Attempted to get poses from a phase with no current pose");
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return frame->mPredictedPoses;
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}
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// OSG doesn't provide API to extract euler angles from a quat, but i need it.
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// Credits goes to Dennis Bunfield, i just copied his formula https://narkive.com/v0re6547.4
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void getEulerAngles(const osg::Quat& quat, float& yaw, float& pitch, float& roll)
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{
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// Now do the computation
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osg::Matrixd m2(osg::Matrixd::rotate(quat));
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double* mat = (double*)m2.ptr();
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double angle_x = 0.0;
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double angle_y = 0.0;
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double angle_z = 0.0;
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double D, C, tr_x, tr_y;
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angle_y = D = asin(mat[2]); /* Calculate Y-axis angle */
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C = cos(angle_y);
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if (fabs(C) > 0.005) /* Test for Gimball lock? */
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{
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tr_x = mat[10] / C; /* No, so get X-axis angle */
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tr_y = -mat[6] / C;
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angle_x = atan2(tr_y, tr_x);
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tr_x = mat[0] / C; /* Get Z-axis angle */
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tr_y = -mat[1] / C;
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angle_z = atan2(tr_y, tr_x);
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}
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else /* Gimball lock has occurred */
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{
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angle_x = 0; /* Set X-axis angle to zero
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*/
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tr_x = mat[5]; /* And calculate Z-axis angle
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*/
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tr_y = mat[4];
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angle_z = atan2(tr_y, tr_x);
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}
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yaw = angle_z;
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pitch = angle_x;
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roll = angle_y;
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}
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void VRSession::movementAngles(float& yaw, float& pitch)
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{
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if (!getFrame(FramePhase::Update))
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return;
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if (mHandDirectedMovement)
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{
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auto frameMeta = getFrame(FramePhase::Update).get();
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float headYaw = 0.f;
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float headPitch = 0.f;
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float headsWillRoll = 0.f;
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float handYaw = 0.f;
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float handPitch = 0.f;
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float handRoll = 0.f;
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getEulerAngles(frameMeta->mPredictedPoses.head.orientation, headYaw, headPitch, headsWillRoll);
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getEulerAngles(frameMeta->mPredictedPoses.hands[(int)Side::LEFT_SIDE].orientation, handYaw, handPitch, handRoll);
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yaw = handYaw - headYaw;
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pitch = handPitch - headPitch;
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}
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}
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}
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