mirror of
https://github.com/TES3MP/openmw-tes3mp.git
synced 2025-01-24 08:23:52 +00:00
373 lines
14 KiB
C++
373 lines
14 KiB
C++
#include "vrenvironment.hpp"
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#include "openxrmanager.hpp"
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#include "openxrmanagerimpl.hpp"
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#include "openxrinputmanager.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 <Windows.h>
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#include <openxr/openxr.h>
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#include <openxr/openxr_platform.h>
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#include <openxr/openxr_platform_defines.h>
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#include <openxr/openxr_reflection.h>
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#include <osg/Camera>
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#include <vector>
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#include <array>
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#include <iostream>
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#include "vrsession.hpp"
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#include "vrgui.hpp"
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#include <time.h>
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#include <thread>
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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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VRSession::VRSession()
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{
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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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osg::Matrix VRSession::viewMatrix(FramePhase phase, Side side)
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{
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MWVR::Pose pose{};
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pose = predictedPoses(phase).view[(int)side].pose;
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if (MWBase::Environment::get().getStateManager()->getState() == MWBase::StateManager::State_NoGame)
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{
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pose = predictedPoses(phase).eye[(int)side];
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osg::Vec3 position = pose.position * Environment::get().unitsPerMeter();
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osg::Quat orientation = pose.orientation;
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osg::Vec3d forward = orientation * osg::Vec3d(0, 1, 0);
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osg::Vec3d up = orientation * osg::Vec3d(0, 0, 1);
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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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osg::Vec3 position = pose.position * Environment::get().unitsPerMeter();
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osg::Quat orientation = pose.orientation;
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float y = position.y();
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float z = position.z();
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position.y() = z;
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position.z() = -y;
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y = orientation.y();
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z = orientation.z();
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orientation.y() = z;
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orientation.z() = -y;
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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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bool VRSession::isRunning() const {
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auto* xr = Environment::get().getManager();
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return xr->sessionRunning();
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}
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void VRSession::swapBuffers(osg::GraphicsContext* gc, VRViewer& viewer)
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{
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Timer timer("VRSession::SwapBuffers");
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auto* xr = Environment::get().getManager();
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beginPhase(FramePhase::Swap);
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if (getFrame(FramePhase::Swap)->mShouldRender && isRunning())
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{
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auto leftView = viewer.mViews["LeftEye"];
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auto rightView = viewer.mViews["RightEye"];
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viewer.blitEyesToMirrorTexture(gc);
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gc->swapBuffersImplementation();
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leftView->swapBuffers(gc);
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rightView->swapBuffers(gc);
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std::array<XrCompositionLayerProjectionView, 2> compositionLayerProjectionViews{};
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compositionLayerProjectionViews[0].type = XR_TYPE_COMPOSITION_LAYER_PROJECTION_VIEW;
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compositionLayerProjectionViews[1].type = XR_TYPE_COMPOSITION_LAYER_PROJECTION_VIEW;
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compositionLayerProjectionViews[0].subImage = leftView->swapchain().subImage();
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compositionLayerProjectionViews[1].subImage = rightView->swapchain().subImage();
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compositionLayerProjectionViews[0].pose = toXR(getFrame(FramePhase::Swap)->mPredictedPoses.eye[(int)Side::LEFT_HAND]);
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compositionLayerProjectionViews[1].pose = toXR(getFrame(FramePhase::Swap)->mPredictedPoses.eye[(int)Side::RIGHT_HAND]);
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compositionLayerProjectionViews[0].fov = toXR(getFrame(FramePhase::Swap)->mPredictedPoses.view[(int)Side::LEFT_HAND].fov);
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compositionLayerProjectionViews[1].fov = toXR(getFrame(FramePhase::Swap)->mPredictedPoses.view[(int)Side::RIGHT_HAND].fov);
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XrCompositionLayerProjection layer{};
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layer.type = XR_TYPE_COMPOSITION_LAYER_PROJECTION;
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layer.space = xr->impl().getReferenceSpace(TrackedSpace::STAGE);
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layer.viewCount = 2;
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layer.views = compositionLayerProjectionViews.data();
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auto* layerStack = reinterpret_cast<XrCompositionLayerBaseHeader*>(&layer);
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Log(Debug::Debug) << getFrame(FramePhase::Swap)->mFrameNo << ": EndFrame " <<std::this_thread::get_id();
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xr->endFrame(getFrame(FramePhase::Swap)->mPredictedDisplayTime, 1, &layerStack);
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}
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{
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std::unique_lock<std::mutex> lock(mMutex);
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// Some of these values are useless until the prediction time bug is resolved by oculus.
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//auto xrPredictionChange = xr->impl().frameState().predictedDisplayTime - mLastPredictedDisplayTime;
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mLastPredictedDisplayTime = xr->impl().frameState().predictedDisplayTime;
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mLastPredictedDisplayPeriod = xr->impl().frameState().predictedDisplayPeriod;
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auto now = std::chrono::steady_clock::now();
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mLastFrameInterval = std::chrono::duration_cast<std::chrono::nanoseconds>(now - mLastRenderedFrameTimestamp);
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mLastRenderedFrameTimestamp = now;
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mLastRenderedFrame = getFrame(FramePhase::Swap)->mFrameNo;
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//Log(Debug::Debug) << getFrame(FramePhase::Swap)->mFrameNo << ": xrPrediction=" << xr->impl().frameState().predictedDisplayTime << ", ourPrediction=" << getFrame(FramePhase::Swap)->mPredictedDisplayTime << ", miss=" << miss << "ms";
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//Log(Debug::Debug) << "xrPredictionChange=" << (xrPredictionChange / 1000000) << "ms";
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//Log(Debug::Debug) << "xrPredictionPeriod=" << (mLastPredictedDisplayPeriod / 1000000) << "ms";
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// Just a quick averaging fps over some time rather than just the instantaneous.
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auto seconds = std::chrono::duration_cast<std::chrono::duration<double>>(now - mStart).count();
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static int sBaseFrames = 0;
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if (seconds > 10.f)
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{
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Log(Debug::Debug) << "Fps: " << (static_cast<double>(mLastRenderedFrame - sBaseFrames) / seconds);
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mStart = now;
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sBaseFrames = mLastRenderedFrame;
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}
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getFrame(FramePhase::Swap) = nullptr;
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mFramesInFlight--;
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}
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mCondition.notify_one();
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}
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void VRSession::beginPhase(FramePhase phase)
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{
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Timer timer("VRSession::advanceFrame");
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Log(Debug::Debug) << "beginPhase(" << ((int)phase) << ") " << std::this_thread::get_id();
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if (getFrame(phase))
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{
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Log(Debug::Warning) << "advanceFramePhase called with a frame alreay in the target phase";
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return;
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}
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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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FramePhase previousPhase = static_cast<FramePhase>((int)phase - 1);
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if (!getFrame(previousPhase))
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throw std::logic_error("beginPhase called without a frame");
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getFrame(phase) = std::move(getFrame(previousPhase));
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}
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// TODO: Invokation should depend on earliest render rather than necessarily phase.
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// Specifically. Without shadows this is fine because nothing is being rendered
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// during cull or earlier.
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// Thought: Add an Shadowmapping phase and invoke it from the shadow code
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// But with shadows rendering occurs during cull and we must do frame sync before those calls.
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// If you want to pay the FPS toll and play with shadows, change FramePhase::Draw to FramePhase::Cull or enjoy your eyes getting torn apart by jitters.
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if (phase == FramePhase::Draw && getFrame(phase)->mShouldRender)
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doFrameSync();
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}
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void VRSession::doFrameSync()
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{
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{
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std::unique_lock<std::mutex> lock(mMutex);
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while (mLastRenderedFrame != mFrames - 1)
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{
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mCondition.wait(lock);
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}
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}
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auto* xr = Environment::get().getManager();
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Log(Debug::Debug) << mFrames << ": WaitFrame " << std::this_thread::get_id();
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xr->waitFrame();
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Log(Debug::Debug) << mFrames << ": BeginFrame " << std::this_thread::get_id();
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xr->beginFrame();
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}
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std::unique_ptr<VRSession::VRFrame>& 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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std::unique_lock<std::mutex> lock(mMutex);
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mFrames++;
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assert(!mPredrawFrame);
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Timer timer("VRSession::startFrame");
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auto* xr = Environment::get().getManager();
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xr->handleEvents();
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auto frameState = xr->impl().frameState();
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// auto predictedDisplayTime = frameState.predictedDisplayTime;
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// if (predictedDisplayTime == 0)
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// {
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// // First time, need to invent a frame time since openxr won't help us without calling waitframe.
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// predictedDisplayTime = std::chrono::duration_cast<std::chrono::nanoseconds>(std::chrono::steady_clock::now().time_since_epoch()).count();
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// }
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// else
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// {
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// // Predict display time based on real framerate
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// float intervalsf = static_cast<double>(mLastFrameInterval.count()) / static_cast<double>(mLastPredictedDisplayPeriod);
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// int intervals = std::max((int)std::roundf(intervalsf), 1);
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// predictedDisplayTime = mLastPredictedDisplayTime + intervals * (mFrames - mLastRenderedFrame) * mLastPredictedDisplayPeriod;
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// }
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// TODO:
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//////////////////////// OCULUS BUG
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//////////////////// Oculus will suddenly start monotonically increasing their predicted display time by precisely 1 second
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//////////////////// regardless of real time passed, causing predictions to go crazy due to the time difference.
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//////////////////// Therefore, for the time being, i ignore oculus' predicted display time altogether.
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long long predictedDisplayTime = std::chrono::duration_cast<std::chrono::nanoseconds>(std::chrono::steady_clock::now().time_since_epoch()).count();
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if (mFrames > 1)
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{
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float intervalsf = static_cast<double>(mLastFrameInterval.count()) / static_cast<double>(frameState.predictedDisplayPeriod);
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int intervals = std::max((int)std::roundf(intervalsf), 1);
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predictedDisplayTime = predictedDisplayTime + intervals * (mFrames - mLastRenderedFrame) * frameState.predictedDisplayPeriod;
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}
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PoseSet predictedPoses{};
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xr->impl().enablePredictions();
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predictedPoses.head = xr->impl().getPredictedLimbPose(predictedDisplayTime, TrackedLimb::HEAD, TrackedSpace::STAGE) * mPlayerScale;
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auto hmdViews = xr->impl().getPredictedViews(predictedDisplayTime, TrackedSpace::VIEW);
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predictedPoses.view[(int)Side::LEFT_HAND].pose = fromXR(hmdViews[(int)Side::LEFT_HAND].pose) * mPlayerScale;
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predictedPoses.view[(int)Side::RIGHT_HAND].pose = fromXR(hmdViews[(int)Side::RIGHT_HAND].pose) * mPlayerScale;
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predictedPoses.view[(int)Side::LEFT_HAND].fov = fromXR(hmdViews[(int)Side::LEFT_HAND].fov);
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predictedPoses.view[(int)Side::RIGHT_HAND].fov = fromXR(hmdViews[(int)Side::RIGHT_HAND].fov);
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auto stageViews = xr->impl().getPredictedViews(predictedDisplayTime, TrackedSpace::STAGE);
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predictedPoses.eye[(int)Side::LEFT_HAND] = fromXR(stageViews[(int)Side::LEFT_HAND].pose) * mPlayerScale;
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predictedPoses.eye[(int)Side::RIGHT_HAND] = fromXR(stageViews[(int)Side::RIGHT_HAND].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_HAND] = input->getHandPose(predictedDisplayTime, TrackedSpace::STAGE, Side::LEFT_HAND) * mPlayerScale;
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predictedPoses.hands[(int)Side::RIGHT_HAND] = input->getHandPose(predictedDisplayTime, TrackedSpace::STAGE, Side::RIGHT_HAND) * mPlayerScale;
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}
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xr->impl().disablePredictions();
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auto& frame = getFrame(FramePhase::Update);
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frame.reset(new VRFrame);
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frame->mPredictedDisplayTime = predictedDisplayTime;
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frame->mFrameNo = mFrames;
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frame->mPredictedPoses = predictedPoses;
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frame->mShouldRender = isRunning();
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mFramesInFlight++;
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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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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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assert(mPredrawFrame);
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auto* input = Environment::get().getInputManager();
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// TODO: This strictly speaking violates the rule of not making predictions outside of prepareFrame()
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// I should either add VIEW hands to the predicted pose set, or compute this using STAGE poses
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// It would likely suffice to compute euler angles for STAGE head and hand and return the difference?
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if (!getFrame(FramePhase::Update))
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beginPhase(FramePhase::Update);
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auto lhandquat = input->getHandPose(getFrame(FramePhase::Update)->mPredictedDisplayTime, TrackedSpace::VIEW, Side::LEFT_HAND).orientation;
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float roll = 0.f;
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getEulerAngles(lhandquat, yaw, pitch, roll);
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}
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}
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std::ostream& operator <<(
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std::ostream& os,
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const MWVR::Pose& pose)
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{
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os << "position=" << pose.position << " orientation=" << pose.orientation << " velocity=" << pose.velocity;
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return os;
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}
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