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openmw-tes3mp/apps/openmw/mwvr/vrsession.cpp
2020-07-21 14:36:11 +02:00

366 lines
14 KiB
C++

#include "vrenvironment.hpp"
#include "vrinputmanager.hpp"
#include "openxrmanager.hpp"
#include "openxrswapchain.hpp"
#include "../mwinput/inputmanagerimp.hpp"
#include "../mwbase/environment.hpp"
#include "../mwbase/statemanager.hpp"
#include <components/debug/debuglog.hpp>
#include <components/sdlutil/sdlgraphicswindow.hpp>
#include <components/misc/stringops.hpp>
#include <Windows.h>
#include <openxr/openxr.h>
#include <openxr/openxr_platform.h>
#include <openxr/openxr_platform_defines.h>
#include <openxr/openxr_reflection.h>
#include <osg/Camera>
#include <algorithm>
#include <vector>
#include <array>
#include <iostream>
#include "vrsession.hpp"
#include "vrgui.hpp"
#include <time.h>
#include <thread>
#ifdef max
#undef max
#endif
#ifdef min
#undef min
#endif
namespace MWVR
{
VRSession::VRSession()
: mXrSyncPhase{FramePhase::Cull}
{
auto syncPhase = Settings::Manager::getString("openxr sync phase", "VR");
syncPhase = Misc::StringUtils::lowerCase(syncPhase);
if (syncPhase == "update")
mXrSyncPhase = FramePhase::Update;
else if (syncPhase == "cull")
mXrSyncPhase = FramePhase::Cull;
else if (syncPhase == "draw")
mXrSyncPhase = FramePhase::Draw;
else if (syncPhase == "swap")
mXrSyncPhase = FramePhase::Swap;
else
{
Log(Debug::Verbose) << "Invalid openxr sync phase " << syncPhase << ", defaulting to cull";
return;
}
Log(Debug::Verbose) << "Using openxr sync phase " << syncPhase;
mUseSteadyClock = Settings::Manager::getBool("use steady clock", "VR");
if (mUseSteadyClock)
Log(Debug::Verbose) << "Using chrono::steady_clock instead of openxr predicted display times.";
}
VRSession::~VRSession()
{
}
osg::Matrix VRSession::projectionMatrix(FramePhase phase, Side side)
{
assert(((int)side) < 2);
auto fov = predictedPoses(VRSession::FramePhase::Update).view[(int)side].fov;
float near_ = Settings::Manager::getFloat("near clip", "Camera");
float far_ = Settings::Manager::getFloat("viewing distance", "Camera");
return fov.perspectiveMatrix(near_, far_);
}
osg::Matrix VRSession::viewMatrix(osg::Vec3 position, osg::Quat orientation)
{
position = position * Environment::get().unitsPerMeter();
float y = position.y();
float z = position.z();
position.y() = z;
position.z() = -y;
y = orientation.y();
z = orientation.z();
orientation.y() = z;
orientation.z() = -y;
osg::Matrix viewMatrix;
viewMatrix.setTrans(-position);
viewMatrix.postMultRotate(orientation.conj());
return viewMatrix;
}
osg::Matrix VRSession::viewMatrix(FramePhase phase, Side side)
{
MWVR::Pose pose{};
pose = predictedPoses(phase).view[(int)side].pose;
if (MWBase::Environment::get().getStateManager()->getState() == MWBase::StateManager::State_NoGame)
{
pose = predictedPoses(phase).eye[(int)side];
osg::Vec3 position = pose.position * Environment::get().unitsPerMeter();
osg::Quat orientation = pose.orientation;
osg::Vec3d forward = orientation * osg::Vec3d(0, 1, 0);
osg::Vec3d up = orientation * osg::Vec3d(0, 0, 1);
osg::Matrix viewMatrix;
viewMatrix.makeLookAt(position, position + forward, up);
return viewMatrix;
}
return viewMatrix(pose.position, pose.orientation);
}
bool VRSession::isRunning() const {
return true;
auto* xr = Environment::get().getManager();
return xr->xrSessionRunning();
}
void VRSession::swapBuffers(osg::GraphicsContext* gc, VRViewer& viewer)
{
auto* xr = Environment::get().getManager();
beginPhase(FramePhase::Swap);
auto* frameMeta = getFrame(FramePhase::Swap).get();
auto leftView = viewer.getView("LeftEye");
auto rightView = viewer.getView("RightEye");
if (frameMeta->mShouldRender)
{
viewer.blitEyesToMirrorTexture(gc);
gc->swapBuffersImplementation();
leftView->swapBuffers(gc);
rightView->swapBuffers(gc);
std::array<CompositionLayerProjectionView, 2> layerStack{};
layerStack[(int)Side::LEFT_SIDE].swapchain = &leftView->swapchain();
layerStack[(int)Side::RIGHT_SIDE].swapchain = &rightView->swapchain();
layerStack[(int)Side::LEFT_SIDE].pose = frameMeta->mPredictedPoses.eye[(int)Side::LEFT_SIDE] / mPlayerScale;
layerStack[(int)Side::RIGHT_SIDE].pose = frameMeta->mPredictedPoses.eye[(int)Side::RIGHT_SIDE] / mPlayerScale;
layerStack[(int)Side::LEFT_SIDE].fov = frameMeta->mPredictedPoses.view[(int)Side::LEFT_SIDE].fov;
layerStack[(int)Side::RIGHT_SIDE].fov = frameMeta->mPredictedPoses.view[(int)Side::RIGHT_SIDE].fov;
Log(Debug::Debug) << frameMeta->mFrameNo << ": EndFrame " << std::this_thread::get_id();
xr->endFrame(frameMeta->mPredictedDisplayTime, 1, layerStack);
xr->xrResourceReleased();
}
{
std::unique_lock<std::mutex> lock(mMutex);
// Some of these values are useless until the prediction time bug is resolved by oculus.
auto now = std::chrono::steady_clock::now();
mLastFrameInterval = std::chrono::duration_cast<std::chrono::nanoseconds>(now - mLastRenderedFrameTimestamp);
mLastRenderedFrameTimestamp = now;
mLastRenderedFrame = getFrame(FramePhase::Swap)->mFrameNo;
// Using this to track framerate over the course of gameplay, rather than just seeing the instantaneous
auto seconds = std::chrono::duration_cast<std::chrono::duration<double>>(now - mStart).count();
static int sBaseFrames = 0;
if (seconds > 10.f)
{
Log(Debug::Verbose) << "Fps: " << (static_cast<double>(mLastRenderedFrame - sBaseFrames) / seconds);
mStart = now;
sBaseFrames = mLastRenderedFrame;
}
getFrame(FramePhase::Swap) = nullptr;
}
mCondition.notify_one();
}
void VRSession::beginPhase(FramePhase phase)
{
Log(Debug::Debug) << "beginPhase(" << ((int)phase) << ") " << std::this_thread::get_id();
if (getFrame(phase))
{
Log(Debug::Warning) << "advanceFramePhase called with a frame alreay in the target phase";
return;
}
if (phase == FramePhase::Update)
{
prepareFrame();
}
else
{
std::unique_lock<std::mutex> lock(mMutex);
FramePhase previousPhase = static_cast<FramePhase>((int)phase - 1);
if (!getFrame(previousPhase))
throw std::logic_error("beginPhase called without a frame");
getFrame(phase) = std::move(getFrame(previousPhase));
}
// TODO: Invokation could depend on earliest actual render rather than necessarily any specific phase.
// For example, shadows do some draw calls during cull an as such phase should be "Cull" or earlier with shadows enabled.
// But may be "Draw" without shadows.
if (phase == mXrSyncPhase && getFrame(phase)->mShouldRender)
doFrameSync();
}
void VRSession::doFrameSync()
{
{
std::unique_lock<std::mutex> lock(mMutex);
while (mLastRenderedFrame != mFrames - 1)
{
mCondition.wait(lock);
}
}
auto* xr = Environment::get().getManager();
Log(Debug::Debug) << mFrames << ": WaitFrame " << std::this_thread::get_id();
xr->waitFrame();
Log(Debug::Debug) << mFrames << ": BeginFrame " << std::this_thread::get_id();
xr->beginFrame();
}
std::unique_ptr<VRSession::VRFrameMeta>& VRSession::getFrame(FramePhase phase)
{
if ((unsigned int)phase >= mFrame.size())
throw std::logic_error("Invalid frame phase");
return mFrame[(int)phase];
}
void VRSession::prepareFrame()
{
std::unique_lock<std::mutex> lock(mMutex);
mFrames++;
auto* xr = Environment::get().getManager();
xr->handleEvents();
auto epochTime = std::chrono::duration_cast<std::chrono::nanoseconds>(std::chrono::steady_clock::now().time_since_epoch()).count();
auto predictedDisplayTime = std::max(xr->getLastPredictedDisplayTime(), epochTime);
auto predictedDisplayPeriod = std::max(xr->getLastPredictedDisplayPeriod(), (long long)1000000);
float intervalsf = static_cast<double>(mLastFrameInterval.count()) / static_cast<double>(predictedDisplayPeriod);
//////////////////////// OCULUS BUG
//////////////////// Oculus will suddenly start increasing their predicted display time by precisely 1 second per frame
//////////////////// regardless of real time passed, causing predictions to go crazy due to the time difference.
//////////////////// Therefore, for the time being, i ignore oculus' predicted display time altogether.
if(mUseSteadyClock)
predictedDisplayTime = epochTime;
if (mFrames > 1)
{
int intervals = std::max((int)std::roundf(intervalsf), 1);
predictedDisplayTime = predictedDisplayTime + intervals * (mFrames - mLastRenderedFrame) * predictedDisplayPeriod;
}
PoseSet predictedPoses{};
xr->enablePredictions();
predictedPoses.head = xr->getPredictedHeadPose(predictedDisplayTime, ReferenceSpace::STAGE) * mPlayerScale;
auto hmdViews = xr->getPredictedViews(predictedDisplayTime, ReferenceSpace::VIEW);
predictedPoses.view[(int)Side::LEFT_SIDE].pose = hmdViews[(int)Side::LEFT_SIDE].pose * mPlayerScale;
predictedPoses.view[(int)Side::RIGHT_SIDE].pose = hmdViews[(int)Side::RIGHT_SIDE].pose * mPlayerScale;
predictedPoses.view[(int)Side::LEFT_SIDE].fov = hmdViews[(int)Side::LEFT_SIDE].fov;
predictedPoses.view[(int)Side::RIGHT_SIDE].fov = hmdViews[(int)Side::RIGHT_SIDE].fov;
auto stageViews = xr->getPredictedViews(predictedDisplayTime, ReferenceSpace::STAGE);
predictedPoses.eye[(int)Side::LEFT_SIDE] = stageViews[(int)Side::LEFT_SIDE].pose * mPlayerScale;
predictedPoses.eye[(int)Side::RIGHT_SIDE] = stageViews[(int)Side::RIGHT_SIDE].pose * mPlayerScale;
auto* input = Environment::get().getInputManager();
if (input)
{
predictedPoses.hands[(int)Side::LEFT_SIDE] = input->getLimbPose(predictedDisplayTime, TrackedLimb::LEFT_HAND) * mPlayerScale;
predictedPoses.hands[(int)Side::RIGHT_SIDE] = input->getLimbPose(predictedDisplayTime, TrackedLimb::RIGHT_HAND) * mPlayerScale;
}
xr->disablePredictions();
auto& frame = getFrame(FramePhase::Update);
frame.reset(new VRFrameMeta);
frame->mPredictedDisplayTime = predictedDisplayTime;
frame->mFrameNo = mFrames;
frame->mPredictedPoses = predictedPoses;
frame->mShouldRender = xr->frameShouldRender();
if (frame->mShouldRender)
xr->xrResourceAcquired();
}
const PoseSet& VRSession::predictedPoses(FramePhase phase)
{
auto& frame = getFrame(phase);
if (phase == FramePhase::Update && !frame)
beginPhase(FramePhase::Update);
if (!frame)
throw std::logic_error("Attempted to get poses from a phase with no current pose");
return frame->mPredictedPoses;
}
// OSG doesn't provide API to extract euler angles from a quat, but i need it.
// Credits goes to Dennis Bunfield, i just copied his formula https://narkive.com/v0re6547.4
void getEulerAngles(const osg::Quat& quat, float& yaw, float& pitch, float& roll)
{
// Now do the computation
osg::Matrixd m2(osg::Matrixd::rotate(quat));
double* mat = (double*)m2.ptr();
double angle_x = 0.0;
double angle_y = 0.0;
double angle_z = 0.0;
double D, C, tr_x, tr_y;
angle_y = D = asin(mat[2]); /* Calculate Y-axis angle */
C = cos(angle_y);
if (fabs(C) > 0.005) /* Test for Gimball lock? */
{
tr_x = mat[10] / C; /* No, so get X-axis angle */
tr_y = -mat[6] / C;
angle_x = atan2(tr_y, tr_x);
tr_x = mat[0] / C; /* Get Z-axis angle */
tr_y = -mat[1] / C;
angle_z = atan2(tr_y, tr_x);
}
else /* Gimball lock has occurred */
{
angle_x = 0; /* Set X-axis angle to zero
*/
tr_x = mat[5]; /* And calculate Z-axis angle
*/
tr_y = mat[4];
angle_z = atan2(tr_y, tr_x);
}
yaw = angle_z;
pitch = angle_x;
roll = angle_y;
}
void VRSession::movementAngles(float& yaw, float& pitch)
{
if (!getFrame(FramePhase::Update))
beginPhase(FramePhase::Update);
auto frameMeta = getFrame(FramePhase::Update).get();
float headYaw = 0.f;
float headPitch = 0.f;
float headsWillRoll = 0.f;
float handYaw = 0.f;
float handPitch = 0.f;
float handRoll = 0.f;
getEulerAngles(frameMeta->mPredictedPoses.head.orientation, headYaw, headPitch, headsWillRoll);
getEulerAngles(frameMeta->mPredictedPoses.hands[(int)Side::LEFT_SIDE].orientation, handYaw, handPitch, handRoll);
yaw = handYaw - headYaw;
pitch = handPitch - headPitch;
}
}