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openmw-tes3mp/apps/openmw/mwvr/vrsession.cpp
Mads Buvik Sandvei ee25d7be38 Prediction fix
2020-05-24 18:20:57 +02:00

274 lines
9.2 KiB
C++

#include "vrenvironment.hpp"
#include "openxrmanager.hpp"
#include "openxrmanagerimpl.hpp"
#include "openxrinputmanager.hpp"
#include "openxrswapchain.hpp"
#include "../mwinput/inputmanagerimp.hpp"
#include "../mwbase/environment.hpp"
#include <components/debug/debuglog.hpp>
#include <components/sdlutil/sdlgraphicswindow.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 <vector>
#include <array>
#include <iostream>
#include "vrsession.hpp"
#include "vrgui.hpp"
#include <time.h>
namespace MWVR
{
VRSession::VRSession()
{
}
VRSession::~VRSession()
{
}
osg::Matrix VRSession::projectionMatrix(FramePhase phase, Side side)
{
assert(((int)side) < 2);
auto fov = predictedPoses(VRSession::FramePhase::Predraw).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(FramePhase phase, Side side)
{
MWVR::Pose pose = predictedPoses(VRSession::FramePhase::Predraw).view[(int)side].pose;
osg::Vec3 position = pose.position * Environment::get().unitsPerMeter();
osg::Quat orientation = pose.orientation;
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;
}
bool VRSession::isRunning() const {
auto* xr = Environment::get().getManager();
return xr->sessionRunning();
}
void VRSession::swapBuffers(osg::GraphicsContext* gc, VRViewer& viewer)
{
Timer timer("VRSession::SwapBuffers");
auto* xr = Environment::get().getManager();
{
std::unique_lock<std::mutex> lock(mMutex);
xr->handleEvents();
mPostdrawFrame = std::move(mDrawFrame);
assert(mPostdrawFrame);
}
// TODO: Should blit mirror texture regardless
if (!isRunning())
return;
xr->waitFrame();
xr->beginFrame();
viewer.swapBuffers(gc);
auto leftView = viewer.mViews["LeftEye"];
auto rightView = viewer.mViews["RightEye"];
leftView->swapBuffers(gc);
rightView->swapBuffers(gc);
std::array<XrCompositionLayerProjectionView, 2> compositionLayerProjectionViews{};
compositionLayerProjectionViews[0].type = XR_TYPE_COMPOSITION_LAYER_PROJECTION_VIEW;
compositionLayerProjectionViews[1].type = XR_TYPE_COMPOSITION_LAYER_PROJECTION_VIEW;
compositionLayerProjectionViews[0].subImage = leftView->swapchain().subImage();
compositionLayerProjectionViews[1].subImage = rightView->swapchain().subImage();
compositionLayerProjectionViews[0].pose = toXR(mPostdrawFrame->mPredictedPoses.eye[(int)Side::LEFT_HAND]);
compositionLayerProjectionViews[1].pose = toXR(mPostdrawFrame->mPredictedPoses.eye[(int)Side::RIGHT_HAND]);
compositionLayerProjectionViews[0].fov = toXR(mPostdrawFrame->mPredictedPoses.view[(int)Side::LEFT_HAND].fov);
compositionLayerProjectionViews[1].fov = toXR(mPostdrawFrame->mPredictedPoses.view[(int)Side::RIGHT_HAND].fov);
XrCompositionLayerProjection layer{};
layer.type = XR_TYPE_COMPOSITION_LAYER_PROJECTION;
layer.space = xr->impl().getReferenceSpace(TrackedSpace::STAGE);
layer.viewCount = 2;
layer.views = compositionLayerProjectionViews.data();
auto* layerStack = reinterpret_cast<XrCompositionLayerBaseHeader*>(&layer);
xr->endFrame(mPostdrawFrame->mPredictedDisplayTime, 1, &layerStack);
mLastRenderedFrame = mPostdrawFrame->mFrameNo;
auto now = std::chrono::steady_clock::now();
mLastFrameInterval = std::chrono::duration_cast<std::chrono::nanoseconds>(now - mLastRenderedFrameTimestamp);
mLastRenderedFrameTimestamp = now;
}
void VRSession::advanceFramePhase(void)
{
std::unique_lock<std::mutex> lock(mMutex);
Timer timer("VRSession::advanceFrame");
assert(!mDrawFrame);
mDrawFrame = std::move(mPredrawFrame);
}
void VRSession::startFrame()
{
std::unique_lock<std::mutex> lock(mMutex);
assert(!mPredrawFrame);
Timer timer("VRSession::startFrame");
auto* xr = Environment::get().getManager();
auto* input = Environment::get().getInputManager();
// Until OpenXR allows us to get a prediction without waiting
// we make our own (bad) prediction and let openxr wait
auto frameState = xr->impl().frameState();
long long predictedDisplayTime = 0;
if (mFrames == mLastRenderedFrame)
{
predictedDisplayTime = frameState.predictedDisplayTime;
}
else if (mFrames > mLastRenderedFrame)
{
predictedDisplayTime = frameState.predictedDisplayTime + mLastFrameInterval.count() * (mFrames - mLastRenderedFrame);
}
if (mFrames == 0 || predictedDisplayTime == 0)
{
// First time, need to populate the frame state struct
predictedDisplayTime = std::chrono::duration_cast<std::chrono::nanoseconds>(std::chrono::steady_clock::now().time_since_epoch()).count();
}
PoseSet predictedPoses{};
if (isRunning())
{
predictedPoses.head = xr->impl().getPredictedLimbPose(predictedDisplayTime, TrackedLimb::HEAD, TrackedSpace::STAGE) * mPlayerScale;
predictedPoses.hands[(int)Side::LEFT_HAND] = input->getHandPose(predictedDisplayTime, TrackedSpace::STAGE, Side::LEFT_HAND) * mPlayerScale;
predictedPoses.hands[(int)Side::RIGHT_HAND] = input->getHandPose(predictedDisplayTime, TrackedSpace::STAGE, Side::RIGHT_HAND) * mPlayerScale;
auto hmdViews = xr->impl().getPredictedViews(predictedDisplayTime, TrackedSpace::VIEW);
predictedPoses.view[(int)Side::LEFT_HAND].pose = fromXR(hmdViews[(int)Side::LEFT_HAND].pose) * mPlayerScale;
predictedPoses.view[(int)Side::RIGHT_HAND].pose = fromXR(hmdViews[(int)Side::RIGHT_HAND].pose) * mPlayerScale;
predictedPoses.view[(int)Side::LEFT_HAND].fov = fromXR(hmdViews[(int)Side::LEFT_HAND].fov);
predictedPoses.view[(int)Side::RIGHT_HAND].fov = fromXR(hmdViews[(int)Side::RIGHT_HAND].fov);
auto stageViews = xr->impl().getPredictedViews(predictedDisplayTime, TrackedSpace::STAGE);
predictedPoses.eye[(int)Side::LEFT_HAND] = fromXR(stageViews[(int)Side::LEFT_HAND].pose) * mPlayerScale;
predictedPoses.eye[(int)Side::RIGHT_HAND] = fromXR(stageViews[(int)Side::RIGHT_HAND].pose) * mPlayerScale;
}
else
{
// If session is not running, copy poses from the last frame
if (mPostdrawFrame)
predictedPoses = mPostdrawFrame->mPredictedPoses;
}
mFrames++;
mPredrawFrame.reset(new VRFrame);
mPredrawFrame->mPredictedDisplayTime = predictedDisplayTime;
mPredrawFrame->mFrameNo = mFrames;
mPredrawFrame->mPredictedPoses = predictedPoses;
}
const PoseSet& VRSession::predictedPoses(FramePhase phase)
{
switch (phase)
{
case FramePhase::Predraw:
if (!mPredrawFrame)
startFrame();
assert(mPredrawFrame);
return mPredrawFrame->mPredictedPoses;
case FramePhase::Draw:
assert(mDrawFrame);
return mDrawFrame->mPredictedPoses;
case FramePhase::Postdraw:
assert(mPostdrawFrame);
return mPostdrawFrame->mPredictedPoses;
}
assert(0);
return mPredrawFrame->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)
{
assert(mPredrawFrame);
auto* input = Environment::get().getInputManager();
auto lhandquat = input->getHandPose(mPredrawFrame->mPredictedDisplayTime, TrackedSpace::VIEW, Side::LEFT_HAND).orientation;
//predictedPoses(FramePhase::Predraw).hands[(int)TrackedSpace::VIEW][(int)MWVR::Side::LEFT_HAND].orientation;
float roll = 0.f;
getEulerAngles(lhandquat, yaw, pitch, roll);
}
}
std::ostream& operator <<(
std::ostream& os,
const MWVR::Pose& pose)
{
os << "position=" << pose.position << " orientation=" << pose.orientation << " velocity=" << pose.velocity;
return os;
}