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authorBrad Davis <[email protected]>2013-10-13 20:28:58 -0700
committerBrad Davis <[email protected]>2013-10-13 20:28:58 -0700
commit672cdd0ef5455cd62a0d7f7eb6b9889f3ea35f21 (patch)
treef3454dc864242744aef1ea5474b5011556d0f388 /Samples/OculusRoomTiny/OculusRoomTiny.cpp
parent1408ed7b208c7a1cff1a2448fc890e9b8bd6dc4e (diff)
Updating to cmake, glew, xrandr
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+/************************************************************************************
+
+Filename : Win32_OculusRoomTiny.cpp
+Content : First-person view test application for Oculus Rift
+Created : October 4, 2012
+Authors : Michael Antonov, Andrew Reisse
+
+Copyright : Copyright 2012 Oculus, Inc. All Rights reserved.
+
+Licensed under the Apache License, Version 2.0 (the "License");
+you may not use this file except in compliance with the License.
+You may obtain a copy of the License at
+
+http://www.apache.org/licenses/LICENSE-2.0
+
+Unless required by applicable law or agreed to in writing, software
+distributed under the License is distributed on an "AS IS" BASIS,
+WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+See the License for the specific language governing permissions and
+limitations under the License.
+
+*************************************************************************************/
+
+#include "OculusRoomTiny.h"
+#include "RenderTiny_Device.h"
+#include "MessageBox.h"
+
+void glfwKeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods) {
+ OculusRoomTinyApp * instance = (OculusRoomTinyApp *)glfwGetWindowUserPointer(window);
+ instance->OnKey(key, action == GLFW_PRESS || action == GLFW_REPEAT);
+}
+
+void glfwErrorCallback(int error, const char* description) {
+ LogText("Error code %d, message: %s", error, description);
+ exit(1);
+}
+
+//-------------------------------------------------------------------------------------
+// ***** OculusRoomTiny Class
+
+OculusRoomTinyApp::OculusRoomTinyApp() :
+ window(0), Width(1280), Height(800), Quit(false), LastUpdate(0), StartupTicks(OVR::Timer::GetTicks()), EyePos(0.0f, 1.6f, -5.0f), EyeYaw(YawInitial),
+ EyePitch(0), EyeRoll(0), LastSensorYaw(0), MoveForward(0), MoveBack(0), MoveLeft(0), MoveRight(0), ShiftDown(0), ControlDown(0), PostProcess(PostProcess_Distortion)
+{
+}
+
+OculusRoomTinyApp::~OculusRoomTinyApp()
+{
+ RemoveHandlerFromDevices();
+ pSensor.Clear();
+ pHMD.Clear();
+ destroyWindow();
+}
+
+bool OculusRoomTinyApp::setupWindow()
+{
+ glfwInit();
+ glfwWindowHint(GLFW_DEPTH_BITS, 16);
+ glfwWindowHint(GLFW_DECORATED, 0);
+ window = glfwCreateWindow(Width, Height, "OculusRoomTiny", NULL, NULL);
+ assert(window != 0);
+ glfwSetWindowPos(window, HMDInfo.DesktopX, HMDInfo.DesktopY);
+ glfwSetWindowUserPointer(window, this);
+ glfwSetKeyCallback(window, glfwKeyCallback);
+ glfwMakeContextCurrent(window);
+ glfwSwapInterval(1);
+ glewInit();
+ return window != 0;
+}
+
+void OculusRoomTinyApp::destroyWindow()
+{
+ pRender.Clear();
+
+ if (window)
+ {
+ // Release window resources.
+ glfwDestroyWindow(window);
+ window = 0;
+ Width = Height = 0;
+ }
+}
+
+int OculusRoomTinyApp::OnStartup(const char* args)
+{
+ OVR_UNUSED(args);
+ // *** Oculus HMD & Sensor Initialization
+
+ // Create DeviceManager and first available HMDDevice from it.
+ // Sensor object is created from the HMD, to ensure that it is on the
+ // correct device.
+
+ pManager = *DeviceManager::Create();
+
+ // We'll handle it's messages in this case.
+ pManager->SetMessageHandler(this);
+
+ bool initDone = false;
+ while (!initDone) {
+ // Release Sensor/HMD in case this is a retry.
+ pSensor.Clear();
+ pHMD.Clear();
+ RenderParams.MonitorName.Clear();
+
+ pHMD = *pManager->EnumerateDevices<HMDDevice>().CreateDevice();
+ if (pHMD)
+ {
+ pSensor = *pHMD->GetSensor();
+
+ // This will initialize HMDInfo with information about configured IPD,
+ // screen size and other variables needed for correct projection.
+ // We pass HMD DisplayDeviceName into the renderer to select the
+ // correct monitor in full-screen mode.
+ if (pHMD->GetDeviceInfo(&HMDInfo))
+ {
+ RenderParams.MonitorName = HMDInfo.DisplayDeviceName;
+ RenderParams.DisplayId = HMDInfo.DisplayId;
+ SConfig.SetHMDInfo(HMDInfo);
+ }
+ }
+ else
+ {
+ // If we didn't detect an HMD, try to create the sensor directly.
+ // This is useful for debugging sensor interaction; it is not needed in
+ // a shipping app.
+ pSensor = *pManager->EnumerateDevices<SensorDevice>().CreateDevice();
+ }
+
+
+ const char* detectionMessage;
+
+ if (!pHMD && !pSensor)
+ detectionMessage = "Oculus Rift not detected.";
+ else if (!pHMD)
+ detectionMessage = "Oculus Sensor detected; HMD Display not detected.";
+ else if (!pSensor)
+ detectionMessage = "Oculus HMD Display detected; Sensor not detected.";
+ else if (HMDInfo.DisplayDeviceName[0] == '\0')
+ detectionMessage = "Oculus Sensor detected; HMD display EDID not detected.";
+ else
+ detectionMessage = 0;
+
+ if (detectionMessage) {
+ String messageText(detectionMessage);
+ messageText += "\n\n"
+ "Press 'Try Again' to run retry detection.\n"
+ "Press 'Continue' to run full-screen anyway.";
+ MessageBoxResult result = MessageBox(messageText);
+ // Yeah, this is confusing, but it's correct.
+ switch (result) {
+ // semantic Retry means 'continue the loop'
+ case Retry:
+ continue;
+
+ case Cancel:
+ return 1;
+
+ // semantic Continue means exit the loop
+ case Continue:
+ initDone = true;
+ break;
+ }
+ } else {
+ initDone = true;
+ }
+ }
+
+ if (HMDInfo.HResolution > 0)
+ {
+ Width = HMDInfo.HResolution;
+ Height = HMDInfo.VResolution;
+ }
+
+ if (!setupWindow())
+ return 1;
+
+ if (pSensor)
+ {
+ // We need to attach sensor to SensorFusion object for it to receive
+ // body frame messages and update orientation. SFusion.GetOrientation()
+ // is used in OnIdle() to orient the view.
+ SFusion.AttachToSensor(pSensor);
+ SFusion.SetDelegateMessageHandler(this);
+ SFusion.SetPredictionEnabled(true);
+ }
+
+
+ // *** Initialize Rendering
+
+ // Enable multi-sampling by default.
+ RenderParams.Multisample = 4;
+ RenderParams.Fullscreen = true;
+
+ // *** Configure Stereo settings.
+
+ SConfig.SetFullViewport(Viewport(0,0, Width, Height));
+ SConfig.SetStereoMode(Stereo_LeftRight_Multipass);
+
+ // Configure proper Distortion Fit.
+ // For 7" screen, fit to touch left side of the view, leaving a bit of invisible
+ // screen on the top (saves on rendering cost).
+ // For smaller screens (5.5"), fit to the top.
+ if (HMDInfo.HScreenSize > 0.0f)
+ {
+ if (HMDInfo.HScreenSize > 0.140f) // 7"
+ SConfig.SetDistortionFitPointVP(-1.0f, 0.0f);
+ else
+ SConfig.SetDistortionFitPointVP(0.0f, 1.0f);
+ }
+
+ SConfig.Set2DAreaFov(DegreeToRad(85.0f));
+
+ // Setup Graphics.
+ pRender = *RenderTiny::RenderDevice::CreateDevice(RenderParams, window);
+ if (!pRender)
+ return 1;
+ pRender->SetSceneRenderScale(SConfig.GetDistortionScale());
+ pRender->SetWindowSize(0, 0);
+
+ // *** Populate Room Scene
+
+ // This creates lights and models.
+ PopulateRoomScene(&Scene, pRender);
+
+ LastUpdate = GetAppTime();
+ return 0;
+}
+
+void OculusRoomTinyApp::OnMessage(const Message& msg)
+{
+ if (msg.Type == Message_DeviceAdded && msg.pDevice == pManager)
+ {
+ LogText("DeviceManager reported device added.\n");
+ }
+ else if (msg.Type == Message_DeviceRemoved && msg.pDevice == pManager)
+ {
+ LogText("DeviceManager reported device removed.\n");
+ }
+ else if (msg.Type == Message_DeviceAdded && msg.pDevice == pSensor)
+ {
+ LogText("Sensor reported device added.\n");
+ }
+ else if (msg.Type == Message_DeviceRemoved && msg.pDevice == pSensor)
+ {
+ LogText("Sensor reported device removed.\n");
+ }
+}
+
+
+void OculusRoomTinyApp::OnGamepad(float padLx, float padLy, float padRx, float padRy)
+{
+ GamepadMove = Vector3f(padLx * padLx * (padLx > 0 ? 1 : -1),
+ 0,
+ padLy * padLy * (padLy > 0 ? -1 : 1));
+ GamepadRotate = Vector3f(2 * padRx, -2 * padRy, 0);
+}
+
+void OculusRoomTinyApp::OnMouseMove(int x, int y, int modifiers)
+{
+ OVR_UNUSED(modifiers);
+
+ // Mouse motion here is always relative.
+ int dx = x, dy = y;
+ const float maxPitch = ((3.1415f/2)*0.98f);
+
+ // Apply to rotation. Subtract for right body frame rotation,
+ // since yaw rotation is positive CCW when looking down on XZ plane.
+ EyeYaw -= (Sensitivity * dx)/ 360.0f;
+
+ if (!pSensor)
+ {
+ EyePitch -= (Sensitivity * dy)/ 360.0f;
+
+ if (EyePitch > maxPitch)
+ EyePitch = maxPitch;
+ if (EyePitch < -maxPitch)
+ EyePitch = -maxPitch;
+ }
+}
+
+void OculusRoomTinyApp::OnKey(unsigned vk, bool down)
+{
+ switch (vk)
+ {
+ case GLFW_KEY_Q:
+ if (down && ControlDown)
+ Quit = true;
+ break;
+ case GLFW_KEY_ESCAPE:
+ if (!down)
+ Quit = true;
+ break;
+
+ // Handle player movement keys.
+ // We just update movement state here, while the actual translation is done in OnIdle()
+ // based on time.
+ case GLFW_KEY_W: MoveForward = down ? (MoveForward | 1) : (MoveForward & ~1); break;
+ case GLFW_KEY_S: MoveBack = down ? (MoveBack | 1) : (MoveBack & ~1); break;
+ case GLFW_KEY_A: MoveLeft = down ? (MoveLeft | 1) : (MoveLeft & ~1); break;
+ case GLFW_KEY_D: MoveRight = down ? (MoveRight | 1) : (MoveRight & ~1); break;
+ case GLFW_KEY_UP: MoveForward = down ? (MoveForward | 2) : (MoveForward & ~2); break;
+ case GLFW_KEY_DOWN: MoveBack = down ? (MoveBack | 2) : (MoveBack & ~2); break;
+
+ case GLFW_KEY_R:
+ SFusion.Reset();
+ break;
+
+ case GLFW_KEY_P:
+ if (down)
+ {
+ // Toggle chromatic aberration correction on/off.
+ RenderDevice::PostProcessShader shader = pRender->GetPostProcessShader();
+
+ if (shader == RenderDevice::PostProcessShader_Distortion)
+ {
+ pRender->SetPostProcessShader(RenderDevice::PostProcessShader_DistortionAndChromAb);
+ }
+ else if (shader == RenderDevice::PostProcessShader_DistortionAndChromAb)
+ {
+ pRender->SetPostProcessShader(RenderDevice::PostProcessShader_Distortion);
+ }
+ else
+ OVR_ASSERT(false);
+ }
+ break;
+
+ // Switch rendering modes/distortion.
+ case GLFW_KEY_F1:
+ SConfig.SetStereoMode(Stereo_None);
+ PostProcess = PostProcess_None;
+ break;
+ case GLFW_KEY_F2:
+ SConfig.SetStereoMode(Stereo_LeftRight_Multipass);
+ PostProcess = PostProcess_None;
+ break;
+ case GLFW_KEY_F3:
+ SConfig.SetStereoMode(Stereo_LeftRight_Multipass);
+ PostProcess = PostProcess_Distortion;
+ break;
+
+ // Stereo IPD adjustments, in meter (default IPD is 64mm).
+ case GLFW_KEY_KP_ADD:
+ case GLFW_KEY_INSERT:
+ if (down)
+ SConfig.SetIPD(SConfig.GetIPD() + 0.0005f * (ShiftDown ? 5.0f : 1.0f));
+ break;
+ case GLFW_KEY_KP_SUBTRACT:
+ case GLFW_KEY_DELETE:
+ if (down)
+ SConfig.SetIPD(SConfig.GetIPD() - 0.0005f * (ShiftDown ? 5.0f : 1.0f));
+ break;
+
+ case GLFW_KEY_BACKSLASH:
+ if (down)
+ // Swap eye positions.
+ SConfig.SetIPD(SConfig.GetIPD() * -1);
+ break;
+
+ // Holding down Shift key accelerates adjustment velocity.
+ case GLFW_KEY_LEFT_SHIFT:
+ case GLFW_KEY_RIGHT_SHIFT:
+ ShiftDown = down;
+ break;
+ case GLFW_KEY_LEFT_CONTROL:
+ case GLFW_KEY_RIGHT_CONTROL:
+ ControlDown = down;
+ break;
+ }
+}
+
+
+void OculusRoomTinyApp::OnIdle()
+{
+ double curtime = GetAppTime();
+ float dt = float(curtime - LastUpdate);
+ LastUpdate = curtime;
+
+ // Handle Sensor motion.
+ // We extract Yaw, Pitch, Roll instead of directly using the orientation
+ // to allow "additional" yaw manipulation with mouse/controller.
+ if (pSensor)
+ {
+ Quatf hmdOrient = SFusion.GetOrientation();
+ float yaw = 0.0f;
+
+ hmdOrient.GetEulerAngles<Axis_Y, Axis_X, Axis_Z>(&yaw, &EyePitch, &EyeRoll);
+
+ EyeYaw += (yaw - LastSensorYaw);
+ LastSensorYaw = yaw;
+ }
+
+ // Gamepad rotation.
+ EyeYaw -= GamepadRotate.x * dt;
+
+ if (!pSensor)
+ {
+ // Allow gamepad to look up/down, but only if there is no Rift sensor.
+ EyePitch -= GamepadRotate.y * dt;
+
+ const float maxPitch = ((3.1415f/2)*0.98f);
+ if (EyePitch > maxPitch)
+ EyePitch = maxPitch;
+ if (EyePitch < -maxPitch)
+ EyePitch = -maxPitch;
+ }
+
+ // Handle keyboard movement.
+ // This translates EyePos based on Yaw vector direction and keys pressed.
+ // Note that Pitch and Roll do not affect movement (they only affect view).
+ if (MoveForward || MoveBack || MoveLeft || MoveRight)
+ {
+ Vector3f localMoveVector(0,0,0);
+ Matrix4f yawRotate = Matrix4f::RotationY(EyeYaw);
+
+ if (MoveForward)
+ localMoveVector = ForwardVector;
+ else if (MoveBack)
+ localMoveVector = -ForwardVector;
+
+ if (MoveRight)
+ localMoveVector += RightVector;
+ else if (MoveLeft)
+ localMoveVector -= RightVector;
+
+ // Normalize vector so we don't move faster diagonally.
+ localMoveVector.Normalize();
+ Vector3f orientationVector = yawRotate.Transform(localMoveVector);
+ orientationVector *= MoveSpeed * dt * (ShiftDown ? 3.0f : 1.0f);
+
+ EyePos += orientationVector;
+ }
+
+ else if (GamepadMove.LengthSq() > 0)
+ {
+ Matrix4f yawRotate = Matrix4f::RotationY(EyeYaw);
+ Vector3f orientationVector = yawRotate.Transform(GamepadMove);
+ orientationVector *= MoveSpeed * dt;
+ EyePos += orientationVector;
+ }
+
+
+ // Rotate and position View Camera, using YawPitchRoll in BodyFrame coordinates.
+ //
+ Matrix4f rollPitchYaw = Matrix4f::RotationY(EyeYaw) * Matrix4f::RotationX(EyePitch) *
+ Matrix4f::RotationZ(EyeRoll);
+ Vector3f up = rollPitchYaw.Transform(UpVector);
+ Vector3f forward = rollPitchYaw.Transform(ForwardVector);
+
+
+ // Minimal head modelling.
+ float headBaseToEyeHeight = 0.15f; // Vertical height of eye from base of head
+ float headBaseToEyeProtrusion = 0.09f; // Distance forward of eye from base of head
+
+ Vector3f eyeCenterInHeadFrame(0.0f, headBaseToEyeHeight, -headBaseToEyeProtrusion);
+ Vector3f shiftedEyePos = EyePos + rollPitchYaw.Transform(eyeCenterInHeadFrame);
+ shiftedEyePos.y -= eyeCenterInHeadFrame.y; // Bring the head back down to original height
+
+ View = Matrix4f::LookAtRH(shiftedEyePos, shiftedEyePos + forward, up);
+
+ // This is what transformation would be without head modeling.
+ // View = Matrix4f::LookAtRH(EyePos, EyePos + forward, up);
+
+ switch(SConfig.GetStereoMode())
+ {
+ case Stereo_None:
+ Render(SConfig.GetEyeRenderParams(StereoEye_Center));
+ break;
+
+ case Stereo_LeftRight_Multipass:
+ Render(SConfig.GetEyeRenderParams(StereoEye_Left));
+ Render(SConfig.GetEyeRenderParams(StereoEye_Right));
+ break;
+ }
+
+ pRender->Present();
+ // Force GPU to flush the scene, resulting in the lowest possible latency.
+ pRender->ForceFlushGPU();
+}
+
+// Render the scene for one eye.
+void OculusRoomTinyApp::Render(const StereoEyeParams& stereo)
+{
+ pRender->BeginScene(PostProcess);
+
+ // Apply Viewport/Projection for the eye.
+ pRender->ApplyStereoParams(stereo);
+ pRender->Clear();
+ pRender->SetDepthMode(true, true);
+
+ Scene.Render(pRender, stereo.ViewAdjust * View);
+
+ pRender->FinishScene();
+}
+
+
+
+
+int OculusRoomTinyApp::Run()
+{
+ pRender->SetWindowSize(Width, Height);
+ pRender->SetViewport(0, 0, Width, Height);
+ while (!Quit) {
+ glfwPollEvents();
+ OnIdle();
+ }
+ return 0;
+}
+
+//-------------------------------------------------------------------------------------
+// ***** Program Startup
+#ifdef WIN32
+int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nShowCmd)
+#else
+int main(int argc, char ** argv)
+#endif
+
+{
+ int exitCode = 0;
+
+ // Initializes LibOVR. This LogMask_All enables maximum logging.
+ // Custom allocator can also be specified here.
+ OVR::System::Init(OVR::Log::ConfigureDefaultLog(OVR::LogMask_All));
+
+ // Scope to force application destructor before System::Destroy.
+ {
+ OculusRoomTinyApp app;
+ exitCode = app.OnStartup(0);
+ if (!exitCode)
+ {
+ // Processes messages and calls OnIdle() to do rendering.
+ exitCode = app.Run();
+ }
+ }
+
+ // No OVR functions involving memory are allowed after this.
+ OVR::System::Destroy();
+ return exitCode;
+}