1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
|
/************************************************************************************
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;
}
|