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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//===========================================================================//
#include "cbase.h"
#include "sourcevirtualreality.h"
#include "icommandline.h"
#include "filesystem.h"
#include "materialsystem/imaterial.h"
#include "materialsystem/imesh.h"
#include "materialsystem/imaterialvar.h"
#include "renderparm.h"
#include "openvr/openvr.h"
using namespace vr;
CSourceVirtualReality g_SourceVirtualReality; EXPOSE_SINGLE_INTERFACE_GLOBALVAR( CSourceVirtualReality, ISourceVirtualReality, SOURCE_VIRTUAL_REALITY_INTERFACE_VERSION, g_SourceVirtualReality );
static VMatrix VMatrixFrom44(const float v[4][4]); static VMatrix VMatrixFrom34(const float v[3][4]); static VMatrix OpenVRToSourceCoordinateSystem(const VMatrix& vortex);
// --------------------------------------------------------------------
// Purpose: Set the current HMD pose as the zero pose
// --------------------------------------------------------------------
void CC_VR_Reset_Home_Pos( const CCommand& args ) { g_SourceVirtualReality.AcquireNewZeroPose(); } static ConCommand vr_reset_home_pos("vr_reset_home_pos", CC_VR_Reset_Home_Pos, "Sets the current HMD position as the zero point" );
// --------------------------------------------------------------------
// Purpose: Reinitialize the IHeadtrack object
// --------------------------------------------------------------------
void CC_VR_Track_Reinit( const CCommand& args ) { if( g_SourceVirtualReality.ResetTracking() ) { // Tracker can't be restarted: show a message, but don't quit.
Warning("Can't reset HMD tracker"); } } static ConCommand vr_track_reinit("vr_track_reinit", CC_VR_Track_Reinit, "Reinitializes HMD tracking" );
// Disable distortion processing altogether.
ConVar vr_distortion_enable ( "vr_distortion_enable", "1" );
// Disable distortion by changing the distortion texture itself, so that the rendering path is otherwise identical.
// This won't take effect until the texture is refresed.
ConVar vr_debug_nodistortion ( "vr_debug_nodistortion", "0" );
// Disable just the chromatic aberration correction in the distortion texture, to make undistort quality/artifacts
// easier to see and debug. As above, won't take effect until the texture is refreshed.
ConVar vr_debug_nochromatic ( "vr_debug_nochromatic", "0" );
// Resolution of the undistort map.
static const int distortionTextureSize = 128;
void CC_vr_refresh_distortion_texture( const CCommand& args ) { g_SourceVirtualReality.RefreshDistortionTexture(); } ConCommand vr_refresh_distortion_texture( "vr_refresh_distortion_texture", CC_vr_refresh_distortion_texture );
ConVar vr_use_offscreen_render_target( "vr_use_offscreen_render_target", "0", 0, "Experimental: Use larger offscreen render target for pre-distorted scene in VR" );
// --------------------------------------------------------------------
// construction/destruction
// --------------------------------------------------------------------
CSourceVirtualReality::CSourceVirtualReality() : m_textureGeneratorLeft( vr::Eye_Left ), m_textureGeneratorRight( vr::Eye_Right ) { m_bActive = false; m_bUsingOffscreenRenderTarget = false; m_pHmd = NULL; }
CSourceVirtualReality::~CSourceVirtualReality() { }
// --------------------------------------------------------------------
// Purpose:
// --------------------------------------------------------------------
bool CSourceVirtualReality::Connect( CreateInterfaceFn factory ) { if ( !factory ) return false;
if ( !BaseClass::Connect( factory ) ) return false;
if ( !g_pFullFileSystem ) { Warning( "The head tracker requires the filesystem to run!\n" ); return false; }
return true; }
// --------------------------------------------------------------------
// Purpose:
// --------------------------------------------------------------------
void CSourceVirtualReality::Disconnect() { BaseClass::Disconnect(); }
// --------------------------------------------------------------------
// Purpose:
// --------------------------------------------------------------------
void * CSourceVirtualReality::QueryInterface( const char *pInterfaceName ) { CreateInterfaceFn factory = Sys_GetFactoryThis(); // This silly construction is necessary
return factory( pInterfaceName, NULL ); // to prevent the LTCG compiler from crashing.
}
// --------------------------------------------------------------------
// Purpose:
// --------------------------------------------------------------------
InitReturnVal_t CSourceVirtualReality::Init() { InitReturnVal_t nRetVal = BaseClass::Init(); if ( nRetVal != INIT_OK ) return nRetVal;
MathLib_Init( 2.2f, 2.2f, 0.0f, 2.0f );
// if our tracker expects to use the texture base distortion shader,
// make the procedural textures for that shader now
m_pDistortionTextureLeft.Init( materials->CreateProceduralTexture( "vr_distort_map_left", TEXTURE_GROUP_PIXEL_SHADERS, distortionTextureSize, distortionTextureSize, IMAGE_FORMAT_RGBA16161616, TEXTUREFLAGS_NOMIP | TEXTUREFLAGS_NOLOD | TEXTUREFLAGS_NODEBUGOVERRIDE | TEXTUREFLAGS_SINGLECOPY | TEXTUREFLAGS_CLAMPS | TEXTUREFLAGS_CLAMPT ) ); m_pDistortionTextureRight.Init( materials->CreateProceduralTexture( "vr_distort_map_right", TEXTURE_GROUP_PIXEL_SHADERS, distortionTextureSize, distortionTextureSize, IMAGE_FORMAT_RGBA16161616, TEXTUREFLAGS_NOMIP | TEXTUREFLAGS_NOLOD | TEXTUREFLAGS_NODEBUGOVERRIDE | TEXTUREFLAGS_SINGLECOPY | TEXTUREFLAGS_CLAMPS | TEXTUREFLAGS_CLAMPT ) ); m_pDistortionTextureLeft->SetTextureRegenerator( &m_textureGeneratorLeft ); m_pDistortionTextureRight->SetTextureRegenerator( &m_textureGeneratorRight );
return INIT_OK; }
void CSourceVirtualReality::RefreshDistortionTexture() { m_pDistortionTextureLeft->Download(); m_pDistortionTextureRight->Download(); }
void CDistortionTextureRegen::RegenerateTextureBits( ITexture *pTexture, IVTFTexture *pVTFTexture, Rect_t *pSubRect ) { // only do this if we have an HMD
if( !g_SourceVirtualReality.GetHmd() ) return;
unsigned short *imageData = (unsigned short*) pVTFTexture->ImageData( 0, 0, 0 ); enum ImageFormat imageFormat = pVTFTexture->Format(); if( imageFormat != IMAGE_FORMAT_RGBA16161616 ) { return; }
// we use different UVs for the full FB source texture
float fUScale; float fUOffset; if( g_SourceVirtualReality.UsingOffscreenRenderTarget() ) { fUScale = 1.f; fUOffset = 0.f; } else { fUScale = 0.5f; fUOffset = m_eEye == Eye_Left ? 0.f : 0.5f; }
// optimize
int width = pVTFTexture->Width(); int height = pVTFTexture->Height(); float fHeight = height; float fWidth = width; int x, y; for( y = 0; y < height; y++ ) { for( x = 0; x < width; x++ ) { int offset = 4 * ( x + y * width ); assert( offset < width * height * 4 );
float u = ( (float)x + 0.5f) / fWidth; float v = ( (float)y + 0.5f) / fHeight;
DistortionCoordinates_t coords = g_SourceVirtualReality.GetHmd()->ComputeDistortion( m_eEye, u, v );
coords.rfRed[0] = Clamp( coords.rfRed[0], 0.f, 1.f ) * fUScale + fUOffset; coords.rfGreen[0] = Clamp( coords.rfGreen[0], 0.f, 1.f ) * fUScale + fUOffset; coords.rfBlue[0] = Clamp( coords.rfBlue[0], 0.f, 1.f ) * fUScale + fUOffset;
if ( vr_debug_nodistortion.GetBool() ) { coords.rfRed[0] = coords.rfGreen[0] = coords.rfBlue[0] = u * fUScale + fUOffset; coords.rfRed[1] = coords.rfGreen[1] = coords.rfBlue[1] = v; }
if ( vr_debug_nochromatic.GetBool() ) { coords.rfRed[0] = coords.rfBlue[0] = coords.rfGreen[0]; coords.rfRed[1] = coords.rfBlue[1] = coords.rfGreen[1]; }
imageData[offset + 0] = (unsigned short)(Clamp( coords.rfRed[0], 0.f, 1.f ) * 65535.f ); imageData[offset + 1] = (unsigned short)(Clamp( coords.rfRed[1], 0.f, 1.f ) * 65535.f ); imageData[offset + 2] = (unsigned short)(Clamp( coords.rfBlue[0], 0.f, 1.f ) * 65535.f ); imageData[offset + 3] = (unsigned short)(Clamp( coords.rfBlue[1], 0.f, 1.f ) * 65535.f ); } } }
// --------------------------------------------------------------------
// Purpose:
// --------------------------------------------------------------------
void CSourceVirtualReality::Shutdown() { BaseClass::Shutdown();
if( m_pHmd ) VR_Shutdown();
m_pDistortionTextureLeft.Shutdown(); m_pDistortionTextureRight.Shutdown(); }
// --------------------------------------------------------------------
// Purpose: Let the caller know if we're in VR mode
// --------------------------------------------------------------------
bool CSourceVirtualReality::ShouldRunInVR() { return m_bActive && m_pHmd; }
// --------------------------------------------------------------------
// Purpose: Returns true if there's an Hmd connected and everything
// started up.
// --------------------------------------------------------------------
bool CSourceVirtualReality::IsHmdConnected() { // we really just care if OpenVR init was successful
return EnsureOpenVRInited(); }
// --------------------------------------------------------------------
// Purpose: Let the caller know how big to make the window and where
// to put it.
// --------------------------------------------------------------------
bool CSourceVirtualReality::GetDisplayBounds( VRRect_t *pRect ) { if( m_pHmd ) { int32_t x, y; uint32_t width, height; m_pHmd->GetWindowBounds( &x, &y, &width, &height ); pRect->nX = x; pRect->nY = y; pRect->nWidth = width; pRect->nHeight = height; return true; } else { return false; } }
// --------------------------------------------------------------------
// Purpose: Allocates the pre-distortion render targets.
// --------------------------------------------------------------------
void CSourceVirtualReality::CreateRenderTargets( IMaterialSystem *pMaterialSystem ) { if( !m_pHmd || !m_bActive ) return;
g_StereoGuiTexture.Init( materials->CreateNamedRenderTargetTextureEx2( "_rt_gui", 640, 480, RT_SIZE_OFFSCREEN, materials->GetBackBufferFormat(), MATERIAL_RT_DEPTH_SHARED, TEXTUREFLAGS_CLAMPS | TEXTUREFLAGS_CLAMPT, CREATERENDERTARGETFLAGS_HDR ) );
if( UsingOffscreenRenderTarget() ) { uint32_t nWidth, nHeight; m_pHmd->GetRecommendedRenderTargetSize( &nWidth, &nHeight );
m_pPredistortRT.Init( pMaterialSystem->CreateNamedRenderTargetTextureEx2( "_rt_vr_predistort", nWidth, nHeight, RT_SIZE_LITERAL, IMAGE_FORMAT_RGBA8888, MATERIAL_RT_DEPTH_SEPARATE, TEXTUREFLAGS_RENDERTARGET |TEXTUREFLAGS_NOMIP/*TEXTUREFLAGS_CLAMPS | TEXTUREFLAGS_CLAMPT */, 0 ) );
//TODO: Figure out what I really want for the depth texture format
m_pPredistortRTDepth.Init( pMaterialSystem->CreateNamedRenderTargetTextureEx2( "_rt_vr_predistort_depth", nWidth, nHeight, RT_SIZE_LITERAL, IMAGE_FORMAT_NV_DST24, MATERIAL_RT_DEPTH_NONE, TEXTUREFLAGS_CLAMPS | TEXTUREFLAGS_CLAMPT |TEXTUREFLAGS_NOMIP, 0 ) ); }
}
void CSourceVirtualReality::ShutdownRenderTargets() { g_StereoGuiTexture.Shutdown(); m_pPredistortRT.Shutdown(); m_pPredistortRTDepth.Shutdown(); }
// Returns the (possibly overridden) framebuffer size for render target sizing.
void CSourceVirtualReality::GetRenderTargetFrameBufferDimensions( int & nWidth, int & nHeight ) { if( m_pHmd && UsingOffscreenRenderTarget() ) {
uint32_t w, h; m_pHmd->GetRecommendedRenderTargetSize( &w, &h ); nWidth = w; nHeight = h; } else { // this will cause material system to fall back to the
// actual size of the frame buffer
nWidth = nHeight = 0; } }
// --------------------------------------------------------------------
// Purpose: fetches the render target for the specified eye
// --------------------------------------------------------------------
ITexture *CSourceVirtualReality::GetRenderTarget( ISourceVirtualReality::VREye eEye, ISourceVirtualReality::EWhichRenderTarget eWhich ) { // we don't use any render targets if distortion is disabled
// Just let the game render to the frame buffer.
if( !vr_distortion_enable.GetBool() ) return NULL;
if( !m_bActive || !m_pHmd ) return NULL;
if( !UsingOffscreenRenderTarget() ) return NULL;
switch( eWhich ) { case ISourceVirtualReality::RT_Color: return m_pPredistortRT;
case ISourceVirtualReality::RT_Depth: return m_pPredistortRTDepth; } return NULL; }
vr::Hmd_Eye SourceEyeToHmdEye( ISourceVirtualReality::VREye eEye ) { if( eEye == ISourceVirtualReality::VREye_Left ) return vr::Eye_Left; else return vr::Eye_Right; }
// --------------------------------------------------------------------
// Purpose: Let the caller know if we're in VR mode
// --------------------------------------------------------------------
void CSourceVirtualReality::GetViewportBounds( VREye eEye, int *pnX, int *pnY, int *pnWidth, int *pnHeight ) { if( !m_pHmd || !m_bActive ) { *pnWidth = 0; *pnHeight = 0; return; }
// if there are textures, use those
if( m_pPredistortRT && vr_distortion_enable.GetBool() ) { if( pnX && pnY ) { *pnX = 0; *pnY = 0; } *pnWidth = m_pPredistortRT->GetActualWidth(); *pnHeight = m_pPredistortRT->GetActualHeight(); } else { uint32_t x, y, w, h; m_pHmd->GetEyeOutputViewport( SourceEyeToHmdEye( eEye ), &x, &y, &w, &h ); if( pnX && pnY ) { *pnX = x; *pnY = y; } *pnWidth = w; *pnHeight = h; } }
// --------------------------------------------------------------------
// Purpose: Returns the current pose
// --------------------------------------------------------------------
VMatrix CSourceVirtualReality::GetMideyePose() { return m_ZeroFromHeadPose; }
// ----------------------------------------------------------------------
// Purpose: Create a 4x4 projection transform from eye projection and distortion parameters
// ----------------------------------------------------------------------
inline static void ComposeProjectionTransform(float fLeft, float fRight, float fTop, float fBottom, float zNear, float zFar, float fovScale, VMatrix *pmProj ) { if( fovScale != 1.0f && fovScale > 0.f ) { float fFovScaleAdjusted = tan( atan( fTop ) / fovScale ) / fTop; fRight *= fFovScaleAdjusted; fLeft *= fFovScaleAdjusted; fTop *= fFovScaleAdjusted; fBottom *= fFovScaleAdjusted; }
float idx = 1.0f / (fRight - fLeft); float idy = 1.0f / (fBottom - fTop); float idz = 1.0f / (zFar - zNear); float sx = fRight + fLeft; float sy = fBottom + fTop;
float (*p)[4] = pmProj->m; p[0][0] = 2*idx; p[0][1] = 0; p[0][2] = sx*idx; p[0][3] = 0; p[1][0] = 0; p[1][1] = 2*idy; p[1][2] = sy*idy; p[1][3] = 0; p[2][0] = 0; p[2][1] = 0; p[2][2] = -zFar*idz; p[2][3] = -zFar*zNear*idz; p[3][0] = 0; p[3][1] = 0; p[3][2] = -1.0f; p[3][3] = 0; }
// ----------------------------------------------------------------------
// Purpose: Computes and returns the projection matrix for the eye
// ----------------------------------------------------------------------
bool CSourceVirtualReality::GetEyeProjectionMatrix ( VMatrix *pResult, VREye eEye, float zNear, float zFar, float fovScale ) { Assert ( pResult != NULL ); if( !pResult || !m_pHmd || !m_bActive ) return false;
float fLeft, fRight, fTop, fBottom; m_pHmd->GetProjectionRaw( SourceEyeToHmdEye( eEye ), &fLeft, &fRight, &fTop, &fBottom );
ComposeProjectionTransform( fLeft, fRight, fTop, fBottom, zNear, zFar, fovScale, pResult ); return true; }
// ----------------------------------------------------------------------
// Purpose: Returns the mid eye from left/right eye part of the view
// matrix transform chain.
// ----------------------------------------------------------------------
VMatrix CSourceVirtualReality::GetMidEyeFromEye( VREye eEye ) { if( m_pHmd ) { vr::HmdMatrix34_t matMidEyeFromEye = m_pHmd->GetEyeToHeadTransform( SourceEyeToHmdEye( eEye ) ); return OpenVRToSourceCoordinateSystem( VMatrixFrom34( matMidEyeFromEye.m ) ); } else { VMatrix mat; mat.Identity(); return mat; } }
// returns the adapter index to use for VR mode
int CSourceVirtualReality::GetVRModeAdapter() { if( EnsureOpenVRInited() ) { Assert( m_pHmd ); return m_pHmd->GetD3D9AdapterIndex(); } else { return -1; } }
bool CSourceVirtualReality::WillDriftInYaw() { if( m_pHmd ) return m_pHmd->GetBoolTrackedDeviceProperty( vr::k_unTrackedDeviceIndex_Hmd, Prop_WillDriftInYaw_Bool ); else return false; }
void CSourceVirtualReality::AcquireNewZeroPose() { // just let the next tracker update re-zero us
if( m_pHmd ) m_pHmd->ResetSeatedZeroPose(); }
bool CSourceVirtualReality::SampleTrackingState ( float PlayerGameFov, float fPredictionSeconds ) { if( !m_pHmd || !m_bActive ) return false;
// If tracker can't return a pose (it's possibly recalibrating itself)
// then we will freeze tracking at its current state, rather than
// snapping it back to the zero position
vr::TrackedDevicePose_t pose;
if ( m_pHmd->IsTrackedDeviceConnected( k_unTrackedDeviceIndex_Hmd ) ) { float fSecondsSinceLastVsync; m_pHmd->GetTimeSinceLastVsync( &fSecondsSinceLastVsync, NULL );
float fFrameDuration = 1.f / m_pHmd->GetFloatTrackedDeviceProperty( vr::k_unTrackedDeviceIndex_Hmd, vr::Prop_DisplayFrequency_Float ); float fPredictedSecondsFromNow = fFrameDuration - fSecondsSinceLastVsync \ + m_pHmd->GetFloatTrackedDeviceProperty( vr::k_unTrackedDeviceIndex_Hmd, vr::Prop_SecondsFromVsyncToPhotons_Float );
// Use Seated here because everything using this interface or older is expecting a seated experience
m_pHmd->GetDeviceToAbsoluteTrackingPose( vr::TrackingUniverseSeated, fPredictedSecondsFromNow, &pose, 1 );
m_bHaveValidPose = pose.bPoseIsValid; } else { m_bHaveValidPose = false; }
if( !m_bHaveValidPose ) return false;
m_ZeroFromHeadPose = OpenVRToSourceCoordinateSystem( VMatrixFrom34( pose.mDeviceToAbsoluteTracking.m ) );
return true; }
// ----------------------------------------------------------------------
// Purpose: Performs the distortion required for the HMD display
// ----------------------------------------------------------------------
bool CSourceVirtualReality::DoDistortionProcessing ( VREye eEye ) { if( !ShouldRunInVR() ) return false; if ( !vr_distortion_enable.GetBool() ) { return false; }
CMatRenderContextPtr pRenderContext( materials );
IMaterial *pDistortMaterial; if( eEye == VREye_Left ) pDistortMaterial = m_DistortLeftMaterial; else pDistortMaterial = m_DistortRightMaterial;
if( !UsingOffscreenRenderTarget() ) { // copy the frame buffer to the source texture
ITexture *pFullFrameFB1 = materials->FindTexture( "_rt_FullFrameFB1", TEXTURE_GROUP_RENDER_TARGET ); if( !pFullFrameFB1 ) return false;
Rect_t r; this->GetViewportBounds( eEye, &r.x, &r.y, &r.width, &r.height ); pRenderContext->CopyRenderTargetToTextureEx( pFullFrameFB1, 0, &r, &r ); }
// This is where we are rendering to
uint32_t x, y, w, h; m_pHmd->GetEyeOutputViewport( SourceEyeToHmdEye( eEye ), &x, &y, &w, &h );
pRenderContext->DrawScreenSpaceRectangle ( pDistortMaterial, x, y, w, h, 0, 0, distortionTextureSize-1,distortionTextureSize-1,distortionTextureSize,distortionTextureSize);
return true; }
// --------------------------------------------------------------------
// Pastes the HUD directly onto the backbuffer / render target, including
// applying the undistort.
// --------------------------------------------------------------------
bool CSourceVirtualReality::CompositeHud ( VREye eEye, float ndcHudBounds[4], bool bDoUndistort, bool bBlackout, bool bTranslucent ) { // run away if we're not doing VR at all
if ( ! ShouldRunInVR() ) return false;
bDoUndistort = bDoUndistort && vr_distortion_enable.GetBool();
IMaterial *pDistortHUDMaterial = ( eEye == VREye_Left ) ? m_DistortHUDLeftMaterial : m_DistortHUDRightMaterial;
// The translucency flag will enable/disable both blending and alpha test. The only case where we don't want them enabled
// is when we're blacking out the entire screen (we use blending to smooth the edges of the HUD, and we use alpha test to kill
// the pixels outside the HUD). Note that right now I'm not expecting to see a mode with bTranslucent and bBlackout
// both true (maybe happens in sniper mode?).
pDistortHUDMaterial->SetMaterialVarFlag( MATERIAL_VAR_TRANSLUCENT, ! bBlackout );
// The ndcHudBounds are the min x, min y, max x, max y of where we want to paste the HUD texture in NDC coordinates
// of the main 3D view. We conver to UV (0->1) space here for the shader.
float huduvs[4]; huduvs[0] = ndcHudBounds[0] * 0.5 + 0.5; huduvs[1] = ndcHudBounds[1] * 0.5 + 0.5; huduvs[2] = ndcHudBounds[2] * 0.5 + 0.5; huduvs[3] = ndcHudBounds[3] * 0.5 + 0.5;
// Fix up coordinates depending on whether we're rendering to a buffer sized for one eye or two.
// (note that disabling distortion also disables use of the offscreen render target)
if ( vr_distortion_enable.GetBool() && ! UsingOffscreenRenderTarget() ) { huduvs[0] *= 0.5; huduvs[2] *= 0.5; if ( eEye == VREye_Right ) { huduvs[0] += 0.5; huduvs[2] += 0.5; } }
IMaterialVar *pVar;
pVar = pDistortHUDMaterial->FindVar( "$distortbounds", NULL ); if ( pVar ) { pVar->SetVecValue( huduvs, 4 ); }
pVar = pDistortHUDMaterial->FindVar( "$hudtranslucent", NULL ); if ( pVar ) { pVar->SetIntValue( bTranslucent ); }
pVar = pDistortHUDMaterial->FindVar( "$hudundistort", NULL ); if ( pVar ) { pVar->SetIntValue( bDoUndistort ); }
CMatRenderContextPtr pRenderContext( materials );
uint32_t x, y, w, h; m_pHmd->GetEyeOutputViewport( SourceEyeToHmdEye( eEye ), &x, &y, &w, &h );
pRenderContext->DrawScreenSpaceRectangle ( pDistortHUDMaterial, x, y, w, h, 0, 0, distortionTextureSize-1,distortionTextureSize-1,distortionTextureSize,distortionTextureSize);
return true; }
bool CSourceVirtualReality::EnsureOpenVRInited() { if( m_pHmd ) return true;
return StartTracker(); }
bool CSourceVirtualReality::StartTracker() { Assert( m_pHmd == NULL );
// Initialize SteamVR
vr::HmdError err; m_pHmd = vr::VR_Init( &err ); if( err != HmdError_None ) { Msg( "Unable to initialize HMD tracker. Error code %d\n", err ); return false; }
m_pHmd->ResetSeatedZeroPose();
m_bHaveValidPose = false; m_ZeroFromHeadPose.Identity();
return true; }
void CSourceVirtualReality::StopTracker() { if ( m_pHmd ) { VR_Shutdown(); m_pHmd = NULL; } }
bool CSourceVirtualReality::ResetTracking() { StopTracker(); return StartTracker(); }
bool CSourceVirtualReality::Activate() { // init the HMD itself
if( !ResetTracking() ) return false;
m_bActive = true; m_bUsingOffscreenRenderTarget = vr_use_offscreen_render_target.GetBool();
m_warpMaterial.Init( "dev/warp", "Other" ); if( UsingOffscreenRenderTarget() ) { m_DistortLeftMaterial.Init( "vr/vr_distort_texture_left", "Other" ); m_DistortRightMaterial.Init( "vr/vr_distort_texture_right", "Other" ); } else { m_DistortLeftMaterial.Init( "vr/vr_distort_texture_left_nort", "Other" ); m_DistortRightMaterial.Init( "vr/vr_distort_texture_right_nort", "Other" ); } m_InWorldUIMaterial.Init( "vgui/inworldui", "Other" ); m_InWorldUIOpaqueMaterial.Init( "vgui/inworldui_opaque", "Other" ); m_blackMaterial.Init( "vgui/black", "Other" );
m_DistortHUDLeftMaterial.Init( "vr/vr_distort_hud_left", "Other" ); m_DistortHUDRightMaterial.Init( "vr/vr_distort_hud_right", "Other" );
RefreshDistortionTexture(); return true; }
void CSourceVirtualReality::Deactivate() { m_bActive = false; m_bShouldForceVRMode = false;
m_warpMaterial.Shutdown(); m_DistortLeftMaterial.Shutdown(); m_DistortRightMaterial.Shutdown(); m_DistortHUDLeftMaterial.Shutdown(); m_DistortHUDRightMaterial.Shutdown(); m_InWorldUIMaterial.Shutdown(); m_InWorldUIOpaqueMaterial.Shutdown(); m_blackMaterial.Shutdown(); }
bool CSourceVirtualReality::ShouldForceVRMode() { return m_bShouldForceVRMode; }
void CSourceVirtualReality::SetShouldForceVRMode() { m_bShouldForceVRMode = true; }
static VMatrix OpenVRToSourceCoordinateSystem(const VMatrix& vortex) { const float inchesPerMeter = (float)(39.3700787);
// From Vortex: X=right, Y=up, Z=backwards, scale is meters.
// To Source: X=forwards, Y=left, Z=up, scale is inches.
//
// s_from_v = [ 0 0 -1 0
// -1 0 0 0
// 0 1 0 0
// 0 0 0 1];
//
// We want to compute vmatrix = s_from_v * vortex * v_from_s; v_from_s = s_from_v'
// Given vortex =
// [00 01 02 03
// 10 11 12 13
// 20 21 22 23
// 30 31 32 33]
//
// s_from_v * vortex * s_from_v' =
// 22 20 -21 -23
// 02 00 -01 -03
// -12 -10 11 13
// -32 -30 31 33
//
const vec_t (*v)[4] = vortex.m; VMatrix result( v[2][2], v[2][0], -v[2][1], -v[2][3] * inchesPerMeter, v[0][2], v[0][0], -v[0][1], -v[0][3] * inchesPerMeter, -v[1][2], -v[1][0], v[1][1], v[1][3] * inchesPerMeter, -v[3][2], -v[3][0], v[3][1], v[3][3]);
return result; }
static VMatrix VMatrixFrom44(const float v[4][4]) { return VMatrix( v[0][0], v[0][1], v[0][2], v[0][3], v[1][0], v[1][1], v[1][2], v[1][3], v[2][0], v[2][1], v[2][2], v[2][3], v[3][0], v[3][1], v[3][2], v[3][3]); }
static VMatrix VMatrixFrom34(const float v[3][4]) { return VMatrix( v[0][0], v[0][1], v[0][2], v[0][3], v[1][0], v[1][1], v[1][2], v[1][3], v[2][0], v[2][1], v[2][2], v[2][3], 0, 0, 0, 1 ); }
static VMatrix VMatrixFrom33(const float v[3][3]) { return VMatrix( v[0][0], v[0][1], v[0][2], 0, v[1][0], v[1][1], v[1][2], 0, v[2][0], v[2][1], v[2][2], 0, 0, 0, 0, 1); }
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