OVR: Get orientation
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2dda6cc5f0
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30f98c4b62
2 changed files with 39 additions and 45 deletions
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@ -185,13 +185,14 @@ private:
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UDriver *m_Driver;
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CTextureUser *m_GUITexture;
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NL3D::CTextureUser *m_SceneTexture;
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UMaterial m_UnlitMat;
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NLMISC::CRefPtr<CVertexProgramOVR> m_VP;
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NLMISC::CRefPtr<CPixelProgramOVR> m_PP;
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/*NL3D::CTextureUser *m_SceneTexture;
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/*
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NL3D::UMaterial m_BarrelMat;
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NLMISC::CQuadUV m_BarrelQuadLeft;
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NLMISC::CQuadUV m_BarrelQuadRight;
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@ -246,7 +246,7 @@ CStereoOVR::CStereoOVR(const CStereoOVRDeviceFactory *factory) : m_DevicePtr(NUL
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// get distortion mesh
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ovrDistortionMesh meshData;
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ovrHmd_CreateDistortionMesh(m_DevicePtr, (ovrEyeType)eye, fov,
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ovrDistortionCap_Chromatic | ovrDistortionCap_TimeWarp | ovrDistortionCap_Vignette,
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ovrDistortionCap_Chromatic /*| ovrDistortionCap_TimeWarp*/ | ovrDistortionCap_Vignette, // I believe the timewarp gimmick screws with parallax
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&meshData);
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ovrVector2f uvScaleOffset[2];
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@ -273,7 +273,7 @@ CStereoOVR::CStereoOVR(const CStereoOVRDeviceFactory *factory) : m_DevicePtr(NUL
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vba.setTexCoord(i, 2, ov.TanEyeAnglesB.x, ov.TanEyeAnglesB.y);
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NLMISC::CRGBA color;
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color.R = color.G = color.B = (uint8)(ov.VignetteFactor * 255.99f);
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color.A = (uint8)(ov.TimeWarpFactor * 255.99f);
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color.A = 255; // (uint8)(ov.TimeWarpFactor * 255.99f);
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vba.setColor(i, color);
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}
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}
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@ -552,12 +552,6 @@ void CStereoOVR::updateCamera(uint cid, const NL3D::UCamera *camera)
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bool CStereoOVR::nextPass()
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{
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// Do not allow weird stuff.
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uint32 width, height;
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m_Driver->getWindowSize(width, height);
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// nlassert(width == m_DevicePtr->HMDInfo.HResolution);
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// nlassert(height == m_DevicePtr->HMDInfo.VResolution);
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if (m_Driver->getPolygonMode() == UDriver::Filled)
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{
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switch (m_Stage) // Previous stage
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@ -742,15 +736,13 @@ bool CStereoOVR::beginRenderTarget()
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}
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// Begin 3D scene render target
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/*if (m_Driver && m_Stage == 3 && (m_Driver->getPolygonMode() == UDriver::Filled))
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if (m_Driver && m_Stage == 3 && (m_Driver->getPolygonMode() == UDriver::Filled))
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{
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nlassert(!m_SceneTexture);
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uint32 width, height;
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m_Driver->getWindowSize(width, height); // Temporary limitation, TODO: scaling!
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m_SceneTexture = m_Driver->getRenderTargetManager().getRenderTarget(width, height);
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m_SceneTexture = m_Driver->getRenderTargetManager().getRenderTarget(m_RenderTargetWidth, m_RenderTargetHeight);
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static_cast<CDriverUser *>(m_Driver)->setRenderTarget(*m_SceneTexture);
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return true;
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}*/
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}
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return false;
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}
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@ -762,17 +754,6 @@ void CStereoOVR::setInterfaceMatrix(const NL3D::CMatrix &matrix)
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void CStereoOVR::renderGUI()
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{
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/*CMatrix mat;
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mat.translate(m_InterfaceCameraMatrix.getPos());
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CVector dir = m_InterfaceCameraMatrix.getJ();
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dir.z = 0;
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dir.normalize();
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if (dir.y < 0)
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mat.rotateZ(float(NLMISC::Pi+asin(dir.x)));
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else
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mat.rotateZ(float(NLMISC::Pi+NLMISC::Pi-asin(dir.x)));
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m_Driver->setModelMatrix(mat);*/
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m_Driver->setModelMatrix(m_InterfaceCameraMatrix);
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{
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@ -1022,27 +1003,39 @@ bool CStereoOVR::endRenderTarget()
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NLMISC::CQuat CStereoOVR::getOrientation() const
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{
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//if (m_OrientationCached)
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if (m_OrientationCached)
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return m_OrientationCache;
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/*
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OVR::Quatf quatovr = m_DevicePtr->SensorFusion.GetPredictedOrientation();
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NLMISC::CMatrix coordsys;
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float csys[] = {
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1.0f, 0.0f, 0.0f, 0.0f,
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0.0f, 0.0f, -1.0f, 0.0f,
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0.0f, 1.0f, 0.0f, 0.0f,
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0.0f, 0.0f, 0.0f, 1.0f,
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};
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coordsys.set(csys);
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NLMISC::CMatrix matovr;
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matovr.setRot(NLMISC::CQuat(quatovr.x, quatovr.y, quatovr.z, quatovr.w));
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NLMISC::CMatrix matr;
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matr.rotateX(NLMISC::Pi * 0.5f); // fix this properly... :) (note: removing this allows you to use rift while lying down)
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NLMISC::CMatrix matnel = matr * matovr * coordsys;
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NLMISC::CQuat finalquat = matnel.getRot();
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m_OrientationCache = finalquat;
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m_OrientationCached = true;
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return finalquat;*/
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ovrTrackingState ts = ovrHmd_GetTrackingState(m_DevicePtr, ovr_GetTimeInSeconds()); // TODO: Predict forward
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if (ts.StatusFlags & ovrStatus_OrientationTracked)
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{
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// get just the orientation
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ovrQuatf quatovr = ts.HeadPose.ThePose.Orientation;
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NLMISC::CMatrix coordsys;
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float csys[] = {
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1.0f, 0.0f, 0.0f, 0.0f,
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0.0f, 0.0f, -1.0f, 0.0f,
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0.0f, 1.0f, 0.0f, 0.0f,
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0.0f, 0.0f, 0.0f, 1.0f,
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};
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coordsys.set(csys);
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NLMISC::CMatrix matovr;
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matovr.setRot(NLMISC::CQuat(quatovr.x, quatovr.y, quatovr.z, quatovr.w));
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NLMISC::CMatrix matr;
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matr.rotateX(NLMISC::Pi * 0.5f); // fix this properly... :) (note: removing this allows you to use rift while lying down)
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NLMISC::CMatrix matnel = matr * matovr * coordsys;
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NLMISC::CQuat finalquat = matnel.getRot();
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m_OrientationCache = finalquat;
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m_OrientationCached = true;
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return finalquat;
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}
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else
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{
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nlwarning("OVR: No orientation returned");
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// return old orientation
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m_OrientationCached = true;
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return m_OrientationCache;
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}
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}
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/// Get GUI shift
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