bfab6c465b78e186eb9785280f78277eca203f3d
[mercenary-reloaded.git] / src / libovr / ovr.c
1 /* OVR handling
2  *
3  * (C) 2018 by Andreas Eversberg <jolly@eversberg.eu>
4  * All Rights Reserved
5  *
6  * This program is free software: you can redistribute it and/or modify
7  * it under the terms of the GNU General Public License as published by
8  * the Free Software Foundation, either version 3 of the License, or
9  * (at your option) any later version.
10  *
11  * This program is distributed in the hope that it will be useful,
12  * but WITHOUT ANY WARRANTY; without even the implied warranty of
13  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
14  * GNU General Public License for more details.
15  *
16  * You should have received a copy of the GNU General Public License
17  * along with this program.  If not, see <http://www.gnu.org/licenses/>.
18  *
19  * Based on example code:
20  * Filename    :   main.cpp
21  * Content     :   Simple minimal VR demo
22  * Created     :   December 1, 2014
23  * Author      :   Tom Heath
24  * Copyright   :   Copyright 2012 Oculus, Inc. All Rights reserved.
25  *
26  * Licensed under the Apache License, Version 2.0 (the "License");
27  * you may not use this file except in compliance with the License.
28  * You may obtain a copy of the License at
29  *
30  * http://www.apache.org/licenses/LICENSE-2.0
31  *
32  * Unless required by applicable law or agreed to in writing, software
33  * distributed under the License is distributed on an "AS IS" BASIS,
34  * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
35  * See the License for the specific language governing permissions and
36  * limitations under the License.
37  */
38
39 #include <stdio.h>
40 #include <stdint.h>
41 #include <string.h>
42 #include <math.h>
43 #include <errno.h>
44 #include "../libsdl/print.h"
45 #include "ovr.h"
46
47 #include <OVR_CAPI.h>
48 #include <OVR_CAPI_GL.h>
49 #include "helper.h"
50
51 #define GL3_PROTOTYPES 1
52 #include <GL/glew.h>
53
54 #if 0
55 #if defined(_WIN32)
56     #include <dxgi.h> // for GetDefaultAdapterLuid
57     #pragma comment(lib, "dxgi.lib")
58 #endif
59
60 static ovrGraphicsLuid GetDefaultAdapterLuid()
61 {
62         ovrGraphicsLuid luid = ovrGraphicsLuid();
63
64 #if defined(_WIN32)
65         IDXGIFactory* factory = nullptr;
66
67         if (SUCCEEDED(CreateDXGIFactory(IID_PPV_ARGS(&factory)))) {
68                 IDXGIAdapter* adapter = nullptr;
69
70                 if (SUCCEEDED(factory->EnumAdapters(0, &adapter))) {
71                         DXGI_ADAPTER_DESC desc;
72
73                         adapter->GetDesc(&desc);
74                         memcpy(&luid, &desc.AdapterLuid, sizeof(luid));
75                         adapter->Release();
76                 }
77
78                 factory->Release();
79         }
80 #endif
81
82         return luid;
83 }
84
85 static int Compare(const ovrGraphicsLuid lhs, const ovrGraphicsLuid rhs)
86 {
87     return memcmp(&lhs, &rhs, sizeof(ovrGraphicsLuid));
88 }
89 #endif
90
91 static int ovr_initialized = 0;
92 static ovrSession session = NULL;
93 static ovrGraphicsLuid luid;
94 static ovrHmdDesc hmdDesc;
95 static ovrSizei TextureSize[2];
96 static ovrTextureSwapChain textureSwapChain[2] = { NULL, NULL };
97 static GLuint fboId[2] = { 0, 0 };
98 static GLuint mirrorFBO = 0;
99 static int mirror_width;
100 static int mirror_height;
101 static ovrEyeRenderDesc eyeRenderDesc[2];
102 static ovrPosef hmdToEyeViewPose[2];
103 static ovrPosef headPose;
104 static ovrPosef handPoses[2];
105 static ovrInputState inputState;
106 static ovrLayerEyeFov layer;
107 static int multisampling;
108 static long long frameIndex = 0;
109 static double observer_x = 0.0;
110 static double observer_x_reset = 0.0;
111 static double hand_x_reset = 0.0;
112 static double observer_y = 0.0;
113 static double observer_y_reset = 0.0;
114 static double hand_y_reset = 0.0;
115 static double observer_z = 0.0;
116 static double observer_z_reset = 0.0;
117 static double hand_z_reset = 0.0;
118
119 int init_ovr(int _multisampling)
120 {
121         ovrResult result;
122         int eye;
123
124         multisampling = _multisampling;
125
126         glewExperimental = GL_TRUE;
127         if (glewInit() != GLEW_OK) {
128                 print_error("Failed to init GLEW\n");
129                 goto error;
130         }
131
132         result = ovr_Initialize(NULL);
133         if (OVR_FAILURE(result)) {
134                 print_error("Failed to init OVR (is Oculus Rift service running?)\n");
135                 goto error;
136         }
137         ovr_initialized = 1;
138
139         result = ovr_Create(&session, &luid);
140         if (OVR_FAILURE(result)) {
141                 print_error("Failed to create OVR session (is the HMD connected?)\n");
142                 goto error;
143         }
144
145 #if 0
146         if (Compare(luid, GetDefaultAdapterLuid())) { // If luid that the Rift is on is not the default adapter LUID...
147                 print_error("OpenGL supports only the default graphics adapter.\n");
148                 goto error;
149         }
150 #endif
151
152         hmdDesc = ovr_GetHmdDesc(session);
153
154         memset(&layer, 0, sizeof(layer));
155         layer.Header.Type      = ovrLayerType_EyeFov;
156         layer.Header.Flags     = 0;
157
158         /* do we need this??? seems to work without */
159         if (multisampling > 1)
160                 glEnable(GL_MULTISAMPLE);
161
162         /* create render buffers */
163         for (eye = 0; eye < 2; eye++) {
164                 TextureSize[eye] = ovr_GetFovTextureSize(session, (eye == 0) ? ovrEye_Left : ovrEye_Right, hmdDesc.DefaultEyeFov[eye], 1.0);
165                 ovrTextureSwapChainDesc desc;
166                 int length, i;
167                 GLuint chainTexId;
168
169                 memset(&desc, 0, sizeof(desc));
170                 desc.Type = ovrTexture_2D;
171                 desc.ArraySize = 1;
172                 desc.Format = OVR_FORMAT_R8G8B8A8_UNORM_SRGB;
173                 desc.Width = TextureSize[eye].w;
174                 desc.Height = TextureSize[eye].h;
175                 desc.MipLevels = 1;
176                 desc.SampleCount = (multisampling > 1) ? multisampling : 1;
177                 desc.StaticImage = ovrFalse;
178
179                 result = ovr_CreateTextureSwapChainGL(session, &desc, &textureSwapChain[eye]);
180                 if (OVR_FAILURE(result)) {
181                         print_error("ovr_CreateTextureSwapChainGL() failed! (error %d)\n", result);
182                         goto error;
183                 }
184
185                 ovr_GetTextureSwapChainLength(session, textureSwapChain[eye], &length);
186                 for (i = 0; i < length; i++) {
187                         ovr_GetTextureSwapChainBufferGL(session, textureSwapChain[eye], i, &chainTexId);
188                         glBindTexture((multisampling > 1) ? GL_TEXTURE_2D_MULTISAMPLE : GL_TEXTURE_2D, chainTexId);
189                         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
190                         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
191                         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
192                         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
193                 }
194
195                 glGenFramebuffers(1, &(fboId[eye]));
196
197                 eyeRenderDesc[eye] = ovr_GetRenderDesc(session, (eye == 0) ? ovrEye_Left : ovrEye_Right, hmdDesc.DefaultEyeFov[eye]);
198                 hmdToEyeViewPose[eye] = eyeRenderDesc[eye].HmdToEyePose;
199
200                 layer.ColorTexture[eye]  = textureSwapChain[eye];
201                 layer.Fov[eye]           = eyeRenderDesc[eye].Fov;
202                 layer.Viewport[eye].Pos.x = 0;
203                 layer.Viewport[eye].Pos.y = 0;
204                 layer.Viewport[eye].Size.w = TextureSize[eye].w;
205                 layer.Viewport[eye].Size.h = TextureSize[eye].h;
206         }
207
208         ovrMirrorTexture mirrorTexture = NULL;
209         ovrMirrorTextureDesc desc;
210         memset(&desc, 0, sizeof(desc));
211         desc.Width = mirror_width = TextureSize[0].w;
212         desc.Height = mirror_height = TextureSize[0].h / 2;
213         desc.Format = OVR_FORMAT_R8G8B8A8_UNORM_SRGB;
214         desc.MirrorOptions =
215                 ovrMirrorOption_PostDistortion |
216                 ovrMirrorOption_IncludeGuardian |
217                 ovrMirrorOption_IncludeNotifications |
218                 ovrMirrorOption_IncludeSystemGui;
219
220         /* Create mirror texture and an FBO used to copy mirror texture to back buffer */
221         result = ovr_CreateMirrorTextureWithOptionsGL(session, &desc, &mirrorTexture);
222         if (!OVR_SUCCESS(result)) {
223                 print_error("ovr_CreateMirrorTextureWithOptionsGL() failed! (error %d)\n", result);
224                 goto error;
225         }
226
227         /* Configure the mirror read buffer */
228         GLuint texId;
229         ovr_GetMirrorTextureBufferGL(session, mirrorTexture, &texId);
230
231         glGenFramebuffers(1, &mirrorFBO);
232         glBindFramebuffer(GL_READ_FRAMEBUFFER, mirrorFBO);
233         glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texId, 0);
234         glFramebufferRenderbuffer(GL_READ_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, 0);
235
236         return 0;
237
238 error:
239         exit_ovr();
240         return -EINVAL;
241 }
242
243 void get_poses_ovr(int *button_a, int *button_b, int *button_x, int *button_y, int *button_menu, int *button_left_trigger, int *button_right_trigger, int *button_left_thumb, int *button_right_thumb, double *hand_right_x, double *hand_right_y, double *hand_right_z, double *hand_right_yaw, double *hand_right_pitch, double *hand_right_roll, double *stick_left_x, double *stick_left_y, double *stick_right_x, double *stick_right_y, double *head_yaw, double *head_pitch, double *head_roll)
244 {       
245         ovrResult result;
246         float yaw, pitch, roll;
247         double x, y, z;
248
249         /* Get both eye poses simultaneously, with IPD offset already included. */
250         double displayMidpointSeconds = ovr_GetPredictedDisplayTime(session, frameIndex);
251         ovrTrackingState hmdState = ovr_GetTrackingState(session, displayMidpointSeconds, ovrTrue);
252         ovr_CalcEyePoses(hmdState.HeadPose.ThePose, hmdToEyeViewPose, layer.RenderPose);
253         /* Grab hand poses useful for rendering head/hand or controller representation */
254         headPose = hmdState.HeadPose.ThePose;
255         if (hmdState.HandStatusFlags[ovrHand_Left] == (ovrStatus_OrientationTracked | ovrStatus_PositionTracked))
256                 handPoses[ovrHand_Left]  = hmdState.HandPoses[ovrHand_Left].ThePose;
257         else
258                 handPoses[ovrHand_Left] = headPose;
259         if (hmdState.HandStatusFlags[ovrHand_Right] == (ovrStatus_OrientationTracked | ovrStatus_PositionTracked))
260                 handPoses[ovrHand_Right] = hmdState.HandPoses[ovrHand_Right].ThePose;
261         else
262                 handPoses[ovrHand_Right] = headPose;
263         x = handPoses[ovrHand_Right].Position.x;
264         y = handPoses[ovrHand_Right].Position.y;
265         z = handPoses[ovrHand_Right].Position.z;
266         x += hand_x_reset;
267         y += hand_y_reset;
268         z += hand_z_reset;
269         *hand_right_x = x / 0.0254;
270         *hand_right_y = y / 0.0254;
271         *hand_right_z = z / 0.0254;
272         ovrOrientation2yawpitchroll(headPose.Orientation, &yaw, &pitch, &roll);
273         *head_yaw = yaw;
274         *head_pitch = pitch;
275         *head_roll = roll;
276         ovrOrientation2yawpitchroll(handPoses[ovrHand_Right].Orientation, &yaw, &pitch, &roll);
277         *hand_right_yaw = yaw;
278         *hand_right_pitch = pitch;
279         *hand_right_roll = roll;
280
281         result = ovr_GetInputState(session, ovrControllerType_Active, &inputState);
282         if (OVR_SUCCESS(result)) {
283                 if (inputState.Buttons & ovrButton_A)
284                         *button_a = 1;
285                 else
286                         *button_a = 0;
287                 if (inputState.Buttons & ovrButton_B)
288                         *button_b = 1;
289                 else
290                         *button_b = 0;
291                 if (inputState.Buttons & ovrButton_X)
292                         *button_x = 1;
293                 else
294                         *button_x = 0;
295                 if (inputState.Buttons & ovrButton_Y)
296                         *button_y = 1;
297                 else
298                         *button_y = 0;
299                 if (inputState.Buttons & ovrButton_Enter)
300                         *button_menu = 1;
301                 else
302                         *button_menu = 0;
303                 if (inputState.Buttons & ovrButton_LThumb)
304                         *button_left_thumb = 1;
305                 else
306                         *button_left_thumb = 0;
307                 if (inputState.Buttons & ovrButton_RThumb)
308                         *button_right_thumb = 1;
309                 else
310                         *button_right_thumb = 0;
311                 if (inputState.IndexTrigger[ovrHand_Left] >= 0.8)
312                         *button_left_trigger = 1;
313                 else
314                         *button_left_trigger = 0;
315                 if (inputState.IndexTrigger[ovrHand_Right] >= 0.8)
316                         *button_right_trigger = 1;
317                 else
318                         *button_right_trigger = 0;
319                 *stick_left_x = inputState.ThumbstickNoDeadzone[ovrHand_Left].x;
320                 *stick_left_y = inputState.ThumbstickNoDeadzone[ovrHand_Left].y;
321                 *stick_right_x = inputState.ThumbstickNoDeadzone[ovrHand_Right].x;
322                 *stick_right_y = inputState.ThumbstickNoDeadzone[ovrHand_Right].y;
323         }
324 }
325
326 void begin_render_ovr(void)
327 {
328         ovrResult result;
329
330         result = ovr_WaitToBeginFrame(session, frameIndex);
331         if (!OVR_SUCCESS(result))
332                 print_info("Failed to wait to begin frame (error %d)\n", result);
333         result = ovr_BeginFrame(session, frameIndex);
334         if (!OVR_SUCCESS(result))
335                 print_info("Failed to begin frame (error %d)\n", result);
336 }
337
338 void begin_render_ovr_eye(int eye, double *camera_x, double *camera_y, double *camera_z)
339 {
340         int curIndex;
341         GLuint chainTexId;
342         float yaw, pitch, roll;
343         double x, y, z;
344
345         /* set render surface */
346         ovr_GetTextureSwapChainCurrentIndex(session, textureSwapChain[eye], &curIndex);
347         ovr_GetTextureSwapChainBufferGL(session, textureSwapChain[eye], curIndex, &chainTexId);
348         glBindFramebuffer(GL_FRAMEBUFFER, fboId[eye]);
349         glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, (multisampling > 1) ? GL_TEXTURE_2D_MULTISAMPLE : GL_TEXTURE_2D, chainTexId, 0);
350
351         glViewport(0, 0, TextureSize[eye].w, TextureSize[eye].h);
352         glMatrixMode(GL_PROJECTION);
353         glLoadIdentity();
354         glFrustum(
355                 -layer.Fov[eye].LeftTan,
356                 layer.Fov[eye].RightTan,
357                 layer.Fov[eye].UpTan,
358                 -layer.Fov[eye].DownTan,
359                 1.0, 5000000000.0);
360
361         ovrOrientation2yawpitchroll(layer.RenderPose[eye].Orientation, &yaw, &pitch, &roll);
362         x = layer.RenderPose[eye].Position.x;
363         y = layer.RenderPose[eye].Position.y;
364         z = layer.RenderPose[eye].Position.z;
365
366         /* reset to game's observer, if requrested by user */
367         observer_x = x;
368         x += observer_x_reset;
369         observer_y = y;
370         y += observer_y_reset;
371         observer_z = z;
372         z += observer_z_reset;
373
374         glRotatef(-roll / M_PI * 180.0,0,0,1);
375         glRotatef(-pitch / M_PI * 180.0,1,0,0);
376         glRotatef(-yaw / M_PI * 180.0,0,1,0);
377
378         *camera_x = x / 0.0254;
379         *camera_y = y / 0.0254;
380         *camera_z = z / 0.0254;
381         glTranslated(-(*camera_x), -(*camera_y), -(*camera_z)); /* convert to inch */
382
383         glMatrixMode(GL_MODELVIEW);
384
385         /* DO NOT ENABLE, since our mercenary-textures are not SRGB */
386         //glEnable(GL_FRAMEBUFFER_SRGB);
387
388 }
389
390 void end_render_ovr_eye(int eye)
391 {
392         // unset render surface
393         glBindFramebuffer(GL_FRAMEBUFFER, fboId[eye]);
394         glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, (multisampling > 1) ? GL_TEXTURE_2D_MULTISAMPLE : GL_TEXTURE_2D, 0, 0);
395         glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, (multisampling > 1) ? GL_TEXTURE_2D_MULTISAMPLE : GL_TEXTURE_2D, 0, 0);
396         glBindFramebuffer(GL_FRAMEBUFFER, 0);
397
398         // Commit the changes to the texture swap chain
399         ovr_CommitTextureSwapChain(session, textureSwapChain[eye]);
400 }
401
402 void end_render_ovr(void)
403 {
404         ovrResult result;
405
406         const ovrLayerHeader *layers[] = { &layer.Header };
407         result = ovr_EndFrame(session, frameIndex, NULL, layers, 1);
408         if (!OVR_SUCCESS(result))
409                 print_info("Failed to submit frame (error %d)\n", result);
410         frameIndex++;
411 }
412
413 void render_mirror_ovr(int view_width, int view_height)
414 {
415         int view_x = 0, view_y = 0;
416         int new_width, new_height;
417
418         /* avoid division by zero, if one dimension is too small */
419         if (view_width < 1 || view_height < 1)
420                 return;
421
422         /* calculate a viewport that has apect of TextureSize */
423         if (view_height * mirror_width > view_width * mirror_height) {
424                 new_height = view_width * mirror_height / mirror_width;
425                 view_y = view_y + view_height / 2 - new_height / 2;
426                 view_height = new_height;
427         } else if (view_height * mirror_width < view_width * mirror_height) {
428                 new_width = view_height * mirror_width / mirror_height;
429                 view_x = view_x + view_width / 2 - new_width / 2;
430                 view_width = new_width;
431         }
432
433         /* avoid views that are too small */
434         if (view_width < 1 || view_height < 1)
435                 return;
436
437         glBindFramebuffer(GL_FRAMEBUFFER, 0);
438
439         glClearColor(0.0, 0.0, 0.0, 1.0);
440         glClear(GL_COLOR_BUFFER_BIT);
441
442         /* Blit mirror texture to back buffer */
443         glBindFramebuffer(GL_READ_FRAMEBUFFER, mirrorFBO);
444         glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
445         glBlitFramebuffer(0, mirror_height, mirror_width, 0,
446                 view_x, view_y, view_x + view_width, view_y + view_height,
447                 GL_COLOR_BUFFER_BIT, GL_NEAREST);
448         glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
449 }
450
451 void reset_observer_ovr(void)
452 {
453         observer_x_reset = -observer_x;
454         observer_y_reset = -observer_y;
455         observer_z_reset = -observer_z;
456         hand_x_reset = -observer_x;
457         hand_y_reset = -observer_y;
458         hand_z_reset = -observer_z;
459 }
460
461 void exit_ovr(void)
462 {
463         int eye;
464
465         /* destroy render buffers */
466         for (eye = 0; eye < 2; eye++) {
467                 if (textureSwapChain[eye]) {
468                         ovr_DestroyTextureSwapChain(session, textureSwapChain[eye]);
469                         textureSwapChain[eye] = NULL;
470                 }
471                 if (fboId[eye]) {
472                         glDeleteFramebuffers(1, &fboId[eye]);
473                         fboId[eye] = 0;
474                 }
475         }
476         if (mirrorFBO) {
477                 glDeleteFramebuffers(1, &mirrorFBO);
478                 mirrorFBO = 0;
479         }
480
481         if (session) {
482                 ovr_Destroy(session);
483                 session = NULL;
484         }
485         if (ovr_initialized) {
486                 ovr_Shutdown();
487                 ovr_initialized = 0;
488         }
489 }
490