OVR: Show more specific errors on init of eye textures
[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 ovrLayerEyeFov layer;
104 static int multisampling;
105 static long long frameIndex = 0;
106 static double observer_x = 0.0;
107 static double observer_x_normalize = 0.0;
108 static double observer_y = 0.0;
109 static double observer_y_normalize = 0.0;
110 static double observer_z = 0.0;
111 static double observer_z_normalize = 0.0;
112
113 int init_ovr(int _multisampling)
114 {
115         ovrResult result;
116         int eye;
117
118         multisampling = _multisampling;
119
120         glewExperimental = GL_TRUE;
121         if (glewInit() != GLEW_OK) {
122                 print_error("Failed to init GLEW\n");
123                 goto error;
124         }
125
126         result = ovr_Initialize(NULL);
127         if (OVR_FAILURE(result)) {
128                 print_error("Failed to init OVR (is Oculus Rift service running?)\n");
129                 goto error;
130         }
131         ovr_initialized = 1;
132
133         result = ovr_Create(&session, &luid);
134         if (OVR_FAILURE(result)) {
135                 print_error("Failed to create OVR session (is the HMD connected?)\n");
136                 goto error;
137         }
138
139 #if 0
140         if (Compare(luid, GetDefaultAdapterLuid())) { // If luid that the Rift is on is not the default adapter LUID...
141                 print_error("OpenGL supports only the default graphics adapter.\n");
142                 goto error;
143         }
144 #endif
145
146         hmdDesc = ovr_GetHmdDesc(session);
147
148         memset(&layer, 0, sizeof(layer));
149         layer.Header.Type      = ovrLayerType_EyeFov;
150         layer.Header.Flags     = 0;
151
152         /* do we need this??? seems to work without */
153         if (multisampling > 1)
154                 glEnable(GL_MULTISAMPLE);
155
156         /* create render buffers */
157         for (eye = 0; eye < 2; eye++) {
158                 TextureSize[eye] = ovr_GetFovTextureSize(session, (eye == 0) ? ovrEye_Left : ovrEye_Right, hmdDesc.DefaultEyeFov[eye], 1.0);
159                 ovrTextureSwapChainDesc desc;
160                 int length, i;
161                 GLuint chainTexId;
162
163                 memset(&desc, 0, sizeof(desc));
164                 desc.Type = ovrTexture_2D;
165                 desc.ArraySize = 1;
166                 desc.Format = OVR_FORMAT_R8G8B8A8_UNORM_SRGB;
167                 desc.Width = TextureSize[eye].w;
168                 desc.Height = TextureSize[eye].h;
169                 desc.MipLevels = 1;
170                 desc.SampleCount = (multisampling > 1) ? multisampling : 1;
171                 desc.StaticImage = ovrFalse;
172
173                 result = ovr_CreateTextureSwapChainGL(session, &desc, &textureSwapChain[eye]);
174                 if (OVR_FAILURE(result)) {
175                         print_error("ovr_CreateTextureSwapChainGL() failed! (error %d)\n", result);
176                         goto error;
177                 }
178
179                 ovr_GetTextureSwapChainLength(session, textureSwapChain[eye], &length);
180                 for (i = 0; i < length; i++) {
181                         ovr_GetTextureSwapChainBufferGL(session, textureSwapChain[eye], i, &chainTexId);
182                         glBindTexture((multisampling > 1) ? GL_TEXTURE_2D_MULTISAMPLE : GL_TEXTURE_2D, chainTexId);
183                         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
184                         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
185                         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
186                         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
187                 }
188
189                 glGenFramebuffers(1, &(fboId[eye]));
190
191                 eyeRenderDesc[eye] = ovr_GetRenderDesc(session, (eye == 0) ? ovrEye_Left : ovrEye_Right, hmdDesc.DefaultEyeFov[eye]);
192                 hmdToEyeViewPose[eye] = eyeRenderDesc[eye].HmdToEyePose;
193
194                 layer.ColorTexture[eye]  = textureSwapChain[eye];
195                 layer.Fov[eye]           = eyeRenderDesc[eye].Fov;
196                 layer.Viewport[eye].Pos.x = 0;
197                 layer.Viewport[eye].Pos.y = 0;
198                 layer.Viewport[eye].Size.w = TextureSize[eye].w;
199                 layer.Viewport[eye].Size.h = TextureSize[eye].h;
200         }
201
202         ovrMirrorTexture mirrorTexture = NULL;
203         ovrMirrorTextureDesc desc;
204         memset(&desc, 0, sizeof(desc));
205         desc.Width = mirror_width = TextureSize[0].w;
206         desc.Height = mirror_height = TextureSize[0].h / 2;
207         desc.Format = OVR_FORMAT_R8G8B8A8_UNORM_SRGB;
208         desc.MirrorOptions =
209                 ovrMirrorOption_PostDistortion |
210                 ovrMirrorOption_IncludeGuardian |
211                 ovrMirrorOption_IncludeNotifications |
212                 ovrMirrorOption_IncludeSystemGui;
213
214         /* Create mirror texture and an FBO used to copy mirror texture to back buffer */
215         result = ovr_CreateMirrorTextureWithOptionsGL(session, &desc, &mirrorTexture);
216         if (!OVR_SUCCESS(result)) {
217                 print_error("ovr_CreateMirrorTextureWithOptionsGL() failed! (error %d)\n", result);
218                 goto error;
219         }
220
221         /* Configure the mirror read buffer */
222         GLuint texId;
223         ovr_GetMirrorTextureBufferGL(session, mirrorTexture, &texId);
224
225         glGenFramebuffers(1, &mirrorFBO);
226         glBindFramebuffer(GL_READ_FRAMEBUFFER, mirrorFBO);
227         glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texId, 0);
228         glFramebufferRenderbuffer(GL_READ_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, 0);
229
230         return 0;
231
232 error:
233         exit_ovr();
234         return -EINVAL;
235 }
236
237 void begin_render_ovr(void)
238 {       
239         ovrResult result;
240
241         /* Get both eye poses simultaneously, with IPD offset already included. */
242         double displayMidpointSeconds = ovr_GetPredictedDisplayTime(session, 0);
243         ovrTrackingState hmdState = ovr_GetTrackingState(session, displayMidpointSeconds, ovrTrue);
244         ovr_CalcEyePoses(hmdState.HeadPose.ThePose, hmdToEyeViewPose, layer.RenderPose);
245
246         result = ovr_WaitToBeginFrame(session, frameIndex);
247         if (!OVR_SUCCESS(result))
248                 print_info("Failed to wait to begin frame (error %d)\n", result);
249         result = ovr_BeginFrame(session, frameIndex);
250         if (!OVR_SUCCESS(result))
251                 print_info("Failed to begin frame (error %d)\n", result);
252 }
253
254 void begin_render_ovr_eye(int eye)
255 {
256         int curIndex;
257         GLuint chainTexId;
258         float yaw, pitch, roll;
259         double x, y, z;
260
261         /* set render surface */
262         ovr_GetTextureSwapChainCurrentIndex(session, textureSwapChain[eye], &curIndex);
263         ovr_GetTextureSwapChainBufferGL(session, textureSwapChain[eye], curIndex, &chainTexId);
264         glBindFramebuffer(GL_FRAMEBUFFER, fboId[eye]);
265         glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, (multisampling > 1) ? GL_TEXTURE_2D_MULTISAMPLE : GL_TEXTURE_2D, chainTexId, 0);
266
267         glViewport(0, 0, TextureSize[eye].w, TextureSize[eye].h);
268         glMatrixMode(GL_PROJECTION);
269         glLoadIdentity();
270         glFrustum(
271                 -layer.Fov[eye].LeftTan,
272                 layer.Fov[eye].RightTan,
273                 layer.Fov[eye].UpTan,
274                 -layer.Fov[eye].DownTan,
275                 1.0, 5000000000.0);
276
277         ovrOrientation2yawpitchroll(layer.RenderPose[eye].Orientation, &yaw, &pitch, &roll);
278         x = layer.RenderPose[eye].Position.x;
279         y = layer.RenderPose[eye].Position.y;
280         z = layer.RenderPose[eye].Position.z;
281
282         /* normalize height to game's observer, if requrested by user */
283         observer_x = x;
284         x += observer_x_normalize;
285         observer_y = y;
286         y += observer_y_normalize;
287         observer_z = z;
288         z += observer_z_normalize;
289
290         glRotatef(-roll / M_PI * 180.0,0,0,1);
291         glRotatef(-pitch / M_PI * 180.0,1,0,0);
292         glRotatef(-yaw / M_PI * 180.0,0,1,0);
293
294         glTranslated(-x / 0.0254, -y / 0.0254, -z / 0.0254); /* convert to inch */
295
296         glMatrixMode(GL_MODELVIEW);
297
298         /* DO NOT ENABLE, since our mercenary-textures are not SRGB */
299         //glEnable(GL_FRAMEBUFFER_SRGB);
300
301 }
302
303 void end_render_ovr_eye(int eye)
304 {
305         // unset render surface
306         glBindFramebuffer(GL_FRAMEBUFFER, fboId[eye]);
307         glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, (multisampling > 1) ? GL_TEXTURE_2D_MULTISAMPLE : GL_TEXTURE_2D, 0, 0);
308         glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, (multisampling > 1) ? GL_TEXTURE_2D_MULTISAMPLE : GL_TEXTURE_2D, 0, 0);
309         glBindFramebuffer(GL_FRAMEBUFFER, 0);
310
311         // Commit the changes to the texture swap chain
312         ovr_CommitTextureSwapChain(session, textureSwapChain[eye]);
313 }
314
315 void end_render_ovr(void)
316 {
317         ovrResult result;
318
319         const ovrLayerHeader *layers[] = { &layer.Header };
320         result = ovr_EndFrame(session, frameIndex, NULL, layers, 1);
321         if (!OVR_SUCCESS(result))
322                 print_info("Failed to submit frame (error %d)\n", result);
323         frameIndex++;
324 }
325
326 void render_mirror_ovr(int view_width, int view_height)
327 {
328         int view_x = 0, view_y = 0;
329         int new_width, new_height;
330
331         /* avoid division by zero, if one dimension is too small */
332         if (view_width < 1 || view_height < 1)
333                 return;
334
335         /* calculate a viewport that has apect of TextureSize */
336         if (view_height * mirror_width > view_width * mirror_height) {
337                 new_height = view_width * mirror_height / mirror_width;
338                 view_y = view_y + view_height / 2 - new_height / 2;
339                 view_height = new_height;
340         } else if (view_height * mirror_width < view_width * mirror_height) {
341                 new_width = view_height * mirror_width / mirror_height;
342                 view_x = view_x + view_width / 2 - new_width / 2;
343                 view_width = new_width;
344         }
345
346         /* avoid views that are too small */
347         if (view_width < 1 || view_height < 1)
348                 return;
349
350         glBindFramebuffer(GL_FRAMEBUFFER, 0);
351
352         glClearColor(0.0, 0.0, 0.0, 1.0);
353         glClear(GL_COLOR_BUFFER_BIT);
354
355         /* Blit mirror texture to back buffer */
356         glBindFramebuffer(GL_READ_FRAMEBUFFER, mirrorFBO);
357         glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
358         glBlitFramebuffer(0, mirror_height, mirror_width, 0,
359                 view_x, view_y, view_x + view_width, view_y + view_height,
360                 GL_COLOR_BUFFER_BIT, GL_NEAREST);
361         glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
362 }
363
364 void normalize_observer_ovr(void)
365 {
366         observer_x_normalize = -observer_x;
367         observer_y_normalize = -observer_y;
368         observer_z_normalize = -observer_z;
369 }
370
371 void exit_ovr(void)
372 {
373         int eye;
374
375         /* destroy render buffers */
376         for (eye = 0; eye < 2; eye++) {
377                 if (textureSwapChain[eye]) {
378                         ovr_DestroyTextureSwapChain(session, textureSwapChain[eye]);
379                         textureSwapChain[eye] = NULL;
380                 }
381                 if (fboId[eye]) {
382                         glDeleteFramebuffers(1, &fboId[eye]);
383                         fboId[eye] = 0;
384                 }
385         }
386         if (mirrorFBO) {
387                 glDeleteFramebuffers(1, &mirrorFBO);
388                 mirrorFBO = 0;
389         }
390
391         if (session) {
392                 ovr_Destroy(session);
393                 session = NULL;
394         }
395         if (ovr_initialized) {
396                 ovr_Shutdown();
397                 ovr_initialized = 0;
398         }
399 }
400