OVR: Show mirror of single eye only
[mercenary-reloaded.git] / src / libovr / ovr.c
index 80c5a85..8a9007f 100755 (executable)
@@ -100,15 +100,21 @@ static int mirror_width;
 static int mirror_height;
 static ovrEyeRenderDesc eyeRenderDesc[2];
 static ovrPosef hmdToEyeViewPose[2];
+static ovrPosef headPose;
+static ovrPosef handPose;
+static ovrInputState inputState;
 static ovrLayerEyeFov layer;
 static int multisampling;
 static long long frameIndex = 0;
 static double observer_x = 0.0;
-static double observer_x_normalize = 0.0;
+static double observer_x_reset = 0.0;
+static double hand_x_reset = 0.0;
 static double observer_y = 0.0;
-static double observer_y_normalize = 0.0;
+static double observer_y_reset = 0.0;
+static double hand_y_reset = 0.0;
 static double observer_z = 0.0;
-static double observer_z_normalize = 0.0;
+static double observer_z_reset = 0.0;
+static double hand_z_reset = 0.0;
 
 int init_ovr(int _multisampling)
 {
@@ -172,7 +178,7 @@ int init_ovr(int _multisampling)
 
                result = ovr_CreateTextureSwapChainGL(session, &desc, &textureSwapChain[eye]);
                if (OVR_FAILURE(result)) {
-                       print_error("ovr_CreateTextureSwapChainGL() failed!\n");
+                       print_error("ovr_CreateTextureSwapChainGL() failed! (error %d)\n", result);
                        goto error;
                }
 
@@ -203,10 +209,11 @@ int init_ovr(int _multisampling)
        ovrMirrorTextureDesc desc;
        memset(&desc, 0, sizeof(desc));
        desc.Width = mirror_width = TextureSize[0].w;
-       desc.Height = mirror_height = TextureSize[0].h / 2;
+       desc.Height = mirror_height = TextureSize[0].h;
        desc.Format = OVR_FORMAT_R8G8B8A8_UNORM_SRGB;
        desc.MirrorOptions =
-               ovrMirrorOption_PostDistortion |
+//             ovrMirrorOption_PostDistortion |
+               ovrMirrorOption_LeftEyeOnly |
                ovrMirrorOption_IncludeGuardian |
                ovrMirrorOption_IncludeNotifications |
                ovrMirrorOption_IncludeSystemGui;
@@ -214,7 +221,7 @@ int init_ovr(int _multisampling)
        /* Create mirror texture and an FBO used to copy mirror texture to back buffer */
        result = ovr_CreateMirrorTextureWithOptionsGL(session, &desc, &mirrorTexture);
        if (!OVR_SUCCESS(result)) {
-               print_error("ovr_CreateMirrorTextureWithOptionsGL() failed!\n");
+               print_error("ovr_CreateMirrorTextureWithOptionsGL() failed! (error %d)\n", result);
                goto error;
        }
 
@@ -234,14 +241,91 @@ error:
        return -EINVAL;
 }
 
-void begin_render_ovr(void)
+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)
 {      
        ovrResult result;
+       float yaw, pitch, roll;
+       double x, y, z;
+       unsigned int hand_mask = (ovrStatus_OrientationTracked | ovrStatus_PositionTracked);
+       unsigned int hand_flags = (ovrStatus_OrientationTracked | ovrStatus_PositionTracked);
 
        /* Get both eye poses simultaneously, with IPD offset already included. */
-       double displayMidpointSeconds = ovr_GetPredictedDisplayTime(session, 0);
+       double displayMidpointSeconds = ovr_GetPredictedDisplayTime(session, frameIndex);
        ovrTrackingState hmdState = ovr_GetTrackingState(session, displayMidpointSeconds, ovrTrue);
        ovr_CalcEyePoses(hmdState.HeadPose.ThePose, hmdToEyeViewPose, layer.RenderPose);
+       /* Grab hand poses useful for rendering head/hand or controller representation */
+       headPose = hmdState.HeadPose.ThePose;
+       handPose = headPose;
+//     if ((hmdState.HandStatusFlags[ovrHand_Left] & hand_mask) == hand_flags)
+//             handPose = hmdState.HandPoses[ovrHand_Left].ThePose;
+       if ((hmdState.HandStatusFlags[ovrHand_Right] & hand_mask) == hand_flags)
+               handPose = hmdState.HandPoses[ovrHand_Right].ThePose;
+       x = handPose.Position.x;
+       y = handPose.Position.y;
+       z = handPose.Position.z;
+       x += hand_x_reset;
+       y += hand_y_reset;
+       z += hand_z_reset;
+       *hand_right_x = x / 0.0254;
+       *hand_right_y = y / 0.0254;
+       *hand_right_z = z / 0.0254;
+       ovrOrientation2yawpitchroll(headPose.Orientation, &yaw, &pitch, &roll);
+       *head_yaw = yaw;
+       *head_pitch = pitch;
+       *head_roll = roll;
+       ovrOrientation2yawpitchroll(handPose.Orientation, &yaw, &pitch, &roll);
+       *hand_right_yaw = yaw;
+       *hand_right_pitch = pitch;
+       *hand_right_roll = roll;
+
+       result = ovr_GetInputState(session, ovrControllerType_Active, &inputState);
+       if (OVR_SUCCESS(result)) {
+               if (inputState.Buttons & ovrButton_A)
+                       *button_a = 1;
+               else
+                       *button_a = 0;
+               if (inputState.Buttons & ovrButton_B)
+                       *button_b = 1;
+               else
+                       *button_b = 0;
+               if (inputState.Buttons & ovrButton_X)
+                       *button_x = 1;
+               else
+                       *button_x = 0;
+               if (inputState.Buttons & ovrButton_Y)
+                       *button_y = 1;
+               else
+                       *button_y = 0;
+               if (inputState.Buttons & ovrButton_Enter)
+                       *button_menu = 1;
+               else
+                       *button_menu = 0;
+               if (inputState.Buttons & ovrButton_LThumb)
+                       *button_left_thumb = 1;
+               else
+                       *button_left_thumb = 0;
+               if (inputState.Buttons & ovrButton_RThumb)
+                       *button_right_thumb = 1;
+               else
+                       *button_right_thumb = 0;
+               if (inputState.IndexTrigger[ovrHand_Left] >= 0.8)
+                       *button_left_trigger = 1;
+               else
+                       *button_left_trigger = 0;
+               if (inputState.IndexTrigger[ovrHand_Right] >= 0.8)
+                       *button_right_trigger = 1;
+               else
+                       *button_right_trigger = 0;
+               *stick_left_x = inputState.ThumbstickNoDeadzone[ovrHand_Left].x;
+               *stick_left_y = inputState.ThumbstickNoDeadzone[ovrHand_Left].y;
+               *stick_right_x = inputState.ThumbstickNoDeadzone[ovrHand_Right].x;
+               *stick_right_y = inputState.ThumbstickNoDeadzone[ovrHand_Right].y;
+       }
+}
+
+void begin_render_ovr(void)
+{
+       ovrResult result;
 
        result = ovr_WaitToBeginFrame(session, frameIndex);
        if (!OVR_SUCCESS(result))
@@ -251,7 +335,9 @@ void begin_render_ovr(void)
                print_info("Failed to begin frame (error %d)\n", result);
 }
 
-void begin_render_ovr_eye(int eye)
+static int initial_observer_reset = 1;
+
+void begin_render_ovr_eye(int eye, double *camera_x, double *camera_y, double *camera_z)
 {
        int curIndex;
        GLuint chainTexId;
@@ -279,19 +365,26 @@ void begin_render_ovr_eye(int eye)
        y = layer.RenderPose[eye].Position.y;
        z = layer.RenderPose[eye].Position.z;
 
-       /* normalize height to game's observer, if requrested by user */
+       /* reset to game's observer, if requrested by user */
        observer_x = x;
-       x += observer_x_normalize;
        observer_y = y;
-       y += observer_y_normalize;
        observer_z = z;
-       z += observer_z_normalize;
+       if (initial_observer_reset) {
+               initial_observer_reset = 0;
+               reset_observer_ovr();
+       }
+       x += observer_x_reset;
+       y += observer_y_reset;
+       z += observer_z_reset;
 
        glRotatef(-roll / M_PI * 180.0,0,0,1);
        glRotatef(-pitch / M_PI * 180.0,1,0,0);
        glRotatef(-yaw / M_PI * 180.0,0,1,0);
 
-       glTranslated(-x / 0.0254, -y / 0.0254, -z / 0.0254); /* convert to inch */
+       *camera_x = x / 0.0254;
+       *camera_y = y / 0.0254;
+       *camera_z = z / 0.0254;
+       glTranslated(-(*camera_x), -(*camera_y), -(*camera_z)); /* convert to inch */
 
        glMatrixMode(GL_MODELVIEW);
 
@@ -326,22 +419,22 @@ void end_render_ovr(void)
 void render_mirror_ovr(int view_width, int view_height)
 {
        int view_x = 0, view_y = 0;
-       int new_width, new_height;
+       int new_height; //, new_width;
 
        /* avoid division by zero, if one dimension is too small */
        if (view_width < 1 || view_height < 1)
                return;
 
        /* calculate a viewport that has apect of TextureSize */
-       if (view_height * mirror_width > view_width * mirror_height) {
+//     if (view_height * mirror_width > view_width * mirror_height) {
                new_height = view_width * mirror_height / mirror_width;
                view_y = view_y + view_height / 2 - new_height / 2;
                view_height = new_height;
-       } else if (view_height * mirror_width < view_width * mirror_height) {
-               new_width = view_height * mirror_width / mirror_height;
-               view_x = view_x + view_width / 2 - new_width / 2;
-               view_width = new_width;
-       }
+//     } else if (view_height * mirror_width < view_width * mirror_height) {
+//             new_width = view_height * mirror_width / mirror_height;
+//             view_x = view_x + view_width / 2 - new_width / 2;
+//             view_width = new_width;
+//     }
 
        /* avoid views that are too small */
        if (view_width < 1 || view_height < 1)
@@ -357,15 +450,30 @@ void render_mirror_ovr(int view_width, int view_height)
        glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
        glBlitFramebuffer(0, mirror_height, mirror_width, 0,
                view_x, view_y, view_x + view_width, view_y + view_height,
-               GL_COLOR_BUFFER_BIT, GL_NEAREST);
+               GL_COLOR_BUFFER_BIT, GL_LINEAR);
        glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
 }
 
-void normalize_observer_ovr(void)
+void reset_observer_ovr(void)
+{
+       observer_x_reset = -observer_x;
+       observer_y_reset = -observer_y;
+       observer_z_reset = -observer_z;
+       hand_x_reset = -observer_x;
+       hand_y_reset = -observer_y;
+       hand_z_reset = -observer_z;
+}
+
+int should_quit_ovr(void)
 {
-       observer_x_normalize = -observer_x;
-       observer_y_normalize = -observer_y;
-       observer_z_normalize = -observer_z;
+       ovrSessionStatus sessionStatus;
+       ovrResult result;
+
+       result = ovr_GetSessionStatus(session, &sessionStatus);
+
+       if (OVR_SUCCESS(result))
+               return sessionStatus.ShouldQuit;
+       return 0;
 }
 
 void exit_ovr(void)