Beispiel #1
0
void GVRActivity::onDrawFrame() {
    ovrFrameParms parms = vrapi_DefaultFrameParms(&oculusJavaGlThread_, VRAPI_FRAME_INIT_DEFAULT, vrapi_GetTimeInSeconds(),
            NULL);
    parms.FrameIndex = ++frameIndex;
    parms.MinimumVsyncs = 1;
    parms.PerformanceParms = oculusPerformanceParms_;
    parms.Layers[VRAPI_FRAME_LAYER_TYPE_WORLD].Flags |= VRAPI_FRAME_LAYER_FLAG_CHROMATIC_ABERRATION_CORRECTION;

    const double predictedDisplayTime = vrapi_GetPredictedDisplayTime(oculusMobile_, frameIndex);
    const ovrTracking baseTracking = vrapi_GetPredictedTracking(oculusMobile_, predictedDisplayTime);

    const ovrHeadModelParms headModelParms = vrapi_DefaultHeadModelParms();
    const ovrTracking tracking = vrapi_ApplyHeadModel(&headModelParms, &baseTracking);

    ovrTracking updatedTracking = vrapi_GetPredictedTracking(oculusMobile_, tracking.HeadPose.TimeInSeconds);
    updatedTracking.HeadPose.Pose.Position = tracking.HeadPose.Pose.Position;

    for ( int eye = 0; eye < VRAPI_FRAME_LAYER_EYE_MAX; eye++ )
    {
        ovrFrameLayerTexture& eyeTexture = parms.Layers[VRAPI_FRAME_LAYER_TYPE_WORLD].Textures[eye];

        eyeTexture.ColorTextureSwapChain = frameBuffer_[use_multiview ? 0 : eye].mColorTextureSwapChain;
        eyeTexture.DepthTextureSwapChain = frameBuffer_[use_multiview ? 0 : eye].mDepthTextureSwapChain;
        eyeTexture.TextureSwapChainIndex = frameBuffer_[use_multiview ? 0 : eye].mTextureSwapChainIndex;
        eyeTexture.TexCoordsFromTanAngles = texCoordsTanAnglesMatrix_;
        eyeTexture.HeadPose = updatedTracking.HeadPose;
    }

    if (docked_) {
        const ovrQuatf& orientation = updatedTracking.HeadPose.Pose.Orientation;
        const glm::quat tmp(orientation.w, orientation.x, orientation.y, orientation.z);
        const glm::quat quat = glm::conjugate(glm::inverse(tmp));
        cameraRig_->setRotation(quat);
    } else if (nullptr != cameraRig_) {
        cameraRig_->updateRotation();
    } else {
        cameraRig_->setRotation(glm::quat());
    }

    if (!sensoredSceneUpdated_ && docked_) {
        sensoredSceneUpdated_ = updateSensoredScene();
    }

    // Render the eye images.
    for (int eye = 0; eye < (use_multiview ? 1 :VRAPI_FRAME_LAYER_EYE_MAX); eye++) {

        beginRenderingEye(eye);

        oculusJavaGlThread_.Env->CallVoidMethod(viewManager_, onDrawEyeMethodId, eye);

        endRenderingEye(eye);
    }

    FrameBufferObject::unbind();
    vrapi_SubmitFrame(oculusMobile_, &parms);
}
Beispiel #2
0
void GVRActivity::showConfirmQuit() {
    LOGV("GVRActivity::showConfirmQuit");

    ovrFrameParms parms = vrapi_DefaultFrameParms(&oculusJavaGlThread_, VRAPI_FRAME_INIT_BLACK_FINAL, vrapi_GetTimeInSeconds(), nullptr);
    parms.FrameIndex = ++frameIndex;
    parms.MinimumVsyncs = 1;
    parms.PerformanceParms = oculusPerformanceParms_;
    vrapi_SubmitFrame(oculusMobile_, &parms);

    vrapi_ShowSystemUI(&oculusJavaGlThread_, VRAPI_SYS_UI_CONFIRM_QUIT_MENU);
}
Beispiel #3
0
void GVRActivity::onDrawFrame() {
    ovrFrameParms parms = vrapi_DefaultFrameParms(&oculusJavaGlThread_, VRAPI_FRAME_INIT_DEFAULT, vrapi_GetTimeInSeconds(),
            NULL);
    parms.FrameIndex = ++frameIndex;
    parms.MinimumVsyncs = 1;
    parms.PerformanceParms = oculusPerformanceParms_;
    parms.Layers[VRAPI_FRAME_LAYER_TYPE_WORLD].Flags |= VRAPI_FRAME_LAYER_FLAG_CHROMATIC_ABERRATION_CORRECTION;

    const double predictedDisplayTime = vrapi_GetPredictedDisplayTime(oculusMobile_, frameIndex);
    const ovrTracking baseTracking = vrapi_GetPredictedTracking(oculusMobile_, predictedDisplayTime);

    const ovrHeadModelParms headModelParms = vrapi_DefaultHeadModelParms();
    const ovrTracking tracking = vrapi_ApplyHeadModel(&headModelParms, &baseTracking);

    // Render the eye images.
    for (int eye = 0; eye < VRAPI_FRAME_LAYER_EYE_MAX; eye++) {
        ovrTracking updatedTracking = vrapi_GetPredictedTracking(oculusMobile_, tracking.HeadPose.TimeInSeconds);
        updatedTracking.HeadPose.Pose.Position = tracking.HeadPose.Pose.Position;

        beginRenderingEye(eye);

        if (!sensoredSceneUpdated_ && headRotationProvider_.receivingUpdates()) {
            sensoredSceneUpdated_ = updateSensoredScene();
        }
        headRotationProvider_.predict(*this, parms, (1 == eye ? 4.0f : 3.5f) / 60.0f);
        oculusJavaGlThread_.Env->CallVoidMethod(activityRenderingCallbacks_, onDrawEyeMethodId, eye);

        ovrFrameLayerTexture& eyeTexture = parms.Layers[VRAPI_FRAME_LAYER_TYPE_WORLD].Textures[eye];
        eyeTexture.ColorTextureSwapChain = frameBuffer_[eye].mColorTextureSwapChain;
        eyeTexture.DepthTextureSwapChain = frameBuffer_[eye].mDepthTextureSwapChain;
        eyeTexture.TextureSwapChainIndex = frameBuffer_[eye].mTextureSwapChainIndex;

        for (int layer = 0; layer < VRAPI_FRAME_LAYER_TYPE_MAX; layer++) {
            parms.Layers[layer].Textures[eye].TexCoordsFromTanAngles = texCoordsTanAnglesMatrix_;
            parms.Layers[layer].Textures[eye].HeadPose = updatedTracking.HeadPose;
        }

        endRenderingEye(eye);
    }

    FrameBufferObject::unbind();
    vrapi_SubmitFrame(oculusMobile_, &parms);
}
Beispiel #4
0
void GVRActivity::onDrawFrame(jobject jViewManager) {
    ovrFrameParms parms = vrapi_DefaultFrameParms(&oculusJavaGlThread_, VRAPI_FRAME_INIT_DEFAULT, vrapi_GetTimeInSeconds(),
            NULL);
    parms.FrameIndex = ++frameIndex;
    parms.MinimumVsyncs = 1;
    parms.PerformanceParms = oculusPerformanceParms_;

    const double predictedDisplayTime = vrapi_GetPredictedDisplayTime(oculusMobile_, frameIndex);
    const ovrTracking baseTracking = vrapi_GetPredictedTracking(oculusMobile_, predictedDisplayTime);

    const ovrHeadModelParms headModelParms = vrapi_DefaultHeadModelParms();
    const ovrTracking tracking = vrapi_ApplyHeadModel(&headModelParms, &baseTracking);

    ovrTracking updatedTracking = vrapi_GetPredictedTracking(oculusMobile_, tracking.HeadPose.TimeInSeconds);
    updatedTracking.HeadPose.Pose.Position = tracking.HeadPose.Pose.Position;

    for ( int eye = 0; eye < VRAPI_FRAME_LAYER_EYE_MAX; eye++ )
    {
        ovrFrameLayerTexture& eyeTexture = parms.Layers[0].Textures[eye];

        eyeTexture.ColorTextureSwapChain = frameBuffer_[use_multiview ? 0 : eye].mColorTextureSwapChain;
        eyeTexture.DepthTextureSwapChain = frameBuffer_[use_multiview ? 0 : eye].mDepthTextureSwapChain;
        eyeTexture.TextureSwapChainIndex = frameBuffer_[use_multiview ? 0 : eye].mTextureSwapChainIndex;
        eyeTexture.TexCoordsFromTanAngles = texCoordsTanAnglesMatrix_;
        eyeTexture.HeadPose = updatedTracking.HeadPose;
    }
    parms.Layers[0].Flags |= VRAPI_FRAME_LAYER_FLAG_CHROMATIC_ABERRATION_CORRECTION;
    if (CameraRig::CameraRigType::FREEZE == cameraRig_->camera_rig_type()) {
        parms.Layers[0].Flags |= VRAPI_FRAME_LAYER_FLAG_FIXED_TO_VIEW;
    }

    if (docked_) {
        const ovrQuatf& orientation = updatedTracking.HeadPose.Pose.Orientation;
        const glm::quat tmp(orientation.w, orientation.x, orientation.y, orientation.z);
        const glm::quat quat = glm::conjugate(glm::inverse(tmp));

        cameraRig_->setRotationSensorData(0, quat.w, quat.x, quat.y, quat.z, 0, 0, 0);
        cameraRig_->updateRotation();
    } else if (nullptr != cameraRig_) {
        cameraRig_->updateRotation();
    } else {
        cameraRig_->setRotation(glm::quat());
    }

    if (!sensoredSceneUpdated_ && docked_) {
        sensoredSceneUpdated_ = updateSensoredScene();
    }

    // Render the eye images.
    for (int eye = 0; eye < (use_multiview ? 1 :VRAPI_FRAME_LAYER_EYE_MAX); eye++) {

        beginRenderingEye(eye);
        int textureSwapChainIndex = frameBuffer_[eye].mTextureSwapChainIndex;
        int colorTexture = vrapi_GetTextureSwapChainHandle(frameBuffer_[eye].mColorTextureSwapChain, textureSwapChainIndex);

        oculusJavaGlThread_.Env->CallVoidMethod(jViewManager, onDrawEyeMethodId, eye, colorTexture);

        endRenderingEye(eye);
    }

    FrameBufferObject::unbind();

    // check if the controller is available
    if (gearController != nullptr && gearController->findConnectedGearController()) {
        // collect the controller input if available
        gearController->onFrame(predictedDisplayTime);
    }

    vrapi_SubmitFrame(oculusMobile_, &parms);
}