Example #1
0
	bool OVR::swap(HMD& _hmd)
	{
		if (NULL == m_hmd)
		{
			return false;
		}

		ovrHmd_EndFrame(m_hmd, m_pose, m_texture);

		if (m_warning)
		{
			m_warning = !ovrHmd_DismissHSWDisplay(m_hmd);
		}

		m_timing = ovrHmd_BeginFrame(m_hmd, 0);

#if OVR_VERSION > OVR_VERSION_042
		m_pose[0] = ovrHmd_GetHmdPosePerEye(m_hmd, ovrEye_Left);
		m_pose[1] = ovrHmd_GetHmdPosePerEye(m_hmd, ovrEye_Right);
#else
		m_pose[0] = ovrHmd_GetEyePose(m_hmd, ovrEye_Left);
		m_pose[1] = ovrHmd_GetEyePose(m_hmd, ovrEye_Right);
#endif // OVR_VERSION > OVR_VERSION_042

		getEyePose(_hmd);

		return true;
	}
Example #2
0
	void OVR::postReset(const ovrTexture& _texture)
	{
		if (NULL != m_hmd)
		{
			m_texture[0] = _texture;
			m_texture[1] = _texture;

			ovrRecti rect;
			rect.Pos.x  = 0;
			rect.Pos.y  = 0;
			rect.Size.w = m_rtSize.w/2;
			rect.Size.h = m_rtSize.h;

			m_texture[0].Header.RenderViewport = rect;

			rect.Pos.x += rect.Size.w;
			m_texture[1].Header.RenderViewport = rect;

			m_timing = ovrHmd_BeginFrame(m_hmd, 0);
#if OVR_VERSION > OVR_VERSION_042
			m_pose[0] = ovrHmd_GetHmdPosePerEye(m_hmd, ovrEye_Left);
			m_pose[1] = ovrHmd_GetHmdPosePerEye(m_hmd, ovrEye_Right);
#else
			m_pose[0] = ovrHmd_GetEyePose(m_hmd, ovrEye_Left);
			m_pose[1] = ovrHmd_GetEyePose(m_hmd, ovrEye_Right);
#endif // OVR_VERSION > OVR_VERSION_042
		}
	}
ovrPosef HeadMountedDisplay::posePerEye( ovrEyeType eye )
{
    ovrPosef ret;
    KVS_OVR_CALL( ret = ovrHmd_GetHmdPosePerEye( m_handler, eye ) );
    return ret;
}
Example #4
0
/** Get view and projection matrices appropriate for the Oculus HMD */
static void viewmat_get_hmd_oculus(float viewmatrix[16], float projmatrix[16], int viewportID)
{
#ifndef MISSING_OVR
	/* Oculus recommends the order that we should render eyes. We
	 * assume that smaller viewportIDs are rendered first. So, we need
	 * to map the viewportIDs to the specific Oculus HMD eye. The
	 * "eye" variable will be set to either ovrEye_Left (if we are
	 * rendering the left eye) or ovrEye_Right (if we are rendering
	 * the right eye). */
	ovrEyeType eye = hmd->EyeRenderOrder[viewportID];

	/* Oculus doesn't provide us with easy access to the view
	 * frustum information. We get the projection matrix directly
	 * from libovr. */
	ovrMatrix4f ovrpersp = ovrMatrix4f_Projection(hmd->DefaultEyeFov[eye], 0.5, 500, 1);
	mat4f_setRow(projmatrix, &(ovrpersp.M[0][0]), 0);
	mat4f_setRow(projmatrix, &(ovrpersp.M[1][0]), 1);
	mat4f_setRow(projmatrix, &(ovrpersp.M[2][0]), 2);
	mat4f_setRow(projmatrix, &(ovrpersp.M[3][0]), 3);
	
	float offsetMat[16], rotMat[16], posMat[16], initPosMat[16];
	mat4f_identity(offsetMat);  // Viewpoint offset (IPD, etc);
	mat4f_identity(rotMat);     // tracking system rotation
	mat4f_identity(posMat);     // tracking system position
	mat4f_identity(initPosMat); // camera starting location
	
	/* Construct posMat and rotMat matrices which indicate the
	 * position and orientation of the HMD. */
	if(viewmat_vrpn_obj) // get position from VRPN
	{
		/* Get the offset for the left and right eyes from
		 * Oculus. If you are using a separate tracking system, you
		 * may also want to apply an offset here between the tracked
		 * point and the eye location. */
		mat4f_translate_new(offsetMat,
		                    eye_rdesc[eye].HmdToEyeViewOffset.x, // left & right IPD offset
		                    eye_rdesc[eye].HmdToEyeViewOffset.y, // vertical offset
		                    eye_rdesc[eye].HmdToEyeViewOffset.z); // forward/back offset

		float pos[3] = { 0,0,0 };
		vrpn_get(viewmat_vrpn_obj, NULL, pos, rotMat);
		mat4f_translate_new(posMat, -pos[0], -pos[1], -pos[2]); // position
		viewmat_fix_rotation(rotMat);
	}
	else // get position from Oculus tracker
	{
		pose[eye] = ovrHmd_GetHmdPosePerEye(hmd, eye);
		mat4f_translate_new(posMat,                           // position (includes IPD offset)
		                    -pose[eye].Position.x,
		                    -pose[eye].Position.y,
		                    -pose[eye].Position.z);
		mat4f_rotateQuat_new(rotMat,                          // rotation
		                     pose[eye].Orientation.x,
		                     pose[eye].Orientation.y,
		                     pose[eye].Orientation.z,
		                     pose[eye].Orientation.w);

		// Starting point:
		
		// Translate the world based on the initial camera position
		// specified in viewmat_init(). You may choose to initialize the
		// camera position with y=1.5 meters to approximate a normal
		// standing eyeheight.
		float initPosVec[3];
		vec3f_scalarMult_new(initPosVec, oculus_initialPos, -1.0f);
		mat4f_translateVec_new(initPosMat, initPosVec);
		// TODO: Could also get eyeheight via ovrHmd_GetFloat(hmd, OVR_KEY_EYE_HEIGHT, 1.65)
	}
	mat4f_transpose(rotMat); /* orientation sensor rotates camera, not world */

	// viewmatrix = offsetMat * rotMat *  posMat * initposmat
	mat4f_mult_mat4f_new(viewmatrix, offsetMat, rotMat); // offset is identity if we are using Oculus tracker
	mat4f_mult_mat4f_new(viewmatrix, viewmatrix, posMat);
	mat4f_mult_mat4f_new(viewmatrix, viewmatrix, initPosMat);

	if(0)
	{
		printf("ViewportID=%d; eye=%s\n", viewportID, eye == ovrEye_Left ? "left" : "right");
		printf("Eye offset according to OVR (only used if VRPN is used): ");
		mat4f_print(offsetMat);
		printf("Rotation sensing (from OVR or VRPN): ");
		mat4f_print(rotMat);
		printf("Position tracking (from OVR or VRPN): ");
		mat4f_print(posMat);
		printf("Initial position (from set in viewmat_init()): ");
		mat4f_print(initPosMat);
		printf("Final view matrix: ");
		mat4f_print(viewmatrix);
	}
#else
	/* We shouldn't ever get here, but we'll generate a generic view
	 * and projection matrix just in case... */
	mat4f_lookat_new(viewmatrix,
	                 0,1.55,0,
	                 0,1.55,-1,
	                 0,1,0);
	mat4f_perspective_new(projmatrix, 50, 1, 0.5, 500);
#endif
}