mirror of
https://github.com/mii443/rust-openvr.git
synced 2025-08-23 00:35:31 +00:00
fixed minor bugs, opengl example is rendering now the lighthouse within the hmd
This commit is contained in:
@ -4,6 +4,12 @@ extern crate nalgebra;
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#[macro_use]
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extern crate glium;
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use std::convert::From;
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use nalgebra::Inverse;
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use glium::framebuffer::ToColorAttachment;
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use glium::framebuffer::ToDepthAttachment;
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use glium::GlObject;
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#[derive(Copy, Clone)]
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struct Vertex {
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position: [f32; 3],
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@ -35,17 +41,19 @@ pub fn main() {
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for device in system.tracked_devices(0.0).connected_iter() {
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println!("device found :) -> {}",
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device.get_property_string(openvr::ETrackedDeviceProperty_Prop_RenderModelName_String).unwrap_or_else(|_| { panic!("No render model")} ));
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println!("\t{:?}", device);
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println!("\t{:?}", device.device_class());
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}
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// init compositor subsystem
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/*let comp = match openvr::compositor() {
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let comp = match openvr::compositor() {
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Ok(ext) => ext,
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Err(err) => {
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println!("Failed to create IVRCompositor subsystem {:?}", err);
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return;
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}
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};*/
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};
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// create glium window and context
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use glium::{DisplayBuild, Surface};
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@ -54,6 +62,43 @@ pub fn main() {
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.build_glium()
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.unwrap();
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// create frame buffer for hmd
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let texture_size = system.recommended_render_target_size();
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let left_eye_depth = glium::framebuffer::DepthRenderBuffer::new(
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&display,
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glium::texture::DepthFormat::I24,
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texture_size.width,
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texture_size.height).unwrap();
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let left_eye_texture = glium::framebuffer::RenderBuffer::new(
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&display,
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glium::texture::UncompressedFloatFormat::U8U8U8U8,
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texture_size.width,
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texture_size.height).unwrap();
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let mut left_eye_framebuffer = glium::framebuffer::SimpleFrameBuffer::with_depth_buffer
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(
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&display, left_eye_texture.to_color_attachment(), left_eye_depth.to_depth_attachment()
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).unwrap();
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let right_eye_depth = glium::framebuffer::DepthRenderBuffer::new(
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&display,
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glium::texture::DepthFormat::I24,
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texture_size.width,
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texture_size.height).unwrap();
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let right_eye_texture = glium::framebuffer::RenderBuffer::new(
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&display,
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glium::texture::UncompressedFloatFormat::U8U8U8U8,
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texture_size.width,
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texture_size.height).unwrap();
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let mut right_eye_framebuffer = glium::framebuffer::SimpleFrameBuffer::with_depth_buffer
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(
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&display, right_eye_texture.to_color_attachment(), right_eye_depth.to_depth_attachment()
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).unwrap();
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// prepare shader
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let vertex_shader_src = r#"
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#version 140
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@ -92,7 +137,7 @@ pub fn main() {
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let program = glium::Program::from_source(&display, vertex_shader_src, fragment_shader_src, None).unwrap();
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// load controller models
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let controller = models.load(String::from("generic_hmd")).unwrap_or_else(|err| {
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let controller = models.load(String::from("lh_basestation_vive")).unwrap_or_else(|err| {
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openvr::shutdown(); panic!("controller render model not found: {:?}", err) });
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let mut controller_vertices: Vec<Vertex> = Vec::new();
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@ -115,21 +160,100 @@ pub fn main() {
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let image = glium::texture::RawImage2d::from_raw_rgba(controller_texture_response.to_vec(), dimension);
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let controller_texture = glium::texture::Texture2d::new(&display, image).unwrap();
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// get static jmatrices
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let left_projection = {
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let raw = system.projection_matrix(openvr::Eye::Left, 0.01, 1000.0);
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let mat = nalgebra::Matrix4::new(
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raw[0][0], raw[0][1], raw[0][2], raw[0][3],
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raw[1][0], raw[1][1], raw[1][2], raw[1][3],
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raw[2][0], raw[2][1], raw[2][2], raw[2][3],
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raw[3][0], raw[3][1], raw[3][2], raw[3][3]);
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mat
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};
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let left_eye_transform = {
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let raw = system.eye_to_head_transform(openvr::Eye::Left);
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let mat = nalgebra::Matrix4::new(
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raw[0][0], raw[1][0], raw[2][0], 0.0,
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raw[0][1], raw[1][1], raw[2][1], 0.0,
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raw[0][2], raw[1][2], raw[2][2], 0.0,
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raw[0][3], raw[1][3], raw[2][3], 1.0);
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mat.inverse().unwrap()
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};
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let right_projection = {
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let raw = system.projection_matrix(openvr::Eye::Right, 0.01, 1000.0);
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let mat = nalgebra::Matrix4::new(
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raw[0][0], raw[0][1], raw[0][2], raw[0][3],
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raw[1][0], raw[1][1], raw[1][2], raw[1][3],
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raw[2][0], raw[2][1], raw[2][2], raw[2][3],
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raw[3][0], raw[3][1], raw[3][2], raw[3][3]);
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mat
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};
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let right_eye_transform = {
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let raw = system.eye_to_head_transform(openvr::Eye::Right);
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let mat = nalgebra::Matrix4::new(
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raw[0][0], raw[1][0], raw[2][0], 0.0,
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raw[0][1], raw[1][1], raw[2][1], 0.0,
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raw[0][2], raw[1][2], raw[2][2], 0.0,
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raw[0][3], raw[1][3], raw[2][3], 1.0);
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mat.inverse().unwrap()
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};
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'render: loop {
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// this is important to make sure frames are synced correctly
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//let _ = comp.wait_get_poses();
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let tracked_devices = comp.wait_get_poses();
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let mut left_matrix = left_projection * left_eye_transform;
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let mut right_matrix = right_projection * right_eye_transform;
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let mut once = false;
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for device in tracked_devices.connected_iter() {
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match device.device_class() {
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openvr::ETrackedDeviceClass_TrackedDeviceClass_HMD => {
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let matrix = {
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let raw = device.to_device;
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let mat = nalgebra::Matrix4::new(
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raw[0][0], raw[0][1], raw[0][2], raw[0][3],
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raw[1][0], raw[1][1], raw[1][2], raw[1][3],
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raw[2][0], raw[2][1], raw[2][2], raw[2][3],
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0.0, 0.0, 0.0, 1.0);
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mat.inverse().unwrap()
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};
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left_matrix *= matrix;
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right_matrix *= matrix;
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},
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openvr::ETrackedDeviceClass_TrackedDeviceClass_TrackingReference => {
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if once { continue; }
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once = true;
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let matrix = {
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let raw = device.to_device;
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let mat = nalgebra::Matrix4::new(
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raw[0][0], raw[0][1], raw[0][2], raw[0][3],
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raw[1][0], raw[1][1], raw[1][2], raw[1][3],
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raw[2][0], raw[2][1], raw[2][2], raw[2][3],
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0.0, 0.0, 0.0, 1.0);
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mat
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};
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left_matrix *= matrix;
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right_matrix *= matrix;
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},
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_ => { }
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};
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}
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// render 2d display output
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let mut target = display.draw();
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target.clear_color_and_depth((0.0, 0.0, 1.0, 1.0), 1.0);
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let uniforms = uniform! {
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matrix: [
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[5.0, 0.0, 0.0, 0.0],
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[0.0, 5.0, 0.0, 0.0],
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[0.0, 0.0, 5.0, 0.0],
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[0.0 , 0.0, 0.0, 1.0f32],
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],
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let left_uniforms = uniform! {
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matrix: *left_matrix.as_ref(),
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diffuse: &controller_texture
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};
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let right_uniforms = uniform! {
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matrix: *right_matrix.as_ref(),
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diffuse: &controller_texture
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};
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@ -139,18 +263,26 @@ pub fn main() {
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write: true,
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.. Default::default()
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},
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backface_culling: glium::draw_parameters::BackfaceCullingMode::CullCounterClockwise,
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backface_culling: glium::draw_parameters::BackfaceCullingMode::CullClockwise,
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.. Default::default()
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};
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target.draw(&controller_vertex_buffer, &controller_index_buffer, &program, &uniforms, ¶ms).unwrap();
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// render 2d display output
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target.draw(&controller_vertex_buffer, &controller_index_buffer, &program, &left_uniforms, ¶ms).unwrap();
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// render hmd eye outputs
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left_eye_framebuffer.clear_color_and_depth((0.0, 0.0, 1.0, 1.0), 1.0);
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right_eye_framebuffer.clear_color_and_depth((0.0, 0.0, 1.0, 1.0), 1.0);
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left_eye_framebuffer.draw(&controller_vertex_buffer, &controller_index_buffer, &program, &left_uniforms, ¶ms).unwrap();
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right_eye_framebuffer.draw(&controller_vertex_buffer, &controller_index_buffer, &program, &right_uniforms, ¶ms).unwrap();
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// finish all rendering
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target.finish().unwrap();
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// submit to hmd
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comp.submit(openvr::Eye::Left, left_eye_texture.get_id() as usize, openvr::common::TextureBounds::new((0.0, 1.0), (0.0, 1.0)));
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comp.submit(openvr::Eye::Right, right_eye_texture.get_id() as usize, openvr::common::TextureBounds::new((0.0, 1.0), (0.0, 1.0)));
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// handle window events
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for ev in display.poll_events() {
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