NO_VR env var for monitor only mode

This commit is contained in:
2016-10-13 01:46:47 -07:00
parent 381157c8e2
commit f2a645730c
4 changed files with 73 additions and 44 deletions

View File

@@ -8,15 +8,20 @@ extern crate gfx_device_gl;
extern crate piston_window;
use self::piston_window::{PistonWindow, Window, WindowSettings};
use std::env;
pub fn main() {
env_logger::init().expect("env logger");
let mut vr = vr::VR::new().expect("VR init");
let mut vr = if env::var("NO_VR").is_ok() {
None
} else {
Some(vr::VR::new().expect("VR init"))
};
let mut window: PistonWindow =
WindowSettings::new("Hello, Britannia!", [1024; 2])
.exit_on_esc(true)
.vsync(false)
.vsync(vr.is_none()) // Let VR throttle framerate, if available
.build().expect("Building Window");
let mut aux_command = window.factory.create_command_buffer();
@@ -44,7 +49,7 @@ pub fn main() {
}
// handle VR events
while let Some(ev) = vr.poll_next_event() {
while let Some(ev) = vr.as_mut().and_then(|vr| vr.poll_next_event()) {
scene.event(Event::Vr(ev));
}
}

View File

@@ -10,7 +10,7 @@ pub trait Scene<D: gfx::Device,
F: gfx::Factory<D::Resources>> {
fn event(&mut self, event: Event);
fn update(&mut self,
vr: &mut vr::VR,
vr: &mut Option<vr::VR>, // TODO: abstract this out
encoder: &mut gfx::Encoder<D::Resources, D::CommandBuffer>);
fn render(&self,
factory: &mut F,

View File

@@ -201,7 +201,7 @@ impl<D: gfx::Device,
}
fn update(&mut self,
vr: &mut vr::VR,
vr: &mut Option<vr::VR>,
encoder: &mut gfx::Encoder<D::Resources, D::CommandBuffer>) {
const NANOS_PER_MILLI: u32 = 1_000_000;
const MILLIS_PER_SEC: u64 = 1_000;
@@ -210,7 +210,7 @@ impl<D: gfx::Device,
for (pad, track) in self.pads.iter_mut() {
let mode = track.0;
if let Some(state) = vr.get_controller_state(*pad) {
if let Some(state) = vr.as_ref().and_then(|vr| vr.get_controller_state(*pad)) {
if let Some(old_state) = track.1 {
match mode {
TrackMode::Touch => {

View File

@@ -9,7 +9,7 @@ extern crate piston_window;
use gfx;
use gfx::Device;
use gfx::traits::FactoryExt;
use self::na::Inverse;
use self::na::{Inverse, ToHomogeneous};
use self::piston_window::{PistonWindow, Window};
pub type ColorFormat = gfx::format::Srgba8;
@@ -29,62 +29,82 @@ pub struct ViewRoot<Dev, T, D>
T: gfx::format::RenderFormat + gfx::format::TextureFormat,
D: gfx::format::DepthFormat + gfx::format::TextureFormat {
left: vr::EyeBuffer<T, D>,
right: vr::EyeBuffer<T, D>,
left: Option<vr::EyeBuffer<T, D>>,
right: Option<vr::EyeBuffer<T, D>>,
trans: gfx::handle::Buffer<Dev::Resources, Trans>,
}
impl ViewRoot<gfx_device_gl::Device, ColorFormat, DepthFormat> {
pub fn create_view(window: &mut PistonWindow, vr: &VR)
pub fn create_view(window: &mut PistonWindow, vr: &Option<VR>)
-> ViewRoot<gfx_device_gl::Device, ColorFormat, DepthFormat> {
if let &Some(ref vr) = vr {
let render_size = vr.recommended_render_target_size();
let render_size = vr.recommended_render_target_size();
let render_size = vr::Size { width: render_size.width * 220 / 100,
height: render_size.height * 220 / 100 };
let render_size = vr::Size { width: render_size.width * 220 / 100,
height: render_size.height * 220 / 100 };
let left = vr::create_eyebuffer(&mut window.factory, render_size)
.expect("create left renderbuffer");
let right = vr::create_eyebuffer(&mut window.factory, render_size)
.expect("create right renderbuffer");
let trans = window.factory.create_constant_buffer(1);
let left = vr::create_eyebuffer(&mut window.factory, render_size)
.expect("create left renderbuffer");
let right = vr::create_eyebuffer(&mut window.factory, render_size)
.expect("create right renderbuffer");
let trans = window.factory.create_constant_buffer(1);
window.window.swap_buffers(); // To contain setup calls to Frame 0 in apitrace
window.window.swap_buffers(); // To contain setup calls to Frame 0 in apitrace
ViewRoot::<gfx_device_gl::Device, ColorFormat, DepthFormat> {
left: left,
right: right,
trans: trans.clone(),
ViewRoot::<gfx_device_gl::Device, ColorFormat, DepthFormat> {
left: Some(left),
right: Some(right),
trans: trans,
}
} else {
let trans = window.factory.create_constant_buffer(1);
ViewRoot::<gfx_device_gl::Device, ColorFormat, DepthFormat> {
left: None,
right: None,
trans: trans,
}
}
}
pub fn draw(&self,
window: &mut PistonWindow,
vr: &mut vr::VR,
vr: &mut Option<vr::VR>,
scene: &::scene::Scene<gfx_device_gl::Device, gfx_device_gl::Factory>) {
// Get the current sensor state
let poses = vr.poses();
if let &mut Some(ref mut vr) = vr {
// Get the current sensor state
let poses = vr.poses();
let mut hmd_mat = poses.poses[0].to_device.as_matrix4();
hmd_mat.inverse_mut();
let mut hmd_mat = poses.poses[0].to_device.as_matrix4();
hmd_mat.inverse_mut();
for &(eye, buffers) in [(vr::Eye::Left, &self.left),
(vr::Eye::Right, &self.right)].into_iter() {
window.encoder.clear(&buffers.target, [0.005, 0.005, 0.01, 1.0]);
for &(eye, buffers) in [(vr::Eye::Left, &self.left),
(vr::Eye::Right, &self.right)].into_iter() {
let target = &buffers.as_ref().expect("vr color buffer").target;
let depth = &buffers.as_ref().expect("vr depth buffer").depth;
window.encoder.clear(target, [0.005, 0.005, 0.01, 1.0]);
window.encoder.clear_depth(depth, 1.0);
window.encoder.clear_depth(&buffers.depth, 1.0);
let proj_mat = vr.projection_matrix(eye, NEAR, FAR);
let eye_mat = vr.head_to_eye_transform(eye);
let scene_mat = scene.origin();
let trans = Trans { matrix: *(proj_mat * eye_mat * hmd_mat * scene_mat).as_ref() };
window.encoder.update_constant_buffer(&self.trans, &trans);
let proj_mat = vr.projection_matrix(eye, NEAR, FAR);
let eye_mat = vr.head_to_eye_transform(eye);
scene.render(&mut window.factory,
&mut window.encoder,
&self.trans,
&target,
&depth);
}
} else {
// If running without VR, just draw from some default projection near the scene origin
let head_mat = na::Similarity3::new(na::Vector3::new(0.0, -1.0, 0.0),
na::Vector3::new(0.0, 0.0, 0.0),
1.0).to_homogeneous();
let proj_mat = na::PerspectiveMatrix3::new(1.0, 90.0, NEAR, FAR).to_matrix();
let scene_mat = scene.origin();
let trans = Trans { matrix: *(proj_mat * eye_mat * hmd_mat * scene_mat).as_ref() };
let trans = Trans { matrix: *(proj_mat * head_mat * scene_mat).as_ref() };
window.encoder.update_constant_buffer(&self.trans, &trans);
scene.render(&mut window.factory,
&mut window.encoder,
&self.trans,
&buffers.target,
&buffers.depth);
}
// draw monitor window
window.encoder.clear(&window.output_color, [0.005, 0.005, 0.01, 1.0]);
@@ -96,8 +116,12 @@ impl ViewRoot<gfx_device_gl::Device, ColorFormat, DepthFormat> {
&window.output_stencil);
window.encoder.flush(&mut window.device);
vr.submit(vr::Eye::Left, &self.left.tex);
vr.submit(vr::Eye::Right, &self.right.tex);
if let (&mut Some(ref mut vr),
&Some(ref left),
&Some(ref right)) = (vr, &self.left, &self.right) {
vr.submit(vr::Eye::Left, &left.tex);
vr.submit(vr::Eye::Right, &right.tex);
}
window.window.swap_buffers();
window.device.cleanup();
}