Files
vrtue/src/view.rs

132 lines
4.6 KiB
Rust

use vr::{self, AsMatrix4, VR};
extern crate gfx_device_gl;
extern crate piston_window;
extern crate openvr_sys;
use gfx;
use gfx::Device;
use gfx::traits::FactoryExt;
use na;
use self::piston_window::{PistonWindow, Window};
pub type ColorFormat = gfx::format::Srgba8;
pub type DepthFormat = gfx::format::DepthStencil;
const NEAR: f32 = 0.01;
const FAR: f32 = 3072.0;
gfx_constant_struct! {
Trans {
viewmodel: [[f32; 4]; 4] = "u_viewmodel",
matrix: [[f32; 4]; 4] = "u_matrix",
}
}
pub struct ViewRoot<Dev, T, D>
where Dev: gfx::Device,
T: gfx::format::RenderFormat + gfx::format::TextureFormat,
D: gfx::format::DepthFormat + gfx::format::TextureFormat {
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: &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 = (render_size.0 * 100 / 100,
render_size.1 * 100 / 100);
let left = vr::create_eyebuffer(&mut window.factory, render_size.0, render_size.1)
.expect("create left renderbuffer");
let right = vr::create_eyebuffer(&mut window.factory, render_size.0, render_size.1)
.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
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 Option<vr::VR>,
scene: &dyn (::scene::Scene<gfx_device_gl::Device, gfx_device_gl::Factory>))
-> Result<(), vr::Error>
{
if let &mut Some(ref mut vr) = vr {
// Get the current sensor state
let poses = vr.poses().expect("vr poses");
let mut hmd_mat = poses[0].device_to_absolute_tracking().as_matrix4();
let inv_worked = hmd_mat.try_inverse_mut();
assert!(inv_worked, "hmd matrix invert");
for &(eye, buffers) in [(vr::Eye::Left, &self.left),
(vr::Eye::Right, &self.right)].iter() {
let target = &buffers.as_ref().expect("vr color buffer").target;
let depth = &buffers.as_ref().expect("vr depth buffer").depth;
let proj_mat = vr.projection_matrix(eye, NEAR, FAR);
let eye_mat = vr.head_to_eye_transform(eye);
let scene_mat = scene.origin();
let viewmodel_mat = eye_mat * hmd_mat * scene_mat;
let trans = Trans { viewmodel: *viewmodel_mat.as_ref(),
matrix: *(proj_mat * viewmodel_mat).as_ref() };
window.encoder.update_constant_buffer(&self.trans, &trans);
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, -1.5, 0.0),
na::Vector3::new(0.0, 0.0, 0.0),
1.0).to_homogeneous();
let proj_mat = na::geometry::Perspective3::new(1.0, 90.0, NEAR, FAR);
let scene_mat = scene.origin();
let viewmodel_mat = scene.mouselook() * head_mat * scene_mat;
let trans = Trans { viewmodel: *viewmodel_mat.as_ref(),
matrix: *(proj_mat.as_matrix() * viewmodel_mat).as_ref() };
window.encoder.update_constant_buffer(&self.trans, &trans);
}
// draw monitor window
scene.render(&mut window.factory,
&mut window.encoder,
&self.trans,
&window.output_color,
&window.output_stencil);
window.encoder.flush(&mut window.device);
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();
Ok(())
}
}