X-Git-Url: http://git.tdb.fi/?p=libs%2Fvr.git;a=blobdiff_plain;f=source%2Fopenvr%2Fopenvrsystem.cpp;h=5b08ba7cbed38b9c3c91dbae431d51bc81b8b60e;hp=e847b201385f4a8c685367dcee8f3799c337ed11;hb=8b0577558582dd34362219e498f688d9416f0ca1;hpb=ee7031ad49618ac199adb506f78b2ca0d2bea2fc diff --git a/source/openvr/openvrsystem.cpp b/source/openvr/openvrsystem.cpp index e847b20..5b08ba7 100644 --- a/source/openvr/openvrsystem.cpp +++ b/source/openvr/openvrsystem.cpp @@ -1,4 +1,7 @@ #include +#include +#include +#include #include #include "openvrcontroller_private.h" #include "openvrsystem.h" @@ -16,12 +19,30 @@ Msp::GL::Matrix convert_matrix(const vr::HmdMatrix34_t &m) return result; } +void set_texture_image(Msp::GL::Texture2D &texture, const vr::RenderModel_TextureMap_t &openvr_tex) +{ + texture.storage(Msp::GL::SRGB8_ALPHA8, openvr_tex.unWidth, openvr_tex.unHeight); + texture.image(0, Msp::GL::RGBA, Msp::GL::UNSIGNED_BYTE, openvr_tex.rubTextureMapData); +} + } namespace Msp { namespace VR { +struct OpenVRSystem::RenderModel +{ + GL::Mesh mesh; + GL::Technique tech; + GL::Object object; + + RenderModel(); + + void convert(const vr::RenderModel_t &, OpenVRSystem &); +}; + + unsigned OpenVRSystem::n_instances = 0; OpenVRSystem::OpenVRSystem(): @@ -52,6 +73,19 @@ OpenVRSystem::OpenVRSystem(): } tracking_matrices.resize(n_tracked_devices); + + GL::ProgramBuilder::StandardFeatures features; + features.lighting = true; + features.material = true; + GL::ProgramBuilder(features).add_shaders(render_shprog); + render_shprog.link(); + + features.texture = true; + GL::ProgramBuilder(features).add_shaders(render_shprog_textured); + render_shprog_textured.link(); + + render_material.set_diffuse(GL::Color(1.0f)); + render_material.set_ambient(GL::Color(1.0f)); } OpenVRSystem::~OpenVRSystem() @@ -159,6 +193,22 @@ void OpenVRSystem::tick() for(vector::iterator i=controllers.begin(); i!=controllers.end(); ++i) (*i)->update_input_state(); + + for(list::iterator i=loading_render_models.begin(); i!=loading_render_models.end(); ) + { + if(check_loading_render_model(*i)) + loading_render_models.erase(i++); + else + ++i; + } + + for(list::iterator i=loading_textures.begin(); i!=loading_textures.end(); ) + { + if(check_loading_texture(*i)) + loading_textures.erase(i++); + else + ++i; + } } void OpenVRSystem::update_pose_matrices() @@ -216,5 +266,121 @@ void OpenVRSystem::remove_controller(OpenVRController &controller) controllers.erase(i); } +const GL::Object *OpenVRSystem::get_render_model(const string &name) +{ + map::const_iterator i = render_models.find(name); + if(i!=render_models.end()) + return &i->second->object; + + vr::IVRRenderModels *service = vr::VRRenderModels(); + vr::RenderModel_t *openvr_model = 0; + vr::EVRRenderModelError err = service->LoadRenderModel_Async(name.c_str(), &openvr_model); + if(err!=vr::VRRenderModelError_None && err!=vr::VRRenderModelError_Loading) + throw runtime_error(service->GetRenderModelErrorNameFromEnum(err)); + + if(err==vr::VRRenderModelError_None && !openvr_model) + return 0; + + RenderModel *model = new RenderModel; + render_models[name] = model; + if(err==vr::VRRenderModelError_Loading) + loading_render_models.push_back(name); + else + model->convert(*openvr_model, *this); + + return &model->object; +} + +bool OpenVRSystem::check_loading_render_model(const string &name) +{ + RenderModel &model = *get_item(render_models, name); + + vr::IVRRenderModels *service = vr::VRRenderModels(); + vr::RenderModel_t *openvr_model = 0; + vr::EVRRenderModelError err = service->LoadRenderModel_Async(name.c_str(), &openvr_model); + if(err==vr::VRRenderModelError_Loading) + return false; + else if(err!=vr::VRRenderModelError_None) + throw runtime_error(service->GetRenderModelErrorNameFromEnum(err)); + + model.convert(*openvr_model, *this); + return true; +} + +const GL::Texture2D *OpenVRSystem::get_texture(unsigned id) +{ + map::const_iterator i = render_textures.find(id); + if(i!=render_textures.end()) + return i->second; + + vr::IVRRenderModels *service = vr::VRRenderModels(); + vr::RenderModel_TextureMap_t *openvr_texture = 0; + vr::EVRRenderModelError err = service->LoadTexture_Async(id, &openvr_texture); + if(err!=vr::VRRenderModelError_None && err!=vr::VRRenderModelError_Loading) + throw runtime_error(service->GetRenderModelErrorNameFromEnum(err)); + + GL::Texture2D *texture = new GL::Texture2D; + render_textures[id] = texture; + texture->set_min_filter(GL::LINEAR_MIPMAP_LINEAR); + texture->set_generate_mipmap(true); + if(err==vr::VRRenderModelError_Loading) + loading_textures.push_back(id); + else + set_texture_image(*texture, *openvr_texture); + + return texture; +} + +bool OpenVRSystem::check_loading_texture(unsigned id) +{ + GL::Texture2D &texture = *get_item(render_textures, id); + + vr::IVRRenderModels *service = vr::VRRenderModels(); + vr::RenderModel_TextureMap_t *openvr_texture = 0; + vr::EVRRenderModelError err = service->LoadTexture_Async(id, &openvr_texture); + if(err==vr::VRRenderModelError_Loading) + return false; + else if(err!=vr::VRRenderModelError_None) + throw runtime_error(service->GetRenderModelErrorNameFromEnum(err)); + + set_texture_image(texture, *openvr_texture); + return true; +} + + +OpenVRSystem::RenderModel::RenderModel(): + mesh((GL::NORMAL3, GL::TEXCOORD2, GL::VERTEX3)), + object(&mesh, &tech) +{ } + +void OpenVRSystem::RenderModel::convert(const vr::RenderModel_t &model, OpenVRSystem &system) +{ + GL::RenderPass &pass = tech.add_pass(0); + pass.set_material(&system.render_material); + if(model.diffuseTextureId>=0) + { + pass.set_shader_program(&system.render_shprog_textured, 0); + pass.set_texture(0, system.get_texture(model.diffuseTextureId)); + } + else + pass.set_shader_program(&system.render_shprog, 0); + + mesh.clear(); + Msp::GL::MeshBuilder bld(mesh); + for(unsigned i=0; i