LNXSDK/Kha/Sources/kha/vr/VrInterfaceEmulated.hx
2025-01-22 16:18:30 +01:00

287 lines
7.4 KiB
Haxe

package kha.vr;
import kha.arrays.Float32Array;
import kha.graphics4.FragmentShader;
import kha.graphics4.Graphics;
import kha.Framebuffer;
import kha.graphics4.ConstantLocation;
import kha.graphics4.IndexBuffer;
import kha.graphics4.PipelineState;
import kha.graphics4.TextureUnit;
import kha.graphics4.Usage;
import kha.graphics4.VertexBuffer;
import kha.graphics4.VertexShader;
import kha.graphics4.VertexStructure;
import kha.graphics4.VertexData;
import kha.input.Keyboard;
import kha.input.KeyCode;
import kha.math.FastMatrix4;
import kha.math.Matrix4;
import kha.math.Quaternion;
import kha.math.Vector4;
import kha.math.Vector3;
import kha.math.Vector2;
import kha.Shaders;
import kha.vr.Pose;
import kha.vr.PoseState;
import kha.vr.SensorState;
import kha.vr.TimeWarpParms;
import kha.input.Gamepad;
import kha.input.Mouse;
class VrInterfaceEmulated extends kha.vr.VrInterface {
public var framebuffer: Framebuffer;
var orientation: Quaternion;
// private var f: Float = 0.0;
var pitchDegrees: Float = 0.0;
var yawDegrees: Float = 0.0;
var pitchDelta: Float = 0.0;
var yawDelta: Float = 0.0;
static inline var keyboardSpeed: Float = 2.0;
static inline var mouseSpeed: Float = 0.1;
static inline var minPitchDegrees: Float = -80;
static inline var maxPitchDegrees: Float = 80;
function degreesToRadians(degrees: Float): Float {
return degrees * Math.PI / 180.0;
}
function updateOrientation(): Void {
// Update from keyboard input
yawDegrees += yawDelta;
pitchDegrees += pitchDelta;
if (pitchDegrees < minPitchDegrees)
pitchDegrees = minPitchDegrees;
if (pitchDegrees > maxPitchDegrees)
pitchDegrees = maxPitchDegrees;
// Compute from pitch and yaw
var pitchQuat = Quaternion.fromAxisAngle(new Vector3(1, 0, 0), degreesToRadians(pitchDegrees));
var yawQuat = Quaternion.fromAxisAngle(new Vector3(0, 1, 0), degreesToRadians(yawDegrees));
orientation = yawQuat.mult(pitchQuat);
}
function buttonEvent(button: Int, value: Float): Void {}
function axisEvent(axis: Int, value: Float): Void {}
function keyDownEvent(code: KeyCode): Void {
switch (code) {
case KeyCode.Left:
yawDelta = keyboardSpeed;
case KeyCode.Right:
yawDelta = -keyboardSpeed;
case KeyCode.Up:
pitchDelta = keyboardSpeed;
case KeyCode.Down:
pitchDelta = -keyboardSpeed;
default:
}
}
function keyUpEvent(code: KeyCode): Void {
switch (code) {
case KeyCode.Left:
yawDelta = 0.0;
case KeyCode.Right:
yawDelta = 0.0;
case KeyCode.Up:
pitchDelta = 0.0;
case KeyCode.Down:
pitchDelta = 0.0;
default:
}
}
var oldMouseX: Int = 0;
var oldMouseY: Int = 0;
function mouseMoveEvent(x: Int, y: Int, movementX: Int, movementY: Int) {
if (!mouseButtonDown)
return;
var mouseDeltaX: Int = x - oldMouseX;
var mouseDeltaY: Int = y - oldMouseY;
oldMouseX = x;
oldMouseY = y;
yawDegrees += mouseDeltaX * mouseSpeed;
pitchDegrees += mouseDeltaY * mouseSpeed;
if (pitchDegrees < minPitchDegrees)
pitchDegrees = minPitchDegrees;
if (pitchDegrees > maxPitchDegrees)
pitchDegrees = maxPitchDegrees;
}
var mouseButtonDown: Bool = false;
function mouseButtonDownEvent(button: Int, x: Int, y: Int) {
if (button == 0) {
mouseButtonDown = true;
oldMouseX = x;
oldMouseY = y;
}
}
function mouseButtonUpEvent(button: Int, x: Int, y: Int) {
if (button == 0) {
mouseButtonDown = false;
}
}
// Returns the current sensor state
// Returns the predicted sensor state at the specified time
public override function GetSensorState(): SensorState {
return GetPredictedSensorState(0.0);
}
// Returns the predicted sensor state at the specified time
public override function GetPredictedSensorState(time: Float): SensorState {
// TODO: Would be better if the interface was called independently each frame - we don't know how often this function is called.
updateOrientation();
var result: SensorState = new SensorState();
// TODO: Check values
result.Status = 0;
result.Temperature = 75;
result.Predicted = new PoseState();
result.Recorded = result.Predicted;
result.Predicted.AngularAcceleration = new Vector3();
result.Predicted.AngularVelocity = new Vector3();
result.Predicted.LinearAcceleration = new Vector3();
result.Predicted.LinearVelocity = new Vector3();
result.Predicted.TimeInSeconds = time;
result.Predicted.Pose = new Pose();
result.Predicted.Pose.Orientation = orientation;
result.Predicted.Pose.Position = new Vector3();
// TODO: Simulate the head movement using the mouse
return result;
}
// Sends a black image to the warp swap thread
public override function WarpSwapBlack(): Void {
// TODO: Implement
}
// Sends the Oculus loading symbol to the warp swap thread
public override function WarpSwapLoadingIcon(): Void {
// TODO: Implement
}
// Sends the set of images to the warp swap thread
public override function WarpSwap(parms: TimeWarpParms): Void {
var g: Graphics = framebuffer.g4;
g.begin();
g.setPipeline(pipeline);
g.setVertexBuffer(vb);
g.setIndexBuffer(ib);
var matrixLocation: ConstantLocation = pipeline.getConstantLocation("projectionMatrix");
var p: FastMatrix4 = FastMatrix4.identity();
g.setMatrix(matrixLocation, p);
var texture: TextureUnit = pipeline.getTextureUnit("tex");
g.setTexture(texture, parms.RightImage.Image);
g.drawIndexedVertices();
// Check for an overlay image
/* if (parms.LeftImage.Image != null) {
g.setTexture(texture, parms.RightOverlay.Image);
g.drawIndexedVertices();
}
*/
g.end();
}
public override function GetTimeInSeconds(): Float {
// TODO: Is it in seconds?
return System.time;
}
var vb: VertexBuffer;
var ib: IndexBuffer;
var pipeline: PipelineState;
function setVertex(a: Float32Array, index: Int, pos: Vector3, uv: Vector2, color: Vector4) {
var base: Int = index * 9;
a.set(base + 0, pos.x);
a.set(base + 1, pos.y);
a.set(base + 2, pos.z);
base += 3;
a.set(base + 0, uv.x);
a.set(base + 1, uv.y);
base += 2;
a.set(base + 0, color.x);
a.set(base + 1, color.y);
a.set(base + 2, color.z);
a.set(base + 3, color.w);
}
public function new() {
super();
Gamepad.get(0).notify(axisEvent, buttonEvent);
Keyboard.get(0).notify(keyDownEvent, keyUpEvent);
Mouse.get(0).notify(mouseButtonDownEvent, mouseButtonUpEvent, mouseMoveEvent, null);
var structure: VertexStructure = new VertexStructure();
orientation = new Quaternion();
updateOrientation();
structure.add("vertexPosition", VertexData.Float32_3X);
structure.add("vertexUV", VertexData.Float32_2X);
structure.add("vertexColor", VertexData.Float32_4X);
vb = new VertexBuffer(4, structure, Usage.StaticUsage);
var verts = vb.lock();
setVertex(verts, 0, new Vector3(-1, -1, 0), new Vector2(0, 0), new Vector4(1, 1, 1, 1));
setVertex(verts, 1, new Vector3(-1, 1, 0), new Vector2(0, 1), new Vector4(1, 1, 1, 1));
setVertex(verts, 2, new Vector3(1, -1, 0), new Vector2(1, 0), new Vector4(1, 1, 1, 1));
setVertex(verts, 3, new Vector3(1, 1, 0), new Vector2(1, 1), new Vector4(1, 1, 1, 1));
vb.unlock();
ib = new IndexBuffer(6, Usage.StaticUsage);
var indices = ib.lock();
indices[0] = 0;
indices[1] = 1;
indices[2] = 2;
indices[3] = 1;
indices[4] = 3;
indices[5] = 2;
ib.unlock();
pipeline = new PipelineState();
pipeline.vertexShader = Shaders.painter_image_vert;
pipeline.fragmentShader = Shaders.painter_image_frag;
pipeline.inputLayout = [structure];
pipeline.compile();
}
}