зеркало из https://github.com/mozilla/gecko-dev.git
219 строки
6.7 KiB
C++
219 строки
6.7 KiB
C++
/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 2 -*-
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* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
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#ifndef GFX_VR_OCULUS_H
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#define GFX_VR_OCULUS_H
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#include "nsTArray.h"
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#include "nsISupportsImpl.h" // For NS_INLINE_DECL_REFCOUNTING
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#include "mozilla/RefPtr.h"
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#include "mozilla/gfx/2D.h"
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#include "mozilla/EnumeratedArray.h"
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#include "gfxVR.h"
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#include "VRDisplayHost.h"
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#include "ovr_capi_dynamic.h"
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struct ID3D11Device;
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namespace mozilla {
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namespace layers {
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class CompositingRenderTargetD3D11;
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struct VertexShaderConstants;
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struct PixelShaderConstants;
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}
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namespace gfx {
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namespace impl {
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enum class OculusControllerAxisType : uint16_t {
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ThumbstickXAxis,
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ThumbstickYAxis,
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NumVRControllerAxisType
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};
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class VROculusSession
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{
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NS_INLINE_DECL_REFCOUNTING(VROculusSession);
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friend class VRDisplayOculus;
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public:
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VROculusSession();
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void Refresh();
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bool IsTrackingReady() const;
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bool IsRenderReady() const;
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ovrSession Get();
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void StartPresentation(const IntSize& aSize);
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void StopPresentation();
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void StopTracking();
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bool IsQuitTimeoutActive();
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already_AddRefed<layers::CompositingRenderTargetD3D11> GetNextRenderTarget();
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ovrTextureSwapChain GetSwapChain();
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private:
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PRLibrary* mOvrLib;
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ovrSession mSession;
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ovrInitFlags mInitFlags;
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ovrTextureSwapChain mTextureSet;
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nsTArray<RefPtr<layers::CompositingRenderTargetD3D11>> mRenderTargets;
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IntSize mPresentationSize;
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RefPtr<ID3D11Device> mDevice;
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// The timestamp of the last time Oculus set ShouldQuit to true.
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TimeStamp mLastShouldQuit;
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// The timestamp of the last ending presentation
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TimeStamp mLastPresentationEnd;
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VRTelemetry mTelemetry;
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bool mPresenting;
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~VROculusSession();
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void Uninitialize(bool aUnloadLib);
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bool Initialize(ovrInitFlags aFlags);
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bool LoadOvrLib();
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void UnloadOvrLib();
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bool StartSession();
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void StopSession();
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bool StartLib(ovrInitFlags aFlags);
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void StopLib();
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bool StartRendering();
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void StopRendering();
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};
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class VRDisplayOculus : public VRDisplayHost
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{
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public:
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virtual void NotifyVSync() override;
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void ZeroSensor() override;
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protected:
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virtual VRHMDSensorState GetSensorState() override;
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virtual void StartPresentation() override;
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virtual void StopPresentation() override;
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virtual bool SubmitFrame(mozilla::layers::TextureSourceD3D11* aSource,
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const IntSize& aSize,
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const gfx::Rect& aLeftEyeRect,
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const gfx::Rect& aRightEyeRect) override;
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void UpdateStageParameters();
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public:
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explicit VRDisplayOculus(VROculusSession* aSession);
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void Destroy();
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protected:
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virtual ~VRDisplayOculus();
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VRHMDSensorState GetSensorState(double absTime);
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ovrHmdDesc mDesc;
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RefPtr<VROculusSession> mSession;
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ovrFovPort mFOVPort[2];
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RefPtr<ID3D11Device> mDevice;
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RefPtr<ID3D11DeviceContext> mContext;
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ID3D11VertexShader* mQuadVS;
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ID3D11PixelShader* mQuadPS;
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RefPtr<ID3D11SamplerState> mLinearSamplerState;
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layers::VertexShaderConstants mVSConstants;
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layers::PixelShaderConstants mPSConstants;
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RefPtr<ID3D11Buffer> mVSConstantBuffer;
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RefPtr<ID3D11Buffer> mPSConstantBuffer;
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RefPtr<ID3D11Buffer> mVertexBuffer;
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RefPtr<ID3D11InputLayout> mInputLayout;
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float mEyeHeight;
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bool UpdateConstantBuffers();
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struct Vertex
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{
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float position[2];
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};
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};
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class VRControllerOculus : public VRControllerHost
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{
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public:
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explicit VRControllerOculus(dom::GamepadHand aHand, uint32_t aDisplayID);
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float GetAxisMove(uint32_t aAxis);
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void SetAxisMove(uint32_t aAxis, float aValue);
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float GetIndexTrigger();
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void SetIndexTrigger(float aValue);
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float GetHandTrigger();
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void SetHandTrigger(float aValue);
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void VibrateHaptic(ovrSession aSession,
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uint32_t aHapticIndex,
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double aIntensity,
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double aDuration,
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uint32_t aPromiseID);
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void StopVibrateHaptic();
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protected:
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virtual ~VRControllerOculus();
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private:
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void UpdateVibrateHaptic(ovrSession aSession,
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uint32_t aHapticIndex,
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double aIntensity,
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double aDuration,
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uint64_t aVibrateIndex,
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uint32_t aPromiseID);
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void VibrateHapticComplete(ovrSession aSession, uint32_t aPromiseID, bool aStop);
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float mAxisMove[static_cast<uint32_t>(
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OculusControllerAxisType::NumVRControllerAxisType)];
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float mIndexTrigger;
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float mHandTrigger;
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nsCOMPtr<nsIThread> mVibrateThread;
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Atomic<bool> mIsVibrateStopped;
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};
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} // namespace impl
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class VRSystemManagerOculus : public VRSystemManager
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{
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public:
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static already_AddRefed<VRSystemManagerOculus> Create();
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virtual void Destroy() override;
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virtual void Shutdown() override;
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virtual bool GetHMDs(nsTArray<RefPtr<VRDisplayHost> >& aHMDResult) override;
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virtual bool GetIsPresenting() override;
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virtual void HandleInput() override;
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virtual void GetControllers(nsTArray<RefPtr<VRControllerHost>>&
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aControllerResult) override;
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virtual void ScanForControllers() override;
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virtual void RemoveControllers() override;
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virtual void VibrateHaptic(uint32_t aControllerIdx, uint32_t aHapticIndex,
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double aIntensity, double aDuration, uint32_t aPromiseID) override;
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virtual void StopVibrateHaptic(uint32_t aControllerIdx) override;
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protected:
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VRSystemManagerOculus();
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private:
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void HandleButtonPress(uint32_t aControllerIdx,
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uint32_t aButton,
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uint64_t aButtonMask,
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uint64_t aButtonPressed,
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uint64_t aButtonTouched);
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void HandleAxisMove(uint32_t aControllerIdx, uint32_t aAxis,
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float aValue);
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void HandlePoseTracking(uint32_t aControllerIdx,
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const dom::GamepadPoseState& aPose,
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VRControllerHost* aController);
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void HandleIndexTriggerPress(uint32_t aControllerIdx, uint32_t aButton, float aValue);
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void HandleHandTriggerPress(uint32_t aControllerIdx, uint32_t aButton, float aValue);
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void HandleTouchEvent(uint32_t aControllerIdx, uint32_t aButton,
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uint64_t aTouchMask, uint64_t aTouched);
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void GetControllerPoseState(uint32_t aHandIdx, dom::GamepadPoseState& aPoseState,
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bool aForceUpdate = false);
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RefPtr<impl::VRDisplayOculus> mDisplay;
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nsTArray<RefPtr<impl::VRControllerOculus>> mOculusController;
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RefPtr<impl::VROculusSession> mSession;
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};
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} // namespace gfx
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} // namespace mozilla
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#endif /* GFX_VR_OCULUS_H */
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