gecko-dev/gfx/vr/gfxVRPuppet.cpp

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C++

/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 2 -*-
* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
#if defined(XP_WIN)
#include "CompositorD3D11.h"
#include "TextureD3D11.h"
#endif // XP_WIN
#include "gfxVRPuppet.h"
#include "mozilla/dom/GamepadEventTypes.h"
#include "mozilla/dom/GamepadBinding.h"
using namespace mozilla;
using namespace mozilla::gfx;
using namespace mozilla::gfx::impl;
using namespace mozilla::layers;
// Reminder: changing the order of these buttons may break web content
static const uint64_t kPuppetButtonMask[] = {
1,
2,
4,
8
};
static const uint32_t kNumPuppetButtonMask = sizeof(kPuppetButtonMask) /
sizeof(uint64_t);
static const uint32_t kPuppetAxes[] = {
0,
1,
2
};
static const uint32_t kNumPuppetAxis = sizeof(kPuppetAxes) /
sizeof(uint32_t);
static const uint32_t kNumPuppetHaptcs = 1;
VRDisplayPuppet::VRDisplayPuppet()
: VRDisplayHost(VRDeviceType::Puppet)
, mIsPresenting(false)
{
MOZ_COUNT_CTOR_INHERITED(VRDisplayPuppet, VRDisplayHost);
mDisplayInfo.mDisplayName.AssignLiteral("Puppet HMD");
mDisplayInfo.mIsConnected = true;
mDisplayInfo.mIsMounted = false;
mDisplayInfo.mCapabilityFlags = VRDisplayCapabilityFlags::Cap_None |
VRDisplayCapabilityFlags::Cap_Orientation |
VRDisplayCapabilityFlags::Cap_Position |
VRDisplayCapabilityFlags::Cap_External |
VRDisplayCapabilityFlags::Cap_Present |
VRDisplayCapabilityFlags::Cap_StageParameters;
mDisplayInfo.mEyeResolution.width = 1836; // 1080 * 1.7
mDisplayInfo.mEyeResolution.height = 2040; // 1200 * 1.7
// SteamVR gives the application a single FOV to use; it's not configurable as with Oculus
for (uint32_t eye = 0; eye < 2; ++eye) {
mDisplayInfo.mEyeTranslation[eye].x = 0.0f;
mDisplayInfo.mEyeTranslation[eye].y = 0.0f;
mDisplayInfo.mEyeTranslation[eye].z = 0.0f;
mDisplayInfo.mEyeFOV[eye] = VRFieldOfView(45.0, 45.0, 45.0, 45.0);
}
// default: 1m x 1m space, 0.75m high in seated position
mDisplayInfo.mStageSize.width = 1.0f;
mDisplayInfo.mStageSize.height = 1.0f;
mDisplayInfo.mSittingToStandingTransform._11 = 1.0f;
mDisplayInfo.mSittingToStandingTransform._12 = 0.0f;
mDisplayInfo.mSittingToStandingTransform._13 = 0.0f;
mDisplayInfo.mSittingToStandingTransform._14 = 0.0f;
mDisplayInfo.mSittingToStandingTransform._21 = 0.0f;
mDisplayInfo.mSittingToStandingTransform._22 = 1.0f;
mDisplayInfo.mSittingToStandingTransform._23 = 0.0f;
mDisplayInfo.mSittingToStandingTransform._24 = 0.0f;
mDisplayInfo.mSittingToStandingTransform._31 = 0.0f;
mDisplayInfo.mSittingToStandingTransform._32 = 0.0f;
mDisplayInfo.mSittingToStandingTransform._33 = 1.0f;
mDisplayInfo.mSittingToStandingTransform._34 = 0.0f;
mDisplayInfo.mSittingToStandingTransform._41 = 0.0f;
mDisplayInfo.mSittingToStandingTransform._42 = 0.75f;
mDisplayInfo.mSittingToStandingTransform._43 = 0.0f;
gfx::Quaternion rot;
mSensorState.flags |= VRDisplayCapabilityFlags::Cap_Orientation;
mSensorState.orientation[0] = rot.x;
mSensorState.orientation[1] = rot.y;
mSensorState.orientation[2] = rot.z;
mSensorState.orientation[3] = rot.w;
mSensorState.angularVelocity[0] = 0.0f;
mSensorState.angularVelocity[1] = 0.0f;
mSensorState.angularVelocity[2] = 0.0f;
mSensorState.flags |= VRDisplayCapabilityFlags::Cap_Position;
mSensorState.position[0] = 0.0f;
mSensorState.position[1] = 0.0f;
mSensorState.position[2] = 0.0f;
mSensorState.linearVelocity[0] = 0.0f;
mSensorState.linearVelocity[1] = 0.0f;
mSensorState.linearVelocity[2] = 0.0f;
}
VRDisplayPuppet::~VRDisplayPuppet()
{
MOZ_COUNT_DTOR_INHERITED(VRDisplayPuppet, VRDisplayHost);
}
void
VRDisplayPuppet::SetDisplayInfo(const VRDisplayInfo& aDisplayInfo)
{
// We are only interested in the eye and mount info of the display info.
mDisplayInfo.mEyeResolution = aDisplayInfo.mEyeResolution;
mDisplayInfo.mIsMounted = aDisplayInfo.mIsMounted;
memcpy(&mDisplayInfo.mEyeFOV, &aDisplayInfo.mEyeFOV,
sizeof(mDisplayInfo.mEyeFOV[0]) * VRDisplayInfo::NumEyes);
memcpy(&mDisplayInfo.mEyeTranslation, &aDisplayInfo.mEyeTranslation,
sizeof(mDisplayInfo.mEyeTranslation[0]) * VRDisplayInfo::NumEyes);
}
void
VRDisplayPuppet::Destroy()
{
StopPresentation();
}
void
VRDisplayPuppet::ZeroSensor()
{
}
VRHMDSensorState
VRDisplayPuppet::GetSensorState()
{
return GetSensorState(0.0f);
}
VRHMDSensorState
VRDisplayPuppet::GetSensorState(double timeOffset)
{
return mSensorState;
}
void
VRDisplayPuppet::SetSensorState(const VRHMDSensorState& aSensorState)
{
memcpy(&mSensorState, &aSensorState, sizeof(mSensorState));
}
void
VRDisplayPuppet::StartPresentation()
{
if (mIsPresenting) {
return;
}
mIsPresenting = true;
}
void
VRDisplayPuppet::StopPresentation()
{
if (!mIsPresenting) {
return;
}
mIsPresenting = false;
}
#if defined(XP_WIN)
void
VRDisplayPuppet::SubmitFrame(TextureSourceD3D11* aSource,
const IntSize& aSize,
const VRHMDSensorState& aSensorState,
const gfx::Rect& aLeftEyeRect,
const gfx::Rect& aRightEyeRect)
{
if (!mIsPresenting) {
return;
}
ID3D11Texture2D* tex = aSource->GetD3D11Texture();
MOZ_ASSERT(tex);
// TODO: Bug 1343730, Need to block until the next simulated
// vblank interval and capture frames for use in reftests.
// Trigger the next VSync immediately
VRManager *vm = VRManager::Get();
MOZ_ASSERT(vm);
vm->NotifyVRVsync(mDisplayInfo.mDisplayID);
}
#else
void
VRDisplayPuppet::SubmitFrame(TextureSourceOGL* aSource,
const IntSize& aSize,
const VRHMDSensorState& aSensorState,
const gfx::Rect& aLeftEyeRect,
const gfx::Rect& aRightEyeRect)
{
if (!mIsPresenting) {
return;
}
// TODO: Bug 1343730, Need to block until the next simulated
// vblank interval and capture frames for use in reftests.
// Trigger the next VSync immediately
VRManager *vm = VRManager::Get();
MOZ_ASSERT(vm);
vm->NotifyVRVsync(mDisplayInfo.mDisplayID);
}
#endif
void
VRDisplayPuppet::NotifyVSync()
{
// We update mIsConneced once per frame.
mDisplayInfo.mIsConnected = true;
}
VRControllerPuppet::VRControllerPuppet(dom::GamepadHand aHand)
: VRControllerHost(VRDeviceType::Puppet)
, mButtonPressState(0)
{
MOZ_COUNT_CTOR_INHERITED(VRControllerPuppet, VRControllerHost);
mControllerInfo.mControllerName.AssignLiteral("Puppet Gamepad");
mControllerInfo.mMappingType = GamepadMappingType::_empty;
mControllerInfo.mHand = aHand;
mControllerInfo.mNumButtons = kNumPuppetButtonMask;
mControllerInfo.mNumAxes = kNumPuppetAxis;
mControllerInfo.mNumHaptics = kNumPuppetHaptcs;
}
VRControllerPuppet::~VRControllerPuppet()
{
MOZ_COUNT_DTOR_INHERITED(VRControllerPuppet, VRControllerHost);
}
void
VRControllerPuppet::SetButtonPressState(uint32_t aButton, bool aPressed)
{
const uint64_t buttonMask = kPuppetButtonMask[aButton];
uint64_t pressedBit = GetButtonPressed();
if (aPressed) {
pressedBit |= kPuppetButtonMask[aButton];
} else if (pressedBit & buttonMask) {
// this button was pressed but is released now.
uint64_t mask = 0xff ^ buttonMask;
pressedBit &= mask;
}
mButtonPressState = pressedBit;
}
uint64_t
VRControllerPuppet::GetButtonPressState()
{
return mButtonPressState;
}
void
VRControllerPuppet::SetButtonTouchState(uint32_t aButton, bool aTouched)
{
const uint64_t buttonMask = kPuppetButtonMask[aButton];
uint64_t touchedBit = GetButtonTouched();
if (aTouched) {
touchedBit |= kPuppetButtonMask[aButton];
} else if (touchedBit & buttonMask) {
// this button was touched but is released now.
uint64_t mask = 0xff ^ buttonMask;
touchedBit &= mask;
}
mButtonTouchState = touchedBit;
}
uint64_t
VRControllerPuppet::GetButtonTouchState()
{
return mButtonTouchState;
}
void
VRControllerPuppet::SetAxisMoveState(uint32_t aAxis, double aValue)
{
MOZ_ASSERT((sizeof(mAxisMoveState) / sizeof(float)) == kNumPuppetAxis);
MOZ_ASSERT(aAxis <= kNumPuppetAxis);
mAxisMoveState[aAxis] = aValue;
}
double
VRControllerPuppet::GetAxisMoveState(uint32_t aAxis)
{
return mAxisMoveState[aAxis];
}
void
VRControllerPuppet::SetPoseMoveState(const dom::GamepadPoseState& aPose)
{
mPoseState = aPose;
}
const dom::GamepadPoseState&
VRControllerPuppet::GetPoseMoveState()
{
return mPoseState;
}
float
VRControllerPuppet::GetAxisMove(uint32_t aAxis)
{
return mAxisMove[aAxis];
}
void
VRControllerPuppet::SetAxisMove(uint32_t aAxis, float aValue)
{
mAxisMove[aAxis] = aValue;
}
VRSystemManagerPuppet::VRSystemManagerPuppet()
{
}
/*static*/ already_AddRefed<VRSystemManagerPuppet>
VRSystemManagerPuppet::Create()
{
if (!gfxPrefs::VREnabled() || !gfxPrefs::VRPuppetEnabled()) {
return nullptr;
}
RefPtr<VRSystemManagerPuppet> manager = new VRSystemManagerPuppet();
return manager.forget();
}
void
VRSystemManagerPuppet::Destroy()
{
Shutdown();
}
void
VRSystemManagerPuppet::Shutdown()
{
mPuppetHMD = nullptr;
}
void
VRSystemManagerPuppet::GetHMDs(nsTArray<RefPtr<VRDisplayHost>>& aHMDResult)
{
if (mPuppetHMD == nullptr) {
mPuppetHMD = new VRDisplayPuppet();
}
aHMDResult.AppendElement(mPuppetHMD);
}
bool
VRSystemManagerPuppet::GetIsPresenting()
{
if (mPuppetHMD) {
VRDisplayInfo displayInfo(mPuppetHMD->GetDisplayInfo());
return displayInfo.GetIsPresenting();
}
return false;
}
void
VRSystemManagerPuppet::HandleInput()
{
RefPtr<impl::VRControllerPuppet> controller;
for (uint32_t i = 0; i < mPuppetController.Length(); ++i) {
controller = mPuppetController[i];
for (uint32_t j = 0; j < kNumPuppetButtonMask; ++j) {
HandleButtonPress(i, j, kPuppetButtonMask[i], controller->GetButtonPressState(),
controller->GetButtonTouchState());
}
controller->SetButtonPressed(controller->GetButtonPressState());
for (uint32_t j = 0; j < kNumPuppetAxis; ++j) {
HandleAxisMove(i, j, controller->GetAxisMoveState(j));
}
HandlePoseTracking(i, controller->GetPoseMoveState(), controller);
}
}
void
VRSystemManagerPuppet::HandleButtonPress(uint32_t aControllerIdx,
uint32_t aButton,
uint64_t aButtonMask,
uint64_t aButtonPressed,
uint64_t aButtonTouched)
{
RefPtr<impl::VRControllerPuppet> controller(mPuppetController[aControllerIdx]);
MOZ_ASSERT(controller);
const uint64_t pressedDiff = (controller->GetButtonPressed() ^ aButtonPressed);
const uint64_t touchedDiff = (controller->GetButtonTouched() ^ aButtonTouched);
if (!pressedDiff && !touchedDiff) {
return;
}
if (pressedDiff & aButtonMask
|| touchedDiff & aButtonMask) {
// diff & (aButtonPressed, aButtonTouched) would be true while a new button pressed or
// touched event, otherwise it is an old event and needs to notify
// the button has been released.
NewButtonEvent(aControllerIdx, aButton, aButtonMask & aButtonPressed,
aButtonMask & aButtonPressed,
(aButtonMask & aButtonPressed) ? 1.0L : 0.0L);
}
}
void
VRSystemManagerPuppet::HandleAxisMove(uint32_t aControllerIdx, uint32_t aAxis,
float aValue)
{
RefPtr<impl::VRControllerPuppet> controller(mPuppetController[aControllerIdx]);
MOZ_ASSERT(controller);
if (controller->GetAxisMove(aAxis) != aValue) {
NewAxisMove(aControllerIdx, aAxis, aValue);
controller->SetAxisMove(aAxis, aValue);
}
}
void
VRSystemManagerPuppet::HandlePoseTracking(uint32_t aControllerIdx,
const GamepadPoseState& aPose,
VRControllerHost* aController)
{
MOZ_ASSERT(aController);
if (aPose != aController->GetPose()) {
aController->SetPose(aPose);
NewPoseState(aControllerIdx, aPose);
}
}
void
VRSystemManagerPuppet::VibrateHaptic(uint32_t aControllerIdx,
uint32_t aHapticIndex,
double aIntensity,
double aDuration,
uint32_t aPromiseID)
{
}
void
VRSystemManagerPuppet::StopVibrateHaptic(uint32_t aControllerIdx)
{
}
void
VRSystemManagerPuppet::GetControllers(nsTArray<RefPtr<VRControllerHost>>& aControllerResult)
{
aControllerResult.Clear();
for (uint32_t i = 0; i < mPuppetController.Length(); ++i) {
aControllerResult.AppendElement(mPuppetController[i]);
}
}
void
VRSystemManagerPuppet::ScanForControllers()
{
// We make VRSystemManagerPuppet has two controllers always.
const uint32_t newControllerCount = 2;
if (newControllerCount != mControllerCount) {
RemoveControllers();
// Re-adding controllers to VRControllerManager.
for (uint32_t i = 0; i < newControllerCount; ++i) {
dom::GamepadHand hand = (i % 2) ? dom::GamepadHand::Right :
dom::GamepadHand::Left;
RefPtr<VRControllerPuppet> puppetController = new VRControllerPuppet(hand);
mPuppetController.AppendElement(puppetController);
// Not already present, add it.
AddGamepad(puppetController->GetControllerInfo());
++mControllerCount;
}
}
}
void
VRSystemManagerPuppet::RemoveControllers()
{
// controller count is changed, removing the existing gamepads first.
for (uint32_t i = 0; i < mPuppetController.Length(); ++i) {
RemoveGamepad(i);
}
mPuppetController.Clear();
mControllerCount = 0;
}