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scene_vr_teleporter.lua
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scene_vr_teleporter.lua
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-- Display a scene in VR
require "math"
hg = require("harfang")
hg.InputInit()
hg.WindowSystemInit()
res_x, res_y = 1280, 720
win = hg.RenderInit("Harfang - OpenVR Scene", res_x, res_y, hg.RF_VSync | hg.RF_MSAA4X)
hg.AddAssetsFolder("resources_compiled")
pipeline = hg.CreateForwardPipeline()
res = hg.PipelineResources()
render_data = hg.SceneForwardPipelineRenderData() -- this object is used by the low-level scene rendering API to share view-independent data with both eyes
-- OpenVR initialization
if not hg.OpenVRInit() then
os.exit()
end
vr_left_fb = hg.OpenVRCreateEyeFrameBuffer(hg.OVRAA_MSAA4x)
vr_right_fb = hg.OpenVRCreateEyeFrameBuffer(hg.OVRAA_MSAA4x)
-- Create models
vtx_layout = hg.VertexLayoutPosFloatNormUInt8()
cube_mdl = hg.CreateCubeModel(vtx_layout, 0.1, 0.1, 0.1)
cube_ref = res:AddModel('cube', cube_mdl)
ground_mdl = hg.CreateCubeModel(vtx_layout, 50, 0.01, 50)
ground_ref = res:AddModel('ground', ground_mdl)
-- Teleporter spline
line_shader = hg.LoadProgramFromFile('resources_compiled/shaders/pos_rgb')
vtx_layout_spline = hg.VertexLayout()
vtx_layout_spline:Begin()
vtx_layout_spline:Add(hg.A_Position, 3, hg.AT_Float)
vtx_layout_spline:Add(hg.A_Color0, 3, hg.AT_Float)
vtx_layout_spline:End()
-- Load shader
prg_ref = hg.LoadPipelineProgramRefFromAssets('core/shader/pbr.hps', res, hg.GetForwardPipelineInfo())
-- Create materials
function create_material(ubc, orm)
mat = hg.Material()
hg.SetMaterialProgram(mat, prg_ref)
hg.SetMaterialValue(mat, "uBaseOpacityColor", ubc)
hg.SetMaterialValue(mat, "uOcclusionRoughnessMetalnessColor", orm)
return mat
end
-- ----------------- Teleporter -----------------
function UpdateTeleporterPos(controller, actor_pos, head_pos, teleporter_pos, playground)
if controller:IsConnected() then
world = controller:World()
T = hg.GetT(world)
Z = hg.GetZ(world)
min_Vy = -0.1
if Z.y < min_Vy then
if not playgroundthen then
teleport_I = T + Z * (playground[1].y - T.y) / Z.y
teleport_I = hg.Clamp(teleport_I, playground[1], playground[2])
else
teleport_I = T + Z * (0 - T.y) / Z.y
end
-- detect trigger
if controller.Pressed(hg.VRCB_Axis1) then
new_actor_pos = teleport_I + (actor_pos - head_pos)
actor_diff = new_actor_pos - actor_pos
teleporter_pos = teleport_I + actor_diff
actor_pos = new_actor_pos
else
teleporter_pos = teleport_I
end
end
end
return actor_pos, teleporter_pos
end
function UpdateTeleporterNode(controller, actor_pos, head_pos, teleporter_node, playground)
if controller:IsConnected() then
world = controller:World()
T = hg.GetT(world)
Z = hg.GetZ(world)
min_Vy = -0.1
if Z.y < min_Vy then
if playground then
teleport_I = T + Z * (playground[1].y - T.y) / Z.y
teleport_I = hg.Clamp(teleport_I, playground[1], playground[2])
else
teleport_I = T + Z * (0 - T.y) / Z.y
end
-- detect trigger
if controller:Pressed(hg.VRCB_Axis1) then
new_actor_pos = teleport_I + (actor_pos - head_pos)
actor_diff = new_actor_pos - actor_pos
teleporter_pos = teleport_I + actor_diff
actor_pos = new_actor_pos
else
teleporter_pos = teleport_I
end
teleporter_node:GetTransform():SetPos(teleporter_pos)
teleporter_node:Enable()
else
teleporter_node:Disable()
end
end
return actor_pos
end
function GetHeadPos(vr_state, actor_pos)
headT = hg.GetT(vr_state.head)
return hg.Vec3(headT.x, actor_pos.y, headT.z)
end
-- --------------------- VR CONTROLLER ---------------------
function InitVRControllers(vr_controller, vr_controller_idx)
if not vr_controller or not vr_controller_idx then
vr_controller = {hg.VRController(), hg.VRController()}
vr_controller_idx = {1, 1}
end
name_template = "openvr_controller_"
left_hand_connected = vr_controller[1]:IsConnected()
right_hand_connected = vr_controller[2]:IsConnected()
if not left_hand_connected then
for i = 1, 16 do
if not right_hand_connected or vr_controller_idx[2] ~= i then
if hg.ReadVRController(name_template .. tostring(i)):IsConnected() then
vr_controller[1] = hg.VRController(name_template .. tostring(i))
vr_controller_idx[1] = i
left_hand_connected = True
print("Using controller %1 for left hand" .. tostring(i))
break
end
end
end
end
if not right_hand_connected then
for i = 1, 16 do
if not left_hand_connected or vr_controller_idx[1] ~= i then
if hg.ReadVRController(name_template .. tostring(i)):IsConnected() then
vr_controller[2] = hg.VRController(name_template .. tostring(i))
vr_controller_idx[2] = i
right_hand_connected = True
print("Using controller %1 for right hand" .. tostring(i))
break
end
end
end
end
return vr_controller, vr_controller_idx
end
function UpdateVRControllers(vr_controller, vr_controller_idx)
vr_controller, vr_controller_idx = InitVRControllers(vr_controller, vr_controller_idx)
for i = 1, 2 do
vr_controller[i]:Update()
end
return vr_controller, vr_controller_idx
end
function DrawTeleporterSpline(controller_mtx, ground_mtx, vid)
dir_teleporter = hg.GetZ(controller_mtx)
pos_start = hg.GetT(controller_mtx)
cos_angle = hg.Dot(dir_teleporter, hg.Normalize(hg.Vec3(dir_teleporter.x, 0, dir_teleporter.z)))
cos_angle = math.min(1.0, math.max(cos_angle, -1))
angle = math.acos(cos_angle)
strength_force = (((math.sin(angle) + 1) / 2)^2)*2
DrawSpline(pos_start, pos_start + dir_teleporter * strength_force, ground_mtx + hg.Vec3(0, -strength_force, 0), ground_mtx, vid)
end
function DrawSpline(p1, p2, p3, p4, vid)
step = 10
prev_value = {p1.x, p1.y, p1.z}
vtx = hg.Vertices(vtx_layout_spline, step * 2)
for i = 0, step+1 do
step_range = (1 / step) * i
val_x = hg.CubicInterpolate(p2.x, p1.x, p4.x, p3.x, step_range)
val_y = hg.CubicInterpolate(math.min(p2.y, 0), p1.y, p4.y, p3.y, step_range)
val_z = hg.CubicInterpolate(p2.z, p1.z, p4.z, p3.z, step_range)
val = {val_x, val_y, val_z}
vtx:Begin(2 * i):SetPos(hg.Vec3(prev_value[1], prev_value[2], prev_value[3])):SetColor0(hg.Color.Blue):End()
vtx:Begin(2 * i + 1):SetPos(hg.Vec3(val[1], val[2], val[3])):SetColor0(hg.Color.Blue):End()
prev_value = val
end
hg.DrawLines(vid, vtx, line_shader) -- submit all lines in a single call
end
function main()
-- Create scene
scene = hg.Scene()
scene.canvas.color = hg.Color(255 / 255, 255 / 255, 217 / 255, 1)
scene.environment.ambient = hg.Color(15 / 255, 12 / 255, 9 / 255, 1)
lgt = hg.CreateSpotLight(scene, hg.TransformationMat4(hg.Vec3(-8, 4, -5), hg.Vec3(hg.Deg(19), hg.Deg(59), 0)), 0, hg.Deg(5), hg.Deg(30), hg.Color.White, hg.Color.White, 10, hg.LST_Map, 0.0001)
back_lgt = hg.CreatePointLight(scene, hg.TranslationMat4(hg.Vec3(2.4, 1, 0.5)), 10, hg.Color(94 / 255, 255 / 255, 228 / 255, 1), hg.Color(94 / 255, 1, 228 / 255, 1), 0)
mat_cube = create_material(hg.Vec4(255 / 255, 230 / 255, 20 / 255, 1), hg.Vec4(1, 0.658, 0., 1))
hg.CreateObject(scene, hg.TransformationMat4(hg.Vec3(0, 0.5, 0), hg.Vec3(0, hg.Deg(70), 0)), cube_ref, {mat_cube})
mat_ground = create_material(hg.Vec4(255 / 255, 120 / 255, 147 / 255, 1), hg.Vec4(1, 1, 0.1, 1))
hg.CreateObject(scene, hg.TranslationMat4(hg.Vec3(0, 0, 0)), ground_ref, {mat_ground})
-- Setup 2D rendering to display eyes textures
quad_layout = hg.VertexLayout()
quad_layout:Begin():Add(hg.A_Position, 3, hg.AT_Float):Add(hg.A_TexCoord0, 3, hg.AT_Float):End()
quad_model = hg.CreatePlaneModel(quad_layout, 1, 1, 1, 1)
quad_render_state = hg.ComputeRenderState(hg.BM_Alpha, hg.DT_Disabled, hg.FC_Disabled)
eye_t_size = res_x / 2.5
eye_t_x = (res_x - 2 * eye_t_size) / 6 + eye_t_size / 2
quad_matrix = hg.TransformationMat4(hg.Vec3(0, 0, 0), hg.Vec3(hg.Deg(90), hg.Deg(0), hg.Deg(0)), hg.Vec3(eye_t_size, 1, eye_t_size))
tex0_program = hg.LoadProgramFromAssets("shaders/sprite")
quad_uniform_set_value_list = hg.UniformSetValueList()
quad_uniform_set_value_list:clear()
quad_uniform_set_value_list:push_back(hg.MakeUniformSetValue("color", hg.Vec4(1, 1, 1, 1)))
quad_uniform_set_texture_list = hg.UniformSetTextureList()
-- Teleporter
teleporter_node, boola = hg.CreateInstanceFromAssets(scene, hg.Mat4.Identity, 'teleporter/teleporter.scn', res, hg.GetForwardPipelineInfo())
hand_left, boolb = hg.CreateInstanceFromAssets(scene, hg.Mat4.Identity, 'vr_controller/vr_controller.scn', res, hg.GetForwardPipelineInfo())
hand_left:SetName("hand_left")
hand_right, boolc = hg.CreateInstanceFromAssets(scene, hg.Mat4.Identity, 'vr_controller/vr_controller.scn', res, hg.GetForwardPipelineInfo())
hand_right:SetName("hand_right")
actor_pos = hg.Vec3(-1.3, 0, -2)
head_pos = hg.Vec3()
playground = {hg.Vec3(-3, 0, -3), hg.Vec3(3, 0, 3)}
vr_controller, vr_controller_idx = InitVRControllers()
-- Main loop
while not hg.ReadKeyboard():Key(hg.K_Escape) do
dt = hg.TickClock()
-- Teleporter and VR controller update
vr_controller, vr_controller_idx = UpdateVRControllers(vr_controller, vr_controller_idx)
hand_left:GetTransform():SetWorld(vr_controller[1]:World())
hand_right:GetTransform():SetWorld(vr_controller[2]:World())
controller = vr_controller[1]
actor_pos = UpdateTeleporterNode(controller, actor_pos, head_pos, teleporter_node)
scene:Update(dt)
vr_state = hg.OpenVRGetState(hg.TranslationMat4(actor_pos), 0.1, 200)
head_pos = GetHeadPos(vr_state, actor_pos)
left, right = hg.OpenVRStateToViewState(vr_state)
vid = 0 -- keep track of the next free view id
passId = hg.SceneForwardPipelinePassViewId()
-- Prepare view-independent render data once
vid, passId = hg.PrepareSceneForwardPipelineCommonRenderData(vid, scene, render_data, pipeline, res, passId)
vr_eye_rect = hg.IntRect(0, 0, vr_state.width, vr_state.height)
-- Prepare the left eye render data then draw to its framebuffer
vid, passId = hg.PrepareSceneForwardPipelineViewDependentRenderData(vid, left, scene, render_data, pipeline, res, passId)
vid, passId = hg.SubmitSceneToForwardPipeline(vid, scene, vr_eye_rect, left, pipeline, render_data, res, vr_left_fb:GetHandle())
-- Prepare the right eye render data then draw to its framebuffer
vid, passId = hg.PrepareSceneForwardPipelineViewDependentRenderData(vid, right, scene, render_data, pipeline, res, passId)
vid, passId = hg.SubmitSceneToForwardPipeline(vid, scene, vr_eye_rect, right, pipeline, render_data, res, vr_right_fb:GetHandle())
-- Display teleporter spline:
hg.SetViewFrameBuffer(vid, vr_left_fb:GetHandle())
hg.SetViewRect(vid, 0, 0, vr_state.width, vr_state.height)
hg.SetViewClear(vid, 0, 0, 1.0, 0)
hg.SetViewTransform(vid, left.view, left.proj)
DrawTeleporterSpline(controller:World(), teleporter_node:GetTransform():GetPos(), vid)
vid = vid + 1
hg.SetViewFrameBuffer(vid, vr_right_fb:GetHandle())
hg.SetViewRect(vid, 0, 0, vr_state.width, vr_state.height)
hg.SetViewClear(vid, 0, 0, 1.0, 0)
hg.SetViewTransform(vid, right.view, right.proj)
DrawTeleporterSpline(controller:World(), teleporter_node:GetTransform():GetPos(), vid)
vid = vid + 1
-- Display the VR eyes texture to the backbuffer
hg.SetViewRect(vid, 0, 0, res_x, res_y)
vs = hg.ComputeOrthographicViewState(hg.TranslationMat4(hg.Vec3(0, 0, 0)), res_y, 0.1, 100, hg.ComputeAspectRatioX(res_x, res_y))
hg.SetViewTransform(vid, vs.view, vs.proj)
quad_uniform_set_texture_list:clear()
quad_uniform_set_texture_list:push_back(hg.MakeUniformSetTexture("s_tex", hg.OpenVRGetColorTexture(vr_left_fb), 0))
hg.SetT(quad_matrix, hg.Vec3(eye_t_x, 0, 1))
hg.DrawModel(vid, quad_model, tex0_program, quad_uniform_set_value_list, quad_uniform_set_texture_list, quad_matrix, quad_render_state)
quad_uniform_set_texture_list:clear()
quad_uniform_set_texture_list:push_back(hg.MakeUniformSetTexture("s_tex", hg.OpenVRGetColorTexture(vr_right_fb), 0))
hg.SetT(quad_matrix, hg.Vec3(-eye_t_x, 0, 1))
hg.DrawModel(vid, quad_model, tex0_program, quad_uniform_set_value_list, quad_uniform_set_texture_list, quad_matrix, quad_render_state)
hg.Frame()
hg.OpenVRSubmitFrame(vr_left_fb, vr_right_fb)
hg.UpdateWindow(win)
end
hg.DestroyForwardPipeline(pipeline)
hg.RenderShutdown()
hg.DestroyWindow(win)
end
main()