summaryrefslogtreecommitdiff
path: root/modules/mobile_vr/mobile_vr_interface.cpp
blob: e2c630565f39c39f62035ee52c2b6524f477e5e0 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
/*************************************************************************/
/*  mobile_interface.cpp                                                 */
/*************************************************************************/
/*                       This file is part of:                           */
/*                           GODOT ENGINE                                */
/*                      https://godotengine.org                          */
/*************************************************************************/
/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur.                 */
/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md)    */
/*                                                                       */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the       */
/* "Software"), to deal in the Software without restriction, including   */
/* without limitation the rights to use, copy, modify, merge, publish,   */
/* distribute, sublicense, and/or sell copies of the Software, and to    */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions:                                             */
/*                                                                       */
/* The above copyright notice and this permission notice shall be        */
/* included in all copies or substantial portions of the Software.       */
/*                                                                       */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,       */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF    */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY  */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,  */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE     */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                */
/*************************************************************************/

#include "mobile_vr_interface.h"
#include "core/os/input.h"
#include "core/os/os.h"
#include "servers/visual/visual_server_global.h"

StringName MobileVRInterface::get_name() const {
	return "Native mobile";
};

int MobileVRInterface::get_capabilities() const {
	return ARVRInterface::ARVR_STEREO;
};

Vector3 MobileVRInterface::scale_magneto(const Vector3 &p_magnetometer) {
	// Our magnetometer doesn't give us nice clean data.
	// Well it may on Mac OS X because we're getting a calibrated value in the current implementation but Android we're getting raw data.
	// This is a fairly simple adjustment we can do to correct for the magnetometer data being elliptical

	Vector3 mag_raw = p_magnetometer;
	Vector3 mag_scaled = p_magnetometer;

	// update our variables every x frames
	if (mag_count > 20) {
		mag_current_min = mag_next_min;
		mag_current_max = mag_next_max;
		mag_count = 0;
	} else {
		mag_count++;
	};

	// adjust our min and max
	if (mag_raw.x > mag_next_max.x) mag_next_max.x = mag_raw.x;
	if (mag_raw.y > mag_next_max.y) mag_next_max.y = mag_raw.y;
	if (mag_raw.z > mag_next_max.z) mag_next_max.z = mag_raw.z;

	if (mag_raw.x < mag_next_min.x) mag_next_min.x = mag_raw.x;
	if (mag_raw.y < mag_next_min.y) mag_next_min.y = mag_raw.y;
	if (mag_raw.z < mag_next_min.z) mag_next_min.z = mag_raw.z;

	// scale our x, y and z
	if (!(mag_current_max.x - mag_current_min.x)) {
		mag_raw.x -= (mag_current_min.x + mag_current_max.x) / 2.0;
		mag_scaled.x = (mag_raw.x - mag_current_min.x) / ((mag_current_max.x - mag_current_min.x) * 2.0 - 1.0);
	};

	if (!(mag_current_max.y - mag_current_min.y)) {
		mag_raw.y -= (mag_current_min.y + mag_current_max.y) / 2.0;
		mag_scaled.y = (mag_raw.y - mag_current_min.y) / ((mag_current_max.y - mag_current_min.y) * 2.0 - 1.0);
	};

	if (!(mag_current_max.z - mag_current_min.z)) {
		mag_raw.z -= (mag_current_min.z + mag_current_max.z) / 2.0;
		mag_scaled.z = (mag_raw.z - mag_current_min.z) / ((mag_current_max.z - mag_current_min.z) * 2.0 - 1.0);
	};

	return mag_scaled;
};

Basis MobileVRInterface::combine_acc_mag(const Vector3 &p_grav, const Vector3 &p_magneto) {
	// yup, stock standard cross product solution...
	Vector3 up = -p_grav.normalized();

	Vector3 magneto_east = up.cross(p_magneto.normalized()); // or is this west?, but should be horizon aligned now
	magneto_east.normalize();

	Vector3 magneto = up.cross(magneto_east); // and now we have a horizon aligned north
	magneto.normalize();

	// We use our gravity and magnetometer vectors to construct our matrix
	Basis acc_mag_m3;
	acc_mag_m3.elements[0] = -magneto_east;
	acc_mag_m3.elements[1] = up;
	acc_mag_m3.elements[2] = magneto;

	return acc_mag_m3;
};

void MobileVRInterface::set_position_from_sensors() {
	_THREAD_SAFE_METHOD_

	// this is a helper function that attempts to adjust our transform using our 9dof sensors
	// 9dof is a misleading marketing term coming from 3 accelerometer axis + 3 gyro axis + 3 magnetometer axis = 9 axis
	// but in reality this only offers 3 dof (yaw, pitch, roll) orientation

	uint64_t ticks = OS::get_singleton()->get_ticks_usec();
	uint64_t ticks_elapsed = ticks - last_ticks;
	float delta_time = (double)ticks_elapsed / 1000000.0;

	// few things we need
	Input *input = Input::get_singleton();
	Vector3 down(0.0, -1.0, 0.0); // Down is Y negative
	Vector3 north(0.0, 0.0, 1.0); // North is Z positive

	// make copies of our inputs
	bool has_grav = false;
	Vector3 acc = input->get_accelerometer();
	Vector3 gyro = input->get_gyroscope();
	Vector3 grav = input->get_gravity();
	Vector3 magneto = scale_magneto(input->get_magnetometer()); // this may be overkill on iOS because we're already getting a calibrated magnetometer reading

	if (sensor_first) {
		sensor_first = false;
	} else {
		acc = scrub(acc, last_accerometer_data, 2, 0.2);
		magneto = scrub(magneto, last_magnetometer_data, 3, 0.3);
	};

	last_accerometer_data = acc;
	last_magnetometer_data = magneto;

	if (grav.length() < 0.1) {
		// not ideal but use our accelerometer, this will contain shakey shakey user behaviour
		// maybe look into some math but I'm guessing that if this isn't available, its because we lack the gyro sensor to actually work out
		// what a stable gravity vector is
		grav = acc;
		if (grav.length() > 0.1) {
			has_grav = true;
		};
	} else {
		has_grav = true;
	};

	bool has_magneto = magneto.length() > 0.1;
	if (gyro.length() > 0.1) {
		/* this can return to 0.0 if the user doesn't move the phone, so once on, it's on */
		has_gyro = true;
	};

	if (has_gyro) {
		// start with applying our gyro (do NOT smooth our gyro!)
		Basis rotate;
		rotate.rotate(orientation.get_axis(0), gyro.x * delta_time);
		rotate.rotate(orientation.get_axis(1), gyro.y * delta_time);
		rotate.rotate(orientation.get_axis(2), gyro.z * delta_time);
		orientation = rotate * orientation;

		tracking_state = ARVRInterface::ARVR_NORMAL_TRACKING;
	};

	///@TODO improve this, the magnetometer is very fidgity sometimes flipping the axis for no apparent reason (probably a bug on my part)
	// if you have a gyro + accelerometer that combo tends to be better then combining all three but without a gyro you need the magnetometer..
	if (has_magneto && has_grav && !has_gyro) {
		// convert to quaternions, easier to smooth those out
		Quat transform_quat(orientation);
		Quat acc_mag_quat(combine_acc_mag(grav, magneto));
		transform_quat = transform_quat.slerp(acc_mag_quat, 0.1);
		orientation = Basis(transform_quat);

		tracking_state = ARVRInterface::ARVR_NORMAL_TRACKING;
	} else if (has_grav) {
		// use gravity vector to make sure down is down...
		// transform gravity into our world space
		grav.normalize();
		Vector3 grav_adj = orientation.xform(grav);
		float dot = grav_adj.dot(down);
		if ((dot > -1.0) && (dot < 1.0)) {
			// axis around which we have this rotation
			Vector3 axis = grav_adj.cross(down);
			axis.normalize();

			Basis drift_compensation(axis, acos(dot) * delta_time * 10);
			orientation = drift_compensation * orientation;
		};
	};

	// JIC
	orientation.orthonormalize();

	last_ticks = ticks;
};

void MobileVRInterface::_bind_methods() {
	ClassDB::bind_method(D_METHOD("set_iod", "iod"), &MobileVRInterface::set_iod);
	ClassDB::bind_method(D_METHOD("get_iod"), &MobileVRInterface::get_iod);

	ClassDB::bind_method(D_METHOD("set_display_width", "display_width"), &MobileVRInterface::set_display_width);
	ClassDB::bind_method(D_METHOD("get_display_width"), &MobileVRInterface::get_display_width);

	ClassDB::bind_method(D_METHOD("set_display_to_lens", "display_to_lens"), &MobileVRInterface::set_display_to_lens);
	ClassDB::bind_method(D_METHOD("get_display_to_lens"), &MobileVRInterface::get_display_to_lens);

	ClassDB::bind_method(D_METHOD("set_oversample", "oversample"), &MobileVRInterface::set_oversample);
	ClassDB::bind_method(D_METHOD("get_oversample"), &MobileVRInterface::get_oversample);

	ClassDB::bind_method(D_METHOD("set_k1", "k"), &MobileVRInterface::set_k1);
	ClassDB::bind_method(D_METHOD("get_k1"), &MobileVRInterface::get_k1);

	ClassDB::bind_method(D_METHOD("set_k2", "k"), &MobileVRInterface::set_k2);
	ClassDB::bind_method(D_METHOD("get_k2"), &MobileVRInterface::get_k2);

	ADD_PROPERTY(PropertyInfo(Variant::REAL, "iod", PROPERTY_HINT_RANGE, "4.0,10.0,0.1"), "set_iod", "get_iod");
	ADD_PROPERTY(PropertyInfo(Variant::REAL, "display_width", PROPERTY_HINT_RANGE, "5.0,25.0,0.1"), "set_display_width", "get_display_width");
	ADD_PROPERTY(PropertyInfo(Variant::REAL, "display_to_lens", PROPERTY_HINT_RANGE, "5.0,25.0,0.1"), "set_display_to_lens", "get_display_to_lens");
	ADD_PROPERTY(PropertyInfo(Variant::REAL, "oversample", PROPERTY_HINT_RANGE, "1.0,2.0,0.1"), "set_oversample", "get_oversample");
	ADD_PROPERTY(PropertyInfo(Variant::REAL, "k1", PROPERTY_HINT_RANGE, "0.1,10.0,0.0001"), "set_k1", "get_k1");
	ADD_PROPERTY(PropertyInfo(Variant::REAL, "k2", PROPERTY_HINT_RANGE, "0.1,10.0,0.0001"), "set_k2", "get_k2");
}

void MobileVRInterface::set_iod(const real_t p_iod) {
	intraocular_dist = p_iod;
};

real_t MobileVRInterface::get_iod() const {
	return intraocular_dist;
};

void MobileVRInterface::set_display_width(const real_t p_display_width) {
	display_width = p_display_width;
};

real_t MobileVRInterface::get_display_width() const {
	return display_width;
};

void MobileVRInterface::set_display_to_lens(const real_t p_display_to_lens) {
	display_to_lens = p_display_to_lens;
};

real_t MobileVRInterface::get_display_to_lens() const {
	return display_to_lens;
};

void MobileVRInterface::set_oversample(const real_t p_oversample) {
	oversample = p_oversample;
};

real_t MobileVRInterface::get_oversample() const {
	return oversample;
};

void MobileVRInterface::set_k1(const real_t p_k1) {
	k1 = p_k1;
};

real_t MobileVRInterface::get_k1() const {
	return k1;
};

void MobileVRInterface::set_k2(const real_t p_k2) {
	k2 = p_k2;
};

real_t MobileVRInterface::get_k2() const {
	return k2;
};

bool MobileVRInterface::is_stereo() {
	// needs stereo...
	return true;
};

bool MobileVRInterface::is_initialized() const {
	return (initialized);
};

bool MobileVRInterface::initialize() {
	ARVRServer *arvr_server = ARVRServer::get_singleton();
	ERR_FAIL_NULL_V(arvr_server, false);

	if (!initialized) {
		// reset our sensor data and orientation
		mag_count = 0;
		has_gyro = false;
		sensor_first = true;
		mag_next_min = Vector3(10000, 10000, 10000);
		mag_next_max = Vector3(-10000, -10000, -10000);
		mag_current_min = Vector3(0, 0, 0);
		mag_current_max = Vector3(0, 0, 0);

		// build our shader
		if (lens_shader == NULL) {
			///@TODO need to switch between GLES2 and GLES3 version, Reduz suggested moving this into our drivers and making this a core shader
			// create a shader
			lens_shader = new LensDistortedShaderGLES3();

			// create our shader stuff
			lens_shader->init();

			glGenBuffers(1, &half_screen_quad);
			glBindBuffer(GL_ARRAY_BUFFER, half_screen_quad);
			{
				/* clang-format off */
				const float qv[16] = {
					0, -1,
					-1, -1,
					0, 1,
					-1, 1,
					1, 1,
					1, 1,
					1, -1,
					1, -1,
				};
				/* clang-format on */

				glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 16, qv, GL_STATIC_DRAW);
			}

			glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind

			glGenVertexArrays(1, &half_screen_array);
			glBindVertexArray(half_screen_array);
			glBindBuffer(GL_ARRAY_BUFFER, half_screen_quad);
			glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 4, 0);
			glEnableVertexAttribArray(0);
			glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 4, ((uint8_t *)NULL) + 8);
			glEnableVertexAttribArray(4);
			glBindVertexArray(0);
			glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind
		}

		// reset our orientation
		orientation = Basis();

		// make this our primary interface
		arvr_server->set_primary_interface(this);

		last_ticks = OS::get_singleton()->get_ticks_usec();

		initialized = true;
	};

	return true;
};

void MobileVRInterface::uninitialize() {
	if (initialized) {
		ARVRServer *arvr_server = ARVRServer::get_singleton();
		if (arvr_server != NULL) {
			// no longer our primary interface
			arvr_server->clear_primary_interface_if(this);
		}

		// cleanup our shader and buffers
		if (lens_shader != NULL) {
			glDeleteVertexArrays(1, &half_screen_array);
			glDeleteBuffers(1, &half_screen_quad);

			delete lens_shader;
			lens_shader = NULL;
		}

		initialized = false;
	};
};

Size2 MobileVRInterface::get_render_targetsize() {
	_THREAD_SAFE_METHOD_

	// we use half our window size
	Size2 target_size = OS::get_singleton()->get_window_size();
	target_size.x *= 0.5 * oversample;
	target_size.y *= oversample;

	return target_size;
};

Transform MobileVRInterface::get_transform_for_eye(ARVRInterface::Eyes p_eye, const Transform &p_cam_transform) {
	_THREAD_SAFE_METHOD_

	Transform transform_for_eye;

	ARVRServer *arvr_server = ARVRServer::get_singleton();
	ERR_FAIL_NULL_V(arvr_server, transform_for_eye);

	if (initialized) {
		float world_scale = arvr_server->get_world_scale();

		// we don't need to check for the existence of our HMD, doesn't effect our values...
		// note * 0.01 to convert cm to m and * 0.5 as we're moving half in each direction...
		if (p_eye == ARVRInterface::EYE_LEFT) {
			transform_for_eye.origin.x = -(intraocular_dist * 0.01 * 0.5 * world_scale);
		} else if (p_eye == ARVRInterface::EYE_RIGHT) {
			transform_for_eye.origin.x = intraocular_dist * 0.01 * 0.5 * world_scale;
		} else {
			// for mono we don't reposition, we want our center position.
		};

		// just scale our origin point of our transform
		Transform hmd_transform;
		hmd_transform.basis = orientation;
		hmd_transform.origin = Vector3(0.0, eye_height * world_scale, 0.0);

		transform_for_eye = p_cam_transform * (arvr_server->get_reference_frame()) * hmd_transform * transform_for_eye;
	} else {
		// huh? well just return what we got....
		transform_for_eye = p_cam_transform;
	};

	return transform_for_eye;
};

CameraMatrix MobileVRInterface::get_projection_for_eye(ARVRInterface::Eyes p_eye, real_t p_aspect, real_t p_z_near, real_t p_z_far) {
	_THREAD_SAFE_METHOD_

	CameraMatrix eye;

	if (p_eye == ARVRInterface::EYE_MONO) {
		///@TODO for now hardcode some of this, what is really needed here is that this needs to be in sync with the real cameras properties
		// which probably means implementing a specific class for iOS and Android. For now this is purely here as an example.
		// Note also that if you use a normal viewport with AR/VR turned off you can still use the tracker output of this interface
		// to position a stock standard Godot camera and have control over this.
		// This will make more sense when we implement ARkit on iOS (probably a separate interface).
		eye.set_perspective(60.0, p_aspect, p_z_near, p_z_far, false);
	} else {
		eye.set_for_hmd(p_eye == ARVRInterface::EYE_LEFT ? 1 : 2, p_aspect, intraocular_dist, display_width, display_to_lens, oversample, p_z_near, p_z_far);
	};

	return eye;
};

void MobileVRInterface::commit_for_eye(ARVRInterface::Eyes p_eye, RID p_render_target, const Rect2 &p_screen_rect) {
	_THREAD_SAFE_METHOD_

	// We must have a valid render target
	ERR_FAIL_COND(!p_render_target.is_valid());

	// We must have an initialised shader
	ERR_FAIL_COND(lens_shader != NULL);

	// Because we are rendering to our device we must use our main viewport!
	ERR_FAIL_COND(p_screen_rect == Rect2());

	float offset_x = 0.0;
	float aspect_ratio = 0.5 * p_screen_rect.size.x / p_screen_rect.size.y;
	Vector2 eye_center;

	if (p_eye == ARVRInterface::EYE_LEFT) {
		offset_x = -1.0;
		eye_center.x = ((-intraocular_dist / 2.0) + (display_width / 4.0)) / (display_width / 2.0);
	} else if (p_eye == ARVRInterface::EYE_RIGHT) {
		eye_center.x = ((intraocular_dist / 2.0) - (display_width / 4.0)) / (display_width / 2.0);
	}

	// unset our render target so we are outputting to our main screen by making RasterizerStorageGLES3::system_fbo our current FBO
	VSG::rasterizer->set_current_render_target(RID());

	// now output to screen
	//	VSG::rasterizer->blit_render_target_to_screen(p_render_target, screen_rect, 0);

	// get our render target
	RID eye_texture = VSG::storage->render_target_get_texture(p_render_target);
	uint32_t texid = VS::get_singleton()->texture_get_texid(eye_texture);
	glActiveTexture(GL_TEXTURE0);
	glBindTexture(GL_TEXTURE_2D, texid);

	lens_shader->bind();
	lens_shader->set_uniform(LensDistortedShaderGLES3::OFFSET_X, offset_x);
	lens_shader->set_uniform(LensDistortedShaderGLES3::K1, k1);
	lens_shader->set_uniform(LensDistortedShaderGLES3::K2, k2);
	lens_shader->set_uniform(LensDistortedShaderGLES3::EYE_CENTER, eye_center);
	lens_shader->set_uniform(LensDistortedShaderGLES3::UPSCALE, oversample);
	lens_shader->set_uniform(LensDistortedShaderGLES3::ASPECT_RATIO, aspect_ratio);

	glBindVertexArray(half_screen_array);
	glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
	glBindVertexArray(0);
};

void MobileVRInterface::process() {
	_THREAD_SAFE_METHOD_

	if (initialized) {
		set_position_from_sensors();
	};
};

MobileVRInterface::MobileVRInterface() {
	initialized = false;

	// Just set some defaults for these. At some point we need to look at adding a lookup table for common device + headset combos and/or support reading cardboard QR codes
	eye_height = 1.85;
	intraocular_dist = 6.0;
	display_width = 14.5;
	display_to_lens = 4.0;
	oversample = 1.5;
	k1 = 0.215;
	k2 = 0.215;
	last_ticks = 0;

	lens_shader = NULL;
};

MobileVRInterface::~MobileVRInterface() {
	// and make sure we cleanup if we haven't already
	if (is_initialized()) {
		uninitialize();
	};
};