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/*=========================================================================
Program: Visualization Toolkit
Copyright (c) Ken Martin, Will Schroeder, Bill Lorensen
All rights reserved.
See Copyright.txt or http://www.kitware.com/Copyright.htm for details.
This software is distributed WITHOUT ANY WARRANTY; without even
the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
PURPOSE. See the above copyright notice for more information.
=========================================================================*/
/**
* @class vtkOpenXRRenderWindow
* @brief OpenXR rendering window
*
*
* vtkOpenXRRenderWindow is a concrete implementation of the abstract
* class vtkRenderWindow.
*
* This class and its similar classes are designed to be drop in
* replacements for VTK. If you link to this module and turn on
* the CMake option VTK_OPENXR_OBJECT_FACTORY, the object
* factory mechanism should replace the core rendering classes such as
* RenderWindow with OpenXR specialized versions. The goal is for VTK
* programs to be able to use the OpenXR library with little to no
* changes.
*
* This class handles the bulk of interfacing to OpenXR. It supports one
* renderer currently. The renderer is assumed to cover the entire window
* which is what makes sense to VR. Overlay renderers can probably be
* made to work with this but consider how overlays will appear in a
* HMD if they do not track the viewpoint etc.
*
* OpenXR provides HMD and controller positions in "Physical" coordinate
* system.
* Origin: user's eye position at the time of calibration.
* Axis directions: x = user's right; y = user's up; z = user's back.
* Unit: meter.
*
* Renderer shows actors in World coordinate system. Transformation between
* Physical and World coordinate systems is defined by PhysicalToWorldMatrix.
* This matrix determines the user's position and orientation in the rendered
* scene and scaling (magnification) of rendered actors.
*
*/
#ifndef vtkOpenXRRenderWindow_h
#define vtkOpenXRRenderWindow_h
#include "vtkRenderingOpenXRModule.h" // For export macro
#include "vtkVRRenderWindow.h"
#include "vtkEventData.h" // for method sig
#include <array> // array
VTK_ABI_NAMESPACE_BEGIN
class vtkMatrix4x4;
class VTKRENDERINGOPENXR_EXPORT vtkOpenXRRenderWindow : public vtkVRRenderWindow
{
public:
static vtkOpenXRRenderWindow* New();
vtkTypeMacro(vtkOpenXRRenderWindow, vtkVRRenderWindow);
/**
* Create an interactor to control renderers in this window.
*/
VTK_NEWINSTANCE vtkRenderWindowInteractor* MakeRenderWindowInteractor() override;
/**
* Add a renderer to the list of renderers.
*/
void AddRenderer(vtkRenderer*) override;
/**
* Update the system, if needed, due to stereo rendering. For some stereo
* methods, subclasses might need to switch some hardware settings here.
*/
void StereoUpdate() override;
/**
* Intermediate method performs operations required between the rendering
* of the left and right eye.
*/
void StereoMidpoint() override;
/**
* Handles work required once both views have been rendered when using
* stereo rendering.
*/
void StereoRenderComplete() override;
/**
* Overridden to not release resources that would interfere with an external
* application's rendering. Avoiding round trip.
*/
void Render() override;
/**
* Initialize the rendering window. This will setup all system-specific
* resources. This method and Finalize() must be symmetric and it
* should be possible to call them multiple times, even changing WindowId
* in-between. This is what WindowRemap does.
*/
void Initialize() override;
/**
* Finalize the rendering window. This will shutdown all system-specific
* resources. After having called this, it should be possible to destroy
* a window that was used for a SetWindowId() call without any ill effects.
*/
void Finalize() override;
/**
* Get report of capabilities for the render window
*/
const char* ReportCapabilities() override { return "OpenXR System"; }
/**
* Get size of render window from OpenXR.
*/
bool GetSizeFromAPI() override;
/**
* Check to see if a mouse button has been pressed or mouse wheel activated.
* All other events are ignored by this method.
* Maybe should return 1 always?
*/
vtkTypeBool GetEventPending() override { return 0; }
/**
* Set the active state (active: true / inactive: false) of the specified hand.
*/
void SetModelActiveState(const int hand, bool state) { this->ModelsActiveState[hand] = state; }
uint32_t GetDeviceHandleForOpenXRHandle(uint32_t index);
vtkEventDataDevice GetDeviceForOpenXRHandle(uint32_t ohandle);
/**
* Update the HMD pose based on hardware pose and physical to world transform.
* VR camera properties are directly modified based on physical to world to
* simulate \sa PhysicalTranslation, \sa PhysicalScale, etc.
*/
void UpdateHMDMatrixPose() override;
protected:
vtkOpenXRRenderWindow();
~vtkOpenXRRenderWindow() override;
// Create one framebuffer per view
bool CreateFramebuffers(uint32_t viewCount = 2) override;
bool BindTextureToFramebuffer(FramebufferDesc& framebufferDesc);
void RenderFramebuffer(FramebufferDesc& framebufferDesc);
virtual void RenderOneEye(uint32_t eye);
void RenderModels();
vtkNew<vtkMatrix4x4> TempMatrix4x4;
// Store if a model is active or not here as openxr do not have a concept
// of active/inactive controller
std::array<bool, 2> ModelsActiveState = { true, true };
private:
vtkOpenXRRenderWindow(const vtkOpenXRRenderWindow&) = delete;
void operator=(const vtkOpenXRRenderWindow&) = delete;
};
VTK_ABI_NAMESPACE_END
#endif
// VTK-HeaderTest-Exclude: vtkOpenXRRenderWindow.h
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