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function varargout = PsychOculusVR1(cmd, varargin)
% PsychOculusVR1 - A high level driver for Oculus VR hardware using the Version 1.16+ runtime.
%
% Copyright (c) 2018 Mario Kleiner. Licensed under the MIT license.
% The underlying PsychOculusVRCore1 mex driver uses the Oculus SDK, which is
% “Copyright © Facebook Technologies, LLC and its affiliates. All rights reserved.”
% A copy of the Oculus SDK license, its terms of use and thereby redistribution
% terms for the PsychOculusVRCore1 mex file can be found in the PsychtoolboxRoot()
% folder under:
% Psychtoolbox/PsychHardware/PsychVRToolbox/LICENSE_OculusSDK1.txt
%
% Oculus VR's trademarks, e.g., Oculus, Oculus Rift, etc. are registered trademarks
% owned by Oculus VR, LLC.
%
% Note: If you want to write VR code that is portable across
% VR headsets of different vendors, then use the PsychVRHMD()
% driver instead of this driver. The PsychVRHMD driver will use
% this driver as appropriate when connecting to a Oculus Rift
% or similar Oculus device, but it will also automatically work
% with other head mounted displays. This driver does however
% expose a few functions specific to Oculus hardware, so you can
% mix calls to this driver with calls to PsychVRHMD to do some
% mix & match.
%
% For setup instructions for Oculus HMDs see "help OculusVR".
%
%
% Usage:
%
% oldverbosity = PsychOculusVR1('Verbosity' [, newverbosity]);
% - Get/Set level of verbosity for driver status messages, warning messages,
% error messages etc. 'newverbosity' is the optional new verbosity level,
% 'oldverbosity' is the currently set verbosity level - ie. before changing
% it. Valid settings are: 0 = Silent, 1 = Errors only, 2 = Warnings, 3 = Info,
% 4 = Debug.
%
%
% hmd = PsychOculusVR1('AutoSetupHMD' [, basicTask='Tracked3DVR'][, basicRequirements][, basicQuality=0][, deviceIndex]);
% - Open a Oculus HMD, set it up with good default rendering and
% display parameters and generate a PsychImaging('AddTask', ...)
% line to setup the Psychtoolbox imaging pipeline for proper display
% on the HMD. This will also cause the device connection to get
% auto-closed as soon as the onscreen window which displays on
% the HMD is closed. Returns the 'hmd' handle of the HMD on success.
%
% By default, the first detected HMD will be used and if no VR HMD
% is connected, it will return an empty [] hmd handle. You can override
% this default choice of HMD by specifying the optional 'deviceIndex'
% parameter to choose a specific HMD. However, only one HMD per machine is
% supported, so the 'deviceIndex' will probably be only useful in the future.
%
% More optional parameters: 'basicTask' what kind of task should be implemented.
% The default is 'Tracked3DVR', which means to setup for stereoscopic 3D
% rendering, driven by head motion tracking, for a fully immersive experience
% in some kind of 3D virtual world. This is the default if omitted. The task
% 'Stereoscopic' sets up for display of stereoscopic stimuli, but without
% head tracking. 'Monoscopic' sets up for display of monocular stimuli, ie.
% the HMD is just used as a special kind of standard display monitor. In 'Monoscopic'
% and 'Stereoscopic' mode, both eyes will be presented with an identical field of view,
% to make sure pure 2D drawing works, without the need for setup of special per-eye
% projection transformations. In 'Tracked3DVR' mode, each eye will have a different
% field of view, optimized to maximize the viewable area while still avoiding occlusion
% artifacts due to the nose of the wearer of the HMD.
%
% 'basicRequirements' defines basic requirements for the task. Currently
% defined are the following strings which can be combined into a single
% 'basicRequirements' string:
%
% 'DebugDisplay' = Show the output which is displayed on the HMD inside the
% Psychtoolbox onscreen window as well. This will have a negative impact on
% performance, latency and timing of the HMD visual presentation, so should only
% be used for debugging, as it may cause a seriously degraded VR experience.
% By default, no such debug output is produced and the Psychtoolbox onscreen
% window is not actually displayed on the desktop.
%
% 'Float16Display' = Request rendering, compositing and display in 16 bpc float
% format. This will ask Psychtoolbox to render and post-process stimuli in 16 bpc
% linear floating point format, and allocate 16 bpc half-float textures as final
% renderbuffers to be sent to the VR compositor. If the VR compositor takes advantage
% of the high source image precision is at the discretion of the compositor and HMD.
% By default, if this request is omitted, processing and display in sRGB format is
% requested from Psychtoolbox and the compositor, ie., a roughly gamma 2.2 8 bpc
% format is used, which is optimized for the gamma response curve of at least the Oculus
% Rift CV1 display.
%
% 'PerEyeFOV' = Request use of per eye individual and asymmetric fields of view even
% when the 'basicTask' was selected to be 'Monoscopic' or 'Stereoscopic'. This allows
% for wider field of view in these tasks, but requires the usercode to adapt to these
% different and asymmetric fields of view for each eye, e.g., by selecting proper 3D
% projection matrices for each eye.
%
% 'TimingSupport' = Support some hardware specific means of timestamping
% or latency measurements. On the Rift DK1 this does nothing. On the DK2
% it enables dynamic prediction and timing measurements with the Rifts internal
% latency tester.
%
% 'basicQuality' defines the basic tradeoff between quality and required
% computational power. A setting of 0 gives lowest quality, but with the
% lowest performance requirements. A setting of 1 gives maximum quality at
% maximum computational load. Values between 0 and 1 change the quality to
% performance tradeoff.
%
%
% hmd = PsychOculusVR1('Open' [, deviceIndex], ...);
% - Open HMD with index 'deviceIndex'. See PsychOculusVRCore1 Open?
% for help on additional parameters.
%
%
% PsychOculusVR1('SetAutoClose', hmd, mode);
% - Set autoclose mode for HMD with handle 'hmd'. 'mode' can be
% 0 (this is the default) to not do anything special. 1 will close
% the HMD 'hmd' when the onscreen window is closed which displays
% on the HMD. 2 will do the same as 1, but close all open HMDs and
% shutdown the complete driver and Oculus runtime - a full cleanup.
%
%
% isOpen = PsychOculusVR1('IsOpen', hmd);
% - Returns 1 if 'hmd' corresponds to an open HMD, 0 otherwise.
%
%
% PsychOculusVR1('Close' [, hmd]);
% - Close provided HMD device 'hmd'. If no 'hmd' handle is provided,
% all HMDs will be closed and the driver will be shutdown.
%
%
% PsychOculusVR1('Controllers', hmd);
% - Return a bitmask of all connected controllers: Can be the bitand
% of the OVR.ControllerType_XXX flags described in 'GetInputState'.
% This does not detect if controllers are hot-plugged or unplugged after
% the HMD was opened. Iow. only probed at 'Open'.
%
%
% info = PsychOculusVR1('GetInfo', hmd);
% - Retrieve a struct 'info' with information about the HMD 'hmd'.
% The returned info struct contains at least the following standardized
% fields with information:
%
% handle = Driver internal handle for the specific HMD.
% driver = Function handle to the actual driver for the HMD, e.g., @PsychOculusVR1.
% type = Defines the type/vendor of the device, e.g., 'Oculus'.
% modelName = Name string with the name of the model of the device, e.g., 'Rift DK2'.
% separateEyePosesSupported = 1 if use of PsychOculusVR1('GetEyePose') will improve
% the quality of the VR experience, 0 if no improvement
% is to be expected, so 'GetEyePose' can be avoided
% to save processing time without a loss of quality.
% This always returns 1 for at least the Rift DK1 and DK2,
% as use of that function can enhance the quality of the
% VR experience with fast head movements.
%
% The returned struct may contain more information, but the fields mentioned
% above are the only ones guaranteed to be available over the long run. Other
% fields may disappear or change their format and meaning anytime without
% warning.
%
%
% isSupported = PsychOculusVR1('Supported');
% - Returns 1 if the Oculus driver is functional, 0 otherwise. The
% driver is functional if the VR runtime library was successfully
% initialized and a connection to the VR server process has been
% established. It would return 0 if the server process would not be
% running, or if the required runtime library would not be correctly
% installed.
%
%
% [isVisible, playAreaBounds, OuterAreaBounds] = PsychOculusVR1('VRAreaBoundary', hmd [, requestVisible]);
% - Request visualization of the VR play area boundary for 'hmd' and returns its
% current extents.
%
% 'requestVisible' 1 = Request showing the boundary area markers, 0 = Don't
% request showing the markers.
% The driver can not prevent the boundaries to be visualized if some external
% setting asks for their visibility. It can cancel its own request for visibility
% though via 'requestVisible' setting 0.
%
% Returns in 'isVisible' the current visibility status of the VR area boundaries.
%
% 'playAreaBounds' is a 3-by-n matrix defining the play area boundaries. Each
% column represents the [x;y;z] coordinates of one 3D definition point. Connecting
% successive points by line segments defines the boundary, as projected onto the
% floor. Points are listed in clock-wise direction. An empty return argument means
% that the play area is so far undefined.
%
% 'OuterAreaBounds' defines the outer area boundaries in the same way as
% 'playAreaBounds'.
%
%
% [isTriggering, closestDistance, closestPointxyz, surfaceNormal] = PsychOculusVR1('TestVRBoundary', oculusPtr, trackedDeviceType, boundaryType);
% - Return if a tracked device of type 'trackedDeviceType' and associated with 'hmd' is
% colliding with VR area boundaries of 'boundaryType'. This needs the requested devices
% to be online, and the boundaries set up properly, in order to provide meaningful results.
%
% 'trackedDeviceType' is a bit-mask (sum) of the following possible constants:
% OVR.TrackedDevice_HMD = The HMD headset itself,
% OVR.TrackedDevice_LTouch = Left touch controller / left hand.
% OVR.TrackedDevice_RTouch = Right touch controller / right hand.
% OVR.TrackedDevice_Touch = Any/Both of left and right touch controllers.
% OVR.TrackedDevice_Object0 - OVR.TrackedDevice_Object3 = Tracked objects 0 - 3.
% OVR.TrackedDevice_All = All connected tracked devices.
%
% 'boundaryType' 0 = Play area, 1 = Outer boundary.
%
% Return values:
% 'isTriggering' 1 if collision is imminent, 0 otherwise.
% 'closestDistance' Distance to closest point on boundary.
% 'closestPointxyz' [x;y;z] 3D position of closest point on the boundary.
% 'surfaceNormal' [nx;ny;nz] 3D surface normal of closest point.
%
%
% [isTriggering, closestDistance, closestPointxyz, surfaceNormal] = PsychOculusVR1('TestVRBoundaryPoint', oculusPtr, pointxyz, boundaryType);
% - Return if a 3D point 'pointxyz' is colliding with VR area boundaries of 'boundaryType'
% on device 'hmd'. This needs the boundaries set up properly, in order to provide meaningful
% results.
%
% 'pointxyz' = [x,y,z] 3D point position vector.
% 'boundaryType' 0 = Play area, 1 = Outer boundary.
%
% 'isTriggering' 1 if 'pointxyz' is colliding / close, 0 otherwise.
% 'closestDistance' Distance to closest point on boundary.
% 'closestPointxyz' [x;y;z] 3D position of closest point on the boundary.
% 'surfaceNormal' [nx;ny;nz] 3D surface normal of closest point.
%
%
% input = PsychOculusVR1('GetInputState', hmd, controllerType);
% - Get input state of controller 'controllerType' associated with HMD 'hmd'.
%
% 'controllerType' can be one of OVR.ControllerType_LTouch, OVR.ControllerType_RTouch,
% OVR.ControllerType_Touch, OVR.ControllerType_Remote, OVR.ControllerType_XBox, or
% OVR.ControllerType_Active for selecting whatever controller is currently active.
%
% Return argument 'input' is a struct with fields describing the state of buttons and
% other input elements of the specified 'controllerType'. It has the following fields:
%
% 'Valid' = 1 if 'input' contains valid results, 0 if input status is invalid/unavailable.
% 'Time' Time of last input state change of controller.
% 'Buttons' Vector with button state on the controller, similar to the 'keyCode'
% vector returned by KbCheck() for regular keyboards. Each position in the vector
% reports pressed (1) or released (0) state of a specific button. Use the OVR.Button_XXX
% constants to map buttons to positions.
%
% 'Touches' Like 'Buttons' but for touch buttons. Use the OVR.Touch_XXX constants to map
% touch points to positions.
%
% 'Trigger'(1/2) = Left (1) and Right (2) trigger: Value range 0.0 - 1.0, filtered and with dead-zone.
% 'TriggerNoDeadzone'(1/2) = Left (1) and Right (2) trigger: Value range 0.0 - 1.0, filtered.
% 'TriggerRaw'(1/2) = Left (1) and Right (2) trigger: Value range 0.0 - 1.0, raw values unfiltered.
% 'Grip'(1/2) = Left (1) and Right (2) grip button: Value range 0.0 - 1.0, filtered and with dead-zone.
% 'GripNoDeadzone'(1/2) = Left (1) and Right (2) grip button: Value range 0.0 - 1.0, filtered.
% 'GripRaw'(1/2) = Left (1) and Right (2) grip button: Value range 0.0 - 1.0, raw values unfiltered.
%
% 'Thumbstick' = 2x2 matrix: Column 1 contains left thumbsticks [x;y] axis values, column 2 contains
% right sticks [x;y] axis values. Values are in range -1 to +1, filtered and with deadzone applied.
% 'ThumbstickNoDeadzone' = Like 'Thumbstick', filtered, but without a deadzone applied.
% 'ThumbstickRaw' = 'Thumbstick' raw date without deadzone or filtering applied.
%
%
% pulseEndTime = PsychOculusVR1('HapticPulse', hmd, controllerType [, duration=2.5][, freq=1.0][, amplitude=1.0]);
% - Trigger a haptic feedback pulse, some controller vibration, on the specified 'controllerType'
% associated with the specified 'hmd'. 'duration' is pulse duration in seconds, by default a maximum
% of 2.5 seconds is executed. 'freq' is normalized frequency in range 0.0 - 1.0. A value of 0 will
% disable an ongoing pulse. As of Oculus runtime version 1.11, only freq values 0.5 and 1.0 are
% reproduced. Other freq values will be clamped/quantized to those values. 'amplitude' is the
% amplitude of the vibration in normalized 0.0 - 1.0 range.
%
% NOTE: As of November 2018, Oculus SDK 1.16, runtime 1.32, this works very unreliably, and
% often not at all at least with the tested XBox controller!
%
% 'pulseEndTime' returns the expected stop time of vibration in seconds, given the parameters.
% Currently the function will return immediately for a (default) 'duration' of 2.5 seconds, and the pulse
% will end after 2.5 seconds. Smaller 'duration' values will block the execution of the function
% until the 'duration' has passed on some types of controllers.
%
%
% state = PsychOculusVR1('PrepareRender', hmd [, userTransformMatrix][, reqmask=1][, targetTime]);
% - Mark the start of the rendering cycle for a new 3D rendered stereoframe.
% Return a struct 'state' which contains various useful bits of information
% for 3D stereoscopic rendering of a scene, based on head tracking data.
%
% 'hmd' is the handle of the HMD which delivers tracking data and receives the
% rendered content for display.
%
% 'reqmask' defines what kind of information is requested to be returned in
% struct 'state'. Only query information you actually need, as computing some
% of this info is expensive! See below for supported values for 'reqmask'.
%
% 'targetTime' is the expected time at which the rendered frame will display.
% This could potentially be used by the driver to make better predictions of
% camera/eye/head pose for the image. Omitting the value will use a target time
% that is implementation specific, but known to give generally good results,
% e.g., the midpoint of scanout of the next video frame.
%
% 'userTransformMatrix' is an optional 4x4 right hand side (RHS) transformation
% matrix. It gets applied to the tracked head pose as a global transformation
% before computing results based on head pose like, e.g., camera transformations.
% You can use this to translate the "virtual head" and thereby the virtual eyes/
% cameras in the 3D scene, so observer motion is not restricted to the real world
% tracking volume of your headset. A typical 'userTransformMatrix' would be a
% combined translation and rotation matrix to position the observer at some
% 3D location in space, then define his/her global looking direction, aka as
% heading angle, yaw orientation, or rotation around the y-axis in 3D space.
% Head pose tracking results would then operate relative to this global transform.
% If 'userTransformMatrix' is left out, it will default to an identity transform,
% in other words, it will do nothing.
%
%
% state always contains a field state.tracked, whose bits signal the status
% of head tracking for this frame. A +1 flag means that head orientation is
% tracked. A +2 flag means that head position is tracked via some absolute
% position tracker like, e.g., the Oculus Rift DK2 or Rift CV1 camera. A +128
% flag means the HMD is actually strapped onto the subjects head and displaying
% our visual content. Lack of this flag means the HMD is off and thereby blanked
% and dark, or we lost access to it to another application.
%
% state also always contains a field state.SessionState, whose bits signal general
% VR session status:
% +1 = Our rendering goes to the HMD, ie. we have control over it. Lack of this could
% mean the Health and Safety warning is displaying at the moment and waiting for
% acknowledgement, or the Oculus GUI application is in control.
% +2 = HMD is present and active.
% +4 = HMD is strapped onto users head. A Rift CV1 would switch off/blank if not on the head.
% +8 = DisplayLost condition! Some hardware/software malfunction, need to completely quit this
% Psychtoolbox session to recover from this.
% +16 = ShouldQuit The user interface / user asks us to voluntarily terminate this session.
% +32 = ShouldRecenter = The user interface asks us to recenter/recalibrate our tracking origin.
%
% 'reqmask' defaults to 1 and can have the following values added together:
%
% +1 = Return matrices for left and right "eye cameras" which can be directly
% used as OpenGL GL_MODELVIEW matrices for rendering the scene. 4x4 matrices
% for left- and right eye are contained in state.modelView{1} and {2}.
%
% Return position and orientation 4x4 camera view matrices which describe
% position and orientation of the "eye cameras" relative to the world
% reference frame. They are the inverses of state.modelView{}. These
% matrices can be directly used to define cameras for rendering of complex
% 3D scenes with the Horde3D 3D engine. Left- and right eye matrices are
% contained in state.cameraView{1} and {2}.
%
% Additionally tracked/predicted head pose is returned in state.localHeadPoseMatrix
% and the global head pose after application of the 'userTransformMatrix' is
% returned in state.globalHeadPoseMatrix - this is the basis for computing
% the camera transformation matrices.
%
% +2 = Return matrices for tracked left and right hands of user, ie. of tracked positions
% and orientations of left and right Oculus touch controllers, if any.
%
% state.handStatus(1) = Tracking status of left hand: 0 = Untracked, 1 = Orientation
% tracked, 2 = Position tracked, 3 = Orientation and position
% tracked. If handStatus is == 0 then all the following information
% is invalid and can not be used in any meaningful way.
% state.handStatus(2) = Tracking status of right hand.
%
% state.localHandPoseMatrix{1} = 4x4 OpenGL right handed reference frame matrix with
% hand position and orientation encoded to define a
% proper GL_MODELVIEW transform for rendering stuff
% "into"/"relative to" the oriented left hand.
% state.localHandPoseMatrix{2} = Ditto for the right hand.
%
% state.globalHandPoseMatrix{1} = userTransformMatrix * state.localHandPoseMatrix{1};
% Left hand pose transformed by passed in userTransformMatrix.
% state.globalHandPoseMatrix{2} = Ditto for the right hand.
%
% state.globalHandPoseInverseMatrix{1} = Inverse of globalHandPoseMatrix{1} for collision
% testing/grasping of virtual objects relative to
% hand pose of left hand.
% state.globalHandPoseInverseMatrix{2} = Ditto for right hand.
%
% More flags to follow...
%
%
% eyePose = PsychOculusVR1('GetEyePose', hmd, renderPass [, userTransformMatrix][, targetTime]);
% - Return a struct 'eyePose' which contains various useful bits of information
% for 3D stereoscopic rendering of the stereo view of one eye, based on head
% tracking data. This function provides essentially the same information as
% the 'PrepareRender' function, but only for one eye. Therefore you will need
% to call this function twice, once for each of the two renderpasses, at the
% beginning of each renderpass.
%
% 'hmd' is the handle of the HMD which delivers tracking data and receives the
% rendered content for display.
%
% 'renderPass' defines if information should be returned for the 1st renderpass
% (renderPass == 0) or for the 2nd renderpass (renderPass == 1). The driver will
% decide for you if the 1st renderpass should render the left eye and the 2nd
% pass the right eye, or if the 1st renderpass should render the right eye and
% then the 2nd renderpass the left eye. The ordering depends on the properties
% of the video display of your HMD, specifically on the video scanout order:
% Is it right to left, left to right, or top to bottom? For each scanout order
% there is an optimal order for the renderpasses to minimize perceived lag.
%
% 'targetTime' is the expected time at which the rendered frame will display.
% This could potentially be used by the driver to make better predictions of
% camera/eye/head pose for the image. Omitting the value will use a target time
% that is implementation specific, but known to give generally good results.
%
% 'userTransformMatrix' is an optional 4x4 right hand side (RHS) transformation
% matrix. It gets applied to the tracked head pose as a global transformation
% before computing results based on head pose like, e.g., camera transformations.
% You can use this to translate the "virtual head" and thereby the virtual eyes/
% cameras in the 3D scene, so observer motion is not restricted to the real world
% tracking volume of your headset. A typical 'userTransformMatrix' would be a
% combined translation and rotation matrix to position the observer at some
% 3D location in space, then define his/her global looking direction, aka as
% heading angle, yaw orientation, or rotation around the y-axis in 3D space.
% Head pose tracking results would then operate relative to this global transform.
% If 'userTransformMatrix' is left out, it will default to an identity transform,
% in other words, it will do nothing.
%
% Return values in struct 'eyePose':
%
% 'eyeIndex' The eye for which this information applies. 0 = Left eye, 1 = Right eye.
% You can pass 'eyeIndex' into the Screen('SelectStereoDrawBuffer', win, eyeIndex)
% to select the proper eye target render buffer.
%
% 'modelView' is a 4x4 RHS OpenGL matrix which can be directly used as OpenGL
% GL_MODELVIEW matrix for rendering the scene.
%
% 'cameraView' contains a 4x4 RHS camera matrix which describes position and
% orientation of the "eye camera" relative to the world reference
% frame. It is the inverse of eyePose.modelView. This matrix can
% be directly used to define the camera for rendering of complex
% 3D scenes with the Horde3D 3D engine or other engines which want
% absolute camera pose instead of the inverse matrix.
%
% Additionally tracked/predicted head pose is returned in eyePose.localHeadPoseMatrix
% and the global head pose after application of the 'userTransformMatrix' is
% returned in eyePose.globalHeadPoseMatrix - this is the basis for computing
% the camera transformation matrix.
%
%
% trackers = PsychOculusVR1('GetTrackersState', hmd);
% - Return a struct array with infos about all connected tracking cameras/sensors
% for 'hmd'.
%
%
% success = PsychOculusVR1('RecenterTrackingOrigin', hmd);
% - Recenter the tracking origin for the 'hmd', based on its current position and
% orientation. Returns 'success' = 1 on success, 0 on failure to recenter. One
% reason for failure could be that the HMD wasn't roughly level, but instead was
% facing upward or downward, which is not allowed. This function also gets automatically
% triggered if the Oculus GUI or other user input requests a recenter. Recenter would then
% be auto-triggered during a call to 'PrepareRender'.
%
%
% oldType = PsychOculusVR1('TrackingOriginType', hmd [, newType]);
% - Specify the type of tracking origin for Oculus device 'oculusPtr'.
% This returns the current type of tracking origin in 'oldType'.
% Optionally you can specify a new tracking origin type as 'newType'.
% Type must be either:
% 0 = Origin is at eye height (HMD height).
% 1 = Origin is at floor height.
% The eye height or floor height gets defined by the system during
% calls to 'RecenterTrackingOrigin' and during sensor calibration in
% the Oculus GUI application.
%
%
% [adaptiveGpuPerformanceScale, frameStats, anyFrameStatsDropped, aswIsAvailable] = PsychOculusVR1('GetPerformanceStats', hmd);
% - Return global and per-frame performance statistics for the given 'hmd'.
%
%
% PsychOculusVR1('SetupRenderingParameters', hmd [, basicTask='Tracked3DVR'][, basicRequirements][, basicQuality=0][, fov=[HMDRecommended]][, pixelsPerDisplay=1])
% - Query the HMD 'hmd' for its properties and setup internal rendering
% parameters in preparation for opening an onscreen window with PsychImaging
% to display properly on the HMD. See section about 'AutoSetupHMD' above for
% the meaning of the optional parameters 'basicTask', 'basicRequirements'
% and 'basicQuality'.
%
% 'fov' Optional field of view in degrees, from line of sight: [leftdeg, rightdeg,
% updeg, downdeg]. If 'fov' is omitted, the HMD runtime will be asked for a
% good default field of view and that will be used. The field of view may be
% dependent on the settings in the HMD user profile of the currently selected
% user.
%
% 'pixelsPerDisplay' Ratio of the number of render target pixels to display pixels
% at the center of distortion. Defaults to 1.0 if omitted. Lower values can
% improve performance, at lower quality.
%
%
% PsychOculusVR1('SetBasicQuality', hmd, basicQuality);
% - Set basic level of quality vs. required GPU performance.
%
%
% oldValues = PsychOculusVR1('FloatsProperty', hmd, property [, newValues]);
% - Get current values 'oldValues' and optionally set new values 'newValues'
% for a floating point array property with name 'property' on 'hmd'.
%
% 'property' name strings are defined under OVR.KEY_XXX. As of SDK version 1.11,
% the following floats properties exist:
% OVR.KEY_PLAYER_HEIGHT = [Height] of subject in meters.
% OVR.KEY_EYE_HEIGHT = [Height] of eyes of subject above ground in meters.
% OVR.KEY_NECK_TO_EYE_DISTANCE = [horizontal, vertical] neck to eye distance in meters.
% OVR.KEY_EYE_TO_NOSE_DISTANCE = [horizontal, vertical] eye to nose distance in meters.
%
%
% oldString = PsychOculusVR1('StringProperty', hmd, property [, defaultString][, newString]);
% - Get current string 'oldString' and optionally set new string 'newString'
% for a string property with name 'property' on 'hmd'. If the property does not
% exist yet or does not have a string value assigned, optionally return 'defaultString'.
%
% 'property' name strings are defined under OVR.KEY_XXX. As of SDK version 1.11,
% the following string properties exist:
% OVR.KEY_USER = User name.
% OVR.KEY_NAME = Name.
% OVR.KEY_GENDER = Gender 'Male', 'Female', or 'Unknown'.
% OVR.KEY_DEFAULT_GENDER = 'Unknown'.
%
%
% oldSetting = PsychOculusVR1('SetFastResponse', hmd [, enable]);
% - Return old setting for 'FastResponse' mode in 'oldSetting',
% optionally disable or enable the mode via specifying the 'enable'
% parameter as 0 or greater than zero.
%
% Deprecated: This function does nothing. It just exists for (backwards)
% compatibility with the old Oculus driver and PsychVRHMD.
%
%
% oldSetting = PsychOculusVR1('SetTimeWarp', hmd [, enable]);
% - Return old setting for 'TimeWarp' mode in 'oldSetting',
% optionally enable or disable the mode via specifying the 'enable'
% parameter as 1 or 0.
%
% Deprecated: This function does nothing. It just exists for (backwards)
% compatibility with the old Oculus driver and PsychVRHMD.
%
%
% oldSetting = PsychOculusVR1('SetLowPersistence', hmd [, enable]);
% - Return old setting for 'LowPersistence' mode in 'oldSetting',
% optionally enable or disable the mode via specifying the 'enable'
% parameter as 1 or 0.
%
% Deprecated: This function does nothing. It just exists for (backwards)
% compatibility with the old Oculus driver and PsychVRHMD.
%
%
% oldSettings = PsychOculusVR1('PanelOverdriveParameters', hmd [, newparams]);
% Deprecated: This function does nothing. It just exists for (backwards)
% compatibility with the old Oculus driver and PsychVRHMD.
%
% - Return old settings for panel overdrive mode in 'oldSettings',
% optionally set new settings in 'newparams'. This changes the operating
% parameters of OLED panel overdrive on the Rift DK-2 if 'FastResponse'
% mode is active. newparams is a vector [upscale, downscale, gamma] with
% the following meaning: gamma = 1 Use gamma/degamma pass to perform
% overdrive boost in gamma 2.2 corrected space. This is the startup default.
% upscale = How much should rising pixel color intensity values be boosted.
% Default is 0.10 for a 10% boost.
% downscale = How much should rising pixel color intensity values be reduced.
% Default is 0.05 for a 5% reduction.
% The Rift DK-2 OLED panel controller is slower on rising intensities than on
% falling intensities, therefore the higher boost on rising than on falling
% direction.
%
%
% PsychOculusVR1('SetHSWDisplayDismiss', hmd [, dismissTypes=1+2+4]);
% - Set how the user can dismiss the "Health and safety warning display".
% Deprecated: This function does nothing. It just exists for (backwards)
% compatibility with the old Oculus driver and PsychVRHMD. The current OculusVR
% runtime 1.0 enforces display of the Health and Safety Warning at the beginning
% of each VR session.
%
%
% PsychOculusVR1('SetHUDState', hmd, mode);
% - Set mode of operation for the builtin head up display (HUD) for performance
% information. The HUD is automatically displayed and updated by the VR compositor
% if enabled, and can be in one of the following selectable 'mode's:
%
% 0 = Head up display HUD off ie. invisible.
% 1 = HUD shows performance summary.
% 2 = HUD shows latency timing.
% 3 = HUD shows application render timing.
% 4 = HUD shows VR compositor render timing.
% 5 = HUD shows Version information of different components.
% 6 = HUD shows Asynchronous time warp (ASW) stats.
% Higher numbers may do something useful in the future.
%
%
% [bufferSize, imagingFlags, stereoMode] = PsychOculusVR1('GetClientRenderingParameters', hmd);
% - Retrieve recommended size in pixels 'bufferSize' = [width, height] of the client
% renderbuffer for each eye for rendering to the HMD. Returns parameters
% previously computed by PsychOculusVR1('SetupRenderingParameters', hmd).
%
% Also returns 'imagingFlags', the required imaging mode flags for setup of
% the Screen imaging pipeline. Also returns the needed 'stereoMode' for the
% pipeline.
%
%
% needPanelFitter = PsychOculusVR1('GetPanelFitterParameters', hmd);
% - 'needPanelFitter' is 1 if a custom panel fitter tasks is needed, and 'bufferSize'
% from the PsychVRHMD('GetClientRenderingParameters', hmd); defines the size of the
% clientRect for the onscreen window. 'needPanelFitter' is 0 if no panel fitter is
% needed.
%
%
% [winRect, ovrfbOverrideRect, ovrSpecialFlags] = PsychOculusVR1('OpenWindowSetup', hmd, screenid, winRect, ovrfbOverrideRect, ovrSpecialFlags);
% - Compute special override parameters for given input/output arguments, as needed
% for a specific HMD. Take other preparatory steps as needed, immediately before the
% Screen('OpenWindow') command executes. This is called as part of PsychImaging('OpenWindow'),
% with the user provided hmd, screenid, winRect etc.
%
%
% isOutput = PsychOculusVR1('IsHMDOutput', hmd, scanout);
% - Returns 1 (true) if 'scanout' describes the video output to which the
% HMD 'hmd' is connected. 'scanout' is a struct returned by the Screen
% function Screen('ConfigureDisplay', 'Scanout', screenid, outputid);
% This allows probing video outputs to find the one which feeds the HMD.
% Deprecated: This function does nothing. It just exists for (backwards)
% compatibility with the old Oculus driver and PsychVRHMD.
%
%
% [headToEyeShiftv, headToEyeShiftMatrix] = PsychOculusVR1('GetEyeShiftVector', hmd, eye);
% - Retrieve 3D translation vector [tx, ty, tz] that defines the 3D position of the given
% eye 'eye' for the given HMD 'hmd', relative to the origin of the local head/HMD
% reference frame. This is needed to translate a global head pose into a eye
% pose, e.g., to translate the output of PsychOculusVR1('GetEyePose') into actual
% tracked/predicted eye locations for stereo rendering.
%
% In addition to the 'headToEyeShiftv' vector, a corresponding 4x4 translation
% matrix is also returned in 'headToEyeShiftMatrix' for convenience.
%
%
% Global GL handle for access to OpenGL constants needed in setup:
global GL;
global OVR;
persistent firsttime;
persistent oldShieldingLevel;
persistent hmd;
if nargin < 1 || isempty(cmd)
help PsychOculusVR1;
fprintf('\n\nAlso available are functions from PsychOculusVRCore1:\n');
PsychOculusVRCore1;
return;
end
% Fast-Path function 'EndFrameRender' - Queues new frames to Compositor:
if cmd == 0
handle = varargin{1};
t1 = GetSecs;
% At this point, the FBO of the right eye texture in stereomode or mono texture
% in mono mode is bound. Detach its color attachment texture:
%glFramebufferTexture2D(GL.FRAMEBUFFER, GL.COLOR_ATTACHMENT0, GL.TEXTURE_2D, 0, 0);
% Submit/Commit just unbound textures to texture swap-chains:
PsychOculusVRCore1('EndFrameRender', hmd{handle}.handle, varargin{2});
t2 = GetSecs;
% Define parameters for the ongoing Psychtoolbox onscreen window flip operation:
if hmd{handle}.mirrorTexture > 0
% Debug output of compositor mirror texture into PTB onscreen window requested.
% - Ask to skip flip's regular OpenGL swap completion timestamping, but instead
% to accept future injected timestamps from us.
%
% - Ask to disable vsync of the OpenGL bufferswap for display of the mirror texture
% in the onscreen window. We don't want to get swap-throttled to the refresh rate
% of the operator desktop GUI display.
Screen('Hookfunction', hmd{handle}.win, 'SetOneshotFlipFlags', '', kPsychSkipWaitForFlipOnce + kPsychSkipVsyncForFlipOnce + kPsychSkipTimestampingForFlipOnce);
else
% No debug output from VR compositor wanted. Skip the OpenGL bufferswap for the
% onscreen window completely, ergo also skip timestamping and allow timestamp
% injection from us instead:
Screen('Hookfunction', hmd{handle}.win, 'SetOneshotFlipFlags', '', kPsychSkipWaitForFlipOnce + kPsychSkipSwapForFlipOnce + kPsychSkipTimestampingForFlipOnce);
end
t3 = GetSecs;
%fprintf('EndFrameRender: %f ms, SetNext/Flags %f ms ... \n', 1000 * (t2 - t1), 1000 * (t3 - t2));
% If usercode requests a dontsync flag > 0 in Screen('Flip', window, when, dontclear, dontsync)
% then switch to low precision/reliability timestamping, otherwise use timestampHighPrecision setting:
if (varargin{3} > 0)
hmd{handle}.doTimestamp = 0;
else
hmd{handle}.doTimestamp = hmd{handle}.timestampHighPrecision;
end
return;
end
% Fast-Path function 'PresentFrame' - Present frame to VR compositor,
% wait for present completion, render debug mirror texture if needed,
% inject present completion timestamps:
if cmd == 1
handle = varargin{1};
tWhen = varargin{2};
t1 = GetSecs;
[frameTiming, predictedOnset, refFrameIndex] = PsychOculusVRCore1('PresentFrame', hmd{handle}.handle, hmd{handle}.doTimestamp, tWhen);
t2 = GetSecs;
% Get fresh set of backing textures for next Screen() post-flip drawing/render
% cycle from the OculusVR texture swap chains:
texLeft = PsychOculusVRCore1('GetNextTextureHandle', hmd{handle}.handle, 0);
if hmd{handle}.StereoMode > 0
texRight = PsychOculusVRCore1('GetNextTextureHandle', hmd{handle}.handle, 1);
else
texRight = [];
end
% XXX NOTE: Without the following glFinish(), we get an invalid operation
% OpenGL error during exec of 'PresentFrame' from within the Oculus VR
% runtime, which however seems to have no negative consequence for
% presentation?! This may be a bug in the OculusVR runtime at least as
% of version 1.11:
% glFinish;
% Attach them as new backing textures, detach the previously bound ones, so they
% are ready for submission to the VR compositor:
[oldL, oldR] = Screen('Hookfunction', hmd{handle}.win, 'SetDisplayBufferTextures', '', texLeft, texRight);
t3 = GetSecs;
% Debug output from mirror texture requested?
mirrorTex = hmd{handle}.mirrorTexture;
if mirrorTex > 0
% Yes. Render into onscreen windows viewport:
width = hmd{handle}.mirrorWidth;
height = hmd{handle}.mirrorHeight;
glViewport(0, 0, width, height);
glMatrixMode(GL.PROJECTION);
glPushMatrix;
glLoadIdentity;
gluOrtho2D(0, width, 0, height);
glBindTexture(GL.TEXTURE_2D, mirrorTex);
glEnable(GL.TEXTURE_2D);
glBegin(GL.QUADS);
glColor4f(1,1,1,1);
glTexCoord2f(0,1);
glVertex2i(0,0);
glTexCoord2f(1,1);
glVertex2i(width,0);
glTexCoord2f(1,0);
glVertex2i(width,height);
glTexCoord2f(0,0);
glVertex2i(0,height);
glEnd();
glDisable(GL.TEXTURE_2D);
glBindTexture(GL.TEXTURE_2D, 0);
glPopMatrix;
glMatrixMode(GL.MODELVIEW);
end
t4 = GetSecs;
if hmd{handle}.doTimestamp
% Assign return values for vblTime and stimulusOnsetTime for Screen('Flip'):
if refFrameIndex > 0
Screen('Hookfunction', hmd{handle}.win, 'SetOneshotFlipResults', '', frameTiming(refFrameIndex).VBlankTime, frameTiming(refFrameIndex).StimulusOnsetTime);
else
fprintf('Warning: No proper timestamp, faking it with predictedOnset.\n\n');
Screen('Hookfunction', hmd{handle}.win, 'SetOneshotFlipResults', '', predictedOnset, predictedOnset);
end
else
% Use made up values for timestamps of 'Flip':
%Screen('Hookfunction', hmd{handle}.win, 'SetOneshotFlipResults', '', GetSecs, GetSecs);
Screen('Hookfunction', hmd{handle}.win, 'SetOneshotFlipResults', '', predictedOnset, predictedOnset);
end
t5 = GetSecs;
%fprintf('Present %f ms, Get/Set %f ms, Mirror %f ms, SetRes %f ms\n', 1000 * (t2 - t1), 1000 * (t3 - t2), 1000 * (t4 - t3), 1000 * (t5 - t4));
%disp(frameTiming(1));
% dT = 1e3 * (frameTiming(1).HMDTime - frameTiming(1).StimulusOnsetTime)
frameTiming = [];
return;
end
% Fast-Path function 'Cleanup' - Cleans up before onscreen window close/GL shutdown:
if cmd == 2
handle = varargin{1};
% Reattach old backing textures, so onscreen window can get properly destroyed:
Screen('Hookfunction', hmd{handle}.win, 'SetDisplayBufferTextures', '', hmd{handle}.oldglLeftTex, hmd{handle}.oldglRightTex);
hmd{handle}.oldglLeftTex = [];
hmd{handle}.oldglRightTex = [];
return;
end
if strcmpi(cmd, 'PrepareRender')
% Get and validate handle - fast path open coded:
myhmd = varargin{1};
if ~((length(hmd) >= myhmd.handle) && (myhmd.handle > 0) && hmd{myhmd.handle}.open)
error('PsychOculusVR1:PrepareRender: Specified handle does not correspond to an open HMD!');
end
% Get 'userTransformMatrix' if any:
if length(varargin) >= 2 && ~isempty(varargin{2})
userTransformMatrix = varargin{2};
else
% Default: Identity transform to do nothing:
userTransformMatrix = diag([1 1 1 1]);
end
% Valid: Get request mask of information to return:
if length(varargin) >= 3 && ~isempty(varargin{3})
reqmask = varargin{3};
else
% Default to: Provide basic tracking status flags, and directly useable
% GL_MODELVIEW matrices for the cameras for rendering the left- and right-eye:
reqmask = 1;
end
% Get target time for predicted camera poses, head poses etc.:
if length(varargin) >= 4 && ~isempty(varargin{4})
targetTime = varargin{4};
else
% Default: Provide predicted value for the midpoint of the next video frame:
targetTime = [];
end
% Mark start of a new frame render cycle for the runtime and get the data
% predicted for next scanout time:
[eyePose{1}, eyePose{2}] = PsychOculusVRCore1('StartRender', myhmd.handle);
% Get predicted head pose, tracking state and hand poses (if supported) for targetTime:
[state, touch] = PsychOculusVRCore1('GetTrackingState', myhmd.handle, targetTime);
myhmd.state = state;
% Always return basic tracking status:
result.tracked = state.Status;
result.SessionState = state.SessionState;
if bitand(state.SessionState, 8)
% DisplayLost condition! This is an unrecoverable error. Trigger
% a forced session shutdown:
error('OculusVR runtime reports loss of hardware (disconnected?) or serious malfunction. Forcing abort of this session.');
end
% Check if UX wants us to recenter the tracking origin:
if bitand(state.SessionState, 32)
% User wants us to recenter the tracking origin, so do it. Retry until it succeeds:
while ~PsychOculusVRCore1('RecenterTrackingOrigin', myhmd.handle)
WaitSecs('YieldSecs', 0.25);
end
end
% As a bonus we return the raw eye pose vectors, given that we have them anyway:
result.rawEyePose7{1} = eyePose{1};
result.rawEyePose7{2} = eyePose{2};
% Want matrices which take a usercode supplied global transformation into account?
if bitand(reqmask, 1)
% Yes: We need tracked + predicted head pose, so we can apply the user
% transform, and then per-eye transforms:
% Bonus feature: HeadPose as 7 component translation + orientation quaternion vector:
result.headPose = state.HeadPose;
% Convert head pose vector to 4x4 OpenGL right handed reference frame matrix:
result.localHeadPoseMatrix = eyePoseToCameraMatrix(state.HeadPose);
% Premultiply usercode provided global transformation matrix:
result.globalHeadPoseMatrix = userTransformMatrix * result.localHeadPoseMatrix;
% Compute per-eye global pose matrices:
result.cameraView{1} = result.globalHeadPoseMatrix * hmd{myhmd.handle}.eyeShiftMatrix{1};
result.cameraView{2} = result.globalHeadPoseMatrix * hmd{myhmd.handle}.eyeShiftMatrix{2};
% Compute inverse matrices, useable as OpenGL GL_MODELVIEW matrices for rendering:
result.modelView{1} = inv(result.cameraView{1});
result.modelView{2} = inv(result.cameraView{2});
end
% Want matrices with tracked position and orientation of touch controllers ~ users hands?
if bitand(reqmask, 2)
% Yes: We need tracked + predicted hand pose, so we can apply the user
% transform, and then per-eye transforms:
% Oculus 1.x SDK/runtime supports exactly 2 tracked touch controllers atm. to track users hands:
for i=1:2
result.handStatus(i) = touch(i).Status;
% Bonus feature: HandPoses as 7 component translation + orientation quaternion vectors:
result.handPose{i} = touch(i).HandPose;
% Convert hand pose vector to 4x4 OpenGL right handed reference frame matrix:
result.localHandPoseMatrix{i} = eyePoseToCameraMatrix(touch(i).HandPose);
% Premultiply usercode provided global transformation matrix:
result.globalHandPoseMatrix{i} = userTransformMatrix * result.localHandPoseMatrix{i};
% Compute inverse matrix, maybe useable for collision testing / virtual grasping of virtual bjects:
% Provides a transform that maps absolute geometry into geometry as "seen" from the pov of the hand.
result.globalHandPoseInverseMatrix{i} = inv(result.globalHandPoseMatrix{i});
end
end
varargout{1} = result;
return;
end
if strcmpi(cmd, 'GetEyePose')
% Get and validate handle - fast path open coded:
myhmd = varargin{1};
if ~((length(hmd) >= myhmd.handle) && (myhmd.handle > 0) && hmd{myhmd.handle}.open)
error('PsychOculusVR1:GetEyePose: Specified handle does not correspond to an open HMD!');
end
% Valid: Get view render pass for which to return information:
if length(varargin) < 2 || isempty(varargin{2})
error('PsychOculusVR1:GetEyePose: Required ''renderPass'' argument missing.');
end
renderPass = varargin{2};
% Get 'userTransformMatrix' if any:
if length(varargin) >= 3 && ~isempty(varargin{3})
userTransformMatrix = varargin{3};
else
% Default: Identity transform to do nothing:
userTransformMatrix = diag([1 1 1 1]);
end
% Get target time for predicted camera poses, head poses etc.:
% NOTE: Currently not used, as Oculus SDK v1 does not support passing
% targetTime into the underlying SDK function for 'GetEyePose'. The
% Oculus runtime predicts something meaningful internally.
%
% if length(varargin) >= 4 && ~isempty(varargin{4})
% targetTime = varargin{4};
% else
% % Default: Provide predicted value for the midpoint of the next video
% % refresh cycle - assuming we hit the flip deadline for the next video
% % frame, so that point in time will be exactly in the middle of both
% % eyes:
% targetTime = [];
% end
% Get eye pose for this renderPass, or more exactly the headPose from which this
% renderPass eyePose will get computed:
[result.eyePose, result.eyeIndex] = PsychOculusVRCore1('GetEyePose', myhmd.handle, renderPass);
% Convert head pose vector to 4x4 OpenGL right handed reference frame matrix:
result.localEyePoseMatrix = eyePoseToCameraMatrix(result.eyePose);
% Premultiply usercode provided global transformation matrix:
result.globalEyePoseMatrix = userTransformMatrix * result.localEyePoseMatrix;
% Compute per-eye global pose matrix for this eyeIndex:
result.cameraView = result.globalEyePoseMatrix;
% Compute inverse matrix, useable as OpenGL GL_MODELVIEW matrix for rendering:
result.modelView = inv(result.cameraView);
varargout{1} = result;
return;
end
if strcmpi(cmd, 'GetTrackersState')
myhmd = varargin{1};
if ~((length(hmd) >= myhmd.handle) && (myhmd.handle > 0) && hmd{myhmd.handle}.open)
error('PsychOculusVR1:GetTrackersState: Specified handle does not correspond to an open HMD!');
end
varargout{1} = PsychOculusVRCore1('GetTrackersState', myhmd.handle);
return;
end
if strcmpi(cmd, 'GetInputState')
% Get and validate handle - fast path open coded:
myhmd = varargin{1};
if ~((length(hmd) >= myhmd.handle) && (myhmd.handle > 0) && hmd{myhmd.handle}.open)
error('PsychOculusVR1:GetInputState: Specified handle does not correspond to an open HMD!');
end
if length(varargin) < 2 || isempty(varargin{2})
error('PsychOculusVR1:GetInputState: Required ''controllerType'' argument missing.');
end
varargout{1} = PsychOculusVRCore1('GetInputState', myhmd.handle, double(varargin{2}));
return;
end
if strcmpi(cmd, 'HapticPulse')
% Get and validate handle - fast path open coded:
myhmd = varargin{1};
if ~((length(hmd) >= myhmd.handle) && (myhmd.handle > 0) && hmd{myhmd.handle}.open)
error('PsychOculusVR1:HapticPulse: Specified handle does not correspond to an open HMD!');
end
if length(varargin) < 2 || isempty(varargin{2})
error('PsychOculusVR1:HapticPulse: Required ''controllerType'' argument missing.');
end
varargout{1} = PsychOculusVRCore1('HapticPulse', myhmd.handle, double(varargin{2}), varargin{3:end});
return;
end
if strcmpi(cmd, 'TestVRBoundary')
myhmd = varargin{1};
if ~PsychOculusVR1('IsOpen', myhmd)
error('TestVRBoundary: Passed in handle does not refer to a valid and open HMD.');
end
[varargout{1}, varargout{2}, varargout{3}, varargout{4}] = PsychOculusVRCore1('TestVRBoundary', myhmd.handle, varargin{2:end});
return;
end
if strcmpi(cmd, 'TestVRBoundaryPoint')
myhmd = varargin{1};
if ~PsychOculusVR1('IsOpen', myhmd)
error('TestVRBoundaryPoint: Passed in handle does not refer to a valid and open HMD.');
end
[varargout{1}, varargout{2}, varargout{3}, varargout{4}] = PsychOculusVRCore1('TestVRBoundaryPoint', myhmd.handle, varargin{2:end});
return;
end
if strcmpi(cmd, 'VRAreaBoundary')
myhmd = varargin{1};
if ~PsychOculusVR1('IsOpen', myhmd)
error('VRAreaBoundary: Passed in handle does not refer to a valid and open HMD.');
end
[varargout{1}, varargout{2}, varargout{3}] = PsychOculusVRCore1('VRAreaBoundary', myhmd.handle, varargin{2:end});
return;
end
if strcmpi(cmd, 'FloatsProperty')
myhmd = varargin{1};
if ~PsychOculusVR1('IsOpen', myhmd)
error('FloatsProperty: Passed in handle does not refer to a valid and open HMD.');
end
varargout{1} = PsychOculusVRCore1('FloatsProperty', myhmd.handle, varargin{2:end});
return;
end
if strcmpi(cmd, 'StringProperty')
myhmd = varargin{1};
if ~PsychOculusVR1('IsOpen', myhmd)
error('StringProperty: Passed in handle does not refer to a valid and open HMD.');
end
varargout{1} = PsychOculusVRCore1('StringProperty', myhmd.handle, varargin{2:end});
return;
end
if strcmpi(cmd, 'RecenterTrackingOrigin')
myhmd = varargin{1};
if ~((length(hmd) >= myhmd.handle) && (myhmd.handle > 0) && hmd{myhmd.handle}.open)
error('PsychOculusVR1:RecenterTrackingOrigin: Specified handle does not correspond to an open HMD!');
end
varargout{1} = PsychOculusVRCore1('RecenterTrackingOrigin', myhmd.handle);
return;
end
if strcmpi(cmd, 'TrackingOriginType')
myhmd = varargin{1};
if ~((length(hmd) >= myhmd.handle) && (myhmd.handle > 0) && hmd{myhmd.handle}.open)
error('PsychOculusVR1:TrackingOriginType: Specified handle does not correspond to an open HMD!');
end
varargout{1} = PsychOculusVRCore1('TrackingOriginType', myhmd.handle, varargin{2:end});
return;
end
if strcmpi(cmd, 'GetPerformanceStats')
myhmd = varargin{1};
if ~((length(hmd) >= myhmd.handle) && (myhmd.handle > 0) && hmd{myhmd.handle}.open)
error('PsychOculusVR1:GetPerformanceStats: Specified handle does not correspond to an open HMD!');
end
[varargout{1}, varargout{2}, varargout{3}, varargout{4}] = PsychOculusVRCore1('GetPerformanceStats', myhmd.handle);
return;
end
if strcmpi(cmd, 'Supported')
% Check if the Oculus VR runtime 1.x is supported and active on this
% installation, so it can be used to open connections to real HMDs,
% or at least to emulate a HMD for simple debugging purposes:
try
if IsWin(1) && exist('PsychOculusVRCore1', 'file') && PsychOculusVRCore1('GetCount') >= 0
varargout{1} = 1;
else
varargout{1} = 0;
end
catch
varargout{1} = 0;
end
return;
end
% Autodetect first connected HMD and open a connection to it. Open a
% emulated one, if none can be detected. Perform basic setup with
% default configuration, create a proper PsychImaging task.
if strcmpi(cmd, 'AutoSetupHMD')
% Do we have basic runtime support?
if ~PsychOculusVR1('Supported')
% Nope: Game over.
fprintf('PsychOculusVR1:AutoSetupHMD: Could not initialize Oculus V1 driver. Game over!\n');
% Return an empty handle to signal lack of VR HMD support to caller,
% so caller can cope with it somehow:
varargout{1} = [];
return;
end
% Basic task this HMD should fulfill:
if length(varargin) >= 1 && ~isempty(varargin{1})
basicTask = varargin{1};
else
basicTask = 'Tracked3DVR';
end
% Basic basicRequirements to choose:
if length(varargin) >= 2 && ~isempty(varargin{2})
basicRequirements = varargin{2};
else
basicRequirements = '';
end
% Basic quality/performance tradeoff to choose:
if length(varargin) >= 3 && ~isempty(varargin{3})
basicQuality = varargin{3};
else
basicQuality = 0;
end
% HMD device selection:
if length(varargin) >= 4 && ~isempty(varargin{4})
deviceIndex = varargin{4};
newhmd = PsychOculusVR1('Open', deviceIndex);
else
% Check if at least one Oculus HMD is connected and available:
if PsychOculusVR1('GetCount') > 0
% Yes. Open and initialize connection to first detected HMD:
fprintf('PsychOculusVR1: Opening the first connected Oculus VR headset.\n');
newhmd = PsychOculusVR1('Open', 0);
else
% TODO: HMD emulation under 1.x runtime possible?
% No. Open an emulated/simulated HMD for basic testing and debugging:
%fprintf('PsychOculusVR1: No Oculus HMD detected. Opening a simulated HMD.\n');
%newhmd = PsychOculusVR1('Open', -1);
fprintf('PsychOculusVR1: No Oculus HMD detected. Game over.\n');
varargout{1} = [];
return;
end
end
% Trigger an automatic device close at onscreen window close for the HMD display window:
PsychOculusVR1('SetAutoClose', newhmd, 1);
% Setup default rendering parameters:
PsychOculusVR1('SetupRenderingParameters', newhmd, basicTask, basicRequirements, basicQuality);
% Add a PsychImaging task to use this HMD with the next opened onscreen window:
PsychImaging('AddTask', 'General', 'UseVRHMD', newhmd);
% Return the device handle:
varargout{1} = newhmd;
% Ready.
return;
end
if strcmpi(cmd, 'SetAutoClose')
myhmd = varargin{1};
if ~PsychOculusVR1('IsOpen', myhmd)
error('PsychOculusVR1:SetAutoClose: Specified handle does not correspond to an open HMD!');
end
% Assign autoclose flag:
hmd{myhmd.handle}.autoclose = varargin{2};
return;
end
if strcmpi(cmd, 'SetHSWDisplayDismiss')
myhmd = varargin{1};
if ~PsychOculusVR1('IsOpen', myhmd)
error('PsychOculusVR1:SetHSWDisplay: Specified handle does not correspond to an open HMD!');
end
% Method of dismissing HSW display:
if length(varargin) < 2 || isempty(varargin{2})
% Default is keyboard, mouse click, or HMD tap:
hmd{myhmd.handle}.hswdismiss = 1 + 2 + 4;
else
hmd{myhmd.handle}.hswdismiss = varargin{2};
end
return;
end
if strcmpi(cmd, 'SetHUDState')
myhmd = varargin{1};
if ~PsychOculusVR1('IsOpen', myhmd)
error('PsychOculusVR1:SetHUDState: Specified handle does not correspond to an open HMD!');
end
% Method of dismissing HSW display:
if length(varargin) < 2 || isempty(varargin{2})
error('PsychOculusVR1:SetHUDState: Required mode argument missing!');
end
PsychOculusVRCore1('SetHUDState', myhmd.handle, varargin{2});
return;
end
% Open a HMD:
if strcmpi(cmd, 'Open')
if isempty(firsttime)
firsttime = 1;
fprintf('Copyright (c) 2018 Mario Kleiner. Licensed under the MIT license.\n');
fprintf('The underlying PsychOculusVRCore1 mex driver uses the Oculus SDK, which is\n');
fprintf('“Copyright © Facebook Technologies, LLC and its affiliates. All rights reserved.”\n');
fprintf('A copy of the Oculus SDK license, its terms of use and thereby redistribution\n');
fprintf('terms for the PsychOculusVRCore1 mex file can be found in the PsychtoolboxRoot()\n');
fprintf('folder under:\n');
fprintf('Psychtoolbox/PsychHardware/PsychVRToolbox/LICENSE_OculusSDK1.txt\n\n\n');
end
[handle, modelName, panelXRes, panelYRes, panelHz, controllerTypes] = PsychOculusVRCore1('Open', varargin{:});
newhmd.handle = handle;
newhmd.driver = @PsychOculusVR1;
newhmd.type = 'Oculus';
newhmd.subtype = 'Oculus-1';
newhmd.open = 1;
newhmd.modelName = modelName;
newhmd.separateEyePosesSupported = 0;
newhmd.panelXRes = panelXRes;
newhmd.panelYRes = panelYRes;
newhmd.videoRefreshDuration = 1 / panelHz;
newhmd.controllerTypes = controllerTypes;
newhmd.VRControllersSupported = 1;
newhmd.handTrackingSupported = 1;
newhmd.hapticFeedbackSupported = 1;
% Default autoclose flag to "no autoclose":
newhmd.autoclose = 0;
% By default allow user to dismiss HSW display via key press,
% mouse click, or HMD tap:
newhmd.hswdismiss = 1 + 2 + 4;
% Setup basic task/requirement/quality specs to "nothing":
newhmd.basicQuality = 0;
newhmd.basicTask = '';
newhmd.basicRequirements = '';
if isempty(OVR)
% Define global OVR.XXX constants:
OVR.ControllerType_LTouch = hex2dec('0001');
OVR.ControllerType_RTouch = hex2dec('0002');
OVR.ControllerType_Touch = OVR.ControllerType_LTouch + OVR.ControllerType_RTouch;
OVR.ControllerType_Remote = hex2dec('0004');
OVR.ControllerType_XBox = hex2dec('0010');
OVR.ControllerType_Object0 = hex2dec('0100');
OVR.ControllerType_Object1 = hex2dec('0200');
OVR.ControllerType_Object2 = hex2dec('0400');
OVR.ControllerType_Object3 = hex2dec('0800');
OVR.ControllerType_Active = hex2dec('ffffffff');
OVR.Button_A = 1 + log2(hex2dec('00000001'));
OVR.Button_B = 1 + log2(hex2dec('00000002'));
OVR.Button_RThumb = 1 + log2(hex2dec('00000004'));
OVR.Button_RShoulder = 1 + log2(hex2dec('00000008'));
OVR.Button_X = 1 + log2(hex2dec('00000100'));
OVR.Button_Y = 1 + log2(hex2dec('00000200'));
OVR.Button_LThumb = 1 + log2(hex2dec('00000400'));
OVR.Button_LShoulder = 1 + log2(hex2dec('00000800'));
OVR.Button_Up = 1 + log2(hex2dec('00010000'));
OVR.Button_Down = 1 + log2(hex2dec('00020000'));
OVR.Button_Left = 1 + log2(hex2dec('00040000'));
OVR.Button_Right = 1 + log2(hex2dec('00080000'));
OVR.Button_Enter = 1 + log2(hex2dec('00100000'));
OVR.Button_Back = 1 + log2(hex2dec('00200000'));
OVR.Button_VolUp = 1 + log2(hex2dec('00400000'));
OVR.Button_VolDown = 1 + log2(hex2dec('00800000'));
OVR.Button_Home = 1 + log2(hex2dec('01000000'));
OVR.Button_Private = [OVR.Button_VolUp, OVR.Button_VolDown, OVR.Button_Home];
OVR.Button_RMask = [OVR.Button_A, OVR.Button_B, OVR.Button_RThumb, OVR.Button_RShoulder];
OVR.Button_LMask = [OVR.Button_X, OVR.Button_Y, OVR.Button_LThumb, OVR.Button_LShoulder, OVR.Button_Enter];
OVR.Touch_A = OVR.Button_A;
OVR.Touch_B = OVR.Button_B;
OVR.Touch_RThumb = OVR.Button_RThumb;
OVR.Touch_RThumbRest = 1 + log2(hex2dec('00000008'));
OVR.Touch_RIndexTrigger = 1 + log2(hex2dec('00000010'));
OVR.Touch_RButtonMask = [OVR.Touch_A, OVR.Touch_B, OVR.Touch_RThumb, OVR.Touch_RThumbRest, OVR.Touch_RIndexTrigger];
OVR.Touch_X = OVR.Button_X;
OVR.Touch_Y = OVR.Button_Y;
OVR.Touch_LThumb = OVR.Button_LThumb;
OVR.Touch_LThumbRest = 1 + log2(hex2dec('00000800'));
OVR.Touch_LIndexTrigger = 1 + log2(hex2dec('00001000'));
OVR.Touch_LButtonMask = [OVR.Touch_X, OVR.Touch_Y, OVR.Touch_LThumb, OVR.Touch_LThumbRest, OVR.Touch_LIndexTrigger];
OVR.Touch_RIndexPointing = 1 + log2(hex2dec('00000020'));
OVR.Touch_RThumbUp = 1 + log2(hex2dec('00000040'));
OVR.Touch_LIndexPointing = 1 + log2(hex2dec('00002000'));
OVR.Touch_LThumbUp = 1 + log2(hex2dec('00004000'));
OVR.Touch_RPoseMask = [OVR.Touch_RIndexPointing, OVR.Touch_RThumbUp];
OVR.Touch_LPoseMask = [OVR.Touch_LIndexPointing, OVR.Touch_LThumbUp];
OVR.TrackedDevice_HMD = hex2dec('0001');
OVR.TrackedDevice_LTouch = hex2dec('0002');
OVR.TrackedDevice_RTouch = hex2dec('0004');
OVR.TrackedDevice_Touch = OVR.TrackedDevice_LTouch + OVR.TrackedDevice_RTouch;
OVR.TrackedDevice_Object0 = hex2dec('0010');
OVR.TrackedDevice_Object1 = hex2dec('0020');
OVR.TrackedDevice_Object2 = hex2dec('0040');
OVR.TrackedDevice_Object3 = hex2dec('0080');
OVR.TrackedDevice_All = hex2dec('FFFF');
OVR.KEY_USER = 'User';
OVR.KEY_NAME = 'Name';
OVR.KEY_GENDER = 'Gender';
OVR.KEY_DEFAULT_GENDER = 'Unknown';
OVR.KEY_PLAYER_HEIGHT = 'PlayerHeight';
OVR.KEY_EYE_HEIGHT = 'EyeHeight';
OVR.KEY_NECK_TO_EYE_DISTANCE = 'NeckEyeDistance';
OVR.KEY_EYE_TO_NOSE_DISTANCE = 'EyeToNoseDist';
newhmd.OVR = OVR;
evalin('caller','global OVR');
end
% High precision (and potentially high overhead) timestamping by default:
% TODO FIXME Use low precision timestamping to avoid one cause of hangs atm.
newhmd.timestampHighPrecision = 0;
% Store in internal array:
hmd{handle} = newhmd;
% Return device struct:
varargout{1} = newhmd;
varargout{2} = modelName;
return;
end
if strcmpi(cmd, 'Controllers')
myhmd = varargin{1};
if ~PsychOculusVR1('IsOpen', myhmd)
error('Controllers: Passed in handle does not refer to a valid and open HMD.');
end
varargout{1} = myhmd.controllerTypes;
return;
end
if strcmpi(cmd, 'IsOpen')
myhmd = varargin{1};
if (length(hmd) >= myhmd.handle) && (myhmd.handle > 0) && hmd{myhmd.handle}.open
varargout{1} = 1;
else
varargout{1} = 0;
end
return;
end
if strcmpi(cmd, 'GetInfo')
% Ok, cheap trick: We just return the passed in 'hmd' struct - the up to date
% internal copy that is:
if ~PsychOculusVR1('IsOpen', varargin{1})
error('GetInfo: Passed in handle does not refer to a valid and open HMD.');
end
myhmd = varargin{1};
varargout{1} = hmd{myhmd.handle};
return;
end
if strcmpi(cmd, 'Close')
if ~isempty(varargin) && ~isempty(varargin{1})
% Close a specific hmd device:
myhmd = varargin{1};
% This function can be called with the raw index handle by
% the autoclose code path. In that case, map index back into
% full handle struct:
if ~isstruct(myhmd)
if length(hmd) >= myhmd
myhmd = hmd{myhmd};
else
return;
end
end
if (length(hmd) >= myhmd.handle) && (myhmd.handle > 0) && hmd{myhmd.handle}.open
PsychOculusVRCore1('Close', myhmd.handle);
hmd{myhmd.handle}.open = 0;
end
else
% Shutdown whole driver:
PsychOculusVRCore1('Close');
hmd = [];
end
return;
end
if strcmpi(cmd, 'IsHMDOutput')
myhmd = varargin{1}; %#ok<NASGU>
scanout = varargin{2};
% This does not make much sense on the OculusVR 1.0 version, as that runtime
% only supports direct output mode, ie. an output completely separate from the
% regular desktop and windowing system display space. But lets leave the legacy
% code for the DK2 in place.
% Is this a Rift DK2 panel?
if (scanout.width == 1080) && (scanout.height == 1920)
varargout{1} = 1;
else
varargout{1} = 0;
end
return;
end
if strcmpi(cmd, 'SetBasicQuality')
myhmd = varargin{1};
handle = myhmd.handle;
basicQuality = varargin{2};
basicQuality = min(max(basicQuality, 0), 1);
hmd{handle}.basicQuality = basicQuality;
% TODO FIXME: Any special handling for TimingSupport or Tracked3DVR ?
if ~isempty(strfind(hmd{handle}.basicRequirements, 'TimingSupport')) || ...
~isempty(strfind(hmd{handle}.basicTask, 'Tracked3DVR'))
% PsychOculusVRCore1('SetDynamicPrediction', handle, 1);
else
% PsychOculusVRCore1('SetDynamicPrediction', handle, 0);
end
return;
end
if strcmpi(cmd, 'SetFastResponse')
myhmd = varargin{1};
if ~PsychOculusVR1('IsOpen', myhmd)
error('SetFastResponse: Passed in handle does not refer to a valid and open HMD.');
end
handle = myhmd.handle;
% FastResponse has no meaningful implementation on the OculusVR 1.0 runtime,
% so just return a constant old value of 1 for "fast response always enabled":
varargout{1} = 1;
return;
end
if strcmpi(cmd, 'SetTimeWarp')
myhmd = varargin{1};
if ~PsychOculusVR1('IsOpen', myhmd)
error('SetTimeWarp: Passed in handle does not refer to a valid and open HMD.');
end
% SetTimeWarp determined use of GPU accelerated 2D texture sampling
% warp on the Rift DK1/DK2 with old v0.5 SDK. On the 1.0 SDK we no
% longer have any programmatic control over timewarping,so leave this
% in place as dummy.
% Return constant old setting of "TimeWarp always on":
varargout{1} = 1;
return;
end
if strcmpi(cmd, 'SetLowPersistence')
myhmd = varargin{1};
if ~PsychOculusVR1('IsOpen', myhmd)
error('SetLowPersistence: Passed in handle does not refer to a valid and open HMD.');
end
% SetLowPersistence determined use of low persistence mode on the Rift DK2 with
% the v0.5 SDK. We don't have control over this on the v1.0 runtime anymore.
% Return constant old setting "Always low persistence":
varargout{1} = 1;
return;
end
if strcmpi(cmd, 'SetupRenderingParameters')
myhmd = varargin{1};
% Basic task this HMD should fulfill:
if length(varargin) >= 2 && ~isempty(varargin{2})
basicTask = varargin{2};
else
basicTask = 'Tracked3DVR';
end
% Basic requirements to choose:
if length(varargin) >= 3 && ~isempty(varargin{3})
basicRequirements = varargin{3};
else
basicRequirements = '';
end
% Basic quality/performance tradeoff to choose:
if length(varargin) >= 4 && ~isempty(varargin{4})
basicQuality = varargin{4};
else
basicQuality = 0;
end
hmd{myhmd.handle}.basicTask = basicTask;
hmd{myhmd.handle}.basicRequirements = basicRequirements;
PsychOculusVR1('SetBasicQuality', myhmd, basicQuality);
% Get optimal client renderbuffer size - the size of our virtual framebuffer for left eye:
[hmd{myhmd.handle}.rbwidth, hmd{myhmd.handle}.rbheight, hmd{myhmd.handle}.fovL] = PsychOculusVRCore1('GetFovTextureSize', myhmd.handle, 0, varargin{5:end});
% Get optimal client renderbuffer size - the size of our virtual framebuffer for right eye:
[hmd{myhmd.handle}.rbwidth, hmd{myhmd.handle}.rbheight, hmd{myhmd.handle}.fovR] = PsychOculusVRCore1('GetFovTextureSize', myhmd.handle, 1, varargin{5:end});
% If the basic task is not a 3D VR rendering one (with or without HMD tracking),
% and the special requirement 'PerEyeFOV' is not set, then assume usercode wants
% to do pure 2D rendering (monocular, or stereoscopic), e.g., with the Screen()
% 2D drawing commands, and doesn't set up per-eye projection and modelview matrices.
% In this case we must use a field of view that is identical for both eyes, and
% both vertically and horizontally symmetric, ie. no special treatment of the nose
% facing field of view! Why? Because standard 2D mono/stereo drawing code doesn't
% know about/can't use per eye view projection matrices, which are needed for proper
% results for asymmetric per-eye FOV. It would cause weird shifts in display on the
% HMD. This effect is almost imperceptible/negligible on the Rift DK1/DK2, but very
% disturbing on the Rift CV1.
if isempty(strfind(hmd{myhmd.handle}.basicTask, 'Tracked3DVR')) && ...
isempty(strfind(hmd{myhmd.handle}.basicTask, '3DVR')) && ...
isempty(strfind(hmd{myhmd.handle}.basicRequirements, 'PerEyeFOV'))
% Need identical, symmetric FOV for both eyes. Build one that has the same
% vertical FOV as proposed by the runtime, but horizontally uses the minimal
% left/right FOV extension of both per-eye FOV's, so we get a symmetric FOV
% identical for both eyes, guaranteed to lie within the view cone not occluded
% by the nose of the user.
fov(1) = min(hmd{myhmd.handle}.fovL(1), hmd{myhmd.handle}.fovR(1));
fov(2) = min(hmd{myhmd.handle}.fovL(2), hmd{myhmd.handle}.fovR(2));
fov(3) = min(hmd{myhmd.handle}.fovL(3), hmd{myhmd.handle}.fovR(3));
fov(4) = min(hmd{myhmd.handle}.fovL(4), hmd{myhmd.handle}.fovR(4));
% Recompute parameters based on override fov:
[hmd{myhmd.handle}.rbwidth, hmd{myhmd.handle}.rbheight, hmd{myhmd.handle}.fovL] = PsychOculusVRCore1('GetFovTextureSize', myhmd.handle, 0, fov, varargin{6:end});
[hmd{myhmd.handle}.rbwidth, hmd{myhmd.handle}.rbheight, hmd{myhmd.handle}.fovR] = PsychOculusVRCore1('GetFovTextureSize', myhmd.handle, 1, fov, varargin{6:end});
end
% Debug display of HMD output into onscreen window requested?
if isempty(strfind(basicRequirements, 'DebugDisplay')) && isempty(oldShieldingLevel)
% No. Set to be created onscreen window to be invisible:
oldShieldingLevel = Screen('Preference', 'WindowShieldingLevel', -1);
end
% HUD display requested?
if ~isempty(strfind(basicRequirements, 'HUD='))
% Yes. Set it:
hudmodestring = basicRequirements(strfind(basicRequirements, 'HUD='):end);
mode = sscanf(hudmodestring, 'HUD=%i');
PsychOculusVR1('SetHUDState', myhmd, mode);
end
% Use low precision timestamps if usercode requests them, because they can be
% computed with much lower overhead:
if ~isempty(strfind(basicRequirements, 'FastLowPrecisionTimestamps'))
hmd{myhmd.handle}.timestampHighPrecision = 0;
end
return;
end
if strcmpi(cmd, 'GetClientRenderingParameters')
myhmd = varargin{1};
varargout{1} = [hmd{myhmd.handle}.rbwidth, hmd{myhmd.handle}.rbheight];
% We need fast backing store support for imaging pipeline with virtual framebuffers,
% also output redirection for providing final output to us, instead of displaying
% into the standard onscreen window. The OculusVR 1.x runtime generates its own
% textures to be used as externally injected color buffer backing textures:
imagingMode = mor(kPsychNeedFastBackingStore, kPsychNeedFinalizedFBOSinks, kPsychUseExternalSinkTextures);
% Usercode wants a 16 bpc half-float rendering pipeline?
if ~isempty(strfind(hmd{myhmd.handle}.basicRequirements, 'Float16Display'))
% Request a 16 bpc float framebuffer from Psychtoolbox:
imagingMode = mor(imagingMode, kPsychNeed16BPCFloat);
else
% Standard RGBA8 images: Use sRGB format for rendering/blending/compositing/display:
imagingMode = mor(imagingMode, kPsychEnableSRGBRendering);
end
if ~strcmpi(hmd{myhmd.handle}.basicTask, 'Monoscopic')
% We must use stereomode 12, so we get separate draw buffers for left and
% right eye, and separate stream processing into our VR runtime provided
% separate backing textures / texture swap chains per eye, with all internal
% buffers at at least full VR compositor input resolution.
stereoMode = 12;
else
% Monoscopic presentation will do:
stereoMode = 0;
end
varargout{2} = imagingMode;
varargout{3} = stereoMode;
return;
end
if strcmpi(cmd, 'GetPanelFitterParameters')
% We don't need custom PanelFitter task for the v1.0+ Oculus SDK/Runtime:
varargout{1} = 0;
return;
end
% [winRect, ovrfbOverrideRect, ovrSpecialFlags] = PsychOculusVR1('OpenWindowSetup', hmd, screenid, winRect, ovrfbOverrideRect, ovrSpecialFlags);
if strcmpi(cmd, 'OpenWindowSetup')
myhmd = varargin{1};
screenid = varargin{2};
winRect = varargin{3};
ovrfbOverrideRect = varargin{4};
ovrSpecialFlags = varargin{5};
% The current design iteration requires the PTB parent onscreen windows
% effective backbuffer (from the pov of the imaging pipeline) to have the
% same size (width x height) as the renderbuffer for one eye, so enforce
% that constraint by setting ovrfbOverrideRect accordingly.
% Get required output buffer size:
clientRes = myhmd.driver('GetClientRenderingParameters', myhmd);
% Set as fbOverrideRect for window:
ovrfbOverrideRect = [0, 0, clientRes(1), clientRes(2)];
fprintf('PsychOculusVR1-Info: Overriding onscreen window framebuffer size to %i x %i pixels for use with VR-HMD direct output mode.\n', ...
clientRes(1), clientRes(2));
% As the onscreen window is not used for displaying on the HMD, but
% either not at all, or just for debug output, make it a regular GUI
% window, managed by the window manager, so user can easily get it out
% of the way:
ovrSpecialFlags = mor(ovrSpecialFlags, kPsychGUIWindow + kPsychGUIWindowWMPositioned);
% Skip all visual timing sync tests and calibrations, as display timing
% of the onscreen window doesn't matter, only the timing on the HMD direct
% output matters - and that can't be measured by our standard procedures:
Screen('Preference', 'SkipSyncTests', 2);
varargout{1} = winRect;
varargout{2} = ovrfbOverrideRect;
varargout{3} = ovrSpecialFlags;
return;
end
if strcmpi(cmd, 'GetEyeShiftVector')
myhmd = varargin{1};
if varargin{2} == 0
varargout{1} = hmd{myhmd.handle}.HmdToEyeViewOffsetLeft;
varargout{2} = hmd{myhmd.handle}.eyeShiftMatrix{1};
else
varargout{1} = hmd{myhmd.handle}.HmdToEyeViewOffsetRight;
varargout{2} = hmd{myhmd.handle}.eyeShiftMatrix{2};
end
return;
end
if strcmpi(cmd, 'Start') || strcmpi(cmd, 'Stop')
% Make sure the 'Start' and 'Stop' commands, which are mandatory to support
% for backwards compatibility (see PsychVRHMD), do absolutely nothing in this
% driver.
return;
end
if strcmpi(cmd, 'PerformPostWindowOpenSetup')
% Must have global GL constants:
if isempty(GL)
varargout{1} = 0;
warning('PTB internal error in PsychOculusVR1: GL struct not initialized?!?');
return;
end
% Oculus device handle:
myhmd = varargin{1};
handle = myhmd.handle;
% Onscreen window handle:
win = varargin{2};
winfo = Screen('GetWindowInfo', win);
hmd{handle}.StereoMode = winfo.StereoMode;
% Keep track of window handle of associated onscreen window:
hmd{handle}.win = win;
% Restore shielding level for new windows after "our" onscreen window is now open:
if ~isempty(oldShieldingLevel)
Screen('Preference', 'WindowShieldingLevel', oldShieldingLevel);
oldShieldingLevel = [];
end
% Set override window parameters with pixel size (color depth) and refresh
% interval in seconds as provided by the VR runtime:
Screen('HookFunction', win, 'SetWindowBackendOverrides', [], 24, hmd{handle}.videoRefreshDuration);
% Need to know user selected clearcolor:
clearcolor = varargin{3};
% Compute effective size of per-eye input buffer for undistortion render.
% The input buffers for undistortion are the finalizedDrawbufferFBO's, ie.
% the final output buffers of Psychtoolbox imaging pipeline.
% This means [inputWidth, inputHeight] == [rbwidth, rbheight].
hmd{handle}.inputWidth = hmd{handle}.rbwidth;
hmd{handle}.inputHeight = hmd{handle}.rbheight;
% Query undistortion parameters for left eye view:
[hmd{handle}.rbwidth, hmd{handle}.rbheight, vx, vy, vw, vh, ptx, pty, hsx, hsy, hsz] = PsychOculusVRCore1('GetUndistortionParameters', handle, 0, hmd{handle}.inputWidth, hmd{handle}.inputHeight, hmd{handle}.fovL);
hmd{handle}.viewportLeft = [vx, vy, vw, vh];
hmd{handle}.PixelsPerTanAngleAtCenterLeft = [ptx, pty];
hmd{handle}.HmdToEyeViewOffsetLeft = [hsx, hsy, hsz];
% Query parameters for right eye view:
[hmd{handle}.rbwidth, hmd{handle}.rbheight, vx, vy, vw, vh, ptx, pty, hsx, hsy, hsz] = PsychOculusVRCore1('GetUndistortionParameters', handle, 1, hmd{handle}.inputWidth, hmd{handle}.inputHeight, hmd{handle}.fovR);
hmd{handle}.viewportRight = [vx, vy, vw, vh];
hmd{handle}.PixelsPerTanAngleAtCenterRight = [ptx, pty];
hmd{handle}.HmdToEyeViewOffsetRight = [hsx, hsy, hsz];
% Convert head to eye shift vectors into 4x4 matrices, as we'll need
% them frequently:
EyeT = diag([1 1 1 1]);
EyeT(1:3, 4) = hmd{handle}.HmdToEyeViewOffsetLeft';
hmd{handle}.eyeShiftMatrix{1} = EyeT;
EyeT = diag([1 1 1 1]);
EyeT(1:3, 4) = hmd{handle}.HmdToEyeViewOffsetRight';
hmd{handle}.eyeShiftMatrix{2} = EyeT;
% Create texture swap chains to provide textures to be used for
% frame submission to the VR compositor:
if ~isempty(strfind(hmd{myhmd.handle}.basicRequirements, 'Float16Display'))
% Linear RGBA16F half-float textures as target framebuffers:
floatFlag = 1;
else
% sRGB RGBA8 textures as target framebuffers:
floatFlag = 0;
end
% Left eye / mono chain:
[width, height, numTextures] = PsychOculusVRCore1('CreateRenderTextureChain', hmd{handle}.handle, 0, hmd{handle}.inputWidth, hmd{handle}.inputHeight, floatFlag);
% Create 2nd chain for right eye in stereo mode:
if winfo.StereoMode > 0
if winfo.StereoMode ~=12
sca;
error('Invalid Screen() StereoMode in use for OculusVR HMD! Must be 12 or 0.');
end
[width, height, numTextures] = PsychOculusVRCore1('CreateRenderTextureChain', hmd{handle}.handle, 1, hmd{handle}.inputWidth, hmd{handle}.inputHeight, floatFlag);
end
% Query currently bound finalizedFBO backing textures, to keep them around as
% backups for restoration when closing down the session:
[hmd{handle}.oldglLeftTex, hmd{handle}.oldglRightTex, textarget, texformat, texmultisample, texwidth, texheight] = Screen('Hookfunction', win, 'GetDisplayBufferTextures');
if (textarget ~= GL.TEXTURE_2D) || (texformat ~= GL.RGBA8 && texformat ~= GL.RGBA16F) || (texmultisample ~= 0)
sca;
error('Invalid Screen() backing textures required. Non-matching texture target, format or multisample setting.');
end
if (texwidth ~= width) || (texheight ~= height)
sca;
error('Invalid Screen() backing textures required. Non-matching width x height.');
end
if hmd{handle}.oldglRightTex == 0
hmd{handle}.oldglRightTex = [];
end
% Get and clear all backing textures from the VR compositor:
clearvalues = ones(4, texwidth, texheight, 'single');
for i=1:numTextures
% Get backing textures provided by the textures swap chains of the OculusVR compositor
% and clear them to black color by zero-filling:
texLeft = PsychOculusVRCore1('GetNextTextureHandle', hmd{handle}.handle, 0);
glBindTexture(textarget, texLeft);
glTexSubImage2D(textarget, 0, 0, 0, texwidth, texheight, GL.RGBA, GL.FLOAT, clearvalues);
if winfo.StereoMode > 0
texRight = PsychOculusVRCore1('GetNextTextureHandle', hmd{handle}.handle, 1);
glBindTexture(textarget, texRight);
glTexSubImage2D(textarget, 0, 0, 0, texwidth, texheight, GL.RGBA, GL.FLOAT, clearvalues);
else
texRight = [];
end
glBindTexture(textarget, 0);
% Execute VR Present: Submit just unbound textures, start render/warp/presentation
% on HMD at next possible point in time:
PsychOculusVRCore1('EndFrameRender', hmd{handle}.handle, 0);
PsychOculusVRCore1('PresentFrame', hmd{handle}.handle, 0, -1);
end
clear clearvalues;
if ~isempty(strfind(hmd{myhmd.handle}.basicTask, 'Tracked3DVR'))
% 3D head tracked VR rendering task: Start tracking as a convenience:
PsychOculusVRCore1('Start', handle);
else
% No 3D head tracked closed-loop mode: Kick off the presenter thread via
% this 'Start' -> 'Stop' sequence:
PsychOculusVRCore1('Start', handle);
PsychOculusVRCore1('Stop', handle);
end
Screen('GetWindowInfo', win);
% Get first textures for actual use in PTB's imaging pipeline:
texLeft = PsychOculusVRCore1('GetNextTextureHandle', hmd{handle}.handle, 0);
if hmd{handle}.StereoMode > 0
texRight = PsychOculusVRCore1('GetNextTextureHandle', hmd{handle}.handle, 1);
else
texRight = [];
end
% Assign them to Screen():
Screen('Hookfunction', win, 'SetDisplayBufferTextures', '', texLeft, texRight);
% Go back to user requested clear color, now that all our buffers
% are cleared to black:
Screen('FillRect', win, clearcolor);
% Store true size of onscreen window as mirrorWidth x mirrorHeight:
winGRect = Screen('GlobalRect', win);
hmd{handle}.mirrorWidth = RectWidth(winGRect);
hmd{handle}.mirrorHeight = RectHeight(winGRect);
% Debug display of HMD output into onscreen window requested?
if ~isempty(strfind(hmd{handle}.basicRequirements, 'DebugDisplay'))
% Yes. Create OpenGL mirror texture which receives VR compositor images:
hmd{handle}.mirrorTexture = PsychOculusVRCore1('CreateMirrorTexture', hmd{handle}.handle, hmd{handle}.panelXRes, hmd{handle}.panelYRes);
else
hmd{handle}.mirrorTexture = 0;
end
% Need to call the PsychOculusVR1(0) callback at each Screen('Flip') to get the
% imaging pipelines post-processed final output frames for left/right eye and commit
% them to the VR-Compositors texture swap-chain(s), then setting up new target textures
% as buffers for next cycle. This happens at the end of preflip operations, as part of
% the implicit 'DrawingFinished':
cmdString = sprintf('PsychOculusVR1(0, %i, IMAGINGPIPE_FLIPTWHEN, IMAGINGPIPE_FLIPVBLSYNCLEVEL);', handle);
if winfo.StereoMode > 0
% In stereo mode we also need to detach the left eye texture as commit prep:
%detachCmd = 'glFramebufferTexture2D(36160, 36064, 3553, 0, 0);';
%Screen('Hookfunction', win, 'AppendMFunction', 'LeftFinalizerBlitChain', 'OculusVR left texture detach Operation', detachCmd);
%Screen('Hookfunction', win, 'Enable', 'LeftFinalizerBlitChain');
% In stereo mode, use right finalizer chain for right texture detach and both textures commit, as it executes last:
Screen('Hookfunction', win, 'AppendMFunction', 'RightFinalizerBlitChain', 'OculusVR Stereo commit Operation', cmdString);
Screen('Hookfunction', win, 'Enable', 'RightFinalizerBlitChain');
else
% In mono mode, use left finalizer chain for texture detach and commit, as it executes only - and therefore last:
Screen('Hookfunction', win, 'AppendMFunction', 'LeftFinalizerBlitChain', 'OculusVR Mono commit Operation', cmdString);
Screen('Hookfunction', win, 'Enable', 'LeftFinalizerBlitChain');
end
% Need to call the PsychOculusVR1(1) callback at each Screen('Flip') to submit the
% output frames to the VR-Compositor for presentation on the HMD asap. This gets
% called immediately before an OpenGL bufferswap (if any) + timestamping + validation
% will happen, iow. at t >= tWhen for Screen('Flip', win, tWhen);
% It is supposed to block until image presentation on the HMD has happened, and to
% inject proper Present timestamps for 'Flip':
% TODO FIXME: Nope, change of strategy: We set the kPsychSkipWaitForFlipOnce flag in
% 'EndFrameRender', so PreSwapbuffersOperations does not wait until tWhen, but executes
% immediately. We pass in the tWhen timestamp to this fast-path callback, which will pass
% it on to 'PresentFrame', and then it is the job of the PsychOculusVRCore1 drivers thread
% to wait until the right moment to submit the new frame to the VR compositor. This allows
% to use a single-threaded presentation model, where the single thread busy-waits until the
% right point in time. We retain the ability to 'Flip' as fast as possible for closed-loop
% tracked VR presentation, and the ability to do timed open-loop presentation with 'tWhen'
% target times, and avoid all the multi-threading misery the Oculus runtime brings to us.
% Downside is the inability to avoid the sandclock warning if usercode truly does not execute
% any Flip's for more than a second, but this has to do as a stepping stone for now:
cmdString = sprintf('PsychOculusVR1(1, %i, IMAGINGPIPE_FLIPTWHEN);', handle);
Screen('Hookfunction', win, 'AppendMFunction', 'PreSwapbuffersOperations', 'OculusVR Present Operation', cmdString);
Screen('Hookfunction', win, 'Enable', 'PreSwapbuffersOperations');
% Attach shutdown procedure on onscreen window close:
cmdString = sprintf('PsychOculusVR1(2, %i);', handle);
Screen('Hookfunction', win, 'PrependMFunction', 'CloseOnscreenWindowPreGLShutdown', 'OculusVR cleanup', cmdString);
Screen('Hookfunction', win, 'Enable', 'CloseOnscreenWindowPreGLShutdown');
% Does usercode request auto-closing the HMD or driver when the onscreen window is closed?
if hmd{handle}.autoclose > 0
% Attach a window close callback for Device teardown at window close time:
if hmd{handle}.autoclose == 2
% Shutdown driver completely:
Screen('Hookfunction', win, 'AppendMFunction', 'CloseOnscreenWindowPreGLShutdown', 'Shutdown window callback into PsychOculusVR1 driver.', 'PsychOculusVR1(''Close'');');
else
% Only close this HMD:
Screen('Hookfunction', win, 'PrependMFunction', 'CloseOnscreenWindowPreGLShutdown', 'Shutdown window callback into PsychOculusVR1 driver.', sprintf('PsychOculusVR1(''Close'', %i);', handle));
end
Screen('HookFunction', win, 'Enable', 'CloseOnscreenWindowPreGLShutdown');
end
% Return success result code 1:
varargout{1} = 1;
return;
end
% 'cmd' so far not dispatched? Let's assume it is a command
% meant for PsychOculusVRCore1:
if (length(varargin) >= 1) && isstruct(varargin{1})
myhmd = varargin{1};
handle = myhmd.handle;
[ varargout{1:nargout} ] = PsychOculusVRCore1(cmd, handle, varargin{2:end});
else
[ varargout{1:nargout} ] = PsychOculusVRCore1(cmd, varargin{:});
end
return;
end
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