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 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641
|
function res = VRInputStuffTest
% VRInputStuffTest - Test input functionality related to VR devices.
%
% Tries to enumerate available controllers and other properties related to
% input. After any key press or controller button press, reports live state of
% buttons, sensors, triggers etc. of connected controllers. Also exercises the
% haptic feedback functionality if any of left and right touch controllers if
% the A/B or X/Y buttons are pressed for low/high frequency rumble on right or
% left touch controller. After a keypress or Home button press on the controller,
% visualizes tracked hand position and orientation of hand controllers and allows
% to do some nice visual effects based on trigger / grip button presses, thumbsticks
% movement etc.
%
% Tested with XBox controller, Oculus remote, and the two Oculus touch controllers
% of the Rift CV-1 on Windows-10 and Linux.
% Constants for use in VR applications:
global OVR;
% GL data structure needed for all OpenGL demos:
global GL;
canary = onCleanup(@sca);
% Setup unified keymapping and unit color range:
PsychDefaultSetup(2);
% Setup Psychtoolbox for OpenGL 3D rendering support and initialize the
% mogl OpenGL for Matlab/Octave wrapper:
InitializeMatlabOpenGL;
% Select screen with highest id as Oculus output display:
screenid = max(Screen('Screens'));
% Open our fullscreen onscreen window with black background clear color:
PsychImaging('PrepareConfiguration');
hmd = PsychVRHMD('AutoSetupHMD', 'Tracked3DVR', 'DebugDisplay');
if isempty(hmd)
fprintf('No VR HMDs connected. Game over!\n');
return;
end
PsychDebugWindowConfiguration;
[win, winRect] = PsychImaging('OpenWindow', screenid, [0 0 1]);
ifi = Screen('GetFlipInterval', win);
hmdinfo = PsychVRHMD('GetInfo', hmd);
clc;
if strcmpi(hmdinfo.subtype, 'Oculus-1')
fprintf('Properties of our subject:\n\n');
fprintf('Player height: %f\n', PsychOculusVR1('FloatProperty', hmd, OVR.KEY_PLAYER_HEIGHT));
fprintf('Player eye height: %f\n', PsychOculusVR1('FloatProperty', hmd, OVR.KEY_EYE_HEIGHT));
fprintf('Player neck-to-eye: %f\n', PsychOculusVR1('FloatsProperty', hmd, OVR.KEY_NECK_TO_EYE_DISTANCE));
fprintf('Player eye-to-nose: %f\n', PsychOculusVR1('FloatsProperty', hmd, OVR.KEY_EYE_TO_NOSE_DISTANCE));
% Suppress error output during username query, as these properties are often undefined and
% would spill pointless error messages:
oldverbosity = PsychOculusVR1('Verbosity', 0);
fprintf('User name: %s\n', PsychOculusVR1('StringProperty', hmd, OVR.KEY_USER, 'Hans'));
fprintf('Player name: %s\n', PsychOculusVR1('StringProperty', hmd, OVR.KEY_NAME, 'Mueller'));
PsychOculusVR1('Verbosity', oldverbosity);
fprintf('Player gender: %s\n', PsychOculusVR1('StringProperty', hmd, OVR.KEY_GENDER, OVR.KEY_DEFAULT_GENDER));
fprintf('\n\n');
end
if hmdinfo.VRControllersSupported
fprintf('\n\nConnected controllers:\n\n');
controllerTypes = PsychVRHMD('Controllers', hmd);
if bitand(controllerTypes, OVR.ControllerType_Remote)
fprintf('Remote control connected.\n');
end
if bitand(controllerTypes, OVR.ControllerType_XBox)
fprintf('XBox controller connected.\n');
end
if bitand(controllerTypes, OVR.ControllerType_LTouch)
fprintf('Left hand controller connected.\n');
end
if bitand(controllerTypes, OVR.ControllerType_RTouch)
fprintf('Right hand controller connected.\n');
end
fprintf('\n\n');
end
% Fetch play area / guardian boundaries:
[isVisible, playboundsxyz, outerboundsxyz] = PsychVRHMD('VRAreaBoundary', hmd);
fprintf('\n\nPress any key or controller button to continue. Will continue in 10 seconds automatically.\n');
DrawFormattedText(win, 'Press any key or controller button to continue. Will continue in 10 seconds automatically.', 'center', 'center', [1 1 0], 20);
Screen('Flip', win);
timeout = GetSecs + 10;
while 1
down = KbCheck(-1);
istate = PsychVRHMD('GetInputState', hmd, OVR.ControllerType_Active);
if any(istate.Buttons) || down || GetSecs > timeout
break;
end
end
KbReleaseWait(-1);
while any(istate.Buttons)
istate = PsychVRHMD('GetInputState', hmd, OVR.ControllerType_Active);
end
pulseEnd = 0;
while 1
WaitSecs('YieldSecs', 0.1);
clc;
% Show instructions in HMD on how to continue:
DrawFormattedText(win, 'Press BackSpace key on keyboard, or Enter-Button or\nBack-Button on controller', 'center', 'center', [1 1 0]);
Screen('Flip', win);
% Query and display all input state:
istate = PsychVRHMD('GetInputState', hmd, OVR.ControllerType_Active);
if ~istate.Valid
fprintf('No VR controller input available, possibly due to VR input focus loss.\n');
fprintf('Make sure our application has input focus and possibly that the HMD is on the users head.\n');
continue;
end
fprintf('Press Back button on remote control or other controllers, or Enter-Button on controller, or backspace key, to finish.\n\n');
disp(istate);
if istate.Buttons(OVR.Button_A)
fprintf('Button_A ');
end
if istate.Buttons(OVR.Button_B)
fprintf('Button_B ');
end
if istate.Buttons(OVR.Button_X)
fprintf('Button_X ');
end
if istate.Buttons(OVR.Button_Y)
fprintf('Button_Y ');
end
if istate.Buttons(OVR.Button_RThumb)
fprintf('Button_RThumb ');
end
if istate.Buttons(OVR.Button_RShoulder)
fprintf('Button_RShoulder ');
end
if istate.Buttons(OVR.Button_LThumb)
fprintf('Button_LThumb ');
end
if istate.Buttons(OVR.Button_LShoulder)
fprintf('Button_LShoulder ');
end
if istate.Buttons(OVR.Button_Up)
fprintf('Button_Up ');
end
if istate.Buttons(OVR.Button_Down)
fprintf('Button_Down ');
end
if istate.Buttons(OVR.Button_Left)
fprintf('Button_Left ');
end
if istate.Buttons(OVR.Button_Right)
fprintf('Button_Right ');
end
if istate.Buttons(OVR.Button_Enter)
fprintf('Button_Enter ');
end
if istate.Buttons(OVR.Button_Back)
fprintf('Button_Back ');
end
if istate.Buttons(OVR.Button_VolUp)
fprintf('Button_VolUp ');
end
if istate.Buttons(OVR.Button_VolDown)
fprintf('Button_VolDown ');
end
if istate.Buttons(OVR.Button_Home)
fprintf('Button_Home ');
end
if any(istate.Buttons(OVR.Button_RMask))
fprintf('Button_RMask ');
end
if any(istate.Buttons(OVR.Button_LMask))
fprintf('Button_LMask ');
end
if any(istate.Buttons(OVR.Button_Private))
fprintf('Button_Private ');
end
[~, ~, keycode] = KbCheck(-1);
if istate.Buttons(OVR.Button_Back) || istate.Buttons(OVR.Button_Enter) || keycode(KbName('BackSpace'))
break;
end
fprintf('\n');
% Oculus VR 1.11+ controlled VR setup?
if strcmpi(hmdinfo.subtype, 'Oculus-1')
% Get info about collisions of tracked devices with the VR play area boundaries:
[isTriggering, closestDistance, closestPointxyz, surfaceNormal] = PsychOculusVR1('TestVRBoundary', hmd, OVR.TrackedDevice_All, 0);
if isTriggering
fprintf('VR collision: closestDistance %f m, point [%f,%f,%f], normal [%f,%f,%f]\n', closestDistance, closestPointxyz(1), closestPointxyz(2), ...
closestPointxyz(3), surfaceNormal(1), surfaceNormal(2), surfaceNormal(3));
end
% Get info about collision of test point with the VR play area boundaries:
mypoint = [1, 2, 3];
[isTriggering, closestDistance, closestPointxyz, surfaceNormal] = PsychOculusVR1('TestVRBoundaryPoint', hmd, mypoint, 0);
if isTriggering
fprintf('VR mypoint collision: closestDistance %f m, point [%f,%f,%f], normal [%f,%f,%f]\n', closestDistance, closestPointxyz(1), closestPointxyz(2), ...
closestPointxyz(3), surfaceNormal(1), surfaceNormal(2), surfaceNormal(3));
end
end
if (istate.Buttons(OVR.Button_A) || istate.Buttons(OVR.Button_B)) && hmdinfo.hapticFeedbackSupported
if GetSecs < pulseEnd
% Pressed A before end of previously initiated pulse. Abort current pulse:
pulseEnd = PsychVRHMD('HapticPulse', hmd, OVR.ControllerType_RTouch, [], 0, 0);
else
% Initiate new pulse: 0.75 seconds, 25% or 100% frequency, 0.8 amplitude:
if istate.Buttons(OVR.Button_B)
pulseEnd = PsychVRHMD('HapticPulse', hmd, OVR.ControllerType_RTouch, 0.75, 1.0, 0.8);
else
pulseEnd = PsychVRHMD('HapticPulse', hmd, OVR.ControllerType_RTouch, 0.75, 0.25, 0.8);
end
% Debounce button:
WaitSecs('YieldSecs', 0.1);
end
end
if (istate.Buttons(OVR.Button_X) || istate.Buttons(OVR.Button_Y)) && hmdinfo.hapticFeedbackSupported
if GetSecs < pulseEnd
% Pressed A before end of previously initiated pulse. Abort current pulse:
pulseEnd = PsychVRHMD('HapticPulse', hmd, OVR.ControllerType_LTouch, [], 0, 0);
else
% Initiate new pulse: 0.75 seconds, 25% or 100% frequency, 0.8 amplitude:
if istate.Buttons(OVR.Button_Y)
pulseEnd = PsychVRHMD('HapticPulse', hmd, OVR.ControllerType_LTouch, 0.75, 1.0, 0.8);
else
pulseEnd = PsychVRHMD('HapticPulse', hmd, OVR.ControllerType_LTouch, 0.75, 0.25, 0.8);
end
% Debounce button:
WaitSecs('YieldSecs', 0.1);
end
end
if (istate.Buttons(OVR.Button_Up) || istate.Buttons(OVR.Button_Down)) && hmdinfo.hapticFeedbackSupported
if GetSecs < pulseEnd
% Pressed A before end of previously initiated pulse. Abort current pulse:
pulseEnd = PsychVRHMD('HapticPulse', hmd, OVR.ControllerType_XBox, [], 0, 0);
else
% Initiate new pulse: 0.75 seconds, 25% or 100% frequency, 0.8 amplitude:
if istate.Buttons(OVR.Button_Up)
pulseEnd = PsychVRHMD('HapticPulse', hmd, OVR.ControllerType_XBox, 0.75, 1.0, 0.8);
else
pulseEnd = PsychVRHMD('HapticPulse', hmd, OVR.ControllerType_XBox, 0.75, 0.25, 0.8);
end
% Debounce button:
WaitSecs('YieldSecs', 0.1);
end
end
end
while any(istate.Buttons)
istate = PsychVRHMD('GetInputState', hmd, OVR.ControllerType_Active);
end
% Part 3: Actual hand tracking and visualisation:
if hmdinfo.handTrackingSupported
% Number of fountain particles whose positions are computed on the GPU:
nparticles = 10000;
% Diameter of particles in pixels:
particleSize = 5;
% 'StartPosition' is the 3D position where all particles originate. It is
% faked to a position, so that the particles seem to originate from the
% teapots "nozzle":
% Lifetime for each simulated particle, is chosen so that there seems to be
% an infinite stream of particles, although the same particles are recycled
% over and over:
particlelifetime = 2;
% Amount of "flow": A value of 1 will create a continuous stream, whereas
% smaller value create bursts of particles:
flowfactor = 1;
% Load and setup the vertex shader for particle fountain animation:
shaderpath = [PsychtoolboxRoot 'PsychDemos/OpenGL4MatlabDemos/GLSLDemoShaders/ParticleSimple'];
glsl = LoadGLSLProgramFromFiles(shaderpath,1);
% Bind shader so it can be setup:
glUseProgram(glsl);
% Assign static 3D startposition for fountain at tip of nozzles:
StartPosition = [0, 0, -0.4];
glUniform3f(glGetUniformLocation(glsl, 'StartPosition'), StartPosition(1), StartPosition(2), StartPosition(3));
% Assign lifetime:
glUniform1f(glGetUniformLocation(glsl, 'LifeTime'), particlelifetime);
% Assign simulated gravity constant 'g' for proper trajectory:
glUniform1f(glGetUniformLocation(glsl, 'Acceleration'), 0.5);
% Done with setup:
glUseProgram(0);
% Assign random RGB colors to the particles: The shader will use these, but
% also assign an alpha value that makes the particles "fade out" at the end
% of there lifetime:
particlecolors = rand(3, nparticles);
% Maximum speed for particles:
maxspeed = 1.25;
% Per-component speed: We select these to shape the fountain in our wanted
% direction:
vxmax = 0.1 * maxspeed;
vymax = 0.1 * maxspeed;
vzmax = maxspeed;
% Assign random velocities in (vx,vy,vz) direction: Intervals chosen to
% shape the beam into something visually pleasing for a teapot:
particlesxyzt(1,:) = RandLim([1, nparticles], -vxmax, +vxmax); % Beam dispersion horizontal.
particlesxyzt(2,:) = RandLim([1, nparticles], -vymax, +vymax); % Beam dispersion vertical.
particlesxyzt(3,:) = RandLim([1, nparticles], -vzmax, -0.7 * vzmax); % Emission speed range.
% The w-component (4th dimension) encodes the birthtime of the particle. We
% assign random birthtimes within the possible particlelifetime to get a
% nice continuous stream of particles. Well, kind of: The flowfactor
% controls the "burstiness" of particle flow. A value of 1 will create a
% continous stream, whereas smaller values will create bursts of particles,
% as if the teapot is choking:
particlesxyzt(4,:) = RandLim([1, nparticles], 0.0, particlelifetime * flowfactor);
% Setup the OpenGL rendering context of the onscreen window for use by the
% OpenGL wrapper. After this command, all following OpenGL commands will
% draw into the onscreen window 'win':
Screen('BeginOpenGL', win);
% Set viewport properly:
glViewport(0, 0, RectWidth(winRect), RectHeight(winRect));
% Setup default drawing color to yellow (R,G,B)=(1,1,0). This color only
% gets used when lighting is disabled - if you comment out the call to
% glEnable(GL.LIGHTING).
glColor3f(1,1,0);
% Enable the first local light source GL.LIGHT_0.
glEnable(GL.LIGHT0);
% Enable alpha-blending for smooth dot drawing:
glEnable(GL.BLEND);
glBlendFunc(GL.SRC_ALPHA, GL.ONE_MINUS_SRC_ALPHA);
% Retrieve and set camera projection matrix for optimal rendering on the HMD:
[projMatrix{1}, projMatrix{2}] = PsychVRHMD('GetStaticRenderParameters', hmd);
% Setup modelview matrix: This defines the position, orientation and
% looking direction of the virtual camera:
glMatrixMode(GL.MODELVIEW);
glLoadIdentity;
% Set background clear color to 'black' (R,G,B,A)=(0,0,0,0):
glClearColor(0,0,0,0);
% Clear out the backbuffer: This also cleans the depth-buffer for
% proper occlusion handling: You need to glClear the depth buffer whenever
% you redraw your scene, e.g., in an animation loop. Otherwise occlusion
% handling will screw up in funny ways...
glClear;
% Enable lighting:
glEnable(GL.LIGHTING);
% Enable proper occlusion handling via depth tests:
glEnable(GL.DEPTH_TEST);
% Predraw the particles. Here particlesxyzt does not encode position, but
% speed -- this because our shader interprets positions as velocities!
gld = glGenLists(1);
glNewList(gld, GL.COMPILE);
moglDrawDots3D(win, particlesxyzt, particleSize, particlecolors, [], 1);
glEndList;
% Finish OpenGL rendering into PTB window. This will switch back to the
% standard 2D drawing functions of Screen and will check for OpenGL errors.
Screen('EndOpenGL', win);
% Make sure all keys are released:
KbReleaseWait;
% Realtime scheduling:
Priority(MaxPriority(win));
fcount = 0;
globalPos = [0, 0, 3];
heading = 0;
pulseEnd = [];
if ~bitand(controllerTypes, OVR.ControllerType_LTouch + OVR.ControllerType_RTouch)
[xc, yc] = RectCenter(winRect);
SetMouse(xc,yc, screenid);
[xo, yo] = GetMouse(screenid);
else
SetMouse(0, 0, screenid);
end
HideCursor(screenid);
% Initial flip to sync us to VBL and get start timestamp:
vbl = Screen('Flip', win);
tstart = vbl;
% VR render loop: Runs until keypress:
while ~KbCheck && ~(istate.Buttons(OVR.Button_Back) || istate.Buttons(OVR.Button_Enter))
if ~bitand(controllerTypes, OVR.ControllerType_LTouch + OVR.ControllerType_RTouch)
% Update global position (x,y,z) by mouse movement:
[xm, ym, buttons] = GetMouse(screenid);
if ~any(buttons)
% x-movement:
dx = (xm - xo);
globalPos(1) = globalPos(1) + 0.005 * dx;
% y-movement:
dy = (yo - ym);
globalPos(2) = globalPos(2) + 0.005 * dy;
else
if buttons(1)
% z-movement:
dz = (ym - yo);
globalPos(3) = globalPos(3) + 0.005 * dz;
end
if buttons(2)
% Heading, ie. looking direction:
dh = (xm - xo);
heading = heading + 0.01 * dh;
end
end
% Reposition mouse cursor for next render cycle:
SetMouse(xc,yc, screenid);
[xo, yo] = GetMouse(screenid);
end
% Allow to use thumbsticks, if any, to move the teapot:
if istate.Buttons(OVR.Button_LThumb) || istate.Buttons(OVR.Button_RThumb)
thumbmult = 0.05;
else
thumbmult = 0.005;
end
globalPos(1) = globalPos(1) - thumbmult * istate.Thumbstick(1,1);
globalPos(2) = globalPos(2) - thumbmult * istate.Thumbstick(2,1);
globalPos(3) = globalPos(3) + thumbmult * istate.Thumbstick(2,2);
% Compute a transformation matrix to globally position and orient the
% observer in the scene. This allows mouse control of observer position
% and heading on top of the head tracking:
globalHeadPose = PsychGetPositionYawMatrix(globalPos, heading);
% Track and predict head + hands position and orientation, retrieve modelview
% camera matrices for rendering of each eye. Apply some global transformation
% to returned camera matrices. In this case a translation + rotation, as defined
% by the PsychGetPositionYawMatrix() helper function:
state = PsychVRHMD('PrepareRender', hmd, globalHeadPose, 1+2);
% Get controller input state, buttons, triggers etc.:
istate = PsychVRHMD('GetInputState', hmd, OVR.ControllerType_Active);
% We render the scene separately for each eye:
for renderPass = 0:1
% Selected 'view' to render (left- or right-eye):
Screen('SelectStereoDrawbuffer', win, renderPass);
% Extract modelView matrix for this renderPass's eye:
modelView = state.modelView{renderPass + 1};
% Manually reenable 3D mode in preparation of eye draw cycle:
Screen('BeginOpenGL', win);
% Set per-eye projection matrix: This defines a perspective projection,
% corresponding to the model of a pin-hole camera - which is a good
% approximation of the human eye and of standard real world cameras --
% well, the best aproximation one can do with 2 lines of code ;-)
glMatrixMode(GL.PROJECTION);
glLoadMatrixd(projMatrix{renderPass+1});
% Setup camera position and orientation for this eyes view:
glMatrixMode(GL.MODELVIEW);
glLoadMatrixd(modelView);
% Light position:
glLightfv(GL.LIGHT0,GL.POSITION,[ 1 2 3 0 ]);
% Clear color and depths buffers:
glClear;
% Visualize projection of guardian "walls" to the floor, if any are defined:
if ~isempty(outerboundsxyz)
glDisable(GL.LIGHTING);
% Change color of guardian lines, depending if guardian grid visible or not:
if PsychVRHMD('VRAreaBoundary', hmd);
glColor3f(1.0, 0.0, 0.0);
else
glColor3f(1.0, 1.0, 0.0);
end
% Outer bounds - hard walls:
glBegin(GL.LINE_LOOP);
for i = 1:size(outerboundsxyz, 2)
glVertex3dv(outerboundsxyz(:, i) + globalPos');
end
glEnd;
% Inner play area - a rectangle inscribed to the outer bounds:
glBegin(GL.LINE_LOOP);
for i = 1:size(playboundsxyz , 2)
glVertex3dv(playboundsxyz(:, i) + globalPos');
end
glEnd;
glEnable(GL.LIGHTING);
end
glPushMatrix;
% Compute simulation time for this draw cycle:
telapsed = vbl - tstart;
% Bring a bit of extra spin into this :-)
glRotated(10 * telapsed, 0, 1, 0);
glRotated(5 * telapsed, 1, 0, 0);
% Draw a solid teapot of size 1.0:
glutSolidTeapot(1);
% Done drawing the mighty teapot:
glPopMatrix;
% Visualize users hands / hand controllers:
for hand = 1:2
% Position and orientation of hand tracked? Otherwise we don't show them:
if state.handStatus(hand) == 3
% Yes: Lets visualize it:
glPushMatrix;
glMultMatrixd(state.globalHandPoseMatrix{hand});
glutSolidCone(0.1 * (1.1 - istate.Grip(hand)), -0.4, 10, 10);
if istate.Trigger(hand) > 0.015
% Draw the particle fountain. We use a vertex shader in the shader
% program glsl to compute the physics:
glUseProgram(glsl);
% Assign updated simulation time to shader:
glUniform1f(glGetUniformLocation(glsl, 'Time'), telapsed);
% Assign simulated gravity constant 'g' for proper trajectory:
glUniform1f(glGetUniformLocation(glsl, 'Acceleration'), 1 - istate.Trigger(hand));
% Draw the particles: We have preencoded them into a OpenGL display list
% above for higher performance of drawing:
glCallList(gld);
% Done with shaded drawing:
glUseProgram(0);
end
glPopMatrix;
end
end
% Manually disable 3D mode before switching to other eye or to flip:
Screen('EndOpenGL', win);
% Repeat for renderPass of other eye:
end
% Head position tracked?
if ~bitand(state.tracked, 2)
% Nope, user out of cameras view frustum. Tell it like it is:
DrawFormattedText(win, 'Vision based tracking lost\nGet back into the cameras field of view!', 'center', 'center', [1 0 0]);
end
if hmdinfo.hapticFeedbackSupported
if (istate.Grip(1) > 0.5 || istate.Grip(2) > 0.5) && isempty(pulseEnd)
% Initiate new pulse: 0.75 seconds, 25% or 100% frequency, 0.8 amplitude:
if istate.Grip(2) > 0.5
controller = OVR.ControllerType_RTouch;
else
controller = OVR.ControllerType_LTouch;
end
PsychVRHMD('HapticPulse', hmd, controller, [], 0.25, 0.8);
% Set end time for pulse:
pulseEnd = GetSecs + 0.75;
elseif GetSecs > pulseEnd
% End current pulse:
pulseEnd = [];
PsychVRHMD('HapticPulse', hmd, OVR.ControllerType_RTouch, [], 0, 0);
end
end
% Stimulus ready. Show it on the HMD. We don't clear the color buffer here,
% as this is done in the next iteration via glClear() call anyway:
vbl = Screen('Flip', win, [], 1);
fcount = fcount + 1;
end
% Cleanup:
Priority(0);
% Stats for nerds:
fps = fcount / (vbl - tstart);
fprintf('Average framerate was %f fps. Bye!\n', fps);
end
% Close windows, shutdown HMD, show cursor, general visual cleanup:
sca;
|