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function VRInputStuffTest(withHapticFeedback, withMTStressTest, specialReqs, refSpace, withGazeTracking, withHandTracking)
% VRInputStuffTest([withHapticFeedback=0][, withMTStressTest=0][, specialReqs='DebugDisplay'][, refSpace][, withGazeTracking=0][, withHandTracking=0])
%
% 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.
%
% If the optional parameter 'withHapticFeedback' is set to 1, then also
% exercises the haptic feedback functionality of any of the left and right
% hand controllers, if the A/B or X/Y buttons are pressed for low/high
% frequency rumble on right or left controller. Haptic feedback is not
% exercised by default, as it empties the controllers batteries relatively
% fast.
%
% The optional parameter 'withMTStressTest' if set to 1 will test
% single-threading to multi-threading switching on the fly. Multi-threaded
% mode is less efficient, more prone to skipped deadlines or lower
% animation rates, but stabilizes visuals in 'Stop'ed 3D mode, and is
% needed on most OpenXR runtimes to get even a semblance of correct frame
% presentation timing and timestamping.
%
% The optional parameter 'specialReqs' allows to pass in extra
% basicRequirments into the driver. Meaningful keywords could be:
%
% ForceSize=1230x4560 = Enforce a per-eye image size of 1230x4560 pixels.
% Use2DViewsWhen3DStopped = Use different display mode for stopped 3D rendering.
% 2DViewDistMeters=2.1 = Enforce 2D views to be 2.1 meters away from the
% viewer, instead of the default of 1 meter. Allows scaling of 2D image
% views.
% DontCareAboutVisualGlitchesWhenStopped = Don't care about glitches when stopped.
% ForbidMultiThreading = Do not use multi-threaded presentation ever.
% DebugDisplay = Also show rendered stimuli on the experimenters monitor.
% This is the default.
%
% The optional parameter 'refSpace', if provided and non-zero, allows to
% select a specific OpenXR reference space under OpenXR. It is ignored
% under other drivers. The most interesting values are 1 for head locked, 2
% for a local reference space, and 3 for a stage reference space. 3 often
% enables additional goodies, but support for it is not mandatory for an
% OpenXR runtime, so selecting 3 could fail. However, so far 4 out of 4
% tested OpenXR runtimes on Linux and Windows did support the stage
% reference space, which provided a more natural coordinate system and also
% visualization of the "play area". The driver default is 2 for local, as
% that is always supported.
%
% The optional parameter 'withGazeTracking', if provided and non-zero, will
% enable some basic tests of eye gaze tracking with VR HMD's which support
% eye tracking. A setting of 1 will visualize the 2D gaze position, a setting of
% 2 will visualize a 3D gaze ray in addition.
%
% The optional parameter 'withHandTracking', if provided and non-zero, will
% enable some basic tests of hand tracking with VR hardware that supports hand
% tracking. A setting of 1 will visualize the measured hand joint locations.
%
% After a keypress (or Enter/Back 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 Oculus Rift CV-1 on Windows-10 and Linux, with the
% OculusVR v1 runtime on Windows, and with various OpenXR runtimes like
% Monado, OculusVR, SteamVR. Additionally tested with the Vive Wand
% controllers and builtin binocular eye gaze tracker of a HTC Vive Pro Eye.
% Constants for use in VR applications:
global OVR; %#ok<GVMIS>
% GL data structure needed for all OpenGL demos:
global GL; %#ok<GVMIS>
% No testing of haptic feedback by default, as it sucks up batteries a lot:
if nargin < 1 || isempty(withHapticFeedback)
withHapticFeedback = 0;
end
% No single/multi-threading stress test by default:
if nargin < 2 || isempty(withMTStressTest)
withMTStressTest = 0;
end
% Use DebugDisplay by default, if specialReqs omitted:
if nargin < 3 || isempty(specialReqs)
specialReqs = 'DebugDisplay';
end
% No specific reference space by default - Allow driver to do its thing:
if nargin < 4 || isempty(refSpace)
refSpace = 0;
end
% Disable test of eye gaze tracking by default:
if nargin < 5 || isempty(withGazeTracking)
withGazeTracking = 0;
end
if withGazeTracking
% Tell that eyetracking is desired:
specialReqs = [specialReqs ' Eyetracking '];
end
if nargin < 6 || isempty(withHandTracking)
withHandTracking = 0;
end
if withHandTracking
% Tell that hand tracking is desired:
specialReqs = [specialReqs ' Handtracking '];
end
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'));
PsychDebugWindowConfiguration;
% Open our fullscreen onscreen window with black background clear color:
PsychImaging('PrepareConfiguration');
% Request Head-tracked 3D mode and tell driver that we don't care about
% properly timed presentation or accurate/trustworthy stimulus onset
% timestamps. We use timestamps for simple performance tests, but they are
% not critical for our purpose.
% Optional: Use2DViewsWhen3DStopped DontCareAboutVisualGlitchesWhenStopped ForbidMultiThreading
hmd = PsychVRHMD('AutoSetupHMD', 'Tracked3DVR', ['NoTimingSupport NoTimestampingSupport ' specialReqs]);
if isempty(hmd)
fprintf('No VR HMDs connected. Game over!\n');
return;
end
[win, winRect] = PsychImaging('OpenWindow', screenid, [0 0 1]);
hmdinfo = PsychVRHMD('GetInfo', hmd);
if strcmpi(hmdinfo.type, 'OpenXR') && refSpace
% Select different reference space:
PsychOpenXR('ReferenceSpaceType', hmd, refSpace)
end
% OpenXR and Use2DViewsWhen3DStopped requested for stopped 3D rendering?
if strcmpi(hmdinfo.type, 'OpenXR') && ~isempty(strfind(specialReqs, 'Use2DViewsWhen3DStopped')) %#ok<STREMP>
% Set some default position for the 2D views that matches kleinerm's
% eyes well and provides matching imaging geometry between 3D
% projection layers and 2D quadviews, at least as tested with HTC Vive Pro Eye
% under SteamVR:
PsychVRHMD('View2DParameters', hmd, 0, [-0.098726, 0.000000, -1.000000]);
PsychVRHMD('View2DParameters', hmd, 1, [+0.098726, 0.000000, -1.000000]);
end
% Retrieve the initial settings for position and size for 2D quad views:
oldPositionL = PsychVRHMD('View2DParameters', hmd, 0);
oldPositionR = PsychVRHMD('View2DParameters', hmd, 1);
% Test of eye gaze tracking requested and eye tracking supported by this system?
if withGazeTracking && hmdinfo.eyeTrackingSupported
% Yes. Request gaze samples during calls to 'PrepareRender':
reqMask = 1 + 2 + 4;
else
% No. Disable any eye gaze tracking:
reqMask = 1 + 2;
withGazeTracking = 0;
end
if withHandTracking && hmdinfo.articulatedHandTrackingSupported
% Yes. Request hand tracker samples during calls to 'PrepareRender':
reqMask = reqMask + 8;
else
% No. Disable any hand tracking:
withHandTracking = 0;
end
clc;
% Mark our own tracking + rendering loop as stopped for initial section of test/demo:
PsychVRHMD('Stop', hmd);
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');
else
controllerTypes = 0;
end
if hmdinfo.hapticFeedbackSupported && ~withHapticFeedback
hmdinfo.hapticFeedbackSupported = 0;
fprintf('\nHaptic feedback supported but disabled, to conserve battery life.\n');
end
% Fetch play area / guardian boundaries:
[~, 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, sprintf('Press BackSpace key on keyboard, or Enter-Button or\nBack-Button on controller\n\n\nTime: %f', GetSecs), 'center', 'center', [1 1 0]);
Screen('Flip', win);
[~, ~, keycode] = KbCheck(-1);
if keycode(KbName('BackSpace'))
break;
end
% 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');
fprintf('Delta now - controller update time in msecs: %f\n\n', 1000 * (GetSecs - istate.Time));
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_MicMute)
fprintf('Button_MicMute ');
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
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 || withGazeTracking || withHandTracking
% 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);
% Mark our own tracking + rendering loop as started for remainder of test/demo,
% as from here on we do perform head tracking driven 3D rendering and presentation:
PsychVRHMD('Start', hmd);
% 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
if hmdinfo.VRControllersSupported
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);
oldPositionL(1) = oldPositionL(1) + 0.001 * istate.Thumbstick(1,2);
oldPositionR(1) = oldPositionR(1) - 0.001 * istate.Thumbstick(1,2);
end
% 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, possibly also
% eye gaze, depending on reqMask. 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, reqMask);
%fprintf('HMD state.tracked %i = Controller tracked %i : %i\n', state.tracked, state.handStatus(1), state.handStatus(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 ]);
glDisable(GL.LIGHTING);
% Clear color and depths buffers:
glClear;
% Visualize projection of guardian "walls" to the floor, if any are defined:
if ~isempty(outerboundsxyz)
% 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;
end
% Visualize 3D gaze direction if requested:
if (withGazeTracking >= 2) && (length(state.gazeStatus) >= renderPass + 1) && ...
(state.gazeStatus(renderPass + 1) >= 3)
% Draw a 15 meters long gaze-ray, using the gaze ray equation
% provided by gaze tracking, ie. global start position of the ray
% 'tv', corresponding to the the estimated optical center of the
% eye, and the gaze direction vector 'dv', along the optical axis /
% looking direction of that eye -- equivalent to the negative
% z-axis of the eye gaze reference frame:
tv = state.gazeRayGlobal{renderPass + 1}.gazeC;
dv = state.gazeRayGlobal{renderPass + 1}.gazeD;
glColor3f(1,0,1);
glBegin(GL.LINES);
glVertex3dv(tv);
vp = tv + dv * 15;
glVertex3dv(vp);
glEnd;
end
% Further rendering needs proper lighting:
glEnable(GL.LIGHTING);
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
% Skip hand controller visualization if hand tracking is enabled and this
% hand is tracked. We use hand tracking visualization instead in this case:
if withHandTracking && state.trackedHandStatus(hand)
continue;
end
% Position and orientation of hand tracked? Otherwise we don't show them:
if bitand(state.handStatus(hand), 3) == 3
% Yes: Lets visualize it:
% Have fallback if controller trigger and grip buttons unsupported:
if hmdinfo.VRControllersSupported
tr = istate.Trigger(hand);
di = istate.Grip(hand);
else
tr = 0.1;
di = 0;
end
glPushMatrix;
glMultMatrixd(state.globalHandPoseMatrix{hand});
glutSolidCone(0.1 * (1.1 - di), -0.4, 10, 10);
if tr > 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 - tr);
% 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
% Visualize tracked hand joints locations if withHandTracking:
if withHandTracking
glDisable(GL.LIGHTING);
% Iterate over both hands:
for hand = 1:2
% hand fully tracked? Otherwise we don't show it:
if state.trackedHandStatus(hand)
% Yes: Lets visualize all its tracked joint locations.
glColor3f(hand - 1, 1, 1);
for joint = find(state.trackedJoints(hand, :))
glPushMatrix;
glMultMatrixd(state.globalJointPoseMatrix{hand, joint});
glutSolidCube(state.trackedJointsRadius(hand, joint));
glPopMatrix;
end
end
end
end
% Manually disable 3D mode before switching to other eye or to flip:
Screen('EndOpenGL', win);
% Visualize tracked left-eye 2D gaze position in left-eye view, if any:
if withGazeTracking && (length(state.gazeStatus) >= renderPass + 1) && ...
(state.gazeStatus(renderPass + 1) >= 3)
Screen('DrawDots', win, state.gazePos{renderPass + 1}, 5, [1, 0, 0]);
end
% 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 && hmdinfo.VRControllersSupported
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
secs = GetSecs;
if hmdinfo.hapticFeedbackSupported && hmdinfo.VRControllersSupported && ...
istate.Buttons(OVR.Button_A) && (isempty(pulseEnd) || pulseEnd + 1 < secs)
pulseEnd = PsychVRHMD('HapticPulse', hmd, OVR.ControllerType_XBox, [], 0.25, 0.8);
KbReleaseWait;
end
if ~isempty(pulseEnd) && pulseEnd > secs
DrawFormattedText(win, sprintf('t = %f secs.', pulseEnd - secs), 'center', 'center');
end
% MT->ST->MT->... switching stress test, if enabled:
if withMTStressTest
% Apply horizontal deflection of right thumbstick to change
% x-position of the 2D quad views, to change required vergence in
% 'Stop' mode when 2D views are used:
oldPositionL = PsychVRHMD('View2DParameters', hmd, 0, oldPositionL);
oldPositionR = PsychVRHMD('View2DParameters', hmd, 1, oldPositionR);
if mod(fcount, 360) == 0
PsychVRHMD('Stop', hmd);
end
if mod(fcount, 360) == 180
PsychVRHMD('Start', hmd);
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:
fprintf('Final settings for 2D views positionL = [%f, %f, %f] positionR = [%f, %f, %f]\n\n', ...
oldPositionL(1), oldPositionL(2), oldPositionL(3), oldPositionR(1), oldPositionR(2), oldPositionR(3));
fps = fcount / (vbl - tstart);
fprintf('Average framerate was %f fps. Bye!\n', fps);
end
% Close windows, shutdown HMD, show cursor, general visual cleanup:
sca;
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