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Added a VR teleporter tutorial in Python & Lua.
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# Display a scene in VR with VR controllers | ||
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import harfang as hg | ||
import sys | ||
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hg.InputInit() | ||
hg.WindowSystemInit() | ||
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res_x, res_y = 1280, 720 | ||
win = hg.RenderInit("Harfang - OpenVR Scene", res_x, res_y, hg.RF_VSync | hg.RF_MSAA4X) | ||
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hg.AddAssetsFolder("resources_compiled") | ||
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pipeline = hg.CreateForwardPipeline() | ||
res = hg.PipelineResources() | ||
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render_data = hg.SceneForwardPipelineRenderData() # this object is used by the low-level scene rendering API to share view-independent data with both eyes | ||
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# OpenVR initialization | ||
if not hg.OpenVRInit(): | ||
sys.exit() | ||
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vr_left_fb = hg.OpenVRCreateEyeFrameBuffer(hg.OVRAA_MSAA4x) | ||
vr_right_fb = hg.OpenVRCreateEyeFrameBuffer(hg.OVRAA_MSAA4x) | ||
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# Create models | ||
vtx_layout = hg.VertexLayoutPosFloatNormUInt8() | ||
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cube_mdl = hg.CreateCubeModel(vtx_layout, 1, 1, 1) | ||
cube_ref = res.AddModel('cube', cube_mdl) | ||
controller_mdl = hg.CreateCubeModel(vtx_layout, 0.1, 0.1, 0.1) | ||
controller_ref = res.AddModel('controller', controller_mdl) | ||
ground_mdl = hg.CreateCubeModel(vtx_layout, 50, 0.01, 50) | ||
ground_ref = res.AddModel('ground', ground_mdl) | ||
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# Load shader | ||
prg_ref = hg.LoadPipelineProgramRefFromAssets('core/shader/pbr.hps', res, hg.GetForwardPipelineInfo()) | ||
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# Create materials | ||
def create_material(ubc, orm): | ||
mat = hg.Material() | ||
hg.SetMaterialProgram(mat, prg_ref) | ||
hg.SetMaterialValue(mat, "uBaseOpacityColor", ubc) | ||
hg.SetMaterialValue(mat, "uOcclusionRoughnessMetalnessColor", orm) | ||
return mat | ||
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# Create scene | ||
scene = hg.Scene() | ||
scene.canvas.color = hg.Color(255 / 255, 255 / 255, 217 / 255, 1) | ||
scene.environment.ambient = hg.Color(15 / 255, 12 / 255, 9 / 255, 1) | ||
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lgt = hg.CreateSpotLight(scene, hg.TransformationMat4(hg.Vec3(-8, 4, -5), hg.Vec3(hg.Deg(19), hg.Deg(59), 0)), 0, hg.Deg(5), hg.Deg(30), hg.Color.White, hg.Color.White, 10, hg.LST_Map, 0.0001) | ||
back_lgt = hg.CreatePointLight(scene, hg.TranslationMat4(hg.Vec3(2.4, 1, 0.5)), 10, hg.Color(94 / 255, 255 / 255, 228 / 255, 1), hg.Color(94 / 255, 1, 228 / 255, 1), 0) | ||
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mat_cube = create_material(hg.Vec4(255 / 255, 230 / 255, 20 / 255, 1), hg.Vec4(1, 0.658, 0., 1)) | ||
hg.CreateObject(scene, hg.TransformationMat4(hg.Vec3(0, 0.5, 0), hg.Vec3(0, hg.Deg(70), 0)), cube_ref, [mat_cube]) | ||
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mat_ground = create_material(hg.Vec4(255 / 255, 120 / 255, 147 / 255, 1), hg.Vec4(1, 1, 0.1, 1)) | ||
hg.CreateObject(scene, hg.TranslationMat4(hg.Vec3(0, 0, 0)), ground_ref, [mat_ground]) | ||
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# Setup 2D rendering to display eyes textures | ||
quad_layout = hg.VertexLayout() | ||
quad_layout.Begin().Add(hg.A_Position, 3, hg.AT_Float).Add(hg.A_TexCoord0, 3, hg.AT_Float).End() | ||
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quad_model = hg.CreatePlaneModel(quad_layout, 1, 1, 1, 1) | ||
quad_render_state = hg.ComputeRenderState(hg.BM_Alpha, hg.DT_Disabled, hg.FC_Disabled) | ||
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eye_t_size = res_x / 2.5 | ||
eye_t_x = (res_x - 2 * eye_t_size) / 6 + eye_t_size / 2 | ||
quad_matrix = hg.TransformationMat4(hg.Vec3(0, 0, 0), hg.Vec3(hg.Deg(90), hg.Deg(0), hg.Deg(0)), hg.Vec3(eye_t_size, 1, eye_t_size)) | ||
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tex0_program = hg.LoadProgramFromAssets("shaders/sprite") | ||
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quad_uniform_set_value_list = hg.UniformSetValueList() | ||
quad_uniform_set_value_list.clear() | ||
quad_uniform_set_value_list.push_back(hg.MakeUniformSetValue("color", hg.Vec4(1, 1, 1, 1))) | ||
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quad_uniform_set_texture_list = hg.UniformSetTextureList() | ||
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# VR controllers handler | ||
controllers = {} | ||
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def update_controllers(): | ||
global controllers | ||
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vr_controller_names = hg.GetVRControllerNames() | ||
for n in vr_controller_names: | ||
if n not in controllers: | ||
controller = hg.VRController(n) | ||
controllers[n] = {"input": controller, "world": hg.Mat4()} | ||
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controller = controllers[n]["input"] | ||
controller.Update() | ||
if controller.IsConnected(): | ||
controller_mat = controller.World() | ||
controllers[n]["world"] = controller_mat | ||
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if "node" not in controllers[n]: | ||
pos = hg.GetT(controller_mat) | ||
mat_cube_controller = create_material(hg.Vec4(0, 1, 0, 1), hg.Vec4(1, 0.658, 0., 1)) | ||
controllers[n]["node"] = hg.CreateObject(scene, hg.TransformationMat4(pos, hg.Vec3(0, 0, 0)), controller_ref, [mat_cube_controller]) | ||
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if not controllers[n]["node"].IsEnabled(): | ||
controllers[n]["node"].Enable() | ||
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controllers[n]["node"].GetTransform().SetWorld(controllers[n]["world"]) | ||
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if controller.Down(hg.VRCB_Axis1): | ||
hg.SetMaterialValue(controllers[n]["node"].GetObject().GetMaterial(0), "uBaseOpacityColor", hg.Vec4(1,0,0,1)) | ||
else: | ||
hg.SetMaterialValue(controllers[n]["node"].GetObject().GetMaterial(0), "uBaseOpacityColor", hg.Vec4(0,1,0,1)) | ||
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else: | ||
if "node" in controllers[n]: | ||
if controllers[n]["node"].IsEnabled(): | ||
controllers[n]["node"].Disable() | ||
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# Main loop | ||
while not hg.ReadKeyboard().Key(hg.K_Escape): | ||
dt = hg.TickClock() | ||
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update_controllers() | ||
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scene.Update(dt) | ||
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actor_body_mtx = hg.TransformationMat4(hg.Vec3(-1.3, .45, -2), hg.Vec3(0, 0, 0)) | ||
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vr_state = hg.OpenVRGetState(actor_body_mtx, 0.01, 1000) | ||
left, right = hg.OpenVRStateToViewState(vr_state) | ||
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vid = 0 # keep track of the next free view id | ||
passId = hg.SceneForwardPipelinePassViewId() | ||
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# Prepare view-independent render data once | ||
vid, passId = hg.PrepareSceneForwardPipelineCommonRenderData(vid, scene, render_data, pipeline, res, passId) | ||
vr_eye_rect = hg.IntRect(0, 0, vr_state.width, vr_state.height) | ||
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# Prepare the left eye render data then draw to its framebuffer | ||
vid, passId = hg.PrepareSceneForwardPipelineViewDependentRenderData(vid, left, scene, render_data, pipeline, res, passId) | ||
vid, passId = hg.SubmitSceneToForwardPipeline(vid, scene, vr_eye_rect, left, pipeline, render_data, res, vr_left_fb.GetHandle()) | ||
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# Prepare the right eye render data then draw to its framebuffer | ||
vid, passId = hg.PrepareSceneForwardPipelineViewDependentRenderData(vid, right, scene, render_data, pipeline, res, passId) | ||
vid, passId = hg.SubmitSceneToForwardPipeline(vid, scene, vr_eye_rect, right, pipeline, render_data, res, vr_right_fb.GetHandle()) | ||
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# Display the VR eyes texture to the backbuffer | ||
hg.SetViewRect(vid, 0, 0, res_x, res_y) | ||
vs = hg.ComputeOrthographicViewState(hg.TranslationMat4(hg.Vec3(0, 0, 0)), res_y, 0.1, 100, hg.ComputeAspectRatioX(res_x, res_y)) | ||
hg.SetViewTransform(vid, vs.view, vs.proj) | ||
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quad_uniform_set_texture_list.clear() | ||
quad_uniform_set_texture_list.push_back(hg.MakeUniformSetTexture("s_tex", hg.OpenVRGetColorTexture(vr_left_fb), 0)) | ||
hg.SetT(quad_matrix, hg.Vec3(eye_t_x, 0, 1)) | ||
hg.DrawModel(vid, quad_model, tex0_program, quad_uniform_set_value_list, quad_uniform_set_texture_list, quad_matrix, quad_render_state) | ||
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quad_uniform_set_texture_list.clear() | ||
quad_uniform_set_texture_list.push_back(hg.MakeUniformSetTexture("s_tex", hg.OpenVRGetColorTexture(vr_right_fb), 0)) | ||
hg.SetT(quad_matrix, hg.Vec3(-eye_t_x, 0, 1)) | ||
hg.DrawModel(vid, quad_model, tex0_program, quad_uniform_set_value_list, quad_uniform_set_texture_list, quad_matrix, quad_render_state) | ||
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hg.Frame() | ||
hg.OpenVRSubmitFrame(vr_left_fb, vr_right_fb) | ||
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hg.UpdateWindow(win) | ||
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hg.DestroyForwardPipeline(pipeline) | ||
hg.RenderShutdown() | ||
hg.DestroyWindow(win) |
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