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Added the Python/Lua/Go `XR` samples. Fixed the vertex layout of the `render to texture` sample.
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package main | ||
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/* | ||
#include <stdint.h> | ||
extern void update_controllersCallback(uintptr); | ||
extern uint16_t draw_sceneCallback(uintptr, uintptr, uintptr, uintptr); | ||
*/ | ||
import "C" | ||
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import ( | ||
"unsafe" | ||
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hg "github.com/harfang3d/harfang-go/v3" | ||
) | ||
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var ( | ||
prg_ref *hg.PipelineProgramRef | ||
scene *hg.Scene | ||
render_data *hg.SceneForwardPipelineRenderData | ||
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pipeline *hg.ForwardPipeline | ||
res *hg.PipelineResources | ||
) | ||
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// Create materials | ||
func create_material(ubc *hg.Vec4, orm *hg.Vec4) *hg.Material { | ||
mat := hg.NewMaterial() | ||
hg.SetMaterialProgram(mat, prg_ref) | ||
hg.SetMaterialValueWithVec4V(mat, "uBaseOpacityColor", ubc) | ||
hg.SetMaterialValueWithVec4V(mat, "uOcclusionRoughnessMetalnessColor", orm) | ||
return mat | ||
} | ||
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//export update_controllersCallback | ||
func update_controllersCallback(head uintptr) { | ||
} | ||
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//export draw_sceneCallback | ||
func draw_sceneCallback(rect uintptr, viewState uintptr, view_id *uint16, fb uintptr) uint16 { | ||
rect_ := hg.NewIntRectFromCPointer(unsafe.Pointer(rect)) | ||
viewState_ := hg.NewViewStateFromCPointer(unsafe.Pointer(viewState)) | ||
fb_ := hg.NewFrameBufferHandleFromCPointer(unsafe.Pointer(fb)) | ||
passId := hg.NewSceneForwardPipelinePassViewId() | ||
hg.PrepareSceneForwardPipelineViewDependentRenderData(view_id, viewState_, scene, render_data, pipeline, res, passId) | ||
passId = hg.SubmitSceneToForwardPipelineWithFrameBuffer(view_id, scene, rect_, viewState_, pipeline, render_data, res, fb_) | ||
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hg.Frame() | ||
return *view_id | ||
} | ||
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func main() { | ||
hg.InputInit() | ||
hg.WindowSystemInit() | ||
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hg.SetLogLevel(hg.LLAll) | ||
hg.SetLogDetailed(true) | ||
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res_x, res_y := int32(1280), int32(720) | ||
win := hg.RenderInitWithWindowTitleWidthHeightTypeResetFlags("Harfang - OpenXR Scene", res_x, res_y, hg.RTDirect3D11, hg.RFNone) | ||
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hg.AddAssetsFolder("resources_compiled") | ||
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pipeline = hg.CreateForwardPipeline() | ||
res = hg.NewPipelineResources() | ||
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render_data = hg.NewSceneForwardPipelineRenderData() // 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 !hg.OpenXRInit() { | ||
panic("Can't initialize OpenXR") | ||
} | ||
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eye_framebuffer := hg.OpenXRCreateEyeFrameBufferWithAa(hg.OXRAAMSAA4x) | ||
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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) | ||
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 scene | ||
scene = hg.NewScene() | ||
scene.GetCanvas().SetColor(hg.NewColorWithRGBA(255.0/255.0, 255.0/255.0, 217.0/255.0, 1.0)) | ||
scene.GetEnvironment().SetAmbient(hg.NewColorWithRGBA(15.0/255.0, 12.0/255.0, 9.0/255.0, 1.0)) | ||
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hg.CreateSpotLightWithDiffuseSpecularPriorityShadowTypeShadowBias(scene, hg.TransformationMat4(hg.NewVec3WithXYZ(-8, 4, -5), hg.NewVec3WithXYZ(hg.Deg(19), hg.Deg(59), 0)), 0, hg.Deg(5), hg.Deg(30), hg.ColorGetWhite(), hg.ColorGetWhite(), 10, hg.LSTMap, 0.0001) | ||
hg.CreatePointLightWithDiffuseSpecularPriority(scene, hg.TranslationMat4(hg.NewVec3WithXYZ(2.4, 1, 0.5)), 10, hg.NewColorWithRGBA(94.0/255.0, 255.0/255.0, 228.0/255.0, 1.0), hg.NewColorWithRGBA(94.0/255.0, 1.0, 228.0/255.0, 1.0), 0) | ||
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mat_cube := create_material(hg.NewVec4WithXYZW(255.0/255.0, 230.0/255.0, 255.0/255.0, 1), hg.NewVec4WithXYZW(1, 0.658, 0., 1)) | ||
hg.CreateObjectWithSliceOfMaterials(scene, hg.TransformationMat4(hg.NewVec3WithXYZ(0, 0.5, 0), hg.NewVec3WithXYZ(0, hg.Deg(70), 0)), cube_ref, hg.GoSliceOfMaterial{mat_cube}) | ||
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mat_ground := create_material(hg.NewVec4WithXYZW(255/255.0, 120/255.0, 147/255.0, 1), hg.NewVec4WithXYZW(1, 1, 0.1, 1)) | ||
hg.CreateObjectWithSliceOfMaterials(scene, hg.TranslationMat4(hg.NewVec3WithXYZ(0, 0, 0)), ground_ref, hg.GoSliceOfMaterial{mat_ground}) | ||
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// Setup 2D rendering to display eyes textures | ||
quad_layout := hg.NewVertexLayout() | ||
quad_layout.Begin().Add(hg.APosition, 3, hg.ATFloat).Add(hg.ATexCoord0, 3, hg.ATFloat).End() | ||
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quad_model := hg.CreatePlaneModel(quad_layout, 1, 1, 1, 1) | ||
quad_render_state := hg.ComputeRenderStateWithDepthTestCulling(hg.BMAlpha, hg.DTDisabled, hg.FCDisabled) | ||
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eye_t_size := float32(res_x) / 2.5 | ||
eye_t_x := (float32(res_x)-2*eye_t_size)/6 + eye_t_size/2 | ||
quad_matrix := hg.TransformationMat4WithScale(hg.NewVec3WithXYZ(0, 0, 0), hg.NewVec3WithXYZ(hg.Deg(90), hg.Deg(0), hg.Deg(0)), hg.NewVec3WithXYZ(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.NewUniformSetValueList() | ||
quad_uniform_set_value_list.Clear() | ||
quad_uniform_set_value_list.PushBack(hg.MakeUniformSetValueWithVec4V("color", hg.NewVec4WithXYZW(1, 1, 1, 1))) | ||
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quad_uniform_set_texture_list := hg.NewUniformSetTextureList() | ||
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//<-time.After(time.Second * 3) | ||
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// Main loop | ||
for !hg.ReadKeyboard().Key(hg.KEscape) && hg.IsWindowOpen(win) { | ||
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dt := hg.TickClock() | ||
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scene.Update(dt) | ||
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vid := uint16(0) // keep track of the next free view id | ||
passId := hg.NewSceneForwardPipelinePassViewId() | ||
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// Prepare view-independent render data once | ||
hg.PrepareSceneForwardPipelineCommonRenderData(&vid, scene, render_data, pipeline, res, passId) | ||
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openxrFrameInfo := hg.OpenXRSubmitSceneToForwardPipeline(hg.TranslationMat4(hg.NewVec3WithXYZ(0, 0, 0)), C.update_controllersCallback, C.draw_sceneCallback, &vid, 0.1, 100) | ||
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// Display the VR eyes texture to the backbuffer | ||
hg.SetViewRect(vid, 0, 0, uint16(res_x), uint16(res_y)) | ||
vs := hg.ComputeOrthographicViewState(hg.TranslationMat4(hg.NewVec3WithXYZ(0, 0, 0)), float32(res_y), 0.1, 100, hg.ComputeAspectRatioX(float32(res_x), float32(res_y))) | ||
hg.SetViewTransform(vid, vs.GetView(), vs.GetProj()) | ||
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if openxrFrameInfo.GetIdFbs().Len() > 0 { | ||
quad_uniform_set_texture_list.Clear() | ||
quad_uniform_set_texture_list.PushBack(hg.MakeUniformSetTexture("s_tex", hg.OpenXRGetColorTextureFromId(eye_framebuffer, openxrFrameInfo, 0), 0)) | ||
hg.SetT(quad_matrix, hg.NewVec3WithXYZ(eye_t_x, 0, 1)) | ||
hg.DrawModelWithRenderState(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.PushBack(hg.MakeUniformSetTexture("s_tex", hg.OpenXRGetColorTextureFromId(eye_framebuffer, openxrFrameInfo, 1), 0)) | ||
hg.SetT(quad_matrix, hg.NewVec3WithXYZ(-eye_t_x, 0, 1)) | ||
hg.DrawModelWithRenderState(vid, quad_model, tex0_program, quad_uniform_set_value_list, quad_uniform_set_texture_list, quad_matrix, quad_render_state) | ||
} | ||
hg.Frame() | ||
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hg.OpenXRFinishSubmitFrameBuffer(openxrFrameInfo) | ||
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hg.UpdateWindow(win) | ||
} | ||
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hg.DestroyForwardPipeline(pipeline) | ||
hg.RenderShutdown() | ||
hg.DestroyWindow(win) | ||
} |
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Original file line number | Diff line number | Diff line change |
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-- Display a scene in XR | ||
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hg = require("harfang") | ||
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hg.InputInit() | ||
hg.WindowSystemInit() | ||
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res_x, res_y = 1280, 720 | ||
win = hg.RenderInit("Harfang - OpenXR Scene", res_x, res_y, hg.RF_None) | ||
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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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-- OpenXR initialization | ||
if not hg.OpenXRInit() then | ||
os.exit() | ||
end | ||
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eye_framebuffers = hg.OpenXRCreateEyeFrameBuffer(hg.OXRAA_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) | ||
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 | ||
function create_material(ubc, orm) | ||
mat = hg.Material() | ||
hg.SetMaterialProgram(mat, prg_ref) | ||
hg.SetMaterialValue(mat, "uBaseOpacityColor", ubc) | ||
hg.SetMaterialValue(mat, "uOcclusionRoughnessMetalnessColor", orm) | ||
return mat | ||
end | ||
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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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-- Main loop | ||
while not hg.ReadKeyboard():Key(hg.K_Escape) and hg.IsWindowOpen(win) do | ||
dt = hg.TickClock() | ||
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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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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) | ||
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function update_controllers(head) | ||
-- pass | ||
end | ||
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function draw_scene(rect, view_state, view_id, fb) | ||
passId = hg.SceneForwardPipelinePassViewId() | ||
view_id, passId = hg.PrepareSceneForwardPipelineViewDependentRenderData(view_id, view_state, scene, render_data, pipeline, res, passId) | ||
view_id, passId = hg.SubmitSceneToForwardPipeline(view_id, scene, rect, view_state, pipeline, render_data, res, fb) | ||
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return view_id | ||
end | ||
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openxrFrameInfo, vid = hg.OpenXRSubmitSceneToForwardPipeline(hg.TranslationMat4(hg.Vec3(0, 0, 0)), update_controllers, draw_scene, vid, 0.1, 100) | ||
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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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if openxrFrameInfo.id_fbs.size() > 0 then | ||
quad_uniform_set_texture_list:clear() | ||
quad_uniform_set_texture_list:push_back(hg.MakeUniformSetTexture("s_tex", hg.OpenXRGetColorTextureFromId(eye_framebuffers, openxrFrameInfo, 0), 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.OpenXRGetColorTextureFromId(eye_framebuffers, openxrFrameInfo, 1), 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) | ||
end | ||
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hg.Frame() | ||
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hg.OpenXRFinishSubmitFrameBuffer(openxrFrameInfo) | ||
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hg.UpdateWindow(win) | ||
end | ||
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hg.DestroyForwardPipeline(pipeline) | ||
hg.RenderShutdown() | ||
hg.DestroyWindow(win) |
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