VR2024_WizardVR/TheProject/VRWizardProject/Plugins/MetaXR/Source/OculusXRHMD/Private/OculusXRHMD.h

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// @lint-ignore-every LICENSELINT
// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "OculusXRHMDModule.h"
#if OCULUS_HMD_SUPPORTED_PLATFORMS
#include "OculusXRHMD_Settings.h"
#include "OculusXRHMD_GameFrame.h"
#include "OculusXRHMD_CustomPresent.h"
#include "OculusXRHMD_Layer.h"
#include "OculusXRHMD_Splash.h"
#include "OculusXRHMD_StressTester.h"
#include "OculusXRHMD_ConsoleCommands.h"
#include "OculusXRHMD_SpectatorScreenController.h"
#include "OculusXRHMD_DynamicResolutionState.h"
#include "OculusXRHMD_DeferredDeletionQueue.h"
#include "OculusXRAssetManager.h"
#include "HeadMountedDisplayBase.h"
#include "HeadMountedDisplay.h"
#include "XRRenderTargetManager.h"
#include "XRRenderBridge.h"
#include "IStereoLayers.h"
#include "Stats/Stats.h"
#include "SceneViewExtension.h"
#include "Engine/Engine.h"
#include "Engine/StaticMeshActor.h"
#include "XRThreadUtils.h"
#include "ProceduralMeshComponent.h"
#include "Shader.h"
#include "Misc/EngineVersionComparison.h"
#include "OculusXRHMD_FoveatedRendering.h"
namespace OculusXRHMD
{
DECLARE_DELEGATE_TwoParams(FOculusXRHMDEventPollingDelegate, ovrpEventDataBuffer*, bool&);
//-------------------------------------------------------------------------------------------------
// FPerformanceStats
//-------------------------------------------------------------------------------------------------
struct FPerformanceStats
{
uint64 Frames;
double Seconds;
FPerformanceStats(uint32 InFrames = 0, double InSeconds = 0.0)
: Frames(InFrames)
, Seconds(InSeconds)
{
}
FPerformanceStats operator-(const FPerformanceStats& PerformanceStats) const
{
return FPerformanceStats(
Frames - PerformanceStats.Frames,
Seconds - PerformanceStats.Seconds);
}
};
enum FRecenterTypes
{
RecenterOrientation = 0x1,
RecenterPosition = 0x2,
RecenterOrientationAndPosition = 0x3
};
//-------------------------------------------------------------------------------------------------
// FOculusXRHMD - Oculus Rift Head Mounted Display
//-------------------------------------------------------------------------------------------------
class FOculusXRHMD : public FHeadMountedDisplayBase, public FXRRenderTargetManager, public IStereoLayers, public FHMDSceneViewExtension, public FOculusAssetManager
{
friend class UOculusXRFunctionLibrary;
friend FOculusXRHMDModule;
friend class FSplash;
friend class FConsoleCommands;
public:
OCULUSXRHMD_API static const FName OculusSystemName;
// IXRSystemIdentifier
virtual FName GetSystemName() const override;
virtual int32 GetXRSystemFlags() const override;
// IXRTrackingSystem
virtual FString GetVersionString() const override;
virtual bool DoesSupportPositionalTracking() const override;
virtual bool HasValidTrackingPosition() override;
virtual bool EnumerateTrackedDevices(TArray<int32>& OutDevices, EXRTrackedDeviceType Type = EXRTrackedDeviceType::Any) override;
virtual bool GetCurrentPose(int32 InDeviceId, FQuat& OutOrientation, FVector& OutPosition) override;
virtual bool GetRelativeEyePose(int32 InDeviceId, int32 ViewIndex, FQuat& OutOrientation, FVector& OutPosition) override;
virtual bool GetTrackingSensorProperties(int32 InDeviceId, FQuat& OutOrientation, FVector& OutPosition, FXRSensorProperties& OutSensorProperties) override;
virtual void SetTrackingOrigin(EHMDTrackingOrigin::Type NewOrigin) override;
virtual EHMDTrackingOrigin::Type GetTrackingOrigin() const override;
virtual bool GetFloorToEyeTrackingTransform(FTransform& OutFloorToEye) const override;
//virtual FVector GetAudioListenerOffset(int32 InDeviceId = HMDDeviceId) const override;
virtual void ResetOrientationAndPosition(float Yaw = 0.f) override;
virtual void ResetOrientation(float Yaw = 0.f) override;
virtual void ResetPosition() override;
virtual void SetBaseRotation(const FRotator& BaseRot) override;
virtual FRotator GetBaseRotation() const override;
virtual void SetBaseOrientation(const FQuat& BaseOrient) override;
virtual FQuat GetBaseOrientation() const override;
//virtual TSharedPtr<class IXRCamera, ESPMode::ThreadSafe> GetXRCamera(int32 DeviceId = HMDDeviceId) override;
virtual class IHeadMountedDisplay* GetHMDDevice() override { return this; }
virtual class TSharedPtr<class IStereoRendering, ESPMode::ThreadSafe> GetStereoRenderingDevice() override
{
return SharedThis(this);
}
//virtual class IXRInput* GetXRInput() override;
virtual bool
IsHeadTrackingEnforced() const override;
virtual void SetHeadTrackingEnforced(bool bEnabled) override;
virtual bool IsHeadTrackingAllowed() const override;
virtual void OnBeginPlay(FWorldContext& InWorldContext) override;
virtual void OnEndPlay(FWorldContext& InWorldContext) override;
virtual bool OnStartGameFrame(FWorldContext& WorldContext) override;
virtual bool OnEndGameFrame(FWorldContext& WorldContext) override;
virtual void OnBeginRendering_RenderThread(FRHICommandListImmediate& RHICmdList, FSceneViewFamily& ViewFamily) override;
virtual void OnBeginRendering_GameThread() override;
virtual class IXRLoadingScreen* CreateLoadingScreen() override { return GetSplash(); }
virtual FVector2D GetPlayAreaBounds(EHMDTrackingOrigin::Type Origin) const override;
// IHeadMountedDisplay
virtual bool IsHMDConnected() override { return true; }
virtual bool IsHMDEnabled() const override;
virtual EHMDWornState::Type GetHMDWornState() override;
virtual void EnableHMD(bool bEnable = true) override;
virtual bool GetHMDMonitorInfo(MonitorInfo&) override;
virtual void GetFieldOfView(float& InOutHFOVInDegrees, float& InOutVFOVInDegrees) const override;
virtual void SetInterpupillaryDistance(float NewInterpupillaryDistance) override;
virtual float GetInterpupillaryDistance() const override;
//virtual void SetClippingPlanes(float NCP, float FCP) override;
//virtual FVector GetAudioListenerOffset() const override;
virtual bool GetHMDDistortionEnabled(EShadingPath ShadingPath) const override;
//virtual void BeginRendering_RenderThread(const FTransform& NewRelativeTransform, FRHICommandListImmediate& RHICmdList, FSceneViewFamily& ViewFamily) override;
//virtual bool IsSpectatorScreenActive() const override;
//virtual class ISpectatorScreenController* GetSpectatorScreenController() override;
//virtual class ISpectatorScreenController const* GetSpectatorScreenController() const override;
//virtual float GetDistortionScalingFactor() const override;
//virtual float GetLensCenterOffset() const override;
//virtual void GetDistortionWarpValues(FVector4& K) const override;
virtual bool IsChromaAbCorrectionEnabled() const override;
//virtual bool GetChromaAbCorrectionValues(FVector4& K) const override;
virtual bool HasHiddenAreaMesh() const override;
virtual bool HasVisibleAreaMesh() const override;
virtual void DrawHiddenAreaMesh(class FRHICommandList& RHICmdList, int32 ViewIndex) const override;
virtual void DrawVisibleAreaMesh(class FRHICommandList& RHICmdList, int32 ViewIndex) const override;
//virtual void DrawDistortionMesh_RenderThread(struct FHeadMountedDisplayPassContext& Context, const FIntPoint& TextureSize) override;
//virtual void UpdateScreenSettings(const FViewport* InViewport) override;
//virtual void UpdatePostProcessSettings(FPostProcessSettings*) override;
//virtual FTexture* GetDistortionTextureLeft() const override;
//virtual FTexture* GetDistortionTextureRight() const override;
//virtual FVector2D GetTextureOffsetLeft() const override;
//virtual FVector2D GetTextureOffsetRight() const override;
//virtual FVector2D GetTextureScaleLeft() const override;
//virtual FVector2D GetTextureScaleRight() const override;
//virtual const float* GetRedDistortionParameters() const override;
//virtual const float* GetGreenDistortionParameters() const override;
//virtual const float* GetBlueDistortionParameters() const override;
//virtual bool NeedsUpscalePostProcessPass() override;
//virtual void RecordAnalytics() override;
//virtual bool DoesAppUseVRFocus() const override;
//virtual bool DoesAppHaveVRFocus() const override;
virtual float GetPixelDenity() const override;
virtual void SetPixelDensity(const float NewPixelDensity) override;
virtual FIntPoint GetIdealRenderTargetSize() const override;
virtual void GetMotionControllerData(UObject* WorldContext, const EControllerHand Hand, FXRMotionControllerData& MotionControllerData) override;
// IStereoRendering interface
virtual bool IsStereoEnabled() const override;
virtual bool IsStereoEnabledOnNextFrame() const override;
virtual bool EnableStereo(bool stereo = true) override;
virtual void AdjustViewRect(int32 ViewIndex, int32& X, int32& Y, uint32& SizeX, uint32& SizeY) const override;
virtual void SetFinalViewRect(FRHICommandListImmediate& RHICmdList, const int32 ViewIndex, const FIntRect& FinalViewRect) override;
//virtual FVector2D GetTextSafeRegionBounds() const override;
virtual void CalculateStereoViewOffset(const int32 ViewIndex, FRotator& ViewRotation, const float WorldToMeters, FVector& ViewLocation) override;
virtual FMatrix GetStereoProjectionMatrix(const int32 ViewIndex) const override;
virtual void InitCanvasFromView(class FSceneView* InView, class UCanvas* Canvas) override;
//virtual void GetEyeRenderParams_RenderThread(const struct FRenderingCompositePassContext& Context, FVector2D& EyeToSrcUVScaleValue, FVector2D& EyeToSrcUVOffsetValue) const override;
virtual void RenderTexture_RenderThread(class FRHICommandListImmediate& RHICmdList, class FRHITexture* BackBuffer, class FRHITexture* SrcTexture, FVector2D WindowSize) const override;
//virtual void SetClippingPlanes(float NCP, float FCP) override;
virtual IStereoRenderTargetManager* GetRenderTargetManager() override { return this; }
virtual IStereoLayers* GetStereoLayers() override { return this; }
//virtual void UseImplicitHmdPosition(bool bInImplicitHmdPosition) override;
//virtual bool GetUseImplicitHmdPosition() override;
virtual bool IsStandaloneStereoOnlyDevice() const override { return bIsStandaloneStereoOnlyDevice; }
bool SupportsSpaceWarp() const;
#ifdef WITH_OCULUS_BRANCH
virtual void CalculateScissorRect(const int32 ViewIndex, const FIntRect& ViewRect, FIntRect& OutRect) override;
#endif // WITH_OCULUS_BRANCH
// FHeadMountedDisplayBase interface
virtual FVector2D GetEyeCenterPoint_RenderThread(int32 ViewIndex) const override;
virtual FIntRect GetFullFlatEyeRect_RenderThread(FTexture2DRHIRef EyeTexture) const override;
virtual void CopyTexture_RenderThread(FRHICommandListImmediate& RHICmdList, FRHITexture2D* SrcTexture, FIntRect SrcRect, FRHITexture2D* DstTexture, FIntRect DstRect, bool bClearBlack, bool bNoAlpha) const override;
virtual bool PopulateAnalyticsAttributes(TArray<struct FAnalyticsEventAttribute>& EventAttributes) override;
// FXRRenderTargetManager interface
virtual bool ShouldUseSeparateRenderTarget() const override;
virtual void CalculateRenderTargetSize(const FViewport& Viewport, uint32& InOutSizeX, uint32& InOutSizeY) override;
virtual bool NeedReAllocateViewportRenderTarget(const class FViewport& Viewport) override;
virtual bool NeedReAllocateDepthTexture(const TRefCountPtr<IPooledRenderTarget>& DepthTarget) override;
virtual bool NeedReAllocateShadingRateTexture(const TRefCountPtr<IPooledRenderTarget>& FoveationTarget) override;
#ifdef WITH_OCULUS_BRANCH
virtual bool NeedReAllocateMotionVectorTexture(const TRefCountPtr<IPooledRenderTarget>& MotionVectorTarget, const TRefCountPtr<IPooledRenderTarget>& MotionVectorDepthTarget) override;
#endif // WITH_OCULUS_BRANCH
virtual bool AllocateRenderTargetTexture(uint32 Index, uint32 SizeX, uint32 SizeY, uint8 Format, uint32 NumMips, ETextureCreateFlags InTexFlags, ETextureCreateFlags InTargetableTextureFlags, FTexture2DRHIRef& OutTargetableTexture, FTexture2DRHIRef& OutShaderResourceTexture, uint32 NumSamples = 1) override;
virtual bool AllocateDepthTexture(uint32 Index, uint32 SizeX, uint32 SizeY, uint8 Format, uint32 NumMips, ETextureCreateFlags InTexFlags, ETextureCreateFlags TargetableTextureFlags, FTexture2DRHIRef& OutTargetableTexture, FTexture2DRHIRef& OutShaderResourceTexture, uint32 NumSamples = 1) override;
virtual bool AllocateShadingRateTexture(uint32 Index, uint32 RenderSizeX, uint32 RenderSizeY, uint8 Format, uint32 NumMips, ETextureCreateFlags InTexFlags, ETextureCreateFlags InTargetableTextureFlags, FTexture2DRHIRef& OutTexture, FIntPoint& OutTextureSize) override;
#ifdef WITH_OCULUS_BRANCH
virtual bool AllocateMotionVectorTexture(uint32 Index, uint8 Format, uint32 NumMips, ETextureCreateFlags InTexFlags, ETextureCreateFlags InTargetableTextureFlags, FTexture2DRHIRef& OutTexture, FIntPoint& OutTextureSize, FTexture2DRHIRef& OutDepthTexture, FIntPoint& OutDepthTextureSize) override;
virtual bool FindEnvironmentDepthTexture_RenderThread(FTextureRHIRef& OutTexture, FVector2f& OutDepthFactors, FMatrix44f OutScreenToDepthMatrices[2], FMatrix44f OutDepthViewProjMatrices[2]) override;
#endif // WITH_OCULUS_BRANCH
virtual EPixelFormat GetActualColorSwapchainFormat() const override;
virtual void UpdateViewportWidget(bool bUseSeparateRenderTarget, const class FViewport& Viewport, class SViewport* ViewportWidget) override;
virtual FXRRenderBridge* GetActiveRenderBridge_GameThread(bool bUseSeparateRenderTarget);
void AllocateEyeBuffer();
// IStereoLayers interface
virtual uint32 CreateLayer(const IStereoLayers::FLayerDesc& InLayerDesc) override;
virtual void DestroyLayer(uint32 LayerId) override;
virtual void SetLayerDesc(uint32 LayerId, const IStereoLayers::FLayerDesc& InLayerDesc) override;
virtual bool GetLayerDesc(uint32 LayerId, IStereoLayers::FLayerDesc& OutLayerDesc) override;
virtual void MarkTextureForUpdate(uint32 LayerId) override;
virtual IStereoLayers::FLayerDesc GetDebugCanvasLayerDesc(FTextureRHIRef Texture) override;
virtual void GetAllocatedTexture(uint32 LayerId, FTextureRHIRef& Texture, FTextureRHIRef& LeftTexture) override;
virtual bool ShouldCopyDebugLayersToSpectatorScreen() const override { return true; }
virtual void PushLayerState(bool) override
{ /* Todo */
}
virtual void PopLayerState() override
{ /* Todo */
}
// ISceneViewExtension
virtual void SetupViewFamily(FSceneViewFamily& InViewFamily) override;
virtual void SetupView(FSceneViewFamily& InViewFamily, FSceneView& InView) override;
virtual void BeginRenderViewFamily(FSceneViewFamily& InViewFamily) override;
virtual void PreRenderViewFamily_RenderThread(FRDGBuilder& GraphBuilder, FSceneViewFamily& InViewFamily) override;
virtual void PreRenderView_RenderThread(FRDGBuilder& GraphBuilder, FSceneView& InView) override;
virtual void PostRenderViewFamily_RenderThread(FRDGBuilder& GraphBuilder, FSceneViewFamily& InViewFamily) override;
#if UE_VERSION_OLDER_THAN(5, 3, 0)
virtual void PostRenderBasePassMobile_RenderThread(FRHICommandListImmediate& RHICmdList, FSceneView& InView) override;
#ifdef WITH_OCULUS_BRANCH
virtual void PostSceneColorRenderingMobile_RenderThread(FRHICommandListImmediate& RHICmdList, FSceneView& InView) override;
#endif
#else
virtual void PostRenderBasePassMobile_RenderThread(FRHICommandList& RHICmdList, FSceneView& InView) override;
#ifdef WITH_OCULUS_BRANCH
virtual void PostSceneColorRenderingMobile_RenderThread(FRHICommandList& RHICmdList, FSceneView& InView) override;
#endif
#endif
virtual void PostRenderBasePassDeferred_RenderThread(FRDGBuilder& GraphBuilder, FSceneView& InView, const FRenderTargetBindingSlots& RenderTargets, TRDGUniformBufferRef<FSceneTextureUniformParameters> SceneTextures) override;
virtual int32 GetPriority() const override;
#ifdef WITH_OCULUS_BRANCH
virtual bool LateLatchingEnabled() const override;
virtual void PreLateLatchingViewFamily_RenderThread(FRHICommandListImmediate& RHICmdList, FSceneViewFamily& InViewFamily) override;
#endif
public:
FOculusXRHMD(const FAutoRegister&);
~FOculusXRHMD();
protected:
bool Startup();
void PreShutdown();
void Shutdown();
bool InitializeSession();
void ShutdownSession();
bool InitDevice();
void ReleaseDevice();
void ApplicationPauseDelegate();
void ApplicationResumeDelegate();
bool CheckEyeTrackingPermission(EOculusXRFoveatedRenderingMethod FoveatedRenderingMethod);
void SetupOcclusionMeshes();
void UpdateStereoRenderingParams();
void UpdateHmdRenderInfo();
void InitializeEyeLayer_RenderThread(FRHICommandListImmediate& RHICmdList);
void ApplySystemOverridesOnStereo(bool force = false);
bool OnOculusStateChange(bool bIsEnabledNow);
bool ShouldDisableHiddenAndVisibileAreaMeshForSpectatorScreen_RenderThread() const;
void Recenter(FRecenterTypes RecenterType, float Yaw);
FIntRect GetAsymmetricViewRect(const int32 ViewIndex, const FIntRect& ViewRect);
#if !UE_BUILD_SHIPPING
void DrawDebug(UCanvas* InCanvas, APlayerController* InPlayerController);
#endif
class FSceneViewport* FindSceneViewport();
FOculusXRSplashDesc GetUESplashScreenDesc();
void EyeTrackedFoveatedRenderingFallback();
public:
OCULUSXRHMD_API static FOculusXRHMD* GetOculusXRHMD();
bool IsHMDActive() const;
FSplash* GetSplash() const { return Splash.Get(); }
FCustomPresent* GetCustomPresent_Internal() const { return CustomPresent; }
float GetWorldToMetersScale() const;
ESpectatorScreenMode GetSpectatorScreenMode_RenderThread() const;
FVector GetNeckPosition(const FQuat& HeadOrientation, const FVector& HeadPosition);
/**
* Sets base position offset (in meters). The base position offset is the distance from the physical (0, 0, 0) position
* to current HMD position (bringing the (0, 0, 0) point to the current HMD position)
* Note, this vector is set by ResetPosition call; use this method with care.
* The axis of the vector are the same as in Unreal: X - forward, Y - right, Z - up.
*
* @param BaseOffset (in) the vector to be set as base offset, in meters.
*/
void SetBaseOffsetInMeters(const FVector& BaseOffset);
/**
* Returns the currently used base position offset, previously set by the
* ResetPosition or SetBasePositionOffset calls. It represents a vector that translates the HMD's position
* into (0,0,0) point, in meters.
* The axis of the vector are the same as in Unreal: X - forward, Y - right, Z - up.
*
* @return Base position offset, in meters.
*/
FVector GetBaseOffsetInMeters() const;
OCULUSXRHMD_API bool ConvertPose(const ovrpPosef& InPose, FPose& OutPose) const;
OCULUSXRHMD_API bool ConvertPose(const FPose& InPose, ovrpPosef& OutPose) const;
OCULUSXRHMD_API bool ConvertPose_RenderThread(const ovrpPosef& InPose, FPose& OutPose) const;
OCULUSXRHMD_API static bool ConvertPose_Internal(const ovrpPosef& InPose, FPose& OutPose, const FSettings* Settings, float WorldToMetersScale = 100.0f);
OCULUSXRHMD_API static bool ConvertPose_Internal(const FPose& InPose, ovrpPosef& OutPose, const FSettings* Settings, float WorldToMetersScale = 100.0f);
/** Turns ovrVector3f in Unreal World space to a scaled FVector and applies translation and rotation corresponding to player movement */
FVector ScaleAndMovePointWithPlayer(ovrpVector3f& OculusXRHMDPoint);
/** The inverse of ScaleAndMovePointWithPlayer */
ovrpVector3f WorldLocationToOculusPoint(const FVector& InUnrealPosition);
/** Convert dimension of a float (e.g., a distance) from meters to Unreal Units */
float ConvertFloat_M2U(float OculusFloat) const;
FVector ConvertVector_M2U(ovrpVector3f OculusPoint) const;
struct UserProfile
{
float IPD;
float EyeDepth;
float EyeHeight;
};
bool GetUserProfile(UserProfile& OutProfile);
float GetVsyncToNextVsync() const;
FPerformanceStats GetPerformanceStats() const;
bool DoEnableStereo(bool bStereo);
void ResetControlRotation() const;
void UpdateFoveationOffsets_RenderThread();
bool ComputeEnvironmentDepthParameters_RenderThread(FVector2f& DepthFactors, FMatrix44f ScreenToDepth[ovrpEye_Count], FMatrix44f DepthViewProj[ovrpEye_Count], int& SwapchainIndex);
#if UE_VERSION_OLDER_THAN(5, 3, 0)
void RenderHardOcclusions_RenderThread(FRHICommandListImmediate& RHICmdList, const FSceneView& InView);
#else
void RenderHardOcclusions_RenderThread(FRHICommandList& RHICmdList, const FSceneView& InView);
#endif
FSettingsPtr CreateNewSettings() const;
FGameFramePtr CreateNewGameFrame() const;
FGameFrame* GetFrame()
{
CheckInGameThread();
return Frame.Get();
}
const FGameFrame* GetFrame() const
{
CheckInGameThread();
return Frame.Get();
}
FGameFrame* GetFrame_RenderThread()
{
CheckInRenderThread();
return Frame_RenderThread.Get();
}
const FGameFrame* GetFrame_RenderThread() const
{
CheckInRenderThread();
return Frame_RenderThread.Get();
}
FGameFrame* GetFrame_RHIThread()
{
CheckInRHIThread();
return Frame_RHIThread.Get();
}
const FGameFrame* GetFrame_RHIThread() const
{
CheckInRHIThread();
return Frame_RHIThread.Get();
}
FGameFrame* GetNextFrameToRender()
{
CheckInGameThread();
return NextFrameToRender.Get();
}
const FGameFrame* GetNextFrameToRender() const
{
CheckInGameThread();
return NextFrameToRender.Get();
}
FSettings* GetSettings()
{
CheckInGameThread();
return Settings.Get();
}
const FSettings* GetSettings() const
{
CheckInGameThread();
return Settings.Get();
}
FSettings* GetSettings_RenderThread()
{
CheckInRenderThread();
return Settings_RenderThread.Get();
}
const FSettings* GetSettings_RenderThread() const
{
CheckInRenderThread();
return Settings_RenderThread.Get();
}
FSettings* GetSettings_RHIThread()
{
CheckInRHIThread();
return Settings_RHIThread.Get();
}
const FSettings* GetSettings_RHIThread() const
{
CheckInRHIThread();
return Settings_RHIThread.Get();
}
const int GetNextFrameNumber() const { return NextFrameNumber; }
const FRotator GetSplashRotation() const { return SplashRotation; }
void SetSplashRotationToForward();
OCULUSXRHMD_API void StartGameFrame_GameThread(); // Called from OnStartGameFrame or from FOculusXRInput::SendControllerEvents (first actual call of the frame)
void FinishGameFrame_GameThread(); // Called from OnEndGameFrame
void StartRenderFrame_GameThread(); // Called from BeginRenderViewFamily
void FinishRenderFrame_RenderThread(FRDGBuilder& GraphBuilder); // Called from PostRenderViewFamily_RenderThread
void StartRHIFrame_RenderThread(); // Called from PreRenderViewFamily_RenderThread
void FinishRHIFrame_RHIThread(); // Called from FinishRendering_RHIThread
void GetSuggestedCpuAndGpuPerformanceLevels(EOculusXRProcessorPerformanceLevel& CpuPerfLevel, EOculusXRProcessorPerformanceLevel& GpuPerfLevel);
void SetSuggestedCpuAndGpuPerformanceLevels(EOculusXRProcessorPerformanceLevel CpuPerfLevel, EOculusXRProcessorPerformanceLevel GpuPerfLevel);
void SetFoveatedRenderingMethod(EOculusXRFoveatedRenderingMethod InFoveationMethod);
void SetFoveatedRenderingLevel(EOculusXRFoveatedRenderingLevel InFoveationLevel, bool isDynamic);
void SetColorScaleAndOffset(FLinearColor ColorScale, FLinearColor ColorOffset, bool bApplyToAllLayers);
void SetEnvironmentDepthHandRemoval(bool RemoveHands);
void StartEnvironmentDepth(int CreateFlags);
void StopEnvironmentDepth();
bool IsEnvironmentDepthStarted();
void EnableHardOcclusions(bool bEnable);
OCULUSXRHMD_API void UpdateRTPoses();
FTransform GetLastTrackingToWorld() const { return LastTrackingToWorld; }
OCULUSXRHMD_API void AddEventPollingDelegate(const FOculusXRHMDEventPollingDelegate& NewDelegate);
protected:
FConsoleCommands ConsoleCommands;
void UpdateOnRenderThreadCommandHandler(const TArray<FString>& Args, UWorld* World, FOutputDevice& Ar);
void PixelDensityMinCommandHandler(const TArray<FString>& Args, UWorld* World, FOutputDevice& Ar);
void PixelDensityMaxCommandHandler(const TArray<FString>& Args, UWorld* World, FOutputDevice& Ar);
void HQBufferCommandHandler(const TArray<FString>& Args, UWorld*, FOutputDevice& Ar);
void HQDistortionCommandHandler(const TArray<FString>& Args, UWorld*, FOutputDevice& Ar);
void ShowGlobalMenuCommandHandler(const TArray<FString>& Args, UWorld* World, FOutputDevice& Ar);
void ShowQuitMenuCommandHandler(const TArray<FString>& Args, UWorld* World, FOutputDevice& Ar);
#if !UE_BUILD_SHIPPING
void StatsCommandHandler(const TArray<FString>& Args, UWorld* World, FOutputDevice& Ar);
void ShowSettingsCommandHandler(const TArray<FString>& Args, UWorld* World, FOutputDevice& Ar);
void IPDCommandHandler(const TArray<FString>& Args, UWorld* World, FOutputDevice& Ar);
#endif
void LoadFromSettings();
void CheckMultiPlayer();
void DoSessionShutdown();
protected:
void UpdateHMDWornState();
EHMDWornState::Type HMDWornState = EHMDWornState::Unknown;
void UpdateHMDEvents();
void EnableInsightPassthrough_RenderThread(bool bEnablePassthrough);
void DrawHmdViewMesh(
FRHICommandList& RHICmdList,
float X,
float Y,
float SizeX,
float SizeY,
float U,
float V,
float SizeU,
float SizeV,
FIntPoint TargetSize,
FIntPoint TextureSize,
int32 StereoView,
const TShaderRef<class FShader>& VertexShader);
union
{
struct
{
uint64 bApplySystemOverridesOnStereo : 1;
uint64 bNeedEnableStereo : 1;
uint64 bNeedDisableStereo : 1;
};
uint64 Raw;
} Flags;
union
{
struct
{
// set to true when origin was set while OvrSession == null; the origin will be set ASA OvrSession != null
uint64 NeedSetTrackingOrigin : 1;
// enforces exit; used mostly for testing
uint64 EnforceExit : 1;
// set if a game is paused by the plug-in
uint64 AppIsPaused : 1;
// set to indicate that DisplayLost was detected by game thread.
uint64 DisplayLostDetected : 1;
// set to true once new session is created; being handled and reset as soon as session->IsVisible.
uint64 NeedSetFocusToGameViewport : 1;
};
uint64 Raw;
} OCFlags;
TRefCountPtr<FCustomPresent> CustomPresent;
FSplashPtr Splash;
IRendererModule* RendererModule;
FDeferredDeletionQueue DeferredDeletion;
EHMDTrackingOrigin::Type TrackingOrigin;
// Stores difference between ViewRotation and EyeOrientation from previous frame
FQuat LastPlayerOrientation;
// Stores GetFrame()->PlayerLocation (i.e., ViewLocation) from the previous frame
FVector LastPlayerLocation;
FRotator DeltaControlRotation; // used from ApplyHmdRotation
TWeakPtr<SWidget> CachedViewportWidget;
TWeakPtr<SWindow> CachedWindow;
FIntPoint CachedWindowSize;
float CachedWorldToMetersScale;
bool bIsStandaloneStereoOnlyDevice;
// Stores TrackingToWorld from previous frame
FTransform LastTrackingToWorld;
std::atomic<bool> bHardOcclusionsEnabled;
std::atomic<bool> bEnvironmentDepthHandRemovalEnabled;
// These three properties indicate the current state of foveated rendering, which may differ from what's in Settings
// due to cases such as falling back to FFR when eye tracked foveated rendering isn't enabled. Will allow us to resume
// ETFR from situations such as when ET gets paused.
std::atomic<EOculusXRFoveatedRenderingMethod> FoveatedRenderingMethod;
std::atomic<EOculusXRFoveatedRenderingLevel> FoveatedRenderingLevel;
std::atomic<bool> bDynamicFoveatedRendering;
// Game thread
FSettingsPtr Settings;
uint32 NextFrameNumber;
uint32 WaitFrameNumber;
FGameFramePtr Frame; // Valid from OnStartGameFrame to OnEndGameFrame
FGameFramePtr NextFrameToRender; // Valid from OnStartGameFrame to BeginRenderViewFamily
FGameFramePtr LastFrameToRender; // Valid from OnStartGameFrame to BeginRenderViewFamily
uint32 NextLayerId;
TMap<uint32, FLayerPtr> LayerMap;
bool bNeedReAllocateViewportRenderTarget;
// Render thread
FSettingsPtr Settings_RenderThread;
FGameFramePtr Frame_RenderThread; // Valid from BeginRenderViewFamily to PostRenderViewFamily_RenderThread
TArray<FLayerPtr> Layers_RenderThread;
FLayerPtr EyeLayer_RenderThread; // Valid to be accessed from game thread, since updated only when game thread is waiting
bool bNeedReAllocateDepthTexture_RenderThread;
bool bNeedReAllocateFoveationTexture_RenderThread;
bool bNeedReAllocateMotionVectorTexture_RenderThread;
#if !UE_VERSION_OLDER_THAN(5, 3, 0)
TSharedPtr<FOculusXRFoveatedRenderingImageGenerator, ESPMode::ThreadSafe> FoveationImageGenerator;
#endif // !UE_VERSION_OLDER_THAN(5, 3, 0)
// RHI thread
FSettingsPtr Settings_RHIThread;
FGameFramePtr Frame_RHIThread; // Valid from PreRenderViewFamily_RenderThread to FinishRendering_RHIThread
TArray<FLayerPtr> Layers_RHIThread;
FHMDViewMesh HiddenAreaMeshes[2];
FHMDViewMesh VisibleAreaMeshes[2];
FPerformanceStats PerformanceStats;
FRotator SplashRotation; // rotation applied to all splash screens (dependent on HMD orientation as the splash is shown)
TArray<FTextureRHIRef> EnvironmentDepthSwapchain;
#if !UE_BUILD_SHIPPING
FDelegateHandle DrawDebugDelegateHandle;
#endif
enum class FInsightInitStatus
{
NotInitialized,
Initialized,
Failed,
};
FInsightInitStatus InsightInitStatus;
bool bShutdownRequestQueued;
bool bEyeTrackedFoveatedRenderingSupported;
TArray<FOculusXRHMDEventPollingDelegate> EventPollingDelegates;
// MultiPlayer
bool bMultiPlayer;
bool bShouldWait_GameThread;
bool bIsRendering_RenderThread;
};
typedef TSharedPtr<FOculusXRHMD, ESPMode::ThreadSafe> FOculusXRHMDPtr;
} // namespace OculusXRHMD
#endif //OCULUS_HMD_SUPPORTED_PLATFORMS