engine/ext/scenes/world/player/hands.cpp
2020-09-07 00:00:00 -05:00

541 lines
25 KiB
C++

#include "hands.h"
#include <uf/utils/graphic/mesh.h>
#include <uf/utils/graphic/graphic.h>
#include <uf/utils/camera/camera.h>
#include <uf/utils/math/transform.h>
#include <uf/utils/math/physics.h>
#include <uf/utils/serialize/serializer.h>
#include <uf/utils/math/collision.h>
#include <uf/utils/thread/thread.h>
#include <uf/ext/openvr/openvr.h>
#include "../terrain/generator.h"
#include "../world.h"
namespace {
struct {
uf::Object left, right;
} hands, lines;
struct {
uf::Object* left;
uf::Object* right;
} lights;
}
EXT_OBJECT_REGISTER_CPP(Hands)
void ext::Hands::initialize() {
uf::Object::initialize();
uf::Serializer& metadata = this->getComponent<uf::Serializer>();
{
this->addChild(::hands.left);
this->addChild(::hands.right);
::hands.left.addChild(::lines.left);
::hands.right.addChild(::lines.right);
}
{
bool loaded = true;
for ( auto it = metadata["hands"].begin(); it != metadata["hands"].end(); ++it ) {
std::string key = it.key().asString();
if ( !ext::openvr::requestRenderModel(metadata["hands"][key]["controller"]["model"].asString()) ) loaded = false;
}
if ( !loaded ) {
this->addHook( "VR:Model.Loaded", [&](const std::string& event)->std::string{
uf::Serializer json = event;
std::string name = json["name"].asString();
std::string side = "";
if ( name == metadata["hands"]["left"]["controller"]["model"].asString() ) {
side = "left";
} else if ( name == metadata["hands"]["right"]["controller"]["model"].asString() ) {
side = "right";
};
if ( side == "" ) return "false";
uf::Object& hand = side == "left" ? hands.left : hands.right;
uf::Object& line = side == "left" ? lines.left : lines.right;
{
uf::Graphic& graphic = (hand.getComponent<uf::Graphic>() = ext::openvr::getRenderModel( name ));
graphic.process = true;
graphic.descriptor.frontFace = VK_FRONT_FACE_COUNTER_CLOCKWISE;
graphic.material.attachShader("./data/shaders/base.stereo.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
graphic.material.attachShader("./data/shaders/base.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
hand.initialize();
}
if ( metadata["hands"][side]["pointer"]["length"].asFloat() > 0 ) {
line.addAlias<uf::LineMesh, uf::Mesh>();
pod::Transform<>& transform = line.getComponent<pod::Transform<>>();
transform.orientation = uf::quaternion::axisAngle(
{
metadata["hands"][side]["pointer"]["orientation"]["axis"][0].asFloat(),
metadata["hands"][side]["pointer"]["orientation"]["axis"][1].asFloat(),
metadata["hands"][side]["pointer"]["orientation"]["axis"][2].asFloat()
},
metadata["hands"][side]["pointer"]["orientation"]["angle"].asFloat() * 3.14159f / 180.0f
);
transform.position = {
metadata["hands"][side]["pointer"]["offset"][0].asFloat(),
metadata["hands"][side]["pointer"]["offset"][1].asFloat(),
metadata["hands"][side]["pointer"]["offset"][2].asFloat()
};
auto& mesh = line.getComponent<uf::LineMesh>();
auto& graphic = line.getComponent<uf::Graphic>();
mesh.vertices = {
{ {0.0f, 0.0f, 0.0f} },
{ {0.0f, 0.0f, metadata["hands"][side]["pointer"]["length"].asFloat()} },
};
graphic.initialize();
graphic.initializeGeometry(mesh);
graphic.material.attachShader("./data/shaders/line.stereo.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
graphic.material.attachShader("./data/shaders/line.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
graphic.descriptor.topology = VK_PRIMITIVE_TOPOLOGY_LINE_STRIP;
graphic.descriptor.fill = VK_POLYGON_MODE_LINE;
graphic.descriptor.lineWidth = metadata["hands"][side]["pointer"]["width"].asFloat();
line.initialize();
}
if ( metadata["hands"][side]["light"]["should"].asBool() ){
auto* child = (uf::Object*) hand.findByUid(hand.loadChild("/light.json", false));
if ( child ) {
if (side == "left" ) lights.left = child; else lights.right = child;
auto& json = metadata["hands"][side]["light"];
auto& light = side == "left" ? *lights.left : *lights.right;
auto& metadata = light.getComponent<uf::Serializer>();
if ( !json["color"].isNull() ) metadata["light"]["color"] = json["color"];
if ( !json["radius"].isNull() ) metadata["light"]["radius"] = json["radius"];
if ( !json["power"].isNull() ) metadata["light"]["power"] = json["power"];
if ( !json["shadows"].isNull() ) metadata["light"]["shadows"] = json["shadows"];
metadata["lights"]["external update"] = true;
light.initialize();
}
}
return "true";
});
}
std::vector<uf::Object*> vHands = { &::hands.left, &::hands.right };
for ( auto pointer : vHands ) {
auto& hand = *pointer;
hand.addHook("VR:Input.Digital", [&](const std::string& event)->std::string{
uf::Serializer json = event;
std::string side = &hand == &hands.left ? "left" : "right";
if ( json["hand"].asString() != side ) return "false";
// fire mouse click
if ( json["name"].asString() == "click" ) {
uf::Serializer payload;
payload["type"] = "window:Mouse.Click";
payload["invoker"] = "vr";
payload["mouse"]["position"]["x"] = metadata["hands"][side]["cursor"]["position"][0].asFloat();
payload["mouse"]["position"]["y"] = metadata["hands"][side]["cursor"]["position"][1].asFloat();
payload["mouse"]["delta"]["x"] = 0;
payload["mouse"]["delta"]["y"] = 0;
payload["mouse"]["button"] = side == "left" ? "Right" : "Left";
payload["mouse"]["state"] = json["state"].asBool() ? "Down": "Up";
uf::hooks.call( payload["type"].asString(), payload );
}
return "true";
});
hand.addHook("world:Collision.%UID%", [&](const std::string& event)->std::string{
uf::Serializer json = event;
std::string side = &hand == &hands.left ? "left" : "right";
float mag = json["depth"].asFloat();
uf::Serializer payload;
payload["delay"] = 0.0f;
payload["duration"] = uf::physics::time::delta;
payload["frequency"] = 1.0f;
payload["amplitude"] = fmin(1.0f, 1000.0f * mag);
payload["side"] = side;
uf::hooks.call( "VR:Haptics." + side, payload );
return "true";
});
auto& transform = hand.getComponent<pod::Transform<>>();
auto& collider = hand.getComponent<uf::Collider>();
// auto* box = new uf::BoundingBox( transform.position, {0.25, 0.25, 0.25} );
// box->getTransform().reference = &transform;
// collider.add(box);
}
}
}
void ext::Hands::tick() {
uf::Object::tick();
auto& scene = uf::scene::getCurrentScene();
auto& controller = *scene.getController();
auto& controllerCamera = controller.getComponent<uf::Camera>();
auto& controllerTransform = controller.getComponent<pod::Transform<>>();
auto& controllerCameraTransform = controllerCamera.getTransform();
{
pod::Transform<>& transform = hands.left.getComponent<pod::Transform<>>();
transform.position = ext::openvr::controllerPosition( vr::Controller_Hand::Hand_Left );
transform.orientation = ext::openvr::controllerQuaternion( vr::Controller_Hand::Hand_Left );
transform.scale = { 1, 1, 1 };
transform.reference = &controllerTransform;
auto& collider = hands.left.getComponent<uf::Collider>();
for ( auto* box : collider.getContainer() ) {
box->getTransform().position = transform.position + controllerTransform.position + controllerCameraTransform.position;
}
}
{
pod::Transform<>& transform = hands.right.getComponent<pod::Transform<>>();
transform.position = ext::openvr::controllerPosition( vr::Controller_Hand::Hand_Right );
transform.orientation = ext::openvr::controllerQuaternion( vr::Controller_Hand::Hand_Right );
transform.scale = { 1, 1, 1 };
transform.reference = &controllerTransform;
auto& collider = hands.right.getComponent<uf::Collider>();
for ( auto* box : collider.getContainer() ) {
box->getTransform().position = transform.position + controllerTransform.position + controllerCameraTransform.position;
}
}
{
pod::Transform<>& transform = lines.left.getComponent<pod::Transform<>>();
transform.position = ext::openvr::controllerPosition( vr::Controller_Hand::Hand_Left, true );
transform.orientation = ext::openvr::controllerQuaternion( vr::Controller_Hand::Hand_Left, true );
transform.scale = { 1, 1, 1 };
transform.reference = &controllerTransform;
if ( lights.left ) {
auto& light = *lights.left;
auto& lightTransform = light.getComponent<pod::Transform<>>();
lightTransform.position = controllerCameraTransform.position + controller.getComponent<pod::Transform<>>().position + transform.position;
// lightTransform.orientation = controllerTransform.orientation * transform.orientation;
auto& lightCamera = light.getComponent<uf::Camera>();
pod::Matrix4f playerModel = uf::matrix::identity();
pod::Matrix4f translation = uf::matrix::translate( uf::matrix::identity(), controllerCameraTransform.position + controllerTransform.position );
pod::Matrix4f rotation = uf::quaternion::matrix( controllerTransform.orientation * pod::Vector4f{1,1,1,-1} );
playerModel = translation * rotation;
pod::Matrix4f model = uf::matrix::inverse( playerModel * ext::openvr::controllerModelMatrix( vr::Controller_Hand::Hand_Left, true ) );
for ( size_t i = 0; i < 2; ++i ) lightCamera.setView( model, i );
// lightTransform.position = transform.position;
// lightTransform.orientation = transform.orientation;
// lightTransform.reference = &controllerTransform;
}
// transform.reference = hands.left.getComponentPointer<pod::Transform<>>();
}
{
pod::Transform<>& transform = lines.right.getComponent<pod::Transform<>>();
transform.position = ext::openvr::controllerPosition( vr::Controller_Hand::Hand_Right, true );
transform.orientation = ext::openvr::controllerQuaternion( vr::Controller_Hand::Hand_Right, true );
transform.scale = { 1, 1, 1 };
transform.reference = &controllerTransform;
if ( lights.right ) {
auto& light = *lights.right;
auto& lightTransform = light.getComponent<pod::Transform<>>();
lightTransform.position = controllerCameraTransform.position + controllerTransform.position + transform.position;
// lightTransform.orientation = controllerTransform.orientation * transform.orientation;
auto& lightCamera = light.getComponent<uf::Camera>();
pod::Matrix4f playerModel = uf::matrix::identity();
pod::Matrix4f translation = uf::matrix::translate( uf::matrix::identity(), controllerCameraTransform.position + controllerTransform.position );
pod::Matrix4f rotation = uf::quaternion::matrix( controllerTransform.orientation * pod::Vector4f{1,1,1,-1} );
playerModel = translation * rotation;
pod::Matrix4f model = uf::matrix::inverse( playerModel * ext::openvr::controllerModelMatrix( vr::Controller_Hand::Hand_Right, true ) );
for ( size_t i = 0; i < 2; ++i ) lightCamera.setView( model, i );
// lightTransform.position = transform.position;
// lightTransform.orientation = transform.orientation;
// lightTransform.reference = &controllerTransform;
}
// transform.reference = hands.right.getComponentPointer<pod::Transform<>>();
}
// raytrace pointer / hand collision
{
std::vector<uf::Object*> handPointers = { &::hands.left, &::hands.right };
for ( auto pointer : handPointers ) { auto& hand = *pointer;
std::string side = &hand == &hands.left ? "left" : "right";
if ( !ext::openvr::controllerActive( side == "left" ? vr::Controller_Hand::Hand_Left : vr::Controller_Hand::Hand_Right ) ) continue;
{
pod::Transform<>& transform = (side == "left" ? lines.left : lines.right).getComponent<pod::Transform<>>();
struct {
pod::Vector3f origin;
pod::Vector3f direction;
} ray;
struct {
pod::Vector3f center;
pod::Vector3f normal;
} plane;
transform = uf::transform::reorient( transform );
ray.origin = transform.position;
ray.direction = transform.forward;
pod::Transform<> gtransform;
pod::Matrix4f mvp;
uf::Serializer& cMetadata = controller.getComponent<uf::Serializer>();
if ( cMetadata["overlay"]["position"].isArray() )
gtransform.position = {
cMetadata["overlay"]["position"][0].asFloat(),
cMetadata["overlay"]["position"][1].asFloat(),
cMetadata["overlay"]["position"][2].asFloat(),
};
if ( cMetadata["overlay"]["scale"].isArray() )
gtransform.scale = {
cMetadata["overlay"]["scale"][0].asFloat(),
cMetadata["overlay"]["scale"][1].asFloat(),
cMetadata["overlay"]["scale"][2].asFloat(),
};
if ( cMetadata["overlay"]["orientation"].isArray() )
gtransform.orientation = {
cMetadata["overlay"]["orientation"][0].asFloat(),
cMetadata["overlay"]["orientation"][1].asFloat(),
cMetadata["overlay"]["orientation"][2].asFloat(),
cMetadata["overlay"]["orientation"][3].asFloat(),
};
plane.center = gtransform.position;
{
auto rotated = uf::quaternion::multiply( gtransform.orientation, pod::Vector4f{ 0, 0, 1, 1 } );
plane.normal.x = rotated.x;
plane.normal.y = rotated.y;
plane.normal.z = rotated.z;
plane.normal = uf::vector::normalize( plane.normal );
}
float denom = uf::vector::dot(plane.normal, ray.direction);
if (abs(denom) > 0.0001f) {
float t = uf::vector::dot( uf::vector::subtract(plane.center, ray.origin), plane.normal ) / denom;
if ( t >= 0 ) {
pod::Vector3f hit = ray.origin + (ray.direction * t);
pod::Vector3f translated = uf::matrix::multiply<float>( uf::matrix::inverse( uf::matrix::scale( uf::matrix::identity(), gtransform.scale ) ), uf::vector::subtract( plane.center, hit ) );
{
auto& metadata = this->getComponent<uf::Serializer>();
cMetadata["overlay"]["cursor"]["type"] = "vr";
cMetadata["overlay"]["cursor"]["position"][0] = translated.x;
cMetadata["overlay"]["cursor"]["position"][1] = translated.y;
cMetadata["overlay"]["cursor"]["position"][2] = translated.z;
metadata["hands"][side]["cursor"] = cMetadata["overlay"]["cursor"];
}
}
}
}
#if 0
/* Collision against world */ {
bool local = true;
bool sort = false;
// pod::Thread& thread = uf::thread::fetchWorker();
pod::Thread& thread = uf::thread::has("Physics") ? uf::thread::get("Physics") : uf::thread::create( "Physics", true, false );
auto function = [&]() -> int {
if ( !controller.hasParent() ) return 0;
if ( controller.getParent().getName() != "Region" ) return 0;
pod::Transform<> transform = hand.getComponent<pod::Transform<>>();
transform.position = uf::quaternion::rotate( controller.getComponent<pod::Transform<>>().orientation, transform.position );
transform.position += controller.getComponent<pod::Transform<>>().position;
transform.position += controllerCamera.getTransform().position;
uf::Entity& parent = controller.getParent();
ext::TerrainGenerator& generator = parent.getComponent<ext::TerrainGenerator>();
uf::Serializer& rMetadata = parent.getComponent<uf::Serializer>();
pod::Transform<>& rTransform = parent.getComponent<pod::Transform<>>();
pod::Vector3ui size; {
size.x = rMetadata["region"]["size"][0].asUInt();
size.y = rMetadata["region"]["size"][1].asUInt();
size.z = rMetadata["region"]["size"][2].asUInt();
}
pod::Vector3f voxelPosition = transform.position - rTransform.position;
voxelPosition.x += size.x / 2.0f;
voxelPosition.y += size.y / 2.0f + 1;
voxelPosition.z += size.z / 2.0f;
uf::CollisionBody pCollider;
std::vector<pod::Vector3ui> positions = {
{ voxelPosition.x, voxelPosition.y, voxelPosition.z },
{ voxelPosition.x - 1, voxelPosition.y, voxelPosition.z },
{ voxelPosition.x + 1, voxelPosition.y, voxelPosition.z },
{ voxelPosition.x, voxelPosition.y - 1, voxelPosition.z },
{ voxelPosition.x, voxelPosition.y + 1, voxelPosition.z },
{ voxelPosition.x, voxelPosition.y, voxelPosition.z - 1 },
{ voxelPosition.x, voxelPosition.y, voxelPosition.z + 1 },
};
{
auto& metadata = this->getComponent<uf::Serializer>();
// bottom
uint16_t uid = generator.getVoxel( voxelPosition.x, voxelPosition.y, voxelPosition.z );
auto light = generator.getLight( voxelPosition.x, voxelPosition.y, voxelPosition.z );
metadata["hands"][side]["controller"]["color"][0] = ((light >> 12) & 0xF) / (float) (0xF);
metadata["hands"][side]["controller"]["color"][1] = ((light >> 8) & 0xF) / (float) (0xF);
metadata["hands"][side]["controller"]["color"][2] = ((light >> 4) & 0xF) / (float) (0xF);
metadata["hands"][side]["controller"]["color"][3] = ((light ) & 0xF) / (float) (0xF);
}
for ( auto& position : positions ) {
ext::TerrainVoxel voxel = ext::TerrainVoxel::atlas( generator.getVoxel( position.x, position.y, position.z ) );
pod::Vector3 offset = rTransform.position;
offset.x += position.x - (size.x / 2.0f);
offset.y += position.y - (size.y / 2.0f);
offset.z += position.z - (size.z / 2.0f);
if ( !voxel.solid() ) continue;
uf::Collider* box = new uf::BoundingBox( offset, {0.5, 0.5, 0.5} );
pCollider.add(box);
}
uf::CollisionBody& collider = hand.getComponent<uf::CollisionBody>(); {
collider.clear();
uf::Collider* box = new uf::BoundingBox( transform.position, {0.25, 0.25, 0.25} );
collider.add(box);
}
pod::Physics& physics = hand.getComponent<pod::Physics>();
auto result = pCollider.intersects(collider);
uf::Collider::Manifold strongest;
strongest.depth = 0.001;
for ( auto manifold : result ) {
if ( manifold.colliding && manifold.depth > 0 ) {
if ( strongest.depth < manifold.depth ) strongest = manifold;
}
}
if ( strongest.colliding ) {
pod::Vector3 correction = uf::vector::normalize(strongest.normal) * -(strongest.depth * strongest.depth * 1.001);
{
float mag = uf::vector::magnitude( correction );
uf::Serializer payload;
payload["delay"] = 0.0f;
payload["duration"] = uf::physics::time::delta;
payload["frequency"] = 1.0f;
payload["amplitude"] = fmin(1.0f, 1000.0f * mag);
payload["side"] = side;
uf::hooks.call( "VR:Haptics." + side, payload );
}
}
return 0;
};
if ( local ) function(); else uf::thread::add( thread, function, true );
}
#endif
}
}
}
void ext::Hands::render() {
uf::Object::render();
uf::Serializer& metadata = this->getComponent<uf::Serializer>();
auto& scene = uf::scene::getCurrentScene();
auto& controller = *scene.getController();
auto& camera = controller.getComponent<uf::Camera>();
pod::Matrix4f playerModel = uf::matrix::identity(); {
auto& controller = this->getParent();
auto& camera = controller.getComponent<uf::Camera>();
pod::Matrix4f translation = uf::matrix::translate( uf::matrix::identity(), camera.getTransform().position + controller.getComponent<pod::Transform<>>().position );
pod::Matrix4f rotation = uf::quaternion::matrix( controller.getComponent<pod::Transform<>>().orientation * pod::Vector4f{1,1,1,-1} );
playerModel = translation * rotation;
}
// pod::Matrix4f cameraModel = uf::matrix::translate( uf::matrix::identity(), camera.getTransform().position + controller.getComponent<pod::Transform<>>().position ) * uf::quaternion::matrix( controller.getComponent<pod::Transform<>>().orientation * pod::Vector4f{1,1,1,-1} );
if ( hands.left.hasComponent<uf::Graphic>() ) {
auto& graphic = hands.left.getComponent<uf::Graphic>();
auto& transform = hands.left.getComponent<pod::Transform<>>();
graphic.process = ext::openvr::controllerActive( vr::Controller_Hand::Hand_Left );
pod::Matrix4f model = playerModel * ext::openvr::controllerModelMatrix( vr::Controller_Hand::Hand_Left, false );
if ( graphic.initialized ) {
// auto& uniforms = graphic.uniforms<uf::StereoMeshDescriptor>();
auto& uniforms = graphic.material.shaders.front().uniforms.front().get<uf::StereoMeshDescriptor>();
uniforms.matrices.model = model;
for ( std::size_t i = 0; i < 2; ++i ) {
uniforms.matrices.view[i] = camera.getView( i );
uniforms.matrices.projection[i] = camera.getProjection( i );
}
uniforms.color[0] = metadata["hands"]["left"]["controller"]["color"][0].asFloat();
uniforms.color[1] = metadata["hands"]["left"]["controller"]["color"][1].asFloat();
uniforms.color[2] = metadata["hands"]["left"]["controller"]["color"][2].asFloat();
uniforms.color[3] = metadata["hands"]["left"]["controller"]["color"][3].asFloat();
// graphic.updateBuffer( uniforms, 0, false );
graphic.material.shaders.front().updateBuffer( uniforms, 0, false );
}
}
if ( hands.right.hasComponent<uf::Graphic>() ) {
auto& graphic = hands.right.getComponent<uf::Graphic>();
auto& transform = hands.right.getComponent<pod::Transform<>>();
graphic.process = ext::openvr::controllerActive( vr::Controller_Hand::Hand_Right );
pod::Matrix4f model = playerModel * ext::openvr::controllerModelMatrix( vr::Controller_Hand::Hand_Right, false );
if ( graphic.initialized ) {
// auto& uniforms = graphic.uniforms<uf::StereoMeshDescriptor>();
auto& uniforms = graphic.material.shaders.front().uniforms.front().get<uf::StereoMeshDescriptor>();
uniforms.matrices.model = model;
for ( std::size_t i = 0; i < 2; ++i ) {
uniforms.matrices.view[i] = camera.getView( i );
uniforms.matrices.projection[i] = camera.getProjection( i );
}
uniforms.color[0] = metadata["hands"]["right"]["controller"]["color"][0].asFloat();
uniforms.color[1] = metadata["hands"]["right"]["controller"]["color"][1].asFloat();
uniforms.color[2] = metadata["hands"]["right"]["controller"]["color"][2].asFloat();
uniforms.color[3] = metadata["hands"]["right"]["controller"]["color"][3].asFloat();
// graphic.updateBuffer( uniforms, 0, false );
graphic.material.shaders.front().updateBuffer( uniforms, 0, false );
}
}
if ( lines.left.hasComponent<uf::Graphic>() ) {
auto& graphic = lines.left.getComponent<uf::Graphic>();
auto& transform = lines.left.getComponent<pod::Transform<>>();
graphic.process = ext::openvr::controllerActive( vr::Controller_Hand::Hand_Left );
pod::Matrix4f model = playerModel * ext::openvr::controllerModelMatrix( vr::Controller_Hand::Hand_Left, true );
if ( graphic.initialized ) {
// auto& uniforms = graphic.uniforms<uf::StereoMeshDescriptor>();
auto& uniforms = graphic.material.shaders.front().uniforms.front().get<uf::StereoMeshDescriptor>();
uniforms.matrices.model = model;
for ( std::size_t i = 0; i < 2; ++i ) {
uniforms.matrices.view[i] = camera.getView( i );
uniforms.matrices.projection[i] = camera.getProjection( i );
}
uniforms.color[0] = metadata["hands"]["left"]["pointer"]["color"][0].asFloat();
uniforms.color[1] = metadata["hands"]["left"]["pointer"]["color"][1].asFloat();
uniforms.color[2] = metadata["hands"]["left"]["pointer"]["color"][2].asFloat();
uniforms.color[3] = metadata["hands"]["left"]["pointer"]["color"][3].asFloat();
// graphic.updateBuffer( uniforms, 0, false );
graphic.material.shaders.front().updateBuffer( uniforms, 0, false );
}
}
if ( lines.right.hasComponent<uf::Graphic>() ) {
auto& graphic = lines.right.getComponent<uf::Graphic>();
auto& transform = lines.right.getComponent<pod::Transform<>>();
graphic.process = ext::openvr::controllerActive( vr::Controller_Hand::Hand_Right );
pod::Matrix4f model = playerModel * ext::openvr::controllerModelMatrix( vr::Controller_Hand::Hand_Right, true );
if ( graphic.initialized ) {
// auto& uniforms = graphic.uniforms<uf::StereoMeshDescriptor>();
auto& uniforms = graphic.material.shaders.front().uniforms.front().get<uf::StereoMeshDescriptor>();
uniforms.matrices.model = model;
for ( std::size_t i = 0; i < 2; ++i ) {
uniforms.matrices.view[i] = camera.getView( i );
uniforms.matrices.projection[i] = camera.getProjection( i );
}
uniforms.color[0] = metadata["hands"]["right"]["pointer"]["color"][0].asFloat();
uniforms.color[1] = metadata["hands"]["right"]["pointer"]["color"][1].asFloat();
uniforms.color[2] = metadata["hands"]["right"]["pointer"]["color"][2].asFloat();
uniforms.color[3] = metadata["hands"]["right"]["pointer"]["color"][3].asFloat();
// graphic.updateBuffer( uniforms, 0, false );
graphic.material.shaders.front().updateBuffer( uniforms, 0, false );
}
}
}