Working barebones shared and data transfer

This commit is contained in:
wheaney 2024-03-20 22:01:18 -07:00
parent 47294824b9
commit 4f80efdf75
2 changed files with 379 additions and 14 deletions

View File

@ -0,0 +1,159 @@
#version 330 core
uniform sampler2D uDesktopTexture;
uniform mat4 g_imu_quat_data;
vec4 quatMul(vec4 q1, vec4 q2) {
vec3 u = vec3(q1.x, q1.y, q1.z);
float s = q1.w;
vec3 v = vec3(q2.x, q2.y, q2.z);
float t = q2.w;
return vec4(s*v + t*u + cross(u, v), s*t - dot(u, v));
}
vec4 quatConj(vec4 q) {
return vec4(-q.x, -q.y, -q.z, q.w);
}
vec3 applyQuaternionToVector(vec4 q, vec3 v) {
vec4 p = quatMul(quatMul(q, vec4(v, 0)), quatConj(q));
return p.xyz;
}
const int day_in_seconds = 24 * 60 * 60;
vec3 applyLookAhead(
in vec3 position,
in vec3 velocity,
in vec3 accel,
in float t,
in float t_squared) {
vec3 _91 = velocity * t;
vec3 _92 = position + _91;
vec3 _94 = vec3(5.00000000e-01, 5.00000000e-01, 5.00000000e-01) * accel;
vec3 _96 = _94 * t_squared;
vec3 _97 = _92 + _96;
return _97;
}
vec4 quatMul(
in vec4 q1,
in vec4 q2) {
vec3 _105 = vec3(q1.x, q1.y, q1.z);
vec3 u = _105;
float s = q1.w;
vec3 _112 = vec3(q2.x, q2.y, q2.z);
vec3 v = _112;
float t_115 = q2.w;
vec3 _117 = s * v;
vec3 _119 = t_115 * u;
vec3 _120 = _117 + _119;
vec3 _121 = cross(u, v);
vec3 _122 = _120 + _121;
float _123 = s * t_115;
float _124 = dot(u, v);
float _125 = _123 - _124;
vec4 _129 = vec4(_122.x, _122.y, _122.z, _125);
return _129;
}
vec4 quatConj(
in vec4 q) {
float _134 = -(q.x);
float _136 = -(q.y);
float _138 = -(q.z);
vec4 _140 = vec4(_134, _136, _138, q.w);
return _140;
}
vec3 applyQuaternionToVector(
in vec4 q,
in vec3 v) {
vec4 _149 = vec4(v.x, v.y, v.z, 0.00000000e+00);
vec4 _150;
vec4 _151;
_150 = q;
_151 = _149;
vec4 _152 = quatMul(_150, _151);
vec4 _153;
_153 = q;
vec4 _154 = quatConj(_153);
vec4 _155;
vec4 _156;
_155 = _152;
_156 = _154;
vec4 _157 = quatMul(_155, _156);
vec4 p = _157;
return p.xyz;
}
vec3 rateOfChange(
in vec3 v1,
in vec3 v2,
in float delta_time) {
vec3 _165 = v1 - v2;
vec3 _167 = _165 / delta_time;
return _167;
}
bool isKeepaliveRecent(
in vec4 currentDate,
in vec4 keepAliveDate) {
float _174 = currentDate.w + float(day_in_seconds);
float _176 = _174 - keepAliveDate.w;
float _178 = mod(_176, float(day_in_seconds));
float _179 = abs(_178);
bool _181 = _179 <= 5.00000000e+00;
return _181;
}
void PS_IMU_Transform(vec4 pos, vec2 texcoord, out vec4 color) {
float texcoord_x_min = 0.0;
float texcoord_x_max = 1.0;
vec2 screen_size = vec2(1920, 1080);
float lens_y_offset = 0.0;
float lens_z_offset = 0.0;
float screen_aspect_ratio = screen_size.x / screen_size.y;
float native_aspect_ratio = screen_aspect_ratio;
float diag_to_vert_ratio = sqrt(screen_aspect_ratio * screen_aspect_ratio + 1.0);
float half_fov_z_rads = radians(46.0 / diag_to_vert_ratio)/2.0;
float half_fov_y_rads = half_fov_z_rads * screen_aspect_ratio;
float screen_distance = 1.0 - 0.05;
float lens_fov_z_offset_rads = atan(lens_z_offset/screen_distance);
float fov_z_pos = tan(half_fov_z_rads - lens_fov_z_offset_rads) * screen_distance;
float fov_z_neg = -tan(half_fov_z_rads + lens_fov_z_offset_rads) * screen_distance;
float fov_z_width = fov_z_pos - fov_z_neg;
float lens_fov_y_offset_rads = atan(lens_y_offset/screen_distance);
float fov_y_pos = tan(half_fov_y_rads - lens_fov_y_offset_rads) * screen_distance;
float fov_y_neg = -tan(half_fov_y_rads + lens_fov_y_offset_rads) * screen_distance;
float fov_y_width = fov_y_pos - fov_y_neg;
float vec_x = screen_distance;
float vec_y = -texcoord.x * fov_y_width + fov_y_pos;
float vec_z = -texcoord.y * fov_z_width + fov_z_pos;
vec3 texcoord_vector = vec3(vec_x, vec_y, vec_z);
vec3 lens_vector = vec3(0.05, lens_y_offset, lens_z_offset);
vec3 res = applyQuaternionToVector(g_imu_quat_data[0], texcoord_vector);
bool looking_behind = res.x < 0.0;
// deconstruct the rotated and scaled vector back to a texcoord (just inverse operations of the first conversion
// above)
texcoord.x = (fov_y_pos - res.y) / fov_y_width;
texcoord.y = (fov_z_pos - res.z) / fov_z_width;
// apply the screen offsets now
float texcoord_width = texcoord_x_max - texcoord_x_min;
texcoord.x = texcoord.x * texcoord_width + texcoord_x_min;
if (looking_behind || texcoord.x < texcoord_x_min || texcoord.y < 0.0 || texcoord.x > texcoord_x_max || texcoord.y > 1.0 || texcoord.x <= 0.005 && texcoord.y <= 0.005) {
color = vec4(0, 0, 0, 1);
} else {
color = texture2D(uDesktopTexture, texcoord);
}
}

View File

@ -2,42 +2,248 @@ const Lang = imports.lang;
const St = imports.gi.St;
const Clutter = imports.gi.Clutter;
const Gio = imports.gi.Gio;
const GLib = imports.gi.GLib;
const GObject = imports.gi.GObject;
const Cogl = imports.gi.Cogl;
const Shell = imports.gi.Shell;
const Meta = imports.gi.Meta;
const ExtensionUtils = imports.misc.extensionUtils;
const Me = ExtensionUtils.getCurrentExtension();
const Main = imports.ui.main;
const PanelMenu = imports.ui.panelMenu;
const UINT8_SIZE = 1;
const BOOL_SIZE = UINT8_SIZE;
const UINT_SIZE = 4;
const FLOAT_SIZE = 4;
// end offset, exclusive
const DATA_VIEW_INFO_OFFSET_INDEX = 0;
const DATA_VIEW_INFO_SIZE_INDEX = 1;
const DATA_VIEW_INFO_COUNT_INDEX = 1;
function dataViewEnd(dataViewInfo) {
return dataViewInfo[DATA_VIEW_INFO_OFFSET_INDEX] + dataViewInfo[DATA_VIEW_INFO_SIZE_INDEX] * dataViewInfo[DATA_VIEW_INFO_COUNT_INDEX];
}
// the driver should be using the same data layout version
const DATA_LAYOUT_VERSION = 1;
// DataView info: [offset, size, count]
const VERSION = [0, UINT8_SIZE, 1];
const ENABLED = [dataViewEnd(VERSION), BOOL_SIZE, 1];
const EPOCH_SEC_OFFSET = [dataViewEnd(VERSION), UINT_SIZE, 1];
const LOOK_AHEAD_CFG = [dataViewEnd(EPOCH_SEC_OFFSET), FLOAT_SIZE, 4];
const DISPLAY_RES = [dataViewEnd(LOOK_AHEAD_CFG), UINT_SIZE, 2];
const DISPLAY_FOV = [dataViewEnd(DISPLAY_RES), FLOAT_SIZE, 1];
const DISPLAY_ZOOM = [dataViewEnd(DISPLAY_FOV), FLOAT_SIZE, 1];
const DISPLAY_NORTH_OFFSET = [dataViewEnd(DISPLAY_ZOOM), FLOAT_SIZE, 1];
const LENS_DISTANCE_RATIO = [dataViewEnd(DISPLAY_NORTH_OFFSET), FLOAT_SIZE, 1];
const SBS_ENABLED = [dataViewEnd(LENS_DISTANCE_RATIO), BOOL_SIZE, 1];
const SBS_CONTENT = [dataViewEnd(SBS_ENABLED), BOOL_SIZE, 1];
const SBS_MODE_STRETCHED = [dataViewEnd(SBS_CONTENT), BOOL_SIZE, 1];
const CUSTOM_BANNER_ENABLED = [dataViewEnd(SBS_MODE_STRETCHED), BOOL_SIZE, 1];
const IMU_QUAT_DATA = [dataViewEnd(CUSTOM_BANNER_ENABLED), FLOAT_SIZE, 16];
// cached after first retrieval
const shaderUniformLocations = {
'enabled': null,
'imu_quat_data': null,
'look_ahead_cfg': null,
'stage_aspect_ratio': null,
'display_aspect_ratio': null,
'display_zoom': null,
'display_north_offset': null,
'lens_distance_ratio': null,
'sbs_enabled': null,
'sbs_content': null,
'sbs_mode_stretched': null,
'custom_banner_enabled': null,
'half_fov_z_rads': null,
'half_fov_y_rads': null,
'screen_distance': null
};
function dataViewUint8(dataView, dataViewInfo) {
return dataView.getUint8(dataViewInfo[DATA_VIEW_INFO_OFFSET_INDEX]);
}
function dataViewUint(dataView, dataViewInfo) {
return dataView.getUint32(dataViewInfo[DATA_VIEW_INFO_OFFSET_INDEX], true);
}
function dataViewUintArray(dataView, dataViewInfo) {
const uintArray = []
const offset = dataViewInfo[DATA_VIEW_INFO_OFFSET_INDEX];
for (let i = 0; i < dataViewInfo[DATA_VIEW_INFO_COUNT_INDEX]; i++) {
uintArray.push(dataView.getUint32(offset, true));
offset += UINT_SIZE;
}
return uintArray;
}
function dataViewFloat(dataView, dataViewInfo) {
return dataView.getFloat32(dataViewInfo[DATA_VIEW_INFO_OFFSET_INDEX], true);
}
function dataViewFloatArray(dataView, dataViewInfo) {
const floatArray = []
const offset = dataViewInfo[DATA_VIEW_INFO_OFFSET_INDEX];
for (let i = 0; i < dataViewInfo[DATA_VIEW_INFO_COUNT_INDEX]; i++) {
floatArray.push(dataView.getFloat32(offset, true));
offset += FLOAT_SIZE;
}
return floatArray;
}
function getShaderSource(path) {
const file = Gio.file_new_for_path(path);
const data = file.load_contents(null);
// version string helps with linting, but GNOME extension doesn't like it, so remove it if it's there
return data[1].toString().replace(/^#version .*$/gm, '') + '\n';
}
function transferUniformBoolean(effect, locationName, dataView, dataViewInfo) {
// GLSL bool is a float under the hood, evaluates false if 0 or 0.0, true otherwise
effect.set_uniform_float(locationName, 1, [dataViewUint8(dataView, dataViewInfo)]);
}
function setUniformFloat(effect, locationName, dataViewInfo, value) {
effect.set_uniform_float(shaderUniformLocations[locationName], dataViewInfo[DATA_VIEW_INFO_COUNT_INDEX], value);
}
function transferUniformFloat(effect, locationName, dataView, dataViewInfo) {
setUniformFloat(effect, locationName, dataViewInfo, dataViewFloatArray(dataView, dataViewInfo));
function setUniformMatrix(effect, locationName, components, dataView, dataViewInfo) {
const numValues = dataViewInfo[DATA_VIEW_INFO_COUNT_INDEX];
if (numValues / componenents !== components) {
throw new Error('Invalid matrix size');
}
const floatArray = [].fill(0, 0, numValues);
const offset = dataViewInfo[DATA_VIEW_INFO_OFFSET_INDEX];
for (let i = 0; i < numValues; i++) {
// GLSL uses column-major order, so we need to transpose the matrix
const row = i % components;
const column = Math.floor(i / components);
floatArray[row * components + column] = dataView.getFloat32(offset, true);
offset += FLOAT_SIZE;
}
effect.set_uniform_matrix(shaderUniformLocations[locationName], true, components, floatArray);
}
function getEpochSec() {
return Math.floor(Date.now() / 1000);
}
function degreeToRadian(degree) {
return degree * Math.PI / 180;
}
// config doesn't change frequently, so we'll set these all at once, periodically
function setConfigUniformVarables(effect, dataView) {
const version = dataViewUint8(dataView, VERSION);
const date = dataViewUint(dataView, EPOCH_SEC_OFFSET);
const validKeepalive = Math.abs(getEpochSec() - date) < 5;
const imuData = dataViewFloatArray(dataView, IMU_QUAT_DATA);
const imuResetState = imuData[0] === 0.0 && imuData[1] === 0.0 && imuData[2] === 0.0 && imuData[3] === 1.0;
const enabled = dataViewUint8(dataView, ENABLED) !== 0 && version === DATA_LAYOUT_VERSION && validKeepalive && !imuResetState;
if (enabled) {
const displayRes = dataViewUintArray(dataView, DISPLAY_RES);
const displayFov = dataViewFloat(dataView, DISPLAY_FOV);
const lensDistanceRatio = dataViewFloat(dataView, LENS_DISTANCE_RATIO);
// compute these values once, they only change when the XR device changes
const displayAspectRatio = displayRes[0] / displayRes[1];
const stageAspectRatio = global.stage.get_width() / global.stage.get_height();
const diagToVertRatio = Math.sqrt(Math.pow(stageAspectRatio, 2) + 1);
const halfFovZRads = degreeToRadian(displayFov / diagToVertRatio) / 2;
const halfFovYRads = halfFovZRads * stageAspectRatio;
const screenDistance = 1.0 - lensDistanceRatio;
// all these values are passed directly to the shader, unmodified
transferUniformFloat(effect, 'imu_quat_data', dataView, IMU_QUAT_DATA);
transferUniformFloat(effect, 'look_ahead_cfg', dataView, LOOK_AHEAD_CFG);
transferUniformFloat(effect, 'display_zoom', dataView, DISPLAY_ZOOM);
transferUniformFloat(effect, 'display_north_offset', dataView, DISPLAY_NORTH_OFFSET);
transferUniformFloat(effect, 'lens_distance_ratio', dataView, LENS_DISTANCE_RATIO);
transferUniformBoolean(effect, 'sbs_enabled', dataView, SBS_ENABLED);
transferUniformBoolean(effect, 'sbs_content', dataView, SBS_CONTENT);
transferUniformBoolean(effect, 'sbs_mode_stretched', dataView, SBS_MODE_STRETCHED);
transferUniformBoolean(effect, 'custom_banner_enabled', dataView, CUSTOM_BANNER_ENABLED);
// no dataViewInfo, so we set these manually
effect.set_uniform_float(shaderUniformLocations['stage_aspect_ratio'], 1, [stageAspectRatio]);
effect.set_uniform_float(shaderUniformLocations['display_aspect_ratio'], 1, [displayAspectRatio]);
effect.set_uniform_float(shaderUniformLocations['half_fov_z_rads'], 1, [halfFovZRads]);
effect.set_uniform_float(shaderUniformLocations['half_fov_y_rads'], 1, [halfFovYRads]);
effect.set_uniform_float(shaderUniformLocations['screen_distance'], 1, [screenDistance]);
}
setUniformBoolean(effect, shaderUniformLocations['enabled'], ENABLED, enabled);
}
class Extension {
enable() {
var XREffect = GObject.registerClass({}, class XREffect extends Shell.GLSLEffect {
vfunc_build_pipeline() {
// TODO - replace this with the sombrero shader
const declares = `
uniform sampler2D uDesktopTexture;
`;
const code = `
cogl_color_out = texture2D(uDesktopTexture, cogl_tex_coord_in[0].xy);
`;
this.add_glsl_snippet(Shell.SnippetHook.FRAGMENT, declares, code, false);
// Shell.GLSLEffect requires the declarations and the main source code as separate
// strings. As it's more convenient to store the in one GLSL file, we use a regex
// here to split the source code in two parts.
const code = getShaderSource('/home/wayne/IdeaProjects/nreal/breezy-desktop/gnome/breezydesktop@org.xronlinux/IMUAdjust.frag');
const main = 'PS_IMU_Transform(vec4(0, 0, 0, 0), cogl_tex_coord_in[0].xy, cogl_color_out);';
this.add_glsl_snippet(Shell.SnippetHook.FRAGMENT, code, main, false);
}
// TODO - read IMU data and update uniform variables
vfunc_paint_target(node, paintContext) {
if (!this._initialized) {
this.set_uniform_float(this.get_uniform_location('uDesktopTexture'), 1, [0]);
this._initialized = true;
}
super.vfunc_paint_target(node, paintContext);
const data = this._shared_mem_file.load_contents(null);
if (data[0]) {
const buffer = new Uint8Array(data[1]).buffer;
var dataView = new DataView(buffer);
var repaintNeeded = false;
if (!this._initialized) {
this.set_uniform_float(this.get_uniform_location('uDesktopTexture'), 1, [0]);
this._shared_mem_file = Gio.file_new_for_path("/dev/shm/imu_data");
// iterate over shaderUniformLocations keys and set the uniform locations
for (let key in shaderUniformLocations) {
shaderUniformLocations[key] = this.get_uniform_location(key);
}
setConfigUniformVarables(this, dataView);
GLib.timeout_add(GLib.PRIORITY_DEFAULT, 1000/50, () => {
repaintNeeded = true;
this.queue_repaint();
return GLib.SOURCE_CONTINUE;
});
GLib.timeout_add(GLib.PRIORITY_DEFAULT, 250, () => {
setConfigUniformVarables(this, dataView);
return GLib.SOURCE_CONTINUE;
});
Meta.CursorTracker.get_for_display(global.display).set_pointer_visible(true);
console.log(`is_rendering_hardware_accelerated: ${Meta.CursorTracker.get_for_display(global.display).backend.is_rendering_hardware_accelerated()}`);
this._initialized = true;
}
transferUniformFloat(this, 'imu_quat_data', dataView, IMU_QUAT_DATA);
// if (repaintNeeded) {
super.vfunc_paint_target(node, paintContext);
// }
}
}
});
Main.uiGroup.add_effect(new XREffect());
global.stage.add_effect(new XREffect());
}
disable() {