2019-12-26 14:45:42 -05:00
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// Copyright Epic Games, Inc. All Rights Reserved.
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2016-04-11 23:01:18 -04:00
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// VRNotificationsComponent.cpp: Component to handle receiving notifications from VR HMD
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#include "VRNotificationsComponent.h"
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Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3209340 on 2016/11/23 by Ben.Marsh
Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h.
Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms.
* Every header now includes everything it needs to compile.
* There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first.
* There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h.
* Every .cpp file includes its matching .h file first.
* This helps validate that each header is including everything it needs to compile.
* No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more.
* You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there.
* There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible.
* No engine code explicitly includes a precompiled header any more.
* We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies.
* PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files.
Tool used to generate this transform is at Engine\Source\Programs\IncludeTool.
[CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
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#include "Misc/CoreDelegates.h"
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2016-04-11 23:01:18 -04:00
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UVRNotificationsComponent::UVRNotificationsComponent(const FObjectInitializer& ObjectInitializer)
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: Super(ObjectInitializer)
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{
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}
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void UVRNotificationsComponent::OnRegister()
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{
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Super::OnRegister();
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2016-09-01 21:11:33 -04:00
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FCoreDelegates::VRHeadsetTrackingInitializingAndNeedsHMDToBeTrackedDelegate.AddUObject(this, &UVRNotificationsComponent::HMDTrackingInitializingAndNeedsHMDToBeTrackedDelegate_Handler);
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FCoreDelegates::VRHeadsetTrackingInitializedDelegate.AddUObject(this, &UVRNotificationsComponent::HMDTrackingInitializedDelegate_Handler);
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2016-04-11 23:01:18 -04:00
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FCoreDelegates::VRHeadsetRecenter.AddUObject(this, &UVRNotificationsComponent::HMDRecenteredDelegate_Handler);
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FCoreDelegates::VRHeadsetLost.AddUObject(this, &UVRNotificationsComponent::HMDLostDelegate_Handler);
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FCoreDelegates::VRHeadsetReconnected.AddUObject(this, &UVRNotificationsComponent::HMDReconnectedDelegate_Handler);
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Copying //UE4/Dev-VR to //UE4/Dev-Main (Source: //UE4/Dev-VR @ 3145687)
#lockdown Nick.Penwarden
#rb Merge
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3094167 on 2016/08/18 by Jeff.Fisher
UEVR-97 Morpheus HMD tracking needs to wait until HMD is fully tracked.
-Morpheus CALIBRATING/NOT_TRACKED tracking state hmd orientation update disabled and delegates added to present instructions to the user. This behavior is controlled by morpheus ini setting bDisableHMDOrientationUntilHMDHasBeenTracked, but defaulted to true to avoid subtly bad user experiences.
#review-3094106 @chad.taylor
#jira UEVR-97
Change 3104799 on 2016/08/29 by Jeff.Fisher
UEVR-178 Morpheus HMD Black crescents
-Switched reprojection frame time for 60/120 mode from 120hz to 60hz so we much better predict where the hmd will be pointing when the frame we are about to render is actually displayed, and are run off the edge of it less often and less severely. This makes the black crescent artifacts only just visible during very fast head turning. The kWrapModeMirror change, which will be submitted separately, makes the left and right crescents invisible to me.
-Renamed the functions for setting the prediction info in the PS4Tracker.
-Added render frame parameters to sony reprojection functions, these can help with debugging reprojection.
-Added commented out sce call to get the reprojection debug data. Not allowed to submit an executable that calls it, but its nice to at least know where one can put it. May improve this later.
-Wrapped PS4Tracker->Synchronize call in a check that the tracker handle is valid, because I managed to get it called when it wasn't (probably during hmd power off testing, but I don't remember now). It should be fine to not do it if the tracker is not functioning.
#review-3104780 chad.taylor
#jira UEVR-178
Change 3108423 on 2016/08/31 by Jeff.Fisher
Morpheus Config Improvements.
-UEVR-138 Morpheus HMD reprojection wrap mode config setting
-Can now switch between wrap mode Mirror and ClampToBorder. Mirror is the default.
-Made bDisableHMDOrientationUntilHMDHasBeenTracked editable in UE4Editor project settings.
-Using generic project setting for bStartInVR, removed the morpheus specific one.
#jira UEVR-138
#review-3106999 @nick.whiting
Change 3111231 on 2016/09/01 by Jeff.Fisher
Fixed bStartInVR ini setting.
-Initial implementation worked via a generic EnableStereo call, which worked, but happened after the hmd setup dialog, which is not what I wanted.
-Also fixed a tracking frame mismatch assert that hit when I powered the hmd off once, causing it to lose tracking. Its ok that it doesn't update in that circumstance.
#review-3111211 @ryan.vance
Change 3115196 on 2016/09/06 by Keli.Hlodversson
#jira UEVR-128
Map move controller Select button to Invalid, as it is always handled by the system
Change 3116425 on 2016/09/07 by Chad.Taylor
PSVR: stereo layers implementation
Change 3116593 on 2016/09/07 by Jeff.Fisher
UEVR-126 Morpheus HMD connect dialog cancel reactions
-VR only apps can't allow the player to cancel out of the hmd setup dialog, so lets just pop the dialog up again (sony were ok with a licencee doing this) if an ini setting says to do that.
-VR/2D apps might want to switch to 2d if the player cancels out of the hmd setup dialog, so there is an ini setting for that.
-A delegate only implementation is also provided for apps that want to do something else. This leaves the game rendering in VR mode, and fires the delegate.
-Refactored to better separate successful HMD acquisition from stereo rendering. This was necessary to support the delegate only option on startup. If you start in vr mode with your hmd off and cancel the dialog stereo rendering now starts with default values for the hmd hardware stats (as read from my pvt) instead of crashing trying to use uninitialized data. When an hmd is connected its values will be read.
-Refactored to ensure reprojection starts immediately when we call StartReprojection.
#jira UEVR-126
#review-3116221
Change 3116754 on 2016/09/07 by Keli.Hlodversson
bPixelDensityAdaptive is a bool and not a float property
Change 3117692 on 2016/09/08 by Jeff.Fisher
UEVR-135 Morpheus HMD recent feature error reporting
UEVR-173 2DVR flexibility (UTexture)
-Error log for sceHmdReprojectionSetOutputMinColor failure.
-Made the parameter for 2dVR a UTexture* instead of a UTexture2D*, so it can be a rendertarget, etc.
-Added error logs for missing texture, invalid texture, wrong texture format to 2DVR.
#jira UEVR-135
#jira UEVR-173
#review-3116955 @keli.hloedversson
Change 3117990 on 2016/09/08 by Jeff.Fisher
UEVR-127 Morpheus HMD removal reaction
-Added VRHeadsetPutOnHead and VRHeadsetRemovedFromHead delegates, and implemented them for Morpheus.
#jira UEVR-127
#review-3117968 @keli.hlodversson
Change 3120198 on 2016/09/09 by Jeff.Fisher
MorpheusReprojector frame complete wait error log
-Now log a warning if the sceKernalWaitEqueue returns an error. It not a problem if this happens rarely, but something is very broken if it starts happening continuously.
Change 3121754 on 2016/09/12 by Keli.Hlodversson
#jira UE-21878 - Also emit VR initialization analytics events in the editor.
Change 3122311 on 2016/09/12 by Nick.Whiting
Merging fix for Adreno devices rendering black from 4.13.1
Change 3123057 on 2016/09/13 by Keli.Hlodversson
#jira UE-30097 Use the current value of r.ScreenPercentage on Occulus Rift if it's explicitly set.
* If the SetBy part of the flags for the console var is SetBy_Constructor, then ignore the value.
* If it's SetBy_Scalability, then ignore it if it equals 100
* Else, call SetScreenPercentage using the current value
The obsolete HMD SCREENPERCENTAGE console command is still available and will override the setting until r.ScreenPercentage is modified the next time.
Change 3123200 on 2016/09/13 by Chad.Taylor
PS4 Stereo Layer double buffering. Since the overlays are reprojected at 120hz but rendered at 60hz we need to render to a separate buffer than the one being used by reprojection.
Change 3125845 on 2016/09/14 by Keli.Hlodversson
#jira UE-33996 Add hmd=<name> command line option to allow overriding which HMD module is used.
Renamed GetModulePriorityKeyName to simply GetModuleKeyName, as this name is now also used to match against the command line options.
Change 3127293 on 2016/09/15 by Jeff.Fisher
UEVR-225 Morpheus HMD top and bottom black crescents
-The hidden and visible area meshes for morpheus were too restrictive. Nudged them out a bit, no black crescents at the top and bottom of the screen. We are rendering a few more pixels now though.
#review-3127145 @ryan.vance
#jira UEVR-225
Change 3130635 on 2016/09/19 by Jeff.Fisher
UEVR-226 Morpheus HMD mirrored fill wrong on outer edges
-The setting was never being used, leaving the wrap mode at 0 aka kWrapModeWrap.
-Refactored how the setting is applied so it works, and is less convoluted.
#jira UEVR-226
#review-3129403
Change 3131615 on 2016/09/19 by Keli.Hlodversson
#jira UE-29341. Update Chaperone bounds when SteamVR tells us they have changed
Change 3136527 on 2016/09/22 by Keli.Hlodversson
Don't depend on the current state of the VR subsystem when exiting PIE mode to decide whether the main window should be restored. Instead always restore it if it was minimized at the start.
Change 3136652 on 2016/09/22 by Keli.Hlodversson
Allow shutting down Steam VR subsystem without shutting down the Steam VR plugin completely in response to quitting from the SteamVR overlay. Enabling stereo rendering again will reinitialize SteamVR. This is useful when using PIE in VR mode as it allows entereing it again without restarting the editor. Also fixes crashes by first disabinge stereo rendering a short while before shutting down the VR subsystem.
#jira UE-35940
Change 3138901 on 2016/09/23 by Ryan.Vance
Merging 3138521 using OdinToDevVR to bring over temporary forward lighting ISR changes for 4.14
Change 3141614 on 2016/09/27 by Keli.Hlodversson
Implement GetNumOfTrackingSensors and GetTrackingSensorProperties on SteamVR.
#jira UE-32994
Change 3141948 on 2016/09/27 by Jeff.Fisher
UEVR-242 Is AddControllerYawInput not allowed when morpheus is enabled?
-Indeed it did not work. Looks like morpheus would not accumulate the yaw, so it would be reset every frame. I made the implementation of ApplyHmdRotation very similar to the one used for occulus (also similar to other platforms) to fix this.
#jira UEVR-242
#review-3141933 keli.hlodversson
Change 3143484 on 2016/09/28 by Nick.Whiting
Integrating Oculus 1.8 SDK support, includes support for cylinder and cubemap stereo layers
Change 3143517 on 2016/09/28 by Chad.Taylor
Merging PS4Tracker fixes from Release-4.13 into Dev-VR
Change 3143805 on 2016/09/28 by Keli.Hlodversson
#jira UE-36478 Workaround to make world to meters scale apply correctly to Occulus controllers while running in PIE
Change 3143943 on 2016/09/28 by Nick.Whiting
Merging latest drop from OSVR
Change 3144221 on 2016/09/28 by Keli.Hlodversson
Implement GetTrackingSensorProperties on PS4
#jira UE-32994
Change 3144352 on 2016/09/28 by Ryan.Vance
Initial implementation of mobile multi-view.
This is non-functioning and requires a lot more work, but enough of the framework exists to make the 4.14 branch for an experimental release.
Change 3144585 on 2016/09/29 by Jeff.Fisher
UEVR-14 PSVR Support for 90Hz to 90Hz, and 120Hz to 120Hz
-Enum setting added for the three frame sequences.
-90Hz mode is trying to run camera updates at 90hz, but they can only run at 60 so every third one fails. This works, but its dubious.
-Feature marked as experimental for now because of that 90hz tracking issue, and the lack of testing.
-Defaulting to 60/120.
#jira UEVR-14
#review-3143486 chad.taylor nick.whiting
Change 3145263 on 2016/09/29 by Nick.Whiting
Fix for constructor initialization order in StereoLayerComponent, which threw a warning on Clang
Change 3145536 on 2016/09/29 by Nick.Whiting
Fixes for project files to prevent mystery pop up from CAPI
Change 3145663 on 2016/09/29 by Keli.Hlodversson
PSVR: Make sure the camera orientation returned from GetTrackingSensorProperties points in the right direction.
Change 3145670 on 2016/09/29 by Keli.Hlodversson
For some reason the orientation of the Oculus tracking sensor is reported as pointing backwards. This flips it around to face front
Change 3145687 on 2016/09/29 by Chad.Taylor
VR splash screen support
[CL 3146243 by Nick Whiting in Main branch]
2016-09-30 01:16:13 -04:00
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FCoreDelegates::VRHeadsetConnectCanceled.AddUObject(this, &UVRNotificationsComponent::HMDConnectCanceledDelegate_Handler);
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FCoreDelegates::VRHeadsetPutOnHead.AddUObject(this, &UVRNotificationsComponent::HMDPutOnHeadDelegate_Handler);
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FCoreDelegates::VRHeadsetRemovedFromHead.AddUObject(this, &UVRNotificationsComponent::HMDRemovedFromHeadDelegate_Handler);
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Copying //UE4/Dev-VR to //UE4/Dev-Main (Source: //UE4/Dev-VR @ 3636795)
#lockdown Nick.Penwarden
============================
MAJOR FEATURES & CHANGES
============================
Change 2932765 by Nick.Whiting
Merging updated license files for Oculus libraries
Change 3480552 by Dustin.Holmes
Added map and gamemode for calibration
#jira UEVR-808
Change 3502253 by Nick.Whiting
Trying to fix up p4's botch of the merge
Change 3513736 by Keli.Hlodversson
Move duplicated late update code into a common FLateUpdateManager
#jira UEVR-893
Change 3514798 by Mike.Beach
#4.17
Exposing a way for Blueprint users to remap the SteamVR controller's d-pad buttons (clashes with the Oculus mappings).
#jira UE-42634
Change 3516042 by Dustin.Holmes
Runtime handedness changes in Vive controllers are now reflected when a new device is connected. Device mappings are also reset when a device disconnects, so that if it connects again it fully reregisters instead of just assuming the role it previously had.
Change 3517781 by Keli.Hlodversson
Remove unused local variable bUseCustomPresentTexture
Change 3517951 by Mike.Beach
#4.17
Guarding against dereferencing a null pointer. Defaulting to the identity when we don't (yet) have a valid head pose to use.
#jira UE-43685
Change 3518142 by Mike.Beach
#4.17
Resolving fallout from bad merge (CL 3514868) - checking for teminating null in array (which was added to keep ARRAY_COUNT from acting on an empty array).
Change 3523183 by Ryan.Vance
#jira UE-46493, UEVR-661
Fixes GearVR only displaying a black screen on startup
Fixes GearVR rendering incorrectly with mobile multi-view w/o direct mode enabled
Adding mobile multi-view direct support to Daydream
Change 3523718 by Nick.Whiting
Adding core controller recentering delegate, and moving Google over to that system.
Change 3527263 by Dan.Oconnor
Mirror 3526925 for Nick Donaldson
Change 3533596 by Dustin.Holmes
Add garbage matte map, gamemode, and blueprints.
Change 3533598 by Dustin.Holmes
Expose the Set Tint Color and Opacity function for Widget Components as a Blueprint node.
Change 3538139 by Mike.Beach
Moving Oculus debug shader directly into Oculus plugin.
#jira UE-47134
Change 3543185 by Nick.Atamas
Address UEVR-891 : Merge in changes to Google Tango plugin.
#jira UEVR-891
Change 3543285 by Nick.Atamas
Merging using //UE4/Release-4.17/... -> //UE4/Dev-VR/... :
Fixed UEVR-852:
Adjusted Google Tango Plugins copyright to Copyright Google 2017.
Removed Apache 2.0 license.
Change 3545505 by Nick.Atamas
Fix UEVR-851 : some fix-ups to MeshReconHUD and overlay material now has a material parameter for tinting the reconstructed mesh to help debug visualization.
Change 3547549 by Jeff.Fisher
Fixing DefaultSpectatorScreenController comment.
Change 3551339 by Ryan.Vance
#jira UE-44947
Editor primitives we not being handled correctly with ISR.
Change 3554169 by Dustin.Holmes
Reconcile missed Mixed Reality blueprint
Change 3566825 by Mike.Beach
Fixing some bad merges from Main (fallout from CL 3566309)
Change 3567143 by Mike.Beach
Copying //Tasks/UE4/Dev-MixedReality to Dev-VR-Minimal (//UE4/Dev-VR-Minimal)
Change 3567572 by Mike.Beach
[WIP] Adding some MR plugin dependencies to keep CIS quiet (SteamVR is just temporary, and will be removed).
Change 3569116 by Jeff.Fisher
Mixed reality build breaks for PS4
-Module is dependent on steamvr, so don't build it for PS4.
-Removed unused class that doesn't compile with clang.
Change 3569362 by Mike.Beach
Organizing MR plugin content, to make way for new calibration modes.
Change 3572802 by Jeff.Fisher
UEVR-832 Add save/load system for calibrated camera settings
-Moved MixedRealityConfigurationSaveGame to c++.
#review-3571779
#jira UEVR-832
Change 3573864 by Mike.Beach
[WIP] Initial work on MR cam alignment controller - records point/frustum data from user input.
Change 3575900 by Jeff.Fisher
Vive spectator flat rect expanded to match other platforms.
-The vive 'full flat eye' rect was narrower than other platforms. Expanded it to be closer to the other platforms.
Change 3578684 by Mike.Beach
Static analysis fixes for CIS.
#jira UE-48204, UE-48203, UE-48206
Change 3579460 by Mike.Beach
[WIP] New calibration mode for camera alignment.
#jira UEVR-785
Change 3581232 by Mike.Beach
[WIP] Saving off alignment calibration data, and loading it on initialization. We skip alignment calibration if it has been configured.
#jira UEVR-832
Change 3588411 by Mike.Beach
[WIP] Adding calibration for compositing (chroma color, etc.).
#jira UEVR-785
Change 3588541 by Mike.Beach
[WIP] Cleaning up some display issues with the MR calibration.
#jira UEVR-785
Change 3588680 by Mike.Beach
Re-organizing the MR content, now that the alignment controller calibrates more than just alignment (renaming, etc.).
Change 3588694 by Mike.Beach
Renaming the MR calibration pawn (since it doesn't do any calibrating itself).
Change 3591518 by Mike.Beach
Copying //Tasks/UE4/Dev-MixedReality to Dev-VR-Minimal (//UE4/Dev-VR-Minimal)
Change 3591671 by Ryan.Vance
Debug stereo layer support
This adds an option to render the debug canvas to a stereo layer which greatly improves console and stat readability in an hmd.
Change 3591812 by Ryan.Vance
Don't snap motion controllers to the origin when tracking is lost.
Change 3594681 by Mike.Beach
[WIP] Copying //Tasks/UE4/Dev-MixedReality to Dev-VR-Minimal (//UE4/Dev-VR-Minimal)
Change 3596679 by Mike.Beach
CIS fix (likely fallout from CL 3591671) - changing the order of initialization to better match the order of declaration.
Change 3598191 by Jeff.Fisher
UEVR-807 Setup M_MRVidProcessing to use 3D garbage matte data.
-Created MixedRealityGarbageMatteCaptureComponent. An instance of this is spawned by and attached to MixedRealityCaptureComponent. Saved config data is loaded into it. It spawns a garbage matte actor. It then captures the garbage matte actor into a render target (which is set on MixedRealityCaptureComponent).
#jira UEVR-807
#review-3598179
Change 3598276 by Mike.Beach
Copying //Tasks/UE4/Dev-MixedReality to Dev-VR-Minimal (//UE4/Dev-VR-Minimal)
Change 3598332 by Mike.Beach
Guarding against a blind cast in the SteamVRChaperone component, which can be used cross platform (can't assume SteamVR).
Change 3605271 by Mike.Beach
Copying //Tasks/UE4/Dev-MixedReality to Dev-VR-Minimal (//UE4/Dev-VR-Minimal)
Change 3608490 by Jeff.Fisher
UEVR-987 Social Screen PS4 need to go to 'mirroring' for hmd setup dialog because system dialogs are not visible in separate mode.
UEVR-988 SpectatorScreen Flickering
UE-47234 Spectator screen: need frame delay before assigning dynamically created rendertarget to spectator texture
UE-47310 Spectator Screen: crash if you release a render target which is assigned as the spectator texture
-Test level content for all of these bugs.
Change 3608883 by Jeff.Fisher
UEVR-807 Setup M_MRVidProcessing to use 3D garbage matte data.
-Set material to use the garbage matte render target.
Change 3613292 by Mike.Beach
Moving header fcn decl up, under the proper interface section (for organization's sake).
Change 3616943 by Nick.Whiting
Updating SteamVR libraries to 1.0.9, so we can bring back macOS support
Change 3616970 by Nick.Whiting
Adding in steamvr visible area mesh support. Can be toggled with vr.SteamVR.UseVisibleAreaMesh
Change 3617866 by Mike.Beach
Updating the VR template to reflect Oculus HMD device naming that we've keyed off of in these Blueprints (when determining which VR system we're running on).
Change 3620108 by Mike.Beach
[WIP] Adding an intermediate calibration step to tweak the MR virtual cam's alignment.
Change 3620982 by Mike.Beach
Tying off some loose ends with the MR calibration map:
* Saving after each calibration phase
* Fixing blocked input from garbage matte creation
* Blocking input handling while exiting/previewing
* Adding minimum radius for random screen pt
Change 3621551 by Mike.Beach
[MR] Leveraging camera support in the new media framework - working for limited cameras in calibration.
Change 3621552 by Mike.Beach
[MR calibration] - fixing it so when you first switch into compoisiting calibration it updates the property readout.
Change 3621660 by Mike.Beach
[MR calibration] Cleaning up how we display text (adding a struct to wrap the coresponding properties).
Change 3623323 by Dustin.Holmes
Fix buffer overflow when using 5+ Vive generic trackers and add more Special hand designations to cover the maximum 11 trackers Vive supports
Change 3625900 by Keli.Hlodversson
Remove fixed 16:9 aspect ratio for SteamVR and Oculus splash screens.
Oculus was already fixed in CL#3413801, but regressed with plugin renaming and unificiation with GearVR in CL#3502152.
#jira UE-40220 StereoLayer splash layers are hardcoded to 8 by 4.5 meters (16:9 aspect ratio)
Change 3628409 by Mike.Beach
Speculative CIS fix.
#jira UE-49339
Change 3628440 by Nick.Whiting
Fix for SteamVR OSX build issues
Change 3628489 by Nick.Whiting
Fix for win32 build break
Change 3629045 by Mike.Beach
Shadowed variable name fix (CIS).
Change 3629202 by Arciel.Rekman
Copying //UE4/Partner-Valve@3629179 to Dev-VR (//UE4/Dev-VR)
Change 3629340 by Nick.Atamas
Unshelved and resolved changes from Oculus.
Change 3629772 by Ryan.Vance
Fixing Oculus Vulkan related compile issues. This will break Oculus Vulkan support, but the code needs to be refactored anyway.
Change 3629833 by Mike.Beach
Fixing up CIS warning introduced by Oculus 1.17 changes - "unsafe conversion" warning
#jira UE-49376
Change 3630696 by Jeff.Fisher
UE-49415 //UE4/Dev-VR: Incremental UE4Editor Win64 completed with errors - 5 Errors
Switching an include to a forward declaration
-Not sure why the previous version didn't compile on the build machine, but fewer dependencies is good.
Change 3630783 by Mike.Beach
Fixing CIS compiler failures for our vehicle templates.
#jira UE-49417
Change 3630802 by Mike.Beach
Better fix than 3630783 - updating the vehicle template's stereoscopic check (fixing the VehicleHud.cpp logic as well)
#jira UE-49417
Change 3630870 by Mike.Beach
Pragma'ing out a function pointer cast warning. Good warning, but I figure we know what we're doing here and there's no other way around it.
#jira UE-49376
Change 3630993 by Ryan.Vance
Check to ensure we have a valid third camera before trying to use it.
We could check >= 3 or if the left and right cameras are left/right stereo etc. decided to go with the simple test for now.
Change 3631322 by Jeff.Fisher
UEVR-909 PIP in Garbage Matte
-Added ExternalGarbageMatteActor to MixedRealityGarbageMatteCaptureComponent and exposed it to blueprint though MixedRealityCaptureComponent. This lets us switch from using the normal mixed reality component save/load garbage matte data and instead use an external actor, in this case the actor we use to setup the garbage matte. Then the mask is able to capture that actor live as it is edited.
-Also implemented GetViewOwner() so that we can use SetOwnerOnlySee to prevent other cameras and captures from seeing the garbage matte actor.
-Calibration level now uses the external garbage matte actor to let the garbate matte mask live update. It also does a picture-in-picture preview of the mixed reality scene. 'P' can show/hide the garbage matte actor on that PIP preview.
-Added SetUnmaskedPixelHighlightColor to MixedRealityCaptureComponent and the material. With this one can make unmasked video pixels more obvious in the output. The calibration level has this mapped to shift-P and makes pixels bright yellow to white.
-Added blueprint to calibration level to make the garbage matte actor visible in the mixed reality capture. That is bound to ctrl-g.
-GarbageMatteActors spawned by the mixed reality capture component are now attached to the vr origin. The calibration level now saves garbage matte mesh transforms relative to the vr origin.
-The garbage matte mesh is now plugin content, and is referenced in the mixedrealitycomponent default object, so it is cooked in any project that includes the plugin.
-Fog and AtmosphericFog no longer affect the garbage matte mask capture... there may be other things we need to turn off there.
#review-3618345
#jira UEVR-909
Change 3631362 by Keli.Hlodversson
#jira UE-49418 Exiting Google Instant Preview displays half of the editor viewport as black.
Note convoluted fix: passing bIsStereoScopic3D to IsActiveThisFrame. ISceneViewExtension code cannot rely on StereoRenderingDevice->IsStereoEnabled to know whether to render in stereo, as the current viewport widget may disable it. This was not a problem before the refactoring, as HMD-related viewextensions were only added to the active list after establishing that stereo indeed was enabled and allowed by the current view port widget.
Change 3631887 by Jeff.Fisher
Fixing IsActiveThisFrame build break.
Change 3632206 by Nick.Atamas
Fix for UE-49413.
Registering FOculusHMD as an extensions the same way as others: now creates an XRCamera that passes all the calls back to the HMD.
Change 3632264 by Nick.Whiting
Fix for Vive rendering getting cropped off due to invalid subrect values being submitted to the compositor.
Change 3632340 by Nick.Atamas
Merged in change from Loren; opted for our solution to ViewExtensions instead of the one in the changelist.
Original description below.
Change 3632214 by Loren.McQuade@Loren.McQuade_Dev-VR on 2017/09/07 19:51:29 *pending*
[Dev-VR] Added OculusHMD_SceneViewExtension, PlayerPosition/PlayerOrientation values, FOculusHMD::GetRelativeEyePose cross-eyed madness (CL 3631541, 3631687)
Change 3632353 by Ryan.Vance
#jira UE-49468
Don't apply xr camera rotation on the player controller when not using xr tracking.
Change 3632735 by Keli.Hlodversson
Better fix for #jira UE-49413.
Revert oculus xr camera code and use that one can have more than one view extension registered instead.
Use GetPriority to have the OculusHMD view extension code execute after the default xr camera.
The xr camera subclass did not forward the calls to ISceneViewExtension to the parent, breaking various functionality such as late update.
Fixes a crash when entering VR pie twice, back to back.
Change 3632752 by Keli.Hlodversson
Applying change 3632592 by Loren.McQuade@Loren.McQuade_Dev-VR_Branch on 2017/09/08 02:08:22
[Dev-VR] Push //UE4/Partner-Oculus@3632591 #rb merge
//UE4/Partner-Oculus to //UE4/Dev-VR/...
Reverted OculusHMD_XRCamera changes, as that clas has been removed in the interim.
Change 3633211 by Mike.Beach
Backing out Oculus MotionController hiding that accidently got submitted - we decided not to adopt this change originally.
Change 3633315 by Jeff.Fisher
merge from main with dev-platform problem children
-expecting SDRBackBuffer stuff to be wrong.
Change 3634006 by Mike.Beach
Resurecting Oculus clip plane settings which got dropped in the IXR refactor.
#jira UE-49520
Change 3634639 by Keli.Hlodversson
Avoid include cycle
https://ec-01.epicgames.net/commander/link/jobStepDetails/jobSteps/68863219?stepName=UE4Editor%20Static%20Analysis%20Win64%20%28IncludeTool%29&jobId=7995809&jobName=UE4%20Dev-VR%20-%20CL%203632752%20-%20Nightly%20Build&tabGroup=diagnosticHeader&firstPage=1
Change 3634641 by Jeff.Fisher
UE-49535 Lighting is blown out when playing in VR Preview on Vive
-Need pixel format to be PF_B8G8R8A8 for vr, now the plugins all build their render target and use that format.
#review-3634623
Change 3634682 by Jeff.Fisher
IHeadMountedDisplay forward declarations needed.
Change 3634690 by Ryan.Vance
We can't override the screen percentage when rendering for stereo
#jira UE-49287
Change 3635970 by Keli.Hlodversson
#jira UE-49563 Crash while opening QA-Game Referencing SharedPointer.h
Verify that StereoRendering is valid before calling IsStereoEnabled()
Change 3635979 by Mike.Beach
CIS static analysis fix - checking a ptr for null before we use it.
#jira UE-49531
Change 3636059 by Mike.Beach
Fixing XR system name aliasing for the -hmd command.
[CL 3638830 by Ryan Vance in Main branch]
2017-09-12 11:27:30 -04:00
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FCoreDelegates::VRControllerRecentered.AddUObject(this, &UVRNotificationsComponent::VRControllerRecentered_Handler);
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2016-04-11 23:01:18 -04:00
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}
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void UVRNotificationsComponent::OnUnregister()
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{
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Super::OnUnregister();
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2016-09-01 21:11:33 -04:00
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FCoreDelegates::VRHeadsetTrackingInitializingAndNeedsHMDToBeTrackedDelegate.RemoveAll(this);
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FCoreDelegates::VRHeadsetTrackingInitializedDelegate.RemoveAll(this);
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2016-04-11 23:01:18 -04:00
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FCoreDelegates::VRHeadsetRecenter.RemoveAll(this);
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FCoreDelegates::VRHeadsetLost.RemoveAll(this);
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FCoreDelegates::VRHeadsetReconnected.RemoveAll(this);
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Copying //UE4/Dev-VR to //UE4/Dev-Main (Source: //UE4/Dev-VR @ 3145687)
#lockdown Nick.Penwarden
#rb Merge
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3094167 on 2016/08/18 by Jeff.Fisher
UEVR-97 Morpheus HMD tracking needs to wait until HMD is fully tracked.
-Morpheus CALIBRATING/NOT_TRACKED tracking state hmd orientation update disabled and delegates added to present instructions to the user. This behavior is controlled by morpheus ini setting bDisableHMDOrientationUntilHMDHasBeenTracked, but defaulted to true to avoid subtly bad user experiences.
#review-3094106 @chad.taylor
#jira UEVR-97
Change 3104799 on 2016/08/29 by Jeff.Fisher
UEVR-178 Morpheus HMD Black crescents
-Switched reprojection frame time for 60/120 mode from 120hz to 60hz so we much better predict where the hmd will be pointing when the frame we are about to render is actually displayed, and are run off the edge of it less often and less severely. This makes the black crescent artifacts only just visible during very fast head turning. The kWrapModeMirror change, which will be submitted separately, makes the left and right crescents invisible to me.
-Renamed the functions for setting the prediction info in the PS4Tracker.
-Added render frame parameters to sony reprojection functions, these can help with debugging reprojection.
-Added commented out sce call to get the reprojection debug data. Not allowed to submit an executable that calls it, but its nice to at least know where one can put it. May improve this later.
-Wrapped PS4Tracker->Synchronize call in a check that the tracker handle is valid, because I managed to get it called when it wasn't (probably during hmd power off testing, but I don't remember now). It should be fine to not do it if the tracker is not functioning.
#review-3104780 chad.taylor
#jira UEVR-178
Change 3108423 on 2016/08/31 by Jeff.Fisher
Morpheus Config Improvements.
-UEVR-138 Morpheus HMD reprojection wrap mode config setting
-Can now switch between wrap mode Mirror and ClampToBorder. Mirror is the default.
-Made bDisableHMDOrientationUntilHMDHasBeenTracked editable in UE4Editor project settings.
-Using generic project setting for bStartInVR, removed the morpheus specific one.
#jira UEVR-138
#review-3106999 @nick.whiting
Change 3111231 on 2016/09/01 by Jeff.Fisher
Fixed bStartInVR ini setting.
-Initial implementation worked via a generic EnableStereo call, which worked, but happened after the hmd setup dialog, which is not what I wanted.
-Also fixed a tracking frame mismatch assert that hit when I powered the hmd off once, causing it to lose tracking. Its ok that it doesn't update in that circumstance.
#review-3111211 @ryan.vance
Change 3115196 on 2016/09/06 by Keli.Hlodversson
#jira UEVR-128
Map move controller Select button to Invalid, as it is always handled by the system
Change 3116425 on 2016/09/07 by Chad.Taylor
PSVR: stereo layers implementation
Change 3116593 on 2016/09/07 by Jeff.Fisher
UEVR-126 Morpheus HMD connect dialog cancel reactions
-VR only apps can't allow the player to cancel out of the hmd setup dialog, so lets just pop the dialog up again (sony were ok with a licencee doing this) if an ini setting says to do that.
-VR/2D apps might want to switch to 2d if the player cancels out of the hmd setup dialog, so there is an ini setting for that.
-A delegate only implementation is also provided for apps that want to do something else. This leaves the game rendering in VR mode, and fires the delegate.
-Refactored to better separate successful HMD acquisition from stereo rendering. This was necessary to support the delegate only option on startup. If you start in vr mode with your hmd off and cancel the dialog stereo rendering now starts with default values for the hmd hardware stats (as read from my pvt) instead of crashing trying to use uninitialized data. When an hmd is connected its values will be read.
-Refactored to ensure reprojection starts immediately when we call StartReprojection.
#jira UEVR-126
#review-3116221
Change 3116754 on 2016/09/07 by Keli.Hlodversson
bPixelDensityAdaptive is a bool and not a float property
Change 3117692 on 2016/09/08 by Jeff.Fisher
UEVR-135 Morpheus HMD recent feature error reporting
UEVR-173 2DVR flexibility (UTexture)
-Error log for sceHmdReprojectionSetOutputMinColor failure.
-Made the parameter for 2dVR a UTexture* instead of a UTexture2D*, so it can be a rendertarget, etc.
-Added error logs for missing texture, invalid texture, wrong texture format to 2DVR.
#jira UEVR-135
#jira UEVR-173
#review-3116955 @keli.hloedversson
Change 3117990 on 2016/09/08 by Jeff.Fisher
UEVR-127 Morpheus HMD removal reaction
-Added VRHeadsetPutOnHead and VRHeadsetRemovedFromHead delegates, and implemented them for Morpheus.
#jira UEVR-127
#review-3117968 @keli.hlodversson
Change 3120198 on 2016/09/09 by Jeff.Fisher
MorpheusReprojector frame complete wait error log
-Now log a warning if the sceKernalWaitEqueue returns an error. It not a problem if this happens rarely, but something is very broken if it starts happening continuously.
Change 3121754 on 2016/09/12 by Keli.Hlodversson
#jira UE-21878 - Also emit VR initialization analytics events in the editor.
Change 3122311 on 2016/09/12 by Nick.Whiting
Merging fix for Adreno devices rendering black from 4.13.1
Change 3123057 on 2016/09/13 by Keli.Hlodversson
#jira UE-30097 Use the current value of r.ScreenPercentage on Occulus Rift if it's explicitly set.
* If the SetBy part of the flags for the console var is SetBy_Constructor, then ignore the value.
* If it's SetBy_Scalability, then ignore it if it equals 100
* Else, call SetScreenPercentage using the current value
The obsolete HMD SCREENPERCENTAGE console command is still available and will override the setting until r.ScreenPercentage is modified the next time.
Change 3123200 on 2016/09/13 by Chad.Taylor
PS4 Stereo Layer double buffering. Since the overlays are reprojected at 120hz but rendered at 60hz we need to render to a separate buffer than the one being used by reprojection.
Change 3125845 on 2016/09/14 by Keli.Hlodversson
#jira UE-33996 Add hmd=<name> command line option to allow overriding which HMD module is used.
Renamed GetModulePriorityKeyName to simply GetModuleKeyName, as this name is now also used to match against the command line options.
Change 3127293 on 2016/09/15 by Jeff.Fisher
UEVR-225 Morpheus HMD top and bottom black crescents
-The hidden and visible area meshes for morpheus were too restrictive. Nudged them out a bit, no black crescents at the top and bottom of the screen. We are rendering a few more pixels now though.
#review-3127145 @ryan.vance
#jira UEVR-225
Change 3130635 on 2016/09/19 by Jeff.Fisher
UEVR-226 Morpheus HMD mirrored fill wrong on outer edges
-The setting was never being used, leaving the wrap mode at 0 aka kWrapModeWrap.
-Refactored how the setting is applied so it works, and is less convoluted.
#jira UEVR-226
#review-3129403
Change 3131615 on 2016/09/19 by Keli.Hlodversson
#jira UE-29341. Update Chaperone bounds when SteamVR tells us they have changed
Change 3136527 on 2016/09/22 by Keli.Hlodversson
Don't depend on the current state of the VR subsystem when exiting PIE mode to decide whether the main window should be restored. Instead always restore it if it was minimized at the start.
Change 3136652 on 2016/09/22 by Keli.Hlodversson
Allow shutting down Steam VR subsystem without shutting down the Steam VR plugin completely in response to quitting from the SteamVR overlay. Enabling stereo rendering again will reinitialize SteamVR. This is useful when using PIE in VR mode as it allows entereing it again without restarting the editor. Also fixes crashes by first disabinge stereo rendering a short while before shutting down the VR subsystem.
#jira UE-35940
Change 3138901 on 2016/09/23 by Ryan.Vance
Merging 3138521 using OdinToDevVR to bring over temporary forward lighting ISR changes for 4.14
Change 3141614 on 2016/09/27 by Keli.Hlodversson
Implement GetNumOfTrackingSensors and GetTrackingSensorProperties on SteamVR.
#jira UE-32994
Change 3141948 on 2016/09/27 by Jeff.Fisher
UEVR-242 Is AddControllerYawInput not allowed when morpheus is enabled?
-Indeed it did not work. Looks like morpheus would not accumulate the yaw, so it would be reset every frame. I made the implementation of ApplyHmdRotation very similar to the one used for occulus (also similar to other platforms) to fix this.
#jira UEVR-242
#review-3141933 keli.hlodversson
Change 3143484 on 2016/09/28 by Nick.Whiting
Integrating Oculus 1.8 SDK support, includes support for cylinder and cubemap stereo layers
Change 3143517 on 2016/09/28 by Chad.Taylor
Merging PS4Tracker fixes from Release-4.13 into Dev-VR
Change 3143805 on 2016/09/28 by Keli.Hlodversson
#jira UE-36478 Workaround to make world to meters scale apply correctly to Occulus controllers while running in PIE
Change 3143943 on 2016/09/28 by Nick.Whiting
Merging latest drop from OSVR
Change 3144221 on 2016/09/28 by Keli.Hlodversson
Implement GetTrackingSensorProperties on PS4
#jira UE-32994
Change 3144352 on 2016/09/28 by Ryan.Vance
Initial implementation of mobile multi-view.
This is non-functioning and requires a lot more work, but enough of the framework exists to make the 4.14 branch for an experimental release.
Change 3144585 on 2016/09/29 by Jeff.Fisher
UEVR-14 PSVR Support for 90Hz to 90Hz, and 120Hz to 120Hz
-Enum setting added for the three frame sequences.
-90Hz mode is trying to run camera updates at 90hz, but they can only run at 60 so every third one fails. This works, but its dubious.
-Feature marked as experimental for now because of that 90hz tracking issue, and the lack of testing.
-Defaulting to 60/120.
#jira UEVR-14
#review-3143486 chad.taylor nick.whiting
Change 3145263 on 2016/09/29 by Nick.Whiting
Fix for constructor initialization order in StereoLayerComponent, which threw a warning on Clang
Change 3145536 on 2016/09/29 by Nick.Whiting
Fixes for project files to prevent mystery pop up from CAPI
Change 3145663 on 2016/09/29 by Keli.Hlodversson
PSVR: Make sure the camera orientation returned from GetTrackingSensorProperties points in the right direction.
Change 3145670 on 2016/09/29 by Keli.Hlodversson
For some reason the orientation of the Oculus tracking sensor is reported as pointing backwards. This flips it around to face front
Change 3145687 on 2016/09/29 by Chad.Taylor
VR splash screen support
[CL 3146243 by Nick Whiting in Main branch]
2016-09-30 01:16:13 -04:00
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FCoreDelegates::VRHeadsetConnectCanceled.RemoveAll(this);
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FCoreDelegates::VRHeadsetPutOnHead.RemoveAll(this);
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FCoreDelegates::VRHeadsetRemovedFromHead.RemoveAll(this);
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Copying //UE4/Dev-VR to //UE4/Dev-Main (Source: //UE4/Dev-VR @ 3636795)
#lockdown Nick.Penwarden
============================
MAJOR FEATURES & CHANGES
============================
Change 2932765 by Nick.Whiting
Merging updated license files for Oculus libraries
Change 3480552 by Dustin.Holmes
Added map and gamemode for calibration
#jira UEVR-808
Change 3502253 by Nick.Whiting
Trying to fix up p4's botch of the merge
Change 3513736 by Keli.Hlodversson
Move duplicated late update code into a common FLateUpdateManager
#jira UEVR-893
Change 3514798 by Mike.Beach
#4.17
Exposing a way for Blueprint users to remap the SteamVR controller's d-pad buttons (clashes with the Oculus mappings).
#jira UE-42634
Change 3516042 by Dustin.Holmes
Runtime handedness changes in Vive controllers are now reflected when a new device is connected. Device mappings are also reset when a device disconnects, so that if it connects again it fully reregisters instead of just assuming the role it previously had.
Change 3517781 by Keli.Hlodversson
Remove unused local variable bUseCustomPresentTexture
Change 3517951 by Mike.Beach
#4.17
Guarding against dereferencing a null pointer. Defaulting to the identity when we don't (yet) have a valid head pose to use.
#jira UE-43685
Change 3518142 by Mike.Beach
#4.17
Resolving fallout from bad merge (CL 3514868) - checking for teminating null in array (which was added to keep ARRAY_COUNT from acting on an empty array).
Change 3523183 by Ryan.Vance
#jira UE-46493, UEVR-661
Fixes GearVR only displaying a black screen on startup
Fixes GearVR rendering incorrectly with mobile multi-view w/o direct mode enabled
Adding mobile multi-view direct support to Daydream
Change 3523718 by Nick.Whiting
Adding core controller recentering delegate, and moving Google over to that system.
Change 3527263 by Dan.Oconnor
Mirror 3526925 for Nick Donaldson
Change 3533596 by Dustin.Holmes
Add garbage matte map, gamemode, and blueprints.
Change 3533598 by Dustin.Holmes
Expose the Set Tint Color and Opacity function for Widget Components as a Blueprint node.
Change 3538139 by Mike.Beach
Moving Oculus debug shader directly into Oculus plugin.
#jira UE-47134
Change 3543185 by Nick.Atamas
Address UEVR-891 : Merge in changes to Google Tango plugin.
#jira UEVR-891
Change 3543285 by Nick.Atamas
Merging using //UE4/Release-4.17/... -> //UE4/Dev-VR/... :
Fixed UEVR-852:
Adjusted Google Tango Plugins copyright to Copyright Google 2017.
Removed Apache 2.0 license.
Change 3545505 by Nick.Atamas
Fix UEVR-851 : some fix-ups to MeshReconHUD and overlay material now has a material parameter for tinting the reconstructed mesh to help debug visualization.
Change 3547549 by Jeff.Fisher
Fixing DefaultSpectatorScreenController comment.
Change 3551339 by Ryan.Vance
#jira UE-44947
Editor primitives we not being handled correctly with ISR.
Change 3554169 by Dustin.Holmes
Reconcile missed Mixed Reality blueprint
Change 3566825 by Mike.Beach
Fixing some bad merges from Main (fallout from CL 3566309)
Change 3567143 by Mike.Beach
Copying //Tasks/UE4/Dev-MixedReality to Dev-VR-Minimal (//UE4/Dev-VR-Minimal)
Change 3567572 by Mike.Beach
[WIP] Adding some MR plugin dependencies to keep CIS quiet (SteamVR is just temporary, and will be removed).
Change 3569116 by Jeff.Fisher
Mixed reality build breaks for PS4
-Module is dependent on steamvr, so don't build it for PS4.
-Removed unused class that doesn't compile with clang.
Change 3569362 by Mike.Beach
Organizing MR plugin content, to make way for new calibration modes.
Change 3572802 by Jeff.Fisher
UEVR-832 Add save/load system for calibrated camera settings
-Moved MixedRealityConfigurationSaveGame to c++.
#review-3571779
#jira UEVR-832
Change 3573864 by Mike.Beach
[WIP] Initial work on MR cam alignment controller - records point/frustum data from user input.
Change 3575900 by Jeff.Fisher
Vive spectator flat rect expanded to match other platforms.
-The vive 'full flat eye' rect was narrower than other platforms. Expanded it to be closer to the other platforms.
Change 3578684 by Mike.Beach
Static analysis fixes for CIS.
#jira UE-48204, UE-48203, UE-48206
Change 3579460 by Mike.Beach
[WIP] New calibration mode for camera alignment.
#jira UEVR-785
Change 3581232 by Mike.Beach
[WIP] Saving off alignment calibration data, and loading it on initialization. We skip alignment calibration if it has been configured.
#jira UEVR-832
Change 3588411 by Mike.Beach
[WIP] Adding calibration for compositing (chroma color, etc.).
#jira UEVR-785
Change 3588541 by Mike.Beach
[WIP] Cleaning up some display issues with the MR calibration.
#jira UEVR-785
Change 3588680 by Mike.Beach
Re-organizing the MR content, now that the alignment controller calibrates more than just alignment (renaming, etc.).
Change 3588694 by Mike.Beach
Renaming the MR calibration pawn (since it doesn't do any calibrating itself).
Change 3591518 by Mike.Beach
Copying //Tasks/UE4/Dev-MixedReality to Dev-VR-Minimal (//UE4/Dev-VR-Minimal)
Change 3591671 by Ryan.Vance
Debug stereo layer support
This adds an option to render the debug canvas to a stereo layer which greatly improves console and stat readability in an hmd.
Change 3591812 by Ryan.Vance
Don't snap motion controllers to the origin when tracking is lost.
Change 3594681 by Mike.Beach
[WIP] Copying //Tasks/UE4/Dev-MixedReality to Dev-VR-Minimal (//UE4/Dev-VR-Minimal)
Change 3596679 by Mike.Beach
CIS fix (likely fallout from CL 3591671) - changing the order of initialization to better match the order of declaration.
Change 3598191 by Jeff.Fisher
UEVR-807 Setup M_MRVidProcessing to use 3D garbage matte data.
-Created MixedRealityGarbageMatteCaptureComponent. An instance of this is spawned by and attached to MixedRealityCaptureComponent. Saved config data is loaded into it. It spawns a garbage matte actor. It then captures the garbage matte actor into a render target (which is set on MixedRealityCaptureComponent).
#jira UEVR-807
#review-3598179
Change 3598276 by Mike.Beach
Copying //Tasks/UE4/Dev-MixedReality to Dev-VR-Minimal (//UE4/Dev-VR-Minimal)
Change 3598332 by Mike.Beach
Guarding against a blind cast in the SteamVRChaperone component, which can be used cross platform (can't assume SteamVR).
Change 3605271 by Mike.Beach
Copying //Tasks/UE4/Dev-MixedReality to Dev-VR-Minimal (//UE4/Dev-VR-Minimal)
Change 3608490 by Jeff.Fisher
UEVR-987 Social Screen PS4 need to go to 'mirroring' for hmd setup dialog because system dialogs are not visible in separate mode.
UEVR-988 SpectatorScreen Flickering
UE-47234 Spectator screen: need frame delay before assigning dynamically created rendertarget to spectator texture
UE-47310 Spectator Screen: crash if you release a render target which is assigned as the spectator texture
-Test level content for all of these bugs.
Change 3608883 by Jeff.Fisher
UEVR-807 Setup M_MRVidProcessing to use 3D garbage matte data.
-Set material to use the garbage matte render target.
Change 3613292 by Mike.Beach
Moving header fcn decl up, under the proper interface section (for organization's sake).
Change 3616943 by Nick.Whiting
Updating SteamVR libraries to 1.0.9, so we can bring back macOS support
Change 3616970 by Nick.Whiting
Adding in steamvr visible area mesh support. Can be toggled with vr.SteamVR.UseVisibleAreaMesh
Change 3617866 by Mike.Beach
Updating the VR template to reflect Oculus HMD device naming that we've keyed off of in these Blueprints (when determining which VR system we're running on).
Change 3620108 by Mike.Beach
[WIP] Adding an intermediate calibration step to tweak the MR virtual cam's alignment.
Change 3620982 by Mike.Beach
Tying off some loose ends with the MR calibration map:
* Saving after each calibration phase
* Fixing blocked input from garbage matte creation
* Blocking input handling while exiting/previewing
* Adding minimum radius for random screen pt
Change 3621551 by Mike.Beach
[MR] Leveraging camera support in the new media framework - working for limited cameras in calibration.
Change 3621552 by Mike.Beach
[MR calibration] - fixing it so when you first switch into compoisiting calibration it updates the property readout.
Change 3621660 by Mike.Beach
[MR calibration] Cleaning up how we display text (adding a struct to wrap the coresponding properties).
Change 3623323 by Dustin.Holmes
Fix buffer overflow when using 5+ Vive generic trackers and add more Special hand designations to cover the maximum 11 trackers Vive supports
Change 3625900 by Keli.Hlodversson
Remove fixed 16:9 aspect ratio for SteamVR and Oculus splash screens.
Oculus was already fixed in CL#3413801, but regressed with plugin renaming and unificiation with GearVR in CL#3502152.
#jira UE-40220 StereoLayer splash layers are hardcoded to 8 by 4.5 meters (16:9 aspect ratio)
Change 3628409 by Mike.Beach
Speculative CIS fix.
#jira UE-49339
Change 3628440 by Nick.Whiting
Fix for SteamVR OSX build issues
Change 3628489 by Nick.Whiting
Fix for win32 build break
Change 3629045 by Mike.Beach
Shadowed variable name fix (CIS).
Change 3629202 by Arciel.Rekman
Copying //UE4/Partner-Valve@3629179 to Dev-VR (//UE4/Dev-VR)
Change 3629340 by Nick.Atamas
Unshelved and resolved changes from Oculus.
Change 3629772 by Ryan.Vance
Fixing Oculus Vulkan related compile issues. This will break Oculus Vulkan support, but the code needs to be refactored anyway.
Change 3629833 by Mike.Beach
Fixing up CIS warning introduced by Oculus 1.17 changes - "unsafe conversion" warning
#jira UE-49376
Change 3630696 by Jeff.Fisher
UE-49415 //UE4/Dev-VR: Incremental UE4Editor Win64 completed with errors - 5 Errors
Switching an include to a forward declaration
-Not sure why the previous version didn't compile on the build machine, but fewer dependencies is good.
Change 3630783 by Mike.Beach
Fixing CIS compiler failures for our vehicle templates.
#jira UE-49417
Change 3630802 by Mike.Beach
Better fix than 3630783 - updating the vehicle template's stereoscopic check (fixing the VehicleHud.cpp logic as well)
#jira UE-49417
Change 3630870 by Mike.Beach
Pragma'ing out a function pointer cast warning. Good warning, but I figure we know what we're doing here and there's no other way around it.
#jira UE-49376
Change 3630993 by Ryan.Vance
Check to ensure we have a valid third camera before trying to use it.
We could check >= 3 or if the left and right cameras are left/right stereo etc. decided to go with the simple test for now.
Change 3631322 by Jeff.Fisher
UEVR-909 PIP in Garbage Matte
-Added ExternalGarbageMatteActor to MixedRealityGarbageMatteCaptureComponent and exposed it to blueprint though MixedRealityCaptureComponent. This lets us switch from using the normal mixed reality component save/load garbage matte data and instead use an external actor, in this case the actor we use to setup the garbage matte. Then the mask is able to capture that actor live as it is edited.
-Also implemented GetViewOwner() so that we can use SetOwnerOnlySee to prevent other cameras and captures from seeing the garbage matte actor.
-Calibration level now uses the external garbage matte actor to let the garbate matte mask live update. It also does a picture-in-picture preview of the mixed reality scene. 'P' can show/hide the garbage matte actor on that PIP preview.
-Added SetUnmaskedPixelHighlightColor to MixedRealityCaptureComponent and the material. With this one can make unmasked video pixels more obvious in the output. The calibration level has this mapped to shift-P and makes pixels bright yellow to white.
-Added blueprint to calibration level to make the garbage matte actor visible in the mixed reality capture. That is bound to ctrl-g.
-GarbageMatteActors spawned by the mixed reality capture component are now attached to the vr origin. The calibration level now saves garbage matte mesh transforms relative to the vr origin.
-The garbage matte mesh is now plugin content, and is referenced in the mixedrealitycomponent default object, so it is cooked in any project that includes the plugin.
-Fog and AtmosphericFog no longer affect the garbage matte mask capture... there may be other things we need to turn off there.
#review-3618345
#jira UEVR-909
Change 3631362 by Keli.Hlodversson
#jira UE-49418 Exiting Google Instant Preview displays half of the editor viewport as black.
Note convoluted fix: passing bIsStereoScopic3D to IsActiveThisFrame. ISceneViewExtension code cannot rely on StereoRenderingDevice->IsStereoEnabled to know whether to render in stereo, as the current viewport widget may disable it. This was not a problem before the refactoring, as HMD-related viewextensions were only added to the active list after establishing that stereo indeed was enabled and allowed by the current view port widget.
Change 3631887 by Jeff.Fisher
Fixing IsActiveThisFrame build break.
Change 3632206 by Nick.Atamas
Fix for UE-49413.
Registering FOculusHMD as an extensions the same way as others: now creates an XRCamera that passes all the calls back to the HMD.
Change 3632264 by Nick.Whiting
Fix for Vive rendering getting cropped off due to invalid subrect values being submitted to the compositor.
Change 3632340 by Nick.Atamas
Merged in change from Loren; opted for our solution to ViewExtensions instead of the one in the changelist.
Original description below.
Change 3632214 by Loren.McQuade@Loren.McQuade_Dev-VR on 2017/09/07 19:51:29 *pending*
[Dev-VR] Added OculusHMD_SceneViewExtension, PlayerPosition/PlayerOrientation values, FOculusHMD::GetRelativeEyePose cross-eyed madness (CL 3631541, 3631687)
Change 3632353 by Ryan.Vance
#jira UE-49468
Don't apply xr camera rotation on the player controller when not using xr tracking.
Change 3632735 by Keli.Hlodversson
Better fix for #jira UE-49413.
Revert oculus xr camera code and use that one can have more than one view extension registered instead.
Use GetPriority to have the OculusHMD view extension code execute after the default xr camera.
The xr camera subclass did not forward the calls to ISceneViewExtension to the parent, breaking various functionality such as late update.
Fixes a crash when entering VR pie twice, back to back.
Change 3632752 by Keli.Hlodversson
Applying change 3632592 by Loren.McQuade@Loren.McQuade_Dev-VR_Branch on 2017/09/08 02:08:22
[Dev-VR] Push //UE4/Partner-Oculus@3632591 #rb merge
//UE4/Partner-Oculus to //UE4/Dev-VR/...
Reverted OculusHMD_XRCamera changes, as that clas has been removed in the interim.
Change 3633211 by Mike.Beach
Backing out Oculus MotionController hiding that accidently got submitted - we decided not to adopt this change originally.
Change 3633315 by Jeff.Fisher
merge from main with dev-platform problem children
-expecting SDRBackBuffer stuff to be wrong.
Change 3634006 by Mike.Beach
Resurecting Oculus clip plane settings which got dropped in the IXR refactor.
#jira UE-49520
Change 3634639 by Keli.Hlodversson
Avoid include cycle
https://ec-01.epicgames.net/commander/link/jobStepDetails/jobSteps/68863219?stepName=UE4Editor%20Static%20Analysis%20Win64%20%28IncludeTool%29&jobId=7995809&jobName=UE4%20Dev-VR%20-%20CL%203632752%20-%20Nightly%20Build&tabGroup=diagnosticHeader&firstPage=1
Change 3634641 by Jeff.Fisher
UE-49535 Lighting is blown out when playing in VR Preview on Vive
-Need pixel format to be PF_B8G8R8A8 for vr, now the plugins all build their render target and use that format.
#review-3634623
Change 3634682 by Jeff.Fisher
IHeadMountedDisplay forward declarations needed.
Change 3634690 by Ryan.Vance
We can't override the screen percentage when rendering for stereo
#jira UE-49287
Change 3635970 by Keli.Hlodversson
#jira UE-49563 Crash while opening QA-Game Referencing SharedPointer.h
Verify that StereoRendering is valid before calling IsStereoEnabled()
Change 3635979 by Mike.Beach
CIS static analysis fix - checking a ptr for null before we use it.
#jira UE-49531
Change 3636059 by Mike.Beach
Fixing XR system name aliasing for the -hmd command.
[CL 3638830 by Ryan Vance in Main branch]
2017-09-12 11:27:30 -04:00
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FCoreDelegates::VRControllerRecentered.RemoveAll(this);
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2016-04-11 23:01:18 -04:00
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}
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