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jherico's avatar
jherico
Adventurer
11 years ago

JOVR 0.3.2.5: Java/Maven bindings for 0.3.2 [Updated 7/22]

Update 7/22:
Updated to 0.3.2.5 (apparently I made a 0.3.2.4 release that I didn't announce. Must not have been very important)

Having had some conversations with the Oculus devs and done some writing on the topic I've come to understand the Timewarp functionality a little better. More importantly I understand the reasoning behind the timing logic in the SDK used to perform the buffer swapping. However, the SDK requirement of native handles is still somewhat overbearing in my opinion.

To rectify the situation and allow the SDK to perform the appropriate timing actions I've altered the SDK slightly to add support for providing a callback function for performing the buffer swap.


typedef void (*ovrSwapBufferCallback)(void * userData);

OVR_EXPORT void ovrHmd_SetSwapBuffersCallback(ovrHmd hmd,
ovrSwapBufferCallback callback,
void * userData);


Note that the ovrDistortionCap_NoSwapBuffers flag still exists, but it should not be used in combination with this function. If you enable ovrDistortionCap_NoSwapBuffers then the SDK will not call your buffer swapping callback.




Update 6/3:
Updated to 0.3.2.3

There are some breaking changes in this API due to some cleanup and some moved classes. Sorry for the inconvenience.


  • Added Guava dependency

  • Added some argument checking with more informative errors than a crash inside the binary would provide

  • Added JSR305 dependency

  • Updated some Pointer types to String

  • Moved OvrLibrary.ovrHmd type to Hmd

  • Removed the need to expose the .ByValue types to clients

  • Added some static methods to Hmd to remove the need to call OvrLibrary.INSTANCE directly

  • Changed some functions which had output arguments to return the output instead: i.e. 'void foo(String[] results)' becomes 'String [] foo()'

  • Defaulted all API values to OpenGL.

  • Added some unit tests


Known Bugs

  • If you call Hmd.startSensor() within 0.07 seconds of calling OvrLibrary.ovrHmd_Initialize(), the reported position can be incorrect. This is a bug in the Oculus SDK itself, and will be fixed in my next build. You can work around the bug by putting a tenth of a second delay in after calling the ovrHmd_Initialize() function.


Update 5/30:
Updated to 0.3.2.2

Modified the OculusSDK to include a new value for ovrDistortionCaps: ovrDistortionCap_NoSwapBuffers

If this value isn't specified in ovrHmd_ConfigureRendering then the Oculus SDK will revert to it's default behavior of performing the SwapBuffers() call inside the SDK. However, if you include this value when configuring rendering, then the SDK will continue to exhibit the modified behavior I've introduced, and NOT perform the SwapBuffers() call in the SDK.

Most Java applications will want to include this new distortion cap value, since the parameters required for buffer swapping are not normally exposed to Java client applications.

Update 5/26:
Updated to 0.3.2.1. The Linux binary was a 32 bit shared object, instead of 64 bit.

Update 5/24:
I've built a new release of the Maven jars to connect with the Oculus SDK version 0.3.2. Like my previous releases, I've disabled the buffer swapping in the SDK, which means you don't need to pass any window information to the SDK in the configureRendering call.

I've also renamed the Artifact so that I can reset the versioning and match the Java jar version to the Oculus SDK version. Adding a dependency on the Java bindings should now look like this.


<dependency>
<groupId>org.saintandreas</groupId>
<artifactId>jovr</artifactId>
<version>[0.3.2.0, 0.3.3)</version>
</dependency>


The Jar no longer depends on another jar for the binaries. Rather, the binary shared library files are baked into the main jar. The only dependency of this jar is the JNA library, which I have bumped up to 4.1.

Since the SDK now supports Linux natively, I'm using their Linux code. I've also added the OSX binary as well. Both Linux and OSX are 64-bit only. Windows still has 32 and 64 bit jars built in.

Update 5/21:
I've migrated my releases to the Maven central repository. You can now use the Oculus SDK simply by adding the following into your maven project file:


<dependency>
<groupId>org.saintandreas</groupId>
<artifactId>jocular</artifactId>
<version>[2.0.2, 3)</version>
</dependency>


My example project has been updated to reflect the latest version of the code and the central repository hosting.

The Java example project can be found independently in it's own repository here: https://github.com/jherico/jocular-examples

The main branch of the examples project consists of only three files. The Maven project file, a RiftApp base class for creating simple applications for the Rift, and a single RiftDemo class which actually draws a simple scene with a skybox and number of cubes surrounding the user.

Update 5/4:

As I mentioned in this thread, I've refactored my Github copy of the Oculus SDK to extract the C API out of the main body of code and made an individual project out of it, which produces a standalone DLL. I've now created a JNA binding for that DLL that will let you use the C API from Java.

The Java project for the bindings can be found here: https://github.com/jherico/jocular <--- new URL

The URL has changed from the old location in my OculusSDK repository, because I forgot how annoying it is to try to release a Maven project from within a larger repository.

Right now, in order to use it, you'll need to use CMake and whatever tool you desire to build the DLL and place it in your system path. Having done so, you can then use the Java OvrLibrary class to access all the C API functions.

This is now usable directly from Maven without the need to build or download the Oculus SDK. The Jocular artifact has a dependency on a 'jocular-platform' artifact which contains binaries for Windows (32 and 64 bit) and Linux (64 bit only).

What works:

  • SDK startup and shutdown

  • Fetching the HMD description

  • Head tracking

  • SDK side rendering distortion (with the caveat that you still have to do your own buffer swapping)

  • Conversion from the struct style matrix, vector and quaternion types in the OVR interface to my own Java types with full functionality (based on the JMonkeyEngine math types)


Anything not explicitly mentioned here is basically untested.

Roadmap:

  • Done. Get SDK distortion rendering functional (without swapbuffers)

  • Done. Create an example Java application

  • Done. Create a build mechanism that creates a jar with the platform binary built

  • Done. Deployment to my maven repository

  • Done. Helper methods to convert the OVR math types to Java equivalents with full functionality

  • Done. Porting to Linux

  • Porting to OSX


Here's an example of what using the API looks like:


OvrLibrary.INSTANCE.ovr_Initialize();
ovrHmd hmd = ovrHmd.create(0);
hmd.startSensor(0, 0);
...
hmd.stopSensor();
hmd.destroy();
OvrLibrary.INSTANCE.ovr_Shutdown();


You can also use my helper class 'RiftApp' which automatically detects the SDK and does all the setup and distortion work. All you have to do is subclass it and implement a renderScene() method like this one:


@Override
public void renderScene() {
glEnable(GL_DEPTH_TEST);
glClearColor(0.2f, 0.2f, 0.2f, 1);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

MatrixStack mv = MatrixStack.MODELVIEW;
mv.push();
{
mv.scale(OvrLibrary.OVR_DEFAULT_IPD);
program.use();
MatrixStack.bindAll(program);
geometry.bindVertexArray();
geometry.draw();
VertexArray.unbind();
Program.clear();
}
mv.pop();
}


You can see the full example code here.

Many props to the developers on the JNA and JNAerator projects that made doing this a breeze.

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