├── .gitignore ├── rotation_visualizer.html ├── .github └── workflows │ └── static.yml ├── README.md ├── Notes_and_text_files ├── Controller_adaptive_triggers_decoding.txt └── Input_Report.txt ├── webgl_rotation ├── init-buffers.js ├── draw-scene.js ├── webgl-cube.js └── webHID_interface.js ├── dual_visualizer.html ├── LICENSE └── homebrew.html /.gitignore: -------------------------------------------------------------------------------- 1 | webgl_rotation/.vs/* 2 | -------------------------------------------------------------------------------- /rotation_visualizer.html: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | 5 | 6 | WebGL Demo 7 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | -------------------------------------------------------------------------------- /.github/workflows/static.yml: -------------------------------------------------------------------------------- 1 | # Simple workflow for deploying static content to GitHub Pages 2 | name: Deploy static content to Pages 3 | 4 | on: 5 | # Runs on pushes targeting the default branch 6 | push: 7 | branches: ["main"] 8 | 9 | # Allows you to run this workflow manually from the Actions tab 10 | workflow_dispatch: 11 | 12 | # Sets permissions of the GITHUB_TOKEN to allow deployment to GitHub Pages 13 | permissions: 14 | contents: read 15 | pages: write 16 | id-token: write 17 | 18 | # Allow only one concurrent deployment, skipping runs queued between the run in-progress and latest queued. 19 | # However, do NOT cancel in-progress runs as we want to allow these production deployments to complete. 20 | concurrency: 21 | group: "pages" 22 | cancel-in-progress: false 23 | 24 | jobs: 25 | # Single deploy job since we're just deploying 26 | deploy: 27 | environment: 28 | name: github-pages 29 | url: ${{ steps.deployment.outputs.page_url }} 30 | runs-on: ubuntu-latest 31 | steps: 32 | - name: Checkout 33 | uses: actions/checkout@v4 34 | - name: Setup Pages 35 | uses: actions/configure-pages@v5 36 | - name: Upload artifact 37 | uses: actions/upload-pages-artifact@v3 38 | with: 39 | # Upload entire repository 40 | path: '.' 41 | - name: Deploy to GitHub Pages 42 | id: deployment 43 | uses: actions/deploy-pages@v4 44 | -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | This is THE FIRST _FULLY_ open source project working on reverse engineering the PSVR2 Controllers with adaptive trigger support. Check out some of the visuals below! 2 | - https://awesometornado.github.io/PSVR2-controller-explorer/dual_visualizer.html 3 | - https://awesometornado.github.io/PSVR2-controller-explorer/rotation_visualizer.html 4 | - https://awesometornado.github.io/PSVR2-controller-explorer/homebrew.html 5 | 6 | If you are like me, and are frustrated by the abundance of closed source projects surrounding the PSVR2 and its incredible features, Welcome! This project is still in its infancy, and I don't have much time to work on it, but it already has support for the following: 7 | - Adaptive Triggers 8 | - Multiple Rumble Modes 9 | - Controller IMU data 10 | 11 | Though not likely to happen, it is also my goal to get the following working: 12 | - Audio based haptics (through bluetooth) 13 | - Headset haptics 14 | - Headset eye tracking 15 | 16 | Please feel free to add a pull request with a text file containing any of your own personal findings! Projects like these thrive on shared information, so I hope you are able to find my discoveries helpfull, and maybe even contribute some of your own. 17 | 18 | 19 | **A note about the source code of this project. 20 | This project is built on top of https://github.com/nondebug/dualsense and is really more of an ugly patch-on than a full personal creation. Variable names may be mismatched, comments may be incorrect, stuff may be rudundant. If you find any of this, and are frustrated by it, I encourage you to make a Pull Request that fixes it. I would greatly appreciate it. 21 | 22 | Massive thanks to all the authors of the following repositories, these have helped massively so far. 23 | 24 | https://github.com/LeGrandToto/PSVR2 25 | 26 | https://github.com/DMJC/PSVR2/ 27 | 28 | https://gist.github.com/Swyter/4a4ea4c35dbedd144d22c10a7906facc 29 | 30 | https://github.com/nondebug/dualsense 31 | -------------------------------------------------------------------------------- /Notes_and_text_files/Controller_adaptive_triggers_decoding.txt: -------------------------------------------------------------------------------- 1 | 0, 0x00: 2 | No effect 3 | 4 | 1, 0x01: 5 | param 1: start location 6 | param 2: force 7 | 8 | 2, 0x02: 9 | param 1: start location 10 | param 2: end location 11 | param 3: force 12 | 13 | 5, 0x05: 14 | No settings, simply resets the feedback motor. (No haptics) 15 | 16 | 6, 0x06: 17 | param 1: Kick frequency 18 | param 2: Kick magnitude 19 | param 3: start location 20 | 21 | 22 | 33, 0x21: 23 | first byte - first effect 24 | Region before the second effect is split into 8'ths. Each bit corrosponds to a snap effect at each region. 25 | Regions that are near each other may overlap slightly, meaning large regions of force may be defined. 26 | second byte - End of travel effect 27 | second mode, MOD 4 28 | 0x00 = none 29 | 0x01 = end Snap 30 | 0x02 = end force (with tiny dead zone at start) 31 | 0x03 = end force (continous from previous force) 32 | third byte: 33 | First defined region force 34 | fourth byte: 35 | Second defined region force 36 | fifth byte: 37 | Third defined region force 38 | (No setting for fourth defined region exists) 39 | sixth byte: 40 | End of travel effect force 41 | 42 | 34, 0x22: 43 | first byte - first effect 44 | Region before the second effect is split into 8'ths. Each bit corrosponds to a region. 45 | second byte - End of travel effect 46 | 0x00: 47 | A constant force is placed between the first and last 1's in the input. Intermediate bits have no effect. 48 | At least two bits are required to be set to 1. No end resistance. 49 | 0x01: 50 | Continous force, light end snap. Starting point is changed by first set bit in the first byte. No end setting. 51 | 0x02: 52 | Continous force. Starting point is changed by first set bit in the first byte. No end setting. 53 | 0x03: 54 | Continous force. Starting point is changed by the first set bit in the first byte. 55 | Will still activate at end of travel even if first byte == 0x00. 56 | third byte (0xFF) 57 | Force (But this is no ordinary force, powers of two are unusually weak. why???) 58 | 59 | 60 | 35, 0x23: 61 | 62 | second byte: 63 | 0x00: 64 | 0x01: 65 | 0x02: 66 | 67 | 0x03: 68 | Galloping mode 69 | third byte: Gait (0x0F) 70 | fourth byte: frequency 71 | 72 | 37, 0x25: 73 | untested 74 | 38, 0x26: 75 | untested 76 | 3 stops? 77 | 39, 0x27: 78 | param 4: Kick frequency 79 | -------------------------------------------------------------------------------- /webgl_rotation/init-buffers.js: -------------------------------------------------------------------------------- 1 | function initBuffers(gl) { 2 | const positionBuffer = initPositionBuffer(gl); 3 | 4 | const colorBuffer = initColorBuffer(gl); 5 | 6 | const indexBuffer = initIndexBuffer(gl); 7 | 8 | return { 9 | position: positionBuffer, 10 | color: colorBuffer, 11 | indices: indexBuffer, 12 | }; 13 | } 14 | 15 | function initPositionBuffer(gl) { 16 | // Create a buffer for the square's positions. 17 | const positionBuffer = gl.createBuffer(); 18 | 19 | // Select the positionBuffer as the one to apply buffer 20 | // operations to from here out. 21 | gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer); 22 | 23 | const positions = [ 24 | // Front face 25 | -1.0, -1.0, 1.0, 1.0, -1.0, 1.0, 1.0, 1.0, 1.0, -1.0, 1.0, 1.0, 26 | 27 | // Back face 28 | -1.0, -1.0, -1.0, -1.0, 1.0, -1.0, 1.0, 1.0, -1.0, 1.0, -1.0, -1.0, 29 | 30 | // Top face 31 | -1.0, 1.0, -1.0, -1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, -1.0, 32 | 33 | // Bottom face 34 | -1.0, -1.0, -1.0, 1.0, -1.0, -1.0, 1.0, -1.0, 1.0, -1.0, -1.0, 1.0, 35 | 36 | // Right face 37 | 1.0, -1.0, -1.0, 1.0, 1.0, -1.0, 1.0, 1.0, 1.0, 1.0, -1.0, 1.0, 38 | 39 | // Left face 40 | -1.0, -1.0, -1.0, -1.0, -1.0, 1.0, -1.0, 1.0, 1.0, -1.0, 1.0, -1.0, 41 | ]; 42 | 43 | // Now pass the list of positions into WebGL to build the 44 | // shape. We do this by creating a Float32Array from the 45 | // JavaScript array, then use it to fill the current buffer. 46 | gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positions), gl.STATIC_DRAW); 47 | 48 | return positionBuffer; 49 | } 50 | 51 | function initColorBuffer(gl) { 52 | const faceColors = [ 53 | [1.0, 1.0, 1.0, 1.0], // Front face: white 54 | [1.0, 0.0, 0.0, 1.0], // Back face: red 55 | [0.0, 1.0, 0.0, 1.0], // Top face: green 56 | [0.0, 0.0, 1.0, 1.0], // Bottom face: blue 57 | [1.0, 1.0, 0.0, 1.0], // Right face: yellow 58 | [1.0, 0.0, 1.0, 1.0], // Left face: purple 59 | ]; 60 | 61 | // Convert the array of colors into a table for all the vertices. 62 | 63 | var colors = []; 64 | 65 | for (var j = 0; j < faceColors.length; ++j) { 66 | const c = faceColors[j]; 67 | // Repeat each color four times for the four vertices of the face 68 | colors = colors.concat(c, c, c, c); 69 | } 70 | 71 | const colorBuffer = gl.createBuffer(); 72 | gl.bindBuffer(gl.ARRAY_BUFFER, colorBuffer); 73 | gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(colors), gl.STATIC_DRAW); 74 | 75 | return colorBuffer; 76 | } 77 | 78 | function initIndexBuffer(gl) { 79 | const indexBuffer = gl.createBuffer(); 80 | gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer); 81 | 82 | // This array defines each face as two triangles, using the 83 | // indices into the vertex array to specify each triangle's 84 | // position. 85 | 86 | const indices = [ 87 | 0, 88 | 1, 89 | 2, 90 | 0, 91 | 2, 92 | 3, // front 93 | 4, 94 | 5, 95 | 6, 96 | 4, 97 | 6, 98 | 7, // back 99 | 8, 100 | 9, 101 | 10, 102 | 8, 103 | 10, 104 | 11, // top 105 | 12, 106 | 13, 107 | 14, 108 | 12, 109 | 14, 110 | 15, // bottom 111 | 16, 112 | 17, 113 | 18, 114 | 16, 115 | 18, 116 | 19, // right 117 | 20, 118 | 21, 119 | 22, 120 | 20, 121 | 22, 122 | 23, // left 123 | ]; 124 | 125 | // Now send the element array to GL 126 | 127 | gl.bufferData( 128 | gl.ELEMENT_ARRAY_BUFFER, 129 | new Uint16Array(indices), 130 | gl.STATIC_DRAW 131 | ); 132 | 133 | return indexBuffer; 134 | } 135 | 136 | export { initBuffers }; -------------------------------------------------------------------------------- /Notes_and_text_files/Input_Report.txt: -------------------------------------------------------------------------------- 1 | data[00] always 0x31 2 | data[01] always 0x_1, with the upper byte being an incrementing counter from 0 to 0xf for each packet and wrapping around 3 | data[02] 0xff - L / R stick X-axis, 0 is left, 0xff is right (analog) (same field for the respective stick in each controller) 4 | data[03] 0xff - L / R stick Y-axis, 0 is up, 0xff is down (analog) (same field for the respective stick in each controller) 5 | data[04] 0xff - L2 / R2 trigger pull, from 0 to fully pulled at 0xff (analog) 6 | data[05] 0xff - L2 / R2 capacitative finger proximity from pre-touch to start pull (analog) (same field for the respective stick in each controller) 7 | data[06] 0xff - L1 / R1 capacitative finger proximity from pre-touch to completely clicked (analog) (same field for the respective stick in each controller) 8 | 9 | data[07] zero (?) 10 | data[08] unknown; always 0x01 (?) 11 | 12 | data[09] 0x01 - Square button click (only exists in left controller) 13 | data[09] 0x02 - Cross button click (only exists in right controller) 14 | data[09] 0x04 - Circle button click (only exists in right controller) 15 | data[09] 0x08 - Triangle button click (only exists in left controller) 16 | data[09] 0x10 - L1 button click 17 | data[09] 0x20 - R1 button click 18 | data[09] 0x40 - L2 middle-pulled click 19 | data[09] 0x80 - R2 middle-pulled click 20 | data[10] 0x01 - Create button click (\|/) (only exists in left controller) 21 | data[10] 0x02 - Options button click (only exists in right controller) 22 | data[10] 0x04 - L3 stick button click 23 | data[10] 0x08 - R3 stick button click 24 | data[10] 0x80 - R2 capacitative finger resting on trigger (on/off) 25 | data[10] 0x10 - PS button click (same field for both controllers) 26 | data[11] 0x01 - Upper action button (Triangle / Circle) capacitative finger proximity (on/off) (Triangle for left and Circle for right controller, detect accordingly) 27 | data[11] 0x02 - Lower action button (Square / Cross) capacitative finger proximity (on/off) (Square for left and Cross for right controller, detect accordingly) 28 | data[11] 0x04 - R stick capacitative finger resting on stick (on/off) 29 | data[11] 0x08 - R1 capacitative finger resting on button (on/off) 30 | 31 | data[12] always 0x00 (?) 32 | 33 | data[13] / 0xFF - fast self-incrementing (adds one per packet) 34 | data[14] | 0xFF - middle-speed self-incrementing 35 | data[15] | 0xFF - 0x82 middle-speed self-incrementing packet-counter that survives reconnects (since power up?) 36 | data[16] \ probably, this is the most-significant octet 37 | 38 | data[17] / least significant 39 | data[18] \ most significant accelerometer vertical, positive upwards, negative downwards, signed (int16 little-endian) 40 | 41 | data[19] / least significant 42 | data[20] \ most significant accelerometer horizontal/yaw (?) signed, positive leftwards, negative rightwards (int16 little-endian) 43 | 44 | data[21] / least significant 45 | data[22] \ most significant accelerometer roll (?) motion signed (int16 little-endian) 46 | 47 | data[23] / least significant 48 | data[24] \ most significant gyroscope (?) motion signed (int16 little-endian) 49 | 50 | data[25] / least significant 51 | data[26] \ most significant gyroscope (?) motion signed (int16 little-endian) 52 | 53 | data[27] / least significant 54 | data[28] \ most significant gyroscope (?) motion signed (int16 little-endian) 55 | 56 | 57 | data[29] / least significant 58 | data[30] | 59 | data[31] | 60 | data[32] \ most significant, self-incrementing timestamp (¿?) independent of packet counter 61 | 62 | 63 | data[33] wanders aimlessly 64 | data[34-40] empty, zero 65 | 66 | data[41] Trigger feedback motor location (1-9) 67 | data[42] adaptive trigger feedback mode 68 | data[42] 0x00 - Simple feedback/No feedback 69 | data[42] 0x01 - Compound trigger feedback 0x21, 33 70 | data[42] 0x02 - Compound trigger feedback 0x25, 37 71 | data[42] 0x03 - Compound trigger feedback 0x26, 38 72 | data[42] 0x04 - Compound trigger feedback 0x22, 34 73 | data[42] 0x05 - Compound trigger feedback 0x23, 35 74 | data[42] 0x06 - Compound trigger feedback 0x27, 39 75 | data[43] 0x0F Battery percentage (0-A) 76 | data[43] 0xF0 charging data of some form? 77 | data[44] Charging data (power output of charger?) 78 | data[45-48] empty, zero 79 | 80 | data[49] / least significant 81 | data[50] | 82 | data[51] | 83 | data[52] \ most significant, another self-incrementing timestamp (¿?) independent of packet counter 84 | data[53-56] empty, zero 85 | 86 | data[57-64] random-looking data, plot and investigate 87 | data[65] always 0x0a (?) 88 | data[66-73] empty, zero 89 | data[74-77] CRC32 checksum -------------------------------------------------------------------------------- /webgl_rotation/draw-scene.js: -------------------------------------------------------------------------------- 1 | function drawScene(gl, programInfo, buffers, rotateX, rotateY, rotateZ) { 2 | gl.clearColor(0.0, 0.0, 0.0, 1.0); // Clear to black, fully opaque 3 | gl.clearDepth(1.0); // Clear everything 4 | gl.enable(gl.DEPTH_TEST); // Enable depth testing 5 | gl.depthFunc(gl.LEQUAL); // Near things obscure far things 6 | 7 | // Clear the canvas before we start drawing on it. 8 | 9 | gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); 10 | 11 | // Create a perspective matrix, a special matrix that is 12 | // used to simulate the distortion of perspective in a camera. 13 | // Our field of view is 45 degrees, with a width/height 14 | // ratio that matches the display size of the canvas 15 | // and we only want to see objects between 0.1 units 16 | // and 100 units away from the camera. 17 | 18 | const fieldOfView = (45 * Math.PI) / 180; // in radians 19 | const aspect = gl.canvas.clientWidth / gl.canvas.clientHeight; 20 | const zNear = 0.1; 21 | const zFar = 100.0; 22 | const projectionMatrix = mat4.create(); 23 | 24 | // note: glmatrix.js always has the first argument 25 | // as the destination to receive the result. 26 | mat4.perspective(projectionMatrix, fieldOfView, aspect, zNear, zFar); 27 | 28 | // Set the drawing position to the "identity" point, which is 29 | // the center of the scene. 30 | const modelViewMatrix = mat4.create(); 31 | 32 | // Now move the drawing position a bit to where we want to 33 | // start drawing the square. 34 | mat4.translate( 35 | modelViewMatrix, // destination matrix 36 | modelViewMatrix, // matrix to translate 37 | [-0.0, 0.0, -6.0] 38 | ); // amount to translate 39 | 40 | mat4.rotate( 41 | modelViewMatrix, // destination matrix 42 | modelViewMatrix, // matrix to rotate 43 | rotateZ, // amount to rotate in radians 44 | [0, 0, 1] 45 | ); // axis to rotate around (Z) 46 | mat4.rotate( 47 | modelViewMatrix, // destination matrix 48 | modelViewMatrix, // matrix to rotate 49 | rotateY, // amount to rotate in radians 50 | [0, 1, 0] 51 | ); // axis to rotate around (Y) 52 | mat4.rotate( 53 | modelViewMatrix, // destination matrix 54 | modelViewMatrix, // matrix to rotate 55 | rotateX, // amount to rotate in radians 56 | [1, 0, 0] 57 | ); // axis to rotate around (X) 58 | 59 | // Tell WebGL how to pull out the positions from the position 60 | // buffer into the vertexPosition attribute. 61 | setPositionAttribute(gl, buffers, programInfo); 62 | 63 | setColorAttribute(gl, buffers, programInfo); 64 | 65 | // Tell WebGL which indices to use to index the vertices 66 | gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, buffers.indices); 67 | 68 | // Tell WebGL to use our program when drawing 69 | gl.useProgram(programInfo.program); 70 | 71 | // Set the shader uniforms 72 | gl.uniformMatrix4fv( 73 | programInfo.uniformLocations.projectionMatrix, 74 | false, 75 | projectionMatrix 76 | ); 77 | gl.uniformMatrix4fv( 78 | programInfo.uniformLocations.modelViewMatrix, 79 | false, 80 | modelViewMatrix 81 | ); 82 | 83 | { 84 | const vertexCount = 36; 85 | const type = gl.UNSIGNED_SHORT; 86 | const offset = 0; 87 | gl.drawElements(gl.TRIANGLES, vertexCount, type, offset); 88 | } 89 | } 90 | 91 | // Tell WebGL how to pull out the positions from the position 92 | // buffer into the vertexPosition attribute. 93 | function setPositionAttribute(gl, buffers, programInfo) { 94 | const numComponents = 3; 95 | const type = gl.FLOAT; // the data in the buffer is 32bit floats 96 | const normalize = false; // don't normalize 97 | const stride = 0; // how many bytes to get from one set of values to the next 98 | // 0 = use type and numComponents above 99 | const offset = 0; // how many bytes inside the buffer to start from 100 | gl.bindBuffer(gl.ARRAY_BUFFER, buffers.position); 101 | gl.vertexAttribPointer( 102 | programInfo.attribLocations.vertexPosition, 103 | numComponents, 104 | type, 105 | normalize, 106 | stride, 107 | offset 108 | ); 109 | gl.enableVertexAttribArray(programInfo.attribLocations.vertexPosition); 110 | } 111 | 112 | // Tell WebGL how to pull out the colors from the color buffer 113 | // into the vertexColor attribute. 114 | function setColorAttribute(gl, buffers, programInfo) { 115 | const numComponents = 4; 116 | const type = gl.FLOAT; 117 | const normalize = false; 118 | const stride = 0; 119 | const offset = 0; 120 | gl.bindBuffer(gl.ARRAY_BUFFER, buffers.color); 121 | gl.vertexAttribPointer( 122 | programInfo.attribLocations.vertexColor, 123 | numComponents, 124 | type, 125 | normalize, 126 | stride, 127 | offset 128 | ); 129 | gl.enableVertexAttribArray(programInfo.attribLocations.vertexColor); 130 | } 131 | 132 | export { drawScene }; -------------------------------------------------------------------------------- /webgl_rotation/webgl-cube.js: -------------------------------------------------------------------------------- 1 | import { initBuffers } from "./init-buffers.js"; 2 | import { drawScene } from "./draw-scene.js"; 3 | 4 | let gyroX = 0.0; 5 | let gyroY = 0.0; 6 | let gyroZ = 0.0; 7 | 8 | let prevRotx = 0.0; 9 | let prevRoty = 0.0; 10 | let prevRotz = 0.0; 11 | 12 | const VENDOR_ID_SONY = 0x054c; 13 | const PRODUCT_ID_DUAL_SENSE = 0x0e46; 14 | 15 | const USAGE_PAGE_GENERIC_DESKTOP = 0x0001; 16 | const USAGE_ID_GD_GAME_PAD = 0x0005; 17 | 18 | // Expected report sizes, not including the report ID byte. 19 | const DUAL_SENSE_USB_INPUT_REPORT_0x01_SIZE = 63; 20 | const DUAL_SENSE_BT_INPUT_REPORT_0x01_SIZE = 9; 21 | const DUAL_SENSE_BT_INPUT_REPORT_0x31_SIZE = 77; 22 | 23 | main(); 24 | async function main() { 25 | const canvas = document.querySelector("#glcanvas"); 26 | // Initialize the GL context 27 | const gl = canvas.getContext("webgl"); 28 | 29 | // Only continue if WebGL is available and working 30 | if (gl === null) { 31 | alert( 32 | "Unable to initialize WebGL. Your browser or machine may not support it." 33 | ); 34 | return; 35 | } 36 | 37 | // Set clear color to black, fully opaque 38 | gl.clearColor(0.0, 0.0, 0.0, 1.0); 39 | // Clear the color buffer with specified clear color 40 | gl.clear(gl.COLOR_BUFFER_BIT); 41 | 42 | // Vertex shader program 43 | const vsSource = ` 44 | attribute vec4 aVertexPosition; 45 | attribute vec4 aVertexColor; 46 | 47 | uniform mat4 uModelViewMatrix; 48 | uniform mat4 uProjectionMatrix; 49 | 50 | varying lowp vec4 vColor; 51 | 52 | void main(void) { 53 | gl_Position = uProjectionMatrix * uModelViewMatrix * aVertexPosition; 54 | vColor = aVertexColor; 55 | } 56 | `; 57 | 58 | // Fragment shader program 59 | const fsSource = ` 60 | varying lowp vec4 vColor; 61 | 62 | void main(void) { 63 | gl_FragColor = vColor; 64 | } 65 | `; 66 | 67 | // Initialize a shader program; this is where all the lighting 68 | // for the vertices and so forth is established. 69 | const shaderProgram = initShaderProgram(gl, vsSource, fsSource); 70 | 71 | // Collect all the info needed to use the shader program. 72 | // Look up which attributes our shader program is using 73 | // for aVertexPosition, aVertexColor and also 74 | // look up uniform locations. 75 | const programInfo = { 76 | program: shaderProgram, 77 | attribLocations: { 78 | vertexPosition: gl.getAttribLocation(shaderProgram, "aVertexPosition"), 79 | vertexColor: gl.getAttribLocation(shaderProgram, "aVertexColor"), 80 | }, 81 | uniformLocations: { 82 | projectionMatrix: gl.getUniformLocation( 83 | shaderProgram, 84 | "uProjectionMatrix" 85 | ), 86 | modelViewMatrix: gl.getUniformLocation(shaderProgram, "uModelViewMatrix"), 87 | }, 88 | }; 89 | 90 | // Here's where we call the routine that builds all the 91 | // objects we'll be drawing. 92 | const buffers = initBuffers(gl); 93 | 94 | let then = 0; 95 | 96 | // Draw the scene repeatedly 97 | function render(now) { 98 | 99 | //add gyro values to a position variable. 100 | //This allows for more absolute positioning 101 | //Divide by a very large number because gyro inputs are very large compared to radians. 102 | let scalar = 10000; 103 | prevRotx += gyroX / scalar; 104 | prevRoty += gyroY / scalar; 105 | prevRotz += gyroZ / scalar; 106 | 107 | drawScene(gl, programInfo, buffers, prevRotx, prevRoty, prevRotz); 108 | 109 | //Add some decay to the rotation values. 110 | //This prevents drift from becoming an issue, and recenters the cube. 111 | //Reduce decay value for more absolute visuals. 112 | let decay = 0.92; 113 | prevRotx *= decay; 114 | prevRoty *= decay; 115 | prevRotz *= decay; 116 | 117 | requestAnimationFrame(render); 118 | } 119 | requestAnimationFrame(render); 120 | } 121 | 122 | 123 | 124 | // 125 | // Initialize a shader program, so WebGL knows how to draw our data 126 | // 127 | function initShaderProgram(gl, vsSource, fsSource) { 128 | const vertexShader = loadShader(gl, gl.VERTEX_SHADER, vsSource); 129 | const fragmentShader = loadShader(gl, gl.FRAGMENT_SHADER, fsSource); 130 | 131 | // Create the shader program 132 | const shaderProgram = gl.createProgram(); 133 | gl.attachShader(shaderProgram, vertexShader); 134 | gl.attachShader(shaderProgram, fragmentShader); 135 | gl.linkProgram(shaderProgram); 136 | 137 | // If creating the shader program failed, alert 138 | if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) { 139 | alert( 140 | `Unable to initialize the shader program: ${gl.getProgramInfoLog( 141 | shaderProgram 142 | )}` 143 | ); 144 | return null; 145 | } 146 | 147 | return shaderProgram; 148 | } 149 | 150 | // 151 | // creates a shader of the given type, uploads the source and 152 | // compiles it. 153 | // 154 | function loadShader(gl, type, source) { 155 | const shader = gl.createShader(type); 156 | 157 | // Send the source to the shader object 158 | gl.shaderSource(shader, source); 159 | gl.compileShader(shader); 160 | 161 | // See if it compiled successfully 162 | if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) { 163 | alert( 164 | `An error occurred compiling the shaders: ${gl.getShaderInfoLog(shader)}` 165 | ); 166 | gl.deleteShader(shader); 167 | return null; 168 | } 169 | 170 | return shader; 171 | } 172 | 173 | //webhid cannot be accessed without a user input, so we spawn a simple button here. 174 | const button = document.querySelector('button'); 175 | button.addEventListener('click', async function () { 176 | //opens the hid selector prompt. 177 | //I should probably add a filter so only sony devices show up, but I can't be fucked to right now. 178 | const devices = await navigator.hid.requestDevice({ filters: [] }); 179 | 180 | //is this needed? I don't know. 181 | let device = devices[0]; 182 | 183 | //Make sure that the device is opened, simple failsafe. 184 | if (!device.opened) { 185 | await device.open(); 186 | if (!device.opened) { 187 | console.log("Failed to open " + device.productName); 188 | return; 189 | } 190 | } 191 | 192 | //attach the input handler. 193 | device.addEventListener("inputreport", (event) => { 194 | handleBluetoothInputReport31(event.data); 195 | }); 196 | 197 | console.log("Input report bound"); 198 | }); 199 | 200 | function handleBluetoothInputReport31(report) { 201 | //there is a chance that the user has plugged in their controller, or that input report 0x05 has not been read yet. 202 | //In either of these cases, this function will not work quite right, so we just exit. 203 | if (report.byteLength != DUAL_SENSE_BT_INPUT_REPORT_0x31_SIZE) { 204 | return; 205 | } 206 | 207 | let gyroX0 = report.getUint8(16); 208 | let gyroX1 = report.getUint8(17); 209 | let gyroY0 = report.getUint8(18); 210 | let gyroY1 = report.getUint8(19); 211 | let gyroZ0 = report.getUint8(20); 212 | let gyroZ1 = report.getUint8(21); 213 | let accelX0 = report.getUint8(22); 214 | let accelX1 = report.getUint8(23); 215 | let accelY0 = report.getUint8(24); 216 | let accelY1 = report.getUint8(25); 217 | let accelZ0 = report.getUint8(26); 218 | let accelZ1 = report.getUint8(27); 219 | 220 | //I don't know what this math does, or why it's here 221 | //but I copied it from another project, and it seems to work. 222 | let gyrox = (gyroX1 << 8) | gyroX0; 223 | if (gyrox > 0x7fff) gyrox -= 0x10000; 224 | let gyroy = (gyroY1 << 8) | gyroY0; 225 | if (gyroy > 0x7fff) gyroy -= 0x10000; 226 | let gyroz = (gyroZ1 << 8) | gyroZ0; 227 | if (gyroz > 0x7fff) gyroz -= 0x10000; 228 | let accelx = (accelX1 << 8) | accelX0; 229 | if (accelx > 0x7fff) accelx -= 0x10000; 230 | let accely = (accelY1 << 8) | accelY0; 231 | if (accely > 0x7fff) accely -= 0x10000; 232 | let accelz = (accelZ1 << 8) | accelZ0; 233 | if (accelz > 0x7fff) accelz -= 0x10000; 234 | 235 | //compute the weighted average of the gyro values. 236 | //without averaging, the gyro rotation is too shaky to render well. 237 | let smoothing = 0.98 238 | gyroX = gyrox * (1-smoothing) + gyroX * smoothing; 239 | gyroY = gyroy * (1-smoothing) + gyroY * smoothing; 240 | gyroZ = gyroz * (1-smoothing) + gyroZ * smoothing; 241 | } 242 | -------------------------------------------------------------------------------- /webgl_rotation/webHID_interface.js: -------------------------------------------------------------------------------- 1 | -------------------------------------------------------------------------------- /dual_visualizer.html: -------------------------------------------------------------------------------- 1 | 2 | PlayStation VR2 Dual Sense Controller Visualizer 424 | 425 | 426 | 427 | 428 | 429 | 430 | 431 | 432 | 433 | 434 | 435 | 436 | 437 | 438 | 439 | 440 | 441 | 442 | 443 | 444 | 445 | 446 | 447 | 448 | 449 | Trigger 450 | 451 | 452 | 453 | 454 | 455 | 456 | Grip 457 | 458 | 459 | 460 | 461 | 462 | 463 | 464 | 🔌 465 | 466 | 🔋 467 | Battery 468 | 469 | 470 | 471 | 472 | 473 | 474 | 475 | 476 | 477 | 478 | 479 | 480 | 481 | 482 | 483 | 484 | 485 | Add LEFT Controller 486 | 487 | 488 | 489 | 490 | 491 | 492 | 493 | 494 | 495 | 496 | 497 | 498 | 499 | 500 | 501 | 502 | 503 | 504 | 505 | 506 | 507 | 508 | 509 | 510 | 511 | 512 | 513 | 514 | Trigger 515 | 516 | 517 | 518 | 519 | 520 | 521 | Grip 522 | 523 | 524 | 525 | 526 | 527 | 528 | 🔌 529 | 530 | 🔋 531 | Battery 532 | 533 | 534 | 535 | 536 | 537 | 538 | 539 | 540 | 541 | 542 | 543 | 544 | 545 | 546 | 547 | 548 | Add RIGHT Controller 549 | 550 | 551 | 552 | -------------------------------------------------------------------------------- /LICENSE: -------------------------------------------------------------------------------- 1 | GNU GENERAL PUBLIC LICENSE 2 | Version 3, 29 June 2007 3 | 4 | Copyright (C) 2007 Free Software Foundation, Inc. 5 | Everyone is permitted to copy and distribute verbatim copies 6 | of this license document, but changing it is not allowed. 7 | 8 | Preamble 9 | 10 | The GNU General Public License is a free, copyleft license for 11 | software and other kinds of works. 12 | 13 | The licenses for most software and other practical works are designed 14 | to take away your freedom to share and change the works. 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If not, see . 649 | 650 | Also add information on how to contact you by electronic and paper mail. 651 | 652 | If the program does terminal interaction, make it output a short 653 | notice like this when it starts in an interactive mode: 654 | 655 | Copyright (C) 656 | This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'. 657 | This is free software, and you are welcome to redistribute it 658 | under certain conditions; type `show c' for details. 659 | 660 | The hypothetical commands `show w' and `show c' should show the appropriate 661 | parts of the General Public License. Of course, your program's commands 662 | might be different; for a GUI interface, you would use an "about box". 663 | 664 | You should also get your employer (if you work as a programmer) or school, 665 | if any, to sign a "copyright disclaimer" for the program, if necessary. 666 | For more information on this, and how to apply and follow the GNU GPL, see 667 | . 668 | 669 | The GNU General Public License does not permit incorporating your program 670 | into proprietary programs. If your program is a subroutine library, you 671 | may consider it more useful to permit linking proprietary applications with 672 | the library. If this is what you want to do, use the GNU Lesser General 673 | Public License instead of this License. But first, please read 674 | . 675 | -------------------------------------------------------------------------------- /homebrew.html: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | 5 | PSVR2 RIGHT sense controller 6 | 7 | 8 | 9 |

PSVR2 RIGHT sense controller Explorer

10 |

11 | Use the WebHID API to connect to a 12 | Sony PlayStation 5 Sense Wireless Controller. 13 |

14 |

Instructions

15 |

Connect the controller to your computer using either Bluetooth or a USB cable.

16 |

Then, click , select Wireless 17 | Controller and click the Connect button.

18 |

19 | This page requires a Chromium-based browser like Google Chrome or 20 | Microsoft Edge. It uses WebHID API, 21 | which is only available on Windows, macOS, chromeOS, and Linux. 22 |

23 |
24 |

Device information

25 | Connected device:
26 | Vendor and Product ID:
27 | Connection type:
28 |
29 |
30 |
31 |

Input report

32 |
33 | 34 | Grip button
35 | Trigger button
36 | 37 | Share/Options button
38 | Grip Capsense
39 | Joystick button
40 | 41 | PS Button
42 | 43 | upper button
44 | lower button
45 | 46 | Touching upper button
47 | Touching lower button
48 | Touching joystick
49 | Touching grip button
50 | Touching trigger
51 | 52 | Thumbstick X
53 | Thumbstick Y
54 | Trigger
55 | Trigger 56 | Capsense
57 | 58 | Gyroscope X
59 | Gyroscope Y
60 | Gyroscope Z
61 | Accelerometer X
62 | Accelerometer Y
63 | Accelerometer Z
64 | 65 | L2 adaptive trigger effect
66 | L2 trigger state
67 | R2 adaptive trigger effect
68 | R2 trigger state
69 | 70 | Charging
71 | Fully charged
72 | Battery level
73 |
74 |
75 |
76 |

Output report

77 |
78 | 79 | Haptics Style? (does 80 | things)
81 | Haptics Style? (does 82 | things)
83 | Haptics Style? (may or may not do 84 | things)
85 | Haptics Style? (may or may not do 86 | things)
87 | Haptics Style? (may or may not do 88 | things)
89 | Haptics Style? (may or may not do 90 | things)
91 | 92 | Lightbar Red
93 | Lightbar Green
94 | Lightbar Blue
95 | Player LED 1
96 | Player LED 2
97 | Player LED 3
98 | Player LED 4
99 | Player LED 5
100 | 101 |
102 |
104 |

105 |
106 |
107 |
109 |

110 |
111 |
112 |
114 |

115 |
116 |
117 |
119 |

120 |
121 |
122 |
124 |

125 |
126 |
127 |
129 |

130 |
131 |
132 |
134 |

135 |
136 |
137 |
139 |

140 |
141 |
142 |
143 | 1143 | 1144 | 1145 | --------------------------------------------------------------------------------