Tidy up indentation in openvr changes

This commit is contained in:
James Urquhart 2016-07-12 23:30:11 +01:00
parent e6159a590a
commit 212ac36cc1
25 changed files with 2171 additions and 2172 deletions

View file

@ -36,17 +36,17 @@ void ExtendedMoveManager::init()
dSprintf(varName, sizeof(varName), "mvPosX%d", i);
Con::addVariable(varName, TypeF32, &mPosX[i],
"X position of controller in millimeters. Only 13 bits are networked.\n"
"@ingroup Game");
"@ingroup Game");
dSprintf(varName, sizeof(varName), "mvPosY%d", i);
Con::addVariable(varName, TypeF32, &mPosY[i],
"Y position of controller in millimeters. Only 13 bits are networked.\n"
"@ingroup Game");
"@ingroup Game");
dSprintf(varName, sizeof(varName), "mvPosZ%d", i);
Con::addVariable(varName, TypeF32, &mPosZ[i],
"Z position of controller in millimeters. Only 13 bits are networked.\n"
"@ingroup Game");
"@ingroup Game");
dSprintf(varName, sizeof(varName), "mvRotIsEuler%d", i);
Con::addVariable(varName, TypeBool, &mRotIsEuler[i],
@ -55,33 +55,33 @@ void ExtendedMoveManager::init()
"(a vector and angle). When true, the given rotation is a three component "
"Euler angle. When using Euler angles, the $mvRotA component of the ExtendedMove "
"is ignored for this set of rotations.\n"
"@ingroup Game");
"@ingroup Game");
dSprintf(varName, sizeof(varName), "mvRotX%d", i);
Con::addVariable(varName, TypeF32, &mRotAX[i],
"X rotation vector component of controller.\n"
"@ingroup Game");
"@ingroup Game");
dSprintf(varName, sizeof(varName), "mvRotY%d", i);
Con::addVariable(varName, TypeF32, &mRotAY[i],
"Y rotation vector component of controller.\n"
"@ingroup Game");
"@ingroup Game");
dSprintf(varName, sizeof(varName), "mvRotZ%d", i);
Con::addVariable(varName, TypeF32, &mRotAZ[i],
"Z rotation vector component of controller.\n"
"@ingroup Game");
"@ingroup Game");
dSprintf(varName, sizeof(varName), "mvRotA%d", i);
Con::addVariable(varName, TypeF32, &mRotAA[i],
"Angle rotation (in degrees) component of controller.\n"
"@ingroup Game");
"@ingroup Game");
}
Con::addVariable("mvPosScale", TypeF32, &mPosScale,
"@brief Indicates the scale to be given to mvPos values.\n\n"
""
"@ingroup Game");
"@brief Indicates the scale to be given to mvPos values.\n\n"
""
"@ingroup Game");
}
const ExtendedMove NullExtendedMove;
@ -293,7 +293,7 @@ void ExtendedMove::clamp()
crotW[i] = CLAMPROT(rotW[i] / M_2PI_F);
}
#ifdef DEBUG_CONTROLLER_MOVE
#ifdef DEBUG_CONTROLLER_MOVE
if (i == 1)
{
F32 x, y, z, a;
@ -302,14 +302,14 @@ void ExtendedMove::clamp()
z = UNCLAMPPOS(crotZ[i]);
a = UNCLAMPROT(crotW[i]) * M_2PI_F;
Con::printf("INPUT POS == %f,%f,%f", ExtendedMoveManager::mPosX[i], ExtendedMoveManager::mPosY[i], ExtendedMoveManager::mPosZ[i]);
Con::printf("INPUT POS == %f,%f,%f", ExtendedMoveManager::mPosX[i], ExtendedMoveManager::mPosY[i], ExtendedMoveManager::mPosZ[i]);
Con::printf("rot %f,%f,%f,%f clamped to %f,%f,%f,%f", rotX[i], rotY[i], rotZ[i], rotW[i], x,y,z,a);
x = UNCLAMPPOS(cposX[i]) * ExtendedMoveManager::mPosScale;
y = UNCLAMPPOS(cposX[i]) * ExtendedMoveManager::mPosScale;
z = UNCLAMPPOS(cposX[i]) * ExtendedMoveManager::mPosScale;
Con::printf("pos %f,%f,%f clamped to %f,%f,%f", posX[i], posY[i], posZ[i], x, y, z);
x = UNCLAMPPOS(cposX[i]) * ExtendedMoveManager::mPosScale;
y = UNCLAMPPOS(cposX[i]) * ExtendedMoveManager::mPosScale;
z = UNCLAMPPOS(cposX[i]) * ExtendedMoveManager::mPosScale;
Con::printf("pos %f,%f,%f clamped to %f,%f,%f", posX[i], posY[i], posZ[i], x, y, z);
}
#endif
#endif
}
// Perform the standard Move clamp

View file

@ -469,8 +469,8 @@ bool GameConnection::readConnectRequest(BitStream *stream, const char **errorStr
for(U32 i = 0; i < mConnectArgc+3; i++)
{
connectArgv[i].value = &connectArgvValue[i];
connectArgvValue[i].init();
connectArgv[i].value = &connectArgvValue[i];
connectArgvValue[i].init();
}
for(U32 i = 0; i < mConnectArgc; i++)
@ -683,20 +683,20 @@ bool GameConnection::getControlCameraTransform(F32 dt, MatrixF* mat)
bool GameConnection::getControlCameraHeadTransform(IDisplayDevice *display, MatrixF *transform)
{
GameBase* obj = getCameraObject();
if (!obj)
return false;
GameBase* obj = getCameraObject();
if (!obj)
return false;
GameBase* cObj = obj;
while ((cObj = cObj->getControlObject()) != 0)
{
if (cObj->useObjsEyePoint())
obj = cObj;
}
GameBase* cObj = obj;
while ((cObj = cObj->getControlObject()) != 0)
{
if (cObj->useObjsEyePoint())
obj = cObj;
}
obj->getEyeCameraTransform(display, -1, transform);
obj->getEyeCameraTransform(display, -1, transform);
return true;
return true;
}
bool GameConnection::getControlCameraEyeTransforms(IDisplayDevice *display, MatrixF *transforms)
@ -914,8 +914,8 @@ void GameConnection::onRemove()
// clientgroup and what not (this is so that we can disconnect from a local server
// without needing to destroy and recreate the server before we can connect to it
// again).
// Safe-delete as we don't know whether the server connection is currently being
// worked on.
// Safe-delete as we don't know whether the server connection is currently being
// worked on.
getRemoteConnection()->safeDeleteObject();
setRemoteConnectionObject(NULL);
}

View file

@ -1783,7 +1783,7 @@ void Player::onRemove()
mWorkingQueryBox.minExtents.set(-1e9f, -1e9f, -1e9f);
mWorkingQueryBox.maxExtents.set(-1e9f, -1e9f, -1e9f);
SAFE_DELETE( mPhysicsRep );
SAFE_DELETE( mPhysicsRep );
Parent::onRemove();
}
@ -2505,12 +2505,12 @@ void Player::updateMove(const Move* move)
#ifdef TORQUE_OPENVR
if (mControllers[0])
{
mControllers[0]->processTick(move);
mControllers[0]->processTick(move);
}
if (mControllers[1])
{
mControllers[1]->processTick(move);
mControllers[1]->processTick(move);
}
#endif
@ -3337,9 +3337,9 @@ bool Player::canCrouch()
if ( mDataBlock->actionList[PlayerData::CrouchRootAnim].sequence == -1 )
return false;
// We are already in this pose, so don't test it again...
if ( mPose == CrouchPose )
return true;
// We are already in this pose, so don't test it again...
if ( mPose == CrouchPose )
return true;
// Do standard Torque physics test here!
if ( !mPhysicsRep )
@ -3389,8 +3389,8 @@ bool Player::canStand()
return false;
// We are already in this pose, so don't test it again...
if ( mPose == StandPose )
return true;
if ( mPose == StandPose )
return true;
// Do standard Torque physics test here!
if ( !mPhysicsRep )
@ -3453,9 +3453,9 @@ bool Player::canProne()
if ( !mPhysicsRep )
return true;
// We are already in this pose, so don't test it again...
if ( mPose == PronePose )
return true;
// We are already in this pose, so don't test it again...
if ( mPose == PronePose )
return true;
return mPhysicsRep->testSpacials( getPosition(), mDataBlock->proneBoxSize );
}
@ -3652,7 +3652,7 @@ MatrixF * Player::Death::fallToGround(F32 dt, const Point3F& loc, F32 curZ, F32
normal.normalize();
mat.set(EulerF (0.0f, 0.0f, curZ));
mat.mulV(upY, & ahead);
mCross(ahead, normal, &sideVec);
mCross(ahead, normal, &sideVec);
sideVec.normalize();
mCross(normal, sideVec, &ahead);
@ -5846,7 +5846,7 @@ F32 Player::getSpeed() const
void Player::setVelocity(const VectorF& vel)
{
AssertFatal( !mIsNaN( vel ), "Player::setVelocity() - The velocity is NaN!" );
AssertFatal( !mIsNaN( vel ), "Player::setVelocity() - The velocity is NaN!" );
mVelocity = vel;
setMaskBits(MoveMask);
@ -5854,7 +5854,7 @@ void Player::setVelocity(const VectorF& vel)
void Player::applyImpulse(const Point3F&,const VectorF& vec)
{
AssertFatal( !mIsNaN( vec ), "Player::applyImpulse() - The vector is NaN!" );
AssertFatal( !mIsNaN( vec ), "Player::applyImpulse() - The vector is NaN!" );
// Players ignore angular velocity
VectorF vel;
@ -6202,7 +6202,7 @@ U32 Player::packUpdate(NetConnection *con, U32 mask, BitStream *stream)
stream->writeFlag(mSwimming);
stream->writeFlag(mJetting);
stream->writeInt(mPose, NumPoseBits);
stream->writeInt(mState,NumStateBits);
if (stream->writeFlag(mState == RecoverState))
stream->writeInt(mRecoverTicks,PlayerData::RecoverDelayBits);
@ -6303,7 +6303,7 @@ void Player::unpackUpdate(NetConnection *con, BitStream *stream)
mSwimming = stream->readFlag();
mJetting = stream->readFlag();
mPose = (Pose)(stream->readInt(NumPoseBits));
ActionState actionState = (ActionState)stream->readInt(NumStateBits);
if (stream->readFlag()) {
mRecoverTicks = stream->readInt(PlayerData::RecoverDelayBits);
@ -7174,34 +7174,34 @@ void Player::renderConvex( ObjectRenderInst *ri, SceneRenderState *state, BaseMa
#ifdef TORQUE_OPENVR
void Player::setControllers(Vector<OpenVRTrackedObject*> controllerList)
{
mControllers[0] = controllerList.size() > 0 ? controllerList[0] : NULL;
mControllers[1] = controllerList.size() > 1 ? controllerList[1] : NULL;
mControllers[0] = controllerList.size() > 0 ? controllerList[0] : NULL;
mControllers[1] = controllerList.size() > 1 ? controllerList[1] : NULL;
}
ConsoleMethod(Player, setVRControllers, void, 4, 4, "")
{
OpenVRTrackedObject *controllerL, *controllerR;
Vector<OpenVRTrackedObject*> list;
OpenVRTrackedObject *controllerL, *controllerR;
Vector<OpenVRTrackedObject*> list;
if (Sim::findObject(argv[2], controllerL))
{
list.push_back(controllerL);
}
else
{
list.push_back(NULL);
}
if (Sim::findObject(argv[2], controllerL))
{
list.push_back(controllerL);
}
else
{
list.push_back(NULL);
}
if (Sim::findObject(argv[3], controllerR))
{
list.push_back(controllerR);
}
else
{
list.push_back(NULL);
}
if (Sim::findObject(argv[3], controllerR))
{
list.push_back(controllerR);
}
else
{
list.push_back(NULL);
}
object->setControllers(list);
object->setControllers(list);
}
#endif

View file

@ -119,77 +119,77 @@ void GFXD3D11Device::enumerateAdapters(Vector<GFXAdapter*> &adapterList)
for(U32 adapterIndex = 0; DXGIFactory->EnumAdapters1(adapterIndex, &EnumAdapter) != DXGI_ERROR_NOT_FOUND; ++adapterIndex)
{
GFXAdapter *toAdd = new GFXAdapter;
toAdd->mType = Direct3D11;
toAdd->mIndex = adapterIndex;
toAdd->mCreateDeviceInstanceDelegate = mCreateDeviceInstance;
GFXAdapter *toAdd = new GFXAdapter;
toAdd->mType = Direct3D11;
toAdd->mIndex = adapterIndex;
toAdd->mCreateDeviceInstanceDelegate = mCreateDeviceInstance;
toAdd->mShaderModel = 5.0f;
DXGI_ADAPTER_DESC1 desc;
EnumAdapter->GetDesc1(&desc);
toAdd->mShaderModel = 5.0f;
DXGI_ADAPTER_DESC1 desc;
EnumAdapter->GetDesc1(&desc);
// LUID identifies adapter for oculus rift
dMemcpy(&toAdd->mLUID, &desc.AdapterLuid, sizeof(toAdd->mLUID));
// LUID identifies adapter for oculus rift
dMemcpy(&toAdd->mLUID, &desc.AdapterLuid, sizeof(toAdd->mLUID));
size_t size=wcslen(desc.Description);
char *str = new char[size+1];
size_t size=wcslen(desc.Description);
char *str = new char[size+1];
wcstombs(str, desc.Description,size);
str[size]='\0';
String Description=str;
wcstombs(str, desc.Description,size);
str[size]='\0';
String Description=str;
SAFE_DELETE_ARRAY(str);
dStrncpy(toAdd->mName, Description.c_str(), GFXAdapter::MaxAdapterNameLen);
dStrncat(toAdd->mName, " (D3D11)", GFXAdapter::MaxAdapterNameLen);
dStrncpy(toAdd->mName, Description.c_str(), GFXAdapter::MaxAdapterNameLen);
dStrncat(toAdd->mName, " (D3D11)", GFXAdapter::MaxAdapterNameLen);
IDXGIOutput* pOutput = NULL;
HRESULT hr;
IDXGIOutput* pOutput = NULL;
HRESULT hr;
hr = EnumAdapter->EnumOutputs(adapterIndex, &pOutput);
hr = EnumAdapter->EnumOutputs(adapterIndex, &pOutput);
if(hr == DXGI_ERROR_NOT_FOUND)
{
if(hr == DXGI_ERROR_NOT_FOUND)
{
SAFE_RELEASE(EnumAdapter);
break;
}
break;
}
if(FAILED(hr))
AssertFatal(false, "GFXD3D11Device::enumerateAdapters -> EnumOutputs call failure");
if(FAILED(hr))
AssertFatal(false, "GFXD3D11Device::enumerateAdapters -> EnumOutputs call failure");
UINT numModes = 0;
DXGI_MODE_DESC* displayModes = NULL;
DXGI_FORMAT format = DXGI_FORMAT_B8G8R8A8_UNORM;
UINT numModes = 0;
DXGI_MODE_DESC* displayModes = NULL;
DXGI_FORMAT format = DXGI_FORMAT_B8G8R8A8_UNORM;
// Get the number of elements
hr = pOutput->GetDisplayModeList(format, 0, &numModes, NULL);
// Get the number of elements
hr = pOutput->GetDisplayModeList(format, 0, &numModes, NULL);
if(FAILED(hr))
AssertFatal(false, "GFXD3D11Device::enumerateAdapters -> GetDisplayModeList call failure");
if(FAILED(hr))
AssertFatal(false, "GFXD3D11Device::enumerateAdapters -> GetDisplayModeList call failure");
displayModes = new DXGI_MODE_DESC[numModes];
displayModes = new DXGI_MODE_DESC[numModes];
// Get the list
hr = pOutput->GetDisplayModeList(format, 0, &numModes, displayModes);
// Get the list
hr = pOutput->GetDisplayModeList(format, 0, &numModes, displayModes);
if(FAILED(hr))
AssertFatal(false, "GFXD3D11Device::enumerateAdapters -> GetDisplayModeList call failure");
if(FAILED(hr))
AssertFatal(false, "GFXD3D11Device::enumerateAdapters -> GetDisplayModeList call failure");
for(U32 numMode = 0; numMode < numModes; ++numMode)
{
GFXVideoMode vmAdd;
for(U32 numMode = 0; numMode < numModes; ++numMode)
{
GFXVideoMode vmAdd;
vmAdd.fullScreen = true;
vmAdd.bitDepth = 32;
vmAdd.refreshRate = displayModes[numMode].RefreshRate.Numerator / displayModes[numMode].RefreshRate.Denominator;
vmAdd.resolution.x = displayModes[numMode].Width;
vmAdd.resolution.y = displayModes[numMode].Height;
toAdd->mAvailableModes.push_back(vmAdd);
}
vmAdd.fullScreen = true;
vmAdd.bitDepth = 32;
vmAdd.refreshRate = displayModes[numMode].RefreshRate.Numerator / displayModes[numMode].RefreshRate.Denominator;
vmAdd.resolution.x = displayModes[numMode].Width;
vmAdd.resolution.y = displayModes[numMode].Height;
toAdd->mAvailableModes.push_back(vmAdd);
}
delete[] displayModes;
delete[] displayModes;
SAFE_RELEASE(pOutput);
SAFE_RELEASE(EnumAdapter);
adapterList.push_back(toAdd);
adapterList.push_back(toAdd);
}
SAFE_RELEASE(DXGIFactory);
@ -210,50 +210,50 @@ void GFXD3D11Device::enumerateVideoModes()
for(U32 adapterIndex = 0; DXGIFactory->EnumAdapters1(adapterIndex, &EnumAdapter) != DXGI_ERROR_NOT_FOUND; ++adapterIndex)
{
IDXGIOutput* pOutput = NULL;
IDXGIOutput* pOutput = NULL;
hr = EnumAdapter->EnumOutputs(adapterIndex, &pOutput);
hr = EnumAdapter->EnumOutputs(adapterIndex, &pOutput);
if(hr == DXGI_ERROR_NOT_FOUND)
{
if(hr == DXGI_ERROR_NOT_FOUND)
{
SAFE_RELEASE(EnumAdapter);
break;
}
break;
}
if(FAILED(hr))
AssertFatal(false, "GFXD3D11Device::enumerateVideoModes -> EnumOutputs call failure");
if(FAILED(hr))
AssertFatal(false, "GFXD3D11Device::enumerateVideoModes -> EnumOutputs call failure");
UINT numModes = 0;
DXGI_MODE_DESC* displayModes = NULL;
DXGI_FORMAT format = GFXD3D11TextureFormat[GFXFormatR8G8B8A8];
UINT numModes = 0;
DXGI_MODE_DESC* displayModes = NULL;
DXGI_FORMAT format = GFXD3D11TextureFormat[GFXFormatR8G8B8A8];
// Get the number of elements
hr = pOutput->GetDisplayModeList(format, 0, &numModes, NULL);
// Get the number of elements
hr = pOutput->GetDisplayModeList(format, 0, &numModes, NULL);
if(FAILED(hr))
AssertFatal(false, "GFXD3D11Device::enumerateVideoModes -> GetDisplayModeList call failure");
if(FAILED(hr))
AssertFatal(false, "GFXD3D11Device::enumerateVideoModes -> GetDisplayModeList call failure");
displayModes = new DXGI_MODE_DESC[numModes];
displayModes = new DXGI_MODE_DESC[numModes];
// Get the list
hr = pOutput->GetDisplayModeList(format, 0, &numModes, displayModes);
// Get the list
hr = pOutput->GetDisplayModeList(format, 0, &numModes, displayModes);
if(FAILED(hr))
AssertFatal(false, "GFXD3D11Device::enumerateVideoModes -> GetDisplayModeList call failure");
if(FAILED(hr))
AssertFatal(false, "GFXD3D11Device::enumerateVideoModes -> GetDisplayModeList call failure");
for(U32 numMode = 0; numMode < numModes; ++numMode)
{
GFXVideoMode toAdd;
for(U32 numMode = 0; numMode < numModes; ++numMode)
{
GFXVideoMode toAdd;
toAdd.fullScreen = false;
toAdd.bitDepth = 32;
toAdd.refreshRate = displayModes[numMode].RefreshRate.Numerator / displayModes[numMode].RefreshRate.Denominator;
toAdd.resolution.x = displayModes[numMode].Width;
toAdd.resolution.y = displayModes[numMode].Height;
mVideoModes.push_back(toAdd);
}
toAdd.fullScreen = false;
toAdd.bitDepth = 32;
toAdd.refreshRate = displayModes[numMode].RefreshRate.Numerator / displayModes[numMode].RefreshRate.Denominator;
toAdd.resolution.x = displayModes[numMode].Width;
toAdd.resolution.y = displayModes[numMode].Height;
mVideoModes.push_back(toAdd);
}
delete[] displayModes;
delete[] displayModes;
SAFE_RELEASE(pOutput);
SAFE_RELEASE(EnumAdapter);
}
@ -263,7 +263,7 @@ void GFXD3D11Device::enumerateVideoModes()
IDXGISwapChain* GFXD3D11Device::getSwapChain()
{
return mSwapChain;
return mSwapChain;
}
void GFXD3D11Device::init(const GFXVideoMode &mode, PlatformWindow *window)
@ -285,19 +285,19 @@ void GFXD3D11Device::init(const GFXVideoMode &mode, PlatformWindow *window)
// create a device, device context and swap chain using the information in the d3dpp struct
HRESULT hres = D3D11CreateDeviceAndSwapChain(NULL,
driverType,
NULL,
createDeviceFlags,
NULL,
0,
D3D11_SDK_VERSION,
&d3dpp,
&mSwapChain,
&mD3DDevice,
&deviceFeature,
&mD3DDeviceContext);
NULL,
createDeviceFlags,
NULL,
0,
D3D11_SDK_VERSION,
&d3dpp,
&mSwapChain,
&mD3DDevice,
&deviceFeature,
&mD3DDeviceContext);
if(FAILED(hres))
{
if(FAILED(hres))
{
#ifdef TORQUE_DEBUG
//try again without debug device layer enabled
createDeviceFlags &= ~D3D11_CREATE_DEVICE_DEBUG;
@ -315,9 +315,9 @@ void GFXD3D11Device::init(const GFXVideoMode &mode, PlatformWindow *window)
Con::warnf("GFXD3D11Device::init - Debug layers not detected!");
mDebugLayers = false;
#else
AssertFatal(false, "GFXD3D11Device::init - D3D11CreateDeviceAndSwapChain failed!");
AssertFatal(false, "GFXD3D11Device::init - D3D11CreateDeviceAndSwapChain failed!");
#endif
}
}
//set the fullscreen state here if we need to
if(mode.fullScreen)
@ -329,79 +329,79 @@ void GFXD3D11Device::init(const GFXVideoMode &mode, PlatformWindow *window)
}
}
mTextureManager = new GFXD3D11TextureManager();
mTextureManager = new GFXD3D11TextureManager();
// Now reacquire all the resources we trashed earlier
reacquireDefaultPoolResources();
// Now reacquire all the resources we trashed earlier
reacquireDefaultPoolResources();
//TODO implement feature levels?
if (deviceFeature >= D3D_FEATURE_LEVEL_11_0)
mPixVersion = 5.0f;
else
AssertFatal(false, "GFXD3D11Device::init - We don't support anything below feature level 11.");
if (deviceFeature >= D3D_FEATURE_LEVEL_11_0)
mPixVersion = 5.0f;
else
AssertFatal(false, "GFXD3D11Device::init - We don't support anything below feature level 11.");
D3D11_QUERY_DESC queryDesc;
D3D11_QUERY_DESC queryDesc;
queryDesc.Query = D3D11_QUERY_OCCLUSION;
queryDesc.MiscFlags = 0;
ID3D11Query *testQuery = NULL;
ID3D11Query *testQuery = NULL;
// detect occlusion query support
if (SUCCEEDED(mD3DDevice->CreateQuery(&queryDesc, &testQuery))) mOcclusionQuerySupported = true;
// detect occlusion query support
if (SUCCEEDED(mD3DDevice->CreateQuery(&queryDesc, &testQuery))) mOcclusionQuerySupported = true;
SAFE_RELEASE(testQuery);
Con::printf("Hardware occlusion query detected: %s", mOcclusionQuerySupported ? "Yes" : "No");
Con::printf("Hardware occlusion query detected: %s", mOcclusionQuerySupported ? "Yes" : "No");
mCardProfiler = new GFXD3D11CardProfiler();
mCardProfiler->init();
mCardProfiler = new GFXD3D11CardProfiler();
mCardProfiler->init();
D3D11_TEXTURE2D_DESC desc;
desc.BindFlags = D3D11_BIND_DEPTH_STENCIL;
desc.CPUAccessFlags = 0;
desc.Format = GFXD3D11TextureFormat[GFXFormatD24S8];
desc.MipLevels = 1;
desc.ArraySize = 1;
desc.Usage = D3D11_USAGE_DEFAULT;
desc.Width = mode.resolution.x;
desc.Height = mode.resolution.y;
desc.SampleDesc.Count =1;
desc.SampleDesc.Quality =0;
desc.MiscFlags = 0;
D3D11_TEXTURE2D_DESC desc;
desc.BindFlags = D3D11_BIND_DEPTH_STENCIL;
desc.CPUAccessFlags = 0;
desc.Format = GFXD3D11TextureFormat[GFXFormatD24S8];
desc.MipLevels = 1;
desc.ArraySize = 1;
desc.Usage = D3D11_USAGE_DEFAULT;
desc.Width = mode.resolution.x;
desc.Height = mode.resolution.y;
desc.SampleDesc.Count =1;
desc.SampleDesc.Quality =0;
desc.MiscFlags = 0;
HRESULT hr = mD3DDevice->CreateTexture2D(&desc, NULL, &mDeviceDepthStencil);
if(FAILED(hr))
{
AssertFatal(false, "GFXD3D11Device::init - couldn't create device's depth-stencil surface.");
}
HRESULT hr = mD3DDevice->CreateTexture2D(&desc, NULL, &mDeviceDepthStencil);
if(FAILED(hr))
{
AssertFatal(false, "GFXD3D11Device::init - couldn't create device's depth-stencil surface.");
}
D3D11_DEPTH_STENCIL_VIEW_DESC depthDesc;
depthDesc.Format = GFXD3D11TextureFormat[GFXFormatD24S8];
depthDesc.Flags =0 ;
depthDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
depthDesc.Texture2D.MipSlice = 0;
D3D11_DEPTH_STENCIL_VIEW_DESC depthDesc;
depthDesc.Format = GFXD3D11TextureFormat[GFXFormatD24S8];
depthDesc.Flags =0 ;
depthDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
depthDesc.Texture2D.MipSlice = 0;
hr = mD3DDevice->CreateDepthStencilView(mDeviceDepthStencil, &depthDesc, &mDeviceDepthStencilView);
hr = mD3DDevice->CreateDepthStencilView(mDeviceDepthStencil, &depthDesc, &mDeviceDepthStencilView);
if(FAILED(hr))
{
AssertFatal(false, "GFXD3D11Device::init - couldn't create depth stencil view");
}
if(FAILED(hr))
{
AssertFatal(false, "GFXD3D11Device::init - couldn't create depth stencil view");
}
hr = mSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&mDeviceBackbuffer);
if(FAILED(hr))
AssertFatal(false, "GFXD3D11Device::init - coudln't retrieve backbuffer ref");
hr = mSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&mDeviceBackbuffer);
if(FAILED(hr))
AssertFatal(false, "GFXD3D11Device::init - coudln't retrieve backbuffer ref");
//create back buffer view
D3D11_RENDER_TARGET_VIEW_DESC RTDesc;
//create back buffer view
D3D11_RENDER_TARGET_VIEW_DESC RTDesc;
RTDesc.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
RTDesc.Texture2D.MipSlice = 0;
RTDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
RTDesc.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
RTDesc.Texture2D.MipSlice = 0;
RTDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
hr = mD3DDevice->CreateRenderTargetView(mDeviceBackbuffer, &RTDesc, &mDeviceBackBufferView);
hr = mD3DDevice->CreateRenderTargetView(mDeviceBackbuffer, &RTDesc, &mDeviceBackBufferView);
if(FAILED(hr))
AssertFatal(false, "GFXD3D11Device::init - couldn't create back buffer target view");
if(FAILED(hr))
AssertFatal(false, "GFXD3D11Device::init - couldn't create back buffer target view");
#ifdef TORQUE_DEBUG
String backBufferName = "MainBackBuffer";
@ -419,8 +419,8 @@ void GFXD3D11Device::init(const GFXVideoMode &mode, PlatformWindow *window)
gScreenShot = new ScreenShotD3D11;
mInitialized = true;
deviceInited();
mInitialized = true;
deviceInited();
}
// Supress any debug layer messages we don't want to see
@ -489,28 +489,28 @@ GFXTextureTarget* GFXD3D11Device::allocRenderToTextureTarget()
void GFXD3D11Device::reset(DXGI_SWAP_CHAIN_DESC &d3dpp)
{
if (!mD3DDevice)
return;
if (!mD3DDevice)
return;
mInitialized = false;
mInitialized = false;
// Clean up some commonly dangling state. This helps prevents issues with
// items that are destroyed by the texture manager callbacks and recreated
// later, but still left bound.
setVertexBuffer(NULL);
setPrimitiveBuffer(NULL);
for (S32 i = 0; i<getNumSamplers(); i++)
setTexture(i, NULL);
// Clean up some commonly dangling state. This helps prevents issues with
// items that are destroyed by the texture manager callbacks and recreated
// later, but still left bound.
setVertexBuffer(NULL);
setPrimitiveBuffer(NULL);
for (S32 i = 0; i<getNumSamplers(); i++)
setTexture(i, NULL);
mD3DDeviceContext->ClearState();
mD3DDeviceContext->ClearState();
DXGI_MODE_DESC displayModes;
displayModes.Format = d3dpp.BufferDesc.Format;
displayModes.Height = d3dpp.BufferDesc.Height;
displayModes.Width = d3dpp.BufferDesc.Width;
displayModes.RefreshRate = d3dpp.BufferDesc.RefreshRate;
displayModes.Scaling = d3dpp.BufferDesc.Scaling;
displayModes.ScanlineOrdering = d3dpp.BufferDesc.ScanlineOrdering;
DXGI_MODE_DESC displayModes;
displayModes.Format = d3dpp.BufferDesc.Format;
displayModes.Height = d3dpp.BufferDesc.Height;
displayModes.Width = d3dpp.BufferDesc.Width;
displayModes.RefreshRate = d3dpp.BufferDesc.RefreshRate;
displayModes.Scaling = d3dpp.BufferDesc.Scaling;
displayModes.ScanlineOrdering = d3dpp.BufferDesc.ScanlineOrdering;
HRESULT hr;
if (!d3dpp.Windowed)
@ -523,79 +523,79 @@ void GFXD3D11Device::reset(DXGI_SWAP_CHAIN_DESC &d3dpp)
}
}
// First release all the stuff we allocated from D3DPOOL_DEFAULT
releaseDefaultPoolResources();
// First release all the stuff we allocated from D3DPOOL_DEFAULT
releaseDefaultPoolResources();
//release the backbuffer, depthstencil, and their views
SAFE_RELEASE(mDeviceBackBufferView);
SAFE_RELEASE(mDeviceBackbuffer);
SAFE_RELEASE(mDeviceDepthStencilView);
SAFE_RELEASE(mDeviceDepthStencil);
//release the backbuffer, depthstencil, and their views
SAFE_RELEASE(mDeviceBackBufferView);
SAFE_RELEASE(mDeviceBackbuffer);
SAFE_RELEASE(mDeviceDepthStencilView);
SAFE_RELEASE(mDeviceDepthStencil);
hr = mSwapChain->ResizeBuffers(d3dpp.BufferCount, d3dpp.BufferDesc.Width, d3dpp.BufferDesc.Height, d3dpp.BufferDesc.Format, d3dpp.Windowed ? 0 : DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH);
if (FAILED(hr))
{
AssertFatal(false, "D3D11Device::reset - failed to resize back buffer!");
}
if (FAILED(hr))
{
AssertFatal(false, "D3D11Device::reset - failed to resize back buffer!");
}
//recreate backbuffer view. depth stencil view and texture
D3D11_TEXTURE2D_DESC desc;
desc.BindFlags = D3D11_BIND_DEPTH_STENCIL;
desc.CPUAccessFlags = 0;
desc.Format = GFXD3D11TextureFormat[GFXFormatD24S8];
desc.MipLevels = 1;
desc.ArraySize = 1;
desc.Usage = D3D11_USAGE_DEFAULT;
desc.Width = d3dpp.BufferDesc.Width;
desc.Height = d3dpp.BufferDesc.Height;
desc.SampleDesc.Count = 1;
desc.SampleDesc.Quality = 0;
desc.MiscFlags = 0;
//recreate backbuffer view. depth stencil view and texture
D3D11_TEXTURE2D_DESC desc;
desc.BindFlags = D3D11_BIND_DEPTH_STENCIL;
desc.CPUAccessFlags = 0;
desc.Format = GFXD3D11TextureFormat[GFXFormatD24S8];
desc.MipLevels = 1;
desc.ArraySize = 1;
desc.Usage = D3D11_USAGE_DEFAULT;
desc.Width = d3dpp.BufferDesc.Width;
desc.Height = d3dpp.BufferDesc.Height;
desc.SampleDesc.Count = 1;
desc.SampleDesc.Quality = 0;
desc.MiscFlags = 0;
hr = mD3DDevice->CreateTexture2D(&desc, NULL, &mDeviceDepthStencil);
if (FAILED(hr))
{
AssertFatal(false, "GFXD3D11Device::reset - couldn't create device's depth-stencil surface.");
}
hr = mD3DDevice->CreateTexture2D(&desc, NULL, &mDeviceDepthStencil);
if (FAILED(hr))
{
AssertFatal(false, "GFXD3D11Device::reset - couldn't create device's depth-stencil surface.");
}
D3D11_DEPTH_STENCIL_VIEW_DESC depthDesc;
depthDesc.Format = GFXD3D11TextureFormat[GFXFormatD24S8];
depthDesc.Flags = 0;
depthDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
depthDesc.Texture2D.MipSlice = 0;
D3D11_DEPTH_STENCIL_VIEW_DESC depthDesc;
depthDesc.Format = GFXD3D11TextureFormat[GFXFormatD24S8];
depthDesc.Flags = 0;
depthDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
depthDesc.Texture2D.MipSlice = 0;
hr = mD3DDevice->CreateDepthStencilView(mDeviceDepthStencil, &depthDesc, &mDeviceDepthStencilView);
hr = mD3DDevice->CreateDepthStencilView(mDeviceDepthStencil, &depthDesc, &mDeviceDepthStencilView);
if (FAILED(hr))
{
AssertFatal(false, "GFXD3D11Device::reset - couldn't create depth stencil view");
}
if (FAILED(hr))
{
AssertFatal(false, "GFXD3D11Device::reset - couldn't create depth stencil view");
}
hr = mSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&mDeviceBackbuffer);
if (FAILED(hr))
AssertFatal(false, "GFXD3D11Device::reset - coudln't retrieve backbuffer ref");
hr = mSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&mDeviceBackbuffer);
if (FAILED(hr))
AssertFatal(false, "GFXD3D11Device::reset - coudln't retrieve backbuffer ref");
//create back buffer view
D3D11_RENDER_TARGET_VIEW_DESC RTDesc;
//create back buffer view
D3D11_RENDER_TARGET_VIEW_DESC RTDesc;
RTDesc.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
RTDesc.Texture2D.MipSlice = 0;
RTDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
RTDesc.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
RTDesc.Texture2D.MipSlice = 0;
RTDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
hr = mD3DDevice->CreateRenderTargetView(mDeviceBackbuffer, &RTDesc, &mDeviceBackBufferView);
hr = mD3DDevice->CreateRenderTargetView(mDeviceBackbuffer, &RTDesc, &mDeviceBackBufferView);
if (FAILED(hr))
AssertFatal(false, "GFXD3D11Device::reset - couldn't create back buffer target view");
if (FAILED(hr))
AssertFatal(false, "GFXD3D11Device::reset - couldn't create back buffer target view");
mD3DDeviceContext->OMSetRenderTargets(1, &mDeviceBackBufferView, mDeviceDepthStencilView);
hr = mSwapChain->SetFullscreenState(!d3dpp.Windowed, NULL);
hr = mSwapChain->SetFullscreenState(!d3dpp.Windowed, NULL);
if (FAILED(hr))
{
if (FAILED(hr))
{
AssertFatal(false, "D3D11Device::reset - failed to change screen states!");
}
}
//Microsoft recommend this, see DXGI documentation
if (!d3dpp.Windowed)
@ -610,13 +610,13 @@ void GFXD3D11Device::reset(DXGI_SWAP_CHAIN_DESC &d3dpp)
}
}
mInitialized = true;
mInitialized = true;
// Now re aquire all the resources we trashed earlier
reacquireDefaultPoolResources();
// Now re aquire all the resources we trashed earlier
reacquireDefaultPoolResources();
// Mark everything dirty and flush to card, for sanity.
updateStates(true);
// Mark everything dirty and flush to card, for sanity.
updateStates(true);
}
class GFXPCD3D11RegisterDevice
@ -899,20 +899,20 @@ void GFXD3D11Device::_updateRenderTargets()
mRTDirty = false;
}
if (mViewportDirty)
{
D3D11_VIEWPORT viewport;
if (mViewportDirty)
{
D3D11_VIEWPORT viewport;
viewport.TopLeftX = mViewport.point.x;
viewport.TopLeftY = mViewport.point.y;
viewport.Width = mViewport.extent.x;
viewport.Height = mViewport.extent.y;
viewport.MinDepth = 0.0f;
viewport.MaxDepth = 1.0f;
viewport.TopLeftX = mViewport.point.x;
viewport.TopLeftY = mViewport.point.y;
viewport.Width = mViewport.extent.x;
viewport.Height = mViewport.extent.y;
viewport.MinDepth = 0.0f;
viewport.MaxDepth = 1.0f;
mD3DDeviceContext->RSSetViewports(1, &viewport);
mD3DDeviceContext->RSSetViewports(1, &viewport);
mViewportDirty = false;
mViewportDirty = false;
}
}
@ -970,35 +970,35 @@ void GFXD3D11Device::releaseDefaultPoolResources()
void GFXD3D11Device::reacquireDefaultPoolResources()
{
// Now do the dynamic index buffers
if( mDynamicPB == NULL )
mDynamicPB = new GFXD3D11PrimitiveBuffer(this, 0, 0, GFXBufferTypeDynamic);
// Now do the dynamic index buffers
if( mDynamicPB == NULL )
mDynamicPB = new GFXD3D11PrimitiveBuffer(this, 0, 0, GFXBufferTypeDynamic);
D3D11_BUFFER_DESC desc;
desc.ByteWidth = sizeof(U16) * MAX_DYNAMIC_INDICES;
desc.Usage = D3D11_USAGE_DYNAMIC;
desc.BindFlags = D3D11_BIND_INDEX_BUFFER;
desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
desc.MiscFlags = 0;
desc.StructureByteStride = 0;
D3D11_BUFFER_DESC desc;
desc.ByteWidth = sizeof(U16) * MAX_DYNAMIC_INDICES;
desc.Usage = D3D11_USAGE_DYNAMIC;
desc.BindFlags = D3D11_BIND_INDEX_BUFFER;
desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
desc.MiscFlags = 0;
desc.StructureByteStride = 0;
HRESULT hr = D3D11DEVICE->CreateBuffer(&desc, NULL, &mDynamicPB->ib);
HRESULT hr = D3D11DEVICE->CreateBuffer(&desc, NULL, &mDynamicPB->ib);
if(FAILED(hr))
{
AssertFatal(false, "Failed to allocate dynamic IB");
}
if(FAILED(hr))
{
AssertFatal(false, "Failed to allocate dynamic IB");
}
// Walk the resource list and zombify everything.
GFXResource *walk = mResourceListHead;
while(walk)
{
walk->resurrect();
walk = walk->getNextResource();
}
// Walk the resource list and zombify everything.
GFXResource *walk = mResourceListHead;
while(walk)
{
walk->resurrect();
walk = walk->getNextResource();
}
if(mTextureManager)
mTextureManager->resurrect();
if(mTextureManager)
mTextureManager->resurrect();
}
GFXD3D11VertexBuffer* GFXD3D11Device::findVBPool( const GFXVertexFormat *vertexFormat, U32 vertsNeeded )
@ -1014,40 +1014,40 @@ GFXD3D11VertexBuffer* GFXD3D11Device::findVBPool( const GFXVertexFormat *vertexF
GFXD3D11VertexBuffer * GFXD3D11Device::createVBPool( const GFXVertexFormat *vertexFormat, U32 vertSize )
{
PROFILE_SCOPE( GFXD3D11Device_createVBPool );
PROFILE_SCOPE( GFXD3D11Device_createVBPool );
// this is a bit funky, but it will avoid problems with (lack of) copy constructors
// with a push_back() situation
mVolatileVBList.increment();
StrongRefPtr<GFXD3D11VertexBuffer> newBuff;
mVolatileVBList.last() = new GFXD3D11VertexBuffer();
newBuff = mVolatileVBList.last();
// this is a bit funky, but it will avoid problems with (lack of) copy constructors
// with a push_back() situation
mVolatileVBList.increment();
StrongRefPtr<GFXD3D11VertexBuffer> newBuff;
mVolatileVBList.last() = new GFXD3D11VertexBuffer();
newBuff = mVolatileVBList.last();
newBuff->mNumVerts = 0;
newBuff->mBufferType = GFXBufferTypeVolatile;
newBuff->mVertexFormat.copy( *vertexFormat );
newBuff->mVertexSize = vertSize;
newBuff->mDevice = this;
newBuff->mNumVerts = 0;
newBuff->mBufferType = GFXBufferTypeVolatile;
newBuff->mVertexFormat.copy( *vertexFormat );
newBuff->mVertexSize = vertSize;
newBuff->mDevice = this;
// Requesting it will allocate it.
vertexFormat->getDecl();
// Requesting it will allocate it.
vertexFormat->getDecl();
D3D11_BUFFER_DESC desc;
desc.ByteWidth = vertSize * MAX_DYNAMIC_VERTS;
desc.Usage = D3D11_USAGE_DYNAMIC;
desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
desc.MiscFlags = 0;
desc.StructureByteStride = 0;
D3D11_BUFFER_DESC desc;
desc.ByteWidth = vertSize * MAX_DYNAMIC_VERTS;
desc.Usage = D3D11_USAGE_DYNAMIC;
desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
desc.MiscFlags = 0;
desc.StructureByteStride = 0;
HRESULT hr = D3D11DEVICE->CreateBuffer(&desc, NULL, &newBuff->vb);
HRESULT hr = D3D11DEVICE->CreateBuffer(&desc, NULL, &newBuff->vb);
if(FAILED(hr))
{
AssertFatal(false, "Failed to allocate dynamic VB");
}
if(FAILED(hr))
{
AssertFatal(false, "Failed to allocate dynamic VB");
}
return newBuff;
return newBuff;
}
//-----------------------------------------------------------------------------
@ -1103,30 +1103,30 @@ void GFXD3D11Device::setClipRect( const RectI &inRect )
void GFXD3D11Device::setVertexStream( U32 stream, GFXVertexBuffer *buffer )
{
GFXD3D11VertexBuffer *d3dBuffer = static_cast<GFXD3D11VertexBuffer*>( buffer );
GFXD3D11VertexBuffer *d3dBuffer = static_cast<GFXD3D11VertexBuffer*>( buffer );
if ( stream == 0 )
{
// Set the volatile buffer which is used to
// offset the start index when doing draw calls.
if ( d3dBuffer && d3dBuffer->mVolatileStart > 0 )
mVolatileVB = d3dBuffer;
else
mVolatileVB = NULL;
}
if ( stream == 0 )
{
// Set the volatile buffer which is used to
// offset the start index when doing draw calls.
if ( d3dBuffer && d3dBuffer->mVolatileStart > 0 )
mVolatileVB = d3dBuffer;
else
mVolatileVB = NULL;
}
// NOTE: We do not use the stream offset here for stream 0
// as that feature is *supposedly* not as well supported as
// using the start index in drawPrimitive.
//
// If we can verify that this is not the case then we should
// start using this method exclusively for all streams.
// NOTE: We do not use the stream offset here for stream 0
// as that feature is *supposedly* not as well supported as
// using the start index in drawPrimitive.
//
// If we can verify that this is not the case then we should
// start using this method exclusively for all streams.
U32 strides[1] = { d3dBuffer ? d3dBuffer->mVertexSize : 0 };
U32 offset = d3dBuffer && stream != 0 ? d3dBuffer->mVolatileStart * d3dBuffer->mVertexSize : 0;
ID3D11Buffer* buff = d3dBuffer ? d3dBuffer->vb : NULL;
U32 strides[1] = { d3dBuffer ? d3dBuffer->mVertexSize : 0 };
U32 offset = d3dBuffer && stream != 0 ? d3dBuffer->mVolatileStart * d3dBuffer->mVertexSize : 0;
ID3D11Buffer* buff = d3dBuffer ? d3dBuffer->vb : NULL;
getDeviceContext()->IASetVertexBuffers(stream, 1, &buff, strides, &offset);
getDeviceContext()->IASetVertexBuffers(stream, 1, &buff, strides, &offset);
}
void GFXD3D11Device::setVertexStreamFrequency( U32 stream, U32 frequency )
@ -1179,7 +1179,7 @@ void GFXD3D11Device::drawPrimitive( GFXPrimitiveType primType, U32 vertexStart,
setShaderConstBufferInternal(mCurrentShaderConstBuffer);
if ( mVolatileVB )
vertexStart += mVolatileVB->mVolatileStart;
vertexStart += mVolatileVB->mVolatileStart;
mD3DDeviceContext->IASetPrimitiveTopology(GFXD3D11PrimType[primType]);
@ -1243,23 +1243,23 @@ void GFXD3D11Device::setShader(GFXShader *shader, bool force)
{
if(shader)
{
GFXD3D11Shader *d3dShader = static_cast<GFXD3D11Shader*>(shader);
GFXD3D11Shader *d3dShader = static_cast<GFXD3D11Shader*>(shader);
if (d3dShader->mPixShader != mLastPixShader || force)
{
mD3DDeviceContext->PSSetShader( d3dShader->mPixShader, NULL, 0);
mLastPixShader = d3dShader->mPixShader;
}
{
mD3DDeviceContext->PSSetShader( d3dShader->mPixShader, NULL, 0);
mLastPixShader = d3dShader->mPixShader;
}
if (d3dShader->mVertShader != mLastVertShader || force)
{
mD3DDeviceContext->VSSetShader( d3dShader->mVertShader, NULL, 0);
mLastVertShader = d3dShader->mVertShader;
}
{
mD3DDeviceContext->VSSetShader( d3dShader->mVertShader, NULL, 0);
mLastVertShader = d3dShader->mVertShader;
}
}
else
{
setupGenericShaders();
setupGenericShaders();
}
}
@ -1286,7 +1286,7 @@ GFXPrimitiveBuffer * GFXD3D11Device::allocPrimitiveBuffer(U32 numIndices, U32 nu
case GFXBufferTypeDynamic:
case GFXBufferTypeVolatile:
usage = D3D11_USAGE_DYNAMIC;
usage = D3D11_USAGE_DYNAMIC;
break;
}
@ -1304,24 +1304,24 @@ GFXPrimitiveBuffer * GFXD3D11Device::allocPrimitiveBuffer(U32 numIndices, U32 nu
}
else
{
// Otherwise, get it as a seperate buffer...
D3D11_BUFFER_DESC desc;
desc.ByteWidth = sizeof(U16) * numIndices;
desc.Usage = usage;
if(bufferType == GFXBufferTypeDynamic)
desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; // We never allow reading from a primitive buffer.
else
desc.CPUAccessFlags = 0;
desc.BindFlags = D3D11_BIND_INDEX_BUFFER;
desc.MiscFlags = 0;
desc.StructureByteStride = 0;
// Otherwise, get it as a seperate buffer...
D3D11_BUFFER_DESC desc;
desc.ByteWidth = sizeof(U16) * numIndices;
desc.Usage = usage;
if(bufferType == GFXBufferTypeDynamic)
desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; // We never allow reading from a primitive buffer.
else
desc.CPUAccessFlags = 0;
desc.BindFlags = D3D11_BIND_INDEX_BUFFER;
desc.MiscFlags = 0;
desc.StructureByteStride = 0;
HRESULT hr = D3D11DEVICE->CreateBuffer(&desc, NULL, &res->ib);
HRESULT hr = D3D11DEVICE->CreateBuffer(&desc, NULL, &res->ib);
if(FAILED(hr))
{
AssertFatal(false, "Failed to allocate an index buffer.");
}
if(FAILED(hr))
{
AssertFatal(false, "Failed to allocate an index buffer.");
}
}
if (data)
@ -1365,7 +1365,7 @@ GFXVertexBuffer * GFXD3D11Device::allocVertexBuffer(U32 numVerts, const GFXVerte
case GFXBufferTypeDynamic:
case GFXBufferTypeVolatile:
usage = D3D11_USAGE_DYNAMIC;
usage = D3D11_USAGE_DYNAMIC;
break;
}
@ -1380,27 +1380,27 @@ GFXVertexBuffer * GFXD3D11Device::allocVertexBuffer(U32 numVerts, const GFXVerte
}
else
{
// Requesting it will allocate it.
vertexFormat->getDecl(); //-ALEX disabled to postpone until after shader is actually set...
// Requesting it will allocate it.
vertexFormat->getDecl(); //-ALEX disabled to postpone until after shader is actually set...
// Get a new buffer...
D3D11_BUFFER_DESC desc;
desc.ByteWidth = vertSize * numVerts;
desc.Usage = usage;
desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
if(bufferType == GFXBufferTypeDynamic)
desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; // We never allow reading from a vertex buffer.
else
desc.CPUAccessFlags = 0;
desc.MiscFlags = 0;
desc.StructureByteStride = 0;
// Get a new buffer...
D3D11_BUFFER_DESC desc;
desc.ByteWidth = vertSize * numVerts;
desc.Usage = usage;
desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
if(bufferType == GFXBufferTypeDynamic)
desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; // We never allow reading from a vertex buffer.
else
desc.CPUAccessFlags = 0;
desc.MiscFlags = 0;
desc.StructureByteStride = 0;
HRESULT hr = D3D11DEVICE->CreateBuffer(&desc, NULL, &res->vb);
HRESULT hr = D3D11DEVICE->CreateBuffer(&desc, NULL, &res->vb);
if(FAILED(hr))
{
AssertFatal(false, "Failed to allocate VB");
}
if(FAILED(hr))
{
AssertFatal(false, "Failed to allocate VB");
}
}
res->mNumVerts = numVerts;
@ -1597,7 +1597,6 @@ GFXVertexDecl* GFXD3D11Device::allocVertexDecl( const GFXVertexFormat *vertexFor
S32 elemIndex = 0;
for (S32 i = 0; i < elemCount; i++, elemIndex++)
{
const GFXVertexElement &element = vertexFormat->getElement(elemIndex);
@ -1690,9 +1689,9 @@ void GFXD3D11Device::setTextureInternal( U32 textureUnit, const GFXTextureObject
{
if( texture == NULL )
{
ID3D11ShaderResourceView *pView = NULL;
mD3DDeviceContext->PSSetShaderResources(textureUnit, 1, &pView);
return;
ID3D11ShaderResourceView *pView = NULL;
mD3DDeviceContext->PSSetShaderResources(textureUnit, 1, &pView);
return;
}
GFXD3D11TextureObject *tex = (GFXD3D11TextureObject*)(texture);
@ -1704,23 +1703,23 @@ GFXFence *GFXD3D11Device::createFence()
// Figure out what fence type we should be making if we don't know
if( mCreateFenceType == -1 )
{
D3D11_QUERY_DESC desc;
desc.MiscFlags = 0;
desc.Query = D3D11_QUERY_EVENT;
D3D11_QUERY_DESC desc;
desc.MiscFlags = 0;
desc.Query = D3D11_QUERY_EVENT;
ID3D11Query *testQuery = NULL;
ID3D11Query *testQuery = NULL;
HRESULT hRes = mD3DDevice->CreateQuery(&desc, &testQuery);
HRESULT hRes = mD3DDevice->CreateQuery(&desc, &testQuery);
if(FAILED(hRes))
{
mCreateFenceType = true;
}
if(FAILED(hRes))
{
mCreateFenceType = true;
}
else
{
mCreateFenceType = false;
}
else
{
mCreateFenceType = false;
}
SAFE_RELEASE(testQuery);
}

View file

@ -97,9 +97,9 @@ void GFXD3D11TextureTarget::attachTexture( RenderSlot slot, GFXTextureObject *te
if( tex == GFXTextureTarget::sDefaultDepthStencil )
{
mTargets[slot] = D3D11->mDeviceDepthStencil;
mTargetViews[slot] = D3D11->mDeviceDepthStencilView;
mTargets[slot]->AddRef();
mTargetViews[slot]->AddRef();
mTargetViews[slot] = D3D11->mDeviceDepthStencilView;
mTargets[slot]->AddRef();
mTargetViews[slot]->AddRef();
}
else
{
@ -110,14 +110,14 @@ void GFXD3D11TextureTarget::attachTexture( RenderSlot slot, GFXTextureObject *te
// Grab the surface level.
if( slot == DepthStencil )
{
{
mTargets[slot] = d3dto->getSurface();
if ( mTargets[slot] )
mTargets[slot]->AddRef();
mTargetViews[slot] = d3dto->getDSView();
if( mTargetViews[slot])
mTargetViews[slot]->AddRef();
mTargetViews[slot] = d3dto->getDSView();
if( mTargetViews[slot])
mTargetViews[slot]->AddRef();
}
else
@ -126,12 +126,12 @@ void GFXD3D11TextureTarget::attachTexture( RenderSlot slot, GFXTextureObject *te
// if the surface that it needs to render to is different than the mip level
// in the actual texture. This will happen with MSAA.
if( d3dto->getSurface() == NULL )
{
{
mTargets[slot] = d3dto->get2DTex();
mTargets[slot]->AddRef();
mTargetViews[slot] = d3dto->getRTView();
mTargetViews[slot]->AddRef();
mTargets[slot] = d3dto->get2DTex();
mTargets[slot]->AddRef();
mTargetViews[slot] = d3dto->getRTView();
mTargetViews[slot]->AddRef();
}
else
{
@ -164,11 +164,11 @@ void GFXD3D11TextureTarget::attachTexture( RenderSlot slot, GFXTextureObject *te
S32 format = sd.Format;
if (format == DXGI_FORMAT_R8G8B8A8_TYPELESS || format == DXGI_FORMAT_B8G8R8A8_TYPELESS)
{
mTargetFormat = GFXFormatR8G8B8A8;
return;
}
if (format == DXGI_FORMAT_R8G8B8A8_TYPELESS || format == DXGI_FORMAT_B8G8R8A8_TYPELESS)
{
mTargetFormat = GFXFormatR8G8B8A8;
return;
}
GFXREVERSE_LOOKUP( GFXD3D11TextureFormat, GFXFormat, format );
mTargetFormat = (GFXFormat)format;
@ -283,7 +283,7 @@ void GFXD3D11TextureTarget::resolve()
if (mResolveTargets[i])
{
D3D11_TEXTURE2D_DESC desc;
mTargets[i]->GetDesc(&desc);
mTargets[i]->GetDesc(&desc);
D3D11DEVICECONTEXT->CopySubresourceRegion(mResolveTargets[i]->get2DTex(), 0, 0, 0, 0, mTargets[i], 0, NULL);
}
}
@ -407,10 +407,10 @@ void GFXD3D11WindowTarget::activate()
void GFXD3D11WindowTarget::resolveTo(GFXTextureObject *tex)
{
GFXDEBUGEVENT_SCOPE(GFXPCD3D11WindowTarget_resolveTo, ColorI::RED);
GFXDEBUGEVENT_SCOPE(GFXPCD3D11WindowTarget_resolveTo, ColorI::RED);
D3D11_TEXTURE2D_DESC desc;
ID3D11Texture2D* surf = ((GFXD3D11TextureObject*)(tex))->get2DTex();
surf->GetDesc(&desc);
D3D11DEVICECONTEXT->ResolveSubresource(surf, 0, D3D11->mDeviceBackbuffer, 0, desc.Format);
D3D11_TEXTURE2D_DESC desc;
ID3D11Texture2D* surf = ((GFXD3D11TextureObject*)(tex))->get2DTex();
surf->GetDesc(&desc);
D3D11DEVICECONTEXT->ResolveSubresource(surf, 0, D3D11->mDeviceBackbuffer, 0, desc.Format);
}

View file

@ -37,8 +37,8 @@
struct GFXAdapterLUID
{
unsigned long LowPart;
long HighPart;
unsigned long LowPart;
long HighPart;
};
struct GFXAdapter

View file

@ -160,8 +160,8 @@ GFXDevice::GFXDevice()
// misc
mAllowRender = true;
mCurrentRenderStyle = RS_Standard;
mCurrentStereoTarget = -1;
mStereoHeadTransform = MatrixF(1);
mCurrentStereoTarget = -1;
mStereoHeadTransform = MatrixF(1);
mCanCurrentlyRender = false;
mInitialized = false;

View file

@ -219,11 +219,11 @@ public:
/// The device has started rendering a frame's field (such as for side-by-side rendering)
deStartOfField,
/// left stereo frame has been rendered
deLeftStereoFrameRendered,
/// left stereo frame has been rendered
deLeftStereoFrameRendered,
/// right stereo frame has been rendered
deRightStereoFrameRendered,
/// right stereo frame has been rendered
deRightStereoFrameRendered,
/// The device is about to finish rendering a frame's field
deEndOfField,
@ -254,7 +254,7 @@ public:
{
RS_Standard = 0,
RS_StereoSideBySide = (1<<0), // Render into current Render Target side-by-side
RS_StereoSeparate = (1<<1) // Render in two separate passes (then combined by vr compositor)
RS_StereoSeparate = (1<<1) // Render in two separate passes (then combined by vr compositor)
};
enum GFXDeviceLimits
@ -409,7 +409,7 @@ public:
setViewport(mStereoViewports[eyeId]);
}
mCurrentStereoTarget = eyeId;
mCurrentStereoTarget = eyeId;
}
GFXCardProfiler* getCardProfiler() const { return mCardProfiler; }
@ -481,7 +481,7 @@ public:
/// Returns the first format from the list which meets all
/// the criteria of the texture profile and query options.
virtual GFXFormat selectSupportedFormat(GFXTextureProfile *profile,
const Vector<GFXFormat> &formats, bool texture, bool mustblend, bool mustfilter) = 0;
const Vector<GFXFormat> &formats, bool texture, bool mustblend, bool mustfilter) = 0;
/// @}

View file

@ -61,7 +61,7 @@ void GFXDrawUtil::_setupStateBlocks()
bitmapStretchSR.setZReadWrite(false);
bitmapStretchSR.setBlend(true, GFXBlendSrcAlpha, GFXBlendInvSrcAlpha);
bitmapStretchSR.samplersDefined = true;
bitmapStretchSR.setColorWrites(true, true, true, false);
bitmapStretchSR.setColorWrites(true, true, true, false); // NOTE: comment this out if alpha write is needed
// Linear: Create wrap SB
bitmapStretchSR.samplers[0] = GFXSamplerStateDesc::getWrapLinear();

View file

@ -51,7 +51,7 @@ FontRenderBatcher::FontRenderBatcher() : mStorage(8096)
// so it may have to change. -bramage
f.samplers[0].textureColorOp = GFXTOPAdd;
f.setColorWrites(true, true, true, false);
f.setColorWrites(true, true, true, false); // NOTE: comment this out if alpha write is needed
mFontSB = GFX->createStateBlock(f);
}
}

View file

@ -200,18 +200,18 @@ GFXAdapter* GFXInit::getAdapterOfType( GFXAdapterType type, const char* outputDe
GFXAdapter* GFXInit::getAdapterOfType(GFXAdapterType type, S32 outputDeviceIndex)
{
for (U32 i = 0; i < smAdapters.size(); i++)
{
if (smAdapters[i]->mType == type)
{
if (smAdapters[i]->mIndex == outputDeviceIndex)
{
return smAdapters[i];
}
}
}
for (U32 i = 0; i < smAdapters.size(); i++)
{
if (smAdapters[i]->mType == type)
{
if (smAdapters[i]->mIndex == outputDeviceIndex)
{
return smAdapters[i];
}
}
}
return NULL;
return NULL;
}
GFXAdapter* GFXInit::chooseAdapter( GFXAdapterType type, const char* outputDevice)
@ -237,23 +237,23 @@ GFXAdapter* GFXInit::chooseAdapter( GFXAdapterType type, const char* outputDevic
GFXAdapter* GFXInit::chooseAdapter(GFXAdapterType type, S32 outputDeviceIndex)
{
GFXAdapter* adapter = GFXInit::getAdapterOfType(type, outputDeviceIndex);
GFXAdapter* adapter = GFXInit::getAdapterOfType(type, outputDeviceIndex);
if (!adapter && type != OpenGL)
{
Con::errorf("The requested renderer, %s, doesn't seem to be available."
" Trying the default, OpenGL.", getAdapterNameFromType(type));
adapter = GFXInit::getAdapterOfType(OpenGL, outputDeviceIndex);
}
if (!adapter && type != OpenGL)
{
Con::errorf("The requested renderer, %s, doesn't seem to be available."
" Trying the default, OpenGL.", getAdapterNameFromType(type));
adapter = GFXInit::getAdapterOfType(OpenGL, outputDeviceIndex);
}
if (!adapter)
{
Con::errorf("The OpenGL renderer doesn't seem to be available. Trying the GFXNulDevice.");
adapter = GFXInit::getAdapterOfType(NullDevice, 0);
}
if (!adapter)
{
Con::errorf("The OpenGL renderer doesn't seem to be available. Trying the GFXNulDevice.");
adapter = GFXInit::getAdapterOfType(NullDevice, 0);
}
AssertFatal(adapter, "There is no rendering device available whatsoever.");
return adapter;
AssertFatal(adapter, "There is no rendering device available whatsoever.");
return adapter;
}
const char* GFXInit::getAdapterNameFromType(GFXAdapterType type)
@ -304,11 +304,11 @@ GFXAdapter *GFXInit::getBestAdapterChoice()
}
else
{
S32 adapterIdx = dAtoi(adapterDevice.c_str());
if (adapterIdx == -1)
adapter = chooseAdapter(adapterType, outputDevice.c_str());
else
adapter = chooseAdapter(adapterType, adapterIdx);
S32 adapterIdx = dAtoi(adapterDevice.c_str());
if (adapterIdx == -1)
adapter = chooseAdapter(adapterType, outputDevice.c_str());
else
adapter = chooseAdapter(adapterType, adapterIdx);
}
// Did they have one? Return it.

View file

@ -74,16 +74,16 @@ public:
/// This method never returns NULL.
static GFXAdapter *chooseAdapter( GFXAdapterType type, const char* outputDevice);
/// Override which chooses an adapter based on an index instead
static GFXAdapter *chooseAdapter( GFXAdapterType type, S32 outputDeviceIndex );
/// Override which chooses an adapter based on an index instead
static GFXAdapter *chooseAdapter( GFXAdapterType type, S32 outputDeviceIndex );
/// Gets the first adapter of the requested type (and on the requested output device)
/// from the list of enumerated adapters. Should only call this after a call to
/// enumerateAdapters.
static GFXAdapter *getAdapterOfType( GFXAdapterType type, const char* outputDevice );
/// Override which gets an adapter based on an index instead
static GFXAdapter *getAdapterOfType( GFXAdapterType type, S32 outputDeviceIndex );
/// Override which gets an adapter based on an index instead
static GFXAdapter *getAdapterOfType( GFXAdapterType type, S32 outputDeviceIndex );
/// Converts a GFXAdapterType to a string name. Useful for writing out prefs
static const char *getAdapterNameFromType( GFXAdapterType type );

View file

@ -102,8 +102,8 @@ public:
/// This is mainly a depth buffer optimization.
NoDiscard = BIT(10),
/// Texture is managed by another process, thus should not be modified
NoModify = BIT(11)
/// Texture is managed by another process, thus should not be modified
NoModify = BIT(11)
};
@ -167,7 +167,7 @@ public:
inline bool noMip() const { return testFlag(NoMipmap); }
inline bool isPooled() const { return testFlag(Pooled); }
inline bool canDiscard() const { return !testFlag(NoDiscard); }
inline bool canModify() const { return !testFlag(NoModify); }
inline bool canModify() const { return !testFlag(NoModify); }
private:
/// These constants control the packing for the profile; if you add flags, types, or

View file

@ -141,73 +141,73 @@ void DebugDrawer::setupStateBlocks()
void DebugDrawer::drawBoxOutline(const Point3F &a, const Point3F &b, const ColorF &color)
{
Point3F point0(a.x, a.y, a.z);
Point3F point1(a.x, b.y, a.z);
Point3F point2(b.x, b.y, a.z);
Point3F point3(b.x, a.y, a.z);
Point3F point0(a.x, a.y, a.z);
Point3F point1(a.x, b.y, a.z);
Point3F point2(b.x, b.y, a.z);
Point3F point3(b.x, a.y, a.z);
Point3F point4(a.x, a.y, b.z);
Point3F point5(a.x, b.y, b.z);
Point3F point6(b.x, b.y, b.z);
Point3F point7(b.x, a.y, b.z);
Point3F point4(a.x, a.y, b.z);
Point3F point5(a.x, b.y, b.z);
Point3F point6(b.x, b.y, b.z);
Point3F point7(b.x, a.y, b.z);
// Draw one plane
drawLine(point0, point1, color);
drawLine(point1, point2, color);
drawLine(point2, point3, color);
drawLine(point3, point0, color);
// Draw one plane
drawLine(point0, point1, color);
drawLine(point1, point2, color);
drawLine(point2, point3, color);
drawLine(point3, point0, color);
// Draw the other plane
drawLine(point4, point5, color);
drawLine(point5, point6, color);
drawLine(point6, point7, color);
drawLine(point7, point4, color);
// Draw the other plane
drawLine(point4, point5, color);
drawLine(point5, point6, color);
drawLine(point6, point7, color);
drawLine(point7, point4, color);
// Draw the connecting corners
drawLine(point0, point4, color);
drawLine(point1, point5, color);
drawLine(point2, point6, color);
drawLine(point3, point7, color);
// Draw the connecting corners
drawLine(point0, point4, color);
drawLine(point1, point5, color);
drawLine(point2, point6, color);
drawLine(point3, point7, color);
}
void DebugDrawer::drawTransformedBoxOutline(const Point3F &a, const Point3F &b, const ColorF &color, const MatrixF& transform)
{
Point3F point0(a.x, a.y, a.z);
Point3F point1(a.x, b.y, a.z);
Point3F point2(b.x, b.y, a.z);
Point3F point3(b.x, a.y, a.z);
Point3F point0(a.x, a.y, a.z);
Point3F point1(a.x, b.y, a.z);
Point3F point2(b.x, b.y, a.z);
Point3F point3(b.x, a.y, a.z);
Point3F point4(a.x, a.y, b.z);
Point3F point5(a.x, b.y, b.z);
Point3F point6(b.x, b.y, b.z);
Point3F point7(b.x, a.y, b.z);
Point3F point4(a.x, a.y, b.z);
Point3F point5(a.x, b.y, b.z);
Point3F point6(b.x, b.y, b.z);
Point3F point7(b.x, a.y, b.z);
transform.mulP(point0);
transform.mulP(point1);
transform.mulP(point2);
transform.mulP(point3);
transform.mulP(point4);
transform.mulP(point5);
transform.mulP(point6);
transform.mulP(point7);
transform.mulP(point0);
transform.mulP(point1);
transform.mulP(point2);
transform.mulP(point3);
transform.mulP(point4);
transform.mulP(point5);
transform.mulP(point6);
transform.mulP(point7);
// Draw one plane
drawLine(point0, point1, color);
drawLine(point1, point2, color);
drawLine(point2, point3, color);
drawLine(point3, point0, color);
// Draw one plane
drawLine(point0, point1, color);
drawLine(point1, point2, color);
drawLine(point2, point3, color);
drawLine(point3, point0, color);
// Draw the other plane
drawLine(point4, point5, color);
drawLine(point5, point6, color);
drawLine(point6, point7, color);
drawLine(point7, point4, color);
// Draw the other plane
drawLine(point4, point5, color);
drawLine(point5, point6, color);
drawLine(point6, point7, color);
drawLine(point7, point4, color);
// Draw the connecting corners
drawLine(point0, point4, color);
drawLine(point1, point5, color);
drawLine(point2, point6, color);
drawLine(point3, point7, color);
// Draw the connecting corners
drawLine(point0, point4, color);
drawLine(point1, point5, color);
drawLine(point2, point6, color);
drawLine(point3, point7, color);
}
void DebugDrawer::render(bool clear)

View file

@ -126,7 +126,7 @@ public:
void drawTransformedBoxOutline(const Point3F &a, const Point3F &b, const ColorF &color, const MatrixF& transform);
void drawBox(const Point3F &a, const Point3F &b, const ColorF &color = ColorF(1.0f,1.0f,1.0f));
void drawLine(const Point3F &a, const Point3F &b, const ColorF &color = ColorF(1.0f,1.0f,1.0f));
void drawLine(const Point3F &a, const Point3F &b, const ColorF &color = ColorF(1.0f,1.0f,1.0f));
void drawTri(const Point3F &a, const Point3F &b, const Point3F &c, const ColorF &color = ColorF(1.0f,1.0f,1.0f));
void drawText(const Point3F& pos, const String& text, const ColorF &color = ColorF(1.0f,1.0f,1.0f));
void drawCapsule(const Point3F &a, const F32 &radius, const F32 &height, const ColorF &color = ColorF(1.0f, 1.0f, 1.0f));
@ -181,7 +181,7 @@ private:
DirectionLine,
OutlinedText,
Capsule,
} type; ///< Type of the primitive. The meanings of a,b,c are determined by this.
} type; ///< Type of the primitive. The meanings of a,b,c are determined by this.
SimTime dieTime; ///< Time at which we should remove this from the list.
bool useZ; ///< If true, do z-checks for this primitive.

View file

@ -64,9 +64,9 @@ Vector<GuiTSCtrl*> GuiTSCtrl::smAwakeTSCtrls;
ImplementEnumType( GuiTSRenderStyles,
"Style of rendering for a GuiTSCtrl.\n\n"
"@ingroup Gui3D" )
{ GuiTSCtrl::RenderStyleStandard, "standard" },
{ GuiTSCtrl::RenderStyleStereoSideBySide, "stereo side by side" },
{ GuiTSCtrl::RenderStyleStereoSeparate, "stereo separate" },
{ GuiTSCtrl::RenderStyleStandard, "standard" },
{ GuiTSCtrl::RenderStyleStereoSideBySide, "stereo side by side" },
{ GuiTSCtrl::RenderStyleStereoSeparate, "stereo separate" },
EndImplementEnumType;
//-----------------------------------------------------------------------------
@ -199,9 +199,9 @@ void GuiTSCtrl::initPersistFields()
void GuiTSCtrl::consoleInit()
{
Con::addVariable("$TSControl::frameCount", TypeS32, &smFrameCount, "The number of frames that have been rendered since this control was created.\n"
"@ingroup Rendering\n");
"@ingroup Rendering\n");
Con::addVariable("$TSControl::useLatestDisplayTransform", TypeBool, &smUseLatestDisplayTransform, "Use the latest view transform when rendering stereo instead of the one calculated by the last move.\n"
"@ingroup Rendering\n");
"@ingroup Rendering\n");
}
//-----------------------------------------------------------------------------
@ -371,15 +371,15 @@ void GuiTSCtrl::_internalRender(RectI guiViewport, RectI renderViewport, Frustum
if (mReflectPriority > 0)
{
// Get the total reflection priority.
F32 totalPriority = 0;
for (U32 i = 0; i < smAwakeTSCtrls.size(); i++)
if (smAwakeTSCtrls[i]->isVisible())
totalPriority += smAwakeTSCtrls[i]->mReflectPriority;
// Get the total reflection priority.
F32 totalPriority = 0;
for (U32 i = 0; i < smAwakeTSCtrls.size(); i++)
if (smAwakeTSCtrls[i]->isVisible())
totalPriority += smAwakeTSCtrls[i]->mReflectPriority;
REFLECTMGR->update(mReflectPriority / totalPriority,
renderSize,
mLastCameraQuery);
REFLECTMGR->update(mReflectPriority / totalPriority,
renderSize,
mLastCameraQuery);
}
GFX->setActiveRenderTarget(origTarget);
@ -431,22 +431,22 @@ void GuiTSCtrl::_internalRender(RectI guiViewport, RectI renderViewport, Frustum
DebugDrawer* debugDraw = DebugDrawer::get();
if (mRenderStyle == RenderStyleStereoSideBySide && debugDraw->willDraw())
{
// For SBS we need to render over each viewport
Frustum frustum;
// For SBS we need to render over each viewport
Frustum frustum;
GFX->setViewport(mLastCameraQuery.stereoViewports[0]);
MathUtils::makeFovPortFrustum(&frustum, mLastCameraQuery.ortho, mLastCameraQuery.nearPlane, mLastCameraQuery.farPlane, mLastCameraQuery.fovPort[0]);
GFX->setFrustum(frustum);
debugDraw->render(false);
GFX->setViewport(mLastCameraQuery.stereoViewports[0]);
MathUtils::makeFovPortFrustum(&frustum, mLastCameraQuery.ortho, mLastCameraQuery.nearPlane, mLastCameraQuery.farPlane, mLastCameraQuery.fovPort[0]);
GFX->setFrustum(frustum);
debugDraw->render(false);
GFX->setViewport(mLastCameraQuery.stereoViewports[1]);
MathUtils::makeFovPortFrustum(&frustum, mLastCameraQuery.ortho, mLastCameraQuery.nearPlane, mLastCameraQuery.farPlane, mLastCameraQuery.fovPort[1]);
GFX->setFrustum(frustum);
debugDraw->render();
GFX->setViewport(mLastCameraQuery.stereoViewports[1]);
MathUtils::makeFovPortFrustum(&frustum, mLastCameraQuery.ortho, mLastCameraQuery.nearPlane, mLastCameraQuery.farPlane, mLastCameraQuery.fovPort[1]);
GFX->setFrustum(frustum);
debugDraw->render();
}
else
{
debugDraw->render();
debugDraw->render();
}
saver.restore();
@ -637,23 +637,23 @@ void GuiTSCtrl::onRender(Point2I offset, const RectI &updateRect)
MathUtils::makeFovPortFrustum(&frustum, mLastCameraQuery.ortho, mLastCameraQuery.nearPlane, mLastCameraQuery.farPlane, mLastCameraQuery.fovPort[0]);
mLastCameraQuery.cameraMatrix = myTransforms[0];
frustum.update();
GFX->activateStereoTarget(0);
mLastCameraQuery.currentEye = 0;
GFX->beginField();
_internalRender(RectI(Point2I(0, 0), mLastCameraQuery.stereoTargets[0]->getSize()), RectI(Point2I(0, 0), mLastCameraQuery.stereoTargets[0]->getSize()), frustum);
GFX->activateStereoTarget(0);
mLastCameraQuery.currentEye = 0;
GFX->beginField();
_internalRender(RectI(Point2I(0, 0), mLastCameraQuery.stereoTargets[0]->getSize()), RectI(Point2I(0, 0), mLastCameraQuery.stereoTargets[0]->getSize()), frustum);
GFX->getDeviceEventSignal().trigger(GFXDevice::deLeftStereoFrameRendered);
GFX->endField();
GFX->endField();
// Right
GFX->activateStereoTarget(1);
mLastCameraQuery.currentEye = 1;
GFX->activateStereoTarget(1);
mLastCameraQuery.currentEye = 1;
MathUtils::makeFovPortFrustum(&frustum, mLastCameraQuery.ortho, mLastCameraQuery.nearPlane, mLastCameraQuery.farPlane, mLastCameraQuery.fovPort[1]);
mLastCameraQuery.cameraMatrix = myTransforms[1];
frustum.update();
GFX->beginField();
_internalRender(RectI(Point2I(0, 0), mLastCameraQuery.stereoTargets[1]->getSize()), RectI(Point2I(0, 0), mLastCameraQuery.stereoTargets[0]->getSize()), frustum);
GFX->getDeviceEventSignal().trigger(GFXDevice::deRightStereoFrameRendered);
GFX->endField();
frustum.update();
GFX->beginField();
_internalRender(RectI(Point2I(0, 0), mLastCameraQuery.stereoTargets[1]->getSize()), RectI(Point2I(0, 0), mLastCameraQuery.stereoTargets[0]->getSize()), frustum);
GFX->getDeviceEventSignal().trigger(GFXDevice::deRightStereoFrameRendered);
GFX->endField();
mLastCameraQuery.cameraMatrix = origMatrix;

View file

@ -83,8 +83,8 @@ protected:
/// Which HMD is the active one
U32 mActiveDeviceId;
/// Device id we need to use to hook up with oculus
ovrGraphicsLuid mLuid;
/// Device id we need to use to hook up with oculus
ovrGraphicsLuid mLuid;
protected:
void cleanUp();

View file

@ -46,10 +46,10 @@
struct OculusTexture
{
virtual void AdvanceToNextTexture() = 0;
virtual void AdvanceToNextTexture() = 0;
virtual ~OculusTexture() {
}
virtual ~OculusTexture() {
}
};
//------------------------------------------------------------
@ -57,105 +57,105 @@ struct OculusTexture
// needed for D3D11 rendering.
struct D3D11OculusTexture : public OculusTexture
{
ovrHmd hmd;
ovrSwapTextureSet * TextureSet;
static const int TextureCount = 2;
GFXTexHandle TexRtv[TextureCount];
GFXDevice *Owner;
ovrHmd hmd;
ovrSwapTextureSet * TextureSet;
static const int TextureCount = 2;
GFXTexHandle TexRtv[TextureCount];
GFXDevice *Owner;
D3D11OculusTexture(GFXDevice* owner) :
hmd(nullptr),
TextureSet(nullptr),
Owner(owner)
{
TexRtv[0] = TexRtv[1] = nullptr;
}
D3D11OculusTexture(GFXDevice* owner) :
hmd(nullptr),
TextureSet(nullptr),
Owner(owner)
{
TexRtv[0] = TexRtv[1] = nullptr;
}
bool Init(ovrHmd _hmd, int sizeW, int sizeH)
{
hmd = _hmd;
bool Init(ovrHmd _hmd, int sizeW, int sizeH)
{
hmd = _hmd;
D3D11_TEXTURE2D_DESC dsDesc;
dsDesc.Width = sizeW;
dsDesc.Height = sizeH;
dsDesc.MipLevels = 1;
dsDesc.ArraySize = 1;
dsDesc.Format = DXGI_FORMAT_B8G8R8A8_UNORM_SRGB;// DXGI_FORMAT_R8G8B8A8_UNORM_SRGB;
dsDesc.SampleDesc.Count = 1; // No multi-sampling allowed
dsDesc.SampleDesc.Quality = 0;
dsDesc.Usage = D3D11_USAGE_DEFAULT;
dsDesc.CPUAccessFlags = 0;
dsDesc.MiscFlags = 0;
dsDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET;
D3D11_TEXTURE2D_DESC dsDesc;
dsDesc.Width = sizeW;
dsDesc.Height = sizeH;
dsDesc.MipLevels = 1;
dsDesc.ArraySize = 1;
dsDesc.Format = DXGI_FORMAT_B8G8R8A8_UNORM_SRGB;// DXGI_FORMAT_R8G8B8A8_UNORM_SRGB;
dsDesc.SampleDesc.Count = 1; // No multi-sampling allowed
dsDesc.SampleDesc.Quality = 0;
dsDesc.Usage = D3D11_USAGE_DEFAULT;
dsDesc.CPUAccessFlags = 0;
dsDesc.MiscFlags = 0;
dsDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET;
GFXD3D11Device* device = static_cast<GFXD3D11Device*>(GFX);
ovrResult result = ovr_CreateSwapTextureSetD3D11(hmd, device->mD3DDevice, &dsDesc, ovrSwapTextureSetD3D11_Typeless, &TextureSet);
if (!OVR_SUCCESS(result))
return false;
GFXD3D11Device* device = static_cast<GFXD3D11Device*>(GFX);
ovrResult result = ovr_CreateSwapTextureSetD3D11(hmd, device->mD3DDevice, &dsDesc, ovrSwapTextureSetD3D11_Typeless, &TextureSet);
if (!OVR_SUCCESS(result))
return false;
AssertFatal(TextureSet->TextureCount == TextureCount, "TextureCount mismatch.");
AssertFatal(TextureSet->TextureCount == TextureCount, "TextureCount mismatch.");
for (int i = 0; i < TextureCount; ++i)
{
ovrD3D11Texture* tex = (ovrD3D11Texture*)&TextureSet->Textures[i];
D3D11_RENDER_TARGET_VIEW_DESC rtvd = {};
rtvd.Format = DXGI_FORMAT_B8G8R8A8_UNORM;// DXGI_FORMAT_R8G8B8A8_UNORM;
rtvd.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
for (int i = 0; i < TextureCount; ++i)
{
ovrD3D11Texture* tex = (ovrD3D11Texture*)&TextureSet->Textures[i];
D3D11_RENDER_TARGET_VIEW_DESC rtvd = {};
rtvd.Format = DXGI_FORMAT_B8G8R8A8_UNORM;// DXGI_FORMAT_R8G8B8A8_UNORM;
rtvd.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
GFXD3D11TextureObject* object = new GFXD3D11TextureObject(GFX, &VRTextureProfile);
object->registerResourceWithDevice(GFX);
*(object->getSRViewPtr()) = tex->D3D11.pSRView;
*(object->get2DTexPtr()) = tex->D3D11.pTexture;
device->mD3DDevice->CreateRenderTargetView(tex->D3D11.pTexture, &rtvd, object->getRTViewPtr());
GFXD3D11TextureObject* object = new GFXD3D11TextureObject(GFX, &VRTextureProfile);
object->registerResourceWithDevice(GFX);
*(object->getSRViewPtr()) = tex->D3D11.pSRView;
*(object->get2DTexPtr()) = tex->D3D11.pTexture;
device->mD3DDevice->CreateRenderTargetView(tex->D3D11.pTexture, &rtvd, object->getRTViewPtr());
// Add refs for texture release later on
if (object->getSRView()) object->getSRView()->AddRef();
//object->getRTView()->AddRef();
if (object->get2DTex()) object->get2DTex()->AddRef();
object->isManaged = true;
// Add refs for texture release later on
if (object->getSRView()) object->getSRView()->AddRef();
//object->getRTView()->AddRef();
if (object->get2DTex()) object->get2DTex()->AddRef();
object->isManaged = true;
// Get the actual size of the texture...
D3D11_TEXTURE2D_DESC probeDesc;
ZeroMemory(&probeDesc, sizeof(D3D11_TEXTURE2D_DESC));
object->get2DTex()->GetDesc(&probeDesc);
// Get the actual size of the texture...
D3D11_TEXTURE2D_DESC probeDesc;
ZeroMemory(&probeDesc, sizeof(D3D11_TEXTURE2D_DESC));
object->get2DTex()->GetDesc(&probeDesc);
object->mTextureSize.set(probeDesc.Width, probeDesc.Height, 0);
object->mBitmapSize = object->mTextureSize;
int fmt = probeDesc.Format;
object->mTextureSize.set(probeDesc.Width, probeDesc.Height, 0);
object->mBitmapSize = object->mTextureSize;
int fmt = probeDesc.Format;
if (fmt == DXGI_FORMAT_R8G8B8A8_TYPELESS || fmt == DXGI_FORMAT_B8G8R8A8_TYPELESS)
{
object->mFormat = GFXFormatR8G8B8A8; // usual case
}
else
{
// TODO: improve this. this can be very bad.
GFXREVERSE_LOOKUP(GFXD3D11TextureFormat, GFXFormat, fmt);
object->mFormat = (GFXFormat)fmt;
}
TexRtv[i] = object;
}
if (fmt == DXGI_FORMAT_R8G8B8A8_TYPELESS || fmt == DXGI_FORMAT_B8G8R8A8_TYPELESS)
{
object->mFormat = GFXFormatR8G8B8A8; // usual case
}
else
{
// TODO: improve this. this can be very bad.
GFXREVERSE_LOOKUP(GFXD3D11TextureFormat, GFXFormat, fmt);
object->mFormat = (GFXFormat)fmt;
}
TexRtv[i] = object;
}
return true;
}
return true;
}
~D3D11OculusTexture()
{
for (int i = 0; i < TextureCount; ++i)
{
SAFE_DELETE(TexRtv[i]);
}
if (TextureSet)
{
ovr_DestroySwapTextureSet(hmd, TextureSet);
}
}
~D3D11OculusTexture()
{
for (int i = 0; i < TextureCount; ++i)
{
SAFE_DELETE(TexRtv[i]);
}
if (TextureSet)
{
ovr_DestroySwapTextureSet(hmd, TextureSet);
}
}
void AdvanceToNextTexture()
{
TextureSet->CurrentIndex = (TextureSet->CurrentIndex + 1) % TextureSet->TextureCount;
}
void AdvanceToNextTexture()
{
TextureSet->CurrentIndex = (TextureSet->CurrentIndex + 1) % TextureSet->TextureCount;
}
};
@ -176,7 +176,7 @@ OculusVRHMDDevice::OculusVRHMDDevice()
mConnection = NULL;
mSensor = NULL;
mActionCodeIndex = 0;
mTextureSwapSet = NULL;
mTextureSwapSet = NULL;
}
OculusVRHMDDevice::~OculusVRHMDDevice()
@ -212,35 +212,35 @@ void OculusVRHMDDevice::set(ovrHmd hmd, ovrGraphicsLuid luid, U32 actionCodeInde
mDevice = hmd;
ovrHmdDesc desc = ovr_GetHmdDesc(hmd);
int caps = ovr_GetTrackingCaps(hmd);
ovrHmdDesc desc = ovr_GetHmdDesc(hmd);
int caps = ovr_GetTrackingCaps(hmd);
mSupportedCaps = desc.AvailableHmdCaps;
mCurrentCaps = mSupportedCaps;
mTimewarp = true;
mCurrentCaps = mSupportedCaps;
mTimewarp = true;
// DeviceInfo
mProductName = desc.ProductName;
mManufacturer = desc.Manufacturer;
mVersion = desc.FirmwareMajor;
//
Vector<GFXAdapter*> adapterList;
GFXD3D11Device::enumerateAdapters(adapterList);
//
Vector<GFXAdapter*> adapterList;
GFXD3D11Device::enumerateAdapters(adapterList);
dMemcpy(&mLuid, &luid, sizeof(mLuid));
mDisplayId = -1;
dMemcpy(&mLuid, &luid, sizeof(mLuid));
mDisplayId = -1;
for (U32 i = 0, sz = adapterList.size(); i < sz; i++)
{
GFXAdapter* adapter = adapterList[i];
if (dMemcmp(&adapter->mLUID, &mLuid, sizeof(mLuid)) == 0)
{
mDisplayId = adapter->mIndex;
mDisplayDeviceType = "D3D11"; // TOFIX this
}
}
for (U32 i = 0, sz = adapterList.size(); i < sz; i++)
{
GFXAdapter* adapter = adapterList[i];
if (dMemcmp(&adapter->mLUID, &mLuid, sizeof(mLuid)) == 0)
{
mDisplayId = adapter->mIndex;
mDisplayDeviceType = "D3D11"; // TOFIX this
}
}
mResolution.x = desc.Resolution.w;
mResolution.y = desc.Resolution.h;
@ -256,7 +256,7 @@ void OculusVRHMDDevice::set(ovrHmd hmd, ovrGraphicsLuid luid, U32 actionCodeInde
mSensor = new OculusVRSensorDevice();
mSensor->set(mDevice, mActionCodeIndex);
mDebugMirrorTexture = NULL;
mDebugMirrorTexture = NULL;
updateCaps();
}
@ -274,15 +274,15 @@ void OculusVRHMDDevice::setOptimalDisplaySize(GuiCanvas *canvas)
PlatformWindow *window = canvas->getPlatformWindow();
GFXTarget *target = window->getGFXTarget();
Point2I requiredSize(0, 0);
Point2I requiredSize(0, 0);
ovrHmdDesc desc = ovr_GetHmdDesc(mDevice);
ovrSizei leftSize = ovr_GetFovTextureSize(mDevice, ovrEye_Left, desc.DefaultEyeFov[0], mCurrentPixelDensity);
ovrSizei rightSize = ovr_GetFovTextureSize(mDevice, ovrEye_Right, desc.DefaultEyeFov[1], mCurrentPixelDensity);
ovrHmdDesc desc = ovr_GetHmdDesc(mDevice);
ovrSizei leftSize = ovr_GetFovTextureSize(mDevice, ovrEye_Left, desc.DefaultEyeFov[0], mCurrentPixelDensity);
ovrSizei rightSize = ovr_GetFovTextureSize(mDevice, ovrEye_Right, desc.DefaultEyeFov[1], mCurrentPixelDensity);
requiredSize.x = leftSize.w + rightSize.h;
requiredSize.y = mMax(leftSize.h, rightSize.h);
requiredSize.x = leftSize.w + rightSize.h;
requiredSize.y = mMax(leftSize.h, rightSize.h);
if (target && target->getSize() != requiredSize)
{
GFXVideoMode newMode;
@ -302,7 +302,7 @@ bool OculusVRHMDDevice::isDisplayingWarning()
if (!mIsValid || !mDevice)
return false;
return false;/*
return false;/*
ovrHSWDisplayState displayState;
ovrHmd_GetHSWDisplayState(mDevice, &displayState);
@ -326,145 +326,145 @@ GFXTexHandle OculusVRHMDDevice::getPreviewTexture()
bool OculusVRHMDDevice::setupTargets()
{
// Create eye render buffers
ID3D11RenderTargetView * eyeRenderTexRtv[2];
ovrLayerEyeFov ld = { { ovrLayerType_EyeFov } };
mRenderLayer = ld;
// Create eye render buffers
ID3D11RenderTargetView * eyeRenderTexRtv[2];
ovrLayerEyeFov ld = { { ovrLayerType_EyeFov } };
mRenderLayer = ld;
GFXD3D11Device* device = static_cast<GFXD3D11Device*>(GFX);
GFXD3D11Device* device = static_cast<GFXD3D11Device*>(GFX);
ovrHmdDesc desc = ovr_GetHmdDesc(mDevice);
for (int i = 0; i < 2; i++)
{
mRenderLayer.Fov[i] = desc.DefaultEyeFov[i];
mRenderLayer.Viewport[i].Size = ovr_GetFovTextureSize(mDevice, (ovrEyeType)i, mRenderLayer.Fov[i], mCurrentPixelDensity);
mEyeRenderDesc[i] = ovr_GetRenderDesc(mDevice, (ovrEyeType_)(ovrEye_Left+i), mRenderLayer.Fov[i]);
}
ovrHmdDesc desc = ovr_GetHmdDesc(mDevice);
for (int i = 0; i < 2; i++)
{
mRenderLayer.Fov[i] = desc.DefaultEyeFov[i];
mRenderLayer.Viewport[i].Size = ovr_GetFovTextureSize(mDevice, (ovrEyeType)i, mRenderLayer.Fov[i], mCurrentPixelDensity);
mEyeRenderDesc[i] = ovr_GetRenderDesc(mDevice, (ovrEyeType_)(ovrEye_Left+i), mRenderLayer.Fov[i]);
}
ovrSizei recommendedEyeTargetSize[2];
recommendedEyeTargetSize[0] = mRenderLayer.Viewport[0].Size;
recommendedEyeTargetSize[1] = mRenderLayer.Viewport[1].Size;
ovrSizei recommendedEyeTargetSize[2];
recommendedEyeTargetSize[0] = mRenderLayer.Viewport[0].Size;
recommendedEyeTargetSize[1] = mRenderLayer.Viewport[1].Size;
if (mTextureSwapSet)
{
delete mTextureSwapSet;
mTextureSwapSet = NULL;
}
if (mTextureSwapSet)
{
delete mTextureSwapSet;
mTextureSwapSet = NULL;
}
// Calculate render target size
if (mDesiredRenderingMode == GFXDevice::RS_StereoSideBySide)
{
// Setup a single texture, side-by-side viewports
Point2I rtSize(
recommendedEyeTargetSize[0].w + recommendedEyeTargetSize[1].w,
recommendedEyeTargetSize[0].h > recommendedEyeTargetSize[1].h ? recommendedEyeTargetSize[0].h : recommendedEyeTargetSize[1].h
);
// Calculate render target size
if (mDesiredRenderingMode == GFXDevice::RS_StereoSideBySide)
{
// Setup a single texture, side-by-side viewports
Point2I rtSize(
recommendedEyeTargetSize[0].w + recommendedEyeTargetSize[1].w,
recommendedEyeTargetSize[0].h > recommendedEyeTargetSize[1].h ? recommendedEyeTargetSize[0].h : recommendedEyeTargetSize[1].h
);
GFXFormat targetFormat = GFX->getActiveRenderTarget()->getFormat();
mRTFormat = targetFormat;
GFXFormat targetFormat = GFX->getActiveRenderTarget()->getFormat();
mRTFormat = targetFormat;
rtSize = generateRenderTarget(mStereoRT, mStereoDepthTexture, rtSize);
rtSize = generateRenderTarget(mStereoRT, mStereoDepthTexture, rtSize);
// Generate the swap texture we need to store the final image
D3D11OculusTexture* tex = new D3D11OculusTexture(GFX);
if (tex->Init(mDevice, rtSize.x, rtSize.y))
{
mTextureSwapSet = tex;
}
// Generate the swap texture we need to store the final image
D3D11OculusTexture* tex = new D3D11OculusTexture(GFX);
if (tex->Init(mDevice, rtSize.x, rtSize.y))
{
mTextureSwapSet = tex;
}
mRenderLayer.ColorTexture[0] = tex->TextureSet;
mRenderLayer.ColorTexture[1] = tex->TextureSet;
mRenderLayer.ColorTexture[0] = tex->TextureSet;
mRenderLayer.ColorTexture[1] = tex->TextureSet;
mRenderLayer.Viewport[0].Pos.x = 0;
mRenderLayer.Viewport[0].Pos.y = 0;
mRenderLayer.Viewport[1].Pos.x = (rtSize.x + 1) / 2;
mRenderLayer.Viewport[1].Pos.y = 0;
mRenderLayer.Viewport[0].Pos.x = 0;
mRenderLayer.Viewport[0].Pos.y = 0;
mRenderLayer.Viewport[1].Pos.x = (rtSize.x + 1) / 2;
mRenderLayer.Viewport[1].Pos.y = 0;
// Left
mEyeRT[0] = mStereoRT;
mEyeViewport[0] = RectI(Point2I(mRenderLayer.Viewport[0].Pos.x, mRenderLayer.Viewport[0].Pos.y), Point2I(mRenderLayer.Viewport[0].Size.w, mRenderLayer.Viewport[0].Size.h));
// Left
mEyeRT[0] = mStereoRT;
mEyeViewport[0] = RectI(Point2I(mRenderLayer.Viewport[0].Pos.x, mRenderLayer.Viewport[0].Pos.y), Point2I(mRenderLayer.Viewport[0].Size.w, mRenderLayer.Viewport[0].Size.h));
// Right
mEyeRT[1] = mStereoRT;
mEyeViewport[1] = RectI(Point2I(mRenderLayer.Viewport[1].Pos.x, mRenderLayer.Viewport[1].Pos.y), Point2I(mRenderLayer.Viewport[1].Size.w, mRenderLayer.Viewport[1].Size.h));
// Right
mEyeRT[1] = mStereoRT;
mEyeViewport[1] = RectI(Point2I(mRenderLayer.Viewport[1].Pos.x, mRenderLayer.Viewport[1].Pos.y), Point2I(mRenderLayer.Viewport[1].Size.w, mRenderLayer.Viewport[1].Size.h));
GFXD3D11Device* device = static_cast<GFXD3D11Device*>(GFX);
GFXD3D11Device* device = static_cast<GFXD3D11Device*>(GFX);
D3D11_TEXTURE2D_DESC dsDesc;
dsDesc.Width = rtSize.x;
dsDesc.Height = rtSize.y;
dsDesc.MipLevels = 1;
dsDesc.ArraySize = 1;
dsDesc.Format = DXGI_FORMAT_B8G8R8A8_UNORM_SRGB;// DXGI_FORMAT_R8G8B8A8_UNORM_SRGB;
dsDesc.SampleDesc.Count = 1;
dsDesc.SampleDesc.Quality = 0;
dsDesc.Usage = D3D11_USAGE_DEFAULT;
dsDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
dsDesc.CPUAccessFlags = 0;
dsDesc.MiscFlags = 0;
D3D11_TEXTURE2D_DESC dsDesc;
dsDesc.Width = rtSize.x;
dsDesc.Height = rtSize.y;
dsDesc.MipLevels = 1;
dsDesc.ArraySize = 1;
dsDesc.Format = DXGI_FORMAT_B8G8R8A8_UNORM_SRGB;// DXGI_FORMAT_R8G8B8A8_UNORM_SRGB;
dsDesc.SampleDesc.Count = 1;
dsDesc.SampleDesc.Quality = 0;
dsDesc.Usage = D3D11_USAGE_DEFAULT;
dsDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
dsDesc.CPUAccessFlags = 0;
dsDesc.MiscFlags = 0;
// Create typeless when we are rendering as non-sRGB since we will override the texture format in the RTV
bool reinterpretSrgbAsLinear = true;
unsigned compositorTextureFlags = 0;
if (reinterpretSrgbAsLinear)
compositorTextureFlags |= ovrSwapTextureSetD3D11_Typeless;
// Create typeless when we are rendering as non-sRGB since we will override the texture format in the RTV
bool reinterpretSrgbAsLinear = true;
unsigned compositorTextureFlags = 0;
if (reinterpretSrgbAsLinear)
compositorTextureFlags |= ovrSwapTextureSetD3D11_Typeless;
ovrResult result = ovr_CreateMirrorTextureD3D11(mDevice, device->mD3DDevice, &dsDesc, compositorTextureFlags, &mDebugMirrorTexture);
if (result == ovrError_DisplayLost || !mDebugMirrorTexture)
{
AssertFatal(false, "Something went wrong");
return NULL;
}
ovrResult result = ovr_CreateMirrorTextureD3D11(mDevice, device->mD3DDevice, &dsDesc, compositorTextureFlags, &mDebugMirrorTexture);
if (result == ovrError_DisplayLost || !mDebugMirrorTexture)
{
AssertFatal(false, "Something went wrong");
return NULL;
}
// Create texture handle so we can render it in-game
ovrD3D11Texture* mirror_tex = (ovrD3D11Texture*)mDebugMirrorTexture;
D3D11_RENDER_TARGET_VIEW_DESC rtvd = {};
rtvd.Format = DXGI_FORMAT_B8G8R8A8_UNORM;// DXGI_FORMAT_R8G8B8A8_UNORM;
rtvd.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
// Create texture handle so we can render it in-game
ovrD3D11Texture* mirror_tex = (ovrD3D11Texture*)mDebugMirrorTexture;
D3D11_RENDER_TARGET_VIEW_DESC rtvd = {};
rtvd.Format = DXGI_FORMAT_B8G8R8A8_UNORM;// DXGI_FORMAT_R8G8B8A8_UNORM;
rtvd.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
GFXD3D11TextureObject* object = new GFXD3D11TextureObject(GFX, &VRTextureProfile);
object->registerResourceWithDevice(GFX);
*(object->getSRViewPtr()) = mirror_tex->D3D11.pSRView;
*(object->get2DTexPtr()) = mirror_tex->D3D11.pTexture;
device->mD3DDevice->CreateRenderTargetView(mirror_tex->D3D11.pTexture, &rtvd, object->getRTViewPtr());
GFXD3D11TextureObject* object = new GFXD3D11TextureObject(GFX, &VRTextureProfile);
object->registerResourceWithDevice(GFX);
*(object->getSRViewPtr()) = mirror_tex->D3D11.pSRView;
*(object->get2DTexPtr()) = mirror_tex->D3D11.pTexture;
device->mD3DDevice->CreateRenderTargetView(mirror_tex->D3D11.pTexture, &rtvd, object->getRTViewPtr());
// Add refs for texture release later on
if (object->getSRView()) object->getSRView()->AddRef();
//object->getRTView()->AddRef();
if (object->get2DTex()) object->get2DTex()->AddRef();
object->isManaged = true;
// Add refs for texture release later on
if (object->getSRView()) object->getSRView()->AddRef();
//object->getRTView()->AddRef();
if (object->get2DTex()) object->get2DTex()->AddRef();
object->isManaged = true;
// Get the actual size of the texture...
D3D11_TEXTURE2D_DESC probeDesc;
ZeroMemory(&probeDesc, sizeof(D3D11_TEXTURE2D_DESC));
object->get2DTex()->GetDesc(&probeDesc);
// Get the actual size of the texture...
D3D11_TEXTURE2D_DESC probeDesc;
ZeroMemory(&probeDesc, sizeof(D3D11_TEXTURE2D_DESC));
object->get2DTex()->GetDesc(&probeDesc);
object->mTextureSize.set(probeDesc.Width, probeDesc.Height, 0);
object->mBitmapSize = object->mTextureSize;
int fmt = probeDesc.Format;
object->mTextureSize.set(probeDesc.Width, probeDesc.Height, 0);
object->mBitmapSize = object->mTextureSize;
int fmt = probeDesc.Format;
if (fmt == DXGI_FORMAT_R8G8B8A8_TYPELESS || fmt == DXGI_FORMAT_B8G8R8A8_TYPELESS)
{
object->mFormat = GFXFormatR8G8B8A8; // usual case
}
else
{
// TODO: improve this. this can be very bad.
GFXREVERSE_LOOKUP(GFXD3D11TextureFormat, GFXFormat, fmt);
object->mFormat = (GFXFormat)fmt;
}
mDebugMirrorTextureHandle = object;
}
else
{
// No rendering, abort!
return false;
}
if (fmt == DXGI_FORMAT_R8G8B8A8_TYPELESS || fmt == DXGI_FORMAT_B8G8R8A8_TYPELESS)
{
object->mFormat = GFXFormatR8G8B8A8; // usual case
}
else
{
// TODO: improve this. this can be very bad.
GFXREVERSE_LOOKUP(GFXD3D11TextureFormat, GFXFormat, fmt);
object->mFormat = (GFXFormat)fmt;
}
mDebugMirrorTextureHandle = object;
}
else
{
// No rendering, abort!
return false;
}
return true;
return true;
}
String OculusVRHMDDevice::dumpMetrics()
@ -510,17 +510,17 @@ void OculusVRHMDDevice::updateRenderInfo()
PlatformWindow *window = mDrawCanvas->getPlatformWindow();
ovrHmdDesc desc = ovr_GetHmdDesc(mDevice);
ovrHmdDesc desc = ovr_GetHmdDesc(mDevice);
// Update window size if it's incorrect
Point2I backbufferSize = mDrawCanvas->getBounds().extent;
// Finally setup!
if (!setupTargets())
{
onDeviceDestroy();
return;
}
// Finally setup!
if (!setupTargets())
{
onDeviceDestroy();
return;
}
mRenderConfigurationDirty = false;
}
@ -583,12 +583,12 @@ void OculusVRHMDDevice::clearRenderTargets()
mEyeRT[0] = NULL;
mEyeRT[1] = NULL;
if (mDebugMirrorTexture)
{
ovr_DestroyMirrorTexture(mDevice, mDebugMirrorTexture);
mDebugMirrorTexture = NULL;
mDebugMirrorTextureHandle = NULL;
}
if (mDebugMirrorTexture)
{
ovr_DestroyMirrorTexture(mDevice, mDebugMirrorTexture);
mDebugMirrorTexture = NULL;
mDebugMirrorTextureHandle = NULL;
}
}
void OculusVRHMDDevice::updateCaps()
@ -609,21 +609,21 @@ void OculusVRHMDDevice::onStartFrame()
sInFrame = true;
ovrVector3f hmdToEyeViewOffset[2] = { mEyeRenderDesc[0].HmdToEyeViewOffset, mEyeRenderDesc[1].HmdToEyeViewOffset };
ovrTrackingState hmdState = ovr_GetTrackingState(mDevice, 0, ovrTrue);
ovr_CalcEyePoses(hmdState.HeadPose.ThePose, hmdToEyeViewOffset, mRenderLayer.RenderPose);
ovrTrackingState hmdState = ovr_GetTrackingState(mDevice, 0, ovrTrue);
ovr_CalcEyePoses(hmdState.HeadPose.ThePose, hmdToEyeViewOffset, mRenderLayer.RenderPose);
for (U32 i=0; i<2; i++)
{
mRenderLayer.RenderPose[i].Position.x *= OculusVRDevice::smPositionTrackingScale;
mRenderLayer.RenderPose[i].Position.y *= OculusVRDevice::smPositionTrackingScale;
mRenderLayer.RenderPose[i].Position.z *= OculusVRDevice::smPositionTrackingScale;
mRenderLayer.RenderPose[i].Position.x *= OculusVRDevice::smPositionTrackingScale;
mRenderLayer.RenderPose[i].Position.y *= OculusVRDevice::smPositionTrackingScale;
mRenderLayer.RenderPose[i].Position.z *= OculusVRDevice::smPositionTrackingScale;
}
mRenderLayer.SensorSampleTime = ovr_GetTimeInSeconds();
mRenderLayer.SensorSampleTime = ovr_GetTimeInSeconds();
// Set current dest texture on stereo render target
D3D11OculusTexture* texSwap = (D3D11OculusTexture*)mTextureSwapSet;
mStereoRT->attachTexture(GFXTextureTarget::Color0, texSwap->TexRtv[texSwap->TextureSet->CurrentIndex]);
// Set current dest texture on stereo render target
D3D11OculusTexture* texSwap = (D3D11OculusTexture*)mTextureSwapSet;
mStereoRT->attachTexture(GFXTextureTarget::Color0, texSwap->TexRtv[texSwap->TextureSet->CurrentIndex]);
sInFrame = false;
mFrameReady = true;
@ -639,32 +639,32 @@ void OculusVRHMDDevice::onEndFrame()
GFXD3D11Device *d3d11GFX = dynamic_cast<GFXD3D11Device*>(GFX);
ovrViewScaleDesc viewScaleDesc;
ovrVector3f hmdToEyeViewOffset[2] = { mEyeRenderDesc[0].HmdToEyeViewOffset, mEyeRenderDesc[1].HmdToEyeViewOffset };
viewScaleDesc.HmdSpaceToWorldScaleInMeters = 1.0f;
viewScaleDesc.HmdToEyeViewOffset[0] = hmdToEyeViewOffset[0];
viewScaleDesc.HmdToEyeViewOffset[1] = hmdToEyeViewOffset[1];
ovrViewScaleDesc viewScaleDesc;
ovrVector3f hmdToEyeViewOffset[2] = { mEyeRenderDesc[0].HmdToEyeViewOffset, mEyeRenderDesc[1].HmdToEyeViewOffset };
viewScaleDesc.HmdSpaceToWorldScaleInMeters = 1.0f;
viewScaleDesc.HmdToEyeViewOffset[0] = hmdToEyeViewOffset[0];
viewScaleDesc.HmdToEyeViewOffset[1] = hmdToEyeViewOffset[1];
ovrLayerDirect ld = { { ovrLayerType_Direct } };
mDebugRenderLayer = ld;
ovrLayerDirect ld = { { ovrLayerType_Direct } };
mDebugRenderLayer = ld;
mDebugRenderLayer.ColorTexture[0] = mRenderLayer.ColorTexture[0];
mDebugRenderLayer.ColorTexture[1] = mRenderLayer.ColorTexture[1];
mDebugRenderLayer.Viewport[0] = mRenderLayer.Viewport[0];
mDebugRenderLayer.Viewport[1] = mRenderLayer.Viewport[1];
mDebugRenderLayer.ColorTexture[0] = mRenderLayer.ColorTexture[0];
mDebugRenderLayer.ColorTexture[1] = mRenderLayer.ColorTexture[1];
mDebugRenderLayer.Viewport[0] = mRenderLayer.Viewport[0];
mDebugRenderLayer.Viewport[1] = mRenderLayer.Viewport[1];
// TODO: use ovrViewScaleDesc
ovrLayerHeader* layers = &mRenderLayer.Header;
ovrResult result = ovr_SubmitFrame(mDevice, 0, &viewScaleDesc, &layers, 1);
mTextureSwapSet->AdvanceToNextTexture();
// TODO: use ovrViewScaleDesc
ovrLayerHeader* layers = &mRenderLayer.Header;
ovrResult result = ovr_SubmitFrame(mDevice, 0, &viewScaleDesc, &layers, 1);
mTextureSwapSet->AdvanceToNextTexture();
if (OVR_SUCCESS(result))
{
int woo = 1;
}
if (OVR_SUCCESS(result))
{
int woo = 1;
}
// TODO: render preview in display?
// TODO: render preview in display?
mFrameReady = false;
}
@ -700,11 +700,11 @@ void OculusVRHMDDevice::onDeviceDestroy()
mEyeRT[1]->zombify();
}
if (mTextureSwapSet)
{
delete mTextureSwapSet;
mTextureSwapSet = NULL;
}
if (mTextureSwapSet)
{
delete mTextureSwapSet;
mTextureSwapSet = NULL;
}
mStereoRT = NULL;
mStereoDepthTexture = NULL;

View file

@ -102,7 +102,7 @@ protected:
OculusVRSensorDevice *mSensor;
U32 mActionCodeIndex;
ovrGraphicsLuid mLuid;
ovrGraphicsLuid mLuid;
protected:
void updateRenderInfo();
@ -126,7 +126,7 @@ public:
U32 getVersion() const { return mVersion; }
// Windows display device name used in EnumDisplaySettings/CreateDC
const char* getDisplayDeviceType () const { return mDisplayDeviceType.c_str(); }
const char* getDisplayDeviceType () const { return mDisplayDeviceType.c_str(); }
// MacOS display ID
S32 getDisplayDeviceId() const { return mDisplayId; }
@ -190,7 +190,7 @@ public:
String dumpMetrics();
// Stereo RT
GFXTexHandle mDebugStereoTexture;
GFXTexHandle mDebugStereoTexture;
GFXTexHandle mStereoDepthTexture;
GFXTextureTargetRef mStereoRT;
@ -204,12 +204,12 @@ public:
F32 smDesiredPixelDensity;
ovrTrackingState mLastTrackingState;
OculusTexture* mTextureSwapSet;
ovrLayerEyeFov mRenderLayer;
ovrLayerDirect mDebugRenderLayer;
ovrViewScaleDesc mScaleDesc;
ovrTexture* mDebugMirrorTexture;
GFXTexHandle mDebugMirrorTextureHandle;
OculusTexture* mTextureSwapSet;
ovrLayerEyeFov mRenderLayer;
ovrLayerDirect mDebugRenderLayer;
ovrViewScaleDesc mScaleDesc;
ovrTexture* mDebugMirrorTexture;
GFXTexHandle mDebugMirrorTextureHandle;
GFXDevice::GFXDeviceRenderStyles mDesiredRenderingMode;

View file

@ -102,10 +102,10 @@ bool OpenVROverlay::onAdd()
mOverlayTypeDirty = true;
mOverlayDirty = true;
if (OPENVR)
{
OPENVR->registerOverlay(this);
}
if (OPENVR)
{
OPENVR->registerOverlay(this);
}
return true;
}
@ -127,10 +127,10 @@ void OpenVROverlay::onRemove()
mThumbOverlayHandle = NULL;
}
if (ManagedSingleton<OpenVRProvider>::instanceOrNull())
{
OPENVR->unregisterOverlay(this);
}
if (ManagedSingleton<OpenVRProvider>::instanceOrNull())
{
OPENVR->unregisterOverlay(this);
}
}
void OpenVROverlay::resetOverlay()
@ -233,14 +233,14 @@ void OpenVROverlay::showOverlay()
if (mOverlayHandle == NULL)
return;
if (mOverlayType != OVERLAYTYPE_DASHBOARD)
{
vr::EVROverlayError err = vr::VROverlay()->ShowOverlay(mOverlayHandle);
if (err != vr::VROverlayError_None)
{
Con::errorf("VR Overlay error!");
}
}
if (mOverlayType != OVERLAYTYPE_DASHBOARD)
{
vr::EVROverlayError err = vr::VROverlay()->ShowOverlay(mOverlayHandle);
if (err != vr::VROverlayError_None)
{
Con::errorf("VR Overlay error!");
}
}
if (!mStagingTexture)
{
@ -253,10 +253,10 @@ void OpenVROverlay::hideOverlay()
if (mOverlayHandle == NULL)
return;
if (mOverlayType != OVERLAYTYPE_DASHBOARD)
{
vr::VROverlay()->HideOverlay(mOverlayHandle);
}
if (mOverlayType != OVERLAYTYPE_DASHBOARD)
{
vr::VROverlay()->HideOverlay(mOverlayHandle);
}
}
@ -317,8 +317,8 @@ bool OpenVROverlay::castRay(const Point3F &origin, const Point3F &direction, Ray
vr::VROverlayIntersectionParams_t params;
vr::VROverlayIntersectionResults_t result;
Point3F ovrOrigin = OpenVRUtil::convertPointToOVR(origin);
Point3F ovrDirection = OpenVRUtil::convertPointToOVR(direction);
Point3F ovrOrigin = OpenVRUtil::convertPointToOVR(origin);
Point3F ovrDirection = OpenVRUtil::convertPointToOVR(direction);
params.eOrigin = mTrackingOrigin;
params.vSource.v[0] = ovrOrigin.x;
@ -350,17 +350,17 @@ void OpenVROverlay::moveGamepadFocusToNeighbour()
void OpenVROverlay::handleOpenVREvents()
{
if (mManualMouseHandling)
{
// tell OpenVR to make some events for us
for (vr::TrackedDeviceIndex_t unDeviceId = 1; unDeviceId < vr::k_unControllerStateAxisCount; unDeviceId++)
{
if (vr::VROverlay()->HandleControllerOverlayInteractionAsMouse(mOverlayHandle, unDeviceId))
{
break;
}
}
}
if (mManualMouseHandling)
{
// tell OpenVR to make some events for us
for (vr::TrackedDeviceIndex_t unDeviceId = 1; unDeviceId < vr::k_unControllerStateAxisCount; unDeviceId++)
{
if (vr::VROverlay()->HandleControllerOverlayInteractionAsMouse(mOverlayHandle, unDeviceId))
{
break;
}
}
}
vr::VREvent_t vrEvent;
@ -373,13 +373,13 @@ void OpenVROverlay::handleOpenVREvents()
eventInfo.modifier = (InputModifiers)0;
eventInfo.ascii = 0;
//Con::printf("Overlay event %i", vrEvent.eventType);
//Con::printf("Overlay event %i", vrEvent.eventType);
switch (vrEvent.eventType)
{
case vr::VREvent_MouseMove:
{
//Con::printf("mousemove %f,%f", vrEvent.data.mouse.x, vrEvent.data.mouse.y);
//Con::printf("mousemove %f,%f", vrEvent.data.mouse.x, vrEvent.data.mouse.y);
eventInfo.objType = SI_AXIS;
eventInfo.objInst = SI_XAXIS;
eventInfo.action = SI_MAKE;
@ -424,11 +424,11 @@ void OpenVROverlay::handleOpenVREvents()
AssertFatal(false, "WTF is going on here");
break;
case vr::VREvent_KeyboardCharInput:
case vr::VREvent_KeyboardDone:
updateTextControl((GuiControl*)vrEvent.data.keyboard.uUserValue);
break;
}
case vr::VREvent_KeyboardCharInput:
case vr::VREvent_KeyboardDone:
updateTextControl((GuiControl*)vrEvent.data.keyboard.uUserValue);
break;
}
}
@ -450,16 +450,16 @@ void OpenVROverlay::handleOpenVREvents()
void OpenVROverlay::updateTextControl(GuiControl* ctrl)
{
if (!ctrl)
return;
if (!ctrl)
return;
GuiTextCtrl* textCtrl = dynamic_cast<GuiTextCtrl*>(ctrl);
if (textCtrl)
{
char text[GuiTextCtrl::MAX_STRING_LENGTH];
vr::VROverlay()->GetKeyboardText(text, GuiTextCtrl::MAX_STRING_LENGTH);
textCtrl->setText(text);
}
GuiTextCtrl* textCtrl = dynamic_cast<GuiTextCtrl*>(ctrl);
if (textCtrl)
{
char text[GuiTextCtrl::MAX_STRING_LENGTH];
vr::VROverlay()->GetKeyboardText(text, GuiTextCtrl::MAX_STRING_LENGTH);
textCtrl->setText(text);
}
}
void OpenVROverlay::onFrameRendered()
@ -508,27 +508,27 @@ void OpenVROverlay::onFrameRendered()
void OpenVROverlay::enableKeyboardTranslation()
{
vr::IVROverlay *overlay = vr::VROverlay();
if (!overlay || !mOverlayHandle)
return;
vr::IVROverlay *overlay = vr::VROverlay();
if (!overlay || !mOverlayHandle)
return;
GuiTextEditCtrl* ctrl = dynamic_cast<GuiTextEditCtrl*>(getFirstResponder());
if (ctrl)
{
vr::EGamepadTextInputMode inputMode = ctrl->isPasswordText() ? vr::k_EGamepadTextInputModePassword : vr::k_EGamepadTextInputModeNormal;
char text[GuiTextCtrl::MAX_STRING_LENGTH + 1];
ctrl->getText(text);
overlay->ShowKeyboardForOverlay(mOverlayHandle, inputMode, vr::k_EGamepadTextInputLineModeSingleLine, ctrl->getTooltip().c_str(), GuiTextCtrl::MAX_STRING_LENGTH, text, false, (uint64_t)ctrl);
}
GuiTextEditCtrl* ctrl = dynamic_cast<GuiTextEditCtrl*>(getFirstResponder());
if (ctrl)
{
vr::EGamepadTextInputMode inputMode = ctrl->isPasswordText() ? vr::k_EGamepadTextInputModePassword : vr::k_EGamepadTextInputModeNormal;
char text[GuiTextCtrl::MAX_STRING_LENGTH + 1];
ctrl->getText(text);
overlay->ShowKeyboardForOverlay(mOverlayHandle, inputMode, vr::k_EGamepadTextInputLineModeSingleLine, ctrl->getTooltip().c_str(), GuiTextCtrl::MAX_STRING_LENGTH, text, false, (uint64_t)ctrl);
}
}
void OpenVROverlay::disableKeyboardTranslation()
{
vr::IVROverlay *overlay = vr::VROverlay();
if (!overlay || !mOverlayHandle)
return;
vr::IVROverlay *overlay = vr::VROverlay();
if (!overlay || !mOverlayHandle)
return;
overlay->HideKeyboard();
overlay->HideKeyboard();
}
void OpenVROverlay::setNativeAcceleratorsEnabled(bool enabled)

View file

@ -57,7 +57,7 @@ public:
bool mOverlayTypeDirty; ///< Overlay type is dirty
bool mOverlayDirty; ///< Overlay properties are dirty
bool mManualMouseHandling;
bool mManualMouseHandling;
OverlayType mOverlayType;
//
@ -90,12 +90,12 @@ public:
void moveGamepadFocusToNeighbour();
void handleOpenVREvents();
void updateTextControl(GuiControl* ctrl);
void updateTextControl(GuiControl* ctrl);
void onFrameRendered();
virtual void enableKeyboardTranslation();
virtual void disableKeyboardTranslation();
virtual void setNativeAcceleratorsEnabled(bool enabled);
virtual void enableKeyboardTranslation();
virtual void disableKeyboardTranslation();
virtual void setNativeAcceleratorsEnabled(bool enabled);
};
typedef OpenVROverlay::OverlayType OpenVROverlayType;

File diff suppressed because it is too large Load diff

View file

@ -62,91 +62,91 @@ namespace OpenVRUtil
U32 convertOpenVRButtonToTorqueButton(uint32_t vrButton);
/// Converts a point to OVR coords
inline Point3F convertPointToOVR(const Point3F &point)
{
return Point3F(-point.x, -point.z, point.y);
}
/// Converts a point to OVR coords
inline Point3F convertPointToOVR(const Point3F &point)
{
return Point3F(-point.x, -point.z, point.y);
}
/// Converts a point from OVR coords
inline Point3F convertPointFromOVR(const Point3F &point)
{
return Point3F(-point.x, point.z, -point.y);
}
/// Converts a point from OVR coords
inline Point3F convertPointFromOVR(const Point3F &point)
{
return Point3F(-point.x, point.z, -point.y);
}
// Converts a point from OVR coords, from an input float array
inline Point3F convertPointFromOVR(const vr::HmdVector3_t& v)
{
return Point3F(-v.v[0], v.v[2], -v.v[1]);
}
// Converts a point from OVR coords, from an input float array
inline Point3F convertPointFromOVR(const vr::HmdVector3_t& v)
{
return Point3F(-v.v[0], v.v[2], -v.v[1]);
}
};
template<int TEXSIZE> class VRTextureSet
{
public:
static const int TextureCount = TEXSIZE;
GFXTexHandle mTextures[TEXSIZE];
U32 mIndex;
static const int TextureCount = TEXSIZE;
GFXTexHandle mTextures[TEXSIZE];
U32 mIndex;
VRTextureSet() : mIndex(0)
{
}
VRTextureSet() : mIndex(0)
{
}
void init(U32 width, U32 height, GFXFormat fmt, GFXTextureProfile *profile, const String &desc)
{
for (U32 i = 0; i < TextureCount; i++)
{
mTextures[i].set(width, height, fmt, profile, desc);
}
}
void init(U32 width, U32 height, GFXFormat fmt, GFXTextureProfile *profile, const String &desc)
{
for (U32 i = 0; i < TextureCount; i++)
{
mTextures[i].set(width, height, fmt, profile, desc);
}
}
void clear()
{
for (U32 i = 0; i < TextureCount; i++)
{
mTextures[i] = NULL;
}
}
void clear()
{
for (U32 i = 0; i < TextureCount; i++)
{
mTextures[i] = NULL;
}
}
void advance()
{
mIndex = (mIndex + 1) % TextureCount;
}
void advance()
{
mIndex = (mIndex + 1) % TextureCount;
}
GFXTexHandle& getTextureHandle()
{
return mTextures[mIndex];
}
GFXTexHandle& getTextureHandle()
{
return mTextures[mIndex];
}
};
/// Simple class to handle rendering native OpenVR model data
class OpenVRRenderModel
{
public:
typedef GFXVertexPNT VertexType;
GFXVertexBufferHandle<VertexType> mVertexBuffer;
GFXPrimitiveBufferHandle mPrimitiveBuffer;
BaseMatInstance* mMaterialInstance; ///< Material to use for rendering. NOTE:
Box3F mLocalBox;
typedef GFXVertexPNT VertexType;
GFXVertexBufferHandle<VertexType> mVertexBuffer;
GFXPrimitiveBufferHandle mPrimitiveBuffer;
BaseMatInstance* mMaterialInstance; ///< Material to use for rendering. NOTE:
Box3F mLocalBox;
OpenVRRenderModel() : mMaterialInstance(NULL)
{
}
OpenVRRenderModel() : mMaterialInstance(NULL)
{
}
~OpenVRRenderModel()
{
SAFE_DELETE(mMaterialInstance);
}
~OpenVRRenderModel()
{
SAFE_DELETE(mMaterialInstance);
}
Box3F getWorldBox(MatrixF &mat)
{
Box3F ret = mLocalBox;
mat.mul(ret);
return ret;
}
Box3F getWorldBox(MatrixF &mat)
{
Box3F ret = mLocalBox;
mat.mul(ret);
return ret;
}
bool init(const vr::RenderModel_t & vrModel, StringTableEntry materialName);
void draw(SceneRenderState *state, MeshRenderInst* renderInstance);
bool init(const vr::RenderModel_t & vrModel, StringTableEntry materialName);
void draw(SceneRenderState *state, MeshRenderInst* renderInstance);
};
struct OpenVRRenderState
@ -196,21 +196,21 @@ public:
struct LoadedRenderModel
{
StringTableEntry name;
vr::RenderModel_t *vrModel;
OpenVRRenderModel *model;
vr::EVRRenderModelError modelError;
S32 textureId;
bool loadedTexture;
StringTableEntry name;
vr::RenderModel_t *vrModel;
OpenVRRenderModel *model;
vr::EVRRenderModelError modelError;
S32 textureId;
bool loadedTexture;
};
struct LoadedRenderTexture
{
U32 vrTextureId;
vr::RenderModel_TextureMap_t *vrTexture;
GFXTextureObject *texture;
NamedTexTarget *targetTexture;
vr::EVRRenderModelError textureError;
U32 vrTextureId;
vr::RenderModel_TextureMap_t *vrTexture;
GFXTextureObject *texture;
NamedTexTarget *targetTexture;
vr::EVRRenderModelError textureError;
};
OpenVRProvider();
@ -283,21 +283,21 @@ public:
IDevicePose getTrackedDevicePose(U32 idx);
/// }
/// @name Overlay registration
/// {
void registerOverlay(OpenVROverlay* overlay);
void unregisterOverlay(OpenVROverlay* overlay);
/// }
/// @name Overlay registration
/// {
void registerOverlay(OpenVROverlay* overlay);
void unregisterOverlay(OpenVROverlay* overlay);
/// }
/// @name Model loading
/// {
const S32 preloadRenderModel(StringTableEntry name);
const S32 preloadRenderModelTexture(U32 index);
bool getRenderModel(S32 idx, OpenVRRenderModel **ret, bool &failed);
bool getRenderModelTexture(S32 idx, GFXTextureObject **outTex, bool &failed);
bool getRenderModelTextureName(S32 idx, String &outName);
void resetRenderModels();
/// }
/// @name Model loading
/// {
const S32 preloadRenderModel(StringTableEntry name);
const S32 preloadRenderModelTexture(U32 index);
bool getRenderModel(S32 idx, OpenVRRenderModel **ret, bool &failed);
bool getRenderModelTexture(S32 idx, GFXTextureObject **outTex, bool &failed);
bool getRenderModelTextureName(S32 idx, String &outName);
void resetRenderModels();
/// }
/// @name Console API
@ -338,17 +338,17 @@ public:
vr::ETrackingUniverseOrigin mTrackingSpace;
Vector<OpenVROverlay*> mOverlays;
Vector<OpenVROverlay*> mOverlays;
VREventSignal mVREventSignal;
Namespace *mOpenVRNS;
VREventSignal mVREventSignal;
Namespace *mOpenVRNS;
Vector<LoadedRenderModel> mLoadedModels;
Vector<LoadedRenderTexture> mLoadedTextures;
Map<StringTableEntry, S32> mLoadedModelLookup;
Map<U32, S32> mLoadedTextureLookup;
Vector<LoadedRenderModel> mLoadedModels;
Vector<LoadedRenderTexture> mLoadedTextures;
Map<StringTableEntry, S32> mLoadedModelLookup;
Map<U32, S32> mLoadedTextureLookup;
Map<U32, S32> mDeviceEventMap;
Map<U32, S32> mDeviceEventMap;
/// }
GuiCanvas* mDrawCanvas;

File diff suppressed because it is too large Load diff

View file

@ -23,132 +23,132 @@ class PhysicsBody;
class OpenVRTrackedObjectData : public GameBaseData {
public:
typedef GameBaseData Parent;
typedef GameBaseData Parent;
StringTableEntry mShapeFile;
Resource<TSShape> mShape; ///< Torque model
StringTableEntry mShapeFile;
Resource<TSShape> mShape; ///< Torque model
Point3F mCollisionBoxMin;
Point3F mCollisionBoxMax;
Point3F mCollisionBoxMin;
Point3F mCollisionBoxMax;
public:
OpenVRTrackedObjectData();
~OpenVRTrackedObjectData();
OpenVRTrackedObjectData();
~OpenVRTrackedObjectData();
DECLARE_CONOBJECT(OpenVRTrackedObjectData);
DECLARE_CONOBJECT(OpenVRTrackedObjectData);
bool onAdd();
bool preload(bool server, String &errorStr);
bool onAdd();
bool preload(bool server, String &errorStr);
static void initPersistFields();
static void initPersistFields();
virtual void packData(BitStream* stream);
virtual void unpackData(BitStream* stream);
virtual void packData(BitStream* stream);
virtual void unpackData(BitStream* stream);
};
/// Implements a GameObject which tracks an OpenVR controller
class OpenVRTrackedObject : public GameBase
{
typedef GameBase Parent;
typedef GameBase Parent;
enum MaskBits
{
UpdateMask = Parent::NextFreeMask << 0,
NextFreeMask = Parent::NextFreeMask << 1
};
enum MaskBits
{
UpdateMask = Parent::NextFreeMask << 0,
NextFreeMask = Parent::NextFreeMask << 1
};
struct RenderModelSlot
{
StringTableEntry componentName; ///< Component name
S16 mappedNodeIdx; ///< Mapped node idx in mShape
OpenVRRenderModel *nativeModel; ///< Native model
};
struct RenderModelSlot
{
StringTableEntry componentName; ///< Component name
S16 mappedNodeIdx; ///< Mapped node idx in mShape
OpenVRRenderModel *nativeModel; ///< Native model
};
OpenVRTrackedObjectData *mDataBlock;
OpenVRTrackedObjectData *mDataBlock;
/// @name Rendering
/// {
TSShapeInstance *mShapeInstance; ///< Shape used to render controller (uses native model otherwise)
StringTableEntry mModelName;
OpenVRRenderModel *mBasicModel; ///< Basic model
Vector<RenderModelSlot> mRenderComponents;
/// }
/// @name Rendering
/// {
TSShapeInstance *mShapeInstance; ///< Shape used to render controller (uses native model otherwise)
StringTableEntry mModelName;
OpenVRRenderModel *mBasicModel; ///< Basic model
Vector<RenderModelSlot> mRenderComponents;
/// }
S32 mDeviceIndex; ///< Controller idx in openvr (for direct updating)
S32 mMappedMoveIndex; ///< Movemanager move index for rotation
S32 mDeviceIndex; ///< Controller idx in openvr (for direct updating)
S32 mMappedMoveIndex; ///< Movemanager move index for rotation
vr::VRControllerState_t mCurrentControllerState;
vr::VRControllerState_t mPreviousControllerState;
vr::VRControllerState_t mCurrentControllerState;
vr::VRControllerState_t mPreviousControllerState;
IDevicePose mPose; ///< Current openvr pose data, or reconstructed data from the client
IDevicePose mPose; ///< Current openvr pose data, or reconstructed data from the client
Convex* mConvexList;
EarlyOutPolyList mClippedList;
PhysicsBody *mPhysicsRep;
Convex* mConvexList;
EarlyOutPolyList mClippedList;
PhysicsBody *mPhysicsRep;
SimObjectPtr<SceneObject> mCollisionObject; ///< Object we're currently colliding with
SimObjectPtr<SceneObject> mInteractObject; ///< Object we've designated as important to interact with
SimObjectPtr<SceneObject> mCollisionObject; ///< Object we're currently colliding with
SimObjectPtr<SceneObject> mInteractObject; ///< Object we've designated as important to interact with
bool mHoldInteractedObject; ///< Performs pickup logic with mInteractObject
bool mIgnoreParentRotation; ///< Ignores the rotation of the parent object
bool mHoldInteractedObject; ///< Performs pickup logic with mInteractObject
bool mIgnoreParentRotation; ///< Ignores the rotation of the parent object
static bool smDebugControllerPosition; ///< Shows latest controller position in DebugDrawer
static bool smDebugControllerMovePosition; ///< Shows move position in DebugDrawer
static U32 sServerCollisionMask;
static U32 sClientCollisionMask;
static bool smDebugControllerPosition; ///< Shows latest controller position in DebugDrawer
static bool smDebugControllerMovePosition; ///< Shows move position in DebugDrawer
static U32 sServerCollisionMask;
static U32 sClientCollisionMask;
public:
OpenVRTrackedObject();
virtual ~OpenVRTrackedObject();
OpenVRTrackedObject();
virtual ~OpenVRTrackedObject();
void updateRenderData();
void setupRenderDataFromModel(bool loadComponentModels);
void updateRenderData();
void setupRenderDataFromModel(bool loadComponentModels);
void clearRenderData();
void clearRenderData();
DECLARE_CONOBJECT(OpenVRTrackedObject);
DECLARE_CONOBJECT(OpenVRTrackedObject);
static void initPersistFields();
static void initPersistFields();
virtual void inspectPostApply();
virtual void inspectPostApply();
bool onAdd();
void onRemove();
bool onAdd();
void onRemove();
void _updatePhysics();
bool onNewDataBlock(GameBaseData *dptr, bool reload);
void _updatePhysics();
bool onNewDataBlock(GameBaseData *dptr, bool reload);
void setInteractObject(SceneObject* object, bool holding);
void setInteractObject(SceneObject* object, bool holding);
void setTransform(const MatrixF &mat);
void setModelName(String &modelName);
void setTransform(const MatrixF &mat);
void setModelName(String &modelName);
U32 packUpdate(NetConnection *conn, U32 mask, BitStream *stream);
void unpackUpdate(NetConnection *conn, BitStream *stream);
void writePacketData(GameConnection *conn, BitStream *stream);
void readPacketData(GameConnection *conn, BitStream *stream);
U32 packUpdate(NetConnection *conn, U32 mask, BitStream *stream);
void unpackUpdate(NetConnection *conn, BitStream *stream);
void writePacketData(GameConnection *conn, BitStream *stream);
void readPacketData(GameConnection *conn, BitStream *stream);
void prepRenderImage(SceneRenderState *state);
void prepRenderImage(SceneRenderState *state);
MatrixF getTrackedTransform();
MatrixF getLastTrackedTransform();
MatrixF getBaseTrackingTransform();
MatrixF getTrackedTransform();
MatrixF getLastTrackedTransform();
MatrixF getBaseTrackingTransform();
U32 getCollisionMask();
void updateWorkingCollisionSet();
U32 getCollisionMask();
void updateWorkingCollisionSet();
// Time management
void updateMove(const Move *move);
void processTick(const Move *move);
void interpolateTick(F32 delta);
void advanceTime(F32 dt);
// Time management
void updateMove(const Move *move);
void processTick(const Move *move);
void interpolateTick(F32 delta);
void advanceTime(F32 dt);
// Collision
bool castRay(const Point3F &start, const Point3F &end, RayInfo* info);
void buildConvex(const Box3F& box, Convex* convex);
bool testObject(SceneObject* enter);
// Collision
bool castRay(const Point3F &start, const Point3F &end, RayInfo* info);
void buildConvex(const Box3F& box, Convex* convex);
bool testObject(SceneObject* enter);
};