mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-02-12 19:31:41 +00:00
Oculus VR DK2 Support
- Updated to work with 0.5.x SDK - Uses Oculus Rendering rather than PostFX - Stereo rendering refactored so more rendering info is grabbed from the DisplayDevice - Implements an Offscreen Canvas for in-game gui with oculus - Message dialogs and metrics display can now go to the OffScreen Canvas (if oculus demo is setup correctly)
This commit is contained in:
parent
b3170bcddf
commit
3a457749ec
56 changed files with 2654 additions and 1426 deletions
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@ -279,6 +279,7 @@ Camera::Camera()
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mLastAbsoluteYaw = 0.0f;
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mLastAbsolutePitch = 0.0f;
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mLastAbsoluteRoll = 0.0f;
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// For NewtonFlyMode
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mNewtonRotation = false;
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@ -379,6 +380,57 @@ void Camera::getCameraTransform(F32* pos, MatrixF* mat)
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mat->mul( gCamFXMgr.getTrans() );
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}
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void Camera::getEyeCameraTransform(IDisplayDevice *displayDevice, U32 eyeId, MatrixF *outMat)
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{
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// The camera doesn't support a third person mode,
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// so we want to override the default ShapeBase behavior.
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ShapeBase * obj = dynamic_cast<ShapeBase*>(static_cast<SimObject*>(mOrbitObject));
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if(obj && static_cast<ShapeBaseData*>(obj->getDataBlock())->observeThroughObject)
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obj->getEyeCameraTransform(displayDevice, eyeId, outMat);
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else
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{
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Parent::getEyeCameraTransform(displayDevice, eyeId, outMat);
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}
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}
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DisplayPose Camera::calcCameraDeltaPose(GameConnection *con, DisplayPose inPose)
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{
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// NOTE: this is intended to be similar to updateMove
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DisplayPose outPose;
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outPose.orientation = EulerF(0,0,0);
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outPose.position = inPose.position;
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// Pitch
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outPose.orientation.x = (inPose.orientation.x - mLastAbsolutePitch);
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// Constrain the range of mRot.x
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while (outPose.orientation.x < -M_PI_F)
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outPose.orientation.x += M_2PI_F;
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while (outPose.orientation.x > M_PI_F)
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outPose.orientation.x -= M_2PI_F;
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// Yaw
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outPose.orientation.z = (inPose.orientation.z - mLastAbsoluteYaw);
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// Constrain the range of mRot.z
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while (outPose.orientation.z < -M_PI_F)
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outPose.orientation.z += M_2PI_F;
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while (outPose.orientation.z > M_PI_F)
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outPose.orientation.z -= M_2PI_F;
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// Bank
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if (mDataBlock->cameraCanBank)
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{
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outPose.orientation.y = (inPose.orientation.y - mLastAbsoluteRoll);
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}
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// Constrain the range of mRot.y
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while (outPose.orientation.y > M_PI_F)
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outPose.orientation.y -= M_2PI_F;
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return outPose;
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}
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//----------------------------------------------------------------------------
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F32 Camera::getCameraFov()
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@ -547,6 +599,7 @@ void Camera::processTick(const Move* move)
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mLastAbsoluteYaw = emove->rotZ[emoveIndex];
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mLastAbsolutePitch = emove->rotX[emoveIndex];
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mLastAbsoluteRoll = emove->rotY[emoveIndex];
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// Bank
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mRot.y = emove->rotY[emoveIndex];
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@ -113,6 +113,7 @@ class Camera: public ShapeBase
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F32 mLastAbsoluteYaw; ///< Stores that last absolute yaw value as passed in by ExtendedMove
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F32 mLastAbsolutePitch; ///< Stores that last absolute pitch value as passed in by ExtendedMove
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F32 mLastAbsoluteRoll; ///< Stores that last absolute roll value as passed in by ExtendedMove
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/// @name NewtonFlyMode
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/// @{
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@ -235,6 +236,8 @@ class Camera: public ShapeBase
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virtual void processTick( const Move* move );
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virtual void interpolateTick( F32 delta);
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virtual void getCameraTransform( F32* pos,MatrixF* mat );
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virtual void getEyeCameraTransform( IDisplayDevice *display, U32 eyeId, MatrixF *outMat );
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virtual DisplayPose calcCameraDeltaPose(GameConnection *con, DisplayPose inPose);
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virtual void writePacketData( GameConnection* conn, BitStream* stream );
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virtual void readPacketData( GameConnection* conn, BitStream* stream );
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@ -39,6 +39,9 @@
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#include "scene/sceneManager.h"
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#define __SCENEMANAGER_H__
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#endif
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#ifndef _IDISPLAYDEVICE_H_
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#include "platform/output/IDisplayDevice.h"
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#endif
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class NetConnection;
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class ProcessList;
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@ -418,6 +421,7 @@ public:
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// Not implemented here, but should return the Camera to world transformation matrix
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virtual void getCameraTransform (F32 *pos, MatrixF *mat ) { *mat = MatrixF::Identity; }
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virtual void getEyeCameraTransform ( IDisplayDevice *device, U32 eyeId, MatrixF *mat ) { *mat = MatrixF::Identity; }
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/// Returns the water object we are colliding with, it is up to derived
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/// classes to actually set this object.
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@ -235,6 +235,7 @@ GameConnection::GameConnection()
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GameConnection::~GameConnection()
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{
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setDisplayDevice(NULL);
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delete mAuthInfo;
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for(U32 i = 0; i < mConnectArgc; i++)
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dFree(mConnectArgv[i]);
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@ -673,6 +674,30 @@ bool GameConnection::getControlCameraTransform(F32 dt, MatrixF* mat)
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return true;
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}
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bool GameConnection::getControlCameraEyeTransforms(IDisplayDevice *display, MatrixF *transforms)
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{
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GameBase* obj = getCameraObject();
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if(!obj)
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return false;
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GameBase* cObj = obj;
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while((cObj = cObj->getControlObject()) != 0)
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{
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if(cObj->useObjsEyePoint())
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obj = cObj;
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}
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// Perform operation on left & right eyes. For each we need to calculate the world space
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// of the rotated eye offset and add that onto the camera world space.
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for (U32 i=0; i<2; i++)
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{
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obj->getEyeCameraTransform(display, i, &transforms[i]);
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}
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return true;
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}
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bool GameConnection::getControlCameraDefaultFov(F32 * fov)
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{
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//find the last control object in the chain (client->player->turret->whatever...)
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@ -269,6 +269,10 @@ public:
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bool getControlCameraTransform(F32 dt,MatrixF* mat);
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bool getControlCameraVelocity(Point3F *vel);
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/// Returns the eye transforms for the control object, using supplemental information
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/// from the provided IDisplayDevice.
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bool getControlCameraEyeTransforms(IDisplayDevice *display, MatrixF *transforms);
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bool getControlCameraDefaultFov(F32 *fov);
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bool getControlCameraFov(F32 *fov);
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bool setControlCameraFov(F32 fov);
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@ -280,8 +284,8 @@ public:
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void setFirstPerson(bool firstPerson);
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bool hasDisplayDevice() const { return mDisplayDevice != NULL; }
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const IDisplayDevice* getDisplayDevice() const { return mDisplayDevice; }
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void setDisplayDevice(IDisplayDevice* display) { mDisplayDevice = display; }
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IDisplayDevice* getDisplayDevice() const { return mDisplayDevice; }
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void setDisplayDevice(IDisplayDevice* display) { if (mDisplayDevice) mDisplayDevice->setDrawCanvas(NULL); mDisplayDevice = display; }
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void clearDisplayDevice() { mDisplayDevice = NULL; }
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void setControlSchemeParameters(bool absoluteRotation, bool addYawToAbsRot, bool addPitchToAbsRot);
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@ -349,7 +349,6 @@ bool GameProcessCameraQuery(CameraQuery *query)
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// Provide some default values
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query->projectionOffset = Point2F::Zero;
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query->eyeOffset = Point3F::Zero;
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F32 cameraFov = 0.0f;
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bool fovSet = false;
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@ -358,14 +357,14 @@ bool GameProcessCameraQuery(CameraQuery *query)
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// is not open
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if(!gEditingMission && connection->hasDisplayDevice())
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{
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const IDisplayDevice* display = connection->getDisplayDevice();
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IDisplayDevice* display = connection->getDisplayDevice();
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// Note: all eye values are invalid until this is called
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display->setDrawCanvas(query->drawCanvas);
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// The connection's display device may want to set the FOV
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if(display->providesYFOV())
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{
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cameraFov = mRadToDeg(display->getYFOV());
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fovSet = true;
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}
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display->setCurrentConnection(connection);
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// Display may activate AFTER so we need to call this again just in case
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display->onStartFrame();
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// The connection's display device may want to set the projection offset
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if(display->providesProjectionOffset())
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@ -374,14 +373,27 @@ bool GameProcessCameraQuery(CameraQuery *query)
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}
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// The connection's display device may want to set the eye offset
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if(display->providesEyeOffset())
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if(display->providesEyeOffsets())
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{
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query->eyeOffset = display->getEyeOffset();
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display->getEyeOffsets(query->eyeOffset);
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}
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// Grab field of view for both eyes
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if (display->providesFovPorts())
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{
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display->getFovPorts(query->fovPort);
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fovSet = true;
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}
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// Grab the latest overriding render view transforms
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connection->getControlCameraEyeTransforms(display, query->eyeTransforms);
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display->getStereoViewports(query->stereoViewports);
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display->getStereoTargets(query->stereoTargets);
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}
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// Use the connection's FOV settings if requried
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if(!fovSet && !connection->getControlCameraFov(&cameraFov))
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if(!connection->getControlCameraFov(&cameraFov))
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{
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return false;
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}
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@ -1650,6 +1650,7 @@ Player::Player()
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mLastAbsoluteYaw = 0.0f;
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mLastAbsolutePitch = 0.0f;
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mLastAbsoluteRoll = 0.0f;
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}
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Player::~Player()
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@ -2608,6 +2609,7 @@ void Player::updateMove(const Move* move)
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}
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mLastAbsoluteYaw = emove->rotZ[emoveIndex];
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mLastAbsolutePitch = emove->rotX[emoveIndex];
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mLastAbsoluteRoll = emove->rotY[emoveIndex];
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// Head bank
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mHead.y = emove->rotY[emoveIndex];
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@ -5584,6 +5586,57 @@ void Player::getMuzzleTransform(U32 imageSlot,MatrixF* mat)
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*mat = nmat;
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}
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DisplayPose Player::calcCameraDeltaPose(GameConnection *con, DisplayPose inPose)
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{
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// NOTE: this is intended to be similar to updateMove
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DisplayPose outPose;
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outPose.orientation = getRenderTransform().toEuler();
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outPose.position = inPose.position;
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if (con && con->getControlSchemeAbsoluteRotation())
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{
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// Pitch
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outPose.orientation.x = (inPose.orientation.x - mLastAbsolutePitch);
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// Constrain the range of mRot.x
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while (outPose.orientation.x < -M_PI_F)
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outPose.orientation.x += M_2PI_F;
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while (outPose.orientation.x > M_PI_F)
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outPose.orientation.x -= M_2PI_F;
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// Yaw
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// Rotate (heading) head or body?
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if ((isMounted() && getMountNode() == 0) || (con && !con->isFirstPerson()))
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{
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// Rotate head
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outPose.orientation.z = (inPose.orientation.z - mLastAbsoluteYaw);
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}
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else
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{
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// Rotate body
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outPose.orientation.z = (inPose.orientation.z - mLastAbsoluteYaw);
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}
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// Constrain the range of mRot.z
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while (outPose.orientation.z < 0.0f)
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outPose.orientation.z += M_2PI_F;
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while (outPose.orientation.z > M_2PI_F)
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outPose.orientation.z -= M_2PI_F;
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// Bank
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if (mDataBlock->cameraCanBank)
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{
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outPose.orientation.y = (inPose.orientation.y - mLastAbsoluteRoll);
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}
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// Constrain the range of mRot.y
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while (outPose.orientation.y > M_PI_F)
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outPose.orientation.y -= M_2PI_F;
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}
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return outPose;
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}
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void Player::getRenderMuzzleTransform(U32 imageSlot,MatrixF* mat)
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{
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@ -439,6 +439,7 @@ protected:
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F32 mLastAbsoluteYaw; ///< Stores that last absolute yaw value as passed in by ExtendedMove
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F32 mLastAbsolutePitch; ///< Stores that last absolute pitch value as passed in by ExtendedMove
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F32 mLastAbsoluteRoll; ///< Stores that last absolute roll value as passed in by ExtendedMove
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S32 mMountPending; ///< mMountPending suppresses tickDelay countdown so players will sit until
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///< their mount, or another animation, comes through (or 13 seconds elapses).
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@ -683,6 +684,7 @@ public:
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void getEyeBaseTransform(MatrixF* mat, bool includeBank);
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void getRenderEyeTransform(MatrixF* mat);
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void getRenderEyeBaseTransform(MatrixF* mat, bool includeBank);
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virtual DisplayPose calcCameraDeltaPose(GameConnection *con, DisplayPose inPose);
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void getCameraParameters(F32 *min, F32 *max, Point3F *offset, MatrixF *rot);
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void getMuzzleTransform(U32 imageSlot,MatrixF* mat);
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void getRenderMuzzleTransform(U32 imageSlot,MatrixF* mat);
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@ -1969,6 +1969,75 @@ void ShapeBase::getCameraTransform(F32* pos,MatrixF* mat)
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mat->mul( gCamFXMgr.getTrans() );
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}
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void ShapeBase::getEyeCameraTransform(IDisplayDevice *displayDevice, U32 eyeId, MatrixF *outMat)
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{
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MatrixF temp(1);
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Point3F eyePos;
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Point3F rotEyePos;
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DisplayPose inPose;
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displayDevice->getFrameEyePose(&inPose, eyeId);
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DisplayPose newPose = calcCameraDeltaPose(displayDevice->getCurrentConnection(), inPose);
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// Ok, basically we just need to add on newPose to the camera transform
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// NOTE: currently we dont support third-person camera in this mode
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MatrixF cameraTransform(1);
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F32 fakePos = 0;
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getCameraTransform(&fakePos, &cameraTransform);
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QuatF baserot = cameraTransform;
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QuatF qrot = QuatF(newPose.orientation);
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QuatF concatRot;
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concatRot.mul(baserot, qrot);
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concatRot.setMatrix(&temp);
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temp.setPosition(cameraTransform.getPosition() + concatRot.mulP(newPose.position, &rotEyePos));
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*outMat = temp;
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}
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DisplayPose ShapeBase::calcCameraDeltaPose(GameConnection *con, DisplayPose inPose)
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{
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// NOTE: this is intended to be similar to updateMove
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// WARNING: does not take into account any move values
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DisplayPose outPose;
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outPose.orientation = getRenderTransform().toEuler();
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outPose.position = inPose.position;
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if (con && con->getControlSchemeAbsoluteRotation())
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{
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// Pitch
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outPose.orientation.x = inPose.orientation.x;
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// Constrain the range of mRot.x
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while (outPose.orientation.x < -M_PI_F)
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outPose.orientation.x += M_2PI_F;
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while (outPose.orientation.x > M_PI_F)
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outPose.orientation.x -= M_2PI_F;
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// Yaw
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outPose.orientation.z = inPose.orientation.z;
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// Constrain the range of mRot.z
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while (outPose.orientation.z < -M_PI_F)
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outPose.orientation.z += M_2PI_F;
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while (outPose.orientation.z > M_PI_F)
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outPose.orientation.z -= M_2PI_F;
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// Bank
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if (mDataBlock->cameraCanBank)
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{
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outPose.orientation.y = inPose.orientation.y;
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}
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// Constrain the range of mRot.y
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while (outPose.orientation.y > M_PI_F)
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outPose.orientation.y -= M_2PI_F;
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}
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return outPose;
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}
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void ShapeBase::getCameraParameters(F32 *min,F32* max,Point3F* off,MatrixF* rot)
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{
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*min = mDataBlock->cameraMinDist;
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@ -1977,7 +2046,6 @@ void ShapeBase::getCameraParameters(F32 *min,F32* max,Point3F* off,MatrixF* rot)
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rot->identity();
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}
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//----------------------------------------------------------------------------
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F32 ShapeBase::getDamageFlash() const
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{
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@ -63,7 +63,6 @@
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#include "console/dynamicTypes.h"
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#endif
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class GFXCubemap;
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class TSShapeInstance;
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class SceneRenderState;
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@ -1583,6 +1582,13 @@ public:
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/// @param mat Camera transform (out)
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virtual void getCameraTransform(F32* pos,MatrixF* mat);
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/// Gets the view transform for a particular eye, taking into account the current absolute
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/// orient and position values of the display device.
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virtual void getEyeCameraTransform( IDisplayDevice *display, U32 eyeId, MatrixF *outMat );
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/// Calculates a delta camera angle and view position based on inPose
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virtual DisplayPose calcCameraDeltaPose(GameConnection *con, DisplayPose inPose);
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/// Gets the index of a node inside a mounted image given the name
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/// @param imageSlot Image slot
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/// @param nodeName Node name
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@ -695,9 +695,9 @@ GFXShader* GFXD3D9Device::createShader()
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return shader;
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}
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void GFXD3D9Device::disableShaders()
|
||||
void GFXD3D9Device::disableShaders(bool force)
|
||||
{
|
||||
setShader( NULL );
|
||||
setShader( NULL, force );
|
||||
setShaderConstBuffer( NULL );
|
||||
}
|
||||
|
||||
|
|
@ -706,25 +706,24 @@ void GFXD3D9Device::disableShaders()
|
|||
// and to make sure redundant shader states are not being
|
||||
// sent to the card.
|
||||
//-----------------------------------------------------------------------------
|
||||
void GFXD3D9Device::setShader( GFXShader *shader )
|
||||
void GFXD3D9Device::setShader( GFXShader *shader, bool force )
|
||||
{
|
||||
GFXD3D9Shader *d3dShader = static_cast<GFXD3D9Shader*>( shader );
|
||||
|
||||
IDirect3DPixelShader9 *pixShader = ( d3dShader != NULL ? d3dShader->mPixShader : NULL );
|
||||
IDirect3DVertexShader9 *vertShader = ( d3dShader ? d3dShader->mVertShader : NULL );
|
||||
|
||||
if( pixShader != mLastPixShader )
|
||||
if( pixShader != mLastPixShader || force )
|
||||
{
|
||||
mD3DDevice->SetPixelShader( pixShader );
|
||||
mLastPixShader = pixShader;
|
||||
}
|
||||
|
||||
if( vertShader != mLastVertShader )
|
||||
if( vertShader != mLastVertShader || force )
|
||||
{
|
||||
mD3DDevice->SetVertexShader( vertShader );
|
||||
mLastVertShader = vertShader;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
|
|
|||
|
|
@ -238,7 +238,7 @@ protected:
|
|||
// }
|
||||
|
||||
virtual GFXShader* createShader();
|
||||
void disableShaders();
|
||||
void disableShaders(bool force = false);
|
||||
|
||||
/// Device helper function
|
||||
virtual D3DPRESENT_PARAMETERS setupPresentParams( const GFXVideoMode &mode, const HWND &hwnd ) const = 0;
|
||||
|
|
@ -272,7 +272,7 @@ public:
|
|||
|
||||
virtual F32 getPixelShaderVersion() const { return mPixVersion; }
|
||||
virtual void setPixelShaderVersion( F32 version ){ mPixVersion = version; }
|
||||
virtual void setShader( GFXShader *shader );
|
||||
virtual void setShader( GFXShader *shader, bool force = false );
|
||||
virtual U32 getNumSamplers() const { return mNumSamplers; }
|
||||
virtual U32 getNumRenderTargets() const { return mNumRenderTargets; }
|
||||
// }
|
||||
|
|
|
|||
|
|
@ -161,7 +161,6 @@ GFXDevice::GFXDevice()
|
|||
mAllowRender = true;
|
||||
mCurrentRenderStyle = RS_Standard;
|
||||
mCurrentProjectionOffset = Point2F::Zero;
|
||||
mStereoEyeOffset = Point3F::Zero;
|
||||
mCanCurrentlyRender = false;
|
||||
mInitialized = false;
|
||||
|
||||
|
|
@ -197,6 +196,9 @@ GFXDevice::GFXDevice()
|
|||
#elif defined TORQUE_OS_PS3
|
||||
GFXShader::addGlobalMacro( "TORQUE_OS_PS3" );
|
||||
#endif
|
||||
|
||||
mStereoTargets[0] = NULL;
|
||||
mStereoTargets[1] = NULL;
|
||||
}
|
||||
|
||||
GFXDrawUtil* GFXDevice::getDrawUtil()
|
||||
|
|
|
|||
|
|
@ -213,6 +213,9 @@ public:
|
|||
/// The device is about to finish rendering a frame
|
||||
deEndOfFrame,
|
||||
|
||||
/// The device has rendered a frame and ended the scene
|
||||
dePostFrame,
|
||||
|
||||
/// The device has started rendering a frame's field (such as for side-by-side rendering)
|
||||
deStartOfField,
|
||||
|
||||
|
|
@ -244,7 +247,12 @@ public:
|
|||
enum GFXDeviceRenderStyles
|
||||
{
|
||||
RS_Standard = 0,
|
||||
RS_StereoSideBySide = (1<<0),
|
||||
RS_StereoSideBySide = (1<<0), // Render into current Render Target side-by-side
|
||||
};
|
||||
|
||||
enum GFXDeviceLimits
|
||||
{
|
||||
NumStereoPorts = 2
|
||||
};
|
||||
|
||||
private:
|
||||
|
|
@ -277,7 +285,19 @@ protected:
|
|||
Point2F mCurrentProjectionOffset;
|
||||
|
||||
/// Eye offset used when using a stereo rendering style
|
||||
Point3F mStereoEyeOffset;
|
||||
Point3F mStereoEyeOffset[NumStereoPorts];
|
||||
|
||||
MatrixF mStereoEyeTransforms[NumStereoPorts];
|
||||
MatrixF mInverseStereoEyeTransforms[NumStereoPorts];
|
||||
|
||||
/// Fov port settings
|
||||
FovPort mFovPorts[NumStereoPorts];
|
||||
|
||||
/// Destination viewports for stereo rendering
|
||||
RectI mStereoViewports[NumStereoPorts];
|
||||
|
||||
/// Destination targets for stereo rendering
|
||||
GFXTextureTarget* mStereoTargets[NumStereoPorts];
|
||||
|
||||
/// This will allow querying to see if a device is initialized and ready to
|
||||
/// have operations performed on it.
|
||||
|
|
@ -323,10 +343,50 @@ public:
|
|||
void setCurrentProjectionOffset(const Point2F& offset) { mCurrentProjectionOffset = offset; }
|
||||
|
||||
/// Get the current eye offset used during stereo rendering
|
||||
const Point3F& getStereoEyeOffset() { return mStereoEyeOffset; }
|
||||
const Point3F* getStereoEyeOffsets() { return mStereoEyeOffset; }
|
||||
|
||||
const MatrixF* getStereoEyeTransforms() { return mStereoEyeTransforms; }
|
||||
const MatrixF* getInverseStereoEyeTransforms() { return mInverseStereoEyeTransforms; }
|
||||
|
||||
/// Set the current eye offset used during stereo rendering
|
||||
void setStereoEyeOffset(const Point3F& offset) { mStereoEyeOffset = offset; }
|
||||
void setStereoEyeOffsets(Point3F *offsets) { dMemcpy(mStereoEyeOffset, offsets, sizeof(Point3F) * NumStereoPorts); }
|
||||
|
||||
void setStereoEyeTransforms(MatrixF *transforms) { dMemcpy(mStereoEyeTransforms, transforms, sizeof(mStereoEyeTransforms)); dMemcpy(mInverseStereoEyeTransforms, transforms, sizeof(mInverseStereoEyeTransforms)); mInverseStereoEyeTransforms[0].inverse(); mInverseStereoEyeTransforms[1].inverse(); }
|
||||
|
||||
/// Set the current eye offset used during stereo rendering. Assumes NumStereoPorts are available.
|
||||
void setFovPort(const FovPort *ports) { dMemcpy(mFovPorts, ports, sizeof(mFovPorts)); }
|
||||
|
||||
/// Get the current eye offset used during stereo rendering
|
||||
const FovPort* getSteroFovPort() { return mFovPorts; }
|
||||
|
||||
/// Sets stereo viewports
|
||||
void setSteroViewports(const RectI *ports) { dMemcpy(mStereoViewports, ports, sizeof(RectI) * NumStereoPorts); }
|
||||
|
||||
/// Sets stereo render targets
|
||||
void setStereoTargets(GFXTextureTarget **targets) { mStereoTargets[0] = targets[0]; mStereoTargets[1] = targets[1]; }
|
||||
|
||||
RectI* getStereoViewports() { return mStereoViewports; }
|
||||
|
||||
/// Activates a stereo render target, setting the correct viewport to render eye contents.
|
||||
/// If eyeId is -1, set a viewport encompassing the entire size of the render targets.
|
||||
void activateStereoTarget(S32 eyeId)
|
||||
{
|
||||
if (eyeId == -1)
|
||||
{
|
||||
if (mStereoTargets[0])
|
||||
{
|
||||
setActiveRenderTarget(mStereoTargets[0], true);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (mStereoTargets[eyeId])
|
||||
{
|
||||
setActiveRenderTarget(mStereoTargets[eyeId], false);
|
||||
}
|
||||
setViewport(mStereoViewports[eyeId]);
|
||||
}
|
||||
}
|
||||
|
||||
GFXCardProfiler* getCardProfiler() const { return mCardProfiler; }
|
||||
|
||||
|
|
@ -722,8 +782,8 @@ public:
|
|||
/// Returns the number of simultaneous render targets supported by the device.
|
||||
virtual U32 getNumRenderTargets() const = 0;
|
||||
|
||||
virtual void setShader( GFXShader *shader ) {}
|
||||
virtual void disableShaders() {} // TODO Remove when T3D 4.0
|
||||
virtual void setShader( GFXShader *shader, bool force = false ) {}
|
||||
virtual void disableShaders( bool force = false ) {} // TODO Remove when T3D 4.0
|
||||
|
||||
/// Set the buffer! (Actual set happens on the next draw call, just like textures, state blocks, etc)
|
||||
void setShaderConstBuffer(GFXShaderConstBuffer* buffer);
|
||||
|
|
|
|||
|
|
@ -22,6 +22,7 @@
|
|||
|
||||
#include "platform/platform.h"
|
||||
#include "gui/3d/guiTSControl.h"
|
||||
#include "gui/core/guiOffscreenCanvas.h"
|
||||
|
||||
#include "console/engineAPI.h"
|
||||
#include "scene/sceneManager.h"
|
||||
|
|
@ -34,7 +35,12 @@
|
|||
#include "scene/reflectionManager.h"
|
||||
#include "postFx/postEffectManager.h"
|
||||
#include "gfx/gfxTransformSaver.h"
|
||||
#include "gfx/gfxDrawUtil.h"
|
||||
#include "gfx/gfxDebugEvent.h"
|
||||
|
||||
GFXTextureObject *gLastStereoTexture = NULL;
|
||||
|
||||
#define TS_OVERLAY_SCREEN_WIDTH 0.75
|
||||
|
||||
IMPLEMENT_CONOBJECT( GuiTSCtrl );
|
||||
|
||||
|
|
@ -51,6 +57,7 @@ ConsoleDocClass( GuiTSCtrl,
|
|||
);
|
||||
|
||||
U32 GuiTSCtrl::smFrameCount = 0;
|
||||
bool GuiTSCtrl::smUseLatestDisplayTransform = true;
|
||||
Vector<GuiTSCtrl*> GuiTSCtrl::smAwakeTSCtrls;
|
||||
|
||||
ImplementEnumType( GuiTSRenderStyles,
|
||||
|
|
@ -60,7 +67,6 @@ ImplementEnumType( GuiTSRenderStyles,
|
|||
{ GuiTSCtrl::RenderStyleStereoSideBySide, "stereo side by side" },
|
||||
EndImplementEnumType;
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
namespace
|
||||
|
|
@ -153,7 +159,6 @@ GuiTSCtrl::GuiTSCtrl()
|
|||
mLastCameraQuery.nearPlane = 0.01f;
|
||||
|
||||
mLastCameraQuery.projectionOffset = Point2F::Zero;
|
||||
mLastCameraQuery.eyeOffset = Point3F::Zero;
|
||||
|
||||
mLastCameraQuery.ortho = false;
|
||||
}
|
||||
|
|
@ -192,6 +197,8 @@ void GuiTSCtrl::consoleInit()
|
|||
{
|
||||
Con::addVariable("$TSControl::frameCount", TypeS32, &smFrameCount, "The number of frames that have been rendered since this control was created.\n"
|
||||
"@ingroup Rendering\n");
|
||||
Con::addVariable("$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");
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
|
@ -206,6 +213,9 @@ bool GuiTSCtrl::onWake()
|
|||
"GuiTSCtrl::onWake - This control is already in the awake list!" );
|
||||
smAwakeTSCtrls.push_back( this );
|
||||
|
||||
// For VR
|
||||
mLastCameraQuery.drawCanvas = getRoot();
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
|
|
@ -307,6 +317,7 @@ void GuiTSCtrl::onRender(Point2I offset, const RectI &updateRect)
|
|||
// Save the current transforms so we can restore
|
||||
// it for child control rendering below.
|
||||
GFXTransformSaver saver;
|
||||
bool renderingToTarget = false;
|
||||
|
||||
if(!processCameraQuery(&mLastCameraQuery))
|
||||
{
|
||||
|
|
@ -317,15 +328,52 @@ void GuiTSCtrl::onRender(Point2I offset, const RectI &updateRect)
|
|||
return;
|
||||
}
|
||||
|
||||
GFXTargetRef origTarget = GFX->getActiveRenderTarget();
|
||||
|
||||
// Set up the appropriate render style
|
||||
U32 prevRenderStyle = GFX->getCurrentRenderStyle();
|
||||
Point2F prevProjectionOffset = GFX->getCurrentProjectionOffset();
|
||||
Point3F prevEyeOffset = GFX->getStereoEyeOffset();
|
||||
Point2I renderSize = getExtent();
|
||||
|
||||
if(mRenderStyle == RenderStyleStereoSideBySide)
|
||||
{
|
||||
GFX->setCurrentRenderStyle(GFXDevice::RS_StereoSideBySide);
|
||||
GFX->setCurrentProjectionOffset(mLastCameraQuery.projectionOffset);
|
||||
GFX->setStereoEyeOffset(mLastCameraQuery.eyeOffset);
|
||||
GFX->setStereoEyeOffsets(mLastCameraQuery.eyeOffset);
|
||||
GFX->setFovPort(mLastCameraQuery.fovPort); // NOTE: this specifies fov for BOTH eyes
|
||||
GFX->setSteroViewports(mLastCameraQuery.stereoViewports);
|
||||
GFX->setStereoTargets(mLastCameraQuery.stereoTargets);
|
||||
|
||||
MatrixF myTransforms[2];
|
||||
|
||||
if (smUseLatestDisplayTransform)
|
||||
{
|
||||
// Use the view matrix determined from the display device
|
||||
myTransforms[0] = mLastCameraQuery.eyeTransforms[0];
|
||||
myTransforms[1] = mLastCameraQuery.eyeTransforms[1];
|
||||
}
|
||||
else
|
||||
{
|
||||
// Use the view matrix determined from the control object
|
||||
myTransforms[0] = mLastCameraQuery.cameraMatrix;
|
||||
myTransforms[1] = mLastCameraQuery.cameraMatrix;
|
||||
|
||||
QuatF qrot = mLastCameraQuery.cameraMatrix;
|
||||
Point3F pos = mLastCameraQuery.cameraMatrix.getPosition();
|
||||
Point3F rotEyePos;
|
||||
|
||||
myTransforms[0].setPosition(pos + qrot.mulP(mLastCameraQuery.eyeOffset[0], &rotEyePos));
|
||||
myTransforms[1].setPosition(pos + qrot.mulP(mLastCameraQuery.eyeOffset[1], &rotEyePos));
|
||||
}
|
||||
|
||||
GFX->setStereoEyeTransforms(myTransforms);
|
||||
|
||||
// Allow render size to originate from the render target
|
||||
if (mLastCameraQuery.stereoTargets[0])
|
||||
{
|
||||
renderSize = mLastCameraQuery.stereoViewports[0].extent;
|
||||
renderingToTarget = true;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
|
|
@ -357,8 +405,8 @@ void GuiTSCtrl::onRender(Point2I offset, const RectI &updateRect)
|
|||
// set up the camera and viewport stuff:
|
||||
F32 wwidth;
|
||||
F32 wheight;
|
||||
F32 renderWidth = (mRenderStyle == RenderStyleStereoSideBySide) ? F32(getWidth())*0.5f : F32(getWidth());
|
||||
F32 renderHeight = F32(getHeight());
|
||||
F32 renderWidth = F32(renderSize.x);
|
||||
F32 renderHeight = F32(renderSize.y);
|
||||
F32 aspectRatio = renderWidth / renderHeight;
|
||||
|
||||
// Use the FOV to calculate the viewport height scale
|
||||
|
|
@ -380,12 +428,8 @@ void GuiTSCtrl::onRender(Point2I offset, const RectI &updateRect)
|
|||
Frustum frustum;
|
||||
if(mRenderStyle == RenderStyleStereoSideBySide)
|
||||
{
|
||||
F32 left = 0.0f * hscale - wwidth;
|
||||
F32 right = renderWidth * hscale - wwidth;
|
||||
F32 top = wheight - vscale * 0.0f;
|
||||
F32 bottom = wheight - vscale * renderHeight;
|
||||
|
||||
frustum.set( mLastCameraQuery.ortho, left, right, top, bottom, mLastCameraQuery.nearPlane, mLastCameraQuery.farPlane );
|
||||
// NOTE: these calculations are essentially overridden later by the fov port settings when rendering each eye.
|
||||
MathUtils::makeFovPortFrustum(&frustum, mLastCameraQuery.ortho, mLastCameraQuery.nearPlane, mLastCameraQuery.farPlane, mLastCameraQuery.fovPort[0]);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
|
@ -407,15 +451,24 @@ void GuiTSCtrl::onRender(Point2I offset, const RectI &updateRect)
|
|||
|
||||
RectI tempRect = updateRect;
|
||||
|
||||
#ifdef TORQUE_OS_MAC
|
||||
Point2I screensize = getRoot()->getWindowSize();
|
||||
tempRect.point.y = screensize.y - (tempRect.point.y + tempRect.extent.y);
|
||||
#endif
|
||||
if (!renderingToTarget)
|
||||
{
|
||||
#ifdef TORQUE_OS_MAC
|
||||
Point2I screensize = getRoot()->getWindowSize();
|
||||
tempRect.point.y = screensize.y - (tempRect.point.y + tempRect.extent.y);
|
||||
#endif
|
||||
|
||||
GFX->setViewport( tempRect );
|
||||
GFX->setViewport( tempRect );
|
||||
}
|
||||
else
|
||||
{
|
||||
// Activate stereo RT
|
||||
GFX->activateStereoTarget(-1);
|
||||
}
|
||||
|
||||
// Clear the zBuffer so GUI doesn't hose object rendering accidentally
|
||||
GFX->clear( GFXClearZBuffer , ColorI(20,20,20), 1.0f, 0 );
|
||||
//GFX->clear( GFXClearTarget, ColorI(255,0,0), 1.0f, 0);
|
||||
|
||||
GFX->setFrustum( frustum );
|
||||
if(mLastCameraQuery.ortho)
|
||||
|
|
@ -427,7 +480,7 @@ void GuiTSCtrl::onRender(Point2I offset, const RectI &updateRect)
|
|||
// We're going to be displaying this render at size of this control in
|
||||
// pixels - let the scene know so that it can calculate e.g. reflections
|
||||
// correctly for that final display result.
|
||||
gClientSceneGraph->setDisplayTargetResolution(getExtent());
|
||||
gClientSceneGraph->setDisplayTargetResolution(renderSize);
|
||||
|
||||
// Set the GFX world matrix to the world-to-camera transform, but don't
|
||||
// change the cameraMatrix in mLastCameraQuery. This is because
|
||||
|
|
@ -455,20 +508,121 @@ void GuiTSCtrl::onRender(Point2I offset, const RectI &updateRect)
|
|||
renderWorld(updateRect);
|
||||
DebugDrawer::get()->render();
|
||||
|
||||
// Render the canvas overlay if its available
|
||||
if (mRenderStyle == RenderStyleStereoSideBySide && mStereoGuiTarget.getPointer())
|
||||
{
|
||||
GFXDEBUGEVENT_SCOPE( StereoGui_Render, ColorI( 255, 0, 0 ) );
|
||||
MatrixF proj(1);
|
||||
|
||||
Frustum originalFrustum = GFX->getFrustum();
|
||||
GFXTextureObject *texObject = mStereoGuiTarget->getTexture(0);
|
||||
const FovPort *currentFovPort = GFX->getSteroFovPort();
|
||||
const MatrixF *eyeTransforms = GFX->getStereoEyeTransforms();
|
||||
const MatrixF *worldEyeTransforms = GFX->getInverseStereoEyeTransforms();
|
||||
const Point3F *eyeOffset = GFX->getStereoEyeOffsets();
|
||||
|
||||
for (U32 i=0; i<2; i++)
|
||||
{
|
||||
GFX->activateStereoTarget(i);
|
||||
Frustum gfxFrustum = originalFrustum;
|
||||
const F32 frustumDepth = gfxFrustum.getNearDist();
|
||||
MathUtils::makeFovPortFrustum(&gfxFrustum, true, gfxFrustum.getNearDist(), gfxFrustum.getFarDist(), currentFovPort[i], eyeTransforms[i]);
|
||||
GFX->setFrustum(gfxFrustum);
|
||||
|
||||
MatrixF eyeWorldTrans(1);
|
||||
eyeWorldTrans.setPosition(Point3F(eyeOffset[i].x,eyeOffset[i].y,eyeOffset[i].z));
|
||||
MatrixF eyeWorld(1);
|
||||
eyeWorld.mul(eyeWorldTrans);
|
||||
eyeWorld.inverse();
|
||||
|
||||
GFX->setWorldMatrix(eyeWorld);
|
||||
GFX->setViewMatrix(MatrixF::Identity);
|
||||
|
||||
if (!mStereoOverlayVB.getPointer())
|
||||
{
|
||||
mStereoOverlayVB.set(GFX, 4, GFXBufferTypeStatic);
|
||||
GFXVertexPCT *verts = mStereoOverlayVB.lock(0, 4);
|
||||
|
||||
F32 texLeft = 0.0f;
|
||||
F32 texRight = 1.0f;
|
||||
F32 texTop = 1.0f;
|
||||
F32 texBottom = 0.0f;
|
||||
|
||||
F32 rectRatio = gfxFrustum.getWidth() / gfxFrustum.getHeight();
|
||||
F32 rectWidth = gfxFrustum.getWidth() * TS_OVERLAY_SCREEN_WIDTH;
|
||||
F32 rectHeight = rectWidth * rectRatio;
|
||||
|
||||
F32 screenLeft = -rectWidth * 0.5;
|
||||
F32 screenRight = rectWidth * 0.5;
|
||||
F32 screenTop = -rectHeight * 0.5;
|
||||
F32 screenBottom = rectHeight * 0.5;
|
||||
|
||||
const F32 fillConv = 0.0f;
|
||||
const F32 frustumDepth = gfxFrustum.getNearDist() + 0.012;
|
||||
verts[0].point.set( screenLeft - fillConv, frustumDepth, screenTop - fillConv );
|
||||
verts[1].point.set( screenRight - fillConv, frustumDepth, screenTop - fillConv );
|
||||
verts[2].point.set( screenLeft - fillConv, frustumDepth, screenBottom - fillConv );
|
||||
verts[3].point.set( screenRight - fillConv, frustumDepth, screenBottom - fillConv );
|
||||
|
||||
verts[0].color = verts[1].color = verts[2].color = verts[3].color = ColorI(255,255,255,255);
|
||||
|
||||
verts[0].texCoord.set( texLeft, texTop );
|
||||
verts[1].texCoord.set( texRight, texTop );
|
||||
verts[2].texCoord.set( texLeft, texBottom );
|
||||
verts[3].texCoord.set( texRight, texBottom );
|
||||
|
||||
mStereoOverlayVB.unlock();
|
||||
}
|
||||
|
||||
if (!mStereoGuiSB.getPointer())
|
||||
{
|
||||
// DrawBitmapStretchSR
|
||||
GFXStateBlockDesc bitmapStretchSR;
|
||||
bitmapStretchSR.setCullMode(GFXCullNone);
|
||||
bitmapStretchSR.setZReadWrite(false, false);
|
||||
bitmapStretchSR.setBlend(true, GFXBlendSrcAlpha, GFXBlendInvSrcAlpha);
|
||||
bitmapStretchSR.samplersDefined = true;
|
||||
|
||||
bitmapStretchSR.samplers[0] = GFXSamplerStateDesc::getClampLinear();
|
||||
bitmapStretchSR.samplers[0].minFilter = GFXTextureFilterPoint;
|
||||
bitmapStretchSR.samplers[0].mipFilter = GFXTextureFilterPoint;
|
||||
bitmapStretchSR.samplers[0].magFilter = GFXTextureFilterPoint;
|
||||
|
||||
mStereoGuiSB = GFX->createStateBlock(bitmapStretchSR);
|
||||
}
|
||||
|
||||
GFX->setVertexBuffer(mStereoOverlayVB);
|
||||
GFX->setStateBlock(mStereoGuiSB);
|
||||
GFX->setTexture( 0, texObject );
|
||||
GFX->setupGenericShaders( GFXDevice::GSModColorTexture );
|
||||
GFX->drawPrimitive( GFXTriangleStrip, 0, 2 );
|
||||
}
|
||||
}
|
||||
|
||||
// Restore the previous matrix state before
|
||||
// we begin rendering the child controls.
|
||||
saver.restore();
|
||||
|
||||
// Restore the render style and any stereo parameters
|
||||
GFX->setActiveRenderTarget(origTarget);
|
||||
GFX->setCurrentRenderStyle(prevRenderStyle);
|
||||
GFX->setCurrentProjectionOffset(prevProjectionOffset);
|
||||
GFX->setStereoEyeOffset(prevEyeOffset);
|
||||
|
||||
|
||||
if(mRenderStyle == RenderStyleStereoSideBySide && gLastStereoTexture)
|
||||
{
|
||||
GFX->setClipRect(updateRect);
|
||||
GFX->getDrawUtil()->drawBitmapStretch(gLastStereoTexture, updateRect);
|
||||
}
|
||||
|
||||
// Allow subclasses to render 2D elements.
|
||||
GFX->setClipRect(updateRect);
|
||||
renderGui( offset, updateRect );
|
||||
|
||||
renderChildControls(offset, updateRect);
|
||||
if (shouldRenderChildControls())
|
||||
{
|
||||
renderChildControls(offset, updateRect);
|
||||
}
|
||||
smFrameCount++;
|
||||
}
|
||||
|
||||
|
|
@ -499,6 +653,12 @@ void GuiTSCtrl::drawLineList( const Vector<Point3F> &points, const ColorI color,
|
|||
drawLine( points[i], points[i+1], color, width );
|
||||
}
|
||||
|
||||
|
||||
void GuiTSCtrl::setStereoGui(GuiOffscreenCanvas *canvas)
|
||||
{
|
||||
mStereoGuiTarget = canvas ? canvas->getTarget() : NULL;
|
||||
}
|
||||
|
||||
//=============================================================================
|
||||
// Console Methods.
|
||||
//=============================================================================
|
||||
|
|
@ -547,3 +707,10 @@ DefineEngineMethod( GuiTSCtrl, calculateViewDistance, F32, ( F32 radius ),,
|
|||
{
|
||||
return object->calculateViewDistance( radius );
|
||||
}
|
||||
|
||||
DefineEngineMethod( GuiTSCtrl, setStereoGui, void, ( GuiOffscreenCanvas* canvas ),,
|
||||
"Sets the current stereo texture to an offscreen canvas\n"
|
||||
"@param canvas The desired canvas." )
|
||||
{
|
||||
object->setStereoGui(canvas);
|
||||
}
|
||||
|
|
|
|||
|
|
@ -30,16 +30,29 @@
|
|||
#include "math/mMath.h"
|
||||
#endif
|
||||
|
||||
|
||||
#ifndef _MATTEXTURETARGET_H_
|
||||
#include "materials/matTextureTarget.h"
|
||||
#endif
|
||||
|
||||
class IDisplayDevice;
|
||||
class GuiOffscreenCanvas;
|
||||
|
||||
struct CameraQuery
|
||||
{
|
||||
SimObject* object;
|
||||
F32 nearPlane;
|
||||
F32 farPlane;
|
||||
F32 fov;
|
||||
FovPort fovPort[2]; // fov for each eye
|
||||
Point2F projectionOffset;
|
||||
Point3F eyeOffset;
|
||||
Point3F eyeOffset[2];
|
||||
MatrixF eyeTransforms[2];
|
||||
bool ortho;
|
||||
MatrixF cameraMatrix;
|
||||
RectI stereoViewports[2]; // destination viewports
|
||||
GFXTextureTarget* stereoTargets[2];
|
||||
GuiCanvas* drawCanvas; // Canvas we are drawing to. Needed for VR
|
||||
};
|
||||
|
||||
/// Abstract base class for 3D viewport GUIs.
|
||||
|
|
@ -50,11 +63,12 @@ class GuiTSCtrl : public GuiContainer
|
|||
public:
|
||||
enum RenderStyles {
|
||||
RenderStyleStandard = 0,
|
||||
RenderStyleStereoSideBySide = (1<<0),
|
||||
RenderStyleStereoSideBySide = (1<<0)
|
||||
};
|
||||
|
||||
protected:
|
||||
static U32 smFrameCount;
|
||||
static bool smUseLatestDisplayTransform;
|
||||
F32 mCameraZRot;
|
||||
F32 mForceFOV;
|
||||
|
||||
|
|
@ -83,7 +97,11 @@ protected:
|
|||
|
||||
/// The last camera query set in onRender.
|
||||
/// @see getLastCameraQuery
|
||||
CameraQuery mLastCameraQuery;
|
||||
CameraQuery mLastCameraQuery;
|
||||
|
||||
NamedTexTargetRef mStereoGuiTarget;
|
||||
GFXVertexBufferHandle<GFXVertexPCT> mStereoOverlayVB;
|
||||
GFXStateBlockRef mStereoGuiSB;
|
||||
|
||||
public:
|
||||
|
||||
|
|
@ -155,6 +173,10 @@ public:
|
|||
|
||||
static const U32& getFrameCount() { return smFrameCount; }
|
||||
|
||||
bool shouldRenderChildControls() { return mRenderStyle == RenderStyleStandard; }
|
||||
|
||||
void setStereoGui(GuiOffscreenCanvas *canvas);
|
||||
|
||||
DECLARE_CONOBJECT(GuiTSCtrl);
|
||||
DECLARE_CATEGORY( "Gui 3D" );
|
||||
DECLARE_DESCRIPTION( "Abstract base class for controls that render a 3D viewport." );
|
||||
|
|
|
|||
|
|
@ -36,6 +36,7 @@
|
|||
#include "gfx/video/videoCapture.h"
|
||||
#include "lighting/lightManager.h"
|
||||
#include "core/strings/stringUnit.h"
|
||||
#include "gui/core/guiOffscreenCanvas.h"
|
||||
|
||||
#ifndef TORQUE_TGB_ONLY
|
||||
#include "scene/sceneObject.h"
|
||||
|
|
@ -126,7 +127,8 @@ GuiCanvas::GuiCanvas(): GuiControl(),
|
|||
mMouseDownPoint(0.0f,0.0f),
|
||||
mPlatformWindow(NULL),
|
||||
mLastRenderMs(0),
|
||||
mDisplayWindow(true)
|
||||
mDisplayWindow(true),
|
||||
mMenuBarCtrl(NULL)
|
||||
{
|
||||
setBounds(0, 0, 640, 480);
|
||||
mAwake = true;
|
||||
|
|
@ -508,6 +510,55 @@ bool GuiCanvas::isCursorShown()
|
|||
return mPlatformWindow->isCursorVisible();
|
||||
}
|
||||
|
||||
void GuiCanvas::cursorClick(S32 buttonId, bool isDown)
|
||||
{
|
||||
InputEventInfo inputEvent;
|
||||
inputEvent.deviceType = MouseDeviceType;
|
||||
inputEvent.deviceInst = 0;
|
||||
inputEvent.objType = SI_BUTTON;
|
||||
inputEvent.objInst = (InputObjectInstances)(KEY_BUTTON0 + buttonId);
|
||||
inputEvent.modifier = (InputModifiers)0;
|
||||
inputEvent.ascii = 0;
|
||||
inputEvent.action = isDown ? SI_MAKE : SI_BREAK;
|
||||
inputEvent.fValue = isDown ? 1.0 : 0.0;
|
||||
|
||||
processMouseEvent(inputEvent);
|
||||
}
|
||||
|
||||
void GuiCanvas::cursorNudge(F32 x, F32 y)
|
||||
{
|
||||
// Generate a base Movement along and Axis event
|
||||
InputEventInfo inputEvent;
|
||||
inputEvent.deviceType = MouseDeviceType;
|
||||
inputEvent.deviceInst = 0;
|
||||
inputEvent.objType = SI_AXIS;
|
||||
inputEvent.modifier = (InputModifiers)0;
|
||||
inputEvent.ascii = 0;
|
||||
|
||||
// Generate delta movement along each axis
|
||||
Point2F cursDelta(x, y);
|
||||
|
||||
// If X axis changed, generate a relative event
|
||||
if(mFabs(cursDelta.x) > 0.1)
|
||||
{
|
||||
inputEvent.objInst = SI_XAXIS;
|
||||
inputEvent.action = SI_MOVE;
|
||||
inputEvent.fValue = cursDelta.x;
|
||||
processMouseEvent(inputEvent);
|
||||
}
|
||||
|
||||
// If Y axis changed, generate a relative event
|
||||
if(mFabs(cursDelta.y) > 0.1)
|
||||
{
|
||||
inputEvent.objInst = SI_YAXIS;
|
||||
inputEvent.action = SI_MOVE;
|
||||
inputEvent.fValue = cursDelta.y;
|
||||
processMouseEvent(inputEvent);
|
||||
}
|
||||
|
||||
processMouseEvent(inputEvent);
|
||||
}
|
||||
|
||||
void GuiCanvas::addAcceleratorKey(GuiControl *ctrl, U32 index, U32 keyCode, U32 modifier)
|
||||
{
|
||||
if (keyCode > 0 && ctrl)
|
||||
|
|
@ -708,14 +759,22 @@ bool GuiCanvas::processMouseEvent(InputEventInfo &inputEvent)
|
|||
//
|
||||
// 'mCursorPt' basically is an accumulation of errors and the number of bugs that have cropped up with
|
||||
// the GUI clicking stuff where it is not supposed to are probably all to blame on this.
|
||||
|
||||
// Need to query platform for specific things
|
||||
AssertISV(mPlatformWindow, "GuiCanvas::processMouseEvent - no window present!");
|
||||
PlatformCursorController *pController = mPlatformWindow->getCursorController();
|
||||
AssertFatal(pController != NULL, "GuiCanvas::processInputEvent - No Platform Controller Found")
|
||||
|
||||
//copy the modifier into the new event
|
||||
mLastEvent.modifier = inputEvent.modifier;
|
||||
S32 mouseDoubleClickWidth = 12;
|
||||
S32 mouseDoubleClickHeight = 12;
|
||||
U32 mouseDoubleClickTime = 500;
|
||||
|
||||
// Query platform for mouse info if its available
|
||||
PlatformCursorController *pController = mPlatformWindow ? mPlatformWindow->getCursorController() : NULL;
|
||||
if (pController)
|
||||
{
|
||||
mouseDoubleClickWidth = pController->getDoubleClickWidth();
|
||||
mouseDoubleClickHeight = pController->getDoubleClickHeight();
|
||||
mouseDoubleClickTime = pController->getDoubleClickTime();
|
||||
}
|
||||
|
||||
//copy the modifier into the new event
|
||||
mLastEvent.modifier = inputEvent.modifier;
|
||||
|
||||
if(inputEvent.objType == SI_AXIS &&
|
||||
(inputEvent.objInst == SI_XAXIS || inputEvent.objInst == SI_YAXIS))
|
||||
|
|
@ -747,7 +806,7 @@ bool GuiCanvas::processMouseEvent(InputEventInfo &inputEvent)
|
|||
// moving too much.
|
||||
Point2F movement = mMouseDownPoint - mCursorPt;
|
||||
|
||||
if ((mAbs((S32)movement.x) > pController->getDoubleClickWidth()) || (mAbs((S32)movement.y) > pController->getDoubleClickHeight() ) )
|
||||
if ((mAbs((S32)movement.x) > mouseDoubleClickWidth) || (mAbs((S32)movement.y) > mouseDoubleClickHeight ) )
|
||||
{
|
||||
mLeftMouseLast = false;
|
||||
mMiddleMouseLast = false;
|
||||
|
|
@ -799,7 +858,7 @@ bool GuiCanvas::processMouseEvent(InputEventInfo &inputEvent)
|
|||
if (mLeftMouseLast)
|
||||
{
|
||||
//if it was within the double click time count the clicks
|
||||
if (curTime - mLastMouseDownTime <= pController->getDoubleClickTime())
|
||||
if (curTime - mLastMouseDownTime <= mouseDoubleClickTime)
|
||||
mLastMouseClickCount++;
|
||||
else
|
||||
mLastMouseClickCount = 1;
|
||||
|
|
@ -833,7 +892,7 @@ bool GuiCanvas::processMouseEvent(InputEventInfo &inputEvent)
|
|||
if (mRightMouseLast)
|
||||
{
|
||||
//if it was within the double click time count the clicks
|
||||
if (curTime - mLastMouseDownTime <= pController->getDoubleClickTime())
|
||||
if (curTime - mLastMouseDownTime <= mouseDoubleClickTime)
|
||||
mLastMouseClickCount++;
|
||||
else
|
||||
mLastMouseClickCount = 1;
|
||||
|
|
@ -864,7 +923,7 @@ bool GuiCanvas::processMouseEvent(InputEventInfo &inputEvent)
|
|||
if (mMiddleMouseLast)
|
||||
{
|
||||
//if it was within the double click time count the clicks
|
||||
if (curTime - mLastMouseDownTime <= pController->getDoubleClickTime())
|
||||
if (curTime - mLastMouseDownTime <= mouseDoubleClickTime)
|
||||
mLastMouseClickCount++;
|
||||
else
|
||||
mLastMouseClickCount = 1;
|
||||
|
|
@ -1768,6 +1827,21 @@ void GuiCanvas::renderFrame(bool preRenderOnly, bool bufferSwap /* = true */)
|
|||
|
||||
PROFILE_END();
|
||||
|
||||
// Render all offscreen canvas objects here since we may need them in the render loop
|
||||
if (GuiOffscreenCanvas::sList.size() != 0)
|
||||
{
|
||||
// Reset the entire state since oculus shit will have barfed it.
|
||||
GFX->disableShaders(true);
|
||||
GFX->updateStates(true);
|
||||
|
||||
for (Vector<GuiOffscreenCanvas*>::iterator itr = GuiOffscreenCanvas::sList.begin(); itr != GuiOffscreenCanvas::sList.end(); itr++)
|
||||
{
|
||||
(*itr)->renderFrame(false, false);
|
||||
}
|
||||
|
||||
GFX->setActiveRenderTarget(renderTarget);
|
||||
}
|
||||
|
||||
// Can't render if waiting for device to reset.
|
||||
if ( !beginSceneRes )
|
||||
{
|
||||
|
|
@ -1907,7 +1981,8 @@ void GuiCanvas::renderFrame(bool preRenderOnly, bool bufferSwap /* = true */)
|
|||
PROFILE_START(GFXEndScene);
|
||||
GFX->endScene();
|
||||
PROFILE_END();
|
||||
|
||||
|
||||
GFX->getDeviceEventSignal().trigger( GFXDevice::dePostFrame );
|
||||
swapBuffers();
|
||||
|
||||
GuiCanvas::getGuiCanvasFrameSignal().trigger(false);
|
||||
|
|
@ -2761,3 +2836,16 @@ ConsoleMethod( GuiCanvas, hideWindow, void, 2, 2, "" )
|
|||
WindowManager->setDisplayWindow(false);
|
||||
object->getPlatformWindow()->setDisplayWindow(false);
|
||||
}
|
||||
|
||||
ConsoleMethod( GuiCanvas, cursorClick, void, 4, 4, "button, isDown" )
|
||||
{
|
||||
const S32 buttonId = dAtoi(argv[2]);
|
||||
const bool isDown = dAtob(argv[3]);
|
||||
|
||||
object->cursorClick(buttonId, isDown);
|
||||
}
|
||||
|
||||
ConsoleMethod( GuiCanvas, cursorNudge, void, 4, 4, "x, y" )
|
||||
{
|
||||
object->cursorNudge(dAtof(argv[2]), dAtof(argv[3]));
|
||||
}
|
||||
|
|
|
|||
|
|
@ -331,6 +331,10 @@ public:
|
|||
|
||||
/// Returns true if the cursor is being rendered.
|
||||
virtual bool isCursorShown();
|
||||
|
||||
void cursorClick(S32 buttonId, bool isDown);
|
||||
|
||||
void cursorNudge(F32 x, F32 y);
|
||||
/// @}
|
||||
|
||||
///used by the tooltip resource
|
||||
|
|
|
|||
|
|
@ -2380,7 +2380,8 @@ void GuiControl::getCursor(GuiCursor *&cursor, bool &showCursor, const GuiEvent
|
|||
// so set it back before we change it again.
|
||||
|
||||
PlatformWindow *pWindow = static_cast<GuiCanvas*>(getRoot())->getPlatformWindow();
|
||||
AssertFatal(pWindow != NULL,"GuiControl without owning platform window! This should not be possible.");
|
||||
if (!pWindow)
|
||||
return;
|
||||
PlatformCursorController *pController = pWindow->getCursorController();
|
||||
AssertFatal(pController != NULL,"PlatformWindow without an owned CursorController!");
|
||||
|
||||
|
|
|
|||
273
Engine/source/gui/core/guiOffscreenCanvas.cpp
Normal file
273
Engine/source/gui/core/guiOffscreenCanvas.cpp
Normal file
|
|
@ -0,0 +1,273 @@
|
|||
#include "gui/core/guiOffscreenCanvas.h"
|
||||
#include "gfx/gfxDrawUtil.h"
|
||||
#include "gfx/gfxTextureManager.h"
|
||||
#include "gfx/gfxAPI.h"
|
||||
#include "gfx/gfxDebugEvent.h"
|
||||
|
||||
#include "console/consoleTypes.h"
|
||||
#include "console/console.h"
|
||||
|
||||
IMPLEMENT_CONOBJECT(GuiOffscreenCanvas);
|
||||
|
||||
Vector<GuiOffscreenCanvas*> GuiOffscreenCanvas::sList;
|
||||
|
||||
GuiOffscreenCanvas::GuiOffscreenCanvas()
|
||||
{
|
||||
mTargetFormat = GFXFormatR8G8B8A8;
|
||||
mTargetSize = Point2I(256,256);
|
||||
mTargetName = "offscreenCanvas";
|
||||
mTargetDirty = true;
|
||||
mDynamicTarget = false;
|
||||
}
|
||||
|
||||
GuiOffscreenCanvas::~GuiOffscreenCanvas()
|
||||
{
|
||||
}
|
||||
|
||||
void GuiOffscreenCanvas::initPersistFields()
|
||||
{
|
||||
addField( "targetSize", TypePoint2I, Offset( mTargetSize, GuiOffscreenCanvas ),"" );
|
||||
addField( "targetFormat", TypeGFXFormat, Offset( mTargetFormat, GuiOffscreenCanvas ), "");
|
||||
addField( "targetName", TypeRealString, Offset( mTargetName, GuiOffscreenCanvas ), "");
|
||||
addField( "dynamicTarget", TypeBool, Offset( mDynamicTarget, GuiOffscreenCanvas ), "");
|
||||
|
||||
Parent::initPersistFields();
|
||||
}
|
||||
|
||||
bool GuiOffscreenCanvas::onAdd()
|
||||
{
|
||||
if (GuiControl::onAdd()) // jamesu - skip GuiCanvas onAdd since it sets up GFX which is bad
|
||||
{
|
||||
// ensure that we have a cursor
|
||||
setCursor(dynamic_cast<GuiCursor*>(Sim::findObject("DefaultCursor")));
|
||||
|
||||
mRenderFront = true;
|
||||
sList.push_back(this);
|
||||
|
||||
//Con::printf("Registering target %s...", mTargetName.c_str());
|
||||
mNamedTarget.registerWithName( mTargetName );
|
||||
|
||||
_setupTargets();
|
||||
|
||||
GFXTextureManager::addEventDelegate( this, &GuiOffscreenCanvas::_onTextureEvent );
|
||||
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
void GuiOffscreenCanvas::onRemove()
|
||||
{
|
||||
GFXTextureManager::removeEventDelegate( this, &GuiOffscreenCanvas::_onTextureEvent );
|
||||
|
||||
_teardownTargets();
|
||||
|
||||
U32 idx = sList.find_next(this);
|
||||
if (idx != (U32)-1)
|
||||
{
|
||||
sList.erase(idx);
|
||||
}
|
||||
|
||||
mTarget = NULL;
|
||||
mTargetTexture = NULL;
|
||||
|
||||
Parent::onRemove();
|
||||
}
|
||||
|
||||
void GuiOffscreenCanvas::_setupTargets()
|
||||
{
|
||||
_teardownTargets();
|
||||
|
||||
if (!mTarget.isValid())
|
||||
{
|
||||
mTarget = GFX->allocRenderToTextureTarget();
|
||||
}
|
||||
|
||||
// Update color
|
||||
if (!mTargetTexture.isValid() || mTargetSize != mTargetTexture.getWidthHeight())
|
||||
{
|
||||
mTargetTexture.set( mTargetSize.x, mTargetSize.y, mTargetFormat, &GFXDefaultRenderTargetProfile, avar( "%s() - (line %d)", __FUNCTION__, __LINE__ ), 1, 0 );
|
||||
}
|
||||
|
||||
mTarget->attachTexture( GFXTextureTarget::RenderSlot(GFXTextureTarget::Color0), mTargetTexture );
|
||||
mNamedTarget.setTexture(0, mTargetTexture);
|
||||
}
|
||||
|
||||
void GuiOffscreenCanvas::_teardownTargets()
|
||||
{
|
||||
mNamedTarget.release();
|
||||
mTargetTexture = NULL;
|
||||
mTargetDirty = true;
|
||||
}
|
||||
|
||||
void GuiOffscreenCanvas::renderFrame(bool preRenderOnly, bool bufferSwap /* = true */)
|
||||
{
|
||||
if (!mTargetDirty)
|
||||
return;
|
||||
|
||||
#ifdef TORQUE_ENABLE_GFXDEBUGEVENTS
|
||||
char buf[256];
|
||||
dSprintf(buf, sizeof(buf), "OffsceenCanvas %s", getName() ? getName() : getIdString());
|
||||
GFXDEBUGEVENT_SCOPE_EX(GuiOffscreenCanvas_renderFrame, ColorI::GREEN, buf);
|
||||
#endif
|
||||
|
||||
PROFILE_START(OffscreenCanvasPreRender);
|
||||
|
||||
#ifdef TORQUE_GFX_STATE_DEBUG
|
||||
GFX->getDebugStateManager()->startFrame();
|
||||
#endif
|
||||
|
||||
if (mTarget->getSize() != mTargetSize)
|
||||
{
|
||||
_setupTargets();
|
||||
mNamedTarget.setViewport( RectI( Point2I::Zero, mTargetSize ) );
|
||||
}
|
||||
|
||||
// Make sure the root control is the size of the canvas.
|
||||
Point2I size = mTarget->getSize();
|
||||
|
||||
if(size.x == 0 || size.y == 0)
|
||||
{
|
||||
PROFILE_END();
|
||||
return;
|
||||
}
|
||||
|
||||
RectI screenRect(0, 0, size.x, size.y);
|
||||
|
||||
maintainSizing();
|
||||
|
||||
//preRender (recursive) all controls
|
||||
preRender();
|
||||
|
||||
PROFILE_END();
|
||||
|
||||
// Are we just doing pre-render?
|
||||
if(preRenderOnly)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
resetUpdateRegions();
|
||||
|
||||
PROFILE_START(OffscreenCanvasRenderControls);
|
||||
|
||||
GuiCursor *mouseCursor = NULL;
|
||||
bool cursorVisible = true;
|
||||
|
||||
Point2I cursorPos((S32)mCursorPt.x, (S32)mCursorPt.y);
|
||||
mouseCursor = mDefaultCursor;
|
||||
|
||||
mLastCursorEnabled = cursorVisible;
|
||||
mLastCursor = mouseCursor;
|
||||
mLastCursorPt = cursorPos;
|
||||
|
||||
// Set active target
|
||||
GFX->pushActiveRenderTarget();
|
||||
GFX->setActiveRenderTarget(mTarget);
|
||||
|
||||
// Clear the current viewport area
|
||||
GFX->setViewport( screenRect );
|
||||
GFX->clear( GFXClearTarget, ColorF(0,0,0,0), 1.0f, 0 );
|
||||
|
||||
resetUpdateRegions();
|
||||
|
||||
// Make sure we have a clean matrix state
|
||||
// before we start rendering anything!
|
||||
GFX->setWorldMatrix( MatrixF::Identity );
|
||||
GFX->setViewMatrix( MatrixF::Identity );
|
||||
GFX->setProjectionMatrix( MatrixF::Identity );
|
||||
|
||||
RectI contentRect(Point2I(0,0), mTargetSize);
|
||||
{
|
||||
// Render active GUI Dialogs
|
||||
for(iterator i = begin(); i != end(); i++)
|
||||
{
|
||||
// Get the control
|
||||
GuiControl *contentCtrl = static_cast<GuiControl*>(*i);
|
||||
|
||||
GFX->setClipRect( contentRect );
|
||||
GFX->setStateBlock(mDefaultGuiSB);
|
||||
|
||||
contentCtrl->onRender(contentCtrl->getPosition(), contentRect);
|
||||
}
|
||||
|
||||
// Fill Blue if no Dialogs
|
||||
if(this->size() == 0)
|
||||
GFX->clear( GFXClearTarget, ColorF(0,0,1,1), 1.0f, 0 );
|
||||
|
||||
GFX->setClipRect( contentRect );
|
||||
|
||||
// Draw cursor
|
||||
//
|
||||
if (mCursorEnabled && mouseCursor && mShowCursor)
|
||||
{
|
||||
Point2I pos((S32)mCursorPt.x, (S32)mCursorPt.y);
|
||||
Point2I spot = mouseCursor->getHotSpot();
|
||||
|
||||
pos -= spot;
|
||||
mouseCursor->render(pos);
|
||||
}
|
||||
|
||||
GFX->getDrawUtil()->clearBitmapModulation();
|
||||
}
|
||||
|
||||
mTarget->resolve();
|
||||
GFX->popActiveRenderTarget();
|
||||
|
||||
PROFILE_END();
|
||||
|
||||
// Keep track of the last time we rendered.
|
||||
mLastRenderMs = Platform::getRealMilliseconds();
|
||||
mTargetDirty = mDynamicTarget;
|
||||
}
|
||||
|
||||
Point2I GuiOffscreenCanvas::getWindowSize()
|
||||
{
|
||||
return mTargetSize;
|
||||
}
|
||||
|
||||
Point2I GuiOffscreenCanvas::getCursorPos()
|
||||
{
|
||||
return Point2I(mCursorPt.x, mCursorPt.y);
|
||||
}
|
||||
|
||||
void GuiOffscreenCanvas::setCursorPos(const Point2I &pt)
|
||||
{
|
||||
mCursorPt.x = F32( pt.x );
|
||||
mCursorPt.y = F32( pt.y );
|
||||
}
|
||||
|
||||
void GuiOffscreenCanvas::showCursor(bool state)
|
||||
{
|
||||
mShowCursor = state;
|
||||
}
|
||||
|
||||
bool GuiOffscreenCanvas::isCursorShown()
|
||||
{
|
||||
return mShowCursor;
|
||||
}
|
||||
|
||||
void GuiOffscreenCanvas::_onTextureEvent( GFXTexCallbackCode code )
|
||||
{
|
||||
switch(code)
|
||||
{
|
||||
case GFXZombify:
|
||||
_teardownTargets();
|
||||
break;
|
||||
|
||||
case GFXResurrect:
|
||||
_setupTargets();
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
DefineEngineMethod(GuiOffscreenCanvas, resetTarget, void, (), , "")
|
||||
{
|
||||
object->_setupTargets();
|
||||
}
|
||||
|
||||
DefineEngineMethod(GuiOffscreenCanvas, markDirty, void, (), , "")
|
||||
{
|
||||
object->markDirty();
|
||||
}
|
||||
|
||||
63
Engine/source/gui/core/guiOffscreenCanvas.h
Normal file
63
Engine/source/gui/core/guiOffscreenCanvas.h
Normal file
|
|
@ -0,0 +1,63 @@
|
|||
#ifndef _GUIOFFSCREENCANVAS_H_
|
||||
#define _GUIOFFSCREENCANVAS_H_
|
||||
|
||||
#include "math/mMath.h"
|
||||
#include "gui/core/guiCanvas.h"
|
||||
#include "core/util/tVector.h"
|
||||
|
||||
#ifndef _MATTEXTURETARGET_H_
|
||||
#include "materials/matTextureTarget.h"
|
||||
#endif
|
||||
|
||||
class GuiTextureDebug;
|
||||
|
||||
class GuiOffscreenCanvas : public GuiCanvas
|
||||
{
|
||||
public:
|
||||
typedef GuiCanvas Parent;
|
||||
|
||||
GuiOffscreenCanvas();
|
||||
~GuiOffscreenCanvas();
|
||||
|
||||
bool onAdd();
|
||||
void onRemove();
|
||||
|
||||
void renderFrame(bool preRenderOnly, bool bufferSwap);
|
||||
|
||||
Point2I getWindowSize();
|
||||
|
||||
Point2I getCursorPos();
|
||||
void setCursorPos(const Point2I &pt);
|
||||
void showCursor(bool state);
|
||||
bool isCursorShown();
|
||||
|
||||
void _onTextureEvent( GFXTexCallbackCode code );
|
||||
|
||||
void _setupTargets();
|
||||
void _teardownTargets();
|
||||
|
||||
NamedTexTargetRef getTarget() { return &mNamedTarget; }
|
||||
|
||||
void markDirty() { mTargetDirty = true; }
|
||||
|
||||
static void initPersistFields();
|
||||
|
||||
DECLARE_CONOBJECT(GuiOffscreenCanvas);
|
||||
|
||||
protected:
|
||||
GFXTextureTargetRef mTarget;
|
||||
NamedTexTarget mNamedTarget;
|
||||
GFXTexHandle mTargetTexture;
|
||||
|
||||
GFXFormat mTargetFormat;
|
||||
Point2I mTargetSize;
|
||||
String mTargetName;
|
||||
|
||||
bool mTargetDirty;
|
||||
bool mDynamicTarget;
|
||||
|
||||
public:
|
||||
static Vector<GuiOffscreenCanvas*> sList;
|
||||
};
|
||||
|
||||
#endif
|
||||
|
|
@ -21,6 +21,7 @@
|
|||
//-----------------------------------------------------------------------------
|
||||
|
||||
#include "platform/platform.h"
|
||||
#include "math/util/frustum.h"
|
||||
#include "math/mathUtils.h"
|
||||
|
||||
#include "math/mMath.h"
|
||||
|
|
@ -1409,6 +1410,29 @@ void makeProjection( MatrixF *outMatrix,
|
|||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
void makeFovPortFrustum(
|
||||
Frustum *outFrustum,
|
||||
bool isOrtho,
|
||||
F32 nearDist,
|
||||
F32 farDist,
|
||||
const FovPort &inPort,
|
||||
const MatrixF &transform)
|
||||
{
|
||||
F32 leftSize = nearDist * inPort.leftTan;
|
||||
F32 rightSize = nearDist * inPort.rightTan;
|
||||
F32 upSize = nearDist * inPort.upTan;
|
||||
F32 downSize = nearDist * inPort.downTan;
|
||||
|
||||
F32 left = -leftSize;
|
||||
F32 right = rightSize;
|
||||
F32 top = upSize;
|
||||
F32 bottom = -downSize;
|
||||
|
||||
outFrustum->set(isOrtho, left, right, top, bottom, nearDist, farDist, transform);
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
/// This is the special rotation matrix applied to
|
||||
/// projection matricies for GFX.
|
||||
///
|
||||
|
|
|
|||
|
|
@ -39,6 +39,10 @@
|
|||
#include "core/util/tVector.h"
|
||||
#endif
|
||||
|
||||
#ifndef _MATHUTIL_FRUSTUM_H_
|
||||
#include "math/util/frustum.h"
|
||||
#endif
|
||||
|
||||
|
||||
class Box3F;
|
||||
class RectI;
|
||||
|
|
@ -326,6 +330,13 @@ namespace MathUtils
|
|||
F32 aspectRatio,
|
||||
F32 nearPlane );
|
||||
|
||||
void makeFovPortFrustum( Frustum *outFrustum,
|
||||
bool isOrtho,
|
||||
F32 nearDist,
|
||||
F32 farDist,
|
||||
const FovPort &inPort,
|
||||
const MatrixF &transform = MatrixF(1) );
|
||||
|
||||
/// Build a GFX projection matrix from the frustum parameters
|
||||
/// including the optional rotation required by GFX.
|
||||
void makeProjection( MatrixF *outMatrix,
|
||||
|
|
|
|||
|
|
@ -28,6 +28,8 @@
|
|||
#include "math/mSphere.h"
|
||||
#include "platform/profiler.h"
|
||||
|
||||
static const MatrixF sGFXProjRotMatrix( EulerF( (M_PI_F / 2.0f), 0.0f, 0.0f ) );
|
||||
|
||||
|
||||
//TODO: For OBB/frustum intersections and ortho frustums, we can resort to a much quicker AABB/OBB test
|
||||
|
||||
|
|
@ -174,7 +176,7 @@ void Frustum::set( const MatrixF &projMat, bool normalize )
|
|||
mPlanes[ i ].normalize();
|
||||
}
|
||||
|
||||
/* // Create the corner points via plane intersections.
|
||||
/*// Create the corner points via plane intersections.
|
||||
mPlanes[ PlaneNear ].intersect( mPlanes[ PlaneTop ], mPlanes[ PlaneLeft ], &mPoints[ NearTopLeft ] );
|
||||
mPlanes[ PlaneNear ].intersect( mPlanes[ PlaneTop ], mPlanes[ PlaneRight ], &mPoints[ NearTopRight ] );
|
||||
mPlanes[ PlaneNear ].intersect( mPlanes[ PlaneBottom ], mPlanes[ PlaneLeft ], &mPoints[ NearBottomLeft ] );
|
||||
|
|
|
|||
|
|
@ -53,6 +53,14 @@
|
|||
|
||||
class OrientedBox3F;
|
||||
|
||||
/// Advanced fov specification for oculus
|
||||
struct FovPort
|
||||
{
|
||||
float upTan;
|
||||
float downTan;
|
||||
float leftTan;
|
||||
float rightTan;
|
||||
};
|
||||
|
||||
/// Polyhedron data for use by frustums. Uses fixed-size vectors
|
||||
/// and a static vector for the edge list as that never changes
|
||||
|
|
|
|||
|
|
@ -1,199 +0,0 @@
|
|||
//-----------------------------------------------------------------------------
|
||||
// Copyright (c) 2012 GarageGames, LLC
|
||||
//
|
||||
// Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
// of this software and associated documentation files (the "Software"), to
|
||||
// deal in the Software without restriction, including without limitation the
|
||||
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
|
||||
// sell copies of the Software, and to permit persons to whom the Software is
|
||||
// furnished to do so, subject to the following conditions:
|
||||
//
|
||||
// The above copyright notice and this permission notice shall be included in
|
||||
// all copies or substantial portions of the Software.
|
||||
//
|
||||
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
|
||||
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
|
||||
// IN THE SOFTWARE.
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
#include "platform/input/oculusVR/barrelDistortionPostEffect.h"
|
||||
|
||||
#include "console/consoleTypes.h"
|
||||
#include "console/engineAPI.h"
|
||||
#include "gfx/gfxDevice.h"
|
||||
#include "platform/input/oculusVR/oculusVRDevice.h"
|
||||
|
||||
extern bool gEditingMission;
|
||||
|
||||
ConsoleDocClass( BarrelDistortionPostEffect,
|
||||
"@brief A fullscreen shader effect used with the Oculus Rift.\n\n"
|
||||
|
||||
"@section PFXTextureIdentifiers\n\n"
|
||||
|
||||
"@ingroup Rendering\n"
|
||||
);
|
||||
|
||||
IMPLEMENT_CONOBJECT(BarrelDistortionPostEffect);
|
||||
|
||||
BarrelDistortionPostEffect::BarrelDistortionPostEffect()
|
||||
: PostEffect(),
|
||||
mHmdWarpParamSC(NULL),
|
||||
mHmdChromaAbSC(NULL),
|
||||
mScaleSC(NULL),
|
||||
mScaleInSC(NULL),
|
||||
mLensCenterSC(NULL),
|
||||
mScreenCenterSC(NULL)
|
||||
{
|
||||
mHMDIndex = 0;
|
||||
mSensorIndex = 0;
|
||||
mScaleOutput = 1.0f;
|
||||
}
|
||||
|
||||
BarrelDistortionPostEffect::~BarrelDistortionPostEffect()
|
||||
{
|
||||
}
|
||||
|
||||
void BarrelDistortionPostEffect::initPersistFields()
|
||||
{
|
||||
addField( "hmdIndex", TypeS32, Offset( mHMDIndex, BarrelDistortionPostEffect ),
|
||||
"Oculus VR HMD index to reference." );
|
||||
|
||||
addField( "sensorIndex", TypeS32, Offset( mSensorIndex, BarrelDistortionPostEffect ),
|
||||
"Oculus VR sensor index to reference." );
|
||||
|
||||
addField( "scaleOutput", TypeF32, Offset( mScaleOutput, BarrelDistortionPostEffect ),
|
||||
"Used to increase the size of the window into the world at the expense of apparent resolution." );
|
||||
|
||||
Parent::initPersistFields();
|
||||
}
|
||||
|
||||
bool BarrelDistortionPostEffect::onAdd()
|
||||
{
|
||||
if( !Parent::onAdd() )
|
||||
return false;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void BarrelDistortionPostEffect::onRemove()
|
||||
{
|
||||
Parent::onRemove();
|
||||
}
|
||||
|
||||
void BarrelDistortionPostEffect::_setupConstants( const SceneRenderState *state )
|
||||
{
|
||||
// Test if setup is required before calling the parent method as the parent method
|
||||
// will set up the shader constants buffer for us.
|
||||
bool setupRequired = mShaderConsts.isNull();
|
||||
|
||||
Parent::_setupConstants(state);
|
||||
|
||||
// Define the shader constants
|
||||
if(setupRequired)
|
||||
{
|
||||
mHmdWarpParamSC = mShader->getShaderConstHandle( "$HmdWarpParam" );
|
||||
mHmdChromaAbSC = mShader->getShaderConstHandle( "$HmdChromaAbParam" );
|
||||
mScaleSC = mShader->getShaderConstHandle( "$Scale" );
|
||||
mScaleInSC = mShader->getShaderConstHandle( "$ScaleIn" );
|
||||
mLensCenterSC = mShader->getShaderConstHandle( "$LensCenter" );
|
||||
mScreenCenterSC = mShader->getShaderConstHandle( "$ScreenCenter" );
|
||||
}
|
||||
|
||||
const Point2I &resolution = GFX->getActiveRenderTarget()->getSize();
|
||||
F32 widthScale = 0.5f;
|
||||
F32 heightScale = 1.0f;
|
||||
F32 aspectRatio = (resolution.x * 0.5f) / resolution.y;
|
||||
|
||||
// Set up the HMD dependant shader constants
|
||||
if(ManagedSingleton<OculusVRDevice>::instanceOrNull() && OCULUSVRDEV->getHMDDevice(mHMDIndex))
|
||||
{
|
||||
const OculusVRHMDDevice* hmd = OCULUSVRDEV->getHMDDevice(mHMDIndex);
|
||||
|
||||
if(mHmdWarpParamSC->isValid())
|
||||
{
|
||||
const Point4F& distortion = hmd->getKDistortion();
|
||||
mShaderConsts->set( mHmdWarpParamSC, distortion );
|
||||
}
|
||||
|
||||
if(mHmdChromaAbSC->isValid())
|
||||
{
|
||||
const Point4F& correction = hmd->getChromaticAbCorrection();
|
||||
mShaderConsts->set( mHmdChromaAbSC, correction );
|
||||
}
|
||||
|
||||
if(mScaleSC->isValid())
|
||||
{
|
||||
F32 scaleFactor = hmd->getDistortionScale();
|
||||
if(!mIsZero(mScaleOutput))
|
||||
{
|
||||
scaleFactor /= mScaleOutput;
|
||||
}
|
||||
Point2F scale;
|
||||
scale.x = widthScale * 0.5f * scaleFactor;
|
||||
scale.y = heightScale * 0.5f * scaleFactor * aspectRatio;
|
||||
mShaderConsts->set( mScaleSC, scale );
|
||||
}
|
||||
|
||||
if(mLensCenterSC->isValid())
|
||||
{
|
||||
F32 xCenterOffset = hmd->getCenterOffset();
|
||||
Point3F lensCenter;
|
||||
lensCenter.x = (widthScale + xCenterOffset * 0.5f) * 0.5f;
|
||||
lensCenter.y = (widthScale - xCenterOffset * 0.5f) * 0.5f;
|
||||
lensCenter.z = heightScale * 0.5f;
|
||||
mShaderConsts->set( mLensCenterSC, lensCenter );
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if(mHmdWarpParamSC->isValid())
|
||||
{
|
||||
mShaderConsts->set( mHmdWarpParamSC, Point4F(0.0f, 0.0f, 0.0f, 0.0f) );
|
||||
}
|
||||
|
||||
if(mHmdChromaAbSC->isValid())
|
||||
{
|
||||
mShaderConsts->set( mHmdChromaAbSC, Point4F(1.0f, 0.0f, 1.0f, 0.0f) );
|
||||
}
|
||||
|
||||
if(mScaleSC->isValid())
|
||||
{
|
||||
mShaderConsts->set( mScaleSC, Point2F(1.0f, 1.0f) );
|
||||
}
|
||||
|
||||
if(mLensCenterSC->isValid())
|
||||
{
|
||||
Point3F lensCenter;
|
||||
lensCenter.x = widthScale * 0.5f;
|
||||
lensCenter.y = widthScale * 0.5f;
|
||||
lensCenter.z = heightScale * 0.5f;
|
||||
mShaderConsts->set( mLensCenterSC, lensCenter );
|
||||
}
|
||||
}
|
||||
|
||||
if(mScaleInSC->isValid())
|
||||
{
|
||||
Point2F scaleIn;
|
||||
scaleIn.x = 2.0f / widthScale;
|
||||
scaleIn.y = 2.0f / heightScale / aspectRatio;
|
||||
mShaderConsts->set( mScaleInSC, scaleIn );
|
||||
}
|
||||
|
||||
if(mScreenCenterSC->isValid())
|
||||
{
|
||||
mShaderConsts->set( mScreenCenterSC, Point2F(widthScale * 0.5f, heightScale * 0.5f) );
|
||||
}
|
||||
}
|
||||
|
||||
void BarrelDistortionPostEffect::process(const SceneRenderState *state, GFXTexHandle &inOutTex, const RectI *inTexViewport)
|
||||
{
|
||||
// Don't draw the post effect if the editor is active
|
||||
if(gEditingMission)
|
||||
return;
|
||||
|
||||
Parent::process(state, inOutTex, inTexViewport);
|
||||
}
|
||||
|
|
@ -1,69 +0,0 @@
|
|||
//-----------------------------------------------------------------------------
|
||||
// Copyright (c) 2012 GarageGames, LLC
|
||||
//
|
||||
// Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
// of this software and associated documentation files (the "Software"), to
|
||||
// deal in the Software without restriction, including without limitation the
|
||||
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
|
||||
// sell copies of the Software, and to permit persons to whom the Software is
|
||||
// furnished to do so, subject to the following conditions:
|
||||
//
|
||||
// The above copyright notice and this permission notice shall be included in
|
||||
// all copies or substantial portions of the Software.
|
||||
//
|
||||
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
|
||||
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
|
||||
// IN THE SOFTWARE.
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
#ifndef _BARRELDISTORTIONPOSTEFFECT_H_
|
||||
#define _BARRELDISTORTIONPOSTEFFECT_H_
|
||||
|
||||
#include "postFx/postEffect.h"
|
||||
|
||||
class BarrelDistortionPostEffect : public PostEffect
|
||||
{
|
||||
typedef PostEffect Parent;
|
||||
|
||||
protected:
|
||||
GFXShaderConstHandle *mHmdWarpParamSC;
|
||||
GFXShaderConstHandle *mHmdChromaAbSC;
|
||||
GFXShaderConstHandle *mScaleSC;
|
||||
GFXShaderConstHandle *mScaleInSC;
|
||||
GFXShaderConstHandle *mLensCenterSC;
|
||||
GFXShaderConstHandle *mScreenCenterSC;
|
||||
|
||||
// Oculus VR HMD index to reference
|
||||
S32 mHMDIndex;
|
||||
|
||||
// Oculus VR sensor index to reference
|
||||
S32 mSensorIndex;
|
||||
|
||||
// Used to increase the size of the window into the world at the
|
||||
// expense of apparent resolution.
|
||||
F32 mScaleOutput;
|
||||
|
||||
protected:
|
||||
virtual void _setupConstants( const SceneRenderState *state );
|
||||
|
||||
public:
|
||||
BarrelDistortionPostEffect();
|
||||
virtual ~BarrelDistortionPostEffect();
|
||||
|
||||
DECLARE_CONOBJECT(BarrelDistortionPostEffect);
|
||||
|
||||
// SimObject
|
||||
virtual bool onAdd();
|
||||
virtual void onRemove();
|
||||
static void initPersistFields();
|
||||
|
||||
virtual void process( const SceneRenderState *state,
|
||||
GFXTexHandle &inOutTex,
|
||||
const RectI *inTexViewport = NULL );
|
||||
};
|
||||
|
||||
#endif // _BARRELDISTORTIONPOSTEFFECT_H_
|
||||
File diff suppressed because it is too large
Load diff
|
|
@ -32,7 +32,8 @@
|
|||
#include "core/util/tSingleton.h"
|
||||
#include "math/mQuat.h"
|
||||
#include "math/mPoint4.h"
|
||||
#include "OVR.h"
|
||||
#include "gfx/gfxDevice.h"
|
||||
#include "OVR_CAPI_0_5_0.h"
|
||||
|
||||
#define DEFAULT_RIFT_UNIT 0
|
||||
|
||||
|
|
@ -44,13 +45,10 @@ public:
|
|||
// If no HMD is present simulate it being available
|
||||
static bool smSimulateHMD;
|
||||
|
||||
// Use the chromatic aberration correction version of the barrel
|
||||
// distortion shader.
|
||||
static bool smUseChromaticAberrationCorrection;
|
||||
|
||||
// Type of rotation events to broadcast
|
||||
static bool smGenerateAngleAxisRotationEvents;
|
||||
static bool smGenerateEulerRotationEvents;
|
||||
static bool smGeneratePositionEvents;
|
||||
|
||||
// Broadcast sensor rotation as axis
|
||||
static bool smGenerateRotationAsAxisEvents;
|
||||
|
|
@ -66,37 +64,24 @@ public:
|
|||
// should be buffered.
|
||||
static bool smGenerateWholeFrameEvents;
|
||||
|
||||
/// Determines desired pixel density for render target
|
||||
static F32 smDesiredPixelDensity;
|
||||
|
||||
/// Determined if the window is moved to the oculus display
|
||||
static bool smWindowDebug;
|
||||
|
||||
static F32 smPositionTrackingScale;
|
||||
|
||||
protected:
|
||||
class DeviceListener : public OVR::MessageHandler
|
||||
{
|
||||
protected:
|
||||
OculusVRDevice* mOwner;
|
||||
|
||||
public:
|
||||
DeviceListener(OculusVRDevice* owner) { mOwner = owner; }
|
||||
virtual ~DeviceListener() { mOwner = NULL; }
|
||||
|
||||
virtual void OnMessage(const OVR::Message&);
|
||||
};
|
||||
|
||||
// Our OVR SDK device listener class
|
||||
DeviceListener* mListener;
|
||||
|
||||
// The OVR SDK device manager
|
||||
OVR::DeviceManager* mDeviceManager;
|
||||
|
||||
// Discovered HMD devices
|
||||
Vector<OculusVRHMDDevice*> mHMDDevices;
|
||||
|
||||
// Discovered sensor devices
|
||||
Vector<OculusVRSensorDevice*> mSensorDevices;
|
||||
|
||||
/// Is the device active
|
||||
bool mActive;
|
||||
|
||||
// Should the input texture into the HMD (the render target that the scene has been
|
||||
// rendered to) be scaled according to the HMD's distortion calculation?
|
||||
bool mScaleInputTexture;
|
||||
/// Which HMD is the active one
|
||||
U32 mActiveDeviceId;
|
||||
|
||||
protected:
|
||||
void cleanUp();
|
||||
|
|
@ -105,14 +90,10 @@ protected:
|
|||
/// Input Event Manager
|
||||
void buildCodeTable();
|
||||
|
||||
void addHMDDevice(OVR::HMDDevice* hmd);
|
||||
void addHMDDevice(ovrHmd hmd);
|
||||
|
||||
void createSimulatedHMD();
|
||||
|
||||
void addSensorDevice(OVR::SensorDevice* sensor);
|
||||
|
||||
void createSimulatedSensor();
|
||||
|
||||
public:
|
||||
OculusVRDevice();
|
||||
~OculusVRDevice();
|
||||
|
|
@ -128,36 +109,50 @@ public:
|
|||
bool process();
|
||||
|
||||
// IDisplayDevice
|
||||
virtual bool providesYFOV() const;
|
||||
virtual F32 getYFOV() const;
|
||||
virtual bool providesEyeOffset() const;
|
||||
virtual const Point3F& getEyeOffset() const;
|
||||
virtual bool providesFrameEyePose() const;
|
||||
virtual void getFrameEyePose(DisplayPose *outPose, U32 eyeId) const;
|
||||
virtual bool providesEyeOffsets() const;
|
||||
virtual void getEyeOffsets(Point3F *dest) const;
|
||||
virtual bool providesFovPorts() const;
|
||||
virtual void getFovPorts(FovPort *out) const;
|
||||
virtual bool providesProjectionOffset() const;
|
||||
virtual const Point2F& getProjectionOffset() const;
|
||||
virtual void getStereoViewports(RectI *out) const;
|
||||
virtual void getStereoTargets(GFXTextureTarget **out) const;
|
||||
virtual void onStartFrame();
|
||||
|
||||
// HMDs
|
||||
U32 getHMDCount() const { return mHMDDevices.size(); }
|
||||
const OculusVRHMDDevice* getHMDDevice(U32 index) const;
|
||||
OculusVRHMDDevice* getHMDDevice(U32 index) const;
|
||||
F32 getHMDCurrentIPD(U32 index);
|
||||
void setHMDCurrentIPD(U32 index, F32 ipd);
|
||||
|
||||
// Sensors
|
||||
U32 getSensorCount() const { return mSensorDevices.size(); }
|
||||
U32 getSensorCount() const { return mHMDDevices.size(); }
|
||||
const OculusVRSensorDevice* getSensorDevice(U32 index) const;
|
||||
EulerF getSensorEulerRotation(U32 index);
|
||||
VectorF getSensorAcceleration(U32 index);
|
||||
EulerF getSensorAngularVelocity(U32 index);
|
||||
VectorF getSensorMagnetometer(U32 index);
|
||||
F32 getSensorPredictionTime(U32 index);
|
||||
void setSensorPredictionTime(U32 index, F32 dt);
|
||||
void setAllSensorPredictionTime(F32 dt);
|
||||
bool getSensorGravityCorrection(U32 index);
|
||||
void setSensorGravityCorrection(U32 index, bool state);
|
||||
bool getSensorYawCorrection(U32 index);
|
||||
void setSensorYawCorrection(U32 index, bool state);
|
||||
bool getSensorMagnetometerCalibrated(U32 index);
|
||||
|
||||
void setOptimalDisplaySize(U32 idx, GuiCanvas *canvas);
|
||||
void resetAllSensors();
|
||||
|
||||
bool isDiplayingWarning();
|
||||
void dismissWarning();
|
||||
|
||||
String dumpMetrics(U32 idx);
|
||||
|
||||
|
||||
void setDrawCanvas(GuiCanvas *canvas);
|
||||
|
||||
virtual void setCurrentConnection(GameConnection *connection);
|
||||
virtual GameConnection* getCurrentConnection();
|
||||
|
||||
bool _handleDeviceEvent( GFXDevice::GFXDeviceEventType evt );
|
||||
|
||||
public:
|
||||
// For ManagedSingleton.
|
||||
static const char* getSingletonName() { return "OculusVRDevice"; }
|
||||
|
|
|
|||
|
|
@ -21,12 +21,45 @@
|
|||
//-----------------------------------------------------------------------------
|
||||
|
||||
#include "platform/input/oculusVR/oculusVRHMDDevice.h"
|
||||
#include "platform/input/oculusVR/oculusVRDevice.h"
|
||||
#include "platform/input/oculusVR/oculusVRSensorDevice.h"
|
||||
#include "postFx/postEffectCommon.h"
|
||||
#include "gui/core/guiCanvas.h"
|
||||
#include "platform/input/oculusVR/oculusVRUtil.h"
|
||||
|
||||
OculusVRHMDDevice::OculusVRHMDDevice()
|
||||
#include "gfx/D3D9/gfxD3D9Device.h"
|
||||
// Use D3D9 for win32
|
||||
#ifdef TORQUE_OS_WIN
|
||||
#define OVR_D3D_VERSION 9
|
||||
#include "OVR_CAPI_D3D.h"
|
||||
#define OCULUS_USE_D3D
|
||||
#else
|
||||
#include "OVR_CAPI_GL.h"
|
||||
#define OCULUS_USE_GL
|
||||
#endif
|
||||
|
||||
extern GFXTextureObject *gLastStereoTexture;
|
||||
|
||||
OculusVRHMDDevice::OculusVRHMDDevice() :
|
||||
mWindowSize(1280,800)
|
||||
{
|
||||
mIsValid = false;
|
||||
mIsSimulation = false;
|
||||
mDevice = NULL;
|
||||
mSupportedDistortionCaps = 0;
|
||||
mCurrentDistortionCaps = 0;
|
||||
mCurrentCaps = 0;
|
||||
mSupportedCaps = 0;
|
||||
mVsync = true;
|
||||
mTimewarp = true;
|
||||
mRenderConfigurationDirty = true;
|
||||
mCurrentPixelDensity = OculusVRDevice::smDesiredPixelDensity;
|
||||
mDesiredRenderingMode = GFXDevice::RS_StereoSideBySide;
|
||||
mRTFormat = GFXFormatR8G8B8A8;
|
||||
mDrawCanvas = NULL;
|
||||
mFrameReady = false;
|
||||
mConnection = NULL;
|
||||
mSensor = NULL;
|
||||
mActionCodeIndex = 0;
|
||||
}
|
||||
|
||||
OculusVRHMDDevice::~OculusVRHMDDevice()
|
||||
|
|
@ -36,197 +69,576 @@ OculusVRHMDDevice::~OculusVRHMDDevice()
|
|||
|
||||
void OculusVRHMDDevice::cleanUp()
|
||||
{
|
||||
onDeviceDestroy();
|
||||
|
||||
if (mSensor)
|
||||
{
|
||||
delete mSensor;
|
||||
mSensor = NULL;
|
||||
}
|
||||
|
||||
if(mDevice)
|
||||
{
|
||||
mDevice->Release();
|
||||
ovrHmd_Destroy(mDevice);
|
||||
mDevice = NULL;
|
||||
}
|
||||
|
||||
mIsValid = false;
|
||||
}
|
||||
|
||||
void OculusVRHMDDevice::set(OVR::HMDDevice* hmd, OVR::HMDInfo& info, bool calculateDistortionScale)
|
||||
void OculusVRHMDDevice::set(ovrHmd hmd, U32 actionCodeIndex)
|
||||
{
|
||||
cleanUp();
|
||||
|
||||
mIsValid = false;
|
||||
mIsSimulation = false;
|
||||
mRenderConfigurationDirty = true;
|
||||
|
||||
mDevice = hmd;
|
||||
|
||||
mSupportedCaps = hmd->HmdCaps;
|
||||
mCurrentCaps = mSupportedCaps & (ovrHmdCap_DynamicPrediction | ovrHmdCap_LowPersistence | (!mVsync ? ovrHmdCap_NoVSync : 0));
|
||||
|
||||
mSupportedDistortionCaps = hmd->DistortionCaps;
|
||||
mCurrentDistortionCaps = mSupportedDistortionCaps & (ovrDistortionCap_TimeWarp | ovrDistortionCap_Vignette | ovrDistortionCap_Overdrive);
|
||||
|
||||
mTimewarp = mSupportedDistortionCaps & ovrDistortionCap_TimeWarp;
|
||||
|
||||
// DeviceInfo
|
||||
mProductName = info.ProductName;
|
||||
mManufacturer = info.Manufacturer;
|
||||
mVersion = info.Version;
|
||||
mProductName = hmd->ProductName;
|
||||
mManufacturer = hmd->Manufacturer;
|
||||
mVersion = hmd->FirmwareMajor;
|
||||
|
||||
mDisplayDeviceName = info.DisplayDeviceName;
|
||||
mDisplayId = info.DisplayId;
|
||||
mDisplayDeviceName = hmd->DisplayDeviceName;
|
||||
mDisplayId = hmd->DisplayId;
|
||||
|
||||
mDesktopPosition.x = info.DesktopX;
|
||||
mDesktopPosition.y = info.DesktopY;
|
||||
mDesktopPosition.x = hmd->WindowsPos.x;
|
||||
mDesktopPosition.y = hmd->WindowsPos.y;
|
||||
|
||||
mResolution.x = info.HResolution;
|
||||
mResolution.y = info.VResolution;
|
||||
mResolution.x = hmd->Resolution.w;
|
||||
mResolution.y = hmd->Resolution.h;
|
||||
|
||||
mScreenSize.x = info.HScreenSize;
|
||||
mScreenSize.y = info.VScreenSize;
|
||||
mProfileInterpupillaryDistance = ovrHmd_GetFloat(hmd, OVR_KEY_IPD, OVR_DEFAULT_IPD);
|
||||
mLensSeparation = ovrHmd_GetFloat(hmd, "LensSeparation", 0);
|
||||
ovrHmd_GetFloatArray(hmd, "ScreenSize", &mScreenSize.x, 2);
|
||||
|
||||
mVerticalEyeCenter = info.VScreenCenter;
|
||||
mEyeToScreen = info.EyeToScreenDistance;
|
||||
mLensSeparation = info.LensSeparationDistance;
|
||||
mProfileInterpupillaryDistance = info.InterpupillaryDistance;
|
||||
mInterpupillaryDistance = mProfileInterpupillaryDistance;
|
||||
dMemcpy(mCurrentFovPorts, mDevice->DefaultEyeFov, sizeof(mDevice->DefaultEyeFov));
|
||||
|
||||
mKDistortion.x = info.DistortionK[0];
|
||||
mKDistortion.y = info.DistortionK[1];
|
||||
mKDistortion.z = info.DistortionK[2];
|
||||
mKDistortion.w = info.DistortionK[3];
|
||||
|
||||
mChromaticAbCorrection.x = info.ChromaAbCorrection[0];
|
||||
mChromaticAbCorrection.y = info.ChromaAbCorrection[1];
|
||||
mChromaticAbCorrection.z = info.ChromaAbCorrection[2];
|
||||
mChromaticAbCorrection.w = info.ChromaAbCorrection[3];
|
||||
|
||||
// Calculated values
|
||||
calculateValues(calculateDistortionScale);
|
||||
|
||||
mIsValid = true;
|
||||
}
|
||||
|
||||
void OculusVRHMDDevice::createSimulation(SimulationTypes simulationType, bool calculateDistortionScale)
|
||||
{
|
||||
if(simulationType == ST_RIFT_PREVIEW)
|
||||
for (U32 i=0; i<2; i++)
|
||||
{
|
||||
createSimulatedPreviewRift(calculateDistortionScale);
|
||||
mCurrentFovPorts[i].UpTan = mDevice->DefaultEyeFov[i].UpTan;
|
||||
mCurrentFovPorts[i].DownTan = mDevice->DefaultEyeFov[i].DownTan;
|
||||
mCurrentFovPorts[i].LeftTan = mDevice->DefaultEyeFov[i].LeftTan;
|
||||
mCurrentFovPorts[i].RightTan = mDevice->DefaultEyeFov[i].RightTan;
|
||||
}
|
||||
}
|
||||
|
||||
void OculusVRHMDDevice::createSimulatedPreviewRift(bool calculateDistortionScale)
|
||||
{
|
||||
if (mDevice->HmdCaps & ovrHmdCap_ExtendDesktop)
|
||||
{
|
||||
mWindowSize = Point2I(mDevice->Resolution.w, mDevice->Resolution.h);
|
||||
}
|
||||
else
|
||||
{
|
||||
mWindowSize = Point2I(1100, 618);
|
||||
}
|
||||
|
||||
mActionCodeIndex = actionCodeIndex;
|
||||
|
||||
mIsValid = true;
|
||||
mIsSimulation = true;
|
||||
|
||||
mProductName = "Oculus Rift DK1-SLA1";
|
||||
mManufacturer = "Oculus VR";
|
||||
mVersion = 0;
|
||||
mSensor = new OculusVRSensorDevice();
|
||||
mSensor->set(mDevice, mActionCodeIndex);
|
||||
|
||||
mDisplayDeviceName = "";
|
||||
|
||||
mResolution.x = 1280;
|
||||
mResolution.y = 800;
|
||||
|
||||
mScreenSize.x = 0.14975999f;
|
||||
mScreenSize.y = 0.093599997f;
|
||||
|
||||
mVerticalEyeCenter = 0.046799999f;
|
||||
mEyeToScreen = 0.041000001f;
|
||||
mLensSeparation = 0.064000003f;
|
||||
mProfileInterpupillaryDistance = 0.064000003f;
|
||||
mInterpupillaryDistance = mProfileInterpupillaryDistance;
|
||||
|
||||
mKDistortion.x = 1.0000000f;
|
||||
mKDistortion.y = 0.22000000f;
|
||||
mKDistortion.z = 0.23999999f;
|
||||
mKDistortion.w = 0.00000000f;
|
||||
|
||||
mChromaticAbCorrection.x = 0.995999f;
|
||||
mChromaticAbCorrection.y = -0.004f;
|
||||
mChromaticAbCorrection.z = 1.014f;
|
||||
mChromaticAbCorrection.w = 0.0f;
|
||||
|
||||
calculateValues(calculateDistortionScale);
|
||||
updateCaps();
|
||||
}
|
||||
|
||||
void OculusVRHMDDevice::setIPD(F32 ipd, bool calculateDistortionScale)
|
||||
void OculusVRHMDDevice::setIPD(F32 ipd)
|
||||
{
|
||||
mInterpupillaryDistance = ipd;
|
||||
|
||||
// Recalculate as some values rely on the IPD
|
||||
calculateValues(calculateDistortionScale);
|
||||
}
|
||||
|
||||
// Computes scale that should be applied to the input render texture
|
||||
// before distortion to fit the result in the same screen size.
|
||||
// The 'fitRadius' parameter specifies the distance away from distortion center at
|
||||
// which the input and output coordinates will match, assuming [-1,1] range.
|
||||
F32 OculusVRHMDDevice::calcScale(F32 fitRadius)
|
||||
void OculusVRHMDDevice::setOptimalDisplaySize(GuiCanvas *canvas)
|
||||
{
|
||||
F32 s = fitRadius;
|
||||
if (!mDevice)
|
||||
return;
|
||||
|
||||
// This should match distortion equation used in shader.
|
||||
F32 ssq = s * s;
|
||||
F32 scale = s * (mKDistortion.x + mKDistortion.y * ssq + mKDistortion.z * ssq * ssq + mKDistortion.w * ssq * ssq * ssq);
|
||||
return scale;
|
||||
}
|
||||
PlatformWindow *window = canvas->getPlatformWindow();
|
||||
GFXTarget *target = window->getGFXTarget();
|
||||
|
||||
void OculusVRHMDDevice::calculateValues(bool calculateDistortionScale)
|
||||
{
|
||||
F32 halfScreenX = mScreenSize.x * 0.5f;
|
||||
if(halfScreenX > 0)
|
||||
if (target && target->getSize() != mWindowSize)
|
||||
{
|
||||
F32 halfLensSeparation = mLensSeparation * 0.5;
|
||||
F32 offset = halfLensSeparation / halfScreenX;
|
||||
mEyeUVOffset.x = offset - 0.5;
|
||||
mEyeUVOffset.y = 1.0f - offset - 0.5;
|
||||
GFXVideoMode newMode;
|
||||
newMode.antialiasLevel = 0;
|
||||
newMode.bitDepth = 32;
|
||||
newMode.fullScreen = false;
|
||||
newMode.refreshRate = 75;
|
||||
newMode.resolution = mWindowSize;
|
||||
newMode.wideScreen = false;
|
||||
window->setVideoMode(newMode);
|
||||
//AssertFatal(window->getClientExtent().x == mWindowSize[0] && window->getClientExtent().y == mWindowSize[1], "Window didn't resize to correct dimensions");
|
||||
}
|
||||
|
||||
// Need to move window over to the rift side of the desktop
|
||||
if (mDevice->HmdCaps & ovrHmdCap_ExtendDesktop && !OculusVRDevice::smWindowDebug)
|
||||
{
|
||||
#ifndef OCULUS_WINDOW_DEBUG
|
||||
window->setPosition(getDesktopPosition());
|
||||
#endif
|
||||
}
|
||||
}
|
||||
|
||||
bool OculusVRHMDDevice::isDisplayingWarning()
|
||||
{
|
||||
if (!mIsValid || !mDevice)
|
||||
return false;
|
||||
|
||||
ovrHSWDisplayState displayState;
|
||||
ovrHmd_GetHSWDisplayState(mDevice, &displayState);
|
||||
|
||||
return displayState.Displayed;
|
||||
}
|
||||
|
||||
void OculusVRHMDDevice::dismissWarning()
|
||||
{
|
||||
if (!mIsValid || !mDevice)
|
||||
return;
|
||||
ovrHmd_DismissHSWDisplay(mDevice);
|
||||
}
|
||||
|
||||
bool OculusVRHMDDevice::setupTargets()
|
||||
{
|
||||
ovrFovPort eyeFov[2] = {mDevice->DefaultEyeFov[0], mDevice->DefaultEyeFov[1]};
|
||||
|
||||
mRecomendedEyeTargetSize[0] = ovrHmd_GetFovTextureSize(mDevice, ovrEye_Left, eyeFov[0], mCurrentPixelDensity);
|
||||
mRecomendedEyeTargetSize[1] = ovrHmd_GetFovTextureSize(mDevice, ovrEye_Right, eyeFov[1], mCurrentPixelDensity);
|
||||
|
||||
// Calculate render target size
|
||||
if (mDesiredRenderingMode == GFXDevice::RS_StereoSideBySide)
|
||||
{
|
||||
// Setup a single texture, side-by-side viewports
|
||||
Point2I rtSize(
|
||||
mRecomendedEyeTargetSize[0].w + mRecomendedEyeTargetSize[1].w,
|
||||
mRecomendedEyeTargetSize[0].h > mRecomendedEyeTargetSize[1].h ? mRecomendedEyeTargetSize[0].h : mRecomendedEyeTargetSize[1].h
|
||||
);
|
||||
|
||||
GFXFormat targetFormat = GFX->getActiveRenderTarget()->getFormat();
|
||||
mRTFormat = targetFormat;
|
||||
|
||||
rtSize = generateRenderTarget(mStereoRT, mStereoTexture, mStereoDepthTexture, rtSize);
|
||||
|
||||
// Left
|
||||
mEyeRenderSize[0] = rtSize;
|
||||
mEyeRT[0] = mStereoRT;
|
||||
mEyeTexture[0] = mStereoTexture;
|
||||
mEyeViewport[0] = RectI(Point2I(0,0), Point2I((mRecomendedEyeTargetSize[0].w+1)/2, mRecomendedEyeTargetSize[0].h));
|
||||
|
||||
// Right
|
||||
mEyeRenderSize[1] = rtSize;
|
||||
mEyeRT[1] = mStereoRT;
|
||||
mEyeTexture[1] = mStereoTexture;
|
||||
mEyeViewport[1] = RectI(Point2I((mRecomendedEyeTargetSize[0].w+1)/2,0), Point2I((mRecomendedEyeTargetSize[1].w+1)/2, mRecomendedEyeTargetSize[1].h));
|
||||
|
||||
gLastStereoTexture = mEyeTexture[0];
|
||||
}
|
||||
else if (mDesiredRenderingMode == GFXDevice::RS_StereoRenderTargets)
|
||||
{
|
||||
// Setup two targets
|
||||
Point2I rtSize;
|
||||
|
||||
GFXFormat targetFormat = GFX->getActiveRenderTarget()->getFormat();
|
||||
mRTFormat = targetFormat;
|
||||
|
||||
// Left
|
||||
rtSize = generateRenderTarget(mEyeRT[0], mEyeTexture[0], mStereoDepthTexture, Point2I(mRecomendedEyeTargetSize[0].w, mRecomendedEyeTargetSize[0].h));
|
||||
mEyeViewport[0] = RectI(Point2I(0,0), Point2I((rtSize.x+1)/2, rtSize.y));
|
||||
|
||||
// Right
|
||||
rtSize = generateRenderTarget(mEyeRT[1], mEyeTexture[1], mStereoDepthTexture, Point2I(mRecomendedEyeTargetSize[1].w, mRecomendedEyeTargetSize[1].h));
|
||||
mEyeViewport[1] = RectI(Point2I(0,0), Point2I((rtSize.x+1)/2, rtSize.y));
|
||||
|
||||
mStereoRT = NULL;
|
||||
mStereoTexture = NULL;
|
||||
|
||||
gLastStereoTexture = mEyeTexture[0];
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
mEyeUVOffset.x = 0.5f;
|
||||
mEyeUVOffset.y = 0.5f;
|
||||
// No rendering, abort!
|
||||
return false;
|
||||
}
|
||||
|
||||
F32 lensOffset = mLensSeparation * 0.5f;
|
||||
F32 lensShift = mScreenSize.x * 0.25f - lensOffset;
|
||||
F32 lensViewportShift = 4.0f * lensShift / mScreenSize.x;
|
||||
mXCenterOffset= lensViewportShift;
|
||||
return true;
|
||||
}
|
||||
|
||||
// Determine how the input texture should be scaled relative to the back buffer
|
||||
// so that we fit the distorted view to the backbuffer after calculating the
|
||||
// distortion. In reference to section 5.6.3 Distortion Scale and FOV in the
|
||||
// SDK docs.
|
||||
if(!calculateDistortionScale)
|
||||
String OculusVRHMDDevice::dumpMetrics()
|
||||
{
|
||||
StringBuilder sb;
|
||||
|
||||
EulerF rot = mSensor->getEulerRotation();
|
||||
Point3F pos = mSensor->getPosition();
|
||||
FovPort eyeFov[2];
|
||||
this->getFovPorts(eyeFov);
|
||||
|
||||
mSensor->getPositionTrackingAvailable();
|
||||
|
||||
F32 ipd = this->getIPD();
|
||||
U32 lastStatus = mSensor->getLastTrackingStatus();
|
||||
|
||||
sb.format(" | OVR Sensor %i | rot: %f %f %f, pos: %f %f %f, FOV (%f %f %f %f, %f %f %f %f), IPD %f, Track:%s%s, Disort:%s%s%s",
|
||||
mActionCodeIndex,
|
||||
rot.x, rot.y, rot.z,
|
||||
pos.x, pos.y, pos.z,
|
||||
eyeFov[0].upTan, eyeFov[0].downTan, eyeFov[0].leftTan, eyeFov[0].rightTan, eyeFov[1].upTan, eyeFov[1].downTan, eyeFov[1].leftTan, eyeFov[1].rightTan,
|
||||
getIPD(),
|
||||
lastStatus & ovrStatus_OrientationTracked ? " ORIENT" : "",
|
||||
lastStatus & ovrStatus_PositionTracked ? " POS" : "",
|
||||
mCurrentDistortionCaps & ovrDistortionCap_TimeWarp ? " TIMEWARP" : "",
|
||||
mCurrentDistortionCaps & ovrDistortionCap_Vignette ? " VIGNETTE" : "",
|
||||
mCurrentDistortionCaps & ovrDistortionCap_Overdrive ? " OVERDRIVE" : "");
|
||||
|
||||
return sb.data();
|
||||
}
|
||||
|
||||
void OculusVRHMDDevice::updateRenderInfo()
|
||||
{
|
||||
// Check console values first
|
||||
if (mCurrentPixelDensity != OculusVRDevice::smDesiredPixelDensity)
|
||||
{
|
||||
// Do not calculate a distortion scale for the input texture. This means that the input
|
||||
// texture and the backbuffer will be the same resolution.
|
||||
mDistortionFit.x = 0.0f;
|
||||
mDistortionFit.y = 0.0f;
|
||||
}
|
||||
else if (mScreenSize.x > 0.140f) // 7"
|
||||
{
|
||||
mDistortionFit.x = -1.0f;
|
||||
mDistortionFit.y = 0.0f;
|
||||
}
|
||||
else // 5"
|
||||
{
|
||||
mDistortionFit.x = 0.0f;
|
||||
mDistortionFit.y = 1.0f;
|
||||
mRenderConfigurationDirty = true;
|
||||
mCurrentPixelDensity = OculusVRDevice::smDesiredPixelDensity;
|
||||
}
|
||||
|
||||
// Compute distortion scale from DistortionFitX & DistortionFitY.
|
||||
// Fit value of 0.0 means "no fit".
|
||||
if (mIsZero(mDistortionFit.x) && mIsZero(mDistortionFit.y))
|
||||
if (!mIsValid || !mDevice || !mRenderConfigurationDirty)
|
||||
return;
|
||||
|
||||
if (!mDrawCanvas)
|
||||
return;
|
||||
|
||||
PlatformWindow *window = mDrawCanvas->getPlatformWindow();
|
||||
ovrFovPort eyeFov[2] = {mDevice->DefaultEyeFov[0], mDevice->DefaultEyeFov[1]};
|
||||
|
||||
// Update window size if it's incorrect
|
||||
Point2I backbufferSize = mDrawCanvas->getBounds().extent;
|
||||
|
||||
// Reset
|
||||
ovrHmd_ConfigureRendering(mDevice, NULL, 0, NULL, NULL);
|
||||
|
||||
#ifdef OCULUS_USE_D3D
|
||||
// Generate render target textures
|
||||
GFXD3D9Device *d3d9GFX = dynamic_cast<GFXD3D9Device*>(GFX);
|
||||
if (d3d9GFX)
|
||||
{
|
||||
mDistortionScale = 1.0f;
|
||||
ovrD3D9Config cfg;
|
||||
cfg.D3D9.Header.API = ovrRenderAPI_D3D9;
|
||||
cfg.D3D9.Header.Multisample = 0;
|
||||
cfg.D3D9.Header.BackBufferSize = OVR::Sizei(backbufferSize.x, backbufferSize.y);
|
||||
cfg.D3D9.pDevice = d3d9GFX->getDevice();
|
||||
cfg.D3D9.pDevice->GetSwapChain(0, &cfg.D3D9.pSwapChain);
|
||||
|
||||
// Finally setup!
|
||||
if (!setupTargets())
|
||||
{
|
||||
onDeviceDestroy();
|
||||
return;
|
||||
}
|
||||
|
||||
ovrHmd_AttachToWindow(mDevice, window->getPlatformDrawable(), NULL, NULL);
|
||||
|
||||
if (!ovrHmd_ConfigureRendering( mDevice, &cfg.Config, mCurrentDistortionCaps, eyeFov, mEyeRenderDesc ))
|
||||
{
|
||||
Con::errorf("Couldn't configure oculus rendering!");
|
||||
return;
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
#ifdef OCULUS_USE_GL
|
||||
// Generate render target textures
|
||||
GFXGLDevice *glGFX = dynamic_cast<GFXGLDevice*>(GFX);
|
||||
if (glGFX)
|
||||
{
|
||||
ovrGLConfig cfg;
|
||||
cfg.OGL.Header.API = ovrRenderAPI_OpenGL;
|
||||
cfg.OGL.Header.Multisample = 0;
|
||||
cfg.OGL.Header.BackBufferSize = OVR::Sizei(backbufferSize.x, backbufferSize.y);
|
||||
|
||||
#ifdef WIN32
|
||||
cfg.OGL.Window = GetActiveWindow();//window->getPlatformDrawable();
|
||||
cfg.OGL.DC = wglGetCurrentDC();
|
||||
#else
|
||||
cfg.OGL.Disp = NULL;
|
||||
#endif
|
||||
|
||||
// Finally setup!
|
||||
if (!setupTargets())
|
||||
{
|
||||
onDeviceDestroy();
|
||||
return;
|
||||
}
|
||||
|
||||
ovrHmd_AttachToWindow(mDevice, window->getPlatformDrawable(), NULL, NULL);
|
||||
|
||||
if (!ovrHmd_ConfigureRendering( mDevice, &cfg.Config, mCurrentDistortionCaps, eyeFov, mEyeRenderDesc ))
|
||||
{
|
||||
Con::errorf("Couldn't configure oculus rendering!");
|
||||
return;
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
|
||||
mRenderConfigurationDirty = false;
|
||||
}
|
||||
|
||||
Point2I OculusVRHMDDevice::generateRenderTarget(GFXTextureTargetRef &target, GFXTexHandle &texture, GFXTexHandle &depth, Point2I desiredSize)
|
||||
{
|
||||
// Texture size that we already have might be big enough.
|
||||
Point2I newRTSize;
|
||||
bool newRT = false;
|
||||
|
||||
if (!target.getPointer())
|
||||
{
|
||||
target = GFX->allocRenderToTextureTarget();
|
||||
newRTSize = desiredSize;
|
||||
newRT = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
Point2I currentSize = target->getSize();
|
||||
newRTSize = currentSize;
|
||||
}
|
||||
|
||||
// %50 linear growth each time is a nice balance between being too greedy
|
||||
// for a 2D surface and too slow to prevent fragmentation.
|
||||
while ( newRTSize.x < desiredSize.x )
|
||||
{
|
||||
newRTSize.x += newRTSize.x/2;
|
||||
}
|
||||
while ( newRTSize.y < desiredSize.y )
|
||||
{
|
||||
newRTSize.y += newRTSize.y/2;
|
||||
}
|
||||
|
||||
// Put some sane limits on it. 4k x 4k is fine for most modern video cards.
|
||||
// Nobody should be messing around with surfaces smaller than 4k pixels these days.
|
||||
newRTSize.setMin(Point2I(4096, 4096));
|
||||
newRTSize.setMax(Point2I(64, 64));
|
||||
|
||||
// Stereo RT needs to be the same size as the recommended RT
|
||||
if ( newRT || texture.getWidthHeight() != newRTSize )
|
||||
{
|
||||
texture.set( newRTSize.x, newRTSize.y, mRTFormat, &VRTextureProfile, avar( "%s() - (line %d)", __FUNCTION__, __LINE__ ) );
|
||||
target->attachTexture( GFXTextureTarget::Color0, texture );
|
||||
Con::printf("generateRenderTarget generated %x", texture.getPointer());
|
||||
}
|
||||
|
||||
if ( depth.getWidthHeight() != newRTSize )
|
||||
{
|
||||
depth.set( newRTSize.x, newRTSize.y, GFXFormatD24S8, &VRDepthProfile, avar( "%s() - (line %d)", __FUNCTION__, __LINE__ ) );
|
||||
target->attachTexture( GFXTextureTarget::DepthStencil, depth );
|
||||
Con::printf("generateRenderTarget generated depth %x", depth.getPointer());
|
||||
}
|
||||
|
||||
return newRTSize;
|
||||
}
|
||||
|
||||
void OculusVRHMDDevice::clearRenderTargets()
|
||||
{
|
||||
mStereoRT = NULL;
|
||||
mEyeRT[0] = NULL;
|
||||
mEyeRT[1] = NULL;
|
||||
}
|
||||
|
||||
void OculusVRHMDDevice::updateCaps()
|
||||
{
|
||||
if (!mIsValid || !mDevice)
|
||||
return;
|
||||
|
||||
U32 oldDistortionCaps = mCurrentDistortionCaps;
|
||||
|
||||
// Distortion
|
||||
if (mTimewarp)
|
||||
{
|
||||
mCurrentDistortionCaps |= ovrDistortionCap_TimeWarp;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Convert fit value to distortion-centered coordinates before fit radius
|
||||
// calculation.
|
||||
// NOTE: For now just assume a full view the same size as the HMD supports. It is
|
||||
// possible that this full view is smaller or larger.
|
||||
F32 stereoAspect = 0.5f * mResolution.x / mResolution.y;
|
||||
F32 dx = mDistortionFit.x - mXCenterOffset;
|
||||
F32 dy = mDistortionFit.y / stereoAspect;
|
||||
F32 fitRadius = sqrt(dx * dx + dy * dy);
|
||||
mDistortionScale = calcScale(fitRadius)/fitRadius;
|
||||
mCurrentDistortionCaps &= ~ovrDistortionCap_TimeWarp;
|
||||
}
|
||||
|
||||
// Calculate the vertical FOV for a single eye
|
||||
mAspectRatio = F32(mResolution.x * 0.5f) / F32(mResolution.y);
|
||||
F32 halfScreenDistance = mScreenSize.y * 0.5f * mDistortionScale;
|
||||
mYFOV = 2.0f * mAtan(halfScreenDistance / mEyeToScreen);
|
||||
if (oldDistortionCaps != mCurrentDistortionCaps)
|
||||
{
|
||||
mRenderConfigurationDirty = true;
|
||||
}
|
||||
|
||||
F32 viewCenter = mScreenSize.x * 0.25f;
|
||||
F32 eyeProjectionShift = viewCenter - (mInterpupillaryDistance * 0.5f);
|
||||
mProjectionCenterOffset.set(4.0f * eyeProjectionShift / mScreenSize.x, 0.0f);
|
||||
|
||||
mEyeWorldOffset.set(mInterpupillaryDistance * 0.5f, 0.0f, 0.0f);
|
||||
// Device
|
||||
if (!mVsync)
|
||||
{
|
||||
mCurrentCaps |= ovrHmdCap_NoVSync;
|
||||
}
|
||||
else
|
||||
{
|
||||
mCurrentCaps &= ~ovrHmdCap_NoVSync;
|
||||
}
|
||||
|
||||
ovrHmd_SetEnabledCaps(mDevice, mCurrentCaps);
|
||||
}
|
||||
|
||||
static bool sInFrame = false; // protects against recursive onStartFrame calls
|
||||
|
||||
void OculusVRHMDDevice::onStartFrame()
|
||||
{
|
||||
if (!mIsValid || !mDevice || !mDrawCanvas || sInFrame || mFrameReady)
|
||||
return;
|
||||
|
||||
sInFrame = true;
|
||||
|
||||
#ifndef OCULUS_DEBUG_FRAME
|
||||
ovrHmd_BeginFrame(mDevice, 0);
|
||||
#endif
|
||||
|
||||
ovrVector3f hmdToEyeViewOffset[2] = { mEyeRenderDesc[0].HmdToEyeViewOffset, mEyeRenderDesc[1].HmdToEyeViewOffset };
|
||||
ovrHmd_GetEyePoses(mDevice, 0, hmdToEyeViewOffset, mCurrentEyePoses, &mLastTrackingState);
|
||||
|
||||
for (U32 i=0; i<2; i++)
|
||||
{
|
||||
mCurrentEyePoses[i].Position.x *= OculusVRDevice::smPositionTrackingScale;
|
||||
mCurrentEyePoses[i].Position.y *= OculusVRDevice::smPositionTrackingScale;
|
||||
mCurrentEyePoses[i].Position.z *= OculusVRDevice::smPositionTrackingScale;
|
||||
}
|
||||
|
||||
sInFrame = false;
|
||||
mFrameReady = true;
|
||||
}
|
||||
|
||||
void OculusVRHMDDevice::onEndFrame()
|
||||
{
|
||||
if (!mIsValid || !mDevice || !mDrawCanvas || sInFrame || !mFrameReady)
|
||||
return;
|
||||
|
||||
Point2I eyeSize;
|
||||
GFXTarget *windowTarget = mDrawCanvas->getPlatformWindow()->getGFXTarget();
|
||||
|
||||
#ifndef OCULUS_DEBUG_FRAME
|
||||
|
||||
#ifdef OCULUS_USE_D3D
|
||||
GFXD3D9Device *d3d9GFX = dynamic_cast<GFXD3D9Device*>(GFX);
|
||||
if (d3d9GFX && mEyeRT[0].getPointer())
|
||||
{
|
||||
// Left
|
||||
ovrD3D9Texture eyeTextures[2];
|
||||
eyeSize = mEyeTexture[0].getWidthHeight();
|
||||
eyeTextures[0].D3D9.Header.API = ovrRenderAPI_D3D9;
|
||||
eyeTextures[0].D3D9.Header.RenderViewport.Pos.x = mEyeViewport[0].point.x;
|
||||
eyeTextures[0].D3D9.Header.RenderViewport.Pos.y = mEyeViewport[0].point.y;
|
||||
eyeTextures[0].D3D9.Header.RenderViewport.Size.w = mEyeViewport[0].extent.x;
|
||||
eyeTextures[0].D3D9.Header.RenderViewport.Size.h = mEyeViewport[0].extent.y;
|
||||
eyeTextures[0].D3D9.Header.TextureSize.w = eyeSize.x;
|
||||
eyeTextures[0].D3D9.Header.TextureSize.h = eyeSize.y;
|
||||
eyeTextures[0].D3D9.pTexture = mEyeRT[0].getPointer() ? static_cast<GFXD3D9TextureObject*>(mEyeTexture[0].getPointer())->get2DTex() : NULL;
|
||||
|
||||
// Right
|
||||
eyeSize = mEyeTexture[1].getWidthHeight();
|
||||
eyeTextures[1].D3D9.Header.API = ovrRenderAPI_D3D9;
|
||||
eyeTextures[1].D3D9.Header.RenderViewport.Pos.x = mEyeViewport[1].point.x;
|
||||
eyeTextures[1].D3D9.Header.RenderViewport.Pos.y = mEyeViewport[1].point.y;
|
||||
eyeTextures[1].D3D9.Header.RenderViewport.Size.w = mEyeViewport[1].extent.x;
|
||||
eyeTextures[1].D3D9.Header.RenderViewport.Size.h = mEyeViewport[1].extent.y;
|
||||
eyeTextures[1].D3D9.Header.TextureSize.w = eyeSize.x;
|
||||
eyeTextures[1].D3D9.Header.TextureSize.h = eyeSize.y;
|
||||
eyeTextures[1].D3D9.pTexture = mEyeRT[0].getPointer() ? static_cast<GFXD3D9TextureObject*>(mEyeTexture[1].getPointer())->get2DTex() : NULL;
|
||||
|
||||
// Submit!
|
||||
GFX->disableShaders();
|
||||
|
||||
GFX->setActiveRenderTarget(windowTarget);
|
||||
GFX->clear(GFXClearZBuffer | GFXClearStencil | GFXClearTarget, ColorI(255,0,0), 1.0f, 0);
|
||||
ovrHmd_EndFrame(mDevice, mCurrentEyePoses, (ovrTexture*)(&eyeTextures[0]));
|
||||
}
|
||||
#endif
|
||||
|
||||
#ifdef OCULUS_USE_GL
|
||||
GFXGLDevice *glGFX = dynamic_cast<GFXGLDevice*>(GFX);
|
||||
if (glGFX && mEyeRT[0].getPointer())
|
||||
{
|
||||
// Left
|
||||
ovrGLTexture eyeTextures[2];
|
||||
eyeSize = mEyeTexture[0].getWidthHeight();
|
||||
eyeTextures[0].OGL.Header.API = ovrRenderAPI_GL;
|
||||
eyeTextures[0].OGL.Header.RenderViewport.Pos.x = mEyeViewport[0].point.x;
|
||||
eyeTextures[0].OGL.Header.RenderViewport.Pos.y = mEyeViewport[0].point.y;
|
||||
eyeTextures[0].OGL.Header.RenderViewport.Size.w = mEyeViewport[0].extent.x;
|
||||
eyeTextures[0].OGL.Header.RenderViewport.Size.h = mEyeViewport[0].extent.y;
|
||||
eyeTextures[0].OGL.Header.TextureSize.w = eyeSize.x;
|
||||
eyeTextures[0].OGL.Header.TextureSize.h = eyeSize.y;
|
||||
eyeTextures[0].OGL.TexId = mEyeRT[0].getPointer() ? static_cast<GFXGLTextureObject*>(mEyeTexture[0].getPointer())->getHandle() : 0;
|
||||
|
||||
// Right
|
||||
eyeSize = mEyeTexture[1].getWidthHeight();
|
||||
eyeTextures[1].OGL.Header.API = ovrRenderAPI_GL;
|
||||
eyeTextures[1].OGL.Header.RenderViewport.Pos.x = mEyeViewport[1].point.x;
|
||||
eyeTextures[1].OGL.Header.RenderViewport.Pos.y = mEyeViewport[1].point.y;
|
||||
eyeTextures[1].OGL.Header.RenderViewport.Size.w = mEyeViewport[1].extent.x;
|
||||
eyeTextures[1].OGL.Header.RenderViewport.Size.h = mEyeViewport[1].extent.y;
|
||||
eyeTextures[1].OGL.Header.TextureSize.w = eyeSize.x;
|
||||
eyeTextures[1].OGL.Header.TextureSize.h = eyeSize.y;
|
||||
eyeTextures[0].OGL.TexId = mEyeRT[1].getPointer() ? static_cast<GFXGLTextureObject*>(mEyeTexture[1].getPointer())->getHandle() : 0;
|
||||
|
||||
// Submit!
|
||||
GFX->disableShaders();
|
||||
|
||||
GFX->setActiveRenderTarget(windowTarget);
|
||||
GFX->clear(GFXClearZBuffer | GFXClearStencil | GFXClearTarget, ColorI(255,0,0), 1.0f, 0);
|
||||
ovrHmd_EndFrame(mDevice, mCurrentEyePoses, (ovrTexture*)(&eyeTextures[0]));
|
||||
}
|
||||
#endif
|
||||
|
||||
#endif
|
||||
|
||||
mFrameReady = false;
|
||||
}
|
||||
|
||||
void OculusVRHMDDevice::getFrameEyePose(DisplayPose *outPose, U32 eyeId) const
|
||||
{
|
||||
// Directly set the rotation and position from the eye transforms
|
||||
ovrPosef pose = mCurrentEyePoses[eyeId];
|
||||
OVR::Quatf orientation = pose.Orientation;
|
||||
const OVR::Vector3f position = pose.Position;
|
||||
|
||||
EulerF rotEuler;
|
||||
OculusVRUtil::convertRotation(orientation, rotEuler);
|
||||
|
||||
outPose->orientation = rotEuler;
|
||||
outPose->position = Point3F(-position.x, position.z, -position.y);
|
||||
}
|
||||
|
||||
void OculusVRHMDDevice::onDeviceDestroy()
|
||||
{
|
||||
if (!mIsValid || !mDevice)
|
||||
return;
|
||||
|
||||
if (mStereoRT.getPointer())
|
||||
{
|
||||
mStereoRT->zombify();
|
||||
}
|
||||
|
||||
if (mEyeRT[1].getPointer() && mEyeRT[1] != mStereoRT)
|
||||
{
|
||||
mEyeRT[0]->zombify();
|
||||
mEyeRT[1]->zombify();
|
||||
}
|
||||
|
||||
mStereoRT = NULL;
|
||||
mStereoTexture = NULL;
|
||||
mStereoDepthTexture = NULL;
|
||||
|
||||
mEyeTexture[0] = NULL;
|
||||
mEyeDepthTexture[0] = NULL;
|
||||
mEyeTexture[1] = NULL;
|
||||
mEyeDepthTexture[1] = NULL;
|
||||
mEyeRT[0] = NULL;
|
||||
mEyeRT[1] = NULL;
|
||||
|
||||
mRenderConfigurationDirty = true;
|
||||
|
||||
ovrHmd_ConfigureRendering(mDevice, NULL, 0, NULL, NULL);
|
||||
}
|
||||
|
|
|
|||
|
|
@ -30,7 +30,16 @@
|
|||
#include "math/mPoint4.h"
|
||||
#include "platform/input/oculusVR/oculusVRConstants.h"
|
||||
#include "platform/types.h"
|
||||
#include "OVR.h"
|
||||
#include "gfx/gfxTextureHandle.h"
|
||||
#include "math/mRect.h"
|
||||
#include "gfx/gfxDevice.h"
|
||||
|
||||
#include "OVR_CAPI_0_5_0.h"
|
||||
|
||||
class GuiCanvas;
|
||||
class GameConnection;
|
||||
struct DisplayPose;
|
||||
class OculusVRSensorDevice;
|
||||
|
||||
class OculusVRHMDDevice
|
||||
{
|
||||
|
|
@ -42,9 +51,19 @@ public:
|
|||
protected:
|
||||
bool mIsValid;
|
||||
|
||||
bool mIsSimulation;
|
||||
bool mVsync;
|
||||
bool mTimewarp;
|
||||
|
||||
OVR::HMDDevice* mDevice;
|
||||
bool mRenderConfigurationDirty;
|
||||
bool mFrameReady;
|
||||
|
||||
ovrHmd mDevice;
|
||||
|
||||
U32 mSupportedDistortionCaps;
|
||||
U32 mCurrentDistortionCaps;
|
||||
|
||||
U32 mSupportedCaps;
|
||||
U32 mCurrentCaps;
|
||||
|
||||
// From OVR::DeviceInfo
|
||||
String mProductName;
|
||||
|
|
@ -66,13 +85,6 @@ protected:
|
|||
// Physical screen size in meters
|
||||
Point2F mScreenSize;
|
||||
|
||||
// Physical offset from the top of the screen to the center of the
|
||||
// eye, in meters. Usually half of the vertical physical screen size
|
||||
F32 mVerticalEyeCenter;
|
||||
|
||||
// Physical distance from the eye to the screen
|
||||
F32 mEyeToScreen;
|
||||
|
||||
// Physical distance between lens centers, in meters
|
||||
F32 mLensSeparation;
|
||||
|
||||
|
|
@ -82,50 +94,25 @@ protected:
|
|||
// Physical distance between the user's eye centers
|
||||
F32 mInterpupillaryDistance;
|
||||
|
||||
// The eye IPD as a Point3F
|
||||
Point3F mEyeWorldOffset;
|
||||
|
||||
// Radial distortion correction coefficients used by the barrel distortion shader
|
||||
Point4F mKDistortion;
|
||||
|
||||
// Chromatic aberration correction coefficients
|
||||
Point4F mChromaticAbCorrection;
|
||||
|
||||
// Calculated values of eye x offset from center in normalized (uv) coordinates
|
||||
// where each eye is 0..1. Used for the mono to stereo postFX to simulate an
|
||||
// eye offset of the camera. The x component is the left eye, the y component
|
||||
// is the right eye.
|
||||
Point2F mEyeUVOffset;
|
||||
|
||||
// Used to adjust where an eye's view is rendered to account for the lenses not
|
||||
// being in the center of the physical screen half.
|
||||
F32 mXCenterOffset;
|
||||
|
||||
// When calculating the distortion scale to use to increase the size of the input texture
|
||||
// this determines how we should attempt to fit the distorted view into the backbuffer.
|
||||
Point2F mDistortionFit;
|
||||
|
||||
// Is the factor by which the input texture size is increased to make post-distortion
|
||||
// result distortion fit the viewport. If the input texture is the same size as the
|
||||
// backbuffer, then this should be 1.0.
|
||||
F32 mDistortionScale;
|
||||
|
||||
// Aspect ratio for a single eye
|
||||
F32 mAspectRatio;
|
||||
|
||||
// Vertical field of view
|
||||
F32 mYFOV;
|
||||
|
||||
// The amount to offset the projection matrix to account for the eye not being in the
|
||||
// center of the screen.
|
||||
Point2F mProjectionCenterOffset;
|
||||
|
||||
// Current pose of eyes
|
||||
ovrPosef mCurrentEyePoses[2];
|
||||
ovrEyeRenderDesc mEyeRenderDesc[2];
|
||||
|
||||
ovrFovPort mCurrentFovPorts[2];
|
||||
|
||||
Point2I mWindowSize;
|
||||
|
||||
GameConnection *mConnection;
|
||||
|
||||
OculusVRSensorDevice *mSensor;
|
||||
U32 mActionCodeIndex;
|
||||
|
||||
protected:
|
||||
F32 calcScale(F32 fitRadius);
|
||||
|
||||
void calculateValues(bool calculateDistortionScale);
|
||||
|
||||
void createSimulatedPreviewRift(bool calculateDistortionScale);
|
||||
void updateRenderInfo();
|
||||
|
||||
public:
|
||||
OculusVRHMDDevice();
|
||||
|
|
@ -134,13 +121,12 @@ public:
|
|||
void cleanUp();
|
||||
|
||||
// Set the HMD properties based on information from the OVR device
|
||||
void set(OVR::HMDDevice* hmd, OVR::HMDInfo& info, bool calculateDistortionScale);
|
||||
void set(ovrHmd hmd, U32 actionCodeIndex);
|
||||
|
||||
// Set the HMD properties based on a simulation of the given type
|
||||
void createSimulation(SimulationTypes simulationType, bool calculateDistortionScale);
|
||||
// Sets optimal display size for canvas
|
||||
void setOptimalDisplaySize(GuiCanvas *canvas);
|
||||
|
||||
bool isValid() const {return mIsValid;}
|
||||
bool isSimulated() const {return mIsSimulation;}
|
||||
|
||||
const char* getProductName() const { return mProductName.c_str(); }
|
||||
const char* getManufacturer() const { return mManufacturer.c_str(); }
|
||||
|
|
@ -161,13 +147,6 @@ public:
|
|||
// Physical screen size in meters
|
||||
const Point2F& getScreenSize() const { return mScreenSize; }
|
||||
|
||||
// Physical offset from the top of the screen to the center of the
|
||||
// eye, in meters. Usually half of the vertical physical screen size
|
||||
F32 getVerticalEyeCenter() const { return mVerticalEyeCenter; }
|
||||
|
||||
// Physical distance from the eye to the screen
|
||||
F32 getEyeToScreen() const { return mEyeToScreen; }
|
||||
|
||||
// Physical distance between lens centers, in meters
|
||||
F32 getLensSeparation() const { return mLensSeparation; }
|
||||
|
||||
|
|
@ -178,37 +157,78 @@ public:
|
|||
F32 getIPD() const { return mInterpupillaryDistance; }
|
||||
|
||||
// Set a new physical distance between the user's eye centers
|
||||
void setIPD(F32 ipd, bool calculateDistortionScale);
|
||||
|
||||
// Provides the IPD of one eye as a Point3F
|
||||
const Point3F& getEyeWorldOffset() const { return mEyeWorldOffset; }
|
||||
|
||||
// Radial distortion correction coefficients used by the barrel distortion shader
|
||||
const Point4F& getKDistortion() const { return mKDistortion; }
|
||||
|
||||
// Chromatic aberration correction coefficients used by the barrel distortion shader
|
||||
const Point4F& getChromaticAbCorrection() const { return mChromaticAbCorrection; }
|
||||
|
||||
// Calculated values of eye x offset from center in normalized (uv) coordinates.
|
||||
const Point2F& getEyeUVOffset() const { return mEyeUVOffset; }
|
||||
|
||||
// Used to adjust where an eye's view is rendered to account for the lenses not
|
||||
// being in the center of the physical screen half.
|
||||
F32 getCenterOffset() const { return mXCenterOffset; }
|
||||
|
||||
// Is the factor by which the input texture size is increased to make post-distortion
|
||||
// result distortion fit the viewport.
|
||||
F32 getDistortionScale() const { return mDistortionScale; }
|
||||
|
||||
// Aspect ration for a single eye
|
||||
F32 getAspectRation() const { return mAspectRatio; }
|
||||
|
||||
// Vertical field of view
|
||||
F32 getYFOV() const { return mYFOV; }
|
||||
void setIPD(F32 ipd);
|
||||
|
||||
// The amount to offset the projection matrix to account for the eye not being in the
|
||||
// center of the screen.
|
||||
const Point2F& getProjectionCenterOffset() const { return mProjectionCenterOffset; }
|
||||
|
||||
void getStereoViewports(RectI *dest) const { dMemcpy(dest, mEyeViewport, sizeof(mEyeViewport)); }
|
||||
void getStereoTargets(GFXTextureTarget **dest) const { dest[0] = mEyeRT[0]; dest[1] = mEyeRT[1]; }
|
||||
|
||||
void getFovPorts(FovPort *dest) const { dMemcpy(dest, mCurrentFovPorts, sizeof(mCurrentFovPorts)); }
|
||||
|
||||
/// Returns eye offsets in torque coordinate space, i.e. z being up, x being left-right, and y being depth (forward).
|
||||
void getEyeOffsets(Point3F *offsets) const {
|
||||
offsets[0] = Point3F(-mEyeRenderDesc[0].HmdToEyeViewOffset.x, mEyeRenderDesc[0].HmdToEyeViewOffset.z, -mEyeRenderDesc[0].HmdToEyeViewOffset.y);
|
||||
offsets[1] = Point3F(-mEyeRenderDesc[1].HmdToEyeViewOffset.x, mEyeRenderDesc[1].HmdToEyeViewOffset.z, -mEyeRenderDesc[1].HmdToEyeViewOffset.y); }
|
||||
|
||||
void getFrameEyePose(DisplayPose *outPose, U32 eyeId) const;
|
||||
|
||||
void updateCaps();
|
||||
|
||||
void onStartFrame();
|
||||
void onEndFrame();
|
||||
void onDeviceDestroy();
|
||||
|
||||
Point2I generateRenderTarget(GFXTextureTargetRef &target, GFXTexHandle &texture, GFXTexHandle &depth, Point2I desiredSize);
|
||||
void clearRenderTargets();
|
||||
|
||||
bool isDisplayingWarning();
|
||||
void dismissWarning();
|
||||
|
||||
bool setupTargets();
|
||||
|
||||
/// Designates canvas we are drawing to. Also updates render targets
|
||||
void setDrawCanvas(GuiCanvas *canvas) { if (mDrawCanvas != canvas) { mDrawCanvas = canvas; } updateRenderInfo(); }
|
||||
|
||||
virtual void setCurrentConnection(GameConnection *connection) { mConnection = connection; }
|
||||
virtual GameConnection* getCurrentConnection() { return mConnection; }
|
||||
|
||||
String dumpMetrics();
|
||||
|
||||
// Stereo RT
|
||||
GFXTexHandle mStereoTexture;
|
||||
GFXTexHandle mStereoDepthTexture;
|
||||
GFXTextureTargetRef mStereoRT;
|
||||
|
||||
// Eye RTs (if we are using separate targets)
|
||||
GFXTextureTargetRef mEyeRT[2];
|
||||
GFXTexHandle mEyeTexture[2];
|
||||
GFXTexHandle mEyeDepthTexture[2];
|
||||
|
||||
// Current render target size for each eye
|
||||
Point2I mEyeRenderSize[2];
|
||||
|
||||
// Recommended eye target size for each eye
|
||||
ovrSizei mRecomendedEyeTargetSize[2];
|
||||
|
||||
// Desired viewport for each eye
|
||||
RectI mEyeViewport[2];
|
||||
|
||||
F32 mCurrentPixelDensity;
|
||||
F32 smDesiredPixelDensity;
|
||||
|
||||
ovrTrackingState mLastTrackingState;
|
||||
|
||||
GFXDevice::GFXDeviceRenderStyles mDesiredRenderingMode;
|
||||
|
||||
GFXFormat mRTFormat;
|
||||
|
||||
// Canvas we should be drawing
|
||||
GuiCanvas *mDrawCanvas;
|
||||
|
||||
OculusVRSensorDevice *getSensorDevice() { return mSensor; }
|
||||
};
|
||||
|
||||
#endif // _OCULUSVRHMDDEVICE_H_
|
||||
|
|
|
|||
|
|
@ -20,6 +20,7 @@
|
|||
// IN THE SOFTWARE.
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
#include "platform/input/oculusVR/oculusVRDevice.h"
|
||||
#include "platform/input/oculusVR/oculusVRSensorData.h"
|
||||
#include "platform/input/oculusVR/oculusVRUtil.h"
|
||||
#include "console/console.h"
|
||||
|
|
@ -32,66 +33,44 @@ OculusVRSensorData::OculusVRSensorData()
|
|||
void OculusVRSensorData::reset()
|
||||
{
|
||||
mDataSet = false;
|
||||
mStatusFlags = 0;
|
||||
}
|
||||
|
||||
void OculusVRSensorData::setData(OVR::SensorFusion& data, const F32& maxAxisRadius)
|
||||
void OculusVRSensorData::setData(ovrTrackingState& data, const F32& maxAxisRadius)
|
||||
{
|
||||
// Sensor rotation
|
||||
OVR::Quatf orientation;
|
||||
if(data.GetPredictionDelta() > 0)
|
||||
{
|
||||
orientation = data.GetPredictedOrientation();
|
||||
}
|
||||
else
|
||||
{
|
||||
orientation = data.GetOrientation();
|
||||
}
|
||||
// Sensor rotation & position
|
||||
OVR::Posef pose = data.HeadPose.ThePose;
|
||||
OVR::Quatf orientation = pose.Rotation;
|
||||
OVR::Vector3f position = data.HeadPose.ThePose.Position;
|
||||
|
||||
mPosition = Point3F(-position.z, position.x, position.y);
|
||||
mPosition *= OculusVRDevice::smPositionTrackingScale;
|
||||
|
||||
OVR::Matrix4f orientMat(orientation);
|
||||
OculusVRUtil::convertRotation(orientMat.M, mRot);
|
||||
mRotQuat.set(mRot);
|
||||
|
||||
// Sensor rotation in Euler format
|
||||
OculusVRUtil::convertRotation(orientation, mRotEuler);
|
||||
OculusVRUtil::convertRotation(orientation, mRotEuler); // mRotEuler == pitch, roll, yaw FROM yaw, pitch, roll
|
||||
|
||||
//mRotEuler = EulerF(0,0,0);
|
||||
float hmdYaw, hmdPitch, hmdRoll;
|
||||
orientation.GetEulerAngles<OVR::Axis_Y, OVR::Axis_X, OVR::Axis_Z>(&hmdYaw, &hmdPitch, &hmdRoll);
|
||||
|
||||
// Sensor rotation as axis
|
||||
OculusVRUtil::calculateAxisRotation(mRot, maxAxisRadius, mRotAxis);
|
||||
|
||||
// Sensor raw values
|
||||
OVR::Vector3f accel = data.GetAcceleration();
|
||||
OVR::Vector3f accel = data.HeadPose.LinearAcceleration;
|
||||
OculusVRUtil::convertAcceleration(accel, mAcceleration);
|
||||
|
||||
OVR::Vector3f angVel = data.GetAngularVelocity();
|
||||
OVR::Vector3f angVel = data.HeadPose.AngularVelocity;
|
||||
OculusVRUtil::convertAngularVelocity(angVel, mAngVelocity);
|
||||
|
||||
OVR::Vector3f mag;
|
||||
if(data.HasMagCalibration() && data.IsYawCorrectionEnabled())
|
||||
{
|
||||
mag = data.GetCalibratedMagnetometer();
|
||||
}
|
||||
else
|
||||
{
|
||||
mag = data.GetMagnetometer();
|
||||
}
|
||||
OVR::Vector3f mag = data.RawSensorData.Magnetometer;
|
||||
OculusVRUtil::convertMagnetometer(mag, mMagnetometer);
|
||||
|
||||
mDataSet = true;
|
||||
}
|
||||
|
||||
void OculusVRSensorData::simulateData(const F32& maxAxisRadius)
|
||||
{
|
||||
// Sensor rotation
|
||||
mRot.identity();
|
||||
mRotQuat.identity();
|
||||
mRotEuler.zero();
|
||||
|
||||
// Sensor rotation as axis
|
||||
OculusVRUtil::calculateAxisRotation(mRot, maxAxisRadius, mRotAxis);
|
||||
|
||||
// Sensor raw values
|
||||
mAcceleration.zero();
|
||||
mAngVelocity.zero();
|
||||
mMagnetometer.zero();
|
||||
|
||||
mStatusFlags = data.StatusFlags;
|
||||
mDataSet = true;
|
||||
}
|
||||
|
||||
|
|
@ -132,5 +111,10 @@ U32 OculusVRSensorData::compare(OculusVRSensorData* other, bool doRawCompare)
|
|||
}
|
||||
}
|
||||
|
||||
if (other->mStatusFlags != mStatusFlags)
|
||||
{
|
||||
result |= DIFF_STATUS;
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -27,7 +27,7 @@
|
|||
#include "math/mMatrix.h"
|
||||
#include "math/mQuat.h"
|
||||
#include "math/mPoint2.h"
|
||||
#include "OVR.h"
|
||||
#include "OVR_CAPI_0_5_0.h"
|
||||
|
||||
struct OculusVRSensorData
|
||||
{
|
||||
|
|
@ -39,6 +39,8 @@ struct OculusVRSensorData
|
|||
DIFF_ACCEL = (1<<3),
|
||||
DIFF_ANGVEL = (1<<4),
|
||||
DIFF_MAG = (1<<5),
|
||||
DIFF_POS = (1<<6),
|
||||
DIFF_STATUS = (1<<7),
|
||||
|
||||
DIFF_ROTAXIS = (DIFF_ROTAXISX | DIFF_ROTAXISY),
|
||||
DIFF_RAW = (DIFF_ACCEL | DIFF_ANGVEL | DIFF_MAG),
|
||||
|
|
@ -46,6 +48,9 @@ struct OculusVRSensorData
|
|||
|
||||
bool mDataSet;
|
||||
|
||||
// Position
|
||||
Point3F mPosition;
|
||||
|
||||
// Rotation
|
||||
MatrixF mRot;
|
||||
QuatF mRotQuat;
|
||||
|
|
@ -59,16 +64,15 @@ struct OculusVRSensorData
|
|||
EulerF mAngVelocity;
|
||||
VectorF mMagnetometer;
|
||||
|
||||
U32 mStatusFlags;
|
||||
|
||||
OculusVRSensorData();
|
||||
|
||||
/// Reset the data
|
||||
void reset();
|
||||
|
||||
/// Set data based on given sensor fusion
|
||||
void setData(OVR::SensorFusion& data, const F32& maxAxisRadius);
|
||||
|
||||
/// Simulate valid data
|
||||
void simulateData(const F32& maxAxisRadius);
|
||||
void setData(ovrTrackingState& data, const F32& maxAxisRadius);
|
||||
|
||||
/// Compare this data and given and return differences
|
||||
U32 compare(OculusVRSensorData* other, bool doRawCompare);
|
||||
|
|
|
|||
|
|
@ -24,6 +24,8 @@
|
|||
#include "platform/input/oculusVR/oculusVRSensorData.h"
|
||||
#include "platform/input/oculusVR/oculusVRUtil.h"
|
||||
#include "platform/platformInput.h"
|
||||
#include"console/simBase.h"
|
||||
#include "console/engineAPI.h"
|
||||
|
||||
U32 OculusVRSensorDevice::OVR_SENSORROT[OculusVRConstants::MaxSensors] = {0};
|
||||
U32 OculusVRSensorDevice::OVR_SENSORROTANG[OculusVRConstants::MaxSensors] = {0};
|
||||
|
|
@ -32,13 +34,15 @@ U32 OculusVRSensorDevice::OVR_SENSORROTAXISY[OculusVRConstants::MaxSensors] = {0
|
|||
U32 OculusVRSensorDevice::OVR_SENSORACCELERATION[OculusVRConstants::MaxSensors] = {0};
|
||||
U32 OculusVRSensorDevice::OVR_SENSORANGVEL[OculusVRConstants::MaxSensors] = {0};
|
||||
U32 OculusVRSensorDevice::OVR_SENSORMAGNETOMETER[OculusVRConstants::MaxSensors] = {0};
|
||||
U32 OculusVRSensorDevice::OVR_SENSORPOSITION[OculusVRConstants::MaxSensors] = {0};
|
||||
|
||||
OculusVRSensorDevice::OculusVRSensorDevice()
|
||||
{
|
||||
mIsValid = false;
|
||||
mIsSimulation = false;
|
||||
mDevice = NULL;
|
||||
|
||||
mCurrentTrackingCaps = 0;
|
||||
mSupportedTrackingCaps = 0;
|
||||
mPositionTrackingDisabled = false;
|
||||
for(U32 i=0; i<2; ++i)
|
||||
{
|
||||
mDataBuffer[i] = new OculusVRSensorData();
|
||||
|
|
@ -60,34 +64,33 @@ OculusVRSensorDevice::~OculusVRSensorDevice()
|
|||
|
||||
void OculusVRSensorDevice::cleanUp()
|
||||
{
|
||||
mSensorFusion.AttachToSensor(NULL);
|
||||
|
||||
if(mDevice)
|
||||
{
|
||||
mDevice->Release();
|
||||
mDevice = NULL;
|
||||
}
|
||||
|
||||
mIsValid = false;
|
||||
|
||||
ovrHmd_ConfigureTracking(mDevice, 0, 0);
|
||||
}
|
||||
|
||||
void OculusVRSensorDevice::set(OVR::SensorDevice* sensor, OVR::SensorInfo& info, S32 actionCodeIndex)
|
||||
void OculusVRSensorDevice::set(ovrHmd sensor, S32 actionCodeIndex)
|
||||
{
|
||||
mIsValid = false;
|
||||
|
||||
mDevice = sensor;
|
||||
mSensorFusion.AttachToSensor(sensor);
|
||||
mYawCorrectionDisabled = !mSensorFusion.IsYawCorrectionEnabled();
|
||||
|
||||
mSupportedTrackingCaps = sensor->TrackingCaps;
|
||||
mCurrentTrackingCaps = ovrTrackingCap_Orientation | ovrTrackingCap_MagYawCorrection | ovrTrackingCap_Position;
|
||||
|
||||
mCurrentTrackingCaps = mSupportedTrackingCaps & mCurrentTrackingCaps;
|
||||
mYawCorrectionDisabled = !(mCurrentTrackingCaps & ovrTrackingCap_MagYawCorrection);
|
||||
|
||||
mPositionTrackingDisabled = !(mCurrentTrackingCaps & ovrTrackingCap_Position);
|
||||
|
||||
// DeviceInfo
|
||||
mProductName = info.ProductName;
|
||||
mManufacturer = info.Manufacturer;
|
||||
mVersion = info.Version;
|
||||
mProductName = sensor->ProductName;
|
||||
mManufacturer = sensor->Manufacturer;
|
||||
mVersion = sensor->Type;
|
||||
|
||||
// SensorInfo
|
||||
mVendorId = info.VendorId;
|
||||
mProductId = info.ProductId;
|
||||
mSerialNumber = info.SerialNumber;
|
||||
mVendorId = sensor->VendorId;
|
||||
mProductId = sensor->ProductId;
|
||||
mSerialNumber = sensor->SerialNumber;
|
||||
|
||||
mActionCodeIndex = actionCodeIndex;
|
||||
|
||||
|
|
@ -100,43 +103,8 @@ void OculusVRSensorDevice::set(OVR::SensorDevice* sensor, OVR::SensorInfo& info,
|
|||
{
|
||||
mIsValid = true;
|
||||
}
|
||||
}
|
||||
|
||||
void OculusVRSensorDevice::createSimulation(SimulationTypes simulationType, S32 actionCodeIndex)
|
||||
{
|
||||
if(simulationType == ST_RIFT_PREVIEW)
|
||||
{
|
||||
createSimulatedPreviewRift(actionCodeIndex);
|
||||
}
|
||||
}
|
||||
|
||||
void OculusVRSensorDevice::createSimulatedPreviewRift(S32 actionCodeIndex)
|
||||
{
|
||||
mIsValid = false;
|
||||
mIsSimulation = true;
|
||||
mYawCorrectionDisabled = true;
|
||||
|
||||
// DeviceInfo
|
||||
mProductName = "Tracker DK";
|
||||
mManufacturer = "Oculus VR, Inc.";
|
||||
mVersion = 0;
|
||||
|
||||
// SensorInfo
|
||||
mVendorId = 10291;
|
||||
mProductId = 1;
|
||||
mSerialNumber = "000000000000";
|
||||
|
||||
mActionCodeIndex = actionCodeIndex;
|
||||
|
||||
if(mActionCodeIndex >= OculusVRConstants::MaxSensors)
|
||||
{
|
||||
// Cannot declare more sensors than we are able to handle
|
||||
mIsValid = false;
|
||||
}
|
||||
else
|
||||
{
|
||||
mIsValid = true;
|
||||
}
|
||||
updateTrackingCaps();
|
||||
}
|
||||
|
||||
void OculusVRSensorDevice::buildCodeTable()
|
||||
|
|
@ -154,6 +122,8 @@ void OculusVRSensorDevice::buildCodeTable()
|
|||
OVR_SENSORACCELERATION[i] = INPUTMGR->getNextDeviceCode();
|
||||
OVR_SENSORANGVEL[i] = INPUTMGR->getNextDeviceCode();
|
||||
OVR_SENSORMAGNETOMETER[i] = INPUTMGR->getNextDeviceCode();
|
||||
|
||||
OVR_SENSORPOSITION[i] = INPUTMGR->getNextDeviceCode();
|
||||
}
|
||||
|
||||
// Build out the virtual map
|
||||
|
|
@ -179,27 +149,27 @@ void OculusVRSensorDevice::buildCodeTable()
|
|||
|
||||
dSprintf(buffer, 64, "ovr_sensormagnetometer%d", i);
|
||||
INPUTMGR->addVirtualMap( buffer, SI_POS, OVR_SENSORMAGNETOMETER[i] );
|
||||
|
||||
dSprintf(buffer, 64, "ovr_sensorpos%d", i);
|
||||
INPUTMGR->addVirtualMap( buffer, SI_POS, OVR_SENSORPOSITION[i] );
|
||||
}
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
bool OculusVRSensorDevice::process(U32 deviceType, bool generateRotAsAngAxis, bool generateRotAsEuler, bool generateRotationAsAxisEvents, F32 maxAxisRadius, bool generateRawSensor)
|
||||
bool OculusVRSensorDevice::process(U32 deviceType, bool generateRotAsAngAxis, bool generateRotAsEuler, bool generateRotationAsAxisEvents, bool generatePositionEvents, F32 maxAxisRadius, bool generateRawSensor)
|
||||
{
|
||||
if(!mIsValid)
|
||||
return false;
|
||||
|
||||
// Grab current state
|
||||
ovrTrackingState ts = ovrHmd_GetTrackingState(mDevice, ovr_GetTimeInSeconds());
|
||||
mLastStatus = ts.StatusFlags;
|
||||
|
||||
// Store the current data from the sensor and compare with previous data
|
||||
U32 diff;
|
||||
OculusVRSensorData* currentBuffer = (mPrevData == mDataBuffer[0]) ? mDataBuffer[1] : mDataBuffer[0];
|
||||
if(!mIsSimulation)
|
||||
{
|
||||
currentBuffer->setData(mSensorFusion, maxAxisRadius);
|
||||
}
|
||||
else
|
||||
{
|
||||
currentBuffer->simulateData(maxAxisRadius);
|
||||
}
|
||||
currentBuffer->setData(ts, maxAxisRadius);
|
||||
diff = mPrevData->compare(currentBuffer, generateRawSensor);
|
||||
|
||||
// Update the previous data pointer. We do this here in case someone calls our
|
||||
|
|
@ -218,7 +188,7 @@ bool OculusVRSensorDevice::process(U32 deviceType, bool generateRotAsAngAxis, bo
|
|||
{
|
||||
// Convert angles to degrees
|
||||
VectorF angles;
|
||||
for(U32 i=0; i<3; ++i)
|
||||
for(U32 i=0; i<3; ++i)
|
||||
{
|
||||
angles[i] = mRadToDeg(currentBuffer->mRotEuler[i]);
|
||||
}
|
||||
|
|
@ -235,6 +205,11 @@ bool OculusVRSensorDevice::process(U32 deviceType, bool generateRotAsAngAxis, bo
|
|||
INPUTMGR->buildInputEvent(deviceType, OculusVRConstants::DefaultOVRBase, SI_AXIS, OVR_SENSORROTAXISY[mActionCodeIndex], SI_MOVE, currentBuffer->mRotAxis.y);
|
||||
}
|
||||
|
||||
if (generatePositionEvents && diff & OculusVRSensorData::DIFF_POS)
|
||||
{
|
||||
INPUTMGR->buildInputEvent(deviceType, OculusVRConstants::DefaultOVRBase, SI_AXIS, OVR_SENSORROTAXISX[mActionCodeIndex], SI_MOVE, currentBuffer->mPosition);
|
||||
}
|
||||
|
||||
// Raw sensor event
|
||||
if(generateRawSensor && diff & OculusVRSensorData::DIFF_RAW)
|
||||
{
|
||||
|
|
@ -256,6 +231,14 @@ bool OculusVRSensorDevice::process(U32 deviceType, bool generateRotAsAngAxis, bo
|
|||
INPUTMGR->buildInputEvent(deviceType, OculusVRConstants::DefaultOVRBase, SI_POS, OVR_SENSORMAGNETOMETER[mActionCodeIndex], SI_MOVE, currentBuffer->mMagnetometer);
|
||||
}
|
||||
|
||||
if (diff & OculusVRSensorData::DIFF_STATUS)
|
||||
{
|
||||
if (Con::isFunction("onOculusStatusUpdate"))
|
||||
{
|
||||
Con::executef("onOculusStatusUpdate", ts.StatusFlags);
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
|
|
@ -266,39 +249,7 @@ void OculusVRSensorDevice::reset()
|
|||
if(!mIsValid)
|
||||
return;
|
||||
|
||||
mSensorFusion.Reset();
|
||||
}
|
||||
|
||||
F32 OculusVRSensorDevice::getPredictionTime() const
|
||||
{
|
||||
if(!mIsValid)
|
||||
return 0.0f;
|
||||
|
||||
return mSensorFusion.GetPredictionDelta();
|
||||
}
|
||||
|
||||
void OculusVRSensorDevice::setPredictionTime(F32 dt)
|
||||
{
|
||||
if(!mIsValid)
|
||||
return;
|
||||
|
||||
mSensorFusion.SetPrediction(dt);
|
||||
}
|
||||
|
||||
bool OculusVRSensorDevice::getGravityCorrection() const
|
||||
{
|
||||
if(!mIsValid)
|
||||
return false;
|
||||
|
||||
return mSensorFusion.IsGravityEnabled();
|
||||
}
|
||||
|
||||
void OculusVRSensorDevice::setGravityCorrection(bool state)
|
||||
{
|
||||
if(!mIsValid)
|
||||
return;
|
||||
|
||||
mSensorFusion.SetGravityEnabled(state);
|
||||
ovrHmd_RecenterPose(mDevice);
|
||||
}
|
||||
|
||||
bool OculusVRSensorDevice::getYawCorrection() const
|
||||
|
|
@ -306,7 +257,7 @@ bool OculusVRSensorDevice::getYawCorrection() const
|
|||
if(!mIsValid)
|
||||
return false;
|
||||
|
||||
return mSensorFusion.IsYawCorrectionEnabled();
|
||||
return !(mCurrentTrackingCaps & ovrTrackingCap_MagYawCorrection);
|
||||
}
|
||||
|
||||
void OculusVRSensorDevice::setYawCorrection(bool state)
|
||||
|
|
@ -314,10 +265,30 @@ void OculusVRSensorDevice::setYawCorrection(bool state)
|
|||
if(!mIsValid)
|
||||
return;
|
||||
|
||||
if(mYawCorrectionDisabled || !mSensorFusion.HasMagCalibration())
|
||||
if (state == !mYawCorrectionDisabled)
|
||||
return;
|
||||
|
||||
mSensorFusion.SetYawCorrectionEnabled(state);
|
||||
// Don't allow if not capable
|
||||
if(state && !(mSupportedTrackingCaps & ovrTrackingCap_MagYawCorrection))
|
||||
return;
|
||||
|
||||
mYawCorrectionDisabled = !state;
|
||||
updateTrackingCaps();
|
||||
}
|
||||
|
||||
void OculusVRSensorDevice::setPositionTracking(bool state)
|
||||
{
|
||||
if(!mIsValid)
|
||||
return;
|
||||
|
||||
if (state == !mPositionTrackingDisabled)
|
||||
return;
|
||||
|
||||
if(state && !(mSupportedTrackingCaps & ovrTrackingCap_Position))
|
||||
return;
|
||||
|
||||
mPositionTrackingDisabled = !state;
|
||||
updateTrackingCaps();
|
||||
}
|
||||
|
||||
bool OculusVRSensorDevice::getMagnetometerCalibrationAvailable() const
|
||||
|
|
@ -325,7 +296,23 @@ bool OculusVRSensorDevice::getMagnetometerCalibrationAvailable() const
|
|||
if(!mIsValid)
|
||||
return false;
|
||||
|
||||
return mSensorFusion.HasMagCalibration();
|
||||
return (mSupportedTrackingCaps & ovrTrackingCap_MagYawCorrection) != 0;
|
||||
}
|
||||
|
||||
bool OculusVRSensorDevice::getOrientationTrackingAvailable() const
|
||||
{
|
||||
if(!mIsValid)
|
||||
return false;
|
||||
|
||||
return (mSupportedTrackingCaps & ovrTrackingCap_Orientation) != 0;
|
||||
}
|
||||
|
||||
bool OculusVRSensorDevice::getPositionTrackingAvailable() const
|
||||
{
|
||||
if(!mIsValid)
|
||||
return false;
|
||||
|
||||
return (mSupportedTrackingCaps & ovrTrackingCap_Position) != 0;
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
|
@ -335,15 +322,8 @@ EulerF OculusVRSensorDevice::getEulerRotation()
|
|||
if(!mIsValid)
|
||||
return Point3F::Zero;
|
||||
|
||||
OVR::Quatf orientation;
|
||||
if(mSensorFusion.GetPredictionDelta() > 0)
|
||||
{
|
||||
orientation = mSensorFusion.GetPredictedOrientation();
|
||||
}
|
||||
else
|
||||
{
|
||||
orientation = mSensorFusion.GetOrientation();
|
||||
}
|
||||
ovrTrackingState ts = ovrHmd_GetTrackingState(mDevice, ovr_GetTimeInSeconds());
|
||||
OVR::Quatf orientation = ts.HeadPose.ThePose.Orientation;
|
||||
|
||||
// Sensor rotation in Euler format
|
||||
EulerF rot;
|
||||
|
|
@ -357,13 +337,12 @@ EulerF OculusVRSensorDevice::getRawEulerRotation()
|
|||
if(!mIsValid)
|
||||
return Point3F::Zero;
|
||||
|
||||
OVR::Quatf orientation;
|
||||
orientation = mSensorFusion.GetOrientation();
|
||||
ovrTrackingState ts = ovrHmd_GetTrackingState(mDevice, ovr_GetTimeInSeconds());
|
||||
OVR::Quatf orientation = ts.HeadPose.ThePose.Orientation;
|
||||
|
||||
// Sensor rotation in Euler format
|
||||
EulerF rot;
|
||||
OculusVRUtil::convertRotation(orientation, rot);
|
||||
|
||||
return rot;
|
||||
}
|
||||
|
||||
|
|
@ -371,9 +350,10 @@ VectorF OculusVRSensorDevice::getAcceleration()
|
|||
{
|
||||
if(!mIsValid)
|
||||
return VectorF::Zero;
|
||||
|
||||
OVR::Vector3f a = mSensorFusion.GetAcceleration();
|
||||
|
||||
ovrTrackingState ts = ovrHmd_GetTrackingState(mDevice, ovr_GetTimeInSeconds());
|
||||
OVR::Vector3f a = ts.HeadPose.LinearAcceleration;
|
||||
|
||||
// Sensor acceleration in VectorF format
|
||||
VectorF acceleration;
|
||||
OculusVRUtil::convertAcceleration(a, acceleration);
|
||||
|
|
@ -385,8 +365,9 @@ EulerF OculusVRSensorDevice::getAngularVelocity()
|
|||
{
|
||||
if(!mIsValid)
|
||||
return EulerF::Zero;
|
||||
|
||||
OVR::Vector3f v = mSensorFusion.GetAngularVelocity();
|
||||
|
||||
ovrTrackingState ts = ovrHmd_GetTrackingState(mDevice, ovr_GetTimeInSeconds());
|
||||
OVR::Vector3f v = ts.HeadPose.AngularVelocity;
|
||||
|
||||
// Sensor angular velocity in EulerF format
|
||||
EulerF vel;
|
||||
|
|
@ -395,38 +376,28 @@ EulerF OculusVRSensorDevice::getAngularVelocity()
|
|||
return vel;
|
||||
}
|
||||
|
||||
VectorF OculusVRSensorDevice::getMagnetometer()
|
||||
Point3F OculusVRSensorDevice::getPosition()
|
||||
{
|
||||
if(!mIsValid)
|
||||
return VectorF::Zero;
|
||||
|
||||
OVR::Vector3f m;
|
||||
if(mSensorFusion.HasMagCalibration() && mSensorFusion.IsYawCorrectionEnabled())
|
||||
{
|
||||
m = mSensorFusion.GetCalibratedMagnetometer();
|
||||
}
|
||||
else
|
||||
{
|
||||
m = mSensorFusion.GetMagnetometer();
|
||||
}
|
||||
return Point3F();
|
||||
|
||||
// Sensor magnetometer reading in VectorF format
|
||||
VectorF mag;
|
||||
OculusVRUtil::convertMagnetometer(m, mag);
|
||||
|
||||
return mag;
|
||||
ovrTrackingState ts = ovrHmd_GetTrackingState(mDevice, ovr_GetTimeInSeconds());
|
||||
OVR::Vector3f v = ts.HeadPose.ThePose.Position;
|
||||
return Point3F(-v.x, v.z, -v.y);
|
||||
}
|
||||
|
||||
VectorF OculusVRSensorDevice::getRawMagnetometer()
|
||||
void OculusVRSensorDevice::updateTrackingCaps()
|
||||
{
|
||||
if(!mIsValid)
|
||||
return VectorF::Zero;
|
||||
if (!mIsValid)
|
||||
return;
|
||||
|
||||
OVR::Vector3f m = mSensorFusion.GetMagnetometer();
|
||||
|
||||
// Sensor magnetometer reading in VectorF format
|
||||
VectorF mag;
|
||||
OculusVRUtil::convertMagnetometer(m, mag);
|
||||
// Set based on current vars
|
||||
mCurrentTrackingCaps = ovrTrackingCap_Orientation;
|
||||
|
||||
return mag;
|
||||
if (!mYawCorrectionDisabled)
|
||||
mCurrentTrackingCaps |= ovrTrackingCap_MagYawCorrection;
|
||||
if (!mPositionTrackingDisabled)
|
||||
mCurrentTrackingCaps |= ovrTrackingCap_Position;
|
||||
|
||||
ovrHmd_ConfigureTracking(mDevice, mCurrentTrackingCaps, 0);
|
||||
}
|
||||
|
|
|
|||
|
|
@ -30,17 +30,12 @@
|
|||
#include "math/mPoint4.h"
|
||||
#include "platform/input/oculusVR/oculusVRConstants.h"
|
||||
#include "platform/types.h"
|
||||
#include "OVR.h"
|
||||
#include "OVR_CAPI_0_5_0.h"
|
||||
|
||||
struct OculusVRSensorData;
|
||||
|
||||
class OculusVRSensorDevice
|
||||
{
|
||||
public:
|
||||
enum SimulationTypes {
|
||||
ST_RIFT_PREVIEW,
|
||||
};
|
||||
|
||||
public:
|
||||
// Action codes
|
||||
static U32 OVR_SENSORROT[OculusVRConstants::MaxSensors]; // SI_ROT
|
||||
|
|
@ -54,15 +49,15 @@ public:
|
|||
static U32 OVR_SENSORANGVEL[OculusVRConstants::MaxSensors]; // SI_POS but is EulerF
|
||||
static U32 OVR_SENSORMAGNETOMETER[OculusVRConstants::MaxSensors]; // SI_POS
|
||||
|
||||
static U32 OVR_SENSORPOSITION[OculusVRConstants::MaxSensors];
|
||||
|
||||
protected:
|
||||
bool mIsValid;
|
||||
|
||||
bool mIsSimulation;
|
||||
|
||||
OVR::SensorDevice* mDevice;
|
||||
|
||||
OVR::SensorFusion mSensorFusion;
|
||||
|
||||
ovrHmd mDevice;
|
||||
U32 mCurrentTrackingCaps;
|
||||
U32 mSupportedTrackingCaps;
|
||||
|
||||
// From OVR::DeviceInfo
|
||||
String mProductName;
|
||||
String mManufacturer;
|
||||
|
|
@ -76,6 +71,12 @@ protected:
|
|||
// Has yaw correction been disabled by the control panel
|
||||
bool mYawCorrectionDisabled;
|
||||
|
||||
// Has position tracking been disabled
|
||||
bool mPositionTrackingDisabled;
|
||||
|
||||
// Last tracking status
|
||||
U32 mLastStatus;
|
||||
|
||||
// Assigned by the OculusVRDevice
|
||||
S32 mActionCodeIndex;
|
||||
|
||||
|
|
@ -86,9 +87,6 @@ protected:
|
|||
// for the sensor
|
||||
OculusVRSensorData* mPrevData;
|
||||
|
||||
protected:
|
||||
void createSimulatedPreviewRift(S32 actionCodeIndex);
|
||||
|
||||
public:
|
||||
OculusVRSensorDevice();
|
||||
virtual ~OculusVRSensorDevice();
|
||||
|
|
@ -98,44 +96,42 @@ public:
|
|||
void cleanUp();
|
||||
|
||||
// Set the sensor properties based on information from the OVR device
|
||||
void set(OVR::SensorDevice* sensor, OVR::SensorInfo& info, S32 actionCodeIndex);
|
||||
|
||||
// Set the sensor properties based on a simulation of the given type
|
||||
void createSimulation(SimulationTypes simulationType, S32 actionCodeIndex);
|
||||
void set(ovrHmd sensor, S32 actionCodeIndex);
|
||||
|
||||
bool isValid() const {return mIsValid;}
|
||||
bool isSimulated() {return mIsSimulation;}
|
||||
|
||||
bool process(U32 deviceType, bool generateRotAsAngAxis, bool generateRotAsEuler, bool generateRotationAsAxisEvents, F32 maxAxisRadius, bool generateRawSensor);
|
||||
bool process(U32 deviceType, bool generateRotAsAngAxis, bool generateRotAsEuler, bool generateRotationAsAxisEvents, bool generatePositionEvents, F32 maxAxisRadius, bool generateRawSensor);
|
||||
|
||||
void reset();
|
||||
|
||||
// Get the prediction time for the sensor fusion. The time is in seconds.
|
||||
F32 getPredictionTime() const;
|
||||
|
||||
// Set the prediction time for the sensor fusion. The time is in seconds.
|
||||
void setPredictionTime(F32 dt);
|
||||
|
||||
// Is gravity correction enabled for pitch and roll
|
||||
bool getGravityCorrection() const;
|
||||
|
||||
// Set the pitch and roll gravity correction
|
||||
void setGravityCorrection(bool state);
|
||||
|
||||
// Has yaw correction been disabled using the control panel
|
||||
bool getYawCorrectionUserDisabled() const { return mYawCorrectionDisabled; }
|
||||
|
||||
// Is yaw correction enabled
|
||||
bool getYawCorrection() const;
|
||||
|
||||
// Position is valid
|
||||
bool getHasValidPosition() const { return mLastStatus & ovrStatus_PositionTracked; }
|
||||
|
||||
// Set the yaw correction. Note: if magnetometer calibration data is not present,
|
||||
// or user has disabled yaw correction in the control panel, this method will
|
||||
// not enable it.
|
||||
void setYawCorrection(bool state);
|
||||
|
||||
// Sets position tracking state
|
||||
void setPositionTracking(bool state);
|
||||
|
||||
// Is magnetometer calibration data available for this sensor
|
||||
bool getMagnetometerCalibrationAvailable() const;
|
||||
|
||||
// Is position tracking data available for this sensor
|
||||
bool getOrientationTrackingAvailable() const;
|
||||
|
||||
// Is position tracking data available for this sensor
|
||||
bool getPositionTrackingAvailable() const;
|
||||
|
||||
U32 getLastTrackingStatus() const { return mLastStatus; }
|
||||
|
||||
const char* getProductName() { return mProductName.c_str(); }
|
||||
const char* getManufacturer() { return mManufacturer.c_str(); }
|
||||
U32 getVersion() { return mVersion; }
|
||||
|
|
@ -155,12 +151,10 @@ public:
|
|||
// Get the current angular velocity reading, in rad/s
|
||||
EulerF getAngularVelocity();
|
||||
|
||||
// Get the current magnetometer reading (direction and field strength), in Gauss.
|
||||
// Uses magnetometer calibration if set.
|
||||
VectorF getMagnetometer();
|
||||
// Get the current position
|
||||
Point3F getPosition();
|
||||
|
||||
// Get the current raw magnetometer reading (direction and field strength), in Gauss
|
||||
VectorF getRawMagnetometer();
|
||||
void updateTrackingCaps();
|
||||
};
|
||||
|
||||
#endif // _OCULUSVRSENSORDEVICE_H_
|
||||
|
|
|
|||
|
|
@ -25,7 +25,12 @@
|
|||
|
||||
#include "math/mPoint2.h"
|
||||
#include "math/mMatrix.h"
|
||||
#include "OVR.h"
|
||||
#include "OVR_CAPI_0_5_0.h"
|
||||
|
||||
// NOTE: math code in oculus uses "Offset" which is a preprocessor macro
|
||||
#define TorqueOffset Offset
|
||||
#undef Offset
|
||||
#include "Extras/OVR_Math.h"
|
||||
|
||||
namespace OculusVRUtil
|
||||
{
|
||||
|
|
@ -48,4 +53,6 @@ namespace OculusVRUtil
|
|||
void convertMagnetometer(OVR::Vector3f& inMagnetometer, VectorF& outMagnetometer);
|
||||
}
|
||||
|
||||
#define Offset TorqueOffset
|
||||
|
||||
#endif // _OCULUSVRUTIL_H_
|
||||
|
|
|
|||
|
|
@ -25,20 +25,44 @@
|
|||
|
||||
#include "console/consoleTypes.h"
|
||||
|
||||
class GameConnection;
|
||||
class GuiCanvas;
|
||||
|
||||
// Defines a custom display device that requires particular rendering settings
|
||||
// in order for a scene to display correctly.
|
||||
|
||||
/// Defines the basic display pose common to most display devices
|
||||
typedef struct DisplayPose
|
||||
{
|
||||
EulerF orientation; /// Direction device is facing
|
||||
Point3F position; /// Relative position of device in view space
|
||||
} IDevicePose;
|
||||
|
||||
class IDisplayDevice
|
||||
{
|
||||
public:
|
||||
virtual bool providesYFOV() const = 0;
|
||||
virtual F32 getYFOV() const = 0;
|
||||
virtual bool providesFrameEyePose() const = 0;
|
||||
virtual void getFrameEyePose(IDevicePose *pose, U32 eye) const = 0;
|
||||
|
||||
virtual bool providesEyeOffset() const = 0;
|
||||
virtual const Point3F& getEyeOffset() const = 0;
|
||||
virtual bool providesEyeOffsets() const = 0;
|
||||
/// Returns eye offset not taking into account any position tracking info
|
||||
virtual void getEyeOffsets(Point3F *dest) const = 0;
|
||||
|
||||
virtual bool providesFovPorts() const = 0;
|
||||
virtual void getFovPorts(FovPort *out) const = 0;
|
||||
|
||||
virtual bool providesProjectionOffset() const = 0;
|
||||
virtual const Point2F& getProjectionOffset() const = 0;
|
||||
|
||||
virtual void getStereoViewports(RectI *out) const = 0;
|
||||
virtual void getStereoTargets(GFXTextureTarget **out) const = 0;
|
||||
|
||||
virtual void setDrawCanvas(GuiCanvas *canvas) = 0;
|
||||
|
||||
virtual void setCurrentConnection(GameConnection *connection) = 0;
|
||||
virtual GameConnection* getCurrentConnection() = 0;
|
||||
|
||||
virtual void onStartFrame() = 0;
|
||||
};
|
||||
|
||||
#endif // _IDISPLAYDEVICE_H_
|
||||
|
|
|
|||
|
|
@ -144,6 +144,20 @@ GFX_ImplementTextureProfile( PostFxTextureProfile,
|
|||
GFXTextureProfile::Static | GFXTextureProfile::PreserveSize | GFXTextureProfile::NoMipmap,
|
||||
GFXTextureProfile::NONE );
|
||||
|
||||
GFX_ImplementTextureProfile( VRTextureProfile,
|
||||
GFXTextureProfile::DiffuseMap,
|
||||
GFXTextureProfile::PreserveSize |
|
||||
GFXTextureProfile::RenderTarget |
|
||||
GFXTextureProfile::NoMipmap,
|
||||
GFXTextureProfile::NONE );
|
||||
|
||||
GFX_ImplementTextureProfile( VRDepthProfile,
|
||||
GFXTextureProfile::DiffuseMap,
|
||||
GFXTextureProfile::PreserveSize |
|
||||
GFXTextureProfile::RenderTarget |
|
||||
GFXTextureProfile::NoMipmap |
|
||||
GFXTextureProfile::ZTarget,
|
||||
GFXTextureProfile::NONE );
|
||||
|
||||
void PostEffect::EffectConst::set( const String &newVal )
|
||||
{
|
||||
|
|
|
|||
|
|
@ -101,6 +101,10 @@ struct PFXFrameState
|
|||
///
|
||||
GFX_DeclareTextureProfile( PostFxTextureProfile );
|
||||
|
||||
GFX_DeclareTextureProfile( VRTextureProfile );
|
||||
|
||||
GFX_DeclareTextureProfile( VRDepthProfile );
|
||||
|
||||
///
|
||||
GFXDeclareVertexFormat( PFXVertex )
|
||||
{
|
||||
|
|
|
|||
|
|
@ -606,63 +606,58 @@ void PlaneReflector::updateReflection( const ReflectParams ¶ms )
|
|||
RectI originalVP = GFX->getViewport();
|
||||
|
||||
Point2F projOffset = GFX->getCurrentProjectionOffset();
|
||||
Point3F eyeOffset = GFX->getStereoEyeOffset();
|
||||
const FovPort *currentFovPort = GFX->getSteroFovPort();
|
||||
MatrixF inverseEyeTransforms[2];
|
||||
|
||||
// Calculate world transforms for eyes
|
||||
inverseEyeTransforms[0] = params.query->eyeTransforms[0];
|
||||
inverseEyeTransforms[1] = params.query->eyeTransforms[1];
|
||||
inverseEyeTransforms[0].inverse();
|
||||
inverseEyeTransforms[1].inverse();
|
||||
|
||||
Frustum originalFrustum = GFX->getFrustum();
|
||||
|
||||
// Render left half of display
|
||||
RectI leftVP = originalVP;
|
||||
leftVP.extent.x *= 0.5;
|
||||
GFX->setViewport(leftVP);
|
||||
GFX->activateStereoTarget(0);
|
||||
GFX->setWorldMatrix(params.query->eyeTransforms[0]);
|
||||
|
||||
MatrixF leftWorldTrans(true);
|
||||
leftWorldTrans.setPosition(Point3F(eyeOffset.x, eyeOffset.y, eyeOffset.z));
|
||||
MatrixF leftWorld(params.query->cameraMatrix);
|
||||
leftWorld.mulL(leftWorldTrans);
|
||||
|
||||
Frustum gfxFrustum = GFX->getFrustum();
|
||||
gfxFrustum.setProjectionOffset(Point2F(projOffset.x, projOffset.y));
|
||||
Frustum gfxFrustum = originalFrustum;
|
||||
MathUtils::makeFovPortFrustum(&gfxFrustum, gfxFrustum.isOrtho(), gfxFrustum.getNearDist(), gfxFrustum.getFarDist(), currentFovPort[0], inverseEyeTransforms[0]);
|
||||
GFX->setFrustum(gfxFrustum);
|
||||
|
||||
setGFXMatrices( leftWorld );
|
||||
setGFXMatrices( params.query->eyeTransforms[0] );
|
||||
|
||||
SceneCameraState cameraStateLeft = SceneCameraState::fromGFX();
|
||||
SceneRenderState renderStateLeft( gClientSceneGraph, SPT_Reflect, cameraStateLeft );
|
||||
renderStateLeft.setSceneRenderStyle(SRS_SideBySide);
|
||||
renderStateLeft.setSceneRenderField(0);
|
||||
renderStateLeft.getMaterialDelegate().bind( REFLECTMGR, &ReflectionManager::getReflectionMaterial );
|
||||
renderStateLeft.setDiffuseCameraTransform( params.query->cameraMatrix );
|
||||
renderStateLeft.setDiffuseCameraTransform( params.query->eyeTransforms[0] );
|
||||
renderStateLeft.disableAdvancedLightingBins(true);
|
||||
|
||||
gClientSceneGraph->renderSceneNoLights( &renderStateLeft, objTypeFlag );
|
||||
|
||||
// Render right half of display
|
||||
RectI rightVP = originalVP;
|
||||
rightVP.extent.x *= 0.5;
|
||||
rightVP.point.x += rightVP.extent.x;
|
||||
GFX->setViewport(rightVP);
|
||||
GFX->activateStereoTarget(1);
|
||||
GFX->setWorldMatrix(params.query->eyeTransforms[1]);
|
||||
|
||||
MatrixF rightWorldTrans(true);
|
||||
rightWorldTrans.setPosition(Point3F(-eyeOffset.x, eyeOffset.y, eyeOffset.z));
|
||||
MatrixF rightWorld(params.query->cameraMatrix);
|
||||
rightWorld.mulL(rightWorldTrans);
|
||||
|
||||
gfxFrustum = GFX->getFrustum();
|
||||
gfxFrustum.setProjectionOffset(Point2F(-projOffset.x, projOffset.y));
|
||||
gfxFrustum = originalFrustum;
|
||||
MathUtils::makeFovPortFrustum(&gfxFrustum, gfxFrustum.isOrtho(), gfxFrustum.getNearDist(), gfxFrustum.getFarDist(), currentFovPort[1], inverseEyeTransforms[1]);
|
||||
GFX->setFrustum(gfxFrustum);
|
||||
|
||||
setGFXMatrices( rightWorld );
|
||||
setGFXMatrices( params.query->eyeTransforms[1] );
|
||||
|
||||
SceneCameraState cameraStateRight = SceneCameraState::fromGFX();
|
||||
SceneRenderState renderStateRight( gClientSceneGraph, SPT_Reflect, cameraStateRight );
|
||||
renderStateRight.setSceneRenderStyle(SRS_SideBySide);
|
||||
renderStateRight.setSceneRenderField(1);
|
||||
renderStateRight.getMaterialDelegate().bind( REFLECTMGR, &ReflectionManager::getReflectionMaterial );
|
||||
renderStateRight.setDiffuseCameraTransform( params.query->cameraMatrix );
|
||||
renderStateRight.setDiffuseCameraTransform( params.query->eyeTransforms[1] );
|
||||
renderStateRight.disableAdvancedLightingBins(true);
|
||||
|
||||
gClientSceneGraph->renderSceneNoLights( &renderStateRight, objTypeFlag );
|
||||
|
||||
// Restore previous values
|
||||
gfxFrustum.clearProjectionOffset();
|
||||
GFX->setFrustum(gfxFrustum);
|
||||
GFX->setViewport(originalVP);
|
||||
}
|
||||
|
|
|
|||
|
|
@ -36,6 +36,7 @@
|
|||
#include "console/engineAPI.h"
|
||||
#include "sim/netConnection.h"
|
||||
#include "T3D/gameBase/gameConnection.h"
|
||||
#include "math/mathUtils.h"
|
||||
|
||||
// For player object bounds workaround.
|
||||
#include "T3D/player.h"
|
||||
|
|
@ -236,26 +237,21 @@ void SceneManager::renderScene( SceneRenderState* renderState, U32 objectMask, S
|
|||
// Store previous values
|
||||
RectI originalVP = GFX->getViewport();
|
||||
MatrixF originalWorld = GFX->getWorldMatrix();
|
||||
Frustum originalFrustum = GFX->getFrustum();
|
||||
|
||||
Point2F projOffset = GFX->getCurrentProjectionOffset();
|
||||
Point3F eyeOffset = GFX->getStereoEyeOffset();
|
||||
|
||||
// Indicate that we're about to start a field
|
||||
GFX->beginField();
|
||||
const FovPort *currentFovPort = GFX->getSteroFovPort();
|
||||
const MatrixF *eyeTransforms = GFX->getStereoEyeTransforms();
|
||||
const MatrixF *worldEyeTransforms = GFX->getInverseStereoEyeTransforms();
|
||||
|
||||
// Render left half of display
|
||||
RectI leftVP = originalVP;
|
||||
leftVP.extent.x *= 0.5;
|
||||
GFX->setViewport(leftVP);
|
||||
GFX->activateStereoTarget(0);
|
||||
GFX->beginField();
|
||||
|
||||
MatrixF leftWorldTrans(true);
|
||||
leftWorldTrans.setPosition(Point3F(eyeOffset.x, eyeOffset.y, eyeOffset.z));
|
||||
MatrixF leftWorld(originalWorld);
|
||||
leftWorld.mulL(leftWorldTrans);
|
||||
GFX->setWorldMatrix(leftWorld);
|
||||
GFX->setWorldMatrix(worldEyeTransforms[0]);
|
||||
|
||||
Frustum gfxFrustum = GFX->getFrustum();
|
||||
gfxFrustum.setProjectionOffset(Point2F(projOffset.x, projOffset.y));
|
||||
Frustum gfxFrustum = originalFrustum;
|
||||
MathUtils::makeFovPortFrustum(&gfxFrustum, gfxFrustum.isOrtho(), gfxFrustum.getNearDist(), gfxFrustum.getFarDist(), currentFovPort[0], eyeTransforms[0]);
|
||||
GFX->setFrustum(gfxFrustum);
|
||||
|
||||
SceneCameraState cameraStateLeft = SceneCameraState::fromGFX();
|
||||
|
|
@ -266,25 +262,16 @@ void SceneManager::renderScene( SceneRenderState* renderState, U32 objectMask, S
|
|||
renderSceneNoLights( &renderStateLeft, objectMask, baseObject, baseZone );
|
||||
|
||||
// Indicate that we've just finished a field
|
||||
//GFX->clear(GFXClearTarget | GFXClearZBuffer | GFXClearStencil, ColorI(255,0,0), 1.0f, 0);
|
||||
GFX->endField();
|
||||
|
||||
// Indicate that we're about to start a field
|
||||
GFX->beginField();
|
||||
|
||||
|
||||
// Render right half of display
|
||||
RectI rightVP = originalVP;
|
||||
rightVP.extent.x *= 0.5;
|
||||
rightVP.point.x += rightVP.extent.x;
|
||||
GFX->setViewport(rightVP);
|
||||
GFX->activateStereoTarget(1);
|
||||
GFX->beginField();
|
||||
GFX->setWorldMatrix(worldEyeTransforms[1]);
|
||||
|
||||
MatrixF rightWorldTrans(true);
|
||||
rightWorldTrans.setPosition(Point3F(-eyeOffset.x, eyeOffset.y, eyeOffset.z));
|
||||
MatrixF rightWorld(originalWorld);
|
||||
rightWorld.mulL(rightWorldTrans);
|
||||
GFX->setWorldMatrix(rightWorld);
|
||||
|
||||
gfxFrustum = GFX->getFrustum();
|
||||
gfxFrustum.setProjectionOffset(Point2F(-projOffset.x, projOffset.y));
|
||||
gfxFrustum = originalFrustum;
|
||||
MathUtils::makeFovPortFrustum(&gfxFrustum, gfxFrustum.isOrtho(), gfxFrustum.getNearDist(), gfxFrustum.getFarDist(), currentFovPort[1], eyeTransforms[1]);
|
||||
GFX->setFrustum(gfxFrustum);
|
||||
|
||||
SceneCameraState cameraStateRight = SceneCameraState::fromGFX();
|
||||
|
|
@ -295,12 +282,12 @@ void SceneManager::renderScene( SceneRenderState* renderState, U32 objectMask, S
|
|||
renderSceneNoLights( &renderStateRight, objectMask, baseObject, baseZone );
|
||||
|
||||
// Indicate that we've just finished a field
|
||||
//GFX->clear(GFXClearTarget | GFXClearZBuffer | GFXClearStencil, ColorI(0,255,0), 1.0f, 0);
|
||||
GFX->endField();
|
||||
|
||||
// Restore previous values
|
||||
GFX->setWorldMatrix(originalWorld);
|
||||
gfxFrustum.clearProjectionOffset();
|
||||
GFX->setFrustum(gfxFrustum);
|
||||
GFX->setFrustum(originalFrustum);
|
||||
GFX->setViewport(originalVP);
|
||||
}
|
||||
else
|
||||
|
|
|
|||
|
|
@ -62,11 +62,12 @@ function GuiCanvas::checkCursor(%this)
|
|||
if ((%control.noCursor $= "") || !%control.noCursor)
|
||||
{
|
||||
showCursor();
|
||||
return;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
// If we get here, every control requested a hidden cursor, so we oblige.
|
||||
hideCursor();
|
||||
return false;
|
||||
}
|
||||
|
||||
//---------------------------------------------------------------------------------------------
|
||||
|
|
|
|||
|
|
@ -243,9 +243,9 @@ function metrics( %expr )
|
|||
|
||||
if( %metricsExpr !$= "" )
|
||||
{
|
||||
Canvas.pushDialog( FrameOverlayGui, 1000 );
|
||||
$GameCanvas.pushDialog( FrameOverlayGui, 1000 );
|
||||
TextOverlayControl.setValue( %metricsExpr );
|
||||
}
|
||||
else
|
||||
Canvas.popDialog(FrameOverlayGui);
|
||||
$GameCanvas.popDialog(FrameOverlayGui);
|
||||
}
|
||||
|
|
|
|||
|
|
@ -24,12 +24,103 @@
|
|||
if(!isFunction(isOculusVRDeviceActive))
|
||||
return;
|
||||
|
||||
function setupOculusActionMaps()
|
||||
{
|
||||
if (isObject(OculusWarningMap))
|
||||
return;
|
||||
|
||||
new ActionMap(OculusWarningMap);
|
||||
new ActionMap(OculusCanvasMap);
|
||||
|
||||
OculusWarningMap.bind(keyboard, space, dismissOculusVRWarnings);
|
||||
|
||||
OculusCanvasMap.bind( mouse, xaxis, oculusYaw );
|
||||
OculusCanvasMap.bind( mouse, yaxis, oculusPitch );
|
||||
OculusCanvasMap.bind( mouse, button0, oculusClick );
|
||||
}
|
||||
|
||||
function oculusYaw(%val)
|
||||
{
|
||||
OculusCanvas.cursorNudge(%val * 0.10, 0);
|
||||
}
|
||||
|
||||
function oculusPitch(%val)
|
||||
{
|
||||
OculusCanvas.cursorNudge(0, %val * 0.10);
|
||||
}
|
||||
|
||||
function oculusClick(%active)
|
||||
{
|
||||
OculusCanvas.cursorClick(0, %active);
|
||||
}
|
||||
|
||||
function GuiOffscreenCanvas::checkCursor(%this)
|
||||
{
|
||||
%count = %this.getCount();
|
||||
for(%i = 0; %i < %count; %i++)
|
||||
{
|
||||
%control = %this.getObject(%i);
|
||||
if ((%control.noCursor $= "") || !%control.noCursor)
|
||||
{
|
||||
%this.cursorOn();
|
||||
return true;
|
||||
}
|
||||
}
|
||||
// If we get here, every control requested a hidden cursor, so we oblige.
|
||||
|
||||
%this.cursorOff();
|
||||
return false;
|
||||
}
|
||||
|
||||
function GuiOffscreenCanvas::pushDialog(%this, %ctrl, %layer, %center)
|
||||
{
|
||||
Parent::pushDialog(%this, %ctrl, %layer, %center);
|
||||
%cursorVisible = %this.checkCursor();
|
||||
|
||||
if (%cursorVisible)
|
||||
{
|
||||
echo("OffscreenCanvas visible");
|
||||
OculusCanvasMap.pop();
|
||||
OculusCanvasMap.push();
|
||||
}
|
||||
else
|
||||
{
|
||||
echo("OffscreenCanvas not visible");
|
||||
OculusCanvasMap.pop();
|
||||
}
|
||||
}
|
||||
|
||||
function GuiOffscreenCanvas::popDialog(%this, %ctrl)
|
||||
{
|
||||
Parent::popDialog(%this, %ctrl);
|
||||
%cursorVisible = %this.checkCursor();
|
||||
|
||||
if (%cursorVisible)
|
||||
{
|
||||
echo("OffscreenCanvas visible");
|
||||
OculusCanvasMap.pop();
|
||||
OculusCanvasMap.push();
|
||||
}
|
||||
else
|
||||
{
|
||||
echo("OffscreenCanvas not visible");
|
||||
OculusCanvasMap.pop();
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
function oculusSensorMetricsCallback()
|
||||
{
|
||||
return " | OVR Sensor 0 |" @
|
||||
" rot: " @ getOVRSensorEulerRotation(0);
|
||||
return ovrDumpMetrics(0);
|
||||
}
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
function onOculusStatusUpdate(%status)
|
||||
{
|
||||
$LastOculusTrackingState = %status;
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
|
@ -60,23 +151,34 @@ function enableOculusVRDisplay(%gameConnection, %trueStereoRendering)
|
|||
{
|
||||
setOVRHMDAsGameConnectionDisplayDevice(%gameConnection);
|
||||
PlayGui.renderStyle = "stereo side by side";
|
||||
|
||||
if(%trueStereoRendering)
|
||||
setOptimalOVRCanvasSize(Canvas);
|
||||
|
||||
if (!isObject(OculusCanvas))
|
||||
{
|
||||
if($pref::OculusVR::UseChromaticAberrationCorrection)
|
||||
{
|
||||
OVRBarrelDistortionChromaPostFX.isEnabled = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
OVRBarrelDistortionPostFX.isEnabled = true;
|
||||
}
|
||||
new GuiOffscreenCanvas(OculusCanvas) {
|
||||
targetSize = "512 512";
|
||||
targetName = "oculusCanvas";
|
||||
dynamicTarget = true;
|
||||
};
|
||||
}
|
||||
else
|
||||
|
||||
if (!isObject(OculusVROverlay))
|
||||
{
|
||||
OVRBarrelDistortionMonoPostFX.isEnabled = true;
|
||||
exec("./oculusVROverlay.gui");
|
||||
}
|
||||
|
||||
OculusCanvas.setContent(OculusVROverlay);
|
||||
OculusCanvas.setCursor(DefaultCursor);
|
||||
PlayGui.setStereoGui(OculusCanvas);
|
||||
OculusCanvas.setCursorPos("128 128");
|
||||
OculusCanvas.cursorOff();
|
||||
$GameCanvas = OculusCanvas;
|
||||
|
||||
%ext = Canvas.getExtent();
|
||||
$OculusMouseScaleX = 512.0 / 1920.0;
|
||||
$OculusMouseScaleY = 512.0 / 1060.0;
|
||||
|
||||
//$gfx::wireframe = true;
|
||||
// Reset all sensors
|
||||
ovrResetAllSensors();
|
||||
}
|
||||
|
|
@ -85,11 +187,15 @@ function enableOculusVRDisplay(%gameConnection, %trueStereoRendering)
|
|||
// and barrel distortion for the Rift.
|
||||
function disableOculusVRDisplay(%gameConnection)
|
||||
{
|
||||
%gameConnection.clearDisplayDevice();
|
||||
OculusCanvas.popDialog();
|
||||
OculusWarningMap.pop();
|
||||
$GameCanvas = Canvas;
|
||||
|
||||
if (isObject(gameConnection))
|
||||
{
|
||||
%gameConnection.clearDisplayDevice();
|
||||
}
|
||||
PlayGui.renderStyle = "standard";
|
||||
OVRBarrelDistortionPostFX.isEnabled = false;
|
||||
OVRBarrelDistortionChromaPostFX.isEnabled = false;
|
||||
OVRBarrelDistortionMonoPostFX.isEnabled = false;
|
||||
}
|
||||
|
||||
// Helper function to set the standard Rift control scheme. You could place
|
||||
|
|
@ -97,7 +203,7 @@ function disableOculusVRDisplay(%gameConnection)
|
|||
// you call enableOculusVRDisplay().
|
||||
function setStandardOculusVRControlScheme(%gameConnection)
|
||||
{
|
||||
if(isOVRHMDSimulated(0))
|
||||
if($OculusVR::SimulateInput)
|
||||
{
|
||||
// We are simulating a HMD so allow the mouse and gamepad to control
|
||||
// both yaw and pitch.
|
||||
|
|
@ -131,3 +237,12 @@ function resetOculusVRSensors()
|
|||
{
|
||||
ovrResetAllSensors();
|
||||
}
|
||||
|
||||
function dismissOculusVRWarnings(%value)
|
||||
{
|
||||
//if (%value)
|
||||
//{
|
||||
ovrDismissWarnings();
|
||||
OculusWarningMap.pop();
|
||||
//}
|
||||
}
|
||||
19
Templates/Empty/game/core/scripts/client/oculusVROverlay.gui
Normal file
19
Templates/Empty/game/core/scripts/client/oculusVROverlay.gui
Normal file
|
|
@ -0,0 +1,19 @@
|
|||
//--- OBJECT WRITE BEGIN ---
|
||||
%guiContent = singleton GuiControl(OculusVROverlay) {
|
||||
canSaveDynamicFields = "0";
|
||||
Enabled = "1";
|
||||
isContainer = "1";
|
||||
Profile = "GuiContentProfile";
|
||||
HorizSizing = "width";
|
||||
VertSizing = "height";
|
||||
Position = "0 0";
|
||||
Extent = "512 512";
|
||||
MinExtent = "8 8";
|
||||
canSave = "1";
|
||||
Visible = "1";
|
||||
tooltipprofile = "GuiToolTipProfile";
|
||||
hovertime = "1000";
|
||||
useVariable = "0";
|
||||
tile = "0";
|
||||
};
|
||||
//--- OBJECT WRITE END ---
|
||||
|
|
@ -20,6 +20,7 @@
|
|||
// IN THE SOFTWARE.
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
$GameCanvas = 0;
|
||||
|
||||
// Cleanup Dialog created by 'core'
|
||||
if( isObject( MessagePopupDlg ) )
|
||||
|
|
@ -76,7 +77,7 @@ new SFXProfile(messageBoxBeep)
|
|||
//---------------------------------------------------------------------------------------------
|
||||
function messageCallback(%dlg, %callback)
|
||||
{
|
||||
Canvas.popDialog(%dlg);
|
||||
$GameCanvas.popDialog(%dlg);
|
||||
eval(%callback);
|
||||
}
|
||||
|
||||
|
|
@ -89,7 +90,7 @@ function IOCallback(%dlg, %callback)
|
|||
%callback = strreplace(%callback, "#", %text);
|
||||
eval(%callback);
|
||||
|
||||
Canvas.popDialog(%dlg);
|
||||
$GameCanvas.popDialog(%dlg);
|
||||
}
|
||||
|
||||
//---------------------------------------------------------------------------------------------
|
||||
|
|
@ -134,7 +135,7 @@ function MBSetText(%text, %frame, %msg)
|
|||
function MessageBoxOK(%title, %message, %callback)
|
||||
{
|
||||
MBOKFrame.text = %title;
|
||||
Canvas.pushDialog(MessageBoxOKDlg);
|
||||
$GameCanvas.pushDialog(MessageBoxOKDlg);
|
||||
MBSetText(MBOKText, MBOKFrame, %message);
|
||||
MessageBoxOKDlg.callback = %callback;
|
||||
}
|
||||
|
|
@ -147,7 +148,7 @@ function MessageBoxOKDlg::onSleep( %this )
|
|||
function MessageBoxOKCancel(%title, %message, %callback, %cancelCallback)
|
||||
{
|
||||
MBOKCancelFrame.text = %title;
|
||||
Canvas.pushDialog(MessageBoxOKCancelDlg);
|
||||
$GameCanvas.pushDialog(MessageBoxOKCancelDlg);
|
||||
MBSetText(MBOKCancelText, MBOKCancelFrame, %message);
|
||||
MessageBoxOKCancelDlg.callback = %callback;
|
||||
MessageBoxOKCancelDlg.cancelCallback = %cancelCallback;
|
||||
|
|
@ -169,7 +170,7 @@ function MessageBoxOKCancelDetails(%title, %message, %details, %callback, %cance
|
|||
|
||||
MBOKCancelDetailsFrame.setText( %title );
|
||||
|
||||
Canvas.pushDialog(MessageBoxOKCancelDetailsDlg);
|
||||
$GameCanvas.pushDialog(MessageBoxOKCancelDetailsDlg);
|
||||
MBSetText(MBOKCancelDetailsText, MBOKCancelDetailsFrame, %message);
|
||||
MBOKCancelDetailsInfoText.setText(%details);
|
||||
|
||||
|
|
@ -233,7 +234,7 @@ function MessageBoxYesNo(%title, %message, %yesCallback, %noCallback)
|
|||
{
|
||||
MBYesNoFrame.text = %title;
|
||||
MessageBoxYesNoDlg.profile = "GuiOverlayProfile";
|
||||
Canvas.pushDialog(MessageBoxYesNoDlg);
|
||||
$GameCanvas.pushDialog(MessageBoxYesNoDlg);
|
||||
MBSetText(MBYesNoText, MBYesNoFrame, %message);
|
||||
MessageBoxYesNoDlg.yesCallBack = %yesCallback;
|
||||
MessageBoxYesNoDlg.noCallback = %noCallBack;
|
||||
|
|
@ -243,7 +244,7 @@ function MessageBoxYesNoCancel(%title, %message, %yesCallback, %noCallback, %can
|
|||
{
|
||||
MBYesNoCancelFrame.text = %title;
|
||||
MessageBoxYesNoDlg.profile = "GuiOverlayProfile";
|
||||
Canvas.pushDialog(MessageBoxYesNoCancelDlg);
|
||||
$GameCanvas.pushDialog(MessageBoxYesNoCancelDlg);
|
||||
MBSetText(MBYesNoCancelText, MBYesNoCancelFrame, %message);
|
||||
MessageBoxYesNoCancelDlg.yesCallBack = %yesCallback;
|
||||
MessageBoxYesNoCancelDlg.noCallback = %noCallBack;
|
||||
|
|
@ -264,7 +265,7 @@ function MessagePopup(%title, %message, %delay)
|
|||
{
|
||||
// Currently two lines max.
|
||||
MessagePopFrame.setText(%title);
|
||||
Canvas.pushDialog(MessagePopupDlg);
|
||||
$GameCanvas.pushDialog(MessagePopupDlg);
|
||||
MBSetText(MessagePopText, MessagePopFrame, %message);
|
||||
if (%delay !$= "")
|
||||
schedule(%delay, 0, CloseMessagePopup);
|
||||
|
|
@ -279,7 +280,7 @@ function MessagePopup(%title, %message, %delay)
|
|||
function IODropdown(%title, %message, %simgroup, %callback, %cancelCallback)
|
||||
{
|
||||
IODropdownFrame.text = %title;
|
||||
Canvas.pushDialog(IODropdownDlg);
|
||||
$GameCanvas.pushDialog(IODropdownDlg);
|
||||
MBSetText(IODropdownText, IODropdownFrame, %message);
|
||||
|
||||
if(isObject(%simgroup))
|
||||
|
|
@ -305,7 +306,7 @@ function IODropdownDlg::onSleep( %this )
|
|||
|
||||
function CloseMessagePopup()
|
||||
{
|
||||
Canvas.popDialog(MessagePopupDlg);
|
||||
$GameCanvas.popDialog(MessagePopupDlg);
|
||||
}
|
||||
|
||||
//---------------------------------------------------------------------------------------------
|
||||
|
|
|
|||
|
|
@ -43,6 +43,8 @@ function createCanvas(%windowTitle)
|
|||
displayWindow = $platform !$= "windows";
|
||||
};
|
||||
|
||||
$GameCanvas = %foo;
|
||||
|
||||
// Set the window title
|
||||
if (isObject(Canvas))
|
||||
Canvas.setWindowTitle(getEngineName() @ " - " @ $appName);
|
||||
|
|
|
|||
|
|
@ -42,6 +42,8 @@ function createCanvas(%windowTitle)
|
|||
{
|
||||
displayWindow = $platform !$= "windows";
|
||||
};
|
||||
|
||||
$GameCanvas = %foo;
|
||||
|
||||
// Set the window title
|
||||
if (isObject(Canvas))
|
||||
|
|
|
|||
|
|
@ -62,11 +62,12 @@ function GuiCanvas::checkCursor(%this)
|
|||
if ((%control.noCursor $= "") || !%control.noCursor)
|
||||
{
|
||||
showCursor();
|
||||
return;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
// If we get here, every control requested a hidden cursor, so we oblige.
|
||||
hideCursor();
|
||||
return false;
|
||||
}
|
||||
|
||||
//---------------------------------------------------------------------------------------------
|
||||
|
|
|
|||
|
|
@ -243,9 +243,9 @@ function metrics( %expr )
|
|||
|
||||
if( %metricsExpr !$= "" )
|
||||
{
|
||||
Canvas.pushDialog( FrameOverlayGui, 1000 );
|
||||
$GameCanvas.pushDialog( FrameOverlayGui, 1000 );
|
||||
TextOverlayControl.setValue( %metricsExpr );
|
||||
}
|
||||
else
|
||||
Canvas.popDialog(FrameOverlayGui);
|
||||
$GameCanvas.popDialog(FrameOverlayGui);
|
||||
}
|
||||
|
|
|
|||
|
|
@ -24,12 +24,103 @@
|
|||
if(!isFunction(isOculusVRDeviceActive))
|
||||
return;
|
||||
|
||||
function setupOculusActionMaps()
|
||||
{
|
||||
if (isObject(OculusWarningMap))
|
||||
return;
|
||||
|
||||
new ActionMap(OculusWarningMap);
|
||||
new ActionMap(OculusCanvasMap);
|
||||
|
||||
OculusWarningMap.bind(keyboard, space, dismissOculusVRWarnings);
|
||||
|
||||
OculusCanvasMap.bind( mouse, xaxis, oculusYaw );
|
||||
OculusCanvasMap.bind( mouse, yaxis, oculusPitch );
|
||||
OculusCanvasMap.bind( mouse, button0, oculusClick );
|
||||
}
|
||||
|
||||
function oculusYaw(%val)
|
||||
{
|
||||
OculusCanvas.cursorNudge(%val * 0.10, 0);
|
||||
}
|
||||
|
||||
function oculusPitch(%val)
|
||||
{
|
||||
OculusCanvas.cursorNudge(0, %val * 0.10);
|
||||
}
|
||||
|
||||
function oculusClick(%active)
|
||||
{
|
||||
OculusCanvas.cursorClick(0, %active);
|
||||
}
|
||||
|
||||
function GuiOffscreenCanvas::checkCursor(%this)
|
||||
{
|
||||
%count = %this.getCount();
|
||||
for(%i = 0; %i < %count; %i++)
|
||||
{
|
||||
%control = %this.getObject(%i);
|
||||
if ((%control.noCursor $= "") || !%control.noCursor)
|
||||
{
|
||||
%this.cursorOn();
|
||||
return true;
|
||||
}
|
||||
}
|
||||
// If we get here, every control requested a hidden cursor, so we oblige.
|
||||
|
||||
%this.cursorOff();
|
||||
return false;
|
||||
}
|
||||
|
||||
function GuiOffscreenCanvas::pushDialog(%this, %ctrl, %layer, %center)
|
||||
{
|
||||
Parent::pushDialog(%this, %ctrl, %layer, %center);
|
||||
%cursorVisible = %this.checkCursor();
|
||||
|
||||
if (%cursorVisible)
|
||||
{
|
||||
echo("OffscreenCanvas visible");
|
||||
OculusCanvasMap.pop();
|
||||
OculusCanvasMap.push();
|
||||
}
|
||||
else
|
||||
{
|
||||
echo("OffscreenCanvas not visible");
|
||||
OculusCanvasMap.pop();
|
||||
}
|
||||
}
|
||||
|
||||
function GuiOffscreenCanvas::popDialog(%this, %ctrl)
|
||||
{
|
||||
Parent::popDialog(%this, %ctrl);
|
||||
%cursorVisible = %this.checkCursor();
|
||||
|
||||
if (%cursorVisible)
|
||||
{
|
||||
echo("OffscreenCanvas visible");
|
||||
OculusCanvasMap.pop();
|
||||
OculusCanvasMap.push();
|
||||
}
|
||||
else
|
||||
{
|
||||
echo("OffscreenCanvas not visible");
|
||||
OculusCanvasMap.pop();
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
function oculusSensorMetricsCallback()
|
||||
{
|
||||
return " | OVR Sensor 0 |" @
|
||||
" rot: " @ getOVRSensorEulerRotation(0);
|
||||
return ovrDumpMetrics(0);
|
||||
}
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
function onOculusStatusUpdate(%status)
|
||||
{
|
||||
$LastOculusTrackingState = %status;
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
|
@ -60,23 +151,34 @@ function enableOculusVRDisplay(%gameConnection, %trueStereoRendering)
|
|||
{
|
||||
setOVRHMDAsGameConnectionDisplayDevice(%gameConnection);
|
||||
PlayGui.renderStyle = "stereo side by side";
|
||||
|
||||
if(%trueStereoRendering)
|
||||
setOptimalOVRCanvasSize(Canvas);
|
||||
|
||||
if (!isObject(OculusCanvas))
|
||||
{
|
||||
if($pref::OculusVR::UseChromaticAberrationCorrection)
|
||||
{
|
||||
OVRBarrelDistortionChromaPostFX.isEnabled = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
OVRBarrelDistortionPostFX.isEnabled = true;
|
||||
}
|
||||
new GuiOffscreenCanvas(OculusCanvas) {
|
||||
targetSize = "512 512";
|
||||
targetName = "oculusCanvas";
|
||||
dynamicTarget = true;
|
||||
};
|
||||
}
|
||||
else
|
||||
|
||||
if (!isObject(OculusVROverlay))
|
||||
{
|
||||
OVRBarrelDistortionMonoPostFX.isEnabled = true;
|
||||
exec("./oculusVROverlay.gui");
|
||||
}
|
||||
|
||||
OculusCanvas.setContent(OculusVROverlay);
|
||||
OculusCanvas.setCursor(DefaultCursor);
|
||||
PlayGui.setStereoGui(OculusCanvas);
|
||||
OculusCanvas.setCursorPos("128 128");
|
||||
OculusCanvas.cursorOff();
|
||||
$GameCanvas = OculusCanvas;
|
||||
|
||||
%ext = Canvas.getExtent();
|
||||
$OculusMouseScaleX = 512.0 / 1920.0;
|
||||
$OculusMouseScaleY = 512.0 / 1060.0;
|
||||
|
||||
//$gfx::wireframe = true;
|
||||
// Reset all sensors
|
||||
ovrResetAllSensors();
|
||||
}
|
||||
|
|
@ -85,11 +187,15 @@ function enableOculusVRDisplay(%gameConnection, %trueStereoRendering)
|
|||
// and barrel distortion for the Rift.
|
||||
function disableOculusVRDisplay(%gameConnection)
|
||||
{
|
||||
%gameConnection.clearDisplayDevice();
|
||||
OculusCanvas.popDialog();
|
||||
OculusWarningMap.pop();
|
||||
$GameCanvas = Canvas;
|
||||
|
||||
if (isObject(gameConnection))
|
||||
{
|
||||
%gameConnection.clearDisplayDevice();
|
||||
}
|
||||
PlayGui.renderStyle = "standard";
|
||||
OVRBarrelDistortionPostFX.isEnabled = false;
|
||||
OVRBarrelDistortionChromaPostFX.isEnabled = false;
|
||||
OVRBarrelDistortionMonoPostFX.isEnabled = false;
|
||||
}
|
||||
|
||||
// Helper function to set the standard Rift control scheme. You could place
|
||||
|
|
@ -97,7 +203,7 @@ function disableOculusVRDisplay(%gameConnection)
|
|||
// you call enableOculusVRDisplay().
|
||||
function setStandardOculusVRControlScheme(%gameConnection)
|
||||
{
|
||||
if(isOVRHMDSimulated(0))
|
||||
if($OculusVR::SimulateInput)
|
||||
{
|
||||
// We are simulating a HMD so allow the mouse and gamepad to control
|
||||
// both yaw and pitch.
|
||||
|
|
@ -131,3 +237,12 @@ function resetOculusVRSensors()
|
|||
{
|
||||
ovrResetAllSensors();
|
||||
}
|
||||
|
||||
function dismissOculusVRWarnings(%value)
|
||||
{
|
||||
//if (%value)
|
||||
//{
|
||||
ovrDismissWarnings();
|
||||
OculusWarningMap.pop();
|
||||
//}
|
||||
}
|
||||
19
Templates/Full/game/core/scripts/client/oculusVROverlay.gui
Normal file
19
Templates/Full/game/core/scripts/client/oculusVROverlay.gui
Normal file
|
|
@ -0,0 +1,19 @@
|
|||
//--- OBJECT WRITE BEGIN ---
|
||||
%guiContent = singleton GuiControl(OculusVROverlay) {
|
||||
canSaveDynamicFields = "0";
|
||||
Enabled = "1";
|
||||
isContainer = "1";
|
||||
Profile = "GuiContentProfile";
|
||||
HorizSizing = "width";
|
||||
VertSizing = "height";
|
||||
Position = "0 0";
|
||||
Extent = "512 512";
|
||||
MinExtent = "8 8";
|
||||
canSave = "1";
|
||||
Visible = "1";
|
||||
tooltipprofile = "GuiToolTipProfile";
|
||||
hovertime = "1000";
|
||||
useVariable = "0";
|
||||
tile = "0";
|
||||
};
|
||||
//--- OBJECT WRITE END ---
|
||||
|
|
@ -20,6 +20,7 @@
|
|||
// IN THE SOFTWARE.
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
$GameCanvas = 0;
|
||||
|
||||
// Cleanup Dialog created by 'core'
|
||||
if( isObject( MessagePopupDlg ) )
|
||||
|
|
@ -76,7 +77,7 @@ new SFXProfile(messageBoxBeep)
|
|||
//---------------------------------------------------------------------------------------------
|
||||
function messageCallback(%dlg, %callback)
|
||||
{
|
||||
Canvas.popDialog(%dlg);
|
||||
$GameCanvas.popDialog(%dlg);
|
||||
eval(%callback);
|
||||
}
|
||||
|
||||
|
|
@ -89,7 +90,7 @@ function IOCallback(%dlg, %callback)
|
|||
%callback = strreplace(%callback, "#", %text);
|
||||
eval(%callback);
|
||||
|
||||
Canvas.popDialog(%dlg);
|
||||
$GameCanvas.popDialog(%dlg);
|
||||
}
|
||||
|
||||
//---------------------------------------------------------------------------------------------
|
||||
|
|
@ -134,7 +135,7 @@ function MBSetText(%text, %frame, %msg)
|
|||
function MessageBoxOK(%title, %message, %callback)
|
||||
{
|
||||
MBOKFrame.text = %title;
|
||||
Canvas.pushDialog(MessageBoxOKDlg);
|
||||
$GameCanvas.pushDialog(MessageBoxOKDlg);
|
||||
MBSetText(MBOKText, MBOKFrame, %message);
|
||||
MessageBoxOKDlg.callback = %callback;
|
||||
}
|
||||
|
|
@ -147,7 +148,7 @@ function MessageBoxOKDlg::onSleep( %this )
|
|||
function MessageBoxOKCancel(%title, %message, %callback, %cancelCallback)
|
||||
{
|
||||
MBOKCancelFrame.text = %title;
|
||||
Canvas.pushDialog(MessageBoxOKCancelDlg);
|
||||
$GameCanvas.pushDialog(MessageBoxOKCancelDlg);
|
||||
MBSetText(MBOKCancelText, MBOKCancelFrame, %message);
|
||||
MessageBoxOKCancelDlg.callback = %callback;
|
||||
MessageBoxOKCancelDlg.cancelCallback = %cancelCallback;
|
||||
|
|
@ -169,7 +170,7 @@ function MessageBoxOKCancelDetails(%title, %message, %details, %callback, %cance
|
|||
|
||||
MBOKCancelDetailsFrame.setText( %title );
|
||||
|
||||
Canvas.pushDialog(MessageBoxOKCancelDetailsDlg);
|
||||
$GameCanvas.pushDialog(MessageBoxOKCancelDetailsDlg);
|
||||
MBSetText(MBOKCancelDetailsText, MBOKCancelDetailsFrame, %message);
|
||||
MBOKCancelDetailsInfoText.setText(%details);
|
||||
|
||||
|
|
@ -233,7 +234,7 @@ function MessageBoxYesNo(%title, %message, %yesCallback, %noCallback)
|
|||
{
|
||||
MBYesNoFrame.text = %title;
|
||||
MessageBoxYesNoDlg.profile = "GuiOverlayProfile";
|
||||
Canvas.pushDialog(MessageBoxYesNoDlg);
|
||||
$GameCanvas.pushDialog(MessageBoxYesNoDlg);
|
||||
MBSetText(MBYesNoText, MBYesNoFrame, %message);
|
||||
MessageBoxYesNoDlg.yesCallBack = %yesCallback;
|
||||
MessageBoxYesNoDlg.noCallback = %noCallBack;
|
||||
|
|
@ -243,7 +244,7 @@ function MessageBoxYesNoCancel(%title, %message, %yesCallback, %noCallback, %can
|
|||
{
|
||||
MBYesNoCancelFrame.text = %title;
|
||||
MessageBoxYesNoDlg.profile = "GuiOverlayProfile";
|
||||
Canvas.pushDialog(MessageBoxYesNoCancelDlg);
|
||||
$GameCanvas.pushDialog(MessageBoxYesNoCancelDlg);
|
||||
MBSetText(MBYesNoCancelText, MBYesNoCancelFrame, %message);
|
||||
MessageBoxYesNoCancelDlg.yesCallBack = %yesCallback;
|
||||
MessageBoxYesNoCancelDlg.noCallback = %noCallBack;
|
||||
|
|
@ -264,7 +265,7 @@ function MessagePopup(%title, %message, %delay)
|
|||
{
|
||||
// Currently two lines max.
|
||||
MessagePopFrame.setText(%title);
|
||||
Canvas.pushDialog(MessagePopupDlg);
|
||||
$GameCanvas.pushDialog(MessagePopupDlg);
|
||||
MBSetText(MessagePopText, MessagePopFrame, %message);
|
||||
if (%delay !$= "")
|
||||
schedule(%delay, 0, CloseMessagePopup);
|
||||
|
|
@ -279,7 +280,7 @@ function MessagePopup(%title, %message, %delay)
|
|||
function IODropdown(%title, %message, %simgroup, %callback, %cancelCallback)
|
||||
{
|
||||
IODropdownFrame.text = %title;
|
||||
Canvas.pushDialog(IODropdownDlg);
|
||||
$GameCanvas.pushDialog(IODropdownDlg);
|
||||
MBSetText(IODropdownText, IODropdownFrame, %message);
|
||||
|
||||
if(isObject(%simgroup))
|
||||
|
|
@ -305,7 +306,7 @@ function IODropdownDlg::onSleep( %this )
|
|||
|
||||
function CloseMessagePopup()
|
||||
{
|
||||
Canvas.popDialog(MessagePopupDlg);
|
||||
$GameCanvas.popDialog(MessagePopupDlg);
|
||||
}
|
||||
|
||||
//---------------------------------------------------------------------------------------------
|
||||
|
|
|
|||
|
|
@ -42,6 +42,8 @@ function createCanvas(%windowTitle)
|
|||
{
|
||||
displayWindow = $platform !$= "windows";
|
||||
};
|
||||
|
||||
$GameCanvas = %foo;
|
||||
|
||||
// Set the window title
|
||||
if (isObject(Canvas))
|
||||
|
|
|
|||
|
|
@ -42,6 +42,8 @@ function createCanvas(%windowTitle)
|
|||
{
|
||||
displayWindow = $platform !$= "windows";
|
||||
};
|
||||
|
||||
$GameCanvas = %foo;
|
||||
|
||||
// Set the window title
|
||||
if (isObject(Canvas))
|
||||
|
|
|
|||
|
|
@ -71,8 +71,8 @@ beginModule( 'oculusVR' );
|
|||
addIncludePath( $OCULUSVR_SDK_PATH . "/LibOVR/Src" );
|
||||
|
||||
// Libs
|
||||
addProjectLibDir( $OCULUSVR_SDK_PATH . "/LibOVR/Lib/Win32" );
|
||||
addProjectLibInput( "libovr.lib", "libovrd.lib" );
|
||||
addProjectLibDir( $OCULUSVR_SDK_PATH . "/LibOVR/Lib/Windows/Win32/Release/VS2010" );
|
||||
addProjectLibInput( "libovr.lib", "libovr.lib" );
|
||||
}
|
||||
|
||||
endModule();
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue