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:
James Urquhart 2015-05-06 23:07:48 +01:00
parent b3170bcddf
commit 3a457749ec
56 changed files with 2654 additions and 1426 deletions

View file

@ -695,9 +695,9 @@ GFXShader* GFXD3D9Device::createShader()
return shader;
}
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;
}
}
//-----------------------------------------------------------------------------

View file

@ -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; }
// }

View file

@ -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()

View file

@ -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);