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

@ -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);