mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-02-13 19:53:48 +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
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56 changed files with 2654 additions and 1426 deletions
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@ -21,12 +21,45 @@
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//-----------------------------------------------------------------------------
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#include "platform/input/oculusVR/oculusVRHMDDevice.h"
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#include "platform/input/oculusVR/oculusVRDevice.h"
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#include "platform/input/oculusVR/oculusVRSensorDevice.h"
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#include "postFx/postEffectCommon.h"
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#include "gui/core/guiCanvas.h"
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#include "platform/input/oculusVR/oculusVRUtil.h"
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OculusVRHMDDevice::OculusVRHMDDevice()
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#include "gfx/D3D9/gfxD3D9Device.h"
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// Use D3D9 for win32
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#ifdef TORQUE_OS_WIN
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#define OVR_D3D_VERSION 9
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#include "OVR_CAPI_D3D.h"
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#define OCULUS_USE_D3D
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#else
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#include "OVR_CAPI_GL.h"
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#define OCULUS_USE_GL
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#endif
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extern GFXTextureObject *gLastStereoTexture;
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OculusVRHMDDevice::OculusVRHMDDevice() :
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mWindowSize(1280,800)
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{
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mIsValid = false;
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mIsSimulation = false;
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mDevice = NULL;
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mSupportedDistortionCaps = 0;
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mCurrentDistortionCaps = 0;
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mCurrentCaps = 0;
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mSupportedCaps = 0;
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mVsync = true;
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mTimewarp = true;
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mRenderConfigurationDirty = true;
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mCurrentPixelDensity = OculusVRDevice::smDesiredPixelDensity;
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mDesiredRenderingMode = GFXDevice::RS_StereoSideBySide;
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mRTFormat = GFXFormatR8G8B8A8;
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mDrawCanvas = NULL;
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mFrameReady = false;
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mConnection = NULL;
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mSensor = NULL;
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mActionCodeIndex = 0;
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}
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OculusVRHMDDevice::~OculusVRHMDDevice()
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@ -36,197 +69,576 @@ OculusVRHMDDevice::~OculusVRHMDDevice()
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void OculusVRHMDDevice::cleanUp()
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{
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onDeviceDestroy();
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if (mSensor)
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{
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delete mSensor;
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mSensor = NULL;
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}
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if(mDevice)
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{
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mDevice->Release();
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ovrHmd_Destroy(mDevice);
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mDevice = NULL;
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}
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mIsValid = false;
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}
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void OculusVRHMDDevice::set(OVR::HMDDevice* hmd, OVR::HMDInfo& info, bool calculateDistortionScale)
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void OculusVRHMDDevice::set(ovrHmd hmd, U32 actionCodeIndex)
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{
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cleanUp();
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mIsValid = false;
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mIsSimulation = false;
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mRenderConfigurationDirty = true;
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mDevice = hmd;
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mSupportedCaps = hmd->HmdCaps;
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mCurrentCaps = mSupportedCaps & (ovrHmdCap_DynamicPrediction | ovrHmdCap_LowPersistence | (!mVsync ? ovrHmdCap_NoVSync : 0));
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mSupportedDistortionCaps = hmd->DistortionCaps;
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mCurrentDistortionCaps = mSupportedDistortionCaps & (ovrDistortionCap_TimeWarp | ovrDistortionCap_Vignette | ovrDistortionCap_Overdrive);
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mTimewarp = mSupportedDistortionCaps & ovrDistortionCap_TimeWarp;
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// DeviceInfo
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mProductName = info.ProductName;
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mManufacturer = info.Manufacturer;
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mVersion = info.Version;
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mProductName = hmd->ProductName;
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mManufacturer = hmd->Manufacturer;
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mVersion = hmd->FirmwareMajor;
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mDisplayDeviceName = info.DisplayDeviceName;
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mDisplayId = info.DisplayId;
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mDisplayDeviceName = hmd->DisplayDeviceName;
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mDisplayId = hmd->DisplayId;
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mDesktopPosition.x = info.DesktopX;
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mDesktopPosition.y = info.DesktopY;
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mDesktopPosition.x = hmd->WindowsPos.x;
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mDesktopPosition.y = hmd->WindowsPos.y;
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mResolution.x = info.HResolution;
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mResolution.y = info.VResolution;
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mResolution.x = hmd->Resolution.w;
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mResolution.y = hmd->Resolution.h;
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mScreenSize.x = info.HScreenSize;
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mScreenSize.y = info.VScreenSize;
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mProfileInterpupillaryDistance = ovrHmd_GetFloat(hmd, OVR_KEY_IPD, OVR_DEFAULT_IPD);
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mLensSeparation = ovrHmd_GetFloat(hmd, "LensSeparation", 0);
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ovrHmd_GetFloatArray(hmd, "ScreenSize", &mScreenSize.x, 2);
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mVerticalEyeCenter = info.VScreenCenter;
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mEyeToScreen = info.EyeToScreenDistance;
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mLensSeparation = info.LensSeparationDistance;
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mProfileInterpupillaryDistance = info.InterpupillaryDistance;
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mInterpupillaryDistance = mProfileInterpupillaryDistance;
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dMemcpy(mCurrentFovPorts, mDevice->DefaultEyeFov, sizeof(mDevice->DefaultEyeFov));
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mKDistortion.x = info.DistortionK[0];
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mKDistortion.y = info.DistortionK[1];
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mKDistortion.z = info.DistortionK[2];
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mKDistortion.w = info.DistortionK[3];
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mChromaticAbCorrection.x = info.ChromaAbCorrection[0];
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mChromaticAbCorrection.y = info.ChromaAbCorrection[1];
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mChromaticAbCorrection.z = info.ChromaAbCorrection[2];
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mChromaticAbCorrection.w = info.ChromaAbCorrection[3];
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// Calculated values
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calculateValues(calculateDistortionScale);
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mIsValid = true;
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}
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void OculusVRHMDDevice::createSimulation(SimulationTypes simulationType, bool calculateDistortionScale)
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{
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if(simulationType == ST_RIFT_PREVIEW)
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for (U32 i=0; i<2; i++)
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{
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createSimulatedPreviewRift(calculateDistortionScale);
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mCurrentFovPorts[i].UpTan = mDevice->DefaultEyeFov[i].UpTan;
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mCurrentFovPorts[i].DownTan = mDevice->DefaultEyeFov[i].DownTan;
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mCurrentFovPorts[i].LeftTan = mDevice->DefaultEyeFov[i].LeftTan;
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mCurrentFovPorts[i].RightTan = mDevice->DefaultEyeFov[i].RightTan;
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}
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}
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void OculusVRHMDDevice::createSimulatedPreviewRift(bool calculateDistortionScale)
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{
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if (mDevice->HmdCaps & ovrHmdCap_ExtendDesktop)
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{
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mWindowSize = Point2I(mDevice->Resolution.w, mDevice->Resolution.h);
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}
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else
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{
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mWindowSize = Point2I(1100, 618);
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}
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mActionCodeIndex = actionCodeIndex;
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mIsValid = true;
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mIsSimulation = true;
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mProductName = "Oculus Rift DK1-SLA1";
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mManufacturer = "Oculus VR";
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mVersion = 0;
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mSensor = new OculusVRSensorDevice();
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mSensor->set(mDevice, mActionCodeIndex);
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mDisplayDeviceName = "";
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mResolution.x = 1280;
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mResolution.y = 800;
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mScreenSize.x = 0.14975999f;
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mScreenSize.y = 0.093599997f;
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mVerticalEyeCenter = 0.046799999f;
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mEyeToScreen = 0.041000001f;
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mLensSeparation = 0.064000003f;
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mProfileInterpupillaryDistance = 0.064000003f;
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mInterpupillaryDistance = mProfileInterpupillaryDistance;
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mKDistortion.x = 1.0000000f;
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mKDistortion.y = 0.22000000f;
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mKDistortion.z = 0.23999999f;
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mKDistortion.w = 0.00000000f;
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mChromaticAbCorrection.x = 0.995999f;
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mChromaticAbCorrection.y = -0.004f;
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mChromaticAbCorrection.z = 1.014f;
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mChromaticAbCorrection.w = 0.0f;
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calculateValues(calculateDistortionScale);
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updateCaps();
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}
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void OculusVRHMDDevice::setIPD(F32 ipd, bool calculateDistortionScale)
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void OculusVRHMDDevice::setIPD(F32 ipd)
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{
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mInterpupillaryDistance = ipd;
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// Recalculate as some values rely on the IPD
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calculateValues(calculateDistortionScale);
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}
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// Computes scale that should be applied to the input render texture
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// before distortion to fit the result in the same screen size.
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// The 'fitRadius' parameter specifies the distance away from distortion center at
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// which the input and output coordinates will match, assuming [-1,1] range.
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F32 OculusVRHMDDevice::calcScale(F32 fitRadius)
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void OculusVRHMDDevice::setOptimalDisplaySize(GuiCanvas *canvas)
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{
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F32 s = fitRadius;
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if (!mDevice)
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return;
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// This should match distortion equation used in shader.
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F32 ssq = s * s;
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F32 scale = s * (mKDistortion.x + mKDistortion.y * ssq + mKDistortion.z * ssq * ssq + mKDistortion.w * ssq * ssq * ssq);
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return scale;
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}
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PlatformWindow *window = canvas->getPlatformWindow();
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GFXTarget *target = window->getGFXTarget();
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void OculusVRHMDDevice::calculateValues(bool calculateDistortionScale)
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{
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F32 halfScreenX = mScreenSize.x * 0.5f;
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if(halfScreenX > 0)
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if (target && target->getSize() != mWindowSize)
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{
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F32 halfLensSeparation = mLensSeparation * 0.5;
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F32 offset = halfLensSeparation / halfScreenX;
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mEyeUVOffset.x = offset - 0.5;
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mEyeUVOffset.y = 1.0f - offset - 0.5;
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GFXVideoMode newMode;
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newMode.antialiasLevel = 0;
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newMode.bitDepth = 32;
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newMode.fullScreen = false;
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newMode.refreshRate = 75;
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newMode.resolution = mWindowSize;
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newMode.wideScreen = false;
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window->setVideoMode(newMode);
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//AssertFatal(window->getClientExtent().x == mWindowSize[0] && window->getClientExtent().y == mWindowSize[1], "Window didn't resize to correct dimensions");
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}
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// Need to move window over to the rift side of the desktop
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if (mDevice->HmdCaps & ovrHmdCap_ExtendDesktop && !OculusVRDevice::smWindowDebug)
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{
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#ifndef OCULUS_WINDOW_DEBUG
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window->setPosition(getDesktopPosition());
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#endif
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}
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}
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bool OculusVRHMDDevice::isDisplayingWarning()
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{
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if (!mIsValid || !mDevice)
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return false;
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ovrHSWDisplayState displayState;
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ovrHmd_GetHSWDisplayState(mDevice, &displayState);
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return displayState.Displayed;
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}
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void OculusVRHMDDevice::dismissWarning()
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{
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if (!mIsValid || !mDevice)
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return;
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ovrHmd_DismissHSWDisplay(mDevice);
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}
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bool OculusVRHMDDevice::setupTargets()
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{
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ovrFovPort eyeFov[2] = {mDevice->DefaultEyeFov[0], mDevice->DefaultEyeFov[1]};
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mRecomendedEyeTargetSize[0] = ovrHmd_GetFovTextureSize(mDevice, ovrEye_Left, eyeFov[0], mCurrentPixelDensity);
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mRecomendedEyeTargetSize[1] = ovrHmd_GetFovTextureSize(mDevice, ovrEye_Right, eyeFov[1], mCurrentPixelDensity);
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// Calculate render target size
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if (mDesiredRenderingMode == GFXDevice::RS_StereoSideBySide)
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{
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// Setup a single texture, side-by-side viewports
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Point2I rtSize(
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mRecomendedEyeTargetSize[0].w + mRecomendedEyeTargetSize[1].w,
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mRecomendedEyeTargetSize[0].h > mRecomendedEyeTargetSize[1].h ? mRecomendedEyeTargetSize[0].h : mRecomendedEyeTargetSize[1].h
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);
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GFXFormat targetFormat = GFX->getActiveRenderTarget()->getFormat();
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mRTFormat = targetFormat;
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rtSize = generateRenderTarget(mStereoRT, mStereoTexture, mStereoDepthTexture, rtSize);
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// Left
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mEyeRenderSize[0] = rtSize;
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mEyeRT[0] = mStereoRT;
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mEyeTexture[0] = mStereoTexture;
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mEyeViewport[0] = RectI(Point2I(0,0), Point2I((mRecomendedEyeTargetSize[0].w+1)/2, mRecomendedEyeTargetSize[0].h));
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// Right
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mEyeRenderSize[1] = rtSize;
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mEyeRT[1] = mStereoRT;
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mEyeTexture[1] = mStereoTexture;
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mEyeViewport[1] = RectI(Point2I((mRecomendedEyeTargetSize[0].w+1)/2,0), Point2I((mRecomendedEyeTargetSize[1].w+1)/2, mRecomendedEyeTargetSize[1].h));
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gLastStereoTexture = mEyeTexture[0];
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}
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else if (mDesiredRenderingMode == GFXDevice::RS_StereoRenderTargets)
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{
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// Setup two targets
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Point2I rtSize;
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GFXFormat targetFormat = GFX->getActiveRenderTarget()->getFormat();
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mRTFormat = targetFormat;
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// Left
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rtSize = generateRenderTarget(mEyeRT[0], mEyeTexture[0], mStereoDepthTexture, Point2I(mRecomendedEyeTargetSize[0].w, mRecomendedEyeTargetSize[0].h));
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mEyeViewport[0] = RectI(Point2I(0,0), Point2I((rtSize.x+1)/2, rtSize.y));
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// Right
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rtSize = generateRenderTarget(mEyeRT[1], mEyeTexture[1], mStereoDepthTexture, Point2I(mRecomendedEyeTargetSize[1].w, mRecomendedEyeTargetSize[1].h));
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mEyeViewport[1] = RectI(Point2I(0,0), Point2I((rtSize.x+1)/2, rtSize.y));
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mStereoRT = NULL;
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mStereoTexture = NULL;
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gLastStereoTexture = mEyeTexture[0];
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}
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else
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{
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mEyeUVOffset.x = 0.5f;
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mEyeUVOffset.y = 0.5f;
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// No rendering, abort!
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return false;
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}
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F32 lensOffset = mLensSeparation * 0.5f;
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F32 lensShift = mScreenSize.x * 0.25f - lensOffset;
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F32 lensViewportShift = 4.0f * lensShift / mScreenSize.x;
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mXCenterOffset= lensViewportShift;
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return true;
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}
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// Determine how the input texture should be scaled relative to the back buffer
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// so that we fit the distorted view to the backbuffer after calculating the
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// distortion. In reference to section 5.6.3 Distortion Scale and FOV in the
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// SDK docs.
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if(!calculateDistortionScale)
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String OculusVRHMDDevice::dumpMetrics()
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{
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StringBuilder sb;
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EulerF rot = mSensor->getEulerRotation();
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Point3F pos = mSensor->getPosition();
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FovPort eyeFov[2];
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this->getFovPorts(eyeFov);
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mSensor->getPositionTrackingAvailable();
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F32 ipd = this->getIPD();
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U32 lastStatus = mSensor->getLastTrackingStatus();
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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",
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mActionCodeIndex,
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rot.x, rot.y, rot.z,
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pos.x, pos.y, pos.z,
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eyeFov[0].upTan, eyeFov[0].downTan, eyeFov[0].leftTan, eyeFov[0].rightTan, eyeFov[1].upTan, eyeFov[1].downTan, eyeFov[1].leftTan, eyeFov[1].rightTan,
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getIPD(),
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lastStatus & ovrStatus_OrientationTracked ? " ORIENT" : "",
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lastStatus & ovrStatus_PositionTracked ? " POS" : "",
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mCurrentDistortionCaps & ovrDistortionCap_TimeWarp ? " TIMEWARP" : "",
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mCurrentDistortionCaps & ovrDistortionCap_Vignette ? " VIGNETTE" : "",
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mCurrentDistortionCaps & ovrDistortionCap_Overdrive ? " OVERDRIVE" : "");
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return sb.data();
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}
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void OculusVRHMDDevice::updateRenderInfo()
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{
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// Check console values first
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if (mCurrentPixelDensity != OculusVRDevice::smDesiredPixelDensity)
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{
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// Do not calculate a distortion scale for the input texture. This means that the input
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// texture and the backbuffer will be the same resolution.
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mDistortionFit.x = 0.0f;
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mDistortionFit.y = 0.0f;
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}
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else if (mScreenSize.x > 0.140f) // 7"
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{
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mDistortionFit.x = -1.0f;
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mDistortionFit.y = 0.0f;
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}
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else // 5"
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{
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mDistortionFit.x = 0.0f;
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mDistortionFit.y = 1.0f;
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mRenderConfigurationDirty = true;
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mCurrentPixelDensity = OculusVRDevice::smDesiredPixelDensity;
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}
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// Compute distortion scale from DistortionFitX & DistortionFitY.
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// Fit value of 0.0 means "no fit".
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if (mIsZero(mDistortionFit.x) && mIsZero(mDistortionFit.y))
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if (!mIsValid || !mDevice || !mRenderConfigurationDirty)
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return;
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if (!mDrawCanvas)
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return;
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PlatformWindow *window = mDrawCanvas->getPlatformWindow();
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ovrFovPort eyeFov[2] = {mDevice->DefaultEyeFov[0], mDevice->DefaultEyeFov[1]};
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// Update window size if it's incorrect
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Point2I backbufferSize = mDrawCanvas->getBounds().extent;
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// Reset
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ovrHmd_ConfigureRendering(mDevice, NULL, 0, NULL, NULL);
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#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);
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue