Basic port of code

This commit is contained in:
James Urquhart 2016-03-21 15:10:14 +00:00
parent 93a36f006f
commit 64b751a7c8
19 changed files with 613 additions and 374 deletions

View file

@ -128,6 +128,9 @@ void GFXD3D11Device::enumerateAdapters(Vector<GFXAdapter*> &adapterList)
DXGI_ADAPTER_DESC1 desc;
EnumAdapter->GetDesc1(&desc);
// LUID identifies adapter for oculus rift
dMemcpy(&toAdd->mLUID, &desc.AdapterLuid, sizeof(toAdd->mLUID));
size_t size=wcslen(desc.Description);
char *str = new char[size+1];

View file

@ -42,6 +42,8 @@
class PlatformWindow;
class GFXD3D11ShaderConstBuffer;
class OculusVRHMDDevice;
class D3D11OculusTexture;
//------------------------------------------------------------------------------
@ -53,6 +55,8 @@ class GFXD3D11Device : public GFXDevice
friend class GFXD3D11TextureObject;
friend class GFXD3D11TextureTarget;
friend class GFXD3D11WindowTarget;
friend class OculusVRHMDDevice;
friend class D3D11OculusTexture;
virtual GFXFormat selectSupportedFormat(GFXTextureProfile *profile,
const Vector<GFXFormat> &formats, bool texture, bool mustblend, bool mustfilter);

View file

@ -163,6 +163,13 @@ void GFXD3D11TextureTarget::attachTexture( RenderSlot slot, GFXTextureObject *te
mTargetSize = Point2I(sd.Width, sd.Height);
S32 format = sd.Format;
if (format == DXGI_FORMAT_R8G8B8A8_TYPELESS || format == DXGI_FORMAT_B8G8R8A8_TYPELESS)
{
mTargetFormat = GFXFormatR8G8B8A8;
return;
}
GFXREVERSE_LOOKUP( GFXD3D11TextureFormat, GFXFormat, format );
mTargetFormat = (GFXFormat)format;
}

View file

@ -67,6 +67,12 @@ GFXLockedRect *GFXD3D11TextureObject::lock(U32 mipLevel /*= 0*/, RectI *inRect /
D3D11_MAPPED_SUBRESOURCE mapInfo;
/*if (!mProfile->canModify())
{
AssertFatal(false, "Tried to modify external texture");
return NULL;
}*/
if( mProfile->isRenderTarget() )
{
//AssertFatal( 0, "GFXD3D11TextureObject::lock - Need to handle mapping render targets" );

View file

@ -35,6 +35,12 @@
#include "core/util/delegate.h"
#endif
struct GFXAdapterLUID
{
unsigned long LowPart;
long HighPart;
};
struct GFXAdapter
{
public:
@ -58,6 +64,9 @@ public:
/// Supported shader model. 0.f means none supported.
F32 mShaderModel;
/// LUID for windows oculus support
GFXAdapterLUID mLUID;
const char * getName() const { return mName; }
const char * getOutputName() const { return mOutputName; }
GFXAdapterType mType;
@ -72,6 +81,7 @@ public:
mOutputName[0] = 0;
mShaderModel = 0.f;
mIndex = 0;
dMemset(&mLUID, '\0', sizeof(mLUID));
}
~GFXAdapter()

View file

@ -198,6 +198,22 @@ GFXAdapter* GFXInit::getAdapterOfType( GFXAdapterType type, const char* outputDe
return NULL;
}
GFXAdapter* GFXInit::getAdapterOfType(GFXAdapterType type, S32 outputDeviceIndex)
{
for (U32 i = 0; i < smAdapters.size(); i++)
{
if (smAdapters[i]->mType == type)
{
if (smAdapters[i]->mIndex == outputDeviceIndex)
{
return smAdapters[i];
}
}
}
return NULL;
}
GFXAdapter* GFXInit::chooseAdapter( GFXAdapterType type, const char* outputDevice)
{
GFXAdapter* adapter = GFXInit::getAdapterOfType(type, outputDevice);
@ -219,6 +235,27 @@ GFXAdapter* GFXInit::chooseAdapter( GFXAdapterType type, const char* outputDevic
return adapter;
}
GFXAdapter* GFXInit::chooseAdapter(GFXAdapterType type, S32 outputDeviceIndex)
{
GFXAdapter* adapter = GFXInit::getAdapterOfType(type, outputDeviceIndex);
if (!adapter && type != OpenGL)
{
Con::errorf("The requested renderer, %s, doesn't seem to be available."
" Trying the default, OpenGL.", getAdapterNameFromType(type));
adapter = GFXInit::getAdapterOfType(OpenGL, outputDeviceIndex);
}
if (!adapter)
{
Con::errorf("The OpenGL renderer doesn't seem to be available. Trying the GFXNulDevice.");
adapter = GFXInit::getAdapterOfType(NullDevice, 0);
}
AssertFatal(adapter, "There is no rendering device available whatsoever.");
return adapter;
}
const char* GFXInit::getAdapterNameFromType(GFXAdapterType type)
{
// must match GFXAdapterType order
@ -256,8 +293,19 @@ GFXAdapter *GFXInit::getBestAdapterChoice()
// Get the user's preference for device...
const String renderer = Con::getVariable("$pref::Video::displayDevice");
const String outputDevice = Con::getVariable("$pref::Video::displayOutputDevice");
GFXAdapterType adapterType = getAdapterTypeFromName(renderer.c_str());
GFXAdapter *adapter = chooseAdapter(adapterType, outputDevice.c_str());
const String adapterDevice = Con::getVariable("$Video::forceDisplayAdapter");
GFXAdapterType adapterType = getAdapterTypeFromName(renderer.c_str());;
GFXAdapter *adapter;
if (adapterDevice.isEmpty())
{
adapter = chooseAdapter(adapterType, outputDevice.c_str());
}
else
{
adapter = chooseAdapter(adapterType, dAtoi(adapterDevice.c_str()));
}
// Did they have one? Return it.
if(adapter)

View file

@ -74,10 +74,16 @@ public:
/// This method never returns NULL.
static GFXAdapter *chooseAdapter( GFXAdapterType type, const char* outputDevice);
/// Override which chooses an adapter based on an index instead
static GFXAdapter *chooseAdapter( GFXAdapterType type, S32 outputDeviceIndex );
/// Gets the first adapter of the requested type (and on the requested output device)
/// from the list of enumerated adapters. Should only call this after a call to
/// enumerateAdapters.
static GFXAdapter *getAdapterOfType( GFXAdapterType type, const char* outputDevice );
/// Override which gets an adapter based on an index instead
static GFXAdapter *getAdapterOfType( GFXAdapterType type, S32 outputDeviceIndex );
/// Converts a GFXAdapterType to a string name. Useful for writing out prefs
static const char *getAdapterNameFromType( GFXAdapterType type );

View file

@ -100,7 +100,10 @@ public:
/// of a target texture after presentation or deactivated.
///
/// This is mainly a depth buffer optimization.
NoDiscard = BIT(10)
NoDiscard = BIT(10),
/// Texture is managed by another process, thus should not be modified
NoModify = BIT(11)
};
@ -164,6 +167,7 @@ public:
inline bool noMip() const { return testFlag(NoMipmap); }
inline bool isPooled() const { return testFlag(Pooled); }
inline bool canDiscard() const { return !testFlag(NoDiscard); }
inline bool canModify() const { return !testFlag(NoModify); }
private:
/// These constants control the packing for the profile; if you add flags, types, or

View file

@ -37,6 +37,7 @@
#include "gfx/gfxTransformSaver.h"
#include "gfx/gfxDrawUtil.h"
#include "gfx/gfxDebugEvent.h"
#include "core/stream/fileStream.h"
GFXTextureObject *gLastStereoTexture = NULL;
@ -569,7 +570,7 @@ void GuiTSCtrl::onRender(Point2I offset, const RectI &updateRect)
DebugDrawer::get()->render();
// Render the canvas overlay if its available
if (mRenderStyle == RenderStyleStereoSideBySide && mStereoGuiTarget.getPointer())
if (false && mRenderStyle == RenderStyleStereoSideBySide && mStereoGuiTarget.getPointer())
{
GFXDEBUGEVENT_SCOPE( StereoGui_Render, ColorI( 255, 0, 0 ) );
MatrixF proj(1);
@ -638,7 +639,7 @@ void GuiTSCtrl::onRender(Point2I offset, const RectI &updateRect)
GFXStateBlockDesc bitmapStretchSR;
bitmapStretchSR.setCullMode(GFXCullNone);
bitmapStretchSR.setZReadWrite(false, false);
bitmapStretchSR.setBlend(true, GFXBlendSrcAlpha, GFXBlendInvSrcAlpha);
bitmapStretchSR.setBlend(false , GFXBlendSrcAlpha, GFXBlendInvSrcAlpha);
bitmapStretchSR.samplersDefined = true;
bitmapStretchSR.samplers[0] = GFXSamplerStateDesc::getClampLinear();
@ -666,11 +667,78 @@ void GuiTSCtrl::onRender(Point2I offset, const RectI &updateRect)
GFX->setCurrentRenderStyle(prevRenderStyle);
GFX->setCurrentProjectionOffset(prevProjectionOffset);
GFX->updateStates(true);
if(mRenderStyle == RenderStyleStereoSideBySide && gLastStereoTexture)
{
GFX->setWorldMatrix(MatrixF(1));
GFX->setViewMatrix(MatrixF::Identity);
GFX->setClipRect(updateRect);
GFX->getDrawUtil()->drawBitmapStretch(gLastStereoTexture, updateRect);
GFX->getDrawUtil()->drawRectFill(RectI(Point2I(0,0), Point2I(1024, 768)), ColorI::BLACK);
GFX->getDrawUtil()->drawRect(RectI(Point2I(0, 0), Point2I(1024, 768)), ColorI::RED);
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 rectWidth = 1024.0;
F32 rectHeight = 768.0;
F32 screenLeft = 0;
F32 screenRight = rectWidth;
F32 screenTop = 0;
F32 screenBottom = rectHeight;
const F32 fillConv = 0.0f;
const F32 frustumDepthAdjusted = 0.0f;
verts[0].point.set(screenLeft - fillConv, screenTop - fillConv, 0.f);
verts[1].point.set(screenRight - fillConv, screenTop - fillConv, 0.f);
verts[2].point.set(screenLeft - fillConv, screenBottom - fillConv, 0.f);
verts[3].point.set(screenRight - fillConv, screenBottom - fillConv, 0.f);
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);
}
//static GFXTexHandle texHandle("art/gui/splash", &GFXDefaultPersistentProfile, avar("%s() - mTextureNormal (line %d)", __FUNCTION__, __LINE__));
GFX->setVertexBuffer(mStereoOverlayVB);
GFX->setStateBlock(mStereoGuiSB);
GFX->setTexture(0, gLastStereoTexture);// texHandle);// gLastStereoTexture);
GFX->setupGenericShaders(GFXDevice::GSModColorTexture);
GFX->drawPrimitive(GFXTriangleStrip, 0, 2);
//GFX->getDrawUtil()->drawBitmapStretch(gLastStereoTexture, updateRect);
}
// Allow subclasses to render 2D elements.

View file

@ -156,26 +156,27 @@ void OculusVRDevice::buildCodeTable()
OculusVRSensorDevice::buildCodeTable();
}
void OculusVRDevice::addHMDDevice(ovrHmd hmd)
void OculusVRDevice::addHMDDevice(ovrHmd hmd, ovrGraphicsLuid luid)
{
if(!hmd)
return;
OculusVRHMDDevice* hmdd = new OculusVRHMDDevice();
hmdd->set(hmd,mHMDDevices.size());
hmdd->set(hmd, luid, mHMDDevices.size());
mHMDDevices.push_back(hmdd);
Con::printf(" HMD found: %s by %s [v%d]", hmd->ProductName, hmd->Manufacturer, hmd->Type);
ovrHmdDesc desc = ovr_GetHmdDesc(hmd);
Con::printf(" HMD found: %s by %s [v%d]", desc.ProductName, desc.Manufacturer, desc.Type);
}
void OculusVRDevice::createSimulatedHMD()
{
{/* TOFIX
OculusVRHMDDevice* hmdd = new OculusVRHMDDevice();
ovrHmd hmd = ovrHmd_CreateDebug(ovrHmd_DK2);
ovrHmd hmd = ovr_CreateDebug(ovrHmd_DK2);
hmdd->set(hmd,mHMDDevices.size());
mHMDDevices.push_back(hmdd);
Con::printf(" HMD simulated: %s by %s [v%d]", hmdd->getProductName(), hmdd->getManufacturer(), hmdd->getVersion());
Con::printf(" HMD simulated: %s by %s [v%d]", hmdd->getProductName(), hmdd->getManufacturer(), hmdd->getVersion()); */
}
bool OculusVRDevice::enable()
@ -185,16 +186,17 @@ bool OculusVRDevice::enable()
Con::printf("Oculus VR Device Init:");
if(sOcculusEnabled && ovr_Initialize())
if(sOcculusEnabled && OVR_SUCCESS(ovr_Initialize(0)))
{
mEnabled = true;
// Enumerate HMDs and pick the first one
ovrHmd hmd = ovrHmd_Create(0);
if(hmd)
ovrHmd hmd;
ovrGraphicsLuid luid;
if(OVR_SUCCESS(ovr_Create(&hmd, &luid)))
{
// Add the HMD to our list
addHMDDevice(hmd);
addHMDDevice(hmd, luid);
setActive(true);
}
@ -700,7 +702,7 @@ DefineEngineFunction(getOVRHMDVersion, S32, (S32 index),,
return hmd->getVersion();
}
DefineEngineFunction(getOVRHMDDisplayDeviceName, const char*, (S32 index),,
DefineEngineFunction(getOVRHMDDisplayDeviceType, const char*, (S32 index),,
"@brief Windows display device name used in EnumDisplaySettings/CreateDC.\n\n"
"@param index The HMD index.\n"
"@return The name of the HMD display device, if any.\n"
@ -717,7 +719,7 @@ DefineEngineFunction(getOVRHMDDisplayDeviceName, const char*, (S32 index),,
return "";
}
return hmd->getDisplayDeviceName();
return hmd->getDisplayDeviceType();
}
DefineEngineFunction(getOVRHMDDisplayDeviceId, S32, (S32 index),,
@ -740,26 +742,6 @@ DefineEngineFunction(getOVRHMDDisplayDeviceId, S32, (S32 index),,
return hmd->getDisplayDeviceId();
}
DefineEngineFunction(getOVRHMDDisplayDesktopPos, Point2I, (S32 index),,
"@brief Desktop coordinate position of the screen (can be negative; may not be present on all platforms).\n\n"
"@param index The HMD index.\n"
"@return Position of the screen.\n"
"@ingroup Game")
{
if(!ManagedSingleton<OculusVRDevice>::instanceOrNull())
{
return Point2I::Zero;
}
const OculusVRHMDDevice* hmd = OCULUSVRDEV->getHMDDevice(index);
if(!hmd)
{
return Point2I::Zero;
}
return hmd->getDesktopPosition();
}
DefineEngineFunction(getOVRHMDResolution, Point2I, (S32 index),,
"@brief Provides the OVR HMD screen resolution.\n\n"
"@param index The HMD index.\n"

View file

@ -33,7 +33,7 @@
#include "math/mQuat.h"
#include "math/mPoint4.h"
#include "gfx/gfxDevice.h"
#include "OVR_CAPI_0_5_0.h"
#include "OVR_CAPI_0_8_0.h"
#define DEFAULT_RIFT_UNIT 0
@ -83,6 +83,9 @@ protected:
/// Which HMD is the active one
U32 mActiveDeviceId;
/// Device id we need to use to hook up with oculus
ovrGraphicsLuid mLuid;
protected:
void cleanUp();
@ -90,7 +93,7 @@ protected:
/// Input Event Manager
void buildCodeTable();
void addHMDDevice(ovrHmd hmd);
void addHMDDevice(ovrHmd hmd, ovrGraphicsLuid luid);
void createSimulatedHMD();

View file

@ -26,27 +26,144 @@
#include "postFx/postEffectCommon.h"
#include "gui/core/guiCanvas.h"
#include "platform/input/oculusVR/oculusVRUtil.h"
#include "core/stream/fileStream.h"
#include "gfx/D3D9/gfxD3D9Device.h"
// Use D3D9 for win32
#include "gfx/D3D11/gfxD3D11Device.h"
#include "gfx/D3D11/gfxD3D11EnumTranslate.h"
#include "gfx/gfxStringEnumTranslate.h"
#undef D3D11
// Use D3D11 for win32
#ifdef TORQUE_OS_WIN
#define OVR_D3D_VERSION 9
#define OVR_D3D_VERSION 11
#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)
struct OculusTexture
{
virtual void AdvanceToNextTexture() = 0;
virtual ~OculusTexture() {
}
};
//------------------------------------------------------------
// ovrSwapTextureSet wrapper class that also maintains the render target views
// needed for D3D11 rendering.
struct D3D11OculusTexture : public OculusTexture
{
ovrHmd hmd;
ovrSwapTextureSet * TextureSet;
static const int TextureCount = 2;
GFXTexHandle TexRtv[TextureCount];
GFXDevice *Owner;
D3D11OculusTexture(GFXDevice* owner) :
hmd(nullptr),
TextureSet(nullptr),
Owner(owner)
{
TexRtv[0] = TexRtv[1] = nullptr;
}
bool Init(ovrHmd _hmd, int sizeW, int sizeH)
{
hmd = _hmd;
D3D11_TEXTURE2D_DESC dsDesc;
dsDesc.Width = sizeW;
dsDesc.Height = sizeH;
dsDesc.MipLevels = 1;
dsDesc.ArraySize = 1;
dsDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM_SRGB;
dsDesc.SampleDesc.Count = 1; // No multi-sampling allowed
dsDesc.SampleDesc.Quality = 0;
dsDesc.Usage = D3D11_USAGE_DEFAULT;
dsDesc.CPUAccessFlags = 0;
dsDesc.MiscFlags = 0;
dsDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET;
GFXD3D11Device* device = static_cast<GFXD3D11Device*>(GFX);
ovrResult result = ovr_CreateSwapTextureSetD3D11(hmd, device->mD3DDevice, &dsDesc, ovrSwapTextureSetD3D11_Typeless, &TextureSet);
if (!OVR_SUCCESS(result))
return false;
AssertFatal(TextureSet->TextureCount == TextureCount, "TextureCount mismatch.");
for (int i = 0; i < TextureCount; ++i)
{
ovrD3D11Texture* tex = (ovrD3D11Texture*)&TextureSet->Textures[i];
D3D11_RENDER_TARGET_VIEW_DESC rtvd = {};
rtvd.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
rtvd.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
GFXD3D11TextureObject* object = new GFXD3D11TextureObject(GFX, &VRTextureProfile);
object->registerResourceWithDevice(GFX);
*(object->getSRViewPtr()) = tex->D3D11.pSRView;
*(object->get2DTexPtr()) = tex->D3D11.pTexture;
device->mD3DDevice->CreateRenderTargetView(tex->D3D11.pTexture, &rtvd, object->getRTViewPtr());
// Add refs for texture release later on
if (object->getSRView()) object->getSRView()->AddRef();
//object->getRTView()->AddRef();
if (object->get2DTex()) object->get2DTex()->AddRef();
object->isManaged = true;
// Get the actual size of the texture...
D3D11_TEXTURE2D_DESC probeDesc;
ZeroMemory(&probeDesc, sizeof(D3D11_TEXTURE2D_DESC));
object->get2DTex()->GetDesc(&probeDesc);
object->mTextureSize.set(probeDesc.Width, probeDesc.Height, 0);
object->mBitmapSize = object->mTextureSize;
int fmt = probeDesc.Format;
if (fmt == DXGI_FORMAT_R8G8B8A8_TYPELESS)
{
object->mFormat = GFXFormatR8G8B8A8; // usual case
}
else
{
// TODO: improve this. this can be very bad.
GFXREVERSE_LOOKUP(GFXD3D11TextureFormat, GFXFormat, fmt);
object->mFormat = (GFXFormat)fmt;
}
TexRtv[i] = object;
}
return true;
}
~D3D11OculusTexture()
{
for (int i = 0; i < TextureCount; ++i)
{
SAFE_DELETE(TexRtv[i]);
}
if (TextureSet)
{
ovr_DestroySwapTextureSet(hmd, TextureSet);
}
}
void AdvanceToNextTexture()
{
TextureSet->CurrentIndex = (TextureSet->CurrentIndex + 1) % TextureSet->TextureCount;
}
};
OculusVRHMDDevice::OculusVRHMDDevice()
{
mIsValid = false;
mDevice = NULL;
mSupportedDistortionCaps = 0;
mCurrentDistortionCaps = 0;
mCurrentCaps = 0;
mSupportedCaps = 0;
mVsync = true;
@ -60,6 +177,7 @@ mWindowSize(1280,800)
mConnection = NULL;
mSensor = NULL;
mActionCodeIndex = 0;
mTextureSwapSet = NULL;
}
OculusVRHMDDevice::~OculusVRHMDDevice()
@ -79,14 +197,14 @@ void OculusVRHMDDevice::cleanUp()
if(mDevice)
{
ovrHmd_Destroy(mDevice);
ovr_Destroy(mDevice);
mDevice = NULL;
}
mIsValid = false;
}
void OculusVRHMDDevice::set(ovrHmd hmd, U32 actionCodeIndex)
void OculusVRHMDDevice::set(ovrHmd hmd, ovrGraphicsLuid luid, U32 actionCodeIndex)
{
cleanUp();
@ -95,50 +213,42 @@ void OculusVRHMDDevice::set(ovrHmd hmd, U32 actionCodeIndex)
mDevice = hmd;
mSupportedCaps = hmd->HmdCaps;
mCurrentCaps = mSupportedCaps & (ovrHmdCap_DynamicPrediction | ovrHmdCap_LowPersistence | (!mVsync ? ovrHmdCap_NoVSync : 0));
ovrHmdDesc desc = ovr_GetHmdDesc(hmd);
int caps = ovr_GetTrackingCaps(hmd);
mSupportedDistortionCaps = hmd->DistortionCaps;
mCurrentDistortionCaps = mSupportedDistortionCaps & (ovrDistortionCap_TimeWarp | ovrDistortionCap_Vignette | ovrDistortionCap_Overdrive);
mSupportedCaps = desc.AvailableHmdCaps;
mCurrentCaps = mSupportedCaps;
mTimewarp = mSupportedDistortionCaps & ovrDistortionCap_TimeWarp;
mTimewarp = true;
// DeviceInfo
mProductName = hmd->ProductName;
mManufacturer = hmd->Manufacturer;
mVersion = hmd->FirmwareMajor;
mProductName = desc.ProductName;
mManufacturer = desc.Manufacturer;
mVersion = desc.FirmwareMajor;
mDisplayDeviceName = hmd->DisplayDeviceName;
mDisplayId = hmd->DisplayId;
//
Vector<GFXAdapter*> adapterList;
GFXD3D11Device::enumerateAdapters(adapterList);
mDesktopPosition.x = hmd->WindowsPos.x;
mDesktopPosition.y = hmd->WindowsPos.y;
dMemcpy(&mLuid, &luid, sizeof(mLuid));
mDisplayId = -1;
mResolution.x = hmd->Resolution.w;
mResolution.y = hmd->Resolution.h;
for (U32 i = 0, sz = adapterList.size(); i < sz; i++)
{
GFXAdapter* adapter = adapterList[i];
if (dMemcmp(&adapter->mLUID, &mLuid, sizeof(mLuid)) == 0)
{
mDisplayId = adapter->mIndex;
mDisplayDeviceType = "D3D11"; // TOFIX this
}
}
mProfileInterpupillaryDistance = ovrHmd_GetFloat(hmd, OVR_KEY_IPD, OVR_DEFAULT_IPD);
mLensSeparation = ovrHmd_GetFloat(hmd, "LensSeparation", 0);
ovrHmd_GetFloatArray(hmd, "ScreenSize", &mScreenSize.x, 2);
mResolution.x = desc.Resolution.w;
mResolution.y = desc.Resolution.h;
dMemcpy(mCurrentFovPorts, mDevice->DefaultEyeFov, sizeof(mDevice->DefaultEyeFov));
for (U32 i=0; i<2; i++)
{
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;
}
if (mDevice->HmdCaps & ovrHmdCap_ExtendDesktop)
{
mWindowSize = Point2I(mDevice->Resolution.w, mDevice->Resolution.h);
}
else
{
mWindowSize = Point2I(1100, 618);
}
mProfileInterpupillaryDistance = ovr_GetFloat(hmd, OVR_KEY_IPD, OVR_DEFAULT_IPD);
mLensSeparation = ovr_GetFloat(hmd, "LensSeparation", 0);
ovr_GetFloatArray(hmd, "ScreenSize", &mScreenSize.x, 2);
mActionCodeIndex = actionCodeIndex;
@ -147,6 +257,8 @@ void OculusVRHMDDevice::set(ovrHmd hmd, U32 actionCodeIndex)
mSensor = new OculusVRSensorDevice();
mSensor->set(mDevice, mActionCodeIndex);
mDebugMirrorTexture = NULL;
updateCaps();
}
@ -163,25 +275,26 @@ void OculusVRHMDDevice::setOptimalDisplaySize(GuiCanvas *canvas)
PlatformWindow *window = canvas->getPlatformWindow();
GFXTarget *target = window->getGFXTarget();
if (target && target->getSize() != mWindowSize)
Point2I requiredSize(0, 0);
ovrHmdDesc desc = ovr_GetHmdDesc(mDevice);
ovrSizei leftSize = ovr_GetFovTextureSize(mDevice, ovrEye_Left, desc.DefaultEyeFov[0], mCurrentPixelDensity);
ovrSizei rightSize = ovr_GetFovTextureSize(mDevice, ovrEye_Right, desc.DefaultEyeFov[1], mCurrentPixelDensity);
requiredSize.x = leftSize.w + rightSize.h;
requiredSize.y = mMax(leftSize.h, rightSize.h);
if (target && target->getSize() != requiredSize)
{
GFXVideoMode newMode;
newMode.antialiasLevel = 0;
newMode.bitDepth = 32;
newMode.fullScreen = false;
newMode.refreshRate = 75;
newMode.resolution = mWindowSize;
newMode.resolution = requiredSize;
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
//AssertFatal(window->getClientExtent().x == requiredSize.x && window->getClientExtent().y == requiredSize.y, "Window didn't resize to correct dimensions");
}
}
@ -190,61 +303,165 @@ bool OculusVRHMDDevice::isDisplayingWarning()
if (!mIsValid || !mDevice)
return false;
return false;/*
ovrHSWDisplayState displayState;
ovrHmd_GetHSWDisplayState(mDevice, &displayState);
return displayState.Displayed;
return displayState.Displayed;*/
}
void OculusVRHMDDevice::dismissWarning()
{
if (!mIsValid || !mDevice)
return;
ovrHmd_DismissHSWDisplay(mDevice);
//ovr_DismissHSWDisplay(mDevice);
}
bool OculusVRHMDDevice::setupTargets()
{
ovrFovPort eyeFov[2] = {mDevice->DefaultEyeFov[0], mDevice->DefaultEyeFov[1]};
// Create eye render buffers
ID3D11RenderTargetView * eyeRenderTexRtv[2];
ovrLayerEyeFov ld = { { ovrLayerType_EyeFov } };
mRenderLayer = ld;
mRecomendedEyeTargetSize[0] = ovrHmd_GetFovTextureSize(mDevice, ovrEye_Left, eyeFov[0], mCurrentPixelDensity);
mRecomendedEyeTargetSize[1] = ovrHmd_GetFovTextureSize(mDevice, ovrEye_Right, eyeFov[1], mCurrentPixelDensity);
GFXD3D11Device* device = static_cast<GFXD3D11Device*>(GFX);
// 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
);
ovrHmdDesc desc = ovr_GetHmdDesc(mDevice);
for (int i = 0; i < 2; i++)
{
mRenderLayer.Fov[i] = desc.DefaultEyeFov[i];
mRenderLayer.Viewport[i].Size = ovr_GetFovTextureSize(mDevice, (ovrEyeType)i, mRenderLayer.Fov[i], mCurrentPixelDensity);
mEyeRenderDesc[i] = ovr_GetRenderDesc(mDevice, (ovrEyeType_)(ovrEye_Left+i), mRenderLayer.Fov[i]);
}
GFXFormat targetFormat = GFX->getActiveRenderTarget()->getFormat();
mRTFormat = targetFormat;
ovrSizei recommendedEyeTargetSize[2];
recommendedEyeTargetSize[0] = mRenderLayer.Viewport[0].Size;
recommendedEyeTargetSize[1] = mRenderLayer.Viewport[1].Size;
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));
if (mTextureSwapSet)
{
delete mTextureSwapSet;
mTextureSwapSet = NULL;
}
// 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));
// Calculate render target size
if (mDesiredRenderingMode == GFXDevice::RS_StereoSideBySide)
{
// Setup a single texture, side-by-side viewports
Point2I rtSize(
recommendedEyeTargetSize[0].w + recommendedEyeTargetSize[1].w,
recommendedEyeTargetSize[0].h > recommendedEyeTargetSize[1].h ? recommendedEyeTargetSize[0].h : recommendedEyeTargetSize[1].h
);
gLastStereoTexture = mEyeTexture[0];
}
else
{
// No rendering, abort!
return false;
}
GFXFormat targetFormat = GFX->getActiveRenderTarget()->getFormat();
mRTFormat = targetFormat;
return true;
rtSize = generateRenderTarget(mStereoRT, mStereoDepthTexture, rtSize);
// Generate the swap texture we need to store the final image
D3D11OculusTexture* tex = new D3D11OculusTexture(GFX);
if (tex->Init(mDevice, rtSize.x, rtSize.y))
{
mTextureSwapSet = tex;
}
mRenderLayer.ColorTexture[0] = tex->TextureSet;
mRenderLayer.ColorTexture[1] = tex->TextureSet;
mRenderLayer.Viewport[0].Pos.x = 0;
mRenderLayer.Viewport[0].Pos.y = 0;
mRenderLayer.Viewport[1].Pos.x = (rtSize.x + 1) / 2;
mRenderLayer.Viewport[1].Pos.y = 0;
// Left
mEyeRT[0] = mStereoRT;
mEyeViewport[0] = RectI(Point2I(mRenderLayer.Viewport[0].Pos.x, mRenderLayer.Viewport[0].Pos.y), Point2I(mRenderLayer.Viewport[0].Size.w, mRenderLayer.Viewport[0].Size.h));
// Right
mEyeRT[1] = mStereoRT;
mEyeViewport[1] = RectI(Point2I(mRenderLayer.Viewport[1].Pos.x, mRenderLayer.Viewport[1].Pos.y), Point2I(mRenderLayer.Viewport[1].Size.w, mRenderLayer.Viewport[1].Size.h));
gLastStereoTexture = NULL;
GFXD3D11Device* device = static_cast<GFXD3D11Device*>(GFX);
D3D11_TEXTURE2D_DESC dsDesc;
dsDesc.Width = rtSize.x;
dsDesc.Height = rtSize.y;
dsDesc.MipLevels = 1;
dsDesc.ArraySize = 1;
dsDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM_SRGB;
dsDesc.SampleDesc.Count = 1;
dsDesc.SampleDesc.Quality = 0;
dsDesc.Usage = D3D11_USAGE_DEFAULT;
dsDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
dsDesc.CPUAccessFlags = 0;
dsDesc.MiscFlags = 0;
// Create typeless when we are rendering as non-sRGB since we will override the texture format in the RTV
bool reinterpretSrgbAsLinear = true;
unsigned compositorTextureFlags = 0;
if (reinterpretSrgbAsLinear)
compositorTextureFlags |= ovrSwapTextureSetD3D11_Typeless;
ovrResult result = ovr_CreateMirrorTextureD3D11(mDevice, device->mD3DDevice, &dsDesc, compositorTextureFlags, &mDebugMirrorTexture);
if (result == ovrError_DisplayLost || !mDebugMirrorTexture)
{
AssertFatal(false, "Something went wrong");
return NULL;
}
// Create texture handle so we can render it in-game
ovrD3D11Texture* mirror_tex = (ovrD3D11Texture*)mDebugMirrorTexture;
D3D11_RENDER_TARGET_VIEW_DESC rtvd = {};
rtvd.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
rtvd.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
GFXD3D11TextureObject* object = new GFXD3D11TextureObject(GFX, &VRTextureProfile);
object->registerResourceWithDevice(GFX);
*(object->getSRViewPtr()) = mirror_tex->D3D11.pSRView;
*(object->get2DTexPtr()) = mirror_tex->D3D11.pTexture;
device->mD3DDevice->CreateRenderTargetView(mirror_tex->D3D11.pTexture, &rtvd, object->getRTViewPtr());
// Add refs for texture release later on
if (object->getSRView()) object->getSRView()->AddRef();
//object->getRTView()->AddRef();
if (object->get2DTex()) object->get2DTex()->AddRef();
object->isManaged = true;
// Get the actual size of the texture...
D3D11_TEXTURE2D_DESC probeDesc;
ZeroMemory(&probeDesc, sizeof(D3D11_TEXTURE2D_DESC));
object->get2DTex()->GetDesc(&probeDesc);
object->mTextureSize.set(probeDesc.Width, probeDesc.Height, 0);
object->mBitmapSize = object->mTextureSize;
int fmt = probeDesc.Format;
if (fmt == DXGI_FORMAT_R8G8B8A8_TYPELESS)
{
object->mFormat = GFXFormatR8G8B8A8; // usual case
}
else
{
// TODO: improve this. this can be very bad.
GFXREVERSE_LOOKUP(GFXD3D11TextureFormat, GFXFormat, fmt);
object->mFormat = (GFXFormat)fmt;
}
mDebugMirrorTextureHandle = object;
gLastStereoTexture = mDebugMirrorTextureHandle;
}
else
{
// No rendering, abort!
return false;
}
return true;
}
String OculusVRHMDDevice::dumpMetrics()
@ -261,17 +478,14 @@ String OculusVRHMDDevice::dumpMetrics()
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",
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",
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" : "");
lastStatus & ovrStatus_PositionTracked ? " POS" : "");
return sb.data();
}
@ -292,82 +506,23 @@ void OculusVRHMDDevice::updateRenderInfo()
return;
PlatformWindow *window = mDrawCanvas->getPlatformWindow();
ovrFovPort eyeFov[2] = {mDevice->DefaultEyeFov[0], mDevice->DefaultEyeFov[1]};
ovrHmdDesc desc = ovr_GetHmdDesc(mDevice);
// 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)
{
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
// Finally setup!
if (!setupTargets())
{
onDeviceDestroy();
return;
}
mRenderConfigurationDirty = false;
}
Point2I OculusVRHMDDevice::generateRenderTarget(GFXTextureTargetRef &target, GFXTexHandle &texture, GFXTexHandle &depth, Point2I desiredSize)
Point2I OculusVRHMDDevice::generateRenderTarget(GFXTextureTargetRef &target, GFXTexHandle &depth, Point2I desiredSize)
{
// Texture size that we already have might be big enough.
Point2I newRTSize;
@ -402,12 +557,12 @@ Point2I OculusVRHMDDevice::generateRenderTarget(GFXTextureTargetRef &target, GFX
newRTSize.setMax(Point2I(64, 64));
// Stereo RT needs to be the same size as the recommended RT
if ( newRT || texture.getWidthHeight() != newRTSize )
/*if ( newRT || mDebugStereoTexture.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());
}
mDebugStereoTexture.set( newRTSize.x, newRTSize.y, mRTFormat, &VRTextureProfile, avar( "%s() - (line %d)", __FUNCTION__, __LINE__ ) );
target->attachTexture( GFXTextureTarget::Color0, mDebugStereoTexture);
Con::printf("generateRenderTarget generated %x", mDebugStereoTexture.getPointer());
}*/
if ( depth.getWidthHeight() != newRTSize )
{
@ -424,6 +579,13 @@ void OculusVRHMDDevice::clearRenderTargets()
mStereoRT = NULL;
mEyeRT[0] = NULL;
mEyeRT[1] = NULL;
if (mDebugMirrorTexture)
{
ovr_DestroyMirrorTexture(mDevice, mDebugMirrorTexture);
mDebugMirrorTexture = NULL;
mDebugMirrorTextureHandle = NULL;
}
}
void OculusVRHMDDevice::updateCaps()
@ -431,34 +593,7 @@ void OculusVRHMDDevice::updateCaps()
if (!mIsValid || !mDevice)
return;
U32 oldDistortionCaps = mCurrentDistortionCaps;
// Distortion
if (mTimewarp)
{
mCurrentDistortionCaps |= ovrDistortionCap_TimeWarp;
}
else
{
mCurrentDistortionCaps &= ~ovrDistortionCap_TimeWarp;
}
if (oldDistortionCaps != mCurrentDistortionCaps)
{
mRenderConfigurationDirty = true;
}
// Device
if (!mVsync)
{
mCurrentCaps |= ovrHmdCap_NoVSync;
}
else
{
mCurrentCaps &= ~ovrHmdCap_NoVSync;
}
ovrHmd_SetEnabledCaps(mDevice, mCurrentCaps);
ovr_SetEnabledCaps(mDevice, mCurrentCaps);
}
static bool sInFrame = false; // protects against recursive onStartFrame calls
@ -469,108 +604,64 @@ void OculusVRHMDDevice::onStartFrame()
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);
ovrTrackingState hmdState = ovr_GetTrackingState(mDevice, 0, ovrTrue);
ovr_CalcEyePoses(hmdState.HeadPose.ThePose, hmdToEyeViewOffset, mRenderLayer.RenderPose);
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;
mRenderLayer.RenderPose[i].Position.x *= OculusVRDevice::smPositionTrackingScale;
mRenderLayer.RenderPose[i].Position.y *= OculusVRDevice::smPositionTrackingScale;
mRenderLayer.RenderPose[i].Position.z *= OculusVRDevice::smPositionTrackingScale;
}
mRenderLayer.SensorSampleTime = ovr_GetTimeInSeconds();
// Set current dest texture on stereo render target
D3D11OculusTexture* texSwap = (D3D11OculusTexture*)mTextureSwapSet;
mStereoRT->attachTexture(GFXTextureTarget::Color0, texSwap->TexRtv[texSwap->TextureSet->CurrentIndex]);
sInFrame = false;
mFrameReady = true;
}
void OculusVRHMDDevice::onEndFrame()
{
if (!mIsValid || !mDevice || !mDrawCanvas || sInFrame || !mFrameReady)
if (!mIsValid || !mDevice || !mDrawCanvas || sInFrame || !mFrameReady || !mTextureSwapSet)
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;
GFXD3D11Device *d3d11GFX = dynamic_cast<GFXD3D11Device*>(GFX);
// 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;
ovrViewScaleDesc viewScaleDesc;
ovrVector3f hmdToEyeViewOffset[2] = { mEyeRenderDesc[0].HmdToEyeViewOffset, mEyeRenderDesc[1].HmdToEyeViewOffset };
viewScaleDesc.HmdSpaceToWorldScaleInMeters = 1.0f;
viewScaleDesc.HmdToEyeViewOffset[0] = hmdToEyeViewOffset[0];
viewScaleDesc.HmdToEyeViewOffset[1] = hmdToEyeViewOffset[1];
// 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
ovrLayerDirect ld = { { ovrLayerType_Direct } };
mDebugRenderLayer = ld;
#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;
mDebugRenderLayer.ColorTexture[0] = mRenderLayer.ColorTexture[0];
mDebugRenderLayer.ColorTexture[1] = mRenderLayer.ColorTexture[1];
mDebugRenderLayer.Viewport[0] = mRenderLayer.Viewport[0];
mDebugRenderLayer.Viewport[1] = mRenderLayer.Viewport[1];
// 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;
// TODO: use ovrViewScaleDesc
ovrLayerHeader* layers = &mRenderLayer.Header;
ovrResult result = ovr_SubmitFrame(mDevice, 0, &viewScaleDesc, &layers, 1);
mTextureSwapSet->AdvanceToNextTexture();
// Submit!
GFX->disableShaders();
if (OVR_SUCCESS(result))
{
int woo = 1;
}
GFX->setActiveRenderTarget(windowTarget);
GFX->clear(GFXClearZBuffer | GFXClearStencil | GFXClearTarget, ColorI(255,0,0), 1.0f, 0);
ovrHmd_EndFrame(mDevice, mCurrentEyePoses, (ovrTexture*)(&eyeTextures[0]));
}
#endif
#endif
// TODO: render preview in display?
mFrameReady = false;
}
@ -578,7 +669,7 @@ void OculusVRHMDDevice::onEndFrame()
void OculusVRHMDDevice::getFrameEyePose(DisplayPose *outPose, U32 eyeId) const
{
// Directly set the rotation and position from the eye transforms
ovrPosef pose = mCurrentEyePoses[eyeId];
ovrPosef pose = mRenderLayer.RenderPose[eyeId];
OVR::Quatf orientation = pose.Orientation;
const OVR::Vector3f position = pose.Position;
@ -605,18 +696,17 @@ void OculusVRHMDDevice::onDeviceDestroy()
mEyeRT[1]->zombify();
}
if (mTextureSwapSet)
{
delete mTextureSwapSet;
mTextureSwapSet = NULL;
}
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);
}

View file

@ -34,12 +34,14 @@
#include "math/mRect.h"
#include "gfx/gfxDevice.h"
#include "OVR_CAPI_0_5_0.h"
#include "OVR_CAPI.h"
class GuiCanvas;
class GameConnection;
struct DisplayPose;
class OculusVRSensorDevice;
struct OculusTexture;
class OculusVRHMDDevice
{
@ -59,9 +61,6 @@ protected:
ovrHmd mDevice;
U32 mSupportedDistortionCaps;
U32 mCurrentDistortionCaps;
U32 mSupportedCaps;
U32 mCurrentCaps;
@ -70,15 +69,12 @@ protected:
String mManufacturer;
U32 mVersion;
// Windows display device name used in EnumDisplaySettings/CreateDC
String mDisplayDeviceName;
// Device type (D3D11, etc)
String mDisplayDeviceType;
// MacOS display ID
// Adapter index
S32 mDisplayId;
// Desktop coordinate position of the screen (can be negative; may not be present on all platforms)
Point2I mDesktopPosition;
// Whole screen resolution
Point2I mResolution;
@ -99,18 +95,15 @@ protected:
Point2F mProjectionCenterOffset;
// Current pose of eyes
ovrPosef mCurrentEyePoses[2];
ovrEyeRenderDesc mEyeRenderDesc[2];
ovrFovPort mCurrentFovPorts[2];
Point2I mWindowSize;
GameConnection *mConnection;
OculusVRSensorDevice *mSensor;
U32 mActionCodeIndex;
ovrGraphicsLuid mLuid;
protected:
void updateRenderInfo();
@ -121,7 +114,7 @@ public:
void cleanUp();
// Set the HMD properties based on information from the OVR device
void set(ovrHmd hmd, U32 actionCodeIndex);
void set(ovrHmd hmd, ovrGraphicsLuid luid, U32 actionCodeIndex);
// Sets optimal display size for canvas
void setOptimalDisplaySize(GuiCanvas *canvas);
@ -133,14 +126,11 @@ public:
U32 getVersion() const { return mVersion; }
// Windows display device name used in EnumDisplaySettings/CreateDC
const char* getDisplayDeviceName() const { return mDisplayDeviceName.c_str(); }
const char* getDisplayDeviceType () const { return mDisplayDeviceType.c_str(); }
// MacOS display ID
S32 getDisplayDeviceId() const { return mDisplayId; }
// Desktop coordinate position of the screen (can be negative; may not be present on all platforms)
const Point2I& getDesktopPosition() const { return mDesktopPosition; }
// Whole screen resolution
const Point2I& getResolution() const { return mResolution; }
@ -166,7 +156,7 @@ public:
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)); }
void getFovPorts(FovPort *dest) const { dMemcpy(dest, &mRenderLayer.Fov[0], sizeof(mRenderLayer.Fov)); }
/// 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 {
@ -181,7 +171,7 @@ public:
void onEndFrame();
void onDeviceDestroy();
Point2I generateRenderTarget(GFXTextureTargetRef &target, GFXTexHandle &texture, GFXTexHandle &depth, Point2I desiredSize);
Point2I generateRenderTarget(GFXTextureTargetRef &target, GFXTexHandle &depth, Point2I desiredSize);
void clearRenderTargets();
bool isDisplayingWarning();
@ -198,20 +188,12 @@ public:
String dumpMetrics();
// Stereo RT
GFXTexHandle mStereoTexture;
GFXTexHandle mDebugStereoTexture;
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];
@ -220,6 +202,12 @@ public:
F32 smDesiredPixelDensity;
ovrTrackingState mLastTrackingState;
OculusTexture* mTextureSwapSet;
ovrLayerEyeFov mRenderLayer;
ovrLayerDirect mDebugRenderLayer;
ovrViewScaleDesc mScaleDesc;
ovrTexture* mDebugMirrorTexture;
GFXTexHandle mDebugMirrorTextureHandle;
GFXDevice::GFXDeviceRenderStyles mDesiredRenderingMode;

View file

@ -27,7 +27,7 @@
#include "math/mMatrix.h"
#include "math/mQuat.h"
#include "math/mPoint2.h"
#include "OVR_CAPI_0_5_0.h"
#include "OVR_CAPI_0_8_0.h"
struct OculusVRSensorData
{

View file

@ -24,8 +24,9 @@
#include "platform/input/oculusVR/oculusVRSensorData.h"
#include "platform/input/oculusVR/oculusVRUtil.h"
#include "platform/platformInput.h"
#include"console/simBase.h"
#include "console/simBase.h"
#include "console/engineAPI.h"
#include "OVR_CAPI_0_8_0.h"
U32 OculusVRSensorDevice::OVR_SENSORROT[OculusVRConstants::MaxSensors] = {0};
U32 OculusVRSensorDevice::OVR_SENSORROTANG[OculusVRConstants::MaxSensors] = {0};
@ -66,7 +67,7 @@ void OculusVRSensorDevice::cleanUp()
{
mIsValid = false;
ovrHmd_ConfigureTracking(mDevice, 0, 0);
ovr_ConfigureTracking(mDevice, 0, 0);
}
void OculusVRSensorDevice::set(ovrHmd sensor, S32 actionCodeIndex)
@ -74,7 +75,7 @@ void OculusVRSensorDevice::set(ovrHmd sensor, S32 actionCodeIndex)
mIsValid = false;
mDevice = sensor;
mSupportedTrackingCaps = sensor->TrackingCaps;
mSupportedTrackingCaps = ovr_GetTrackingCaps(sensor);
mCurrentTrackingCaps = ovrTrackingCap_Orientation | ovrTrackingCap_MagYawCorrection | ovrTrackingCap_Position;
mCurrentTrackingCaps = mSupportedTrackingCaps & mCurrentTrackingCaps;
@ -82,15 +83,17 @@ void OculusVRSensorDevice::set(ovrHmd sensor, S32 actionCodeIndex)
mPositionTrackingDisabled = !(mCurrentTrackingCaps & ovrTrackingCap_Position);
ovrHmdDesc desc = ovr_GetHmdDesc(sensor);
// DeviceInfo
mProductName = sensor->ProductName;
mManufacturer = sensor->Manufacturer;
mVersion = sensor->Type;
mProductName = desc.ProductName;
mManufacturer = desc.Manufacturer;
mVersion = desc.Type;
// SensorInfo
mVendorId = sensor->VendorId;
mProductId = sensor->ProductId;
mSerialNumber = sensor->SerialNumber;
mVendorId = desc.VendorId;
mProductId = desc.ProductId;
mSerialNumber = desc.SerialNumber;
mActionCodeIndex = actionCodeIndex;
@ -163,7 +166,7 @@ bool OculusVRSensorDevice::process(U32 deviceType, bool generateRotAsAngAxis, bo
return false;
// Grab current state
ovrTrackingState ts = ovrHmd_GetTrackingState(mDevice, ovr_GetTimeInSeconds());
ovrTrackingState ts = ovr_GetTrackingState(mDevice, ovr_GetTimeInSeconds(), ovrTrue);
mLastStatus = ts.StatusFlags;
// Store the current data from the sensor and compare with previous data
@ -249,7 +252,7 @@ void OculusVRSensorDevice::reset()
if(!mIsValid)
return;
ovrHmd_RecenterPose(mDevice);
ovr_RecenterPose(mDevice);
}
bool OculusVRSensorDevice::getYawCorrection() const
@ -322,7 +325,7 @@ EulerF OculusVRSensorDevice::getEulerRotation()
if(!mIsValid)
return Point3F::Zero;
ovrTrackingState ts = ovrHmd_GetTrackingState(mDevice, ovr_GetTimeInSeconds());
ovrTrackingState ts = ovr_GetTrackingState(mDevice, ovr_GetTimeInSeconds(), ovrTrue);
OVR::Quatf orientation = ts.HeadPose.ThePose.Orientation;
// Sensor rotation in Euler format
@ -337,7 +340,7 @@ EulerF OculusVRSensorDevice::getRawEulerRotation()
if(!mIsValid)
return Point3F::Zero;
ovrTrackingState ts = ovrHmd_GetTrackingState(mDevice, ovr_GetTimeInSeconds());
ovrTrackingState ts = ovr_GetTrackingState(mDevice, ovr_GetTimeInSeconds(), ovrTrue);
OVR::Quatf orientation = ts.HeadPose.ThePose.Orientation;
// Sensor rotation in Euler format
@ -351,7 +354,7 @@ VectorF OculusVRSensorDevice::getAcceleration()
if(!mIsValid)
return VectorF::Zero;
ovrTrackingState ts = ovrHmd_GetTrackingState(mDevice, ovr_GetTimeInSeconds());
ovrTrackingState ts = ovr_GetTrackingState(mDevice, ovr_GetTimeInSeconds(), ovrTrue);
OVR::Vector3f a = ts.HeadPose.LinearAcceleration;
// Sensor acceleration in VectorF format
@ -366,7 +369,7 @@ EulerF OculusVRSensorDevice::getAngularVelocity()
if(!mIsValid)
return EulerF::Zero;
ovrTrackingState ts = ovrHmd_GetTrackingState(mDevice, ovr_GetTimeInSeconds());
ovrTrackingState ts = ovr_GetTrackingState(mDevice, ovr_GetTimeInSeconds(), ovrTrue);
OVR::Vector3f v = ts.HeadPose.AngularVelocity;
// Sensor angular velocity in EulerF format
@ -381,7 +384,7 @@ Point3F OculusVRSensorDevice::getPosition()
if(!mIsValid)
return Point3F();
ovrTrackingState ts = ovrHmd_GetTrackingState(mDevice, ovr_GetTimeInSeconds());
ovrTrackingState ts = ovr_GetTrackingState(mDevice, ovr_GetTimeInSeconds(), ovrTrue);
OVR::Vector3f v = ts.HeadPose.ThePose.Position;
return Point3F(-v.x, v.z, -v.y);
}
@ -399,5 +402,5 @@ void OculusVRSensorDevice::updateTrackingCaps()
if (!mPositionTrackingDisabled)
mCurrentTrackingCaps |= ovrTrackingCap_Position;
ovrHmd_ConfigureTracking(mDevice, mCurrentTrackingCaps, 0);
ovr_ConfigureTracking(mDevice, mCurrentTrackingCaps, 0);
}

View file

@ -30,7 +30,7 @@
#include "math/mPoint4.h"
#include "platform/input/oculusVR/oculusVRConstants.h"
#include "platform/types.h"
#include "OVR_CAPI_0_5_0.h"
#include "OVR_CAPI.h"
struct OculusVRSensorData;

View file

@ -25,7 +25,7 @@
#include "math/mPoint2.h"
#include "math/mMatrix.h"
#include "OVR_CAPI_0_5_0.h"
#include "OVR_CAPI_0_8_0.h"
// NOTE: math code in oculus uses "Offset" which is a preprocessor macro
#define TorqueOffset Offset

View file

@ -154,7 +154,6 @@ GFX_ImplementTextureProfile( VRTextureProfile,
GFX_ImplementTextureProfile( VRDepthProfile,
GFXTextureProfile::DiffuseMap,
GFXTextureProfile::PreserveSize |
GFXTextureProfile::RenderTarget |
GFXTextureProfile::NoMipmap |
GFXTextureProfile::ZTarget,
GFXTextureProfile::NONE );

View file

@ -752,3 +752,21 @@ vehicleMap.bind( gamepad, btn_b, brake );
vehicleMap.bind( gamepad, btn_x, movebackward );
// bind exiting the vehicle to a button
vehicleMap.bindCmd(gamepad, btn_y,"getout();","");
// ----------------------------------------------------------------------------
// Oculus Rift
// ----------------------------------------------------------------------------
function OVRSensorRotEuler(%pitch, %roll, %yaw)
{
//echo("Sensor euler: " @ %pitch SPC %roll SPC %yaw);
$mvRotZ0 = %yaw;
$mvRotX0 = %pitch;
$mvRotY0 = %roll;
}
$mvRotIsEuler0 = true;
$OculusVR::GenerateAngleAxisRotationEvents = false;
$OculusVR::GenerateEulerRotationEvents = true;
moveMap.bind( oculusvr, ovr_sensorrotang0, OVRSensorRotEuler );